Gather Round: Entrepreneurs in Out for Blood

Gather Round: Entrepreneurs in Out for Blood

by Anders Kernel and Benni Byg Ulbrink

Come one, come all and  behold the amazing creations on display at the Smith & Robards Trade Show. Here we present  the boost to science that the Entrepreneurs need in these, the most perilous of times!

This new Outfit for the Entrepreneurs offers excellent card draw and a potential control point boost for those turns where you just need one more point to win the game! A single control point doesn’t seem like much. Combine this Outfit, however, with cards such as  Technological Exhibition and Smith & Robards’ competitor from Salt Lake City, the Legend Dr. Darius Hellstromme, you can create a deck that generates control points on your gadgets – control points your esteemed opponent cannot take over.  Use out of town deeds like Gommora Gaming Commission or Jackson’s Strike to power your economy and you have yourself a beast of a deck!

In addition to the outfits, several denizens rally to the Entrepreneurs cause, starting with renowned hunter and trapper Eli Leatherwood. His cost of 4  is relatively cheap for a dude with  2 stud bullets and 2 influence. On the flip side, however, he also sports an upkeep of 2 ghost rock. This may make him less attractive as a starting dude but he still provides some of the best value you will get for your ghost rock in this town. He is a great addition for any deck running 4s on value, whether you want to focus on Gadgets with the Disgenuine Currency Press or just use the ol’ fashioned but trusty Tusk along with the deadly Coachwhip

A better candidate for your starting posse, Roberto Muratore gives you a stud with influence. Did we mention Roberto’s Mad Scientist 1 skill and no upkeep? His ability to boot an experimental gadget for a control point can accelerate your victory. At this time we have 6 different Experimental Gadgets to choose from, but as you cannot stop the progress of science expect to see more in the future! Maximize Roberto’s ability by focusing on  Straight Flush builds using Hearts or Diamonds. These red cards further synergize with experimental gadgets that work best by avoiding Club pulls. Combined with the Decimator Array and high bullet bonuses from Experimental Gadgets such as the Electrostatic Pump Gun and Aetheric Shockwave Inducer, such decks have proven to be a force to reckon with. If you really want to have Roberto doing overtime, pour him a Good Stiff Drink and give him a Mechanical Horse so he can spread his gadgeteering across several deeds.Roberto has a 6 value and thus shares a value with Holy Wheel Gun and Technological Exhibition

Adelaide Rose joins the Entrepreneurs cast of 9-value dudes, sitting alongside Gadget Weapons such as the Devil’s Sixgun and the Experimental Asyncoil Gun. With a cost of 4, a single upkeep, a stud bullet and influence in addition to her Mad Scientist skill she is very competitively priced. Unlike Roberto, Adelaide takes a more directly confrontational approach to things by reducing an opposing dude’s bullets, while possibly raising your own. This ability helps set up a  Point Blank or Outgunned, or boosting your draw hand to increase your chances of hitting a Straight Flush.

Last, but absolutely not least, is the new King value dude – the Weird West’s wizard of electricity Dr. Gregory Tremane. While his initial cost of 11 might put you off, this will soon plummet as you flood the board with Gadgets! His 2 stud bullets and his 4 influence are sure to make an impact on your board state. and at the point in the game you get him into play his 3 upkeep shouldn’t be an issue for your gang of Entrepreneurs.

His ability to boot any Gadget in your posse to send an opposing dude home booted provides an amazing level of shootout control. You could send your opponent’s stud home to weaken their chances of drawing a good hand,  or target their Willa Mae MacGowan to ensure any casualties caused are taken on important dudes.  You may find other good situational targets, for example when you have your trusty Force Field ready to kick in if the shootout goes south, but the opposing posse contains the Experienced Valeria Batten or Virginia Ann Earp. Alternatively you may be sitting with an Outgunned in your hand and of course, superior firepower from all your Gadget guns.

With these great additions the Entrepreneurs are standing strong for the upcoming conflicts! But, what happens if by foul shenanigans you are caught Unprepared or booted home, unable to defend your posse from malavolent gunslingers?

Fear not! With Twilight is Upon Us you can always move a tooled-up Mad Scientist into your posse and guarantee that they have the extra bullets to put your enemies down, giving you the edge over unskilled opponents! Furthermore this is a Headline, which prevents other Headlines like Calling the Cavalry from being played.

Out for Blood is available to pre-order now and will also be available directly from Pinnacle Entertainment and at retailers.

Dirty Deeds Is Back in the Saddle

Dirty Deeds Is Back in the Saddle

At long last, Pine Box Entertainment is proud to bring Doomtown’s “Dirty Deeds” expansion back to life! Head on over to DriveThruCards to pick up your copy today.

Relive the struggles in Gomorra with the First Peoples’ Beyond the Veil, Entrepreneurs’ Morgan Stables, and Anarchists’ 108 Worldly Desires outfits.

And since 108 Worldly Desires has been banned from official round-ups, we’ve decided to throw in an extra surprise instead of the usual card back on that outfit: an exclusive alternate art full-bleed for the Anarchists’ 108 Gracious Gifts (originally in the Too Tough to Die expansion)!

Dirty Deeds also features these fan-favorite cards:
Doris Powell
Rico Rodegain
Maza Gang Hideout
Jael’s Guile
Disingenuine Currency Press
Tlaloc’s Furies
Personal Ornithopter
A Slight Modification
…and more!

And for the first time ever, we’ve included a long-requested addition to this reprint bundle: official hand rank cards for quick and easy reference! We’ve also gone ahead and updated any cards with errata to their latest wording. Click here to order yours today!

Fear Mongers in Out for Blood

Fear Mongers in Out for Blood

by Robert Campbell

President Franklin D. Roosevelt once said “the only thing we have to fear is fear itself.” Doomtown’s newest expansion Out for Blood gives The Fearmongers plenty of new tools to strike terror into their opponents’ hearts. With Abominations that send a shiver down the spine, their first Huckster dude on the J value, and a fierce shapeshifting hunter to lead the pack, the Fearmongers are truly Out For Blood!

This expansion continues the Tombstone-centric theme of Too Tough To Die, showing off the wide range of dudes under the broader Fearmongers faction icon. Those that want to build theme decks can now serve the Bayou Vermilion railroad company’s wicked plots by including a range of appropriate Hucksters and Abominations. Bayou Vermilion Railroad is a worthy addition to the already strong lineup of Fearmongers Outfit cards. The discount on your first Mystical card each turn accelerates your setup, and will only get more useful as further Mystical cards are released. Being able to attach Knight’s Chasuble or Stone’s Colt Dragoons for free saves your GR for other uses. Playing cards cheaply and cycling through your hand helps you find the right cards to build up a strong position. Even better, this card works with all Mystical cards, not just Goods, letting you experiment with a Mystical dude such as The Wretched.

This new Outfit also lets you use your Mystical cards to harass opposing deeds, booting them to deny your opponent control points and income. This lets your dudes cover more opposing deeds as they can use this ability and then move to a second location. This can also fuel a “hit and run” strategy, moving your dude away when your opponent comes to hunt you down for haunting their deeds with your Mystical tricks! The Bayou Vermilion Railroad watermark beneath the card’s game text adds a nice flourish to accompany this card’s striking artwork.

Auntie Sinister provides Fearmongers with their first ever J value Huckster. She may cost 8GR, but as players collect income and pay upkeep from the first turn onward she is effectively 1 ghost rock cheaper than a dude with upkeep. This advantage only grows throughout the game, so she is worth consideration as a starting dude. Her value also makes her ideal for high difficulty spell decks as a backup Huckster on value with Forget and a new Hex, Malison, which provides a way to boost your shootout hands and potentially gain some influence if you can remove your victim from play.

Previous Fearmonger themes are not forgotten. The Full Moon Brotherhood finally gets the King-value apex predator it deserves in the form of Mason Adler. He’s pricey, but only has one upkeep, so as a starter he can fuel decks that want to aggressively hunt opposing dudes. His job will frequently have at least one target among starting posses and is great for removing opposing late-game big hitters.

While Mason’s job prevents your other dudes from joining he still brings his attached Sidekicks with him to provide an element of protection from shootout casualties. Your opponent might use Pistol Whip to defend their dudes or even make the hunter become the hunted by turning the tables on you with Sun in Yer Eyes. Hiding in the Shadows feels thematically apt and keeps Mason safe from opposing abilities. A canny quarry of Mason Adler may leave their highest grit dude out of the posse defending against his job, preventing Mason from turning in to a Stud Abomination. Cards like Bowie Knife or Murdered in Tombstone can be used to grant him stud status in such situations. Another option is Mason’s signature Weapon, Adler’s Needle. This card ties in to his theme and card mechanics. If your opponent tries to play around Mason’s ability you can use his harpoon to generate control points and potentially even lower their influence.

The Faceless One may appear to be a blank canvas but it is a sinister Abomination indeed, copying your opponent’s hard-earned bullet rating. This unsettling experience can cause opposing dudes to falter, capping their bullets at four. This flummoxes decks that seek to boost a single key dude. Similarly, it can save your other dudes from a high bullet Shotgun wielder. Such a use will leave the Ace-value Faceless One vulnerable, but save a more valuable dude with influence. As the Fearmongers know, cheap Abominations can always be brought back from Boot Hill with cards like Raising Hell, Soul Cage, and Ivor Hawley.

The payoff from targeting a dude with The Faceless One or other “high grit” hunting cards can be elusive at times, so Out For Blood introduces Lorena Corbett. This sinister falconer enables abilities that target high grit dudes. She also fits well with Bayou Vermilion Railroad, as while her ability does not require a Mystical Goods it is improved if she has one. Booting an opposing dude prevents them from using abilities that require booting. Tactically, booting a dude at an inconvenient location bolsters your control of the town.

This expansion isn’t just about new faces. Pinebox’s 2017-2018 “Servitor Series” global storyline event gave fans the chance to corrupt or redeem a character, with Fearmongers’ starting line-up stalwart Valeria Batten winning the vote. Fans chose to complete Valeria’s redemption story arc and her Experienced card returns her as a neutral drifter. She nonetheless makes a tempting option for Fearmonger players keen to drag her back into the fold. She can still invent Mystical gadgets, and therefore works well with Bayou Vermilion Railroad. Valeria can also stymie hand rank manipulation and bolster your influence. A heroine of the Weird West, cards like Calling the Cavalry, Hexslingin’ or  Outgunned don’t faze Valeria. She may be pricey at 7GR, but overlaying her after starting her non-experienced version saves you from paying her hiring fee. Her art is a fittingly evocative piece from previous Marshal winner David Hammond, doing justice to a popular character.

Building on the Mystical Goods theme, Valeria and other Hucksters get a terrifying new Mystical weapon to invent in Magnum Opus Tenebri. This mighty gun needs to boot both itself and its wielder to unleash its dark powers, but when it does it certainly lives up to its lengthy name.  Sacrificing one of your Abominations to feed its hunger for blood will spell doom for many an opposing hero.

Out for Blood is available to pre-order now and will also be available directly from Pinnacle Entertainment and at retailers.

Backwater Fiction: “Mantra”

Backwater Fiction: “Mantra”

Backwater’s web fiction, which consists of various vignettes, is not meant to drive an over arching plot. Instead the goal is to provide inspiration for your stories, and as such will explore several genres. The over arching story will be told through the living campaign, which we will reveal details for as we get closer to launch, and driven by the players. 

 by Alex Wirges

System: Alpha Serpentis

Planet: Serpentis – B

Planet Class: Terraformed Salvage

One. Last. Job.

The words echoed in my head as I approached the rusty aluminum trailer. The bandana covering my face filtered most of the swirling red dust. If only it could filter the stench created by three star systems worth of garbage. The first sun had already set, but a hot glare still reflected off the trailer.

One. Last. Job.

I repeated those words to myself as I slowly reached out and knocked on the trailer door.

“Scotch! My man! Git yer ass in here! How ya been?”

A large boisterous man swung open the door. A gap-toothed grin adorned his face. I reluctantly entered the trailer, kicking beer bottles and trash out of my path. His messy cot seemed an afterthought to the dozen terminals jammed in here and there, haphazardly networked together. An arsenal lined the walls.

Perhaps, I thought, it’s probably for the best that we only know each other by our nicknames.

I also didn’t have time to hear about his grandkids today. “Cut the niceties, Landlock. I want a job off-world. What ya got for me?”

The old man stopped, facing away from me, and became very still.

“Oh, kid. Ya know I don’t have anything off-world, and ya know I don’t get jobs that pay enough for ya to travel, off-world. Plus, yer the best driver on this shithole. Always in demand. “

A moment of silence passed, broken only by the flick of a lighter and faint crackle of burning cigarette paper. He turned to me, exhaling his first drag.

“Why would ya wanna leave? Tell ya what, it’s none of my business. I’ve got a client lookin’ fer someone dependable. Think of it as a job interview ya get paid for. It’s dangerous, dirty work. But if ya do good, It may land ya opportunities off this rock. What do ya say?”

One. Last. Job. And I can finally get off this planet so backwards that even the Gods themselves never bothered to forsake it.

Landlock wasn’t kidding – this job was beyond dangerous. The assembled crew all had reputations for being good at what they do. Given these circumstances, that usually indicated a willingness to do the unsavory if necessary. There’s a certain amount of “unsavory” I am accustomed to. But at the first sign of trouble, I found myself an unwitting accomplice to murder, running from the Peacekeepers.

I glanced at the rear-view mirror. In the backseat, a lanky kid I only knew as Skeeter fumbled with his reloading.

I shouted at him. “What happened out there?! What did you do, Skeeter?!”

I doubted I could drive fast enough to get away from the flood of blue and orange lights. The second sun had begun to rise, and this rig’s fusion drive would not withstand any additional stress.

“Ah Hell, Scotch. It ain’t nuthin. I didn’t know that woman was standin’ there when I decoupled the gravwell stabilizer. If it makes ya feel any better, she probably didn’t suffer too much,” Skeeter said.

It did not make me feel better. One. Last. Job.

“Well now we got the fuzz on our tail, and we’re quickly approaching the meet point. What do you think the rest of the crew is gonna do when we show up with the heat? Huh?” I replied.

I enjoyed the look on his face right now. Fear. I know fear well. Skeeter was scared of getting caught. Scared of facing consequences for his actions. Scared my driving would kill us.

“Get that gun loaded, Skeeter, and get back to shooting. I need a gap. I don’t care where.”

Skeeter began firing at the wall of ‘Keepers trailing us. I slammed the magbrakes, followed by kicking the fusion drive into reverse.

“WHAT THE HELL ARE YA DOIN’, SCOTCH?” Skeeter’s voice quivered, for good reason too. This would be a death sentence for a lesser driver.

I maneuvered through a temporary opening in the wall of orange and blue lights, and turned us around. Cursing a few choice illegitimate animals, I slammed our ride into max gear and gunned it in the opposite direction. After a few klicks, I took a sudden left down a dirt road that ended at a scrap yard where we ditched our ride. We waited until the sirens faded to stillness. From there, we continued on foot.

Skeeter and I arrived at the meet point. Late, but intact. The crew waited with our mark. As we entered the barn, I saw the transport truck, its unconscious crew tied to chairs. Tinker worked to open the locked cargo hold.

“Any idea what was so important that it’d have a Peacekeeper escort?” I asked. I approached the truck and saw that that the door panel bore Belle Energy’s corporate logo. We’d made a very powerful enemy.

Tinker didn’t look up from her work. “No idea, and it doesn’t seem like it’s very important to our employer. As far as they’re concerned, we completed the job,” she said.

“Too bad, ya’ll won’t find out either,” Skeeter’s voice crept up behind me, and I felt the warm barrel of his gun pressed against my skull.

The nervous rattle was gone – this was planned from the beginning. I slowly raised my hands. “You can have my cut of what ever is in that truck, Skeeter, if you put the gun down and let me walk away. I’m not here for anything more than what I’ve already been promised by our contractor.”

I heard Skeeter click his tongue. “This ain’t about money, Scotch. It ain’t personal either – only one of us gets the gig off-world, and I’ve had as much as I can tolerate of this shit-rock.”

I heard Skeeter pull back the hammer, then squeeze the trigger.

One. Last. Job.

Welcome To Backwater: Your World, Your Story

Welcome To Backwater: Your World, Your Story

This is the first in a line of Design Diaries for Backwater by creator and designer Alex Wirges. These design diaries will share insights into the process of writing and designing the game – while sharing updates with you. 

A crew enjoys the rewards of a successful job. Art by David Hammond

I’m excited to share with you Pine Box Entertainment’s first original intellectual property. We began discussing the prospect of our own gaming universe early in 2018 – and I jumped at the opportunity. With everything the community had given us, I wanted to create something to give back. That creation is Backwater.

I wanted to create a setting anyone could sink their teeth into and find their own stories within. With Doomtown we’ve told you our story, and I felt it was your turn to tell us a story. So from day one, Pine Box Entertainment’s signature organized play support needed to be integrated.

Using this as a foundation, I decided the best way to introduce our players to a new universe, was through a role-playing game. From there, it was vital for you to feel like this new universe was your own to settle and explore, following two simple axioms:

1: Familiar, but Alien

2: Your World, Your Story

A Rigger, Trainwreck, and Driver are approached by a Coalition Peacekeeper during a playtest session.


Backwater is a Science Fiction Role-playing Game in which Humanity has begun expanding into the stars. The Coalition of Terran Enterprises, a group of all powerful mega-corps, has planted the seeds of civilization – and more importantly industry – everywhere they can, and we’re just getting started.

The furthest edge of this expansion is referred to as the “Backwater.” This is where your story takes place. Players take up the lives of the blue-collar everyday inhabitants of these planets. Many of those people can trace their lineages back through multiple generations on their planet. Those planets have become their home just as Earth is to us. Yet, there is always an underlay of restlessness and discontent.

Space travel is still expensive and thus impractical for ordinary folks – so going off-world will be a challenge in and of itself. The struggles of the inhabitants of Backwater are akin to many of us – a daily slog through a boring dystopia. Terraforming is hard, backbreaking work that doesn’t pay well. Thankfully, with new worlds come new opportunities, many of which are questionable in both their morality and legality.

Backwater’s goal is to ground the more fantastic elements – aliens, arbitrary technology, interstellar relics, and all your favorite sci-fi tropes – in something familiar. This allows you to be flexible with the genre of your story, as does the Terraformation system.

A “Trainwreck” Squares off with an Unwelcome Peacekeeper during a Playtest Session

At the heart of Backwater is the Terraformation system. In order to truly tell your story, it was important to me that first we learn about your world. You and your group will generate a planet during character creation, populating the universe with diverse life, cultures, and worlds. These worlds are considered Canon – and shareable with other players and groups through our organized play system.

The Terraformation system allows playgroups to place resources, connections, and opportunities throughout the planet. You will be able to select Biomes, the type of star system it resides in, etc. Each decision made during this process will populate industry, factions, and more – to create a dynamic back drop for your story.

These mechanics are tied directly to the organized play system- which I will discuss in greater detail as we approach the game’s release. Living campaigns with consequences that can permanently alter the course of the game world will be an integral part of the Backwater experience.

We look forward to expanding this universe and hearing your stories beginning in late 2020. And look forward to more Design Diaries as development progresses. 


Final Product Subject To Change