Design Goal: make a set of truly beginner-friendly decks.
Doomtown has very deep state information baked into its core. This gives the game a degree of depth and complexity that makes it interesting for veterans, but can be confusing to track for beginners, who are still trying to learn the core engine of Doomtown (which is itself a hurdle).
These decks abolish any state that isn't tracked in a physical way. For example, Pistol Whip is not used, as it necessitates tracking the state of -1 bullets mentally. Wendy is allowed because her affect can wholly be represented by board state change.
In addition, the decks tried to stay beginner-friendly by:
For this deck specifically, I wasn't too happy with Sheriff Eli in the start. He's a wall of text. But he can be explained pretty clearly in plain English, so I accepted it.
Bounty Hunter provided the means of introducing force fight without the complexity of jobs. Going for a DMH structure provided a way to explain the neat differences with Doomtown's hand rankings, but as a side note.
Hired Guns makes the distinction between what a discard vs. what an ace represents much more present. This deck can take a hit, and recover gracefully (without adding any complexity to the explanation). This deck was specifically designed to be a bit more loose for this reason (lose fights and recover, overcome through tenacity).
Virgil has a non-boot ability (IE: introduces state tracking). This was an oversight in this first iteration of the decks (but has a very low chance of coming up to cause confusion). Replace with Jacqueline if you want to avoid confusion (avoids state tracking but also allowing an explanation of it by taking about why the repeat word is necessary).
Travis can be subbed out for Willa in the start to avoid the Grifter explanation.
A low movement-complexity version would swap Pat's for Cooke's, and 3x Jackson for 1x Huntsman and 2x Undertaker
|Feb 27, 2020 Findegil|