Delores "Dolly" Lassiter by on

the strength of Dolly goes hand in hand with the deeds that you are using. and the availability of that elusive "1 more ghost rock". A short list of deeds that she will most commonly set up shop: (Noon Actions)

Circle M Ranch

Pony Express

Mayor's Office

Baird's Build and Loan

General Store

Charlie's Place (5 STUD!)

2nd bank of Gomorra (net +1 GR)

or ... a surprise California Tax Office!

Sterling Chan by on

A little tribute card for community member Chan Sterling, this Entrepreneur is looking to talk your ear off.

As long as neither dude leaves the "conversation", neither unboot at nightfall this turn. Hopefully you can use this to secure a victory on the following turn.

Add in some horses so that you can follow your mark.

Piotr by on

This is a reward card for one of our Weird West backers. The idea is a vampire that uses his faith to manage his curse.

Of course, in the violence-prone world of Doomtown, there can be tangible rewards for abandoning one's faith, if only for a little while.

now, Piotr the pious can certainly perform a noon miracle pre-fight, or use his Shootout action after performing a miracle. Then you can recycle your on value hearts to promote more legal hands. (even better with the 10 zero cost miracles)

Mr. Outang by on

time for a little more monkey business. (I should try to turn that name into a card.)

Always a Mean Drunk, the older (and wiser?) experienced version of our favorite primate sacrifices his number of bullets for both a superior bullet type and now with influence. (also an adjustment to make up for not having Whiskey Flask in the environment.)

3 value with a Kung Fu 2 makes pulls on a 5, so if you choose to start Mr. Outang, the three Kung Fu dudes on 5 are a fine fit for deck building - as well as the five Saloon deeds with values five or less.

While sure, calling out a dude at a Saloon should normally be done with the standard noon action, this belligerent biped can start a ruckus while booted. And that 2 Kung Fu rating is what people who want to use Monkey goes to the Mountain have been needing.

Wong Fee Lee by on

Wong Fee Lee is here to fulfill your cinematic fantasy of one man against many foes. If your foe brings the full might of a starting five dude posse, then you have a dude with an unheard of Kung Fu 5. too bad Monomi Miles doesn't have this text - although it is for the best.

Or - if you are not planning on starting with Wong Fee Lee, he is a great addition on 2's in an Anarchist Kung Fu Deck that might even be able to make kung fu pulls once he comes into play.

Fort 51 by on

If you missed the announcement and are looking at this wondering, "Why reprint Fort 51? I don't see any changes."

I added "equal to or... less than the gadget's printed cost".

as a byproduct of some of my price slashing for Weird West Edition combined with curating the card pool, the original Fort 51 had major struggles with being able to apply bounty.

Now the four 1 cost gadget weapons will allow you to place a bounty on the abundant 1 influence dudes. And those four 2 cost gadget weapons can place the blame firmly on key influence dudes.

I still like to run this home with Stewart Davidson - as long as there is a handy zero influence bullet catcher, I pitch a card, boot Stewart, apply bounty. Then I use the home, claim the bounty. it takes steps, but it turns an unused card into a Ghost Rock.

Buzz Crover by on

Buzz puts in the work just hanging out in Town Square. (remember having someone at your home while he is in TS is nearby)

Great for holding weapons and no upkeep means he will hold a good spot in future lists.

Christine Perfect (Exp.1) by on

Cards like this are fantastic. She has a great theme (as did her previous version), It mechanically is rewarding. And to top it off it's a design space I'd love to see used more! Not all the time mind you, but a few here and there. A LD/Ent Inventor for hire, A kungfu dude for both FP and Anarchs etc...

Felix Cutler by on

The best option of all would be to combine him with a non-cheatin' resolution so you can use the action, reset, and re-use it immediately. Sadly, there are very few cards that fit this bill (other than The Gambler's Gun which...uhh no), but one possibility is doubling up on a LeMat Revolver to turn a cheatin¨three pair into...well, a Dead Man's Hand if you have a 4 Stud.

Coinneach "Ken" CĂ rn by on

I would've loved to have this guy in my Classic Texas Rangers deck that contained one dude of every faction (yes, all eleven Classic factions).

The deck's tagline, of course, was "I'm here to shoot it or recruit it - and I'm all outta bullets".

Kentucky Windage by on

Yes, I know, this seems more like a Miracle than a hex.

but in the role playing game, Kentucky Windage is a hex to enhance the huckster's shooting.

and there are a number of hucksters that tease with low stud values and middling draw values - this Hex will allow them to step up into the role of Shooter.

Whistle Stop by on

Courtesy of our story team request.

What we have here is a gadget flash bang grenade. and depending on your deck's level of clubs, you might stun your own dudes as well.

Free Q heart that shuffles back in to support long term legal four of a kind.

Experimental for decks that are looking for that sort of thing.

Fred Ayres by on

This Fred likes the magical do dads, which supports the Mystical goods theme of the Fearmongers. And most of the mystical goods are cheap. Cheaper still with Bayou Vermilion Railroad

booting an attached Mystical goods is not a big cost, but just knowing the next card is not that big of an effect. unless you make it worth it. if you run some kings and queens with Soul Blast, you can know which dude you are poised to kill. or know when you can pull off the big difficulty Phantasm

Alonzo by on

one of the risks of attachment based decks like hucksters is that in the mid to late game you often have difficulty making legal full houses and four of a kinds because many of your hearts are in play.

Alonzo can return a hex, even a used one, to the rotation, and end up replacing the card in the process.

all for no upkeep and 2 influence - everything you want in a starting dude.

Forget, Fetchc, Sight beyond Sight, Shadow Walk, and Mind Twist - all zero cost Noon cast hexes for the huckster on the go.

Dakota Katzeek by on

it is an annoying truth of Doomtown that the gambling phase is going to show you the cards that you really want. So, as long as you can get a deed in play, Katzeek can pull a Totem from the discard pile and plant it.

Sure, at the risk of booting your Shaman at a Deed, but you don't get something for nothing.

if the Totem you retrieve is Spirit Trail, just use it to return to a safe location.

also note - Dakota Katzeek says that you MAY immediately plant the totem. you might have a better location in mind for that totem. maybe even your home.

Charley Bull by on

one of the themes of the First peoples is "aggressively" using influence.

Charley here takes up a cost and upkeep line that is more for standard shooters - but with a 0 stud and 2 influence. at the most basic level he can push a two bullet penalty onto an opposing shooter.

but throw on an attire like Ranger's Bible and now we are talking -3 bullets and a cheatin resolution.

or add in some weapon bonuses to make better use of Charley's natural studness.

Amity Hopkins by on

BLESSED 2 ?? my oh my, what can we do with that? passing Onward Christian Soldiers with a 2 or Lay On Hands with a 4 or just getting access to Soothe while also running Bounty Hunter

or just run with the Noon side of the equation. get opposing dudes wanted. and if they are in the same location as the faithful miss Hopkins, boot them. --- then bring in the Law Dog shooters to seal the deal.

Kim Lloyd by on

Kim is the lookout.

it does spread your dudes out a little, but wanted dudes in outlaws are fairly easy to come by, and then you get another stud dude.

if you are facing some sort of boot control, Kim can also slide a stranded dude into a better position - whether that be a safer spot or a more aggressive one.

Felix Cutler by on

one of the lesser themes of the outlaws is to make cheating pay off better for them.

hard to do when cheating in a shootout usually creates better hands, causing more casualties, and being a path towards victory all on its own.

So Felix here can enable one of your goods or hexes to be used an additional time.

but this is a resolution, so it would likely be a hex or goods used in the fight or earlier in the turn.

smoothest case, your opponent also cheats, and you reset a hex or goods with a cheatin resolution. boom.

or, reload a shootout action attachment, and then your opponent gets the hard decision of continuing another round, knowing what you have ready to fire.

Frank Bryant by on

pretty simple - Frank here is an outlaw that likes to fight, and if he is more notorious than the target of his ire, the fight is going to happen.

in case you do not have a readily available way to make Mr. Bryant wanted, he can choose to make the very act of entering play a crime. So that he can get down to business.

unfortunately for some more murderous outlaw players, starting Frank Bryant does not come with that same initial bounty, so he is going to have to find some trouble to get into before his ability really turns on.

Agent Moquin by on

When our backer wanted an Agency dude in the spirit of Windows Derek of Classic (a dude who could cancel actions) - I was hard-pressed. Classic Doomtown was a product of its generation, filled with restrictive protections, bonkers effects, and major mayhem. To make a more nuanced and balanced approach to the Men in black trenchcoats operating as bodyguards, it would have to jump through some hoops.

Agent Moquin needs to be in the posse - naturally you cannot protect someone without risk. Only stops shootout action cards. and only free ones. and Moquin needs to boot to do that big swing. so you might be able to out-position him, or make him use his cancel on a lesser action.

plus, as a 1 bullet draw with an upkeep, making the decision to start Moquin either comes at the cost of the usual early game stud dude or at the risk of running too much starting upkeep.

Livery Stables by on

Entrepreneurs and horses, a match made on ... what? Half of their dudes?

I exaggerate, a little.

But when you focus on horses for the majority of the hearts in your deck, you can discover that you would REALLY LIKE an extra bullet from time to time.

and the folks at the livery know how to make horses do what their rider does not want, so when facing off against a pinto rider, you might just decide to give them a bullet penalty instead.

maybe not for every horse deck - now I just need to make a 2 value horse.

Worm Canyon by on

This deed. At first my players thought my "Deep Six Strike" was madness.

up to FIVE ghost rock from a single deed? AND it improves your card draw throughput?

of course, after you use it you advertise that you cannot play any actions, deeds, or other tricks this round. No surprise Cheatin' Resolutions to turn the tide.

and it is a Noon Boot, so your opponent could just beat you to it and take the gains for themselves.

and Out of Town, without a control point, surely there are better things to fight over.

I know that I like to make people make hard decisions - is this one?

Dispatch Office by on

replacing the old timer Gomorra Jail for the Law Dogs.

we really do need a term for what my friend Jordan Caldwell calls "breaking and entering".

most of the decks that are going to invade another player are happy to resign themselves to gaining bounty for their actions. Most.

Some Law Dog dudes, like Marshal Caves Callarman are more allergic to gaining bounty.

or, if you are an outlaw feeling particularly saucy, you could use the dispatch office to publish your exploits far and wide, ramping up "Ma" Florence Aims, #Miranda Clarke, or Silas Aims (Exp.1) even faster.

or at the bare minimum, reduce the money you risk your opponent getting, or increase the money that you stand to gain.

I still need to do a little something with government deeds.....

Carson's Cantina by on

Sometimes you need to draw a card hoping to pull the cheatin' card to save the day.

Sometimes it is cheatin' lowball, and you just want more money.

Sometimes you just want to run 8's of Diamonds and you need one more control point.

or you are already on board with the four cards that interact with Saloons, and you want one more to fill your intoxicated master plan.

Tai Chi Chuan Garden by on

My quest to give every faction a Core deed is now complete.

Sure, the Anarchists do not have any use for a Holy Ground, but one of the things that I try to do with Core Deeds is to make them at least somewhat attractive for use outside of the faction that they are tied to. -- The First people love those Holy Grounds.

Any deck working with pulls can slot this Deed to add a little card cycling at no real risk to failing pulls. (Not Kung Fu, which is why this is the Anarchists' Core Deed - that and they use two skills).

Additionally, with Kung Fu, you might be able to mitigate the cost of discarding the card.

Rattler-Hide Coat by on

Similar to some other values, the 7 Goods has been dominated by the Pinto from the base set, and the later LeMat Revolver.

This one actually started with the name, drawing on Deadland RPG books again. I wanted an Attire, and broadly speaking we have Attire doing 'something' with influence.

Rattler Hide is quite effective at protecting the wearer from Shotgun blasts, and a lethal leather jacket can make even a dude with no influence able to control a deed.

beware bullet reductions during a fight though, you may suddenly lose control of the shootout action at the location in question.