No-State Starter: Horse Outlaws

published Jan 31, 2020 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

ironcache 112

Design Goal: make a set of truly beginner-friendly decks.

Doomtown has very deep state information baked into its core. This gives the game a degree of depth and complexity that makes it interesting for veterans, but can be confusing to track for beginners, who are still trying to learn the core engine of Doomtown (which is itself a hurdle).

These decks abolish any state that isn't tracked in a physical way. For example, Pistol Whip is not used, as it necessitates tracking the state of -1 bullets mentally. Wendy is allowed because her affect can wholly be represented by board state change.

In addition, the decks tried to stay beginner-friendly by:

  • Avoiding unnecessary mechanical keywords. Exceptions are Grifter (which, as Doomtown's Mulligan, seemed fundamental enough to include for its low complexity), Sidekick (highly prolific, low complexity), and OoT (highly prolific, fairly core to movement rules - non-OoT variant provided in write up).
  • Related to the above, but no skills/techniques.
  • No jobs. Despite how important they are to Doomtown, they also introduce a degree of complexity that can (should) be removed from the beginner game.
  • No non-boot abilities. Needless state tracking (Willa is an exception, as she removes the state to track).
  • Avoid excessively verbose/complex effects. This tenant is more ambiguous, but generally reducing the verbiage reduces the mental load for the beginner game.

For this deck specifically, Huckleberry breaks the rules a little, in that it's introducing a state-tracking effect on the dude in the shootout. I was okay with this, since the only way to transfer dude control was through Huckleberry (so it's tracked by the board state between the two decks put forward).

Force fight introduced through Run Em Down without the complexity of jobs. Also, Mustang introduces movement shenanigans at low complexity (to prevent these two decks from devolving into a TS control brawler).

Including Clem in both decks allows for a brief discussion on what uniqueness means in Doomtown (IE: per side).

Gina can be subbed out for Henry in the start to avoid the Grifter explanation.

A low movement-complexity version would swap Long Strides for Epitaph, Maza for Crystal, Blake for Sherman, and Pat's for Cooke's.

1 comments
Feb 27, 2020 Findegil

I'd definitely swap out Shane & Graves Security, because beginners will overlook or forget about the Deed/location distinction and plan to use it on their home or Town Square.