Junior by on

"(during High Noon)" should be rules text, so I've corrected the card image.

In OCTGN, you can find this card here:
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\6ed8f9e5-8fa2-4764-af06-a5fc7b9ef928\Cards

The image is named with the correct OCTGN id.

link broken - contact soulblight via BGG or Pine Box forums

Other errata images available: 108 Worldly Desires, Auto-Revolver, Bad Company, Concealed Weapons, Desolation Row, Focusing Chi, Forced Quarantine, Hot Lead Flyin', Ivor Hawley (Exp.1), Mugging, Nathan Shane, Paralysis Mark, Rico Rodegain, Undertaker, Unprepared, Unprepared Promo, The Wretched

Posted with permission form Pine Box.

The Wretched by on

This card image has an erroneous "dude" after "The Wretched" at the beginning of the second paragraph, so I've corrected the card image.

In OCTGN, you can find this card here:
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\531537a7-e18e-45d1-a32d-a818ce26c628\Cards

The image is named with the correct OCTGN id.

link broken - contact soulblight via BGG or Pine Box forums

Other errata images available: 108 Worldly Desires, Auto-Revolver, Bad Company, Concealed Weapons, Desolation Row, Focusing Chi, Forced Quarantine, Hot Lead Flyin', Ivor Hawley (Exp.1), Junior, Mugging, Nathan Shane, Paralysis Mark, Rico Rodegain, Undertaker, Unprepared, Unprepared Promo

Posted with permission form Pine Box.

Focusing Chi by on

This card is missing the 'Technique' keyword, so I've modified the card image to correct it.

In OCTGN, you can find this card here:
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\63d20a4a-fa07-4db1-9abe-9d55ad4b7507\Cards

The image is named with the correct OCTGN id.

link broken - contact soulblight via BGG or Pine Box forums

Other errata images available: 108 Worldly Desires, Auto-Revolver, Bad Company, Concealed Weapons, Desolation Row, Forced Quarantine, Hot Lead Flyin', Ivor Hawley (Exp.1), Junior, Mugging, Nathan Shane, Paralysis Mark, Rico Rodegain, Undertaker, Unprepared, Unprepared Promo, The Wretched

Posted with permission form Pine Box.

Ivor Hawley (Exp.1) by on

For OCTGN play I've modified the card image with the errata wording. The file path is
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\531537a7-e18e-45d1-a32d-a818ce26c628\Cards

The image is named with the correct OCTGN id.

From the May 1st Errata: www.alderac.com/forum/viewtopic.php?f=375&t=116357

link broken - contact soulblight via BGG or Pine Box forums

Other errata images available: 108 Worldly Desires, Auto-Revolver, Bad Company, Concealed Weapons, Desolation Row, Focusing Chi, Forced Quarantine, Hot Lead Flyin', Junior, Mugging, Nathan Shane, Paralysis Mark, Rico Rodegain, Undertaker, Unprepared, Unprepared Promo, The Wretched

Posted with permission form Pine Box.

Nathan Shane by on

For OCTGN play I've modified the card image with the errata wording. The file path is
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\6ed8f9e5-8fa2-4764-af06-a5fc7b9ef928\Cards

The image is named with the correct OCTGN id.

From the May 1st Errata: www.alderac.com/forum/viewtopic.php?f=375&t=116357

link broken - contact soulblight via BGG or Pine Box forums

Other errata images available: 108 Worldly Desires, Auto-Revolver, Bad Company, Concealed Weapons, Desolation Row, Focusing Chi, Forced Quarantine, Hot Lead Flyin', Ivor Hawley (Exp.1), Junior, Mugging, Paralysis Mark, Rico Rodegain, Undertaker, Unprepared, Unprepared Promo, The Wretched

Posted with permission form Pine Box.

Mugging by on

For OCTGN play I've modified the card image with the errata wording. The file path is
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\63d20a4a-fa07-4db1-9abe-9d55ad4b7507\Cards The image is named with the correct OCTGN id.

From the May 1st Errata: www.alderac.com/forum/viewtopic.php?f=375&t=116357

link broken - contact soulblight via BGG or Pine Box forums

Other errata images available: 108 Worldly Desires, Auto-Revolver, Bad Company, Concealed Weapons, Desolation Row, Focusing Chi, Forced Quarantine, Hot Lead Flyin', Ivor Hawley (Exp.1), Junior, Nathan Shane, Paralysis Mark, Rico Rodegain, Undertaker, Unprepared, Unprepared Promo, The Wretched

Posted with permission form Pine Box.

Forced Quarantine by on

For OCTGN play I've modified the card image with the correct wording. The file path is
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\531537a7-e18e-45d1-a32d-a818ce26c628\Cards

The image is named with the correct OCTGN id.

link broken - contact soulblight via BGG or Pine Box forums

Other errata images available: 108 Worldly Desires, Auto-Revolver, Bad Company, Concealed Weapons, Desolation Row, Focusing Chi, Hot Lead Flyin', Ivor Hawley (Exp.1), Junior, Mugging, Nathan Shane, Paralysis Mark, Rico Rodegain, Undertaker, Unprepared, Unprepared Promo, The Wretched

Posted with permission form Pine Box.

Paralysis Mark by on

For OCTGN play I've modified the card image with the errata wording. The file path is
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\aab53873-ff2e-450b-8cf7-67a5abf01fe3\Cards

The image is named with the correct OCTGN id.

From the May 1st Errata: www.alderac.com/forum/viewtopic.php?f=375&t=116357

link broken - contact soulblight via BGG or Pine Box forums

Other errata images available: 108 Worldly Desires, Auto-Revolver, Bad Company, Concealed Weapons, Desolation Row, Focusing Chi, Forced Quarantine, Hot Lead Flyin', Ivor Hawley (Exp.1), Rico Rodegain, Undertaker, Unprepared, Unprepared Promo, The Wretched

Posted with permission form Pine Box.

Hot Lead Flyin' by on

For OCTGN play I've modified the card image with the errata wording. The file path is
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\4faa78e0-7f18-4b5b-89ac-56b79624bc83\Cards

The image is named with the correct OCTGN id.

link broken - contact soulblight via BGG or Pine Box forums

Posted with permission form Pine Box.

Other errata images available: 108 Worldly Desires, Auto-Revolver, Bad Company, Concealed Weapons, Desolation Row, Focusing Chi, Forced Quarantine, Ivor Hawley (Exp.1), Junior, Mugging, Nathan Shane, Paralysis Mark, Rico Rodegain, Undertaker, Unprepared, Unprepared Promo, The Wretched

Unprepared by on

Errata Text from Oct 8 2015

Shootout: Choose a dude. Boot that dude and their attached cards. That dude gets –1 bullets and cannot use their abilities. Their attached cards lose all traits, abilities, and bullet bonuses.

Source: alderac.com/forum/viewtopic.php?f=375&t=115332

For OCTGN play I've modified the card image with the errata wording. The file path is
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\4faa78e0-7f18-4b5b-89ac-56b79624bc83\Cards

The image is named with the correct OCTGN id followed by "-promo". To use this image in place of the core set version, rename the core set card to something else, then remove the "-promo" from this card's filename.

link broken - contact soulblight via BGG or Pine Box forums

Posted with permission form Pine Box.

Other errata images available: 108 Worldly Desires, Auto-Revolver, Bad Company, Concealed Weapons, Desolation Row, Focusing Chi, Forced Quarantine, Hot Lead Flyin', Ivor Hawley (Exp.1), Junior, Mugging, Nathan Shane, Paralysis Mark, Rico Rodegain, Undertaker, Unprepared, The Wretched

Undertaker by on

Errata Text Tue Feb 21, 2017:

This deed's controller gains 2 ghost rock each time an in-play dude is aced.

Source: Rules Compendium v 0.5 from Pine Box Entertainment

For OCTGN play I've modified the card image with the errata wording. The file path is
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\4faa78e0-7f18-4b5b-89ac-56b79624bc83\Cards

The image is named with the correct OCTGN id.

link broken - contact soulblight via BGG or Pine Box forums

Posted with permission form Pine Box.

Other errata images available: 108 Worldly Desires, Auto-Revolver, Bad Company, Concealed Weapons, Desolation Row, Focusing Chi, Forced Quarantine, Hot Lead Flyin', Ivor Hawley (Exp.1), Junior, Mugging, Nathan Shane, Paralysis Mark, Rico Rodegain, Unprepared, Unprepared Promo, The Wretched

Rico Rodegain by on

Errata Tue Feb 21, 2017

Dude • Draw 0 • Influence 0 • Cost 3 • Upkeep 0

Source: Rules Compendium v 0.5 from Pine Box Entertainment

For OCTGN play I've modified the card image with the errata wording. The file path is
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\8d071bf7-2dd6-418f-bf2e-2311ae39cb60\Cards

The image is named with the correct OCTGN id.

link broken - contact soulblight via BGG or Pine Box forums

Posted with permission form Pine Box.

Other errata images available: 108 Worldly Desires, Auto-Revolver, Bad Company, Concealed Weapons, Desolation Row, Focusing Chi, Forced Quarantine, Hot Lead Flyin', Ivor Hawley (Exp.1), Junior, Mugging, Nathan Shane, Paralysis Mark, Undertaker, Unprepared, Unprepared Promo, The Wretched

Auto-Revolver by on

Edit Wed Feb 22, 2017: From the Pine Box Entertainment Rules Forums [community.gomorragazette.com](http://community.gomorragazette.com/t/errata-question/1452/6) it was confirmed that the errata text reads:

You may equip this Gadget as a Shootout play (pay all costs).

While this Auto-Revolver is in a shootout and you are forming a draw hand, when you redraw after discarding at least one card, you may draw one extra card.

Errata text from Tue Feb 21, 2017:

While this Auto-Revolver is in a shootout and you are forming a draw hand, when you redraw after discarding at least one card, you may draw one extra card.

source: Rules Compendium v 0.5 from Pine Box Entertainment

For OCTGN play I've modified the card image with the errata wording. The file path is
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\4faa78e0-7f18-4b5b-89ac-56b79624bc83\Cards

The image is named with the correct OCTGN id.

link broken - contact soulblight via BGG or Pine Box forums

Posted with permission form Pine Box.

Other errata images available: 108 Worldly Desires, Bad Company, Concealed Weapons, Desolation Row, Focusing Chi, Forced Quarantine, Hot Lead Flyin', Ivor Hawley (Exp.1), Junior, Mugging, Nathan Shane, Paralysis Mark, Rico Rodegain, Undertaker, Unprepared, Unprepared Promo, The Wretched

Nicholas Kramer by on

The man, the myth, the legend, Nicholas Kramer. A dude the company has long waited for the likes of. A zero upkeep stud dude.... with influence! It's too bad he has zero bullets. Well, that is until you start inventing something! Yeah, he's not all that terrific in a non gadgeting Morgan deck, but for those mad enough to invent, he is what science decks have been waiting for. A potential of becoming a 4 stud, if you control 4 or more gadgets ANYWHERE! If one of those gadgets you made is a weapon Nicholas can be a 6 to 8 stud dude.

He combo's very well with Yagn's Mechanical Skeleton since both the skeleton and the dude it is attached are gadgets. Hydro-Puncher can than be added as well. Assume you have another gadget somewhere, and you've got an Jack value, 8 stud, 2 influence, zero upkeep, who cannot be moved or booted by opponents, can boot an opposing dude and an attached card! He's also got a horse in all that, so he can Run 'Em Down!, make A Slight Modification, or Do some Regulating.

It is possible to put him in a gadgeting dogs deck, the biggest issue is competition with other extremely good value 8 dudes.

Doomsday Supply by on

Doomsday Supply is a deceptively powerful card. While it itself is far less glamorous than a Shotgun, LeMat Revolver, or Legendary Holster, the Doomsday Supply can often grab you those cards when needed. It can do that, and far far more.

One of my favorite combinations with DS is Disgenuine Currency Press. By having a currency press in your discard pile, DS can earn you 3 GR, and get a gadget on a dude like Prof. Eustace True, or Arnold Stewart to use with their ability. It's mid value is enough to pass the low difficulty gadgets, but might not be good enough for your high difficulty gadgets.

DS can also be used to put a goods onto booted dudes, and or dudes at locations you don't control, and even during a Shootout. Simply having a DS in play and a Shotgun in your discard pile can add threat against any low value dude in a shootout. DS is also good counter tech if your opponent uses Unprepared to remove a key weapons ability's and traits, by putting a fresh replacement on your dude and discarding the affected one. This can also help make sure a Force Field is functional. You could additionally use DS offensively to fire multiple guns off in a single shootout, providing you don't mind sparing the cost.

DS also combos extremely well with Pettigrew's Pawnshop, since you will get 1 return GR when DS played, and an additional 1 GR when the exchanged good enters play (if it's not a gadget), effectively reducing goods costs by 1 or 2.

Morgan Regulators by on

Morgan gets a home that entirely rewrites what MCC is capable of.

First I will address the home ability. I love how well built this ability is. I really like how the ability is still good if you haven't got any horses out. Morgan has struggled to get affordable stud dudes, especially because almost all have upkeep. Regulators gets one of your dudes to be a stud for the cost of a noon action. It also gives you a stronger chess game from first turn as you can move to take a deed or engage an opponent, than move them back to the town square. This really helps catch opponents that are using movement affects like Asakichi Cooke and The 108 Righteous Bandits trying to get your dudes out of position. This affect is even better with a horse, as they can boot to move or for an ability, than move to the town square and get unbooted.

Then we have the trait. Many claim it's the death of landslide decks. Your opponent is going to have to move away from home if they don't want to get capped at 5 influence, and lose against 6 cp's. Combined with your homes ability you should have the ability to move in and engage shootouts. This means regulator decks should be built to push the opponent into situations they don't want to be in or they lose the game.

Regulators can defiantly still do mad science. Particularly good is Yagn's Mechanical Skeleton since you can than unboot and move them to the town square and making them a stud. Kyle Wagner and his Memorial Ranch ranch can let you invent a gadget horse, unboot wagner, increase the production, boot Wagner to reuse the deeds ability, Home ability to unboot Wagner to the town square and become a stud, move back to memorial ranch, and invent again without booting!

For those sliders out there, this home is a serous concern. There are ways to deal with them though. A pure dudes and deeds deck cannot handle this new home, nor does a non engaging The 108 Righteous Bandits deck that plays the chess game as well. You will need something interesting to handle the regulators. A landslide deck that engages in shootouts! This will turn off their home trait. The trick is to not take real casualties. Some options include Rabbit's Deception for 108. Lay On Hands for decks that can run miracles. Personal Ornithopter for gadgets. Bounty Hunter for law dogs (yes law dog landslide is possible). Shamans can combine Spirit Trail with Many Speak as One to set up Ancestor Spirit tokens around town, that will gain you influence and control of opponents deeds. If they engage a token in a shootout it will turn off their trait. My favorite is a huckster Soul Blasting themselves out of a shootout.

Landslide and evasive control decks are going to have to get a lot more interesting to handle this home.

The Law Goes Underground by on

Wow, AMAZING!

Firstly, yes it does have 'Law' in the title, and a 'Deputy' appears in the ability text. That does not mean your home has to have the ✪ symbol to play this card.

What does this card do. Well, it saves your butt. Have you ever gotten into a shootout with a great chance at drawing a great hand, and lady luck cheats on you. Maybe you just drew every off value card in your deck. Maybe your one card short of a 4 of a kind, but all you have is a 3 of a kind. Maybe you just can't make a legal hand and your opponent has Quickdraw Handgun. Discarding a stud dude can be far better than taking 3+ casualties.

What else can you do with this card? It seems so defensive, sending your dudes home to end a shootout. This card can actually allow you to be extremely aggressive. If your opponents cheating resolution cards only affect hand rank, and don't affect dudes directly like Coachwhip!, you can go ahead and play that cheating 5 of a kind if you see it. You'll know if they have a response, and if they do, it won't cost you as badly, especially if your stud is unbooted. Straight flush decks are inherently high risk / high reward, and this card allows you the chance that if you don't get the straight flush with your best dudes in a shootout, it won't be game over.

Oddly, with proper maneuvering, it can be used to put a bounty on a(n) opposing dude(s). Have a private deed adjacent to home, move a stud there. If opponent accepts a shootout they get bounty. You try for the best hand you have, and if you lose, you just go home booted. If your stud is a deputy, their shooter is home booted as well. This can help retake your deeds for income or control.

This combos exceptionally well with Many Speak as One, and Bounty Hunter. It is very good with any studs that jump into a shootout as well. Of note on value is Sarah Meoquanee. This card may well make The Lord Provides a strong inclusion for miracle decks.

Counters include No Funny Stuff, Rabbit Takes Revenge. Also, if all opposing stud dudes are booted, they will have to discard a stud to use this card. Nightmare at Noon can be especially hampering to this card. Interestingly, The Law Goes Underground ignores Scoop Hound and Siege Of The Orphanage since it neither is a shootout play, or fleeing.

108 Drunken Masters by on

Ever since 108 Worldly Desires came out, many players have gotten stuck on it being the best home for the outfit. It would take something truly special in order to pick a home other than 108 Worldly Desires. Drunken Masters could well be that card, for the right deck.

First of interest is adding Saloon keyword to the deeds on the ends of each street. It grants more places for Forster Cooke to serve drinks from and can allow Clementine Lepp to hold deeds that aren't typically saloons. Of particular fun can be using Quarantine Tent to have 2 non-callout influence, 2 control points, and a second use of the home ability for extra card draw. More saloons also encourages use of Baijiu Jar. Serving drinks from The Mayor's Office can be enough of a control point swing as to end some games.

The ability is the other reason to choose this home. It can be disappointing to fail a Technique pull by drawing a little to high on at a critical moment, and this ability might allow the Technique to succeed instead of fail.

The reason I love this ability is Focusing Chi. Every time a Kung Fu dude of value 6 or higher pulls Focusing Chi for a Technique pull something incredible happens (and since you can choose to put Focusing Chi on top your deck when played from hand, it shouldn't be that rare an occurrence). 1: Focusing Chi is drawn as a Technique pull and you may unboot the Kung Fu dude. Than you get to look at the top three cards in your deck and discard any you want to discard. 2: You use home ability to keep the drawn Focusing Chi into hand. 3a: If you than use a Baijiu Jar you have far greater control of what you draw in hand, or 3b: You can play the Focusing Chi that was added to your hand. Since you saw the top three cards of your deck and discarded select cards you have better control of what you will pull and draw.

This combination of using Focusing Chi and Baijiu Jar can make for spectacular displays of Kung Fu. Getting you the right cards you want, when you want them. You can even start shootouts you plan to escape from with Rabbit's Deception just to draw more cards, and change around your cards in hand. Lets face it, card advantage, including massive card cycling is a big deal in a game like Doomtown, and 108 Drunken Masters gives that to you.

108 Worldly Desires by on

Errata text from Wed Oct 12, 2016 8:43 am

Repeat React: After you draw a draw hand, if you have less ghost rock than all other players, draw an additional card into your draw hand and then discard a card. You can only use this ability once per draw hand.

Seen here: www.alderac.com/forum/viewtopic.php?f=375&t=158497&p=1534487

For OCTGN play I've modified the card image with the errata wording. The file path is
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\8d071bf7-2dd6-418f-bf2e-2311ae39cb60\Cards

The image is named with the correct OCTGN id.

link broken - contact soulblight via BGG or Pine Box forums

Other errata images available: Auto-Revolver, Bad Company, Concealed Weapons, Desolation Row, Focusing Chi, Forced Quarantine, Hot Lead Flyin', Ivor Hawley (Exp.1), Junior, Mugging, Nathan Shane, Paralysis Mark, Rico Rodegain, Undertaker, Unprepared, Unprepared Promo, The Wretched

Posted with permission form Pine Box.

The Harvester by on

This monster appears to have the best (Stud bullets+Influence)/(Cost+Upkeep) ratio in the game. It's the same as Steven Wiles, however once we put The Harvester to play, it's much easier to keep him with us because of ridiculously low upkeep.

Because of his trait, we can't take benefit from those high stats simply paying his cost and putting him at our home. Resigning from 2 additional dudes in starting posse may be painful as every shootout deck needs some cannon fodder in early game. These are a few cards I found which can be used to get The Harvester into play.

Two goods are designed to put Abominations into play, sometimes even during shootout: Clown Carriage and Soul Cage. There are also two spells: Raising Hell and Summoning. The second one appears to be created specifically for putting The Harvester into game as reduces his cost to zero and is of the same value.

4th Ring's leader, Ivor Hawley (Exp.1) appears to be obvious "summoner" of The Harvester but He Fang can do it as well.

There are also 3 action cards allowing to play The Harvester, each in different fashion: Recruitment Drive as effect of town square job, similar to Summoning; Serendipitous Arrival as support during shootouts and A Piece of the Action as Noon play.

I couldn't find any deed useful for our task.

James Ghetty by on

Thank you guys for having a second look at this gentlemen. As many thoughts about James Ghetty were already discussed earlier, I'll mention a few cards he might be interesting choice to play with.

From the same base set these are Rémy LaPointe and Flame-Thrower because of obvious reasons.

I can find three action cards which may be played cheaper, or for free, thanks to Ghetty's trait: Rite Of Profane Abstersion, Serendipitous Arrival and the most interesting here in my opinion due to high cost and the same value: Hired Help.

It's worth noting that Lillian Morgan has the same trait with different amount and can invite James Ghetty to her posse, producing even more GR to be spent.

I've thought of one deed here: Old Marge's Manor. Useful to store some unused GR for further actions. Also, this deed has more flexibility how you can spend those GR and gives you opportunity to pay for Force Field, mentioned earlier.

James Ghetty by on

I agree with the previous reviews that James Ghetty is a fine and versatile character on a good value: strong influence, a back-up stud and an emergency mad-scientist. A small but important disagreement with a previous review however: James Ghetty can only pay for Shootout Abilities, so his trait can't help pay for boosting your hand rank with Force Field. Same thing applies for paying for It's Not What You Know..., Cheatin' Varmint and so on. He can only pay the printed (bottom left corner) cost of "Shooutout" abilities (so no using it to pay for the previously mentioned reacts/resolution plays). As noted in the collected rulings this means he can't pay to return An Accidental Reunion back to your hand.

Still a fun card, but make sure your opponents don't make his trait stronger than it is by using the ghost rock more flexibly than intended!

James Ghetty by on

James Ghetty with a Flamethrower is a wonderful, wonderful thing. Ditto for James Ghetty with a Force Field. Either way, good bang for your buck. He was a starting dude for my Morgan decks for the longest time due to being A) a stud and B) 2 influence right off the bat. He's since been rotated out, but he still has a welcome home in my Morgan decks due to his combination of useful trait and his 7 value, as I've noticed Mad Science does tend to love its 7's.

James Ghetty by on

He's suave, he's classy, he's tired of running out of ghost rock to play all those crazily expensive shoot out abilities! If you're looking for a card that will invent the heck out of something just as easily as he will win shootouts and look good doing it, look no further... His name? James "Free Money" Ghetty

Morgan Stables by on

Just wanted to point out that the review below has an error. You cannot use the Stables react ability with Flight of the Lepus because that is neither a noon ability nor a shootout ability. Flilght of the Lepus is a resolution ability (of the cheatin' sub-type) which doesn't qualify for the Morgan Stables react ability.

Morgan Stables by on

The single most confusing and misunderstood home, by far. I also think it is the most under-rated.

Quick guide on the React (because the GR reduction part is straight forward):

Let's break it down.

"After you complete a Noon or Shootout ability that moved one of your dudes, draw a card and discard a card."

This makes sense by itself. Any time you move your dude with a horse, whether it is a noon action or you are booting your Pinto to join your posse in a shootout, you can use this react. Note, though, that it doesn't matter what causes your dude to move, as long as it was your ability. That means cards like Railroad Station, Surveyor's Office, A Secret Tunnel, and even Flight of the Lepus (if you choose your own dude to move) can activate this react. This does not work if you use your Pinto to join a shootout at the same location, as your dude never actually moved locations.

Then you immediately draw a card and discard. If you move your dude and can react, there is almost no reason NOT to use this react so you can at least cycle one card. Remember that you draw first, so even if you like your current hand you can always discard the card you draw if it isn't better.

Next, and the confusing part:
"Make another play or pass; if you are not in a shootout, that play cannot be actin’."

If you are in a shootout, this is straight forward: you either move your dude into or out of the shootout, and you get to immediately do another shootout play. That means this react turns Pinto into a Shadow Walk, where you can boot in and immediately shotgun a dude, if you are able, and the opponent can't stop you (short of a A Slight Modification).

If you are not in a shootout, you get to make another noon action after you move your dude with an ability (whether its an action card or a horse or a deed ability, etc). There are 6 choices for Noon actions: 1) Actin' 2) Callin' Out 3) Movin' 4) Shoppin' 5) Tradin' (we hate the letter G in the Weird Wild West...) 6) And Pass

Your next play cannot be Actin', so that means you can do any of the other 5. That means you can use your Mustang to move to a location and immediately call out a dude (who, if booted, of course must accept). Or you can use your Guide Horse to move to the town square, react, then move again to any adjacent deed before your opponent has a chance to call you out in the town square.

This allows for some very powerful surprise moves, and if you are playing against a Stables deck, you have to always keep in mind these possibilities. Any booted dude anywhere, except your home, is subject to a call out. Even if they don't have any horses on the board, you have to keep in mind that your opponent could simply be waiting for you to boot a vulnerable dude, at which point they then play their discounted horse and cause havoc.

My favorite use of this is to wait until the opponent uses their Allie Hensman, then equip a shotgun and Mustang and if I am the winner, that is a dead Allie. Only A Slight Modification (not likely if they have Allie) or Pearly's Palace can interfere. Best to wait until you are the winner to do this, of course.

I've also found that many times I will simply pass on my 2nd noon action, since I was just using the ability for the card cycle, but remember if you do that and your opponent also passes, the turn is immediately over. Go Shoppin' or do whatever else you wanted to do instead of passing if you don't want the turn to end.

Pigging Out by on

Pigging Out is a fantastic card in my opinion. I wasn't convinced until I played it. With the additional bullet and value reduction it really becomes easy to set up big combos.

When combined with the Shotgun-Longwei Fu, who can play 5 Zhu Bajie cards in one shootout play, this can ace even value 9 dudes with relative ease if your discard pile is full enough. Shotgun-Longwei Fu can get 4 or 5 bullets while he gets the opponent 9 dude down to a value of 3 or A. Then ace that dude and still profit from your higher Zhu Bajie bullets throughout the rest of the shootout. That's impressive!

In addition to that, the finishing move Zhu's Reward can become even more devastating because of the higher value reductions from Raking Dragons.

The 6-club alternative Faster on the Draw (which has similar effects to Zhu's Ferocity) is less good for Zhu Bajie decks in 95% of the cases. Unless you are playing Deputies or your Kung Fu pulls aren't reliable, the only advantage that Faster on The Draw has is that it requires only one shootout play for it to work effectively, whereas Pigging Out requires two shootout plays.

What Pigging Out most of the time did for me in my Kung Fu deck so far:

  • Put more Kung Fu cards in my discard pile for Combo purposes
  • Give me one Zhu Bajie card into my hand for sure
  • Make my Zhu Bajie cards more powerful
  • Make my Zhu Bajie combos much easier to pull off

That's a lot of benefits for one card.

The only real downside Pigging Out has is that sometimes by discarding the top 5 cards this will result in having to re-shuffle the deck, thus making Pigging Out not worth playing in that situation. Then however I would consider not going into the shootout in the first place and wait for another turn.

Conclusion: If you're playing Zhu Bajie Techniques in your deck then definitely give Pigging Out a try. I put 4 copies of it in my deck and love it everytime time I draw it, as it gets me ready to go for my next shootout.

Heretic Joker (Red) by on

I would say this card is 5/5, but only for very, very specific deck types. This Joker is not meant for shootouts, it's meant succeed pulls and to win low ball. It helps keep you legal during lowball, which will help decks with 'Con' cards. The Joker's Smile Also works well with Heretic Jokers, since, while you have control of The Joker's Smile, you can gain 1 ghost rock each turn you draw one into your play hand, and you won't need to pay to get it out of Boot Hill.

I see this card working best in a deck that, for what ever reason, does not aim to see shootout resolution. Landslide decks might like it if you have decent card cycling, but mostly I see it's use for hit and run decks that want to strike with a spell like Soul Blast, or weapons like Legendary Holster, than retreat from the shootout with, soul blast, Make the Smart Choice, or Rabbit's Deception.

Heretic Joker (Red) by on

From gomorragazette.com

Nu_Fenix. After Devil’s Joker came out, I expected an opposite that made a hand legal. I didn’t expect it to have such a hefty price attached to it. Sure, it doesn’t ace itself afterwards, but it reduces your rank by 3! 1 or 2 I could handle, but 3 feels extreme to me. How often do you cheat with a regular Joker? Sorry Heretic Joker, but there is no room for you in any of my decks.

Doomdog. 2/5. Landslide doesn’t run jokers, and shooters want high hand ranks. Could be useful in tandem with a Devil’s Joker but that’s not something you can rely on. A deck that wants to win lowball and win shootouts through actions or resolutions, such as a Legendary Holster deck, could find a space for this, as could one that manipulates hand ranks. A deck using Fiddle Games to boost its income and uses the ghost rock to win through use of Force Fields? One to experiment with…

Chefonk. 2/5. Even if this was intended for shootout heavy decks to stay legal but at the cost of 3 (three!) hand ranks, don’t use it that way. You are probably better off not using this Joker at all. Decks that want to win lowball but don’t try to shoot are few, and even they should not run this. In Slide decks you are going to win lowball most of the time anyway, while not getting aced after use means that will almost certainly pop up sooner or later when refilling your hand at sundown instead of that crucial Pistol Whip. I just don’t see much use for it. I tried it in my 108 Slide, but literally every time it came up – even during lowball – it did nothing and any other card in the deck would have been more useful. Too bad, as the idea of multiple versions of Jokers to choose from is great, but the next one definitely has to be better.

Jhandy27. 1/5. Guessed something was coming out like this to mirror Devils Joker but that mirror is distorted and wavy. This, in my opinion, isn’t even comparable to the Devils Joker in terms of power simply due to the drop of 3 ranks which is possibly unnecessary compared to a normal joker. If I get a hand consisting of 3 different suit,s but same values and a heretic joker, I would wish I had run a normal joker. There are very few scenarios when a normal joker isn’t enough to make your hand legal so I feel that the 3 rank loss is too much. At least with a Devils Joker, it will always improve upon what a normal joker would’ve given you with the added risk of being cheating. I’m never going to use this joker.

Foreboding Glance by on

From gomorragazette.com

Nu_Fenix. Wow, that is a lot of text to take in. To make the most of this, I would look at one aspect of this and focus on it. Want to stop them using spells and goods, use Meet the New Boss. Want to boot dudes, think about high influence dudes and Fancy New Hat. Want to call out dudes at their home (as you would otherwise call them out), use Desolation Row or the core Law Dogs outfit.

Doomdog. 4/5. Could be a useful card for a Desolation Row deck to close a game by going after dudes turtling at home and combining the call out with the added ‘Unprepared’ ability. Nicodemus and Chief Seven-Eagles could also make good use of this card as a defensive measure, so it could fit into a Spirit Fortress deck or anything making use of those two dudes. You could use Meet the New Boss to make this card effective for a whole bunch of your dudes.

Chefonk. 4/5. Each of the three effects are nice, but the fact that they can be combined all in one noon play is awesome. Having more control points requires a bit of setup as not many dudes can have control points on their own, but if you manage to have at least one booting all attached cards this can win shootouts or even games ala Unprepared. Influence and bounty are easier to obtain and the possibility to boot and than call-out dudes makes this card really useful. Everyone except little Jake Smiley left home to start trouble in the town? Pay him a visit and glance him into his early grave. All possible effects are quite situational but at least one of them will probably be helpful sooner or later. Being a K and 0 GR means that this can be included in almost every deck which can meet some of it’s requirements.

Jhandy27. 4/5. Probably the sleeper card in this set in my opinion. I can see this winning a few games the turn it’s played by any of its effects. Boot every gadget a Morgan monster has before he calls your booted Allie. Booting a dude that you don’t want to move anywhere else. Or calling someone out because you have a bounty cough Sloane cough. Also note that the effects will happen in order so if they have more Influence and bounty than you, they will boot you before calling you out. Definitely going to be seen in a variety of decks from aggro to control.