| Card | Description | Clubs | Diamonds | Hearts | Spades |
| 2 | Hex succeeds. You defeat the manitou easily, but he is able to get revenge by making it obvious that you are doing something supernatural. | Anyone looking in your direction needs to make a fair (5) Cognition check to notice something strange. | Same as Clubs, but the Cognition check is foolproof (3). | Same as Diamonds, now there's also sound, so anyone nearby needs to make a foolproof (3) Cognition check. | Anybody nearby automatically notices the effect by both sight and sound, and it lasts for 2 rounds. |
| 3 | Hex succeeds. It's a tough struggle, and the manitou is weakened so the hex has a lesser effect. | Reduce hand rank by one. | Reduce hand rank by two. | Reduce hand rank by three. | Reduce hand rank to minimum hand. |
| 4 | Hex succeeds. But it's a tough fight, and leaves you exhausted. | Take 1d4 Wind. | Take 2d6 Wind. | Take 3d8 Wind. | Take 4d10 Wind. |
| 5 | Hex succeeds. But it's a long struggle, so you lose a few actions, and the spell doesn't take effect until you've lost your last action. | Don't lose any actions, but the spell doesn't take effect until opponent takes an action. | Lose 1 action. | Lose 2 actions. | Lose 3 actions. |
| 6 | Hex succeeds. But the manitou is able to affect you as well. The hex also has the reverse effect as follows. | Reverse effect at 2 hand ranks lower. | Reverse effect at 1 hand rank lower. | Reverse effect. | Reverse effect at 1 hand rank higher. |
| 7 | Hex succeeds. But the manitou mentally stunned you. Suffer penalties to Hexslingin' rolls. | -1 for 1d4 rounds. | -2 for 1d6 minutes. | -3 for 1d8 hours. | -4 for 1 day. |
| 8 | Hex succeeds. The hex has the exact opposite effect. | Reverse effect at 2 hand ranks lower. | Reverse effect at 1 hand rank lower. | Reverse effect. | Reverse effect at 1 hand rank higher. |
| 9 | Hex fails. But at least you learned something. | Gain 1 level in Academia: Occult. | Gain a chip draw. | Gain 1 bounty point. | You gain nothing, but then again, you lose nothing. |
| 10 | Hex fails. The manitou messes with your mind and you gain an insanity for the specified duration. | Insanity lasts for 1 day. | Insanity lasts for the rest of the adventure. | Insanity lasts for the rest of the adventure. At the beginning of each session, if the Huckster makes a hard (9) Spirit check the Insanity goes away. | Insanity is permanent. |
| Jack | Hex fails. You see something in the Hunting Grounds that you'd rather not. Make a Guts check. | Terror 5 | Terror 7 | Terror 9 | Terror 11 |
| Queen | Hex fails. Boy did you blow this one! Take damage to the guts. | 1d4 | 2d6 | 3d8 | 4d10 |
| King | Hex fails. You are shut out of the Hunting Grounds completely. You can't cast another hex or Trick for the specified duration. | 1d4 rounds. | 1d6 minutes | 1d8 hours. | 1 day. |
| Ace | Hex fails. Brain fry. Lose level as described. | Lose on level of Hexslingin', lasts for one day. | Lose one level of Hexslingin', lasts for 1 week. | Lose one level of Hexslingin' permanently. | Double whammy! Lose one level of Hexslingin' permanently, and pull another card for an additional Backlash. |
| Red Joker | The manitou has taken complete possession of you. Marshal's discretion. |
| Black Joker | The struggle was too much for you. You are now comatose. Marshal's discretion. |