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.

Clementine Lepp by on

Clementine is a neutral core set dude that will find a welcoming home in nearly any outfit. But she's got 0 bullets and can't hit the broadside of a barn! Why would you want to put her in your starting gang?

Pros:

  • Affordable Value: Her 3 starting cost and 0 upkeep makes her at the very least a cheap body to make callouts, catch bullets, and pistol whip when you're in a shootout. Even though she's 0 bullets she can still give 1 draw bullet as long as she isn't the lead shooter! Most importantly she gives you 1 precious Influence which can take control of enemy deeds and keep you from losing. You can always use her take control of the opponent's deeds while your big guns watch her back from town square!

  • AMAZING trait: Being able to ignore callouts from the likes of Clyde Owens, a wanted Sanford Taylor, or any other mook looking to start trouble in her saloons is insanely good. What makes it AMAZING is that she gets another +1 influence while serving drinks at a saloon. That puts her on par with the absurdly good value Irving Patterson provides in terms on influence gained per GR paid and who wouldn't want to include him in every outfit if they could?

Tips for use:

  • Stay out of range of Shotgun and Soul Blast. With her Ace value, those cards are like Clementine kryptonite and WILL disintegrate her with nary an effort by the opponent.

  • Park her in a saloon you own ASAP This should go without saying, Clementine doubles her starting influence by plopping her in a saloon you own. Which means you should be including them in your deck if want to maximize your investment in her! Saloons are also the safest place for her by far; even safer than home in many cases. The only thing that can kill her once she's dug into a saloon are cards like Kidnappin'/Ambush.

  • Use high production saloons: Most folks won't be willing to drop 3 influence to wrest control of a saloon away from Clementine so any saloon she's stationed at is all but guaranteed income. As such you might as well put her in high-yield saloons like Pearly's Palace and The Union Casino. They not only generate 3 GR a turn the opponent can't easily take away from you but they also offer insanely powerful abilities to boot!

Silas Aims by on

Silas at first glance is not that spectacular dude from The Sloane Gang. He has 0 starting bullets and influence making him an absolute mook to begin with. Travis Moone is the same price but starts with 2 bullets and gives you the flexibility of a start of game mulligan. So what does Silas have going for him?

Pros:

  • Dirt cheap. Quantity is it's own quality they say! Would you turn down another warm body to make callouts, pistol whip, or absorb casualties for you for only 2 GR?
  • High Value. Silas' high card value means he is immune to being aced by the popular Shotgun and highly resistant to Soul Blast.
  • High Potential Silas can, with time and attention to his trait, become one of the scariest shooters in the game.

Combos:

  • Law Dogs. Silas is one of those rare dudes who at the moment probably works better in other outfits outside of his native Sloane gang. The main thing holding back the potential of his trait is his ability to make himself wanted. The combination of his 0 influence and the Law Dog's home ability allows him to gain 1 permanent bullet each and every turn by booting a cheap 1 influence dude like Philip Swinford or Clementine Lepp. This is in addition to any other illegal activity he commits!
  • B&B Attorneys. After you establish the initial bounty with the Law Dog's special home ability or other illegal actions, you can now stack even more bounties on Silas with this deed!
  • This is a Holdup!. There's no faster way to stack bounties on Silas than with this card if you can get him unbooted to an opponent's 3 GR production deed.
  • Kidnappin'/Ambush. An excellent way to project Silas' power once you've built him up a decent amount. In addition it will likely add to his bounty and his power later on!
  • Pearl-handled Revolver. With a lucky draw of the aforementioned cards above and this fancy pistol, Silas can easily become a 5-stud shooter within the first day! He has no influence to control enemy deeds to shop from so be sure to equip it before he goes out to make a name for himself.
  • Shotgun. If you can get Silas to 7 bounty and give him one of these he simply erases the vast majority of dudes before the shootout even starts.
  • Pinto. If you can't get Silas into fights then he's not good to you. This is the most reliable way to project Silas' power once you've built him up. Suddenly a 5 stud shooter could appear anywhere!
Bad Company by on

I agree with everything Kain has said. Another use for this card can be with the Law Dogs. It's easy to make your own dudes wanted with Law Dogs or you can hit a chump, like Travis, with Bad Company right before you run in and hit him with a Shotgun to make four easy Ghost Rock. You could have your own Clyde Owens or Wylie Jenks up to 6+ Stud easy.

Bad Company by on

Pros:

+3 bullets and making your dude a stud is massive.

Combos well with a lot of the Sloane Gang, especially Marion Seville, making him a 6 stud!

Combos with Shotgun allowing you to ace any dude with at least a value of 4 and lower in a shootout.

Gives the dude a lot of control over wherever they are. Hold down the Town Square and call out anyone that is foolish enough to come out there. Hold down a deed that you're wanting to keep under your thumb, or even a deed you want to take over.

Cons:

A value of 5 of clubs is the same as Pistol Whip, so Bad Company has some stiff competition to be in your deck.

If your opponent does manage to tie in the shootout and your boosted dude is the only dude on your side, your opponent is getting that 4 ghost rock.

The dude has to already be wanted. So you do have to do start stirring up some trouble in some way to be able to use Bad Company.

Overall:

Bad Company can be devastating if used at the right time. The ghost rock risk is pretty heavy though. Also, sharing the same value with Pistol Whip hurts Bad Company a lot. It's pretty balanced for what you get, just proceed with caution if you do decide to play it.

Rating: 2.5 / 5

Hot Lead Flyin' by on

Hot Lead Flyin' is a very questionable card, one that I don't see much use for. Let's try to analyze it:

The situation in which you'd want to play this card is when you have a large posse and you take only 1-2 casualties, ideally in a draw. This does happen quite often because the most common hand ranks in a shootout involving studs are 7 and 8. You can also use Force Field to raise your hand rank to that of your opponent, so that you both suffer 1 casualty but you're still considered to be the loser, and then play Hot Lead Flyin'.

Still, in a big gunfight you'd probably prefer to play cards that help you win in the first place and keep all your dudes alive, rather than orchestrate a kamikaze explosion.

Next, the pull part. This forces some serious deckbuilding restrictions: you need to play lots on low value cards, and at the same time have high-value dudes in your posse. This puts an end to the idea of zerg-rushing with lots of small dudes from the start, because those cheap dudes all have very low values.

Actually, it might work in the Sloane Gang, where you have not only Travis Moone (5♠) but also Barton Everest (5♠), Ulysses Marks (7♠), and Silas Aims (8♠), all costing less than 5.

The worst part of this card is its value of 6♣, which is counter-productive to its pull effect. If you build around 6s, you probably won't find many dudes with a higher value in your posse, so the best you could get is 1-2 casualties for your opponent. And if you build around lower values and take Hot Lead Flyin' off-value, well, that just doesn't seem very cost-effective.

Verdict: Hot Lead Flyin' forces some serious deckbuilding restrictions on your deck, while providing only average effect in the best of circumstances.

P.S. All that theorizing made me want to build a deck around it though... Maybe Sloane A+2+3 with Legendary Holster, or maybe some crazy Morgan deck with Jon Longstride (8♠) and Roderick Byre (7♠) with Force Field, or even Max Baine luring the enemy posse into Le Grande Shootout at the Cattle Market ;)

Peacemaker by on

Pros:

+1 to bullets is always a welcome bonus.

Gives protection from Sun In Yer Eyes, Pinned Down's bullet reduction, Unprepared's bullet reduction, Blood Curse's Shootout ability,

Cons:

A 2 value means you'll need to concentrate your draw structure somehow with 2s, which besides Law Dogs, aren't exactly prevalent dude wise yet. See Darguth's deck from November 26th to see a good example.

Overall:

A bullet boost, protection from bullet reduction, and making sure your stud stays a stud is all yours for 2 ghost rock. Just like Pearl Handed Revolver, in the right hands, can be pretty effective.

Rating: 3 / 5

Clyde Owens by on

Clyde is pure offense. His high value and 3 Stud bullets make him one of the toughest shooters in the game right now, and his decent 2 influence allow him to take over deeds right from the get go. His cost is high, as is his upkeep, but you get good raw numbers for what you pay.

His Noon ability is what really sets him apart however. At first glance, it just seems to be a way to force Wanted Dudes to accept call outs with Clyde, which while useful isn't that impressive on its own, so its worth breaking this ability down to see what else it can give you.

First, as a Noon ability that doesn't require booting, it can still only be used once per turn barring effects such as Good Stiff Drink. However, as it doesn't require booting, it can be used even while booted. This gives Clyde a once per turn call out that he can use even if he's booted to move somewhere, or been booted by an effect. This makes him very good at pursuing mobile dudes, or dudes that boot to move to an out of town deed. Remember that booted dudes as well as wanted dudes cannot refuse this call out from Clyde, so he is difficult to get away from.

While you can't run, you also can't hide, as Clyde's ability also allows you to call someone out at their home, as it isn't the Call Out Noon Play. Use the Law Dogs Outfit ability to make them wanted first so they cannot refuse, or simply scare them into booting themselves uselessly at home. This can be very useful if you play Clyde in your starting posse, as he can pressure an opponent that wants to rely on high influence to keep them in the game while building up a bit, but can be equally useful against a Sloan Gang deck that builds up a few control points with The Sloane Gang Outfit card or Allie Hensman and then tries to run them off home to hide and protect their Control.

Clyde is one of the few Law Dogs without the Deputy Key word, which might make him seem to not synergise too well with Rafi Hamid's ability, but if you have a Government deed you want to protect, Clyde could boot to move there, and still be able to call out the trespasser with his ability, and then Rafi could send in the back up. There are worse places for Clyde to end up than The Town Hall, as it will offset his high upkeep cost.

Clyde is an extremely strong Law Dog card, and worth considering starting against certain deck types.

Lane Healey by on

Lane Healey is actually a pretty good dude for a starting posse in a Morgan deck that wants a dedicated shooter from the start (that is, not Landslide).

As compared to the usual stud of choise, Jarret Blake, Lane costs 1 more up-front and 1 more during upkeep. For this money you get +1 stud bullet (conditionally) and +2 influence. Paying 1 gr each turn for 2 influence is actually not a bad deal (there are only two dudes in the whole game that have 2 influence and no upkeep - Irving and Arnold).

The good thing about having a high influence dude in Morgan is that you can use the outfit ability more effectively. The bad thing about it is that you will have to boot your main shooter in order to do so.

♥ This is where Pinto comes to help. Not only does this horse give +2 bullets to Lane Healey, it also allows him to use his 3 influence to bring new deeds into play, while still letting him enter into shootouts this turn! And it also makes it easier to come back to town from an out-of-town deed, like Blake Ranch.

♦ Blake Ranch has a value of 7, just like Pinto, it costs just 1 gr to buy using Lane's influence, and it generates a lot of money that helps to pay his upkeep. Another deed at 7, Cattle Market, is not bad either.

♣ Run 'Em Down! is a great action that is very synergic with Lane Healey. Imagine the following scenario: you boot Lane to play an in-town deed, then watch as the opponent's dude moves through the town square on his way to occupy another one of your deeds that is seemingly defenseless now. And you Run 'Em Down!

♣ Kidnappin' and Pinned Down are also great actions that you'd be happy to play in your deck. Kidnappin' in particular is so much better combined with Pinto! And even Hired Help might come in handy, especially if you play James Ghetty.

♠ James Ghetty, another good card with a value of 7! In the late game he'll cover all yer flamethrowing needs, making him another great stud with pretty good influence.

♠ Other dudes at 7 are Androcles Brocklehurst and Roderick Byre - the first will provide extra influence and might generate you some money, the second is a backup mad scientist whose skill is just enough to reliably create those Flamethrowers in a deck full of 7s, where James Ghetty might fail.

Lane Healy saves you money on deeds, he keeps the opponent from winning, and he shoots your enemies dead - even while booted! The only thing he asks in return (besides upkeep) is that you play enough horses in your deck. Pinto is great, but if you want to make your deck even more stable [hehe, stable... get it? ;) ], you might want to consider adding other horses as well.

♥ Roan is a cheap horse, which is good, but its ability is not really all that great. Especially in a deck where your main shooter will spend a lot of time booted. And it's a 6, which is not a very good value.

♥ Mustang's ability is great, but the cost is quite high, and its value of 5 might make you fail at creating Flamethrowers. But if you're not playing gadgets, then by all means! 5s are a great value, with Pistol Whip and Charlie's Place and Pearl-Handled Revolver for your Travis Moore... no good dudes at 5 for Morgan, sadly.

♥ Mechanical Horse is the same as Roan - same cost, same ability - but it also acts as a multiple-use Mustang, if you have money. It's a gadget, though. And a 9, on value with Cheatin' Varmint and Jarret Blake.

Lane Healy is a great starting dude -- if you build your deck to support him, that it. 7s are his best friends, and 8s are generally excellent. More cards that are synergic with Lane are General Store, Pharmacy, Missed! (all Queens), and Buffalo Rifle.

The Ghostly Gun by on

The Ghostly Gun has been a solid starter for me and I think is significantly under-rated due to his cost and the misconception that you are going to be "throwing him away" due to his ability. So let's see if we can set the record straight a bit...

A typical 2-stud character costs 5 with 1 upkeep, so the question we need to look at is, does he offer enough to pay an extra 2 rock?

First, he has a higher than average Influence, which is harder to come by in the 4th Ring than usual. He also sports a high value that put him out of typical Shotgun/Soul Blast range.

Being an Abomination is a small benefit since you can fetch him with Raising Hell, but I would expect more synergy with this trait in the future so that eventually it will pay off more.

And then finally, his ability. A lot of people seem to think you're going to be triggering it all the time and losing 7 rock every time he gets into a shootout. This is entirely the wrong way to look at him. You're only going to use the resolution in a few instances. First, if he's alone and going to be aced, you can use the resolution to cut the shootout short so that he only gets discarded. This lets him come back later, and if 8's are part of your shooting structure it has benefits there as well. You can also use this to win a critical shootout, usually late in the game, where a wildcard can raise your hand several ranks, say from a 4-of-a-kind to 5-of-a-kind. I like to use Ace in the Hole in my deck as well so that I have a couple of options for manipulating my hand.

He's not someone you just throw into a deck, but with the right setup I haven't found anyone else to replace him without dropping my influence or leaving me without a solid starting shooter that's ready on the first action to defend against Kidnappin', etc...