Philip Swinford by on

Philip is an excellent starter for the Law Dogs - his stats are nothing to write home about - 1 Influence is better than nothing, but 1 Draw means he's better as back up for a better shooter, but his low cost and zero upkeep make him affordable.

What really sets him apart for me is his Trait. This allows you to discard a card and draw a card every time an opponent reveals a cheatin' hand and you have a legal one. This is potentially very powerful to prevent cards becoming stuck in your hand for whatever reason, and can allow you to see more of your deck in a turn, and perhaps play more cards in a turn.

As its a Trait, it can be used multiple times per day, doesn't require you to boot Philip and crucially can be used from home. It also doesn't prevent you using other Traits that work on the reveal of a cheatin' hand (such as Lucinda "Lucy" Clover, Tommy Harden or Sheriff Dave Montreal) or playing a Cheatin' Resolution card, allowing you to stack the penalties on an opponent who cheats.

This also works on Lowball, unlike most other cheatin' punishment which requires you to have a posse in order to benefit. Low ball is basically luck of the draw so, there is a reasonable chance of getting the effect at the start of the turn if your deck isn't too prone to cheatin'. The effect is even stronger in multi player games, where a legal low ball hand could net you 2 - 3 card cycles.

As Philip can effect shootout draws he's not even involved in, he makes a good candidate to sit in the relative safety of home and a good card to boot for the Law Dogs Outfit ability, to start making some low influence dudes wanted. This can expose him to cards like Kidnappin' however, and his fighting stats aren't good enough to save him without a bit of back up.

In conclusion a strong starter for Law Dogs who can help improve your hand right from the get go.

Rumors by on

Pros:

Rumors is a versatile card that can fit in almost any deck if your draw structure involves 8s.

Play Rumors on an opponent's 1 influence dude hanging out at your location, all by their lonesome, and you'll immediately get control back. Considering that a lot of dudes in the game are only 1 influence, this can happen quite frequently.

As narrow of a situation it can be, Rumors can literally win you the game if your control equals your opponent's influence. Just make it your last Noon play and if your opponent doesn't have an answer for it, then good game!

Cons:

Rumors can be less effective against Morgan Landslide decks who will just keep playing locations until they overwhelm you.

-1 influence doesn't prevent your opponent from using the dude altogether. They can still move, use all their bullets, and their other abilities are still intact. Chances are they'll be picked first for a casualty, notwithstanding if the dude you used it on isn't a 3 bullet stud or someone else really valuable.

If you're running The R & D Ranch and / or Elander Boldman, just like all other clubs, Rumors doesn't fit in.

Overall:

Rumors is quite useful in dictating which of your opponent's dudes will be occupying both their own and your own deeds. Its applications range from surprising your opponent in gaining control of their deeds, winning back your own, and flat out win the game if the conditions are there.

Rating: 4 / 5

Kyle Wagner by on

Pros:

Three cost and no upkeep makes Kyle an excellent starter for Morgan Landslide decks.

Mad Scientist 2 is a high value allowing you success on Gadget pulls quite often.

His booting ability at the moment is only relevant on Circle M Ranch and The R & D ranch, but earning yourself 4 ghost rock every turn is a pretty large advantage to have over your opponent. Ditto for Circle M Ranch if you're running low on cards.

Cons:

0 influence means that almost anyone your opponent sends to the ranch that Kyle is occupying, will likely control it. Kyle's the brains, not the brawn. You'll need to have a good influence value dude along with Kyle to hold the ranch down, even if it's Irving Patterson.

A 1 draw bullet isn't going to light the world on fire, but it's better than nothing.

Overall:

The more ranches that come out with boot abilities, the better Kyle will get. Right now, use him in a Dudes & Deeds deck, and have him make you 4 ghost rock a turn on R & D ranch.

Rating: 3.5/5

Pancho Castillo by on

This guy should be the busiest Sloane on the board from turn 1. He's a bully plain and simple, no flash, no glitz, just a cheap bully who can intimidate must starting games from the get go. The upkeep is a bit steep for a starting posse but the dividends in return are worth it.

Wylie Jenks by on

Pros:

2 stud 2 influence are solid stats by themselves, allowing Wylie to protect a deed very well, even by himself.

Value of 8 of Spades allows an alternative to Steven Wiles in Law Dogs DMH decks.

Just by using the Law Dogs Outfit ability can enable Wylie's bullet bonus.

Deputy trait is somewhat relevant now with Rafi Hamid for government deeds if you play them.

Wylie REALLY dissuades your opponent from occupying your private deeds in general. Your opponent won't accept a Call Out by Wylie if he calls out a wanted dude, knowing full well that Wylie will be at least a 3 stud if they do accept.

Wylie combos with a few Goods cards if you go that route. Tin Star and Bluetick all put your opponent's wanted dudes on notice and that they really have nowhere to hide.

Wylie has a built in protection to Kidnappin'. Your opponent shouldn't use it on Wylie, knowing full well they'll at least again have a 3 stud (perhaps even a 4 stud) to deal with to succeed at the job. Further compound that with Wylie now having a bullet bonus against all the dudes that just performed that unsuccessful Kidnappin' on him, it speaks for itself.

Cons:

8 ghost rock is really expensive, just one less than Sheriff Dave Montreal. To mitigate this, you're better off having Wylie in your starting gang so he can start protecting your deeds from the get go.

Wylie will have a big target on himself for your opponent's action cards. Sun In Yer Eyes, Unprepared, Blood Curse, and Paralysis Mark can still be used to neutralize Wylie, but then again, what dude isn't affected by all of those?

Overall:

Wylie puts any wanted dudes in play on notice. Play him at the start of the game and your private deeds are safe just by his presence.

Rating: 4/5

Micah Ryse by on

Pros: Very good ability, movement is really strong No up-keep
Stud
Influence
Huckster

Cons: Relatively costly starter Very low value Huckster 0 (can be bad)

How to run it: Fisrt off, Huckster 0 can be both good (Huckster) and bad (low Huckster), if you realize this and build and play accordingly it should however be no problem.

Micah's flexibility makes him good, he is not to be used as a Shooter, more to threaten as a s strong backup, but mainly to control the board by forcing the opponent to lock their dudes at deeds/lose control of their deeds.

Spells on Micah give flexibility, Raising Hell for example, threatens a shootout, as backup with even more backup, deters calling Micah out, gives Micah a semi-Shadow Walk and threatens Hex Slingin' and Magical Distraction. You should run enough spells to equip Micah with at least two spells to keep multiple threats open.

For his ability, bounce Micah around forcing your opponent to send dudes to their deeds to regain control or lose the ability and income, useful both for in- and out of town deeds. This is how you create board control.

For casting spells, you should only equip spells that Micah can pull off reliably, which should be most non-x spells, even Blood Curse (Hex 9), the key is "know your deck". Paralysis Mark and Sould Blast are not good generally, save these for your Huckster 2.

Summary: Micah gives a lot of flexibility, his ability is much better than what it seems at first glance and Huckster 0 is (should) not a problem. Use his ability to create board control.

Forget by on

Pros:

  • High value spells are good for The Fourth Ring
  • Easy to pull off, any Huckster in a deck made to throw any kind of spell will succeed
  • A useful effect in certain circumstances (sorry Wendy and Allie, you two are the main targets), and with a growing card pool it will only get better
  • Many good cards in value for 4R and Hex-liking decks (Hex Slingin', Kevin, Tyx) and utility cards (Jackson's Strike, Undertaker, for a deck that tends to Ace it's own cards)

Cons:

  • The effect can be dead in many cases, which probably explains why it is so easy to cast

How to run it: Four of this are too many, in case the effect is not useful in a matchup you don't want to be bogged down by useless spells. In matchups where it is good/great, odds are you won't be needing more than one out to take out that annoying ability every single day.

Pancho Castillo by on

Pancho Castillo is one of the key dudes for the Sloane Gang. He's remarkably flexible and provides some bite. His 3 stud is scary by itself. His two influence is what makes him outstanding for only 5 GR. He easily slots into any Sloane Gang deck, which makes great use of the 5 value with cards like Pistol Whip, Hiding in the Shadows, Charlie's Place, Pearly's Palace, and Mustang. A great way to get him into play is with Recruitment Drive which makes him free for a turn. His 2 upkeep can be a bit costly, but what a. You expect for all the board presence Pancho provides. He will be a staple for the Sloane outfit for quite some time.

Rating: 4/5. One of the best dudes in the base set. For his cost there are few better, adding in the fact that he is on value for the Gang, and you've got the makings of an excellent card that you are almost never sad to see.

Irving Patterson by on

This card is just crazy. For 3 and no upkeep, you get 2 influence.

He also gives you free money sometimes.

And he works well with the Morgan Outfit.

If you are playing Morgan and not trying Remy & James or some such, you should start this guy.

Pancho Castillo by on

Pancho seems to get more quotes on cards then anyone else. As a man, he's someone I aspire to be. As a card, its much more difficult. I mean, Pancho brings everything you need: a rock solid 3 stud and enough influence to keep you in a game and contest important deeds. His cost, though, is awkward. At 5, recycling him isn't really an option and as far as I can tell 5s aren't a value any deck particularly wants lots of anyway. With 2 upkeep, keeping him around taxes you heavily for someone who isn't giving you any unique capability. All that said, there really isn't anyway to bring 3 Stud and 2 influence into the game cheaper, nevermind with a single card. How often are you in a situation where the thing you need a scary shooter to chase the opponent AND some influence to stay in the game? Pancho gives it to you. I mean, it'll cost you in the long term, but getting all those stats for 5 can help you create a situation where there IS a long term or even better close out the game. Having no ability isn't an advantage, but it also means you are never paying extra for stuff you don't need. Pancho gives you raw stats and sometimes that's just what you need.

I think Pancho is a great dude that provides cost efficient stats in the midgame regardless of the situation.

Shotgun by on

Shotgun is an interesting card, because its a card that aces people without any regard for the values in your deck and does it before the draw in the shootout. It doesn't even care if your dude is a stud. The main issue with the card is that whether or not you can use it depends heavily on the dudes your opponent is fielding. You can use high bullet dudes and cards like Bad Company and War Paint to increase your potential shotgun targets, of course. Its also not like opposing decks are going to be running all high value cards: its just too expensive. However you probably won't be shotgunning down Dave Montreal barring convoluted circumstances, but if Dave is by himself you should be winning in short order anyway.

The downside of Shotgun is that it costs a hefty 3 ghostrock and doesn't provide any mobility, control points or influence. If you are loading your deck with high bullet dudes, bullet enhancers and shotguns you absolutely need to be able to leverage that power into an advantage fast or else you're probably going to overwhelmed. Jobs are the fastest way to do it, mostly because you don't necessarily need mobility to take advantage of them.

Rather then building around it, you could certainly include a shotgun is your deck to attach to a 2+ bullet draw to pick off fodder in late game shootouts too.

Make the Smart Choice by on

One of the most interesting cards in the set. When I first read it, I missed the point. As a shootout action that interferes with the opponent, its really bad next to its comparable "Sun in Your Eyes", "Unprepared" and "Pinned Down". The penalty isn't as big AND the opposition gets to run home? But the main use of the card is to send your own dude home when he gets stuck in an unwanted shootout. This is great if one of your dudes gets caught booted on an opponent's deed or if your opponent has a "can't refuse" shootout action. It won't protect you against Jobs that target your dudes, though. In a pinch where you must when a shootout, you can use it to lower your opponent's bullets too! Lots of decks can benefit from this card, from completely pacifistic diamond focused decks, to Dead Man Hand Decks that want to avoid fights while it improves its structure. Even Club Flush Decks might want to include a copy or two to avoid unfavorable fights.

Recruitment Drive by on

One of the more powerful, table-turning actions in the game. Bringing in a high-dollar deed to boost your economy or big-time dude to dominate the board for the cheap is great. But the net 4 rock discount isn't even the best part, playing a card out of your discard pile is simply amazing!

The only catch is you'll likely have to fight for it. Especially useful to The Sloane Gang, who likely have an acre of dudes in town square to scare off any resistance, but any good fighting deck can probably pull it off early in the day. You can also keep a cheap dude unbooted until late in the day when most of your opponent's dudes are booted and maybe get it in a walk.

Make 'em Sweat by on

A versatile way to both take the advantage in a shootout AND prevent any shenanigans, such as Wendy's s built-in Pistol Whip. And remember, you can use a draw bullet like Travis Moone dude to wipe out or reduce their stud bonuses.

Sure, it's not as easy to use as a Sun in Yer Eyes, but even sending an expendable draw dude to boot their influence uselessly in the Town Square, can sometimes win games.

Gomorra Parish by on

Very interesting card. Economically not a powerhouse, but very unique for the ability to ace cards from your play hand as a noon play. The 4th ring photogenic death deck uses this ability to ace dudes to trigger Undertaker, but any deck that uses Raising Hell may find this method useful. More generally, the ability to remove cards from your draw structure can make a huge difference in late game shootouts. You could build the deck with duplicates of cards that are powerful, but don't align with your draw structures, then ace the duplicates as they appear. so that by end game, you've got powerful cards in play, plus a lean, mean draw structure. A deck based around Legendary Holster comes to mind immediately, but any DMH deck, with at most 20 cards worth of draw structure, could definitely make use it. Ace in the Hole would be good to throw into such a strategy as well.

Circle M Ranch by on

This is my favorite deed. 3 rock for 2 production and a control point is a steal, but add to that one of the best card drawing effects in the game. If your deck cycles fairly well, the circle M boosts it drastically. 8 value is decent for most hex/gadget decks also useful for most straight draws or as back up in DMH structures. to top it all off it's private, meaning you can get money for defending it successfully.

Steven Wiles by on

Just read the flavor text. It perfectly describes entirely his function as a Dude in Doomtown. Steven Wiles is great in every deck with the exact purpose of getting something done on the cheap.

Use him to stall your opponent's win by a turn by bringing in 3 Influence for 1 ghostrock.

Use him as a studly cruise missile to assault, harass, and even intimidate your opponent. What does it matter if he's a casualty, he's going away the next day anyway..

Use him to steal control of a pivotal point of yours, or block an opponents deed from production. He doesn't get paid or discarded until after production.

Use him to combo off of deeds - The Town Hall turns him into a net cost of 1 (deeds production+lowered influence ammount) to keep him around. Or Telegraph Office yourself a little extra ghostrock.

Bring him back from discard with Hired Guns if you want to hear some groans from across the table.

All in all, a great dude to have on your side of Doomtown.

Travis Moone by on

The first and only (for now) grifter in the game, is there to allow you to have another go at fixing a catastrophic early hand. Not only that, but for the same low price of 2 Ghost Rock, you get an expendable shooter who can scare away those 1 influence weenies off your properties, or simply take the hit for that shootout round where your opponent managed to tie hand ranks even though you had a 3 stud advantage over them.

Becomes even better in decks which can equip him. Hand him over a Pearl-handled Revolver to make him much more solid, or give him your first Flame-Thrower in your gadget deck to get a very scary shooter, without having to spend any more ghost rock.

Not only that, but his value of 5 takes him just out of range of most Shotgun wielders barring Sloane herself, so even if your Ramiro Mendoza has to run and hide (or gets Pistol Whipped, Travis can still stay behind and maybe give enough time for your squishy influence to run away while he valiantly sacrifices himself.