Mongwau the Mighty by on

Mongwau combines the roles of huckster and shooter in the starting posse of The First Ring.

True, huckster 1 is enought to cast Blood Curse reliably in a deck full of 8s. Huckster 2 is slightly better because Paralyze Mark becomes more reliable, and Bobo gets stronger, but this is not a critical issue. Huckster 1 is good.

Now, although a 4R deck might be less aggressive than the Law Dogs or the Sloane Gang, it's still a good idea to have a dedicated shooter, a stud, in your starting posse, because in the current meta many decks play cards like Kidnappin', Bounty Hunter, and sometimes even Run 'Em Down. You don't want to be caught with your pants down, right?

  • In order to use Mongwau as a stud you will need some cheap spell fodder, like Forget. This shouldn't really be a problem because you do want to have lots of cheap and expendable spells in your 4R deck in order to play Hex Slingin' and possibly Magical Distraction, and to use your outfit ability.

  • The problem is that you can only use Mongwau's ability once per turn. So if your opponent sends Steven Wiles to harass you and you manage to deal with him, you're no longer able to protect yourself against his regular starting stud (or the other way around).

  • The other problem is that Mongwau will not protect you against that first click Kidnappin' if your opponents decides to remove him before you have a chance to teach him a single spell.

  • And the biggest problem is Shotgun. This card means that you actually cannot have your main shooter and spell-slinger participating in major shootouts. That's bad.

Now, all these three issues you have to keep in mind, but you can still play around them if you plan your battles carefully.

  • First of all, just stay away from battles that you don't want to get into. Lure the bad guy into a deed, then use Shadow Walk to run away, leaving him trapped there, unable to follow you. Of course, this will not always work, because your opponent is probably just as mean and nasty as Barton Everest. But smart use of movement can still win you a game that you would lose in a shootout.

  • Paralyze Mark will also help you keep that nasty dude with Shotgun at bay. If you boot him in the town square he won't be able to trade goods with another dude (cannot do this in town square). Just don't get into a shootout in this location, a booted dude can still shoot you dead (...dat sounded kinda like rap...)

  • If you won lowball this turn (or if you control Pearly's Palace), you can neutralize the Shotgun-weilding dude with Unprepared, Soul Blast, or Pistol Whip, before he get's a chance to shoot ya. Just hope your opponent doesn't play The Stakes Just Rose in the latter two cases.

  • If the opponent got you with Kidnappin' before you could pull your pants up (that is, learn your first spell), well... just give Mongwau to the wolves, don't try to protect him with the rest of your dudes. It might even be a good idea to just let the job succeed without a fight, this way you at least guarantee that he won't get aced, just discarded.

So, even though at first glance Mongwau looks like a badass, in truth he's quite fragile. But if you're smart and careful, you can outmaneuver all the traps that your opponent laid for him. And if not, well, maybe you should try Kevin or Tyx as your starting stud ;)

Mongwau the Mighty by on

Alright, let's talk Mongwau.

Ignoring the fact that he's a machete chuking, ponytail boasting Monk of sorts, I feel that he's one of the better options for Fourth Ring right now.

The reasons for this are twofold:

First, he's a shooter. This might seem like a minor detail, but Fourth Ring players will surely agree on how hard it is to setup a properly balanced starting posse with solid influence, traits and abilities, as well as shooting capacity. With two new hexes in NTNR, the Circus player will have access to more spells to use-and-discard for his ability to matter. And believe me, having another 3-stud in the posse is a tremendous opportunity.

Secondly, he's a Huckster 1. This allows you to run the wondrous 8 value; abusing Steven Wiles, Rumors, Paralysis Marks, as well as relying on cheap economy deeds like Circle M Ranch and Pat's Perch. And all of this while you're still reliably checking the required 9's on Blood Curse!

On the flipside, his downsides are pretty obvious. He's expensive (sadly, like all Fourth Ring dudes for some reason) and he's shotgun fodder. He's not too hard to disintegrate with a Soul Blast.

With all that said, if you 're lookin for a versatile huckster, which can serve as a pretty solid shooter with proper setup compared to, say, Wilber Crowley, give Mongwau a try!

Tommy Harden by on

Tommy is an early game bully boy for the Law Dogs. His stats are nothing to write home about, but he is notable as the only Law Dog Stud without an upkeep cost. Like the majority of the Law Dogs, he has the Deputy Keyword, which is currently only useful with Rafi Hamid's ability.

With only a single stud bullet, he's not an amazing fighter, but his trait does give him an edge over similarly priced dudes. This increases your hand rank against a cheatin' opponent, and even further if your hand is legal. This can allow him to punch above his weight, but is more useful in the early game where an opponent's bullets might not be good enough to prevent them from accidentally cheating. If your opponent has the option, it becomes a simple numbers game - If cheating will improve your hand rank by at least 2, you lose nothing - if it will increase your rank by 1, you gain nothing, and if it increases it by 3 or more, you definitely come out ahead. This can be played to your advantage however, if you also have some nasty Cheatin' Resolutions such as Coachwhip! in your deck as well.

As its a trait, it is always working so long as Tommy is in the Shootout, so can be used multiple time per turn and can also be combined with other Law Dog Traits that punish cheating, such as Lucinda "Lucy" Clover, Philip Swinford and Sheriff Dave Montreal.

Tommy makes a good starter for Law Dogs, due to his reasonable cost and ability to fight. He can start exerting his influence over the town from turn 1 and take part in some early shootouts. Like all low value dudes, he is vulnerable to Shotguns and the like, but otherwise he's a good all rounder who can do a bit of ever thing.

Pearl-Handled Revolver by on

To start, I just want to thank mplain for correcting me on Remy Lapointe and Repeat abilities.


A cost of one ghost rock is very reasonable for any goods card.

Can be made free still with General Store if you have no other goods to play that turn.

It makes a lot of draw dudes pretty scary. Marion Seville, Allie Hensman, Olivia Jenks, Travis Moone, Rafi Hamid, Dulf Zug, and Jon Longstride can all use Pearl-Handed Revolver to great effect.


Obviously, it doesn't do anything for your dudes that are already studs.

It's effectiveness is a function of how many draw dudes you have in your deck. This is more of a deckbuilding balance than a negative, but it is a consideration you need to make.


Pearl-Handed Revolver can make a dude your opponent was writing off as a credible threat. If you have a draw structure that isn't geared towards straight flushes, this pistol can be a good fit. It's a bit narrow in it's application, but the payoff is quite decent.

Rating: 3 / 5

Rémy LaPointe by on

Some comments on Kain8's review:

You cannot really play the 'game of chicken' with Rémy, because any abilities that do not have the 'Repeat' keyword are only usable once per turn, including shootout abiities. So if you pay 1 gr to boost him, you lose the ability to do that again this turn, unless you play Good Stiff Drink.

Also, in the current meta Rémy is not very good because he's a prime target for Forget. Every 4R deck packs this spell, and some occasional Sloane and even Morgan decks do too.

When combining Rémy and James Ghetty, to counter Pistol Whip I'd suggest playing 'The Stakes Just Rose' (to get the dude back into action) and 'Make The Smart Choise' (to get the other dude out of trouble).

Rémy LaPointe by on


2 influence and a starting 1 stud value are not overwhelming stats, but decent enough.

Jack value is always good if you go the DMH route with any outfit.

His shootout ability makes him very very scary, but in a roundabout way. Yes, he can become a freaking 5 stud shooter if you spend 4 ghost rock on him. But if your opponent has a Pistol Whip, Sun in Yer Eyes, or any other Shootout action waiting for Remy, then the ghost rock you just spent will be wasted.

Remy basically amounts to a game of chicken that you get to end whenever you want. (Also dependent on the amount of ghost rock you have at the time.) Pay 1 ghost rock and see what your opponent does. They may play something to affect Remy. If they do something to Remy, better that they do it now before you just spent 4 ghost rock. If your opponent passes, well, now you can try to boost Remy's bullets again or if you're good with a 2 stud, pass back! Now you just locked your opponent out from any tricks they may have been saving for a 4 or 5 stud Remy, but weren't willing to use on a 2 or 3 stud.

James Ghetty and Lillian Morgan both help fuel Remy's ability for free, provided they're in the same posse of course.

Toss Remy a Shotgun and watch out! Being able to potentially ace up to a 5 value dude is plain unfair.


Remy is quite pricey but just like I said with Wylie Jenks, play him at the start of the game. Thankfully, Remy can be played easier if you don't start him since as a Morgan player, you should be able to accrue and spend 7 ghost rock faster than your opponent.

If you're caught with no ghost rock in a shootout, Remy is a blank 1 stud. Remy does require some shrewd budgeting to be played effectively.

Like I indicated above, Remy can seriously backfire. Just be smart in using his ability and spend wisely. This of course goes out the window if James Ghetty is in a shootout with Remy.


Remy is one of my favourite dudes in the game right now. He can play mind games with your opponent as long as you have ghost rock to spend. Remy rewards smart play. Use him well and he won't disappoint.

Rating: 4.5 / 5

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


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!


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.


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


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.


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.


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


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.


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?


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

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


  • 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)


  • 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.