Kid Montana #10
☆ Be the first to review + Add to your collection — Join freeKid Montana, branded an outlaw by the Badhats gang, sets out to clear his name and reclaim a valuable water valley that rightfully belongs to him. After meeting Joe Talbot and learning about the gang's control of the territory, Kid Montana encounters two drifters who involve him in a high-stakes card game rigged by the Badhats; when Kid Montana wins despite their cheating, the gang pursues him. Kid Montana and his new allies are cornered at a jail, where they make a stand against the Badhats gang in a final confrontation.
Kid Montana arrives in the lawless town of Tacas, where the three notorious gunmen Riff Webster, Spade Nolls, and Al Arlen have established a reign of fear. After a tense standoff with Spade Nolls over a prime spot, Kid Montana proves his speed by drawing first, shocking the trio into realizing they’ve met their match. As the town’s uneasy peace begins to shift, Kid Montana prepares for a final confrontation with the outlaws, knowing the battle for Tacas is far from over.
Kid Montana arrives in a valley where a bitter feud over the only water source has divided ranchers, including Joe Talbot and Nux Trotter. When the land’s deed is declared invalid, both sides vow no one can use the stream—until Kid Montana stakes a claim and builds a cabin, forcing them to confront their shared enemy: each other.
In the lawless town of Butte, Montana, Kid Montana finds himself at odds with Jay Torpey, a ruthless gang leader who runs a gambling den built on deceit and violence. When Kid wins a high-stakes card game, Torpey’s crew tries to ambush him, but Kid outsmarts them with quick thinking and sheer nerve. As tensions escalate, Kid makes it clear he won’t be intimidated — and Torpey soon realizes he’s facing a force he can’t control.
In the dusty borderlands of the Rio Grande, Texas Ranger Johnny Cole, stripped of his badge and exiled to Mexico, teams up with Mexican lawman Jose Rosada to track down the outlaw Tuss Arno. As the two lawmen pursue Arno’s gang across the frontier, they must navigate shifting loyalties, a clever trap, and the treacherous divide between justice and revenge—where the line between enemy and ally blurs with every crossing of the river.
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Reprints
Reprinted in Kid Montana #51 (1959), Kid Montana #49 (1965), Astounding Stories #29 (1968), Creepy Worlds #132 (1972), Sheriff Classics #9252 (2012), Sheriff Classics #9255 (2013), Creepy Worlds #66, Creepy Worlds #70, Secrets of the Unknown #71
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