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:
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.
|Feb 27, 2020 Findegil|