Red River Roulette by on

have you ever drawn up your shootout hand and wondered "what the &^$? How did all my off value cards find their way into this draw hand?" Or the flip side, faced a straight flush from a deck with exactly one way to do all that? Or the cursed double joker legal five of a kind?

Enter Red River Roulette.

as long as you can spare a dude to sit at the table and call out "double or nothing!", you can make some magic happen.

if you can bait someone into a big Siege Of The Orphanage, so much the better.

also spicy if you can inflict a non-casualty removal effect at the same time (Jael's Guile, Coachwhip!, Ricochet, etc)

Nicole Sumner by on

with art from our in house artist of death, David Hammond, and bearing a distinct likeness of the PT designer, my best friend, Laura Scott, Nicole is full of tricks.

For the old school players, the idea is that she is a third Sumner sister, after the Classic Rachael and Jewel.

Nicole offer 2 influence at 5 cost / 1 upkeep, like Dr. Dawn Edwards. But Nicole has a shiny silver bullet over Dawn's brass. Also, like Dawn, Nicole can transform into a dangerous terror.

Once Nicole transgresses, in for a penny, in for a pound - she sacrifices the influence that controls locations or keeps you in the game for a hefty +3 bullets in order to get some right proper killin' done.

You can take advantage of this and have an innocent looking 0 stud call out a dude on their turf, transforming once the call out is accepted. Or participate in a Kidnappin'.

And, if/when you win lowball, you can calm her fiery nature and reclaim your ability to exert control over deeds.

(and she is an 8 of spades, stud, with upkeep - a magical combination for Dead Man's Hand decks)

Winona Rein-Breaker by on

Winona is intended to fit the no upkeep skilled drifter slot, like Theo Whateley-Boyer, Wilber Crowley, or Roderick Byre. This should help open up Spirits for factions other than the First Peoples.

And she is relatively cheap, no upkeep influence.

And she brings a meta-ability to discard sidekicks, freeing donkeys, owls, dogs, hares, and photographers from their servitude - which translates into an automatic extra casualty.

QUATERMAN PRIME by on

This one was a challenge. Step one - "Charles Urbach is doing art for an Experienced Quaterman" Step two - bump a card idea we were already looking at Step three - stare at QUATERMAN and think "what would an expererienced one Do?" Step four - read the Quaterman fiction piece and get inspired.

of course I had to keep the original's bullet protection and relentless boot resistance.

Now powered by the Essence of Armitage, Q-Prime has the durability of being Harrowed.

in a mental nod to ED-209 form Robocop, this gadget dude has a single minded pursuit of the law - in this case, legal hands. And he will turn on his master (controller) if he senses such a transgression.

Camillus S. Fly by on

Camillus S. Fly, intrepid photographer to the stars.

And just the guy you need to pump up a dude from a robust draw into a studly stud.

and, as a transient, he is happy to dive back into the deck to come around again, maybe as part of a Dead Man's Hand?

or just use his cheap 2 draw bullets to go looking for a fight, everyone likes to take a shot at the paparazzi.

Jonah Essex (Exp.1) by on

he has been moving in the shadow of the story for long enough - now Jonah steps into a more commanding role.

in line with most of the factional Kings, Jonah can slide into play earlier when playing to his plan - and Jonah's plan is Hexes, in full spectacular variety.

Yes, 3 upkeep is noteworthy. But so is 3 influence and 3 stud bullets.

The action though. getting rid of an opponent's attachment without fail can change the course of the game. Sure, Jonah's cost/upkeep tends to move him as an endgame play, but he can certainly tip the balance of power in your favor.

for an extra Spicy kick (particularly if you are running the low difficulty spell tricks), consider dropping Jonah right into the fight with Serendipitous Arrival - you get a stud, an influence boost to controlling the location, and pop an attachment of cost 0 (spells?) or even a 1 cost (if his arrival is at their private location).

Tomas Ramirez by on

Tomas here is rather versatile. Cheap, no upkeep influence? Check. Huckster 1? Check. Ability that can save the day? Check.

Start Tomas in a high value Hex deck (J,Q,K), and opposing weapons will be a concern of the past. Load up on zero cost spells and enjoy the economic advantage. Or use him to send a key value in your draw structure back into your deck. Use him to make use of certain "meta-game" spells that are not showing their usefulness right now.

Drop the value plan down to 10's and you can Shadow Walk in, and blast something like a Legendary Holster or Adler's Needle before it ruins your day.

Florentino "Indian Charlie" Cruz by on

As always, it is hard to compete with Barton Everest, but Indian Charlie certainly tries. If you can get him to to four bounty he becomes resistant to efforts to remove his Stud (although Sun in Yer Eyes still costs him bullets).

Ramping up his bounty also protects this "little guy" from getting hit with a shotgun - since you do not want to gift wrap ghost rock for your opponent like that.

otherwise, Charlie is pretty straightforward, and a good fit in Outlaw 2's - with Back Ways or maybe a Hostile Takeover

Pete Spence by on

He's got several competitors, but I feel like Pete Spence has a strong claim to be the best Dude in HCYM.

Yes, he's just a cheapie Dude with an ability that's narrower/weaker than Doomsday Supply, but while you have to draw each copy of Doomsday Supply seperately (which may or may not be on-value), Pete lets an Outlaw deck tutor from day 1 for a whole bunch of geared-towards-specific-opposition cards (Peacemaker, Shotgun, Tusk, Scattergun, Knight's Chasuble, Fancy New Hat, and more).

And yes, he's limited to what's in your discard pile at any given time (Travis Moone and Henry Moran may help out here), but within those limits, he can run the job in your own home just by stepping outside first, acfivate Elliot Smithson's ability immediately, and give you a head start on bounty generation.

And with no Influence, Pete can be tossed into plenty of non-Outlaw-decks as a later-game cheap body who can also fetch you a couple of

  • Melee Weapons for Abram's Crusaders
  • Various other gadget weapons, including Net Gun which is geared towards constantly discarding and even fits his value, as well as Decimator Array
  • Similarly for Morgan decks, including being a backup for Maggie Harris as a Yagn-fetcher (and if you get them both out, Irving Patterson gets to do his join-a-job-at-home-while-booted-for-1-GR trick twice per turn).
  • Attires for First People Bethany Shiile decks, or just to go with influence-leveraging (hello Ranger's Bible for Enapay)
  • Nunchucks for Kung Fu decks, and Attires to pump influence for Behold White Bull
  • A selection of Mystical Weapons (Devil's Six Gun, Jael's Guile, Stone's Colt Dragoons...), and Chasubles for Bayou Vermillion
Marshal Caves Callarman by on

Another member of the WildCards crew, even if the art looks nothing like him.

This started as one of my first ideas. I had this one before Emre made the open call for what would become Hell's Coming With Me - under the playtest name "White Hat".

I thought it would be a good element thematically to have a dude that was so intrinsically good that his stats would suffer if he transgressed.

Originally no upkeep and five cost, the shift was the result of concerns of just how robust the Law Dogs zero upkeep starting posse could be.

I was also convinced to get the noon action added as a way to clear his name in the event of the Law Dog Mirror match.

Virgil Earp by on

another 2 stud 2 influence without upkeep like Johnny Ringo

originally the bounty was removed straight away, but playtesters advocated in favor of those key Oulaw cards whose functionality is tied to their Bounty (the Aims Brothers, Desolation Row, Marion Seville, Maria Kingsford, etc)

On the board Cheating Punishment this strong keeps things legal, or makes them limit the amount of bounty they commit to the struggle.

Being able to remove the bounty when the cheating resolution resolves either limits the future impact of Virgil, or, if the hand rank reduction forces deaths, limits the financial windfall that their bounty would have provided.

Joan McGruder by on

Another of our 'Solo Artists', Joan is also not a quitter.

she has an impressive 4 stud bullets. And Blessed. And Deputy.

But she will not leave a fight. she ignores pistol whips, or the similar tactics thrown your way.

but she cannot back down either. Sun in yer eyes and you barely scrape through the round? Too bad, she is going to stick it out and hope for the best. Willa Mae will leave Joan behind.

Judge Wells Spicer by on

this judge was developed as a Noon Control tool to accompany the Law Dog Bounty Punishment theme.

It took several iterations to get the Judge right.

when a deck dedicates itself to stacking bounty, crossing the threshold is pretty easy. effectively neutralizing a dude for a turn.

to keep the Judge from being to repeatably oppressive, he does allow the defendant to renounce their wayward ways. But by then the damage is done and the dude is home booted.

Speaks-with-Buffalo by on

there were a number of submissions from PT of cards to do shootouts using influence, which the gang called "rap battles" internally.

Speaks with Buffalo can only call down the influence fight in an effort to find the right cards, but if it all works out, he unboots to mitigate the boot cost of his job.

Sure, your opponent can pull a 'matador' and ignore the job - and let you cycle two cards - adding another tool to the First Peoples already established arsenal.

Jackie Sanjuro by on

one of a few newer dudes intended to fight solo, despite the inherent risks associated with such tactics.

and, for the dedicated kung fu deck, there is very little that a 9 value kung fu dude cannot perform with confidence.

melee weapons in the low values are a little sparse, but a Bowie Knife is super versatile.

Tsintah by on

Here we have a shaman that supports Totems and Holy Grounds - and will at least help out should a fight break out.

While we do not have any spirits that do their thing without booting, Tsintah can make sure to get something out of some of those more "conditional" spirits.

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.