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

Pros:

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.

Cons:

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.

Overall:

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.

One Good Turn… by on

In my opinion... one of the best action cards in the game, currently. Free to play, can be used in lowball, noon, and shootouts (as a resolution). The effect of the noon action is the same (if not better) than a Pony Express but you don't have to pay the deed price or worry about control, and the Cheatin' resolution generates 3 ghost rock like that (snapping my finger).

6 is a middle of the road value so in Huckster and Mad Scientist decks it is not ideal, but you cannot deny the power of this card. There are a lot of powerful cards from 6-10 (Reserves, Rumors, and Unprepared to name a few).

I would love to hear any other negatives about this card I may be overlooking...I just don't see any.

Androcles Brocklehurst by on

Very affordable influence in non-aggressive decks which rely on deeds for income.

If your opponent contests your early deeds, you get to either avoid Androckles' upkeep or even make up some small amount of money while waiting for your next deed.

He's also a perfect counter for those who like to use Steven Wiles to prevent your income for one turn, especially in your out of town deeds you can't contest easily.

Lady Luck by on

Lady Luck is one of those cards that is easy to overlook the power of. It isn't one of those cards you run 4 of but one or two in a deck really can't hurt. It's great to use when you have a bunch of cards in your play hand that need to be in your discard and it helps you cycle through your deck quicker so you can build a better hands for your shootouts. It's rarely a dead card because if you draw it during sundown, play it first thing the next noon phase. Think of it as a way of playing mind games with your opponent to make them think your hand is worse than it actually is.

Olivia Jenks by on

This schoolmarm don't take no guff! Story-wise Olivia Jenks is the wife of Wylie Jenks and Game-wise she's the posterchild for neutral cost to raw-stat efficiency early on! If you want the most bang for your buck in terms of out of faction influence, Olivia is your gal!

Observations:

  • If you're looking to hang in for the long game with gadget decks or hex based decks that need time to develop, Olivia is a great addition! Sure in terms of pure cost efficiency Irving Patterson, Dulf Zug, or Lucinda "Lucy" Clover are perhaps better if you are playing their respective factions but if you need another high influence low cost character to buy you even more time, Olivia is your best choice! The Sloane Gang has no equivalent low-cost 2 influence dude in faction yet so Olivia can always find a good home there!
  • At 2 influence, Olivia is probably going to make up a significant amount of what is keeping you from losing the game so it's not always a good idea to expose her unless there is a great deal to gain by risking her.
  • She has 2-Draw Bullets as well meaning she won't go down without a decent fight but unless you've got a massively powerful draw structure you may not want bet 2 influence on just 2 draw bullets!
  • Adding onto the previous point, she is a 2-value dude making her extremely vulnerable to Shotgun and to a slightly lesser extent Soul Blast. Nothing stings more than losing 2 influence without having a chance to fight back!
  • If you're looking to achieve your win conditions past the 4th day, Olivia might not be the best choice as a starting dude. Her 1-upkeep is going to sting quite a bit by that time if you haven't established a solid economy by then! Androcles Brocklehurst is likely going to be a better choice in that case at just 1 GR more starting off as he is also likely to generate you some GR each turn as well!
Kidnappin' by on

The power of jobs like Kidnappin' and Ambush is not so much to catch dudes hiding at home, although that's always good. It's also the instant surprise you can pull on your oppponent who are trying to outmaneuver you.

Let's take the following example. Your starting Posse is only 1 influence dudes. You're facing an opponent starting Steele Archer. They win initiative and attach a Shadow Walk on Steele. On your action, you play a General Store, planning to use it to play your nice Peacemaker. Your opponent's next play is to use Shadow Walk with Steele to jump to your General Store and ninja its ability before you can. You have no time to move there and call him out before he uses it and denies you the cost reduction.

However with a Kidnappin' in hand you can immediately Jump the now defenseless Steele with even a small wimp like Travis Moone who is possibly capable alone of finishing the job successfully. The opponent's greed worked against him.

This kind of setup is the secret power of jobs. Your opponent is trying to deny you early Jackson's Strike production? Kidnap that wimpy Micah Ryse before his buddy Kevin Wainwright can come to save his butt. Your opponent just built a new deed with Irving? Kidnap him now that he's away from home and booted, so neither his Make the Smart Choice nor his Pistol Whip will help him.

My suggestion is, only ever Kidnap someone at home if your shootout hand is amazing and you have chance to wipe out their whole posse if they defend, and if the mark is really critical to their plans (e.g. their single starting Mad Scientist before they get to invent anything). But for all oher cases, it's better to be cautious and use your jobs opportunistically ;)

Sloane by on

One of the most badass shooters in the game! Sloane's main draw is the fact that she's the only dude that has a natural 4-stud rating at this moment. Not only does this mean your shootouts with her will likely be awesome but she has 3 influence to nab important deeds and keep you in the game a good long while.

But wait there's more! Sloane also comes with a built in inexhaustible Roan and also gives the effect to everyone else at her location. She's like a walking aircraft carrier for your dudes when shootouts breakout! Sloane is also a super high King Value which means she's nigh immune to Shotgun and very resistant to those wily hucksters trying to tag her with a Paralysis Mark.

Sloane is however a lot of eggs in one basket making her especially vulnerable to cards like Pistol Whip. Did we also mention once she gets a taste of the life of crime she will stay wanted forever? Bounty Hunters will always be on her tail once she upsets the law! Besides her love of living on the edge, she's also a rather expensive gal with a 3 upkeep cost but at least her upfront cost is a bit lower compared to other King Value dudes like Sheriff Dave Montreal and Ivor Hawley!


Sweet Combo Cards:

  • Legendary Holster - Sloane is already pretty legendary but you give her one of these and she's uh...DOUBLE LEGENDARY!! Right. So now you've got a 6-stud shooter launching dudes into posses left, right, and center armed with a Death Ray that can vaporize anyone you want. Awesome. You can also now include cards of value 5 or lower into your deck and still have Holster reliably fire off! What can you include now that other 3-bullet shooters cannot? Tons:
  1. Useful actions like Pistol Whip and Hiding in the Shadows
  2. Sweet deeds like Pearly's Palace and Charlie's Place. Clementine Lepp fans rejoice!
  3. Really useful goods like Mustang and Pearl-handled Revolver
  4. Classic Sloane gang members like Barton Everest and Pancho Castillo can now be waiting in the wings of your deck safely!
  • Shotgun - If you're not into the stringent value constraints that building your deck around Legendary Holster entails, Shotgun is a great choice! Sloane can vaporize a slew of commonly played 5-value characters like Travis Moone, Barton Everest, and Slade Lighbody other 3-stud shooters with a shotgun couldn't touch!

  • Point Blank - With this card, in a no-frills 1 on 1 shootout, Sloane will outright slaughter any other dude in the game. You can draw a rank 1 hand. Doesn't matter. Sloane can't miss at Point Blank! She can even Point Blank perennial badass Steven Wiles!

  • Kidnappin'/Ambush - With someone else at Sloane's location leading this job, Sloane and the other folks in the location joining the posse don't have to boot to join! This means you can have Sloane ready to finish the job with the aforementioned Point Blank and the other dudes can still use Pistol Whip!

Kidnappin' by on

Kidnappin' is one of the most important cards in the current metagame, our only salvation from the rampaging Dudes & Deeds and Curses & Rumors decks! ;P

This job lets you hunt down high-influence dudes holed up at home, as well as those nasty tricky hucksters. Even Clementine Lepp hiding in her saloon is not safe from being kidnapped!


Reminder for those new to the game on how jobs work:

First, you form a posse by choosing the leader, any dudes in the same or adjacent locations, plus any dudes already at the mark's location or at adjacent locations. So, if you're kidnapping a dude at their home with a dude at your home, then you can send any dudes from any of the following locations: your home, in-town deeds right next to your home, your opponent's home, in-town deeds right next to their home, and the town square. (If you were to lead a job from the Surveyor's Office marking the town square, the whole town could join, including any out-of-town ranches and strikes! Yay!) :D

Next, you boot all choosen dudes (including the leader, because this particular job requires you to do so) and move them to the mark's location. They all get a bounty on their heads, plus a second bounty if the job is opposed and takes place in an opponent's home or private deed. Note that any dudes already at the mark's location don't need to boot -- so you might want to send them in there before the job starts, if you want to use Wendy or Pistol Whip or Point Blank or some such. Of course, once your opponent sees your dudes waltzing into his home turf, he'll realize that you're up to something nasty, and will take all precautions, including calling his best friend Steven Wiles over. So think twice before forfeiting the surprise factor!

Now, a job is better than just forcing a shootout (with Bounty Hunter, Clyde Owens or Run 'Em Down) in that the mark cannot escape by Makin' The Smart Choice or by surviving the first round of shootout -- if the job is successful, the mark is discarded even if it's not involved in the gunfight. Sometimes it might even be worth to not oppose the Kidnappin' and willingly discard the mark - if you try to fight you risk it getting aced instead.

Finally, after the job is finished, any remaining dudes from the attacking posse go home booted. You hear that? Any dudes you send on the job are done for the day! No more movin' or shootin'!


Unless, of course, you cheat and use one of the following:

The Pharmacy can unboot a booted dude and send them ravaging the town again.

Mustang, Mechanical Horse and Bluetick can move a booted dude to occupy a deed or to assist in a shootout.

Pinto, Shadow Walk or Carter's Bounties let a dude join any shootout anywhere, even if booted.

Buffalo Rifle allows a dude to join a shootout in the town square (or a deed adjacent to home) without moving, any number of times per day.

Angélica Espinosa can do this too, but only once per day.

Jarrett Blake and Gang Yi can swap with someone involved into a shootout.

Run 'Em Down works even if the dude is booted, as long as they have a horse.

Missed! will help you unboot if you managed to get a booted dude into a shootout.

Back Ways and Clear Out! have limited moving effects.


Couple more hints on using jobs:

♣ Prepare for the job by playing War Paint or Bad Company, or using Charlie's Place.

♠ The bounty can actually be of use if you send Marion Seville or one of the Aims brothers on the job.

Hired Guns by on

Much better card than would first think. Most decks are in shootouts meaning your deck is going to cycle to your discard pile, then you have a search card to crab the missing influence for not to lose or a heavy hitter to even the fight.

In a DMH build to get Steven Wiles out every turn so you dont need to pay his upkeep, something your opponent hates to see. In decks not running A's it can be hard to find the cut, but it deserves a chance.

Unprepared by on

So useful, such value, wow!

First, it boots a dude, so he can no longer play Pistol Whip, and cannot move if he's still alive after the shootout (i.e. send Travis to heroically hold off Steven in the town square to prevent him from reaching some important deed).

Second, it blocks the dude's abilities. Relevant ones are: Wendy, Rémy Lapointe, Mongwau.

Third, it boots and blanks all goods and spells! Shutgun, Holster, Flamethrower, Blood Curse - not scary anymore!

Sooo good!

Some notes on using this card:

  • Traits like those of Tommy Harden and James Ghetty are not affected!

  • Best used if you're the lowball winner - prevent them from ever using those nasty abilities on you!

  • Hit the only unbooted enemy immediately if you expect Pistol Whip!

  • Hit Rémy / Mongwau before they use their built-in ability!

  • Hit a dude with a Flamethrower after they use it, to make them spend some extra cash. But only if you have other plays! Do not pass! Don't get greedy!

  • If you play it at a dude with Peacekeeper, the -1 bullet penalty from Unprepared will not apply. But then the gun will get booted and lose it's bullet bonus, and you can now hit the dude with Sun In Yer Eyes!

  • Sidekick is neither an ability nor a trait, but a keyword. It can still be used to cover a casualty!

  • Hex Slingin' can still be played against you using a booted and blanked hex!

Catch them with their pants down!

Judge Harry Somerset by on

A Dude that adds a lot to the Law Dogs versatility, this Dude comes with a built in, reusable, free Ambush, a good card with the drawback of having a high cost. As he is a Law Dog making dudes wanted will not be a problem, and with his high influence he can help with adding bounty to even high influence dudes.

Additionally 2 GR upkeep for 3 influence and a great ability is very good and helps keeping you alive against landslide until you have the time to get rid of the opponents problem dudes.

Add to this that you can choose to start Harry to tailor your starting posse depending on the matchup while action cards like Ambush or Kidnappin' need to be found in your deck makes this one of the most flexible spot removals in the game.

Ramiro Mendoza by on

Ramiro is a complete badass mercenary akin to Steven Wiles but more likely to stay around turn after turn.

Pros:

  • Provides cheap starting muscle. You'll not find a cheaper 3-stud starting dude anywhere in the game so far! Steven Wiles might have the edge in terms of absolute value but he's a flash in the pan compared to Ramiro who will likely stick with you turn after turn. All other 3-stud shooters will run you at least 2 upkeep a turn. Ramiro is special in that he only asks 1 GR a turn assuming you don't ask too much of him. Ramiro is simply the most consistent 3 stud bullets you'll find in town and most outfits can afford to start him too!

Cons:

  • Needs Hazard Pay. If a 0 bounty Silas Aims calls Ramiro's momma a cow while he's booted and you're out of money, he drops his guns and runs crying out of town. You'll often want to reserve some money on the off chance that Ramiro might be called out. This can put a hamper on your plans to get another deed or dude out!

  • Low Value means he is a favorite target of the ever popular Shotgun No bones about it when it comes to value targeting cards, Ramiro is going to be the first one the opposition is going after. Besides posting him to places like a Cattle Market he's likely going to be vulnerable unless you can reduce the shotgun user's bullets with effects like Sun in Yer Eyes, Unprepared, Pinned Down

Tips:

  • He's most useful as a threat. The threat of power is often just as good as using power. Whenever possible you want to use Ramiro just as a threat because actually using him can get expensive fast! Lets take a look at a comparable 3-stud shooter Pancho Castillo. If you use Ramiro in 1 shootout every single turn he essentially has a total of 2 upkeep. For a mere more 2 GR more upfront you could have had a whole 1 extra influence to play with by using Pancho Castillo!

  • Make him a threat. If you want to make Ramiro a threat folks don't ever want to mess with give him a Shotgun! He's about the cheapest 4-stud shotgun user you'll ever be able to muster and he can erase commonly played dudes like Steele Archer and Sanford Taylor 3-bullet shotgun users could not. Station him at Charlie's Place with a Pinto and suddenly folks like Slade Lighbody, Barton Everest, and Travis Moone suddenly come under shotgun's merciless power.