J.W. Byrne by on

A good "Voltron" type dude. He makes a decently cheap starting stud, and opens up queens as a playable value in decks. With a little investment he becomes well worth the initial cost. Give him a Fancy New Hat, Roan, and a Winchester Model 1873 and you have a two stud, two influence, no upkeep dude that cost you a total of six rock.

That unfortunately raises the point that you have to run at least three other cards to make him work at max efficiency, and not every deck wants to or even can run all of those cards. Also targeted removal can turn into a situation where you just got four for one'd.

Be careful with this one.


Benny McGill by on

The ability to call out dudes that can not refuse is a very powerful ability. He is a good cheap starting huckster in The Sloane Gang that definitely opens up some new and fun deck building. He does not pair well with a lot of goods as you want to keep his bullet rating low, but if you deck him out with some good combat spells you can head to your opponents home and call out some of their main shooters while they are vulnerable.

Obviously he will not see play in other decks, but he might see a bit of play as a one of in a The Fourth Ring deck or other hex based deck.


Elmore Rhine by on

A high influence dude with a build around me ability. His ability has a lot of hoops to jump through. Shines more in a multiplayer game than in a one player game. He is a good resource for the Law Dogs home ability though at three influence. Against someone running Desolation Row however you might be able to get some ghost rock from him.


Louis Pasteur by on

Expensive dude that doesn't give a lot of bonus to combat and with middling influence puts him at an awkward spot. Mad Scientist 2 is very good, especially with is repeat ability. In a deck that gets their economy going you can get some combo's going with cards like Mario Crane mixed with Flame-Thrower create a repeatable assassin to go out and get into fights that you pretty much cant lose as long as your economy holds out.


Howard Aswell by on

In your standard Morgan Cattle Co. deck he will not be doing a lot. However if you think outside of that and head to Morgan Gadgetorium you will find he has a lot of use. His react ability gives you a bit of leeway to run fewer deeds than you would want to normally. If his ability goes off, it does not boot him, so you still get to invent or move or do anything that you would need him to do. I honestly believe that he is extremely underrated and a build around me grifter.


Legendary Holster by on

Legendary Holster is an awesome card! It was underrated until A-2-3 decks came up. These decks have around 80% chance to succeed the holster pull since there are still rogue values (jobs and the holster itself). You may want to include 4-values like the costly Ambush if you can equip 3-bullet dudes (Ramiro Mendoza...)

Fighting with or against this type of decks is all about winning lowball because you want to ace someone first. I mean before your opponent can reduce your bullets, send you home, play Unprepared or even kill you with another Holster ;)

Attached to Angélica Espinoza it can be very frightening even though her ability makes you losing initiative. You will also want to abuse of grifter abilities to get the holster early. Travis Moone or The Fixer are good candidates.

I think this card is meta-defining since it forces to include cards and adopt strategies to counter it.

Andrew Burton by on

Andrew Burton is a good starter that currently has the problem of being outclassed by other dudes with similar abilities. Travis Moone gives the same bullet rating for cheaper, and a full mulligan is better than a single rummage. Genesee "Gina" Tailfeathers actually gives you card advantage. Philip Swinford can trigger more often and has an influence. Rev. Perry Inbody has a better skill rating and an ability that is relevant on every turn. Also all of those starters are at a higher value so may not be as punishing should they cycle through your deck.

One card he combo's very well with is definitely Faster on the Draw and Holy Roller. Out of no where he can become a four stud that will not die.

The ability that I am really looking towards however is the ability to add a bounty to a dude before the game begins can create some really explosive starts for Law Dogs.


The Flying Popescus by on

The Popescus are a strange pair. They sit at a good value to main deck them, but their bullets and influence are low for a mid game play. They do remedy these shortcomings on their own with the trait, but with a skill rating of zero you have to be careful what hexes go on them. For their cost however they make a decent secondary starting dude.

Their shootout ability at present time is very niche and difficult to make good use out of. What few mystical good there are most require mad science or Valeria, and most of the relevant ones run the risk of taking spots for hexes.


Funtime Freddy by on

Funtime Freddy is a faction grifter for the The Fourth Ring. He is a cheap stud, a huckster, and an abomination in the faction that cares about having all three. His react ability aces him, but it is most certainly not an ability you will want to use unless you feel you need to. He might be a bit of a trap for new players in that they will only use him when they have no hexes in their opening hand. There is merit to using him to get some hex redundancy, and even for a bit of deck thinning.

The only downside to Fred is his lack of influence, though if you plan on aceing him anyway that isn't much of a downside.

Not for every deck but a good alternative to Genesee "Gina" Tailfeathers and Travis Moone.


Arnold McCadish by on

Arnold is remarkably cost-effective, no-upkeep influence vehicle! If you're looking for long-term influence in The Fourth Ring he's your man hands down. As most Fourth Ring decks take awhile to develop while you search for hexes, Arnold buys you that time and then some. How many 2 actual influence (no Jake Smiley doesn't really count) no-upkeep dudes are out there? Besides Irving Patterson if you're Morgan Cattle Co., Arnold is your only choice!

But there's more! Arnold can also resuscitate your dudes assuming they weren't mangled up too badly in whatever shootout they were involved in!

Things to like about Arnold:

NO Upkeep! - Most Fourth Ring control decks like to take their time building up hexes before moving in for the win. Upkeep costs from dudes like Dulf Zug tend to eat into your precious cash reserves and after the 3rd day start to cost more than Arnold without all his other benefits!

High Value - a 7-value is nigh immune to unaugmented Shotgun and Soul Blast acing which is something Irving Patterson and Jake Smiley simply cannot say!

Amazing ability - If you're facing an odd number of casualties, this ability essentially reduces the number of dudes you'll have to lose by one. That's like a free hand rank if you're tied or on the losing end of a shootout. If you're running The Fourth Ring you're almost certainly packing high value cards in your deck so the pull on Arnold's ability isn't usually too much of an issue for most of your classic bullets sponges like Travis Moone.

Be aware that since this ability is a react, you can use it even if Arnold isn't even involved in the shootout!

The Sloane Gang by on

The vanilla Sloane gang outfit provides something no other outfit can do, straight up control points! Compared to Desolation Row, this outfit card provides 1 more starting cash, a faster more consistent flow of control points assuming there are no other methods to build bounty with Desolation Row.

Assuming no one bothers Allie or the dude targeted with this outfit ability, The Sloane Gang can earn 2 control points every single day as long as they keep a steady stream of dudes without control points streaming into town square. This forces many deck types into conflict rather quickly and it is wise to pack your posse with lots of strong stud shooters and a good number of shootout tricks that will give them the edge.

Works well with:

Small Cheap Dudes (Silas Aims/Travis Moone/Jake Smiley/etc.) - The downside of the outfit that newer players tend to overlook is the fact that once a dude has a control point, they can no longer earn another point using this outfit ability. A stream of small cheap dudes into town square not only provides bullet soaks but can hold a control point from this ability as well!

Angélica Espinosa - Even if you boot her she can still provide shooting backup to any in town deed from town square. This makes Angelica ideally suited to be your town square gatekeeper!

Morgan Cattle Co. by on

This outfit card is one of the most versatile out there as cheaper deeds are going to be useful for almost any style of play. In particular, it is a staple of the "Landslide" archetype of decks which rely on the strategy of buying up town instead of fighting out for it. Irving Patterson is a popular target for this ability.

The primary drawback of this outfit ability is the fact it requires you to boot your dude to that deed to get the discount potentially exposing them to shootouts they can't handle until the end of the day. Cards that mitigate this drawback are particularly good in combination with it!

Combos well with:

Out of Town Deeds (Blake Ranch/Jackson's Strike/The R&D Ranch) - The primary danger of using this outfit ability is that it leaves one of your influence bearing dudes booted and likely exposed for the opponent to call out. Using the outfit ability on an out of town deed keeps the dude you're using with the ability with safe as enemy dudes (without Shadow Walk/Mustang) need to boot over to get to them and can't call them out the first turn without some action cards shenanigans.

Clementine Lepp + Saloons (Charlie's Place/Pearly's Palace/Killer Bunnies Casino/The Union Casino) - Again this negates the primary drawback of exposing your dudes by using the outfit ability. Clementine simply cannot be called out if she's in a saloon you own! Using the ability while she's already in a saloon will grant you a 2-GR discount on subsequent deeds due to the influence bonus she receives.

Lillian Morgan + Shadow Walk - This is just an example. Any high influence dude with a movement ability like Mustang can work too though Shadow Walk is the most cost effective of them. You boot Lillian Morgan to make a free 5-cost deed, then you simply Shadow Walk back to the safety of home before she can be called out!

Make the Smart Choice - This card basically allows your exposed dude to run back home during the shootout plays step. If you have one of these in hand, you've got a risk free use of this outfit ability!

Law Dogs by on

The classic Law Dogs outfit gives you 1 extra GR compared to other starter outfits which is crucial given how comparatively expensive Law dogs dudes tend to be. It's ability however lets you do something no other outfit can, straight up generate bounty on any dude of your choosing if you have enough influence. This opens up a whole new dimension of play no other faction has the same access to!

Combos well with:

Bounty Hunter - This card basically defines this outfit as it is the only one it can be used consistently with.

Too Much Attention - Makes this one a slower, longer range, and more reliable Paralysis Mark!

Bad Company - Turns mediocre shooters like Travis into a bowel loosening 5-stud shooter. Just don't lose him or the opponent is going to get a massive payday!

Outlaw Mask - Generate 1 influence for you a turn if you keep the wearer stationed in town square! Wear four at once to quadruple your influence gain and combine with ..It's who you know for an absurd amount of stud bonus. All in town square of course!

B&B Attorneys - Doubles the bounty accumulation rate on a wanted dude!

Silas Aims - Toss him Pearl-handled Revolver or Shotgun, water him daily with bounties and watch him to grow into a killing machine!

Wylie Jenks/Clyde Owens/Judge Harry Somerset - These Law Dog dudes thrive on bounties.

Railroad Station by on

Railroad Station is one of those cards that can appear kind of mediocre at first, but can be incredibly valuable in certain circumstances. Standalone it is it not that interesting - it can let you get dudes to an out of town location without booting, but that is not always terribly useful. The card really comes into its own when your opponent is camped out in town square with a superior force. Moving anybody into the square is going to get you called out, but a Railroad Station next to your home can let you move Home -> Railroad Station -> Some Other Location without getting jumped. Using this to threaten your opponent's deeds can help to force your opponent out of the square, while still leaving you unbooted to run away if necessary.

The 2 GR cost is great for an early play, when the spots next to your home are still available. Overall, a solid card for decks that want to do a lot of maneuvering without necessarily wanting to fight.

Avie Cline by on

Not much to say here. The 10 is a very nice value for fourth ring. She has a low huckster rating but its going to be hard to get her off of the board due to her harrowed trait and her 2 influence is nice. Its really going to come down to whether you have the money and need to influence. I usually run her in my deck but I hardly ever send her onto the board. She spends most of the time in my deck as a 10 helping to ace the opposing dudes. Her influence and upkeep makes her unplayable outside of the fourth ring but the fourth ring is notoriously bad at economy so her cost makes her nearly unplayable in fourth ring. Sticks her between a rock and a hard spot.

Arnold McCadish by on

I don't really like this card. In most of my decks i try not to lose shootouts and a seven doesn't really fit into the draw structure of a fourth ring deck. That means you're going to want to start him but there are other starters you can get started for 5 ghost rock or even two other starters for that price. He has influence but if you're interested in Arnold then you are interested in his ability so you wont be moving him around and risking the chance to lose him. His ability is also very specific. Its not very often that you will be only be losing by one hand rank. The problem with Arnold is that he is expensive and just not really that useful.

Bobo by on

Bobo is the card that made me fall in love with The Fourth Ring. I don't actually run him in my main deck right now but Im looking forward to trying him out in my abominations deck thanks to Faith and Fear. In the right deck he can be terrifying. Just as his ability states he works best in combo with a high huckster rating character such as Ivor Hawley and Smiling Tom. Ivor with a Hex brings Bobo up to a 4 stud and Tom brings him up to a 5 stud. That makes him one of if not the best shooter in the game that we've seen so far. This explains his high upkeep as you can take him into a shootout and see up to 9 cards without having to bring along anyone else. In a mirror match he can be a one turn guy you bring in to deal with the other guys Ivor Hawley or other heavy hitter. Just like any other card he works well when synergized well.

Faster on the Draw by on

This card is a great new value at six for every faction. The making a deputy a stud is just icing on the cake. It woks great in conjunction with sun in yer eyes and other bullet reducers while also being a partial counter to those same cards.

Xiong "Wendy" Cheng by on

Wendy with a Buffalo Rifle is one of the most brutal combinations in the game. If Wendy makes it to the town square with a Buffalo Rifle it will require the opposing player to bring at least two guys to every shoot out until she is dealt with. She not only pins people down but is also extremely useful at clearing out deeds. When playing against Wendy one strategy is going in with two dudes. Another is making sure you have enough dudes on the board that after you force her to use the ability you still have enough mobile influence to make plays.

The Fourth Ring by on

The Fourth Ring is a ton of fun. It has the steepest learning curve out of the base outfits, but learning to play them well will pay off in the end. As far as I know this is the only card allowing you to cycle through your deck faster besides Lady Luck. That alone is a reason to go into Fourth Ring. a Cycling ability allows you to put a card or two in there that wont always be useful as you can just discard and grab another one. Economy can get rough even with the ability as it can be tempting to play lots of high cost/high upkeep dudes. My answer to this is my deck, The Circus of Value. I wind up with way more than enough money to play all the card in my hand.

Paralysis Mark by on

The power of this card is amazing, letting you lock down a guy from Next door is great, using it to isolate there good shooters by either booting them, or there support guys. then picking of the guys stuck in the open.

Milt Clemons by on

I really like this card. It's a staple in most of my decks, even non-Sloane decks as his upkeep will be a max of 2GR. He's really a money engine as there are so many ways to get wanted. Put him into a Law Dogs deck for instance, to complement the Bounty Hunter for deck building. Make him wanted every turn!

Of course his natural home is in The Sloane Gang. He will make money when calling out in a private location, so pack some gear to prevent him from dying in a shootout, such as Bluetick, Pistol Whip, Soul Blast, Shotgun, Legendary Holster, Point Blank. Perhaps the joke combo would be with This is a Holdup! as he would make extra cash with his ability. He would become double wanted when using Kidnappin' on an opponent's home, making two ghost rock.

He will make a control point from Hunter Protections and make money too. Use ..It's who you know to call turtling dudes in the opponent's home to make some buck. Give him a Buffalo Rifle in town square and he can make a ton of cash while other dudes start call outs around town. B&B Attorneys will guarantee a steady income too. If he become ultra wanted then remove attention with The Evidence.

He has a decent grit but it could be improved by some extra bullets. This may be his weak spot. I think he's a fun dude to build a deck around and the money he generates during the turn will give your deck an economic advantage over your opponent's and you can use this illegal profit to win the game.

Rafi Hamid by on

Rafi Hamid is a solid card for the Law Dogs which opens up interesting deck-building options. 5GR and 1 upkeep for 2 bullets and 2 influence is on the expensive side, since you can play Olivia Jenks for the same stats and get a 2GR discount. What you get for the extra cash is a nifty ability that lets you move deputies into shootouts at any Government location. Rafi himself doesn't even have to get involved, he can just move in another bigger, nastier deputy while he hangs out at another location.

The quality of this ability obviously depends on the quality of deputies and government deeds. Deputies aren't a problem; while every Law Dog isn't a deputy, over half of them are, including almost every big shooter. The real key here is the government deeds. When Rafi first came out, the only government deeds were the expensive (and bad) The Town Hall and the mediocre Town Council, which meant Rafi had no chance to make it into a deck. Fortunately, in the last two expansions, a pair of incredible government deeds came out which are easily good enough to put in a deck on their own, giving Rafi functionality without watering down your deck. These deeds are:

Hustings - An excellent deed which makes life hard on decks which want to sit at home, like Morgan landslide, or slower hex and gadget-based decks. If they don't want their influence to be gutted, they have to boot themselves or leave home, exposing them to shootouts they're not ready for.

The Mayor's Office - Another very good deed which allows you to drop the influence of enemy dudes in Town Square, or up the influence of your own dudes at home, as long as you can place the deed next-door. It does pretty well in a lot of matchups, but shines when reducing a dude from 1 influence to zero so they can't take control of deeds.

With these deeds, it's fairly easy to put Rafi into a deck and expect his ability to come into play. When you're only playing with your own government deeds, Rafi's ability only comes up so often, but it is fairly powerful. Your government deeds will be hard to assault, since you can always send a weakling like Philip Swinford or Lucinda "Lucy" Clover to the deed, and use Rafi's ability to move in deputies who are already booted, or move in some unbooted deputies in without booting them, so they can still use cards like Pistol Whip and Make 'em Sweat, or their own printed abilities, like Xiong "Wendy" Cheng. And if your opponent is running their own government deeds (which isn't too unlikely since Hustings and The Mayor's Office are great cards) then Rafi becomes a monster, allowing you to threaten those deeds with your entire board of deputies, even while they're booted and at other locations.

Because of his ability, Rafi needs to be played in a deck that's not afraid of getting into shootouts. Since you'll probably be playing Hustings and forcing them to leave home or boot, cards which create shootouts like Kidnappin' (which is also a 7 value) or Bounty Hunter work great, since you can force their people to boot or leave home, start a shootout with them, and move in a lot of deputies as needed. In addition, the government deeds are on A, 2, 3, 4 so cards which want low pulls like Faithful Hound and Legendary Holster work well with them.

Telepathy Helmet by on

This is a card that belongs in almost every gadget deck, and also in decks which have a draw structure that is not as likely to cheat in lowball.

The trait will allow you a persistent Hiding in the Shadows each turn which you can abuse to go into a fight confidently that your best fighter won't be immediately shut down via an easy Sun in Yer Eyes, and unlike the Peacemaker it doesn't deprive you of your dude's weapon slot, allowing you to boost that Flame-Thrower without fear.

All this makes even more sense for a weaker-structured deck since you actually need a decent stud bonus to make sure you can pull a decent shootout hand, something which a bullet reduction will harm badly.

However the most overlooked aspect of the Helmet is to scout what to expect from your opponent. Lose lowbal and don't know if you can take out your opponent? Check their hand to see if they're holding onto any Pistol Whips and so on. Don't see any cheating in their hand? Time to gun for those 5-of-a-kind at every opportunity.

If your opponent is smart, once you've scouted a play hand without cheatin', they'll start avoiding for the rest of the turn at least, so make sure to bully them as much as possible while you have the advantage.

The natural weakness of the card is its low value, making it a risk in a high-value gadget deck, such as one around Flamethrowers. However it's well worth the risk to run 2-3 of them anyway.

And if this sort of risk is not your cup of tea, you can switch instead to the low difficulty gadget suite of Mechanical Horse/Holy Wheel Gun/QUATERMAN/Telepathy Helmet which all conveniently share the same difficulty, allowing your Mad Scientist 2, such as the affordable Kyle Wagner to invent everything risk-free.

One Good Turn… by on

This card is so versatile, everything ax4jim says in the previous review is correct. This card helps cycle through your deck, which if you are running 6s as one of your stronger values, is amazing.

The best way I found to approach this card during deckbuilding is to imagine that it doesn't even actually exist. If your deck can do what you want, your draw structure is incredibly tight, some 6 value cards in your deck won't hurt anything like skill pulls, and you have 1-4 slots to fill, this card is perfect. It's either invisible in your deck, or an uber reserves if you get lucky and happen to need ghost rock. This is probably the most widely playable card in the game right now.

Ulysses Marks by on


4 Ghost Rock cost to play with only one upkeep is not too bad of a cost.

Ulysses' noon ability is incredibly useful. Steven Wiles can't come over to disrupt the Saloon that Ulysses is holding down. You can kick out your opponent's Clementine Lepp where she'll be a sitting duck to a shootout. And you don't have to boot Ulysses to do it!

Boosting control points is always nice.

When Ulysses is in the Town Square, your opponent should be a little wary of playing any Saloons.


1 draw isn't exactly a lot of firepower, but it's better than nothing.

If your opponent isn't running any Saloons and you haven't got any of your own out, then Ulysses isn't doing anything for you. You basically have to park Ulysses at a Saloon in order for him to be useful. He's pretty one dimensional.


Just like Kyle Wagner for the MCC, Ulysses will get better as more Saloons get released. For now, he's an auto-include if you're playing any Saloons. If you're not playing Saloons, he can still be considered as a one-of to harass your opponent's Saloon deeds.

Rating: 3 / 5

Hiding in the Shadows by on

I've actually gravitated to Hiding over Pistol Whip because of how many problems it solves. It's especially a monster bomb to drop on a big stud at home. Let's them move around with near impunity and if you are facing a deck that NEEDS shootout actions to compete, can be a game swing card.

Many people gloss over it in favor of Pistol Whip (which is amazing as well) but if you are finding your guys a little too vulnerable to certain shootout actions, give Hiding in the Shadows a try!

Hiding in the Shadows by on

The closest thing you can get to anti meta in the current(as of January 2015) game. While easily looked over in the 5 of Clubs slot in leu of Pistol Whip, this card is a hidden gem. Why? Simply, because after using it, your opponents won't be using pistol whip on that dude for the round, along with Shotgun, Legendary Holster, and every other shootout action in the game.

If you plan on running a deck which involves keeping a low value dude alive as the win condition cough Allie Hensman cough, this card will make that possible, as well as ensuring that the ultra powerful shooter you've been ramping up doesn't go to waste due to one or two simple actions.

Seems the 5 of Clubs slot is a lot more complicated than it may first appear.

Auto-Revolver by on

What can be said about this gadget that hasn't been said already?. Middle of the road difficulty makes it an easy splash in almost any gadget deck, though you'll most likely find the most bang for your buck in a high value gadget deck.

A rather simple mechanic that we have now been exposed to twice, Gina Tailfeathers being the grifter that let's you discard a card from your play hand to draw 2 cards when the game first starts.

The seemingly most apparent flaw would seem to be the requirement of at least one draw dude in the shootout in order for the revolver to go off. However, in a deck with a really tight draw base, say 16x Js and 16x Ks, auto revolver can easily filter out those unwanted extra values, while also increasing your hand size even further as a sort of post discard stud.

Simple, cheap, and a surprisingly useful mechanic, I recommend it to anyone interested in trying gadgets.

Corporeal Twist by on

Probably my favorite card in the game. Too many good combos to ignore here.

Shotgun Seriously, that is silly, especially if you have a monster with bullets, and makes it a potentially core combo for Sloane hucksters, with Jonah Essex involved.

Soul Blast is kind of an obvious one. But it gets better when you realize that you can stack it up with other reducers like Unprepared or Charlie's Place. Zing. I have seen Sloane get iced by Steele Archer with this combo.

I want to see more use of stuff like this combined with Buffalo Rifle, just to see what silly protection shenanigans you can pull off with it. I can see some interesting interactions with someone's Surveyor's Office and stuff like Jackson's Strike to control a large number of out-of-town deeds in The Sloane Gang or The Fourth Ring as a counter to Morgan Cattle Co., but it needs a clever way to unboot spells and gear.

I did also mention new star player Stone Idol with this guy. Such shenanigans. So hilarious.

9/10. Would shuffle. Multiple times.