Announcing 7th Sea: The City of Five Sails

Announcing 7th Sea: The City of Five Sails

An Evolving Tabletop Game set in Theah’s Most Interesting City

Cover Art, by Charles Urbach

Pine Box Entertainment is proud to announce the development of a new experience for 7th Sea fans in the form of a hybrid card game/board. Folks familiar with our Doomtown game will find familiar concepts in area control and a player driven storyline. Players will choose a Faction vying for control of the City of Five Sails. Their Leader and Crew, along with hired mercenaries will battle and duel over three Locations with the city. Throughout the game, they must use Influence, Brawn, and Finesse to outmaneuver and defeat their opponent. Five Sails is a port city with five districts representing the five countries surrounding its border. But most importantly, it is itself a free city, operating independently from any of those outside influences. As such, it is a frequent destination for travelers, explorers, pirates, people wishing to hide, and those who are looking for them. Not only are there inhabitants from the five border countries, but the city is a hub of activity for traders and pirates from all over Théah. This makes Five Sails’ population as diverse and random as its interpretation of laws.

Five Sails is a game of swashbuckling, sorcery, piracy, adventure, political intrigue, and skullduggery within the city. This is not a game of naval combat. While we did not go back to the format of the original 7th Sea CCG, we believe that Five Sails retains the heart and soul of the original game at its core. We will feature key elements from the 7th Sea roleplaying game, incorporated into a rich, storyline driven tabletop experience. Players engage in combat duels that go back and forth with impending damage. Parry, riposte, and thrust at your opponent with the assistance of plot cards and attachments to damage and eliminate opposing crew members and mercenaries. Each Leader has their own unique playstyle with additional ways to obtain Hero Points, and forge a path towards victory. Alternatively, controlling the locations or assassinating the enemy leader will lead to domination over the city.

 


Iron Reply, Eisen specific faction card. Art by Mirco Paganessi

Each Day players will reveal a Scheme card that helps determine their goal for the turn. A communal mercenary deck will reveal Events, Artifacts, and Characters at the locations that players can Recruit to aid their cause. Setting the game in the City of Five Sails gives us the freedom to build a solid ongoing story and depiction of various nationalities and secret societies that bring more of the flavor of the world into the game.

We anticipate the first interactive, player driven storyline experience as a key part of our inaugural world championship at GenCon 2022. At this tournament and through local organized play, players will be able to determine the direction of the storyline fiction. Players will also be able to alter the communal mercenary deck for future expansions, as the city and storyline evolve with an expanding card pool and additional factions. The key thing about the mercenary deck is that each card bears a unique number. As the story progresses, characters may permanently join a Leader or new events disrupt the City of Five Sails. When this happens, a new card with that number will be printed to update this communal deck, replacing the one that is going away. This way we can keep the ebb and flow of the bustling, dynamic port city alive over time and keep you on your toes along the way. The cards used for the current pool will be noted and provided at organized play gatherings.


Maya del Rioja, Loyal Crew member of the Castile faction, led by Soline el Gato. Art by Waclaw Wysocki

The initial box set, containing everything you need to play 7th Sea:The City of Five Sails, will follow the story of Five Sails as initially presented in the 7th Sea Roleplaying Game:

The history of Five Sails goes back six hundred years before the First Prophet. When the Numanari came conquering across this land, they found a fort built by a now-unknown warlord. They took the fort for its strategic location, erecting their own wooden walls and port. The fort eventually became a town with a castle. Stone walls ran over 5 kilometers all the way around, protecting the people from invaders. Those walls still stand, and you can see them dividing the “inner city” from the “outer city.”

Five Sails has seen its share of battles, each conflict wounding some part of the city, calling for rebuilding and restructuring. In addition to the battles, the city has suffered fires and plagues, further erasing older parts of the city for newer structures. This has made the city’s interior a bit of a maze with older buildings eclipsed by newer, tight alleyways that twist and turn and sometimes end in walls, stairways leading to nowhere and other architectural oddities.

In the 1400’s, a Vodacce prince named Dalmatia claimed the city as his own and his family held it for nearly two hundred years. However, the War of the Cross rolled over the city, and within those thirty years, Five Sails changed hands hundreds of times. As the war raged on, Five Sails became a kind of home for mercenaries and pirates looking for coin and trying to find refuge from the war.

When the Nations finally declared peace and the War of the Cross ended, the city was in shambles. Five different Nations claimed ownership of the city. Anastasia Russo, the appointed mayor, found opportunity in the chaos and declared Five Sails an independent city, free of any national hand. She gathered a handful of war-weary veterans to enforce her claim. A bold move for certain, but thanks to her army of mercenaries and a fleet of pirates, she was able to maintain her claim. Five Sails was a free city.

Since then, the city has remained both united and divided. Five Sails is divided into five districts, each maintained by a “governor” (the titles are different for each district). Every three years, the governors elect a mayor who runs the city’s bureaucracy and infrastructure. Because the mayor must win the favor of the governors, many outside the city see her as a kind of puppet holding a rubber stamp, but that is further from the truth than such scholars know. The governor assigns commanders for the city’s watch, army and navy, giving her considerable power. Those who fall under her disfavor can find life very difficult in Five Sails, regardless of their status. In other words, the relationship between the governors and the mayor is a delicate balance.

 


Iron and Velvet, Ussura specific faction card. Art by Manuel Castanon

 

The featured cover art by Charles Urbach depicts the four musketeers available for play with the Montaigne faction, led by Odette de Dubois. Throughout the coming months we will continue to preview elements of this game as new art, fiction, and card templating become available. We are excited for this project and will be continuing to work closely with Chaosium on being part of the future of 7th Sea.

Designers Case Lopez and Robert Croy have recently been joined by Legend of the Five Rings CCG designer Chris Medico and Transformers TCG designer Case Kiyonaga as the game has evolved from the initial presentation in the The Jade Throne Podcast and version of the game shown to 7th Sea fans last year.

Those not familiar with the 7th Sea property can check it out here.

Stay up to date with news on all our projects by following the various Pine Box Entertainment social media outlets listed here.

Folks looking to join playtest can do so by emailing us at pineboxentertainment@gmail.com.

 

A Legacy Reexamined

A Legacy Reexamined

by Robert Campbell with Konstantinos Thoukydidis

After our interview with the current and previous design team, Playtest Lead Robert Campbell spoke to previous design team member Konstantinos Thoukydidis to discuss his design process, favourite cards and more. Known by his online handle of “db0” to many community members, Thoukydidis also provided us with a haul worth of any of Silas Aims’ robberies: a cache of old design diaries considered lost when AEG’s Doomtown articles were taken down. Our thanks to him for his previous design work, the articles, and partaking in this interview.


(The following interview has been lightly edited for clarity)

Q: How did your design process work – did you tend to start from theme or mechanics?

The theme was mostly handled by the story team but a lot of the time they did get ideas from the card names I thought to go with my card designs. Typically, I started from the card design. Quite often that started from me wanting to either cover an existing gameplay hole or provide a new archetype to play with, such as experimental gadgets, grifter tech, or sidekick tech, and so on.

As I was thinking of card ideas at all times, I usually kept a massive document of potential ideas to choose from. As I would implement ideas out of it, I would prioritize new ones from that document as per the needs of the game and its various archetypes.

When addressing overall weaknesses in the game, I tended to be more reactive. It’s not always easy to see problems in the metagame, due to the small scale of playtesting and us leading the published cards by 2 sets or so. So I had to pay a lot of attention to the meta and address potential issues before they started frustrating the community too much. If I waited until a deck archetype dominated to take action, it would take too long to fix without nerfs. I believe it’s primarily this aspect that allowed us to avoid any bans during my run as lead designer.

When promoting new archetypes, I usually had the concept running in my head and new ideas to fit that archetype would pop-in constantly. However, setting up something new can be quite tricky, as seen by how difficult it was to get experimental gadgets off the ground. My plan there was typically to start with overall useful cards of an archetype, that would work good enough outside it. Then I’d start adding more and more synergies, where a deck built around it could form when a lot of synergistic cards could be added together.

Q: Which card design are you most proud of?

I feel like Yagn’s Mechanical Skeleton (also a sample where story used my card concept without much changes btw) was a very important card as it put gadgets on the map, but also elegant enough in its design to easily slide into most gadget builds while also supporting quite a few possible archetypes (horse tech and gadget dudes to name two).

As simple as this card looks today, it was also something out of a “proof of concept” card for me, as I was hearing a few people in discussions complaining that “gadgets can never be good due to their extra costs over other skills.” I set out to prove them wrong because another way to look at the cost being too high, is that the effect is too weak. So I set out to design a gadget which provides such bang-for-the-buck, that one cannot undervalue its usefulness-to-cost ratio. As it turns out, I managed to strike (imho) precisely the golden balance of gadget-cost/usefulness as I didn’t have to tweak the card almost at all before it went to print.

An interesting point about Yagn’s however, is that it crystalized for me the direction to move for a core aspect of gadgets.

Note: you can link to my design diary for gadgets here if you want.

(EDITORIAL NOTE – this is now archived in one place with other original design diaries. For the gadgets, search for: The philosophy of science )

 Namely, multipurpose; whereas other goods tend to cover one aspect of your gameplan (shootouts, influence, control, etc), gadgets are allowed to do more than 1 thing at once in the same card. Therefore they save you card space in your deck for more versatile cards. Yagn’s handles this like a pro, providing Shootout strength, Shootout defense, Influence, anti-Control, and ‘Tech’ in one card. 

Q: Are there any cards you designed that you feel were underutilized?

Hmm, quite difficult to tell as I’m omniscient so I can’t really know if I’m just not seeing it myself. I want to say I expected Signing Over the Stores would see a lot more play as the benefits it gives out of one card are massive. It has a big risk (Job in the town square) but it also gives massive benefits: 3x “Tutor” effect + cost reduction + unboot on non-defense. It worked amazingly well for me in my playtest builds, but I never saw it hit the table against me. But as I said, maybe I just wasn’t playing in the right meta. A deck built around this and someone like Byrne could be quite brutal.

Q: Are there particular cards or decktypes that were a pleasant or unpleasant surprise to you?

I definitely did not see Spirit Fortress coming! The initial design was that the Totem player would be spreading spirits around, but combining cards like Nicodemus opened a can of worms! Fortunately as far as meta-warping effects go, it was not a disaster like something that caused an unchecked landslide would be, and people could tech against it enough until we could provide more tools to deal with it in later expansions.

I also did not foresee the Showboating becoming such a linchpin card! We did playtest for that exact scenario but we deemed it too weak to base a deck around. How wrong we were!

Q: What are some of your favorite cards you designed and why are you fond if them?

Hmm, I would like to say

  • Calling the Cavalry for making Horse Tech not just viable, but a force to be reckoned with.
  • Morgan Regulators for giving MCC straight up fighting power and for being a card with such a powerful meta effect, that just its existence is enough to scare people out of making non-interactive slide decks.
  • Behold White Bull for walking an extremely fine line with an effect that can be inherently unfun to face, using a stat that is otherwise useless in shootouts, and going through a ton of playtesting arguments, to provide a finisher for an already really difficult-to-design kung-fu Tao.
  • Travis Moone for being the first Grifter and the way I managed to cut through the Gordian Knot that was at the time the two bitter arguments in the design team over having Mulligan at all, or not. To be fair, if I would design TM against today, his ability would not require a boot 🙂
  • And of course, the Fixer who is literally based on a ‘shopped picture of myself at a Heavy Metal concert 😀

Q: What did you enjoy playing for casual matches?

That would totally be my “I Can Dance All Day” deck which I was running since “beta” days. It plays to Doomtown’s strengths by masterfully playing the maneuvering game, but also not being afraid to duke it out at the right moment.

Q: What did you enjoy playing for competitive matches? 

I honestly was not much into competitive matches as there was no scene where I was. The only tournament I played in was the Final  EU Marshall event where I played a near-bicyle deck in a vain attempt to not do to well in the ranking. 

But given my previous experience, I always liked to play unconventional and new decks in tournaments and attempt to disrupt the meta. AKA I could always win with jank, but jank that I trained myself to play to perfection!

Q: Are there any questions/topics you wanted to bring up that didn’t come up from the interview questions?

On Game Design in general:

In case anyone was wondering why I kinda dropped off the face of the earth after AEG cancelled the game: Even though I love the game to death, I was also doing a massive amount of effort when leading DTR design. On top of the aforementioned design duties, I was project-managing the playtest teams, writing articles, crafting the OCTGN client for online gaming (and PT), discussing the game on Facebook (a lot of arguing why Gadgets don’t really suck), and of course, just playing online now and then. It was kinda all-consuming for me for 3 years, so when the game got cancelled, I was so burnt-out that I honestly didn’t even want to think about the game anymore, nevermind play it. I have still not really played a DTR game since that time.

For people who want to get into game design, as rewarding as it is, you need to make sure you’re not overdoing it. Stick to your role and try to get other people to handle other parts.

On new DTR design:

I like the direction the game is going, even though I’m really out of the loop lately. One thing I worry is that I see a lot of the same mistakes we did with the gadgets back in the day, where we were effectively creating slightly better versions of existing goods, with a massive increase in costs (booting, skill check etc). I have not played with the new gadgets of course, but this is just my impression on reading the cards and comparing them with the early gadgets with had like the flamethrower.

on DTR design in general:

When I joined the DTR team, I was not really there to design, so I didn’t have that much input from the get-go. Initially I was there just to provide the playtest client. I kinda took over when other devs dropped out and AEG realized I was decent at it. Unfortunately, because I was not there from the start and we had very little time to adjust the game once I joined, a lot of the rules of DTR stayed the same from the Doomtown Classic. 

I really wished I had pushed further for some things like mulligans and more factionalization. One thing that I don’t like about Doomtown is how you have all those cool dudes in your deck, but in 80% of the game, you’re stuck playing with your starting posse only. Making the faction leaders discount was my last attempt to make them see some play. 

Had I been designing the game from scratch again, I would have really liked to find a way to make more dudes hit the play each game. I also think the economy of DTR is very old school design and it could be significantly streamlined to allow for more card playing and less worrying about Ghost Rock upkeep and so on.

Fear and Grifting in Doomtown – Welcome to Deadwood Spoilers

Fear and Grifting in Doomtown – Welcome to Deadwood Spoilers

by Derek McConnell (LastWalter)

I’ve been tracking spoilers for Doomtown since 2018, starting with the upcoming release (at the time) of Too Tough to Die, and here we are three sets later. Last time, in Hell’s Coming With Me I got my own card to spoil, Tawodi, but this time they’ve given me a whole article and I’ve got some great cards to share with you folks.

This ain’t my first rodeo

Grifters used to be popular and nearly omnipresent throughout decks. Nowadays, few of them show up in decks outside Den of Thieves, particularly since the errata to Rico Rodegain. Gone are the days of Travis Moone in every starting gang, as starting dudes have become more compelling and decks have become more consistent. My personal theory is that this is partially because the original cycle of grifters lacked influence. Additionally, most starting posses contained Willa Mae or Henry to catch bullets, along with some dudes with influence plus a designated stud shooter. After all that, it could be hard to find the ghost rock to pay for a grifter while also losing another source of influence. In Welcome to Deadwood however, the new grifters come buffed with the most important stat in the game, along useful start of the game abilities. You’ve seen the rest, now let’s look at the best:

Now that you’ve met Lew, let’s review what he brings to the Fearmongers. Firstly, he is the third Huckster 0 that only costs 3 GR. Lew has an influence advantage over Funtime Freddy, and a bullet advantage over Papa Marias, depending on what you need. Lew’s ‘Grift’ doesn’t demand Freddy’s ‘ultimate sacrifice,’ and allows you to search the top 6 cards of your deck for an abomination or mystical goods to start the game with. Note, however, that Lew must put any unkept cards back on top of the deck in the same order, rather than shuffle. This is not always a bad thing, as it allows you to exert some influence over that all-important initial lowball. If you see a full house or other high-ranking hand, you can break it up by taking a card. Forewarned is forearmed as they say, and Lew’s precognition can help you plan how to spend your initial ghost rock or plan your first day’s actions.

Beyond the corner case of fixing your starting lowball hand, Lew can snag variety of juicy targets. Prior to Welcome to Deadwood, there were 34 abominations for him to hunt, and another 18 non-Unique Mystical goods. Welcome to Deadwood adds three more abominations for Lew to procure, of which we’ve already met the New Varney Nosferatu and I’ll reveal the other two below. Note that our new grifter cannot grab Unique Mystical goods. Items such as Essence of Armitage, Magnum Opus Tenebri, and Stone Idol play well with abominations. By all means pack ‘em in your deck, just realize that Lew cannot find them for you.

You want this stuff, but it’s too rare for Lew to find.

Starting the game with at least one Mystical goods provides good synergy with several recent cards such as Bayou Vermilion Railroad, Vivene Goldsun, and Auntie Sinister hope to leverage an early Mystical goods. Don’t forget about our old friends, The Flying Popescus. This deck can swap out Papa Marias for Lew Esquilin and still use Bayou Vermilion Railroad to play a cheap Mystical goods each turn while impacting your opponent’s deeds. Lew helps ensure that the deck gets off to a good start, and you can add the recently spoiled Bad Beat to add additional economic pressure. Beyond that Lew can set up Abomination decks as well! He probably works best with cheap abominations, because you’re going to be putting them in your starting hand. The 3 value already has a few cheap abominations that we can steal from Anarchists, and Welcome to Deadwood has a new one to add to the mix:

 

Look at this thing! Paralysis Mark is BACK – well, not quite. However, here is another cheap abomination for Lew to find, and something to recur with cards like Ivor Hawley XP and Soul Cage.

I’ll leave you with the last of Welcome to Deadwood’s three new abominations. 

The Angler only costs 3 with 1 upkeep for a 0 Stud, can call out other 7s (Ambrose Douglas, Diego Linares, and Mariel Lewis all come to mind as potential hunting targets), as well as discarding a card to change his value (and thus his target!). Oh, and the Stone Idol and other value reducing cards let The Angler hook even high value dudes. Keep in mind what starters you are likely to see when building around The Angler, as they are the most likely dudes to be around to bump off.

Yes, it’s a good time to bring fear and loathing to your area. Welcome to Deadwood!

This concludes our Grifter articles for the upcoming Welcome to Deadwood expansion, available for pre-order through your FLGS or Pine Box Entertainment.

Play for Blood – Outlaw Grifters in Welcome to Deadwood

Play for Blood – Outlaw Grifters in Welcome to Deadwood

by David Lapp

In 2019, Pine Box Entertainment revived the Doomtown Badge Events. This included the Marshal round-ups at major conventions as a carryover from the AEG era of the game. PBE also introduced three new events: The Agent, Ranger, and finally Marshal of Tombstone for the major destination event in Tombstone itself. To coincide with these events, the cast of Saving Throw WildCards portrayed Doomtown characters in a three-part act known as the Twilight Protocol Trilogy (Act I linked). To thank the cast for their contributions to providing live fiction for the Weird West world of Doomtown set in 1882, Pine Box wanted to honor the cast’s characters from the original WildCards 5-season series on Twitch, by inserting them into the Doomtown game itself. This started in the expansion, ‘Hell’s Comin’ With Me,’ with the debut of Gabriel Prior. We even honored the Marshal himself with the Marshal Caves Callarman card. That left us with four remaining cast members, the next of which appears in ‘Welcome to Deadwood.’

 

 

Rosaleen Saorise Byrne is a character appearing in Wildcards videos set in Deadlands. Created by Meghan Caves, Byrne is the posse’s huckster with an intense loyalty to Gabriel Prior. She made her first appearance in Episode 0 – Character Creation. You can engage with the cast of WildCards and their fans on their Discord channel. Rosaleen was first spoiled during Meghan’s Savage Mysterium game here.

As the fifth grifter to be featured in our playtest articles, Rosaleen follows the trend thus far of card cycling/fetching. Arthur Dingler provides a peak into upcoming cards for a mulligan and Entrepreneur twist to lowball. Yasmin Tian allows a discard and draw while providing dual options for a Blessed/Kung Fu starting gang member. Sifting Squirrel provides the potential for additional cards with Shaman/Kung Fu First Peoples players, and Dr. JT Goodenough lets you start the game with a gadget in play. Rosaleen Byrne assists to help provide a more ideal starting hand by simply discarding and drawing exactly two cards. Providing one influence and the Huckster keyword, she can help cycle to a starting hex, cheatin’ resolution, deed, or whatever tool you seek at the time.

The first deck type that Rosaleen supports is any starting gang for Den of Thieves. The errata on Rico Rodegain hurt the original starting gang for this deck with the loss of influence. With Rosaleen, you have the chance to create an even better starting hand, have a solid second Grifter for use with your Outfit ability, and increase your starting influence. The decks ‘Jordan Caldwell’ and I played in the finals of GenCon 2016 can both be updated with Rosaleen. Here you’ll find an example of updating this playstyle to switch from a blitz to a swarm deck. Milt (or Fred Aims if you suspect landslide), Makeio, and Rosaleen (replacing Pete in the link) are your locked in starting dudes. Jake Smiley and Travis Moone swap out for Allie Hensman, Willa Mae, or Virginia depending on what you feel is best for your matchup. You can even bring in Barton Everest if you want to blitz.

Rosaleen is equally great in the ‘Sluckster’ style deck, replacing or adding to the general starting gang that includes Maria Kingsford and/or Antheia Pansofia just for the starting influence Huckster. Try her in this build from the Name-A-Card Online Event instead of Maria or this one from Origins 2019.

 

Spoilers!

At the time this article was initially written, I had mistakenly posted the linked list noting that Rosaleen replaced Gina, having thought she was value 3. Upon further review of the deck, I’d like to provide you with spoilers that include a couple of the heavy hitting actions in ‘Welcome to Deadwood,’ along with a new experienced dude. 

 

 

Honoring Name-A-Card prizes awarded at PAX Unplugged, both Bad Beat and Play for Blood have their names derived from that round-up in 2018. Play for Blood is guaranteed to make an environment changing splash with the ability to increase your hand rank on ties. Alternatively, you can use the Noon action instead, should you not expect an upcoming Shootout or are trying to dig for a specific card. Bad Beat provides players with a second cheatin’ resolution on value 7 with a Bottom Dealin’ feel to it. With Bad Beat causing a player to replace their hand with the top 5 of their own deck, this allows you to not have to run a looser draw structure you generally find from running Bottom Dealin’. The ability to steal ghost rock if they’re still cheatin,’ makes this card appealing to play in lowball as well.

 

 

In the above referenced Twilight Protocol Events, players and the Badge winners helped influence both the Doomtown storyline and upcoming cards. As a result of the Ranger Badge event, Willa Mae MacGowan joined the Ranks of the Texas Rangers. The Experienced version of this card allows you to save a dude that had been targeted by Pinned Down or Black Owl. Additionally, Willa Mae can save a dude in her posse and end a shootout if that was your only other dude.

The following updates the linked Den of Thieves list with the additional cards to try out:

Den of Thieves
Dude (19)
1x Jake Smiley*
1x Rosaleen Byrne*
1x Travis Moone*
1x Makaio Kaleo, Esq.*
1x Milt Clemons*
1x Allie Hensman
1x Fred Aims
1x Buford Hurley
1x Funtime Freddy
1x Genesee “Gina” Tailfeathers
1x Lawrence Blackwood
1x Ol’ Howard
1x Black Owl
1x Marion Seville
1x Barton Everest
1x Virginia Ann Earp
1x Willa Mae MacGowan (Exp.1)
1x Travis Moone (Exp.1)
1x Antoine Peterson

Deed (10)
1x The Orphanage
1x Notary Public
1x Yan Li’s Tailoring
1x Hustings
1x Clanton Ranch
1x B & B Attorneys
1x Town Council
1x Gateway Station
1x Ike’s Place
1x Hunter Protections

Goods (10)
2x Bowie Knife
2x Shotgun
4x Tusk
2x LeMat Revolver

Action (13)
2x The Stakes Just Rose
2x Sun in Yer Eyes
3x Coachwhip!
1x Play for Blood
3x Kidnappin’
1x Bad Beat
1x Ricochet

 

Whatever style of Outlaw deck you prefer, Rosaleen is sure to find her way into many Outlaw deck builds in a post Welcome to Deadwood environment.

You can pre-order Welcome to Deadwood, shipping in November, through your FLGS or directly from Pine Box Entertainment here.

Gleaning Weapons for the Law Dogs

Gleaning Weapons for the Law Dogs

by David Avery
(with an introduction by Tamsyn Goodnow)

Our layout designer and graphics-user interface expert, Tamsyn Goodnow, has always had a soft spot for gadgets, and decided to name this card in commemoration of herself and her father. Believe it or not, Goodenough is a variant of Goodnow, and the J comes from her dad’s first name (John). The T is obviously from her own name.

Plus, when coming up with the card name, she discovered John Goodenough is the name of a Nobel-winning chemist and physicist! Her dad has a passion for physics that was passed down to her, so how could she NOT name a mad scientist in honour of her father?


 

Dr. JT Goodenough joins the high-minded academic inventors who support and assist the Law Dogs. Based on his ability to create weapons we can assume, or at least hope, that he holds a PhD rather a medical doctorate. Likewise, Dr. Goodenough will likely conduct most of his tinkering at the Law Dog’s Arsenal or Fort 51 locations.

Law Dog mad science has always had the vexing problem of what do you do if you don’t draw a gadget weapon in your starting hand. All Law Dog decks in general tend towards aggressiveness, and want weapons with which to enforce the law. If you are based out of the Union’s top-secret weapon test facility at Fort 51, however, gadget weapons are essential to make your deck function. Thus Dr. Goodenough and his ability to jump-start the Law Dog’s weapons programme.

Akin to the Fearmonger’s Funtime Freddy, the good doctor allows you to keep a weapon that you retrieve from your deck. While Dr. Goodenough is an obliging chap, his selections are imperfect, as your opponent has the final say on which weapon you keep and which goes to discard. If you play your cards right, however, the discarded weapon may not have gone far. 

Alas, fetching weapons is a full-time job and Dr. Goodnow ends up booted from exertions. To support Dr Goodenough, you may want to start at least one other mad scientist to invent subsequent weapons in your deck. Quincy Washburne and Dr. Erik Yaple are both good choices. You may want also want to consider Dr. Dayl Burnett if you are trying to invent particularly difficult weapons like Yagn’s Mechanical Skeleton or the Bio-charged Neutraliser

The final mad scientist to consider is Janosz Pratt. Janosz works particularly well with Dr. Goodenough, as Janosz can use his ability to play whichever gadget your opponent discarded at the start of the game. This can leverage two card weapons combos such as Yagn’s Mechanical Skeleton and Hydro-Puncher or the Electrostatic Pump Gun along with a Net Gun. You can also use Doomsday Supply, Technological Exposition, or even a reformed Pete Spence to get back the discarded weapon. 

None of the scientists I’ve mentioned above are great shooters. In fact, they are all draws and only two of them are deputies that take advantage of the ubiquitous Faster on the Draw. Thankfully, the Law Dogs have a variety of good starting shooters. “Thunderboy” Nabbe with a Yagn’s is a terrifying immovable 6 stud. Here is an example deck running out of Fort 51. Just swap Padre Ernesto For Dr. Goodenough and select Hydro-Puncher and Yagn’s for JT at the start of the game if you can. Ideally you want the Yagn’s, but even if your opponent tosses it, the Hydro-Puncher lets you come out swinging. Your primary ways of making dudes wanted are the outfit ability for low influence dudes and Dr. Yaple for anyone with more than a 1 influence.

Another possible shooter is Hattie DeLorre armed with an Electrostatic Pump Gun, who can thus turn even the biggest shooters into quivering zero draws. This deck out of the Law Dogs original outfit uses this tactic to try and strip away all your opponent’s bullets. Again, swap Padre Ernesto for Dr. Goodenough. The deck uses only two weapons, Electrostatic Pump Gun and Net Gun, making Dr. Goodenough’s choices both obvious and useful. It doesn’t really matter which one your opponent selects, because you should plan to use Janosz Pratt to play the other. Faster on the Draw is a key card in this deck as you don’t have any mobile studs. With Nightmare at Noon, however, it may not matter. You can use the gadget weapons, Hattie, and Nightmare to turn the opposing posse into a ragtag band of 0 draws. You have aggressive cheatin’ punishment in Coachwhip and I’m Your Huckleberry, hopefully leaving your opponent in an unwinnable situation. 

Finally, Prodigy used this deck to win the GenghisCon: Agency Badge Event this year. Try swapping Dr. Goodenough in place of Dr. Yaple and use Dr. Goodenough’s ability to retrieve an Electrostatic Pump Gun as well as a Hydro-Puncher. Prodigy explains the deck in detail in the notes, but in summary its main focus is an aggressive shooter using The Arsenal Noon ability to start fights. 

Dr. Goodenough is likely to become staple for post Welcome to Deadwood Law Dogs gadget decks.

Welcome to Deadwood is available for preorder through your FLGS or Pine Box Entertainment here.

Taking the Gyrocopter View: An Entrepreneur’s Guide to Getting Started in Business 

Taking the Gyrocopter View: An Entrepreneur’s Guide to Getting Started in Business 

by David Avery

Arthur Dingler, an Austrian inventor and resident of Deadwood, operates an autogyro service (Dingler’s Whirliwigs) for visitors and denizens of the town. From this lofty position he gives Deadwood’s prospective Entrepreneurs an eagle’s-eye view along with a short-term glimpse into the future. In the Deadlands plot point book, The Last Sons, Arthur is one means for a posse to obtain access to Devil’s Tower.

The first and most obvious decision for Arthur is whether or not to keep or get rid of your opening lowball hand. This is particularly important as Arthur raises the stakes on the first low ball by adding an extra ghost rock to the pot. So, if you can win it, you probably should. If Arthur sees a high card or a pair, you probably should leave it there and hope for early economy boost. If you are not that lucky, Arthur gives you the opportunity to change your first lowball hand in one of two ways. 

Shuffle back in – In addition to avoiding a crushing lowball defeat you may also want to shuffle those five cards back in to ensure key cards stay in your deck. Nothing frustrates a Doomtown player more than watching cards significant to their draw structure or game plan go to discard after lowball. Arthur lets you fix this for at least the first turn. He also provides limited protection for your jokers. A Joker might win you low ball, but normally you want to save them for shootouts later in the game.

Discard – Many Entrepreneur decks rely on playing goods. If they can’t draw those goods into their hand, they then rely on the card game staple of playing them from their discard pile. Arthur helps these decks by giving you a ten-card starting discard pile: five from his ability and five from your first lowball hand. This hopefully lets you find the goods you are looking for, thus getting your deck off to a good start.

 Maggie Harris is an engine for most horse-based decks, whether they are robotic or normal. She can, however, only lasso horses found in the discard pile. Even if your first five cards contain a horse, Arthur can seed the discard pile with the next five cards to corral plenty of horse flesh to power the inevitable calling of the cavalry

This deck by Harlath uses Arthur to set up Maggie and Irving to power a fast escalation. Try it using Arthur in your starting posse instead of Henry Moran.

Morgan Stables allows a cunning, but ultimately cowardly, Entrepreneur player with a legendary holster to rush in and bushwhack some hapless dude. But this strategy only works if you can get your hands on the corrupting leatherwork. Doomsday Supply can help by letting you grab the holster from your discard pile even in a shootout.

This deck by AtotheJ can be updated from it’s Top 4 GenCon finish in 2019 to accommodate the most latest Doomtown expansions and swap out Kyle Wagner for Arthur.

Gadget decks can also use discard pile interactions. The Smith and Robards and Gadgetorium outfits both need gadgets in hand to perform. But if you don’t draw a gadget in your starting hand, you can be at real disadvantage. As such, many gadget decks play discard pile interaction. For example, you can kick start your economy by putting on a Technological Exhibition to invent a disgenuine currency press before your opponent can block you. 

This deck uses both tech expo and doomsday supplies to play gadgets quickly and power up Nicholas Kramer and set up a hearts straight flush using decimator array. Swap out Willa Mae MacGowan for Arthur.

Welcome to Deadwood is currently available for pre-order with your local store or online here.