Tawodi by on

keeping on the ongoing Town Square domination theme of the First Peoples, Tawodi finds the dudes and deeds you need - as a job with all the risks that come with it.

sure, starting Tawodi takes up the precious upkeep slot. But at least the cost is cheap. And she provides a backup stud should your opponent deign to challenge your job.

combine with Eagle Wardens and you can grab key shootout actions, then run Tawodi's job to bring your card finding dude home; stealing a page from the Allie Hensman / Desolation Row playbook.

Evan Lucas by on

Full Disclosure - the "Evan" part of this card, the smaller one in the background, is my godson. And Marshal David Hammond did a phenomenal job with the art.

fighting stud huckster on the always useful J value - this gruesome twosome is not afraid to rummage through the pockets of the dudes that they put into the ground and look for loose change.

Bogie Man by on

what is with Bogie Man?

If you want to start him, you get a 2 influence stud abomination.

If you can generate a solid targeted kill of an opposing 2 influence dude, Bogie turns into a respectable 2 stud.

sure, he loses the bonus influence when one of your dudes dies - but keeping your dudes alive is generally the plan anyway.

now, if you do not start him, there is a fair chance that one of your poor unfortunate souls is going to be dead by the time Bogie makes it into play (and if that corpse was Steven Wiles, Bogie is a 3 stud with 1 upkeep, score!). But Bogie IS on Dead Man's Hand Values, with just enough upkeep to give you the option of putting his key value back into rotation.

Maurice Croker by on

Of course having studs is best. But plans don't always work out.

Maurice here can serve as a solid protector in a starting posse that is running without studs. With the right mix of hucksters in his posse, the prospect of losing their big stud should be daunting for most shootout decks.

add in the prospect of subsequently using one of a variety of shootout actions to bring your own stud into the shootout after neutralizing the other side, and Maurice here might just earn himself a spot in a few Fear Monger decks.

(Or even a few Law Dog decks focusing on punishing cheating)

Vivene Goldsun by on

Support for the Mystical Goods side of the Fear Mongers.

Built in Send Home is golden, so it had to come with a few caveats. Once Vivene here gets a Stone's Colt Dragoons, you have to make sure to out maneuver her so keep your shooter of choice in the fight (or make sure your shooter rocks a 13+ grit).

Cooper Grannon by on

I want to get out in front of this and take all the blame for any madness that Cooper brings to your world.

Totally unpredictable effect (since we lack solid deck stacking, which is good).

a little pricey, sure, but a stud Mad Scientist who could possibly be a 5 stud (9 if that experimental gadget is Aetheric Shockwave Inducer

Boom!

Dr. Delphi Wallis by on

Shutting down a dude's ability can certainly turn a fight on its edge.

Or, if you are super cagey, and can afford the possible sacrifice play. You can get into a fight in order to shut off a noon action on a dude. Or, f you are really sneaky, shut a dude off, and then skip back home with a Personal Ornithopter.

Harlan Stanton by on

Harlan here is my attempt at supporting there Ranch theme. Cost effective, no upkeep, and dangerous in all the right situations.

Plus, with the efforts of PBE to drop more random ranches in other values, your opponent's deeds have an increased likelihood of triggering this little ranch hand.

Mr. Baird by on

support for the Entrepreneur economic theme continues to tricky. Deeds are one of the keys to victory, and giving it too easily to just one faction would skew the game. So a balance had to be struck.

First version did not force the deed to be in town. My playtesters found the flaw in my plan, getting all the out of town, no risk deeds into play and leveraging that economic strength into easy victory. So now there is at least the board position risk of putting a control point deed into play.

This helps tactics that hinge upon particular deeds (The Whateley Estate) of course. Another tactic to consider is using Mr. Baird to keep your on value deeds in your deck and fish out your off value deeds to tighten up your value structure. (Maybe in an A, 8, J DMH deck??)

Gabriel Prior by on

with the way this set was conceived, Gabriel is curious. Another playtester and I submitted this card, in slight variation. Combine that with the desired for a blessed for this particular member of the Wildcards team, and it was a shoe in.

We had to write the trait as a boost to the check without actually increasing his blessed skill because, for whatever reasons, existing Miracle designs reward the actual rating. No one ants to see 4+ bounty coming from a Prior Confession, or Get Behind Me, Satan! saving a whole posse.

But the boost can certainly enable passing difficult Miracle checks with lower value runs, and creating options is always worth the effort.

The Tombstone Haint by on

When I was working on this set, I wanted to do another Abomination for the Anarchists.

How to differentiate Anarchist Abominations from Fear Mongers? Fear Mongers are the Scary ones. And the Anarchists are the Creepy ones.

This little guy supports the economic theme of the Anarchists at a reasonable price without being cheap influence.

Important safety tip, using the Tombstone Haint out of faction means needing to pay for his phantom influence during the upkeep phase.

Rock Woofstone by on

I will admit to being a little worried in the design phases about Yet Another low cost, no upkeep Influence source for the Anarchists. But this is their only 0 upkeep dude on a 4, and an ability to help the Property is Theft home. And if anyone actually knows my style, I am all about the chess game.

Plasma Drill by on

Why I feel Plasma Drill is not worth playing.

  1. Self failing with less than a Mad Science 3. Playing a number of cards to increase your mad science allow you to succeed playing Plasma Drill, but that heavily adds to the investment in playing the card.
  2. 5 value puts heavy restrictions on what gadgets you can build in your deck.
  3. Playing it boots the MS who must then either trade it to another dude who will also boot, or you wait to use on a subsequent turn. There are some means of managing this cost such as Marty It adds heavily to the comburance of playing Plasma Drill.
  4. 4 Gr to buy and another 1 to use. 5GR to make your opponent either discard a deed, or pay up maybe 2 or 3. While you might keep zapping their deed every turn, that’s a hefty cost.
  5. This incredible investment to hurt your opponents wealth a few ghost rock is not enough to make Plasma Drill worth playing on it's own, so you have to then further invest in cards like The Place or more Plasma Drills to make it worth it.

To end it all, I would simply suggest playing more stud dudes with influence and cards with movement abilities. Parking a dude on their deed costs them more than using Plasma Drill most times. Since Plasma Drill leaves your dudes booted on their deed or in TS, you’ll have to fight it out the same as you would over simply putting your dude on their deed.

A Slight Modification by on

As of 9/26, it has been determined that A Slight Modification can be used to cancel an ability such as "Thunder Boy" Nabbe and that ability can NOT be used a second time that shootout because the line in Thunderboy's text that says the ability can only be used once per shootout. When canceled by ASM, it has been "used" but has had no effect. Therefore, it can not be used a second time if canceled by ASM.

Cookin' Up Trouble by on

Knowledge is power. Only this and Telepathy Helmet give you unrestricted access to the contents of your opponent's hand.

Are they sitting on two shootout actions and two Cheating Resolutions? Avoid shootouts if you can and choke out their card throughput.

No Cheating Resolutions? Or Shootout Actions? bully away and cheat like mad.

Steven Wiles? Do not overextend your position.

With only discarding (usually) one card per turn, and open discard information, the intel gathered from one Cookin' Up Trouble can remain pertinent for a couple of turns.

Of course, in the ideal universe, your opponent cheats on Lowball, loses, and you play this first action to look at the hand and discard an action, goods, or spell. But even if the planets have not properly aligned for you, I would say that it is usually worth the ghost rock to cycle this card and find out what you can instead of hanging on to it while you wait for them to cheat.

of course this competes with Coachwhip! for deck space, so it can be a hard sell considering the 1 cost on an action card. War Paint or Siege Of The Orphanage work on the proactive side of the Fours, and without that pesky cost.

But in this new age of Ricochet, knowing what is up the opponent's sleeve can make or break a game, and as the G.I.Joes say, "Knowing is half the battle".

Too Much Attention by on

The only problem with this card in in the top left corner, it has to fight against Unprepared for space in any deck.

I have gotten good use out of this in Law Dogs focusing on Noon Phase control in order to keep troublesome dudes from even showing up at the fight (or being able to call my dudes out).

I have also used this to boot deeds to surprising effect. Boot a Circle M Ranch to stop the card draw. Boot a Carter's Bounties before the big fight.

Even if you are not running Law Dogs, there are a number of effects that put control points on dudes - and the application of a little "Attention" can either serve to make them not cause you trouble (Jasper Stone / Darius Hellstromme) or get them booted in an unsafe location (Allie Hensman / Doris Powell)

So consider maybe mixing up your default 4x Unprepared and see if you can catch your opponent unprepared for your new tactics.

Someone Else's Problem by on

Since jobs can be some of the most powerful effects in Doomtown, being able to make sure that a particular dude cannot oppose your job can go a long way towards it being a job well done.

of course, the inherent limitation is that it only works on jobs that target locations. This means it cannot help with a Kidnapping, Ol' Fashioned Hanging, Curse of Failure, Mugging, or Forced Quarantine.

So then, which jobs to use this for? Probably the best one to use this on would be Recruitment Drive, but of course they share a value, so that makes it hard to combine.

If you want to have a reliable job on tap, this can push Desolation Row or Office of Ancestral Affairs. Or dudes like Francisco Rosales, Takahashi Jinrai, or the Epidemic Laboratory.

if you fancy jobs like Signing Over the Stores, Technological Exhibition, A Coach Comes to Town, or All Or Nothing, this can help keep that one angry stud from thwarting your plans.

As for the "not being being affected by the job effects" part, you can use this to keep a disposable dude from being the victim of an Election Day Slaughter.

all in all, a difficult card to make use of, because it requires another card to initiate the job - which eats up a lot of cards. and ultimately your opponent might not have wanted to oppose in the first place.

and that doesn't begin to touch on the stiff competition in the 10 of Clubs department - Unprepared chokes out better cards than this.

"Thunder Boy" Nabbe by on

Thunder Boy is a fantastic card for Law Dogs. At only 3 GR, 1 upkeep, for 2 inf and potentially 3 stud, he can slot in as a starter in almost any Law Dogs deck. The Deputy keyword is a plus for triggering things like The Law Goes Underground. Most Law Dogs decks should have no problems getting people wanted, so his ability is easy to trigger, making him a potential 3 stud. He combos well with Idol of Tlazolteotl if Jacks are on value. Just look out for Unprepared .

Curse of Failure by on

This is a really good option for dude spot removal that fits in basically any deck which can run the value. (Or doesn't mind splashing for it) A great alternative to Kidnappin' in decks that don't want to gain the bounty or have trouble putting up the initial bullet requirements. The 0 cost can also make it a little easier to fit into a low-to-the ground deck where Ambush, Bounty Hunter, or Ol' Fashioned Hangin' aren't reliable enough.

It's worth noting that Curse of Failure doesn't actually remove the dude from the board, it sends them home booted, almost completely useless, and more expensive. Effectively, this usually results in the opponent choosing not to renew their upkeep the next turn, but there are situations where they may keep the dude in play. Studs remain studs after all, so choose your targets for this card carefully

I've come across a couple interesting interactions. First, if the opponent is playing Karl Odett, CoF removes the Abomination keyword to shut down Karl's influence boost. This can lead to a HUGE swing if it's used successfully, though most savvy abom players will probably let their dude get aced or discarded first!

Second, this still successfully attaches to dudes wearing a Knight's Chasuble because the dude's attachments are discarded before Curse attaches. This may be obvious but it tripped me up a bit!

Overall a very strong card that fills its role well.

Asakichi Cooke by on

An Anarchist starting posse staple and for good reason. Asakichi might not bring much to the table bullet-wise, but her ability is loaded with utility, especially in decks that want to out-maneuver their opponent.

When crafting your hand early game, Asakichi's ability is worth using even just to clear bad cards out of your hand to allow for more draw the next day. I know I've had days where I just sent a dude to town square and immediately booted them home just to get the discard.

That being said, the movement ability is really versatile in a lot of situations. Sending a dude from your home or town square to a contested deed In or Out of town without booting can be exactly the play you need to get somewhere before a key noon ability on a deed goes off or tip the numbers of an imminent shootout in your favor. She can also help to pull a booted dude in a vulnerable position out of the fire, sending them home or somewhere they can be backed up.

A strong choice all around, while also being a body you don't mind too much losing as a casualty if the going gets tough.

Xiaodan Li by on

There's not a lot to say about Xiaodan Li except that he's as close as it comes to being a free dude in your starting posse. With his value of 2 + Kung Fu 1, he's not going to be the best at pulling off techniques, but the fact that he can allow an Anarchist player to have 6 starting dudes makes him worth it even if you completely ignore his ability.

Xiaodan is basically the quintessential bullet catcher, serving as a body you can sacrifice or risk without too much on the line. His 1 draw bullet rating can make him quite relevant in a shootout, especially with cards like Ricochet in the opponent's hand, where you often want to pick a shooter who you can afford to lose if things go badly. He can also be turned into a pretty solid threat in his own right with cards like Bowie Knife or Consecration that turn dudes into studs and raise their bullets.

He can be a bit of a liability if run in a skill deck since he has such low value, and 1 extra starting GR is certainly not nothing, but he's definitely good value for his price in basically any situation

Randall by on

A fantastic choice for any Anarchist starting posse, You'll immediately be able to tell how strong Randall is by how hard the opponents will try and kill him. His 2 influence does a lot to keep you alive against fast decks, but his real utility is the extra card draw he offers you. Combine him with a couple sources of discard like Asakichi Cooke and you'll end up with a lot of control over what your hand looks like.

He does have the downside of needing to be in a location with at least two other dudes, but in practice this isn't too hard to pull off most of the time. He often sits at home keeping your dudes who ran a job or ran from a shootout company and tellin' some tales around the campfire, but he can just as easily be sent in to shore up a heavily contested deed.

If you aren't going to be consistently able to get the card draw off of him, a dude like Jake Smiley provides basically the same influence for less cost, but it's hard to overstate how much an extra card every day can effect the power level of your hand.

It's worth noting for newer players or people who haven't seen this dude in action before, if you have Randall in your starting posse you do NOT draw 6 cards on the first day. His ability only comes into effect on the second day forward.

House of Many Faiths by on

A home that brings an enormous amount of utility to Anarchist blessed decks, House of Many Faiths does a lot with its ability.

First, the ability to shuffle a card in your discard pile and hand into the deck is deceptively powerful. Not only does it let you clear things you don't want out of your hand, it can also effectively increase the frequency of any specific card in your deck. Being able to keep cards like Unprepared or job actions like Kidnappin' in your deck can help to adjust your plan for specific matchups, allowing you to run a few less of specific cards while still seeing them frequently.

I've found a lot of luck cycling in specific miracles I need to draw like Amazing Grace, or combining this ability with The Joker's Smile to keep jokers in your deck at all times and create a powerful draw engine.

HoMF doesn't quite provide the generalized mobility of the base 108 home, but being able to unboot a blessed and move them to town square, with +1 influence to boot, is nothing to scoff at. Unbooting allows the possibility of mollifying the boot cost of such miracles as Soothe or Confession or allows for running jobs like Epidemic Laboratory without taking one of your key dudes out of the action permanently. It often feels like having an extra dude available at all times, and can be key to controlling the position of dudes in town.

The downsides to the home are mostly that it doesn't do anything for you until you have a miracle on the board, so it makes sense to run enough miracles to get one in your opening hand pretty consistently. The "Move to town square" line of the ability can also be a mixed blessing. It's a powerful position for movement purposes, but can make using the home ability very dangerous against decks that aggressively control town square. Of course there's always Amazing Grace which can help stop your dude from being called out immediately upon hitting town square.

Overall the home is definitely worth it, and I personally would be hard-pressed not to use it in basically any anarchist deck with enough miracles. 5/5

Legendary Holster by on

@DoomDog

Mugging aces the Holster if the job succeeds. Since it's Unique, it cannot come back in play afterward. So it will not just slow the deck down, it will stop it right away.

However, you can discard the dude who holds the holster as a casuality if you're losing the shootout, then it's simply discarded.

Pistol Whip by on

@yoritomobobo

Using Pistol Whip against a job leader doesn't make the job fail. Your opponent must still lose the shootout. This is a common misinterpretation of the rules.

ref: www.reddit.com

Carter's Bounties by on

Carter's Bounties is arguably the strongest deed available on the 10 value, especially for those decks planning to play aggressively and get into shootouts.

The ability to move any of your dudes into a shootout is powerful indeed, and helps get full value out of your best, most studly dudes who will remain threatening as long as you control this deed. Even booted dudes can be brought into the posse.

This also makes it easier to back-up those weakly defended, hard to get to out-of-town deeds in a hurry if a shootout starts with a defending dude looking outclassed. Movement effects from Shadow Walk or Horses can lead to unexpected conflicts anywhere on the board: With Carters Bounties you have the option to scramble a dude to counter the threat.

As always, deeds are double edged swords; if the opponent grabs control you had better beware!

Pros: Cheap, great Shootout effect to allow you to escalate a Shootout

Cons: Adds a strong method of escalating a Shootout that can potentially be turned against you too!

Pistol Whip by on

This little gem here has been since day one the premium defensive card for shootout. The first very good reason to consider this card is to use it if your deck need some time to set up at the beginning of the game or need to protect some key dudes from job like Kidnappin' or Curse of Failure. Having your guy safe at home with an unbooted dude to play this on the opposing player job's leader will make sure to make that job fail and protect your dude. Just make sure to not bring him in the shootout. :)

Its second strong use is in lose to win oriented deck, which intend to use a lot of expendable dude to call your opponent and inflict casualties on him, regardless of the shootout result,using cards like Takin Ya With Me. Using this will allow you to remove any small dudes the opponent take along to soak up casualties, making sure that any casualties he takes will be with the dude you left in his posse, aka the one you REALLY want to take out

Even out of these considerations, it's always a cool tempo play allowing you to protect key deeds against single dudes that try to sit on it, or simply to remove a big loaded dude with a lot of bullets and try to win the old fashioned way in a critical shootout.

Overall a classic very strong action that is easy to fit in a variety of strategies.

...It's who you know by on

This is one of my favorite cards to play with. It is so deadly! :) It is so much more than just using your influence to fight.

First thing to note is that it allow you to call a dude no matter the situation: meaning you can for example, call a dude at your opponent's home, or call a dude with your booted dude. A good combo i like to use is to pair this with The Spiritual Society outfit, booting one of my dudes to boot a dude with lower influence, and then call him using this, knowing he can't refuse and i'll have the advantage (since i have more influence than him).

One other thing it's quite good at is dealing with big threats. Most of the time, a dude with a tons of bullets won't necessarily have a ton of influence either, making it a potential easy target for a suicide shootout with this. And all his bullet boosting actions won't help him either! :)

Overall a quite underappreciated card, in my opinion.

Lillian Morgan by on

I think it was the card art that first drew me into my love for Lillian Morgan, the plutocratic huckster locked in struggle with her stepdaughter #Tallulah Morgan for control of the #Morgan Cattle Company.

For what it is worth I am siding with Lillian. She is an oddity, a huckster in a faction normally set up for steampunk gadgetry and cattle ranching and not obviously well equipped for magic.

One wonders how exactly Lillian charmed her way into her position as the matriarch of the outfit and what exactly led to the feud with her stepdaughter... Did the paterfamilias of the outfit, the late Mr Morgan pass on in a, how to put this.... witchlike way?

In any case, a lot of fun can be had suprising opponents of the Morgan Cattle Company by fielding Lillian as part of an unusual Morgan hex deck: a playstyle known as "Lilly-hammer".

Lets start with her massive cost. 8GR plus three upkeep is a big hurdle. But consider pairing her with the original Morgan Cattle Company home and you see she can boot to build any deed in the current game, even the 5GR cost ones. Why not build the #Town Hall and lower that influence bill? Obviously she would have to move to that deed booted as per the outfit card. Now she is vulnerable, but is she? Her trait means she can pay to call 3 dudes to her side to join her posse to her aid if she gets in a firefight, then run home booted leaving her minions to fight on after the first round.

Or she can pay the costs for a Flamethrower to get the fireworks started.

If a second fight beckons, why not get in character and mix up a cocktail? One Good Stiff Drink and the shootout mooks can come running again. I like to pair Tyxarglenak with Lillian as a bodyguard. I figure Mrs Morgan is not above keeping an Abomination servant for her close protection, and probably not above Raising Hell to bring him back after getting him aced.

Another favoured tactic is to use her trait to bring in Hired Help to do her dirty work for her. I usually pack 4 of these and use them a lot. That token gunslinger gets seen a lot when Lillian is around.

When tooled up with hexes and a few choice actions she becomes a formidable opponent. Her immense influence means she will control any deed she occupies. Should she spot a dude out of position and booted and feel the need to call someone out, a well timed #00137...It's who you know action can turn her into a raging 5-stud for that shootout.

Lets talk hexes: Fetch is a good choice to keep her alive if the opponent cheats. Soul Blast is a good choice as if it fails Lillian will be sent home booted. Mirror Mirror is a must, and Heartseeker makes for a knockout punch for pesky opposing shooters. Hex Slinging adds a little hand rank manipulation fun. In the right deck Soul Blast can be used on enemies, or on herself to zap her out of fights and back home!

Lillian needs mobility to go on the rampage: Shadow Walk can help. On this note: As you have the ability to churn out a lot of deeds using her influence, the rarely played and doubtless unexpected Secret Tunnel followed by a devastating ...Its Who you Know can have the effect of an enraged 5-stud plutocrat turning up to take names and kick ass after seeming to be safely on the other end of the street.

A Horse might also help get Lillian where you like: I favour the Personal Ornithopter as it allows you to bail on unfavourable shootouts and is a good value for pulls. A Telepathy Helmet might just help keep Lillian in the fight for a long time, and frequently I find she can pay the big bucks every turn to see the opponents play hand.

So all in all, Lillian Morgan makes for some jazzy, janky decks and a fun game with an unusual style.