Nu_Fenix. Yay for more recursion, but boo for another job. If the job succeeds, reducing the cost and difficulty by 5 is immense. At least with this job, you decide where in town you want the job to happen. Your home is a likely location, as opposed to most other jobs that occur in the town square. I do like the idea of marking Maza Gang Hideout, so that anyone in the town square can’t get involved without a card effect.
Doomdog. 4/5. This carries some risk. It really helps out Law Dog gadget decks that sometimes have trouble inventin’ with low-skilled dudes that nevertheless tend to do well in shootouts. Morgan can make good use of it to get some control points once they’ve got a weapon or two to back up the job. I could even see an Oddities gadget decks using this to make Clown Carriages!
Chefonk. 4/5. Gadgets finally receive needed boosts such as this card to make them competitive. The lowered difficulty is nice, but nothing you should rely on. The decreased cost and being able to play any gadget from your discard pile are huge though. Play this early on while marking your home and this job probably will not be contested. If you draw it mid to late game and you feel like you can take the fight to town square you can cash in a control point. A bit low value for some mad scientist checks, but this Marty and/or a few mad scientist 2 compensate for this. Although you probably are not able to play gadgets with difficulty 9 like Yagn’s Mechanical Skeleton or Personal Ornithopter when choosing 6s as your main value, this card is good enough to be included off-value in existing gadget decks even if this means risking some skill checks. Just like Disgenuine Currency Press, which sees a lot of play, you will most certainly find room to host that Technological Exhibition. Really, this is a nicely designed card that I am looking forward to using.
Jhandy27. 4/5. This is another reason why gadgets will become a competitive archetype. It has recursion. I personally wouldn’t rely on the difficulty reduction, but I can see using it to allow an MS0 to invent something you would otherwise have to use your MS1 or 2 for. I would rarely mark the town square with this card as by mid to late game it can lead to over extension or losing valuable dudes. Definitely going to be played though, since access to your discard pile is always strong in every game.