Soothe by on

This miracle is almost amazing. Seriously. It's such a prime example of how miracle design is so close to great, then adds some ridiculous clause to the spell. This spell should never have had the "Boot this Blessed" on it. Never. The difficulty is high enough and it costs one ghost rock. Crippling it by requiring you to boot the blessed dude with this spell makes it unplayable and I don't think I'll ever see this miracle in a deck. Shame.

J.W. Byrne by on

This dude is definitely worth another look with the release of Yagn's Mechanical Skeleton. He's at a good value for a gadget deck that needs high pulls, and if you slap him in the skeleton He's suddenly a 4 stud 2 influence with a value high enough to ignore most hexes either by his value (Q+3) or from the ability on the skeleton.

Janosz Pratt by on

This card is a representation of an ongoing problem with Law Dogs dudes and one of the biggest issues with playing the faction: no influence. This card would be absolutely fanctastic, and a serious starter if it had a single influence, but for some reason it doesn't. I view this and Philip Swinford next to each other and both are deputies with one draw for three cost and no upkeep. I would argue that Philip Swinford has a better trait than Janosz Pratt's ability, which is fine since Janosz Pratt has Mad Scientist 1 skill. I view them as equal in this regard. Then, for some reason, Philip Swinford gets 1 influence and Janosz Pratt gets nothing. Starting influence is a big deal and as a 3 value this is a starter in a gadget deck. So what's going on? Why cripple the card by making it a zero influence? For this reason I'm struggling to add this card to a starting posse. End rant.

Prayer by on

@Pintyhet: the only time you must discard the Miracles after Sundown is when the dude you attached the Miracles to was not Blessed prior to the card. The way I read it, if the dude was Blessed prior to the play of this card, then the dude will get to keep those miracles.

Samantha "Sammy" Cooke by on

Samantha is a character with mediocre stats. In a deck that you are building around giving the stud ability she is good. For me she serves one single purpose and she is doing it well, she is here to help me beat land slide decks. With the known combo Makaio Kaleo, Esq. and Fred Aims you can keep your influence really high. If they play evidence in their home samantha can easily take it in your turn. So you are safe to keep digging for that ace removal to finally remove all his dudes. Beware you might need a move in action in case they use pistol whip.

Den of Thieves by on

*When using multiple grifters, all grifters must be used at once - then the next players uses both of theirs (if each player has 2). This is referenced twice by the rules team:

www.alderac.com and www.alderac.com

*This home ability applies to all grifters in your deck - for starting posse, for the cost of playing a grifter, and for grifters in play. All 3 situations have their cost reduced by one.

*The react ability on this home makes your hand illegal AFTER hands are revealed, therefore if you are a Den of Thieves player and you originally reveal a legal hand, cards like Barton Everest, Tommy Harden, and Flight of the Lepus all consider you to have revealed a legal hand, even if you use the Den's ability.

*Remember that you have to have a grifter in play in order to use the React ability. That grifter does not have to be in the shootout - it can be anywhere in play.

A Slight Modification by on

@redgun The ability is considered to have been used. See the ruling here.

Since a review has to be at least 200 characters long, check out the Unofficial FAQ for rulings on all the new cards :)

@platypus could you please enable short comments to reviews? Or basically turn reviews into discussions?

A Slight Modification by on

Just a question about the first cancel in the game : Could the abilty canceled be used another time or it count as the one per day. ? I think it can be use another time before next day but i would prefer confirmation. Thanx

Marion Seville (Exp.1) by on

He is an awkward build compared to the original Marion Seville. He has the extra two bullets built into him at the cost of 3(!) more rock. His ability is playable, but as of this writing the only melee weapons he can equip are Rapier, Stoker's Sabre, and Evanor, and only one of those gets full benefit from him. Hopefully we will see 'Francine' soon and he can really shine.

2.5/5

Prayer by on

This card should have been a condition that stays attached to a dude making them a blessed 0 OR increasing their blessed skill by 1 in addition to allowing for attaching miracles as shootout plays and at any location. That would have made this card an auto-include in miracle decks with it being on value with strong miracles and strong blessed dudes. As is the utility is too limited since it ends after sundown.

Max Baine (Exp.1) by on

Okay, first off, this guy is so perfectly linked thematically and mechanically to his inexperienced form that I'd play him just for that. His first ability is the twisted mirror of the original Max, draining control from ranches instead of turning them into more. And his second ability looks for dudes that are already high value, instead of worrying about securing your low value dudes against shotguns and soul blasts. And he's just so sad! This is the end state of a frazzled accountant who just took the books and ran, and didn't even care enough to run that far. He just sits in town square, moping.

Mechanically, I'm still not sure if a 1-draw is worth the upkeep, even with the ability. Half the influence of the original is kinda hard to take as well, even if it makes sense. But he's also the first character we've seen to switch factions (or just lose their faction), and I hope this is a precursor to more of that.

It's Not What You Know... by on

Also remember this card when it comes to lowball. It is absolutely fantastic for both 1) denying your opponent 2 GR, which is great by itself and 2) making sure you are the winner and will be making the first shootout action each shootout.

If you use this to win lowball, it essentially costs you zero GR (spend 2 for the card, get 2 from lowball), AND it denies your opponent 2 GR (along with giving you the first shootout action).

Just remember if you use this to lower your lowball hand rank, your new rank is considered the highest possible of that rank, so only do it if you'll be one rank below your opponent.

Law Dogs by on

FAQ Version 004­20150701 - www.alderac.com

● To use this ability, you only need to boot just enough dudes with combined influence greater than the chosen target dude.

● Can be used on your own dudes to make them wanted.

The Sloane Gang by on

FAQ Version 004­20150701 - www.alderac.com

● The control point is gained during Sundown, after victory conditions are checked at the start of Sundown so cannot count for that turn.

● If someone puppets your dude after you use this ability, you still get to choose whether to add a control point or take ghost rock, and if you choose the latter you gain the ghost rock, not the player who puppeted your dude.

Desolation Row by on

FAQ Version 004­20150701 - www.alderac.com

Desolation Row

● When checking Desolation Row, the shootout has ended by the time you make the check, so any bullets gained or lost during the shootout no longer apply. For example, a dude who was Blood Cursed during the shootout will no longer have the -­2 bullets applied.

● Only the leader gets 2 bounty, and you gain ghost rock equal to the leader's bullets only.

'to a maximum of 4' should not be help text, so I've modified the card image with the correct wording.
In OCTGN, you can find this card here:
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\6ed8f9e5-8fa2-4764-af06-a5fc7b9ef929\Cards

The image is named with the correct OCTGN id.

link broken - contact soulblight via BGG or Pine Box forums

Other errata images available: 108 Worldly Desires, Auto-Revolver, Bad Company, Concealed Weapons, Focusing Chi, Forced Quarantine, Henry Moran, Hot Lead Flyin', Ivor Hawley (Exp.1), Junior, Morgan Cattle Co., Mugging, Nathan Shane, Nicodemus Whateley, No Turning Back, Paralysis Mark, Rico Rodegain, Smiling Tom, Undertaker, Unprepared, Unprepared Promo, The Wretched

Posted with permission form Pine Box.

Bad Company by on

Errata Text from card included in Nightmare at Noon reads:

Noon: Chose a wanted dude.

That dude gets +3 bullets and is a stud.

If any player collects bounty on that dude this turn, they gain 4 extra ghost rock.

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
For OCTGN play I've modified the card image with the errata wording. The file path is
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\4faa78e0-7f18-4b5b-89ac-56b79624bc83\Cards

The image is named with the correct OCTGN id.

link broken - contact soulblight via BGG or Pine Box forums

Other errata images available: 108 Worldly Desires, Auto-Revolver, Concealed Weapons, Desolation Row, Focusing Chi, Forced Quarantine, Henry Moran, Hot Lead Flyin', Ivor Hawley (Exp.1), Junior, Morgan Cattle Co., Mugging, Nathan Shane, Nicodemus Whateley, No Turning Back, Paralysis Mark, Rico Rodegain, Smiling Tom, Undertaker, Unprepared, Unprepared Promo, The Wretched

Posted with permission form Pine Box.

It's Not What You Know... by on

It's Not What You Know... is an excellent card, and can be considered viable for almost any deck type.

Firstly, this card is one of the select Resolution phase cards, which can adjust the outcomes of shootout hands after all the other shootout cards, bonuses, an effects have been used (Cheatin' Varmint, Point Blank, etc.). Basically these cards are the final surprise, and this surprise can REALLY sting! For 2 GR, you can lower an opponents legal hand 1 HR, or a Cheatin' hand 4 HR! No other card can lower an opponents hand rank so much and so absolutely. This is probably the best way right now to punish a Cheatin' hand.

This card is also useful in basically ANY deck. Regardless of faction, strategy, or tactics, you want this in your hand if you ever find yourself in a shootout. This is doubley useful in high-value decks such as Hex or Miracle decks.

The only downside would be the cost. 2 GR is a little pricey for a one-shot card, and it can be hard to keep 2 GR in reserves in a tense game. However, with a good production method, this should be easy to deal with.

The Evidence by on

I have a Desolation Row deck the revolves around Shotgun/Legendary Holster on Silas Aims, who as you likely know Silas' bullets are determined by his bounty. If playing a similar strategy or trying to counter one this card works wonders. To boost Silas obviously equip it, pay one rock and boom.. 2 more bullets. I also use this in conjunction with Fred Aims if I need and influence boost. Works great with cards that work off bounty like the Outlaw mask, the Aims brother's traits, collecting a control point if The Evidence puts your bounty over 4 due to Desolation Row's effect. Run your home job a few times, give Silas a shotgun, War paint, The Evidence, B & B Attorneys, Makaio's ability doesn't hurt, and use the Stakes Just Rose and suddenly your opponent if facing down a 10+ Stud with a shotgun. You'll likely Ace whoever you want and if a shootout takes place who doesn't love using a third or their thinned deck to assemble the best shootout hand available?

That being said the entire strategy and those like it can be effectively nuetered by Evidence's first noon ability making my Demi-god with a shotgun Silas a zero draw baby.. This has screwed me in games but I was able to save myself by using it on a Puppeted Silas to negate him being used against me.

I'm sure there's plenty of fun combos out there and if it fits your values it doesn't hurt to have against any Sloane gang set up.

Asyncoil Gun by on

Where to begin. This card wants SO MUCH to be good. The problem is, that this card perfectly illustrates the problem that science has right now. This card is not as good shotgun. Sure, it costs one less ghost rock, and gives you one more bullet, but that's where the "better than" Shotgun starts, and ends.

  • Shotgun straight aces the target.
  • Shotgun doesn't require a pull.
  • Shotgun doesn't have a chance to cost you the dude it's attached to by using it.
  • Shotgun doesn't require you to boot a dude, and make a pull to put it into play.
  • Shotgun doesn't require you to tailor your deck to minimize your use of Clubs. It doesn't require you to give up running jobs, cheatin' cards.
  • Shotgun doesn't require you to give up the element of surprise, by allowing your opponent to see what is coming. Yes, I know people are running clubless gadgets. Clubless gadgets, or "Club light" gadget decks are telegraphing their moves to their opponent. They are putting all the cards on the table. That's never an effective strategy. You have eliminated your play hand as a weapon. You might as well be playing the game with no cards in hand.

My review?

1/10.

There is a lot of great ideas wrapped into this card, but too much drawback to even consider running in anything but a fun deck.

The Evidence by on

The second ability can eventually pay for itself (1 GR to play it and 1 GR to use the ability but you get 2 bounty back). Works well with Ol' Fashioned Hangin' and you could use it on your own dude for Desolation Row in a pinch.

It's main use is being an 8 of Hearts. 8's have awesome values in spades (Steven Wiles), clubs (Rumors, Bounty Hunter, This’ll Hurt in the Mornin’), and diamonds (Circle M Ranch), and 8 is a decent pull value. Also it fits into many straight and DMH draw structures.

If you have the cards to support them, you're probably already playing Paralysis Mark or Force Field/Flame-Thrower. If you don't, you're stuck with this or Quickdraw Handgun.

Tin Star by on

This card might be useful if it also granted Deputy status to the dude it was attached to. As it is this card is lacking utility. Hopefully we'll see something that does this in the near future in the way that Mayfair Family Deck does for Hucksters.

Tommy Harden by on

Tommy is best as an added dude in a shootout. Can't ask for a better wingman, that silver bullet gets you a stud bonus to your main shooter and Tommy's keeping an eye out with his trait for a cheatin' hand. He's pricy, so you want to bring Travis Moon or a sidekick dog to eat a casualty, and you gotta have a main shooter, but Tommy is the meat that makes a fantastic sandwich of a posse.

Coachwhip! by on

Errata text from the card included in Dirty Deeds reads:

Cheatin’ Resolution: The cheatin’ player must boot one of their dudes. If in a shootout, that dude gets aced instead. If you have a legal hand, you choose the dude to boot or ace.

From the AEG forums: www.alderac.com

Doyle's Hoyle by on

Errata​ text from Bad Medicine reads:

React, Boot​: After this dude makes a pull, discard the pull to replace it with this card.

Resolution Boot: ​Discard a card from your draw hand to replace it with this card. If the discarded card was a 2, raise your hand rank by one.

Bunkhouse by on

Errata text for Bunkhouse from Foul Play is:

Dudes with 0 or 1 influence, excluding any modifiers from this deed, have +1 influence while at this deed.

www.alderac.com

This removes any question of whether the bonus from the Bunkhouse applies when calculating the dudes influence.

Concealed Weapons by on

Errata text for Concealed Weapons from FAQs v2, 3, 4, 5, and Rules Compendium v0.5 is:

Noon​: Your dudes may attach goods and spells (as Shoppin') at locations you do not control, and as Shootout plays

Errata text for Concealed Weapons from No Turning Back and FAQ v1 is:

Noon​: Your dudes may attach goods and spells (as Shoppin') at at any location, and as Shootout plays.

Pine Box Resources page.

For OCTGN play I've modified the card image with the wording that appears on the re-issued card. The file path is
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\4faa78e0-7f18-4b5b-89ac-56b79624bc83\Cards

The image is named with the correct OCTGN id.

link broken - contact soulblight via BGG or Pine Box forums

Other errata images available: 108 Worldly Desires, Auto-Revolver, Bad Company, Desolation Row, Focusing Chi, Forced Quarantine, Henry Moran, Hot Lead Flyin', Ivor Hawley (Exp.1), Junior, Morgan Cattle Co., Mugging, Nathan Shane, Nicodemus Whateley, No Turning Back, Paralysis Mark, Rico Rodegain, Smiling Tom, Undertaker, Unprepared, Unprepared Promo, The Wretched

Posted with permission form Pine Box.

Unprepared by on

From the Rules Compendium released Feb 21 2017, the errata text was published as the text of the Frontier Justice card:

pineboxentertainment.com/wp-content/uploads/public/doomtownrulescompendium_v0.5.pdf

Errata Text from Oct 8 2015

Shootout: Choose a dude. Boot that dude and their attached cards. That dude gets –1 bullets and cannot use their abilities. Their attached cards lose all traits, abilities, and bullet bonuses.

www.alderac.com/forum/viewtopic.php?f=375&t=115332

Errata Text from Frontier Justice, May 18 2015, is:

Shootout​: Choose a dude. Boot that dude and their attached cards. That dude gets –1 bullets and cannot use abilities. Their attached cards lose all traits, abilities, and bullet bonuses.

Erratas for cards can be found in the FAQ:

alderac.com/doomtown/rules/

For OCTGN play I've modified the card image with the errata wording. The file path is
OCTGN\ImageDatabase\b440d120-025a-4fbe-9f8d-3873acacb37b\Sets\4faa78e0-7f18-4b5b-89ac-56b79624bc83\Cards

The image is named with the correct OCTGN id.

link broken - contact soulblight via BGG or Pine Box forums

Other errata images available: 108 Worldly Desires, Auto-Revolver, Bad Company, Concealed Weapons, Desolation Row, Focusing Chi, Forced Quarantine, Henry Moran, Hot Lead Flyin', Ivor Hawley (Exp.1), Junior, Morgan Cattle Co., Mugging, Nathan Shane, Nicodemus Whateley, No Turning Back, Paralysis Mark, Rico Rodegain, Smiling Tom, Undertaker, Unprepared Promo, The Wretched

Posted with permission form Pine Box.

Prescott Utter by on

Prescott Utter is a necessary part of any Law Dogs deck for his effectiveness against another Law Dog opponent. His trait gives him an additional bullet and influence point for each Law Dog at his location (including any of your opponents dudes)

While his stats seem low for how much you would pay, his potential for surprise attacks makes up for the additional cost if used wisely. His potential for a high bullet rating makes him a perfect dude to hold a Legendary Holster or a Pearl-handled Revolver. He also combos great with The Stakes Just Rose, which can bring him into a fight as a shootout action, making him a stud and potentially raising his bullets more.

While he can be used against another Law Dogs deck with great usefulness, he is drastically less effective against any other opponent. His potential is great, but it is far more difficult to use him in a broad spectrum of situations. The best uses of Prescott will have a deck structure built completely around his trait.

Nicodemus Whateley by on

Nicodemus is a tricky card - in the right situation or against opponents who aren't paying attention, he offers a chance to suddenly gain several control points which can give you a sudden win. Starting him plus a couple of dudes with influence can easily put you in a position to pull this kind of move on day 1 or 2. This works best in a control deck running Paralysis Mark and Phantasm - stay safe while you pin down their dudes so they can't call you out, then go for the quick win.

Its very risky, however - if you start him, all your initial income goes just to paying his upkeep. While he's one of the strongest Hucksters in the game, he isn't that great a shooter. Kidnappin' or other early aggression can really ruin your day. Likewise, a California Tax Office on will force you to spend the rest of the game playing around that deed.

Nick is a game winner, but only in the right deck and there is plenty of possibility for things to go wrong.

Shane & Graves Security by on

Cheap income is always good. Cheap income that can help in shootouts is even better. This deed requires more strategy in its placement than most as its ability loses one of its three possible locations if you place it next to your home. Other than that it is a good place to go into any deck that tries to get into fights in their own buildings.

3.5/5