Ambrose Douglas by on


Doomdog. 5/5. Cheap, and trading something not currently useful out of your hand for an influence is an amazing ability. Plus, if you splash him out-of-faction, his influence disappears at the end of Sundown so he won’t incur any extra upkeep costs. If you’re playing any kind of spell deck you’ll want to see if you can make room for this guy. He’s also a cheap filler for anyone running sevens and gets bonus points for being a creepy antiques dealer!

Jedilanni. 5/5. The only thing bad about this dude is he allows Fourth Ring decks another way to gain influence. Circus players love this card and most likely just slotted him into their non-Odett decks. If you’re looking to fill out your 7 spot you can splash him in to get a cheap 2 draw that can gain influence. He also allows you to use your outfit an additional time. Double Oddities or how about a two-fer of original Morgan?

Chefonk. 5/5. Cheap dude with an awesome ability. Discarding cards is an advantage most of the time and the additional influence is great by itself. Using your outfit again is really huge. All three 4th Ring outfits benefit greatly from using their ability again, but this does not mean you cannot play him in other factions as well. Because he lacks influence during Upkeep Phase, you don’t have to pay for him. You still get to turn cards into influence later in the round. If nothing else, he is a cheap dude on a value that does not have many neutral dudes. He made it into many of my 4th Ring starting posses.

Jhandy27. 5/5. Erm…Bonkers. that is all. So for 2 cost, I get a 2 draw with influence if I discard a card (there’s nearly always a card in your hand you don’t want or can’t play). Even assuming its a non spell/mystical god you discarded he’s still very useful. His synergy with the fourth ring outfits is incredible. He makes the original fourth ring able to cycle more cards and make more money or he allows the Sanatorium to give you even more influence and your opponent even fewer bullets. It is scary that he allows a Paggy, himself, and a Brute to go and take your deeds for the win. He will be in the majority of fourth ring decks for sure.

Nu_Fenix. At first glance, discarding a card for a temporary influence didn’t interest me. But his kicker of being able to unboot your outfit, along with 7 being a strong value means he can be added to many decks. Desolation Row using Hucksters? Blessed Abram’s Crusaders? Almost any 4R deck? I see him making an appearance in more than just 4R control.

Francisco Rosales by on


Doomdog. 3/5. Francisco is the Eagle Wardens’ very own Disney princess. The Wardens get another 0 upkeep dude with influence to add diversity to starting posses, though he does have quite a high cost and isn’t super-useful outside of a horse/sidekick deck. How much use you’ll get out of him depends on how well you can hold the town square, but you’ll probably get away with running his job as your first action of the game to get a horse or sidekick into play if you saw one during low ball.

Jedilanni. 3/5. He might be a Disney princess to Doomdog, but to me he seems to be a Weird West Radagast. In a sidekick deck, he will see play, but outside of that I don’t see him being a starter. His value puts him into an already great value with Steven and Enapay. He is a solid as a no-upkeep stud with influence who fits well into draw structures and can shoot if you need him to.

Chefonk. 3/5. 1 influence, 1 stud bullet and no upkeep are solid stats. He might see play just because of this. Other than that, his ability is straight-forward going with the new sidekick sub theme. Grabbing a sidekick or horse from your discard pile shouldn’t usually concern your opponent, so the job most likely goes uncontested. But then again, it’s really not that strong in return. Right now I am not seeing the general game plan of a deck built around sidekicks. That said, he sure is a good starting point. Hopefully there will be a few more action cards that support this archetype. Until then, he is a solid dude in niche decks.

Jhandy27. 3/5. Cost wise, he’s a tad expensive (e.g. Tommy Harden) so it is the ability that we’re looking at to provide value (I again refer you to Tommy). Francisco allows you to recur horses that have been lost in low ball and shoot-outs while usually reducing their cost to zero. While strong, I’m not sure about the requirement to mark the town square. This job can be incredibly brave against some decks or easy as pie against others. The requirement for a horse to be in the discard pile means you probably won’t be looking to start him as he’s just expensive if you don’t have a horse in the bin. Overall, I think he can be useful if in the right place at the right time.

Nu_Fenix. I have always been a fan of recursion in card games. There are enough horses and sidekicks costing 2GR or less (14 currently), giving him plenty of choices to work with. Town square jobs, however, make me twitchy. Send in too few dudes, and your opponent could oppose and kill off your dudes. Send in too many dudes, and your opponent will happily watch you send them home booted, and then move over to sit on all of your deeds. I am tempted to try him in a deck using Personal Ornithopter, so only he goes in but backup is only 1GR away.

Rhonda Sageblossom by on


Doomdog. 3/5. Ghost Town’s Eagle Wardens expand upon the faction’s sidekick and horse sub-themes hinted at in previous cards. Rhonda is a cheap shaman who’s likely to be a starter rather than in-deck due to her low value. Her skill level of 0 could also restrict your deck building. To get the most out of her, you’ll want to give her a horse, while two bullets means that she can threaten with a Shotgun or Pearl-Handled Revolver. On her own, however, she doesn’t seem that great. I do like the idea of loading her up with a cheap horse, Buffalo Rifle and Strength of the Ancestors, and having her hold the town square while my other dudes go about their business. A Sidekick focused deck that’s light on spirits could make use of her as a starter or in the deck as there are several sidekick options on twos.

Jedilanni. 2/5. With 8 actual sidekicks in the game and a potential 10 more via the trait horse. I can see a shenanigan deck being built with a win to lose strategy using Takin’ or Hot Lead. With Three-Eyed Hawk and Francisco (see below), that type of deck may exist, but time will tell. Her stats and low cost, plus modest upkeep, means that she will find her way into Eagle Wardens starting posses.

Chefonk. 2/5. So with this, Bluetick and Requiem for a Good Boy (see below) there are good reasons to choose 2 as one of your values in a sidekick deck. Unfortunately, because of the low value, you cannot really play Spirits which makes Rhonda’s Shaman skill of little to no value. Another option is starting with her, but her 1 upkeep and 1 influence means that you probably have to choose another dude with upkeep in order to have enough influence and/or a stud available. Her ability is not bad, but it is not good enough to pay 1 upkeep for it. The upkeep is really what hurts this card as Eagle Wardens tend to have a lot of it. I am not sold on the usefulness of this dude right now.

Jhandy27. 3/5. Her stats are incredibly cheap for what she brings, but given her low value I can’t see many decks that run spirits decking her. She’s primarily a starter as either an incredibly cheap shaman with influence, or in a sidekick deck of some sort as being able to recur sidekicks. I think sidekicks have strong potential, but need the cost to play them being reduced.

Nu_Fenix. I like how Rhonda is able to treat her horse as a sidekick, using it as a means to escape a tie or loss of only 1 rank. She makes sidekicks a more viable option to absorb casualties, due to Shoppin’ them back again for her or someone else. One combination is for Three-Eyed Hawk to get them and give you 1 GR back, then Tradin’ them over to Rhonda, to lower the economic drain.

Lucretia Fanzini by on


Doomdog. 4/5. Ghost Town gives us Hymns, a new keyword for Miracles. Lucretia is the second Blessed for the 108 and a talented singer! Stat-wise she’s solid. Use 108 movement tricks or a swarm of dudes and you can safely park her in the town square to make the most of her trait. With only the one hymn at the moment, it doesn’t seem like you’ll be using that aspect of her often. I’m not going to complain about another option for 108 Blessed as they’re a lot of fun to play and she’ll only get better with more hymns. She’s also likely to pop up in 108 slide decks as a reasonably costed 2 influence dude.

Jedilanni. 3/5. Blessed in 108 not a bad thing. For Lucretia only being able to use hymns could be good later, but right now Onward Christian Soldiers (see below) is the only Hymn in the game. At least she has good influence, cheap upkeep, and her initial cost is cheap.

Chefonk. 2/5. Good stats, but her trait is useless right now. The only currently available Hymn is mediocre at best and not a reason to play her in order to use the trait. If we see more Hymns or Blessed in 108 Bandits, it might open up a little sub theme as there are some miracles worth playing even if not focused on them. Bandit-slide might play her for the influence, if there is enough room. She will most likely be the first dudes that gets replaced if someone better comes along. But the fact that you can play an Italian opera singer and perform in the middle of the town remains a huge plus.

Jhandy27. 2/5. Stat wise, Lucretia is very solid with 2 influence for comparatively little ghost rock and upkeep. She’ll find a way into slide for her stats alone. Not a whole lot to say about her for her ability yet as its entirely dependent on how strong the hymn miracles are going forward.

Nu_Fenix. Whilst I’ve been wanting 108 to get more Blessed, her ability having the double restriction of only Hymns (of which there is currently only 1) and occupying town square really put me off her.

Carlton "Min" Rutherford by on


Doomdog. 3/5. The 108 get a third Kung Fu dude at the 7-value. As sevens will cause most of the lower value Kung Fu dudes to fail technique pulls, you’ll probably want to start him, but his cost means he’s an expensive starting option. This is offset by his lack of upkeep and the wealth of cheap starters the 108 have available to them, so starting him isn’t too prohibitive. His ‘Robin Hood’ ability lets him unboot, always a useful ability to have. His ability synergizes with Rabbit’s Deception, and with Kung Fu 2 he really should be getting into fights and using taos. His stud bullet makes me want to use him with the Zhu Bajie taos, but his bullet rating really needs boosting to reliably pull off the combo. He doesn’t strike me as a dude for a slide deck. They wouldn’t want to start him and paying six for one influence doesn’t seem like a good deal.

Jedilanni. 2/5. With his kung fu and 0 upkeep he could slot into a starting role in 108 decks. The mobile influence for the 108 slide build will be where he sees the most play with his ability to pay a ghost rock and unboot.

Chefonk. 3/5. He is pretty expensive but at least has no upkeep. In a dedicated kung fu deck out of Worldly Desires, you probably have to start him because of the rather high value which limits your other choices especially with Companhurst’s as a viable alternative. Value 7 and kung fu 2 is really good so depending on what other Taos we will see in the future, he will surely increase in usability. Right now you can include a couple of higher value cards in your regular kung fu deck when starting with him and other high value kung fu dudes like Bai Yang Chen, Shizeng Lu, or Yunxu Jiang. I can also see him as part of a Bandit-slide deck. Although you should probably really reconsider paying 6 GR for only 1 influence, the ability to annoy an opponent even more with movement and unbooting is nice to have. Only his cost precludes a higher rating.

Jhandy27. 3/5. First thing to note about Carlton is his value plus kung fu skill effectively makes him a 9 value. This allows for all sorts of flexibility when building a consistent kung fu deck as it allows one to run 7s and 8s. (Something you cant really do if starting Xui Yin Chen or Longwei Fu). I could happily have a starting posse of Carlton and Yunxu Jiang along with others giving kung fu access to kidnapping and techniques which can be a dangerous combination. Unbooting is good. Simple as that. The fact that it only costs 1 gr and allows the 108 player to manipulate their gr to meet worldly desires condition is as synergistic as you could ask. Plus he’s a stud with 1 inf and 0 upkeep. He’s gonna be played a lot as both a starter as well as in decks.

Nu_Fenix. A no upkeep stud with 1 influence, and Kung Fu 2 as well to give him viability for using techniques, I would use him in 108. Whilst his ability to unboot relies on having less GR, that could be done by simply Shoppin’ for something expensive enough to reduce you.

Ambrose Douglas by on

I want to love Ambrose. As a dedicated Fourth Ring Player, I was underwhelmed at him when it was realized that he was our only dude in Ghost Town.


Because Ambrose is amazing, but not for Fourth Ring. Sure, he helps Fourth Ring, his ability is good, he's an ok value, he has bullets, can have influence, and doesn't have an upkeep.

You know what else he's good in? What he's... actually better in?


He is everything that a landslide deck is after. Cheap, no upkeep, influence, card cycling. It kills me that they continue to support Landslide.

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: and

*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.


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 -

● 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 -

● 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 -

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:

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

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?


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:

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.