Announcing Doomtown: Weird West Edition

Announcing Doomtown: Weird West Edition

Weird West Edition

 

  • New ways to play with your existing collection, including Solo Play, Co-Op, 2v1, and more. 
  • Doomtown Goes Digital: Play online with our new officially supported platform: Doomtown: Online! 
  • The Latest Rules Revision: All of the latest updates, including new ones, to keep Strategy and Fun at the heart of Doomtown. 
  • 100% compatible with your current Doomtown collection.The original Deadlands: The Weird West card game is getting a new base set and a refreshed environment; stay tuned for the Kickstarter launching August 17 by signing up here.

“The Year is 1876, but the history is not our own…”. This was how Pinnacle Entertainment Group’s Deadlands role playing game was introduced way back in 1996. AEG (Alderac Entertainment Group) licensed the alternate history setting and in 1998 created a collectible card game that would inspire an incredible fan base.

AEG relaunched Doomtown: Reloaded in 2014, and in 2016, Pinnacle and Pine Box took over to expand and support this beloved game and its die-hard community. 

So much has been accomplished since then. Pine Box’s first expansion, ‘There Comes A Reckoning,’ was funded through Kickstarter and brought Doomtown from Deadlands’ the Great Maze to the rest of the Weird West. This initial expansion introduced cards for four of Deadlands’ big bads, the “Servitors”, as well as key characters such as Morgan Lash and the Cackler.

We didn’t stop there though. Through player driven storyline interaction, Pine Box took Doomtown to the town of Tombstone, Arizona, creating a trilogy of expansions aptly titled “Too Tough to Die,” “Out for Blood,” and “Hell’s Comin’ With Me.” The team and players walked the boardwalk in Tombstone itself at our 2019 Doomtown Destination Event. In 2020, we continued to explore the Weird West with our latest expansion, “Welcome to Deadwood,” bringing our unique card total to 269 new options for players to enjoy. 

A New Base Set

On August 17, 2021, Doomtown: The Weird West Edition will come to Kickstarter to usher in a new era for this beloved property. Doomtown is a deep, strategic, constructible card game that features unique movement and poker-driven combat. For those unfamiliar with Doomtown and its current iteration, you read all about it here.  

At the Tombstone Destination Event, our design team discussed the current status of the player base and card pool. Two issues needed to be resolved: 

  1. Cards inherited from the AEG era of the game, such as Unprepared and Calling the Cavalry, had become problematic for the game.
  2. A large cardpool and old, out of print expansions were making it difficult to add fresh blood to our existing posse of players.

After much discussion, we decided the best way forward was to create a new Base Set.Shortly after our meeting in Tombstone, work began on it in earnest.

This new Base Set serves as a launching point for new and existing players into the latest evolution of the game. For the Standard format of Doomtown organised play events, all cards from the AEG Base Set to “Blood Moon Rising” will no longer be legal for tournament play. Some legacy cards will be removed while others will receive an update, clarifying rules interactions and balancing effects that proved problematic in their original iteration.

The following sets will remain legal for Standard tournament play: There Comes A Reckoning, Too Tough to Die, Out for Blood, Hell’s Comin’ With Me, and Welcome to Deadwood. 

The AEG era will still be supported as a Legacy format that includes all expansions, which can be found listed here

Fear Level/Town Square Markers, Solo play, Co-op 2v1 story scenarios, Multiplayer

 Not only are we introducing a new Base Set, we’ve got much more to offer as we continue our exploration of the Weird West beyond Gomorra and Tombstone into Deadwood, South Dakota!

The new Base Set includes four new variants of play, including:

  • Introduction Mulligan
  • Clock Timer Fear Level
  • Deadly Shootout
  • Town Control

 These options are sure to entice Greenhorn and Veteran players into alternative methods of play. For example, we implement an updated version of Classic Doomtown’s Fear Level. Instead of empowering Abomination dudes, this variant adds a clock timer.  As with all things Deadlands, Evil is a choice. Do you try and fight the encroaching darkness or choose to take advantage of it?

Tackle solo scenarios highlighting key facets of the game. You can also replay key storyline moments in a new 2v1 Boss mode:

  • Showdown at the Clanton Ranch
  • Showstopper 

But that’s not all, these scenarios feature the return of Event type cards from Classic Doomtown. While Events in Classic were part of deck construction, a separate Event deck will influence these scenarios.

What Else Is New?

Not only are there a variety of new ways to play, the rules are updating too, pardners! These changes serve both to make the game new-player friendly, while also clarifying potential issues for existing players. Some key changes include:

  • Kung Fu is now mechanically similar to Spells and Gadgets
  • Deed costs and production tweaked to promote town building and allowing for more Dudes to enter play
  • Problematic cards have been addressed, e.g. an updated version of “Unprepared”
  • Token Dude Statistics have been updated
  • Core Deeds no longer count against your Starting Dude limit

Last and certainly not least, more than 30 new cards join this set alongside many returning favorites.That’s just an overview of all the ways we think community feedback has helped us make a better experience for new players and veterans alike.

Pine Box UK

Our new UK partners at Inquisitive Goblin ensure the new Base Set, existing expansions, and future expansions will be available at an affordable rate to our friends across the pond.

Organized Play 

Our next Organized Play Series features a new Control/Influence dial, Revolver Faction Spinners, Stud/Draw Coins, and brand-new promotional cards. This is part of our upcoming Undertaker program where Pine Box Entertainment volunteer players receive various promotional items to distribute to their FLGS to promote Doomtown and other games.

 Story Plans

The continuation of Doomtown and the move from Gomorra to Tombstone created three major storylines:

-Stone and a Hard Place: The tale of Lucy’s fate and the hunt for her killer continues and concludes as the posse continues to avenge her (as told by Jason Pere)

-Twilight Protocol: The latest fiction by Jeff Bailey wraps up the Abram Grothe v. Mason Adler storyline originally presented through WildCards and currently being transcribed into fiction (as told by Ronnie Andrew Gouge)

-Aces Low: The tale of Jonah Essex traveling from Gomorra to Deadwood (as told by Owen Lean)

All of the current storylines will be wrapped up as Dave Hogg takes over as Doomtown Story Lead to bring us into a new era. All future sets will be designed in mind with the continuation of a main storyline and a more cohesive fiction plan for all players to follow.

Digital Plans

Through COVID-19, players have been able to enjoy Doomtown on TTS, OCTGN, and Untap, but we’ve also been working on an official browser-based online platform specific to Doomtown that features all the proper tokens, our gorgeous playmats, card packs, promos, animations, premium subscriptions, and more! This ensures the future of Doomtown contains a digital version that complements the physical cards and accessories. All backers of the Kickstarter will have access to this feature, and a preview video can be found here.

Previews

From now until the 17th of August, every Tuesday and Friday will feature spoilers of cards from the new Base Set. You can track spoilers and news on all things Doomtown via our various social media outlets listed here.


Why are we doing a Kickstarter?

We are going back to a Kickstarter for this project due to the success of “There Comes A Reckoning,” and also to create outreach regarding our existing product line. 

What’s to Follow?

On August 19, 2021, Pine Box Entertainment and our partners at Pinnacle Entertainment Group invite players to join us in the town of Deadwood for the 25th Anniversary of Deadlands, This celebration held during the Kickstarter campaign will feature the world championship Marshal of Deadwood event, a ‘Traitor’ variant round-up, Dueling in Deadwood, Greenhorn Shooting Range, Deadlands roleplaying sessions and a variety of expeditions in town. Check out the full schedule here pardners.

Doomtown will continue with future expansions and organized play for the standard and Legacy formats.Thank you so much to all our fans and players for supporting us and welcoming Doomtown into its next iteration.

Announcing Doomtown Online

Announcing Doomtown Online

by Aaron Schnabel

The wind sighs forlornly down the dusty street. Townsfolk hide behind wooden shutters and closed doors. Two groups face off from each other, the only sound the rustling of dusters and the clanking of spurs. The silence is sundered by the sound of a shot and chaos is unfettered. It lasts only moments, and yet to the participants, it seems to go on forever. When the smoke clears and the gunfire fades away, there is only one person left standing in the street…

Doomtown is a game of heroes and villains, cowboys and rustlers, magic and machines. The game’s mechanics meet these themes in an evocative fashion that few other card games have managed to replicate. Nothing compares to the excitement of maneuvering your dudes around town from one deed to another, hoping to catch your opponent off-guard and remove their influential dudes from play with a clever feint of movement and action. Sometimes it just comes down to the luck of the cards and hoping you can pull that 5 of a kind you so desperately need…

Playing Doomtown in person is undoubtedly the most fun and fulfilling way to play the game for the majority of people. But as evidenced by the entire last year, live play isn’t always possible. So where do gamers turn to get their fix when they can’t meet up at the local watering hole to sling some cardboard? The internet of course!

 

I played a lot of Android: Netrunner before getting more seriously into Doomtown. For A:NR, I played online via the fantastic website jinteki.net, which is easy to use via fully automating the various steps of the game along with the card interactions. Thus, I found playing A:NR online a breeze. Just create an account, pull in a deck, and away you go. No client to install, no messing around with downloads, etc.

 

 

So, one of my biggest wishes for the game has always been a clone of jinteki.net for Doomtown. When I started playing Doomtown, OCTGN was pretty much the only game in town if you wanted to play online. A lot of people have put a lot of work into maintaining the Doomtown module for OCTGN and I deeply appreciate their efforts. However, there remain severe barriers to entry with OCTGN that mean that it often feels like you’re spending more energy managing OCTGN itself rather than playing the game.

 

These obstacles mean that the client isn’t widely adopted, which makes it harder to play Doomtown when you want to. This last year has shown that we need robust, easy to use tools to engage in our hobbies and social gatherings when it isn’t possible to do so in person.

 

 

Frustrated with OCTGN’s limitations, I took it upon myself to update an old Tabletop Simulator mod that Blargg (our wonderful dtdb.co admin!) had originally put together. I got it  up to date with the latest expansions and, with PBE’s permission, posted it to the Steam workshop. I saw this as another avenue for people to play Doomtown, especially those that can’t or won’t use OCTGN. The mod has proven to be fairly popular, and I’m grateful that it has

 

gotten people playing Doomtown again, or playing for the first time. For me though, it’s always been a stopgap.

 

Similarly, Doomtown modules were recently added to untap.in and a couple of other online platforms. On one hand, this is great as it allows more people to engage with the game. On the other hand, it’s become a bit of a problem since the online player base is splintered between several different platforms.

 

 

In addition, PBE took on the challenges brought on by the COVID-19 pandemic and moved all of their scheduled 2020 tournaments online. This was fantastic as it gave people a chance to still play the game with officially sanctioned events and prizes. At the same time, trying to manage which platform players would use, mediating disputes if one player wanted to use OCTGN and another could only use TTS, etc. was an ongoing problem. it became clear that a single, unified platform that was easy to use and available to everyone was necessary to ensure the growth of the game and to bring the online community together.

 

As it turns out, Blargg had once already started building exactly what I’d long hoped for: a web-based, platform agnostic, fully automated game client for Doomtown. Rather than being based on jinteki.net however, it was forked from theironthrone.net source code, which uses javascript instead of clojure for the card automation.

 

For various reasons, he wasn’t able to finish it and bring it online. Thankfully though, someone else decided to step up, take that code base, and complete the project.

 

Thus, was born Doomtown Online. While not 100% feature complete, the client is already at a point where you can play a full game of Doomtown with a good chunk of fully scripted cards. You can even play with cards that are not yet implemented, as there are commands to allow you to manually manage the game state!

 

 

As soon as the project was announced on the Doomtown discord server, I knew I had to jump on board and help out wherever I could. I volunteered to set up a test server with the client on it, so that we could test features and games in a real environment. I learned how to use git and started fumbling my way through contributing card automations. Other people joined in to help with test automation, etc. We now have a small but dedicated team working on this project, rushing to get it to the finish line.

 

None of this would be possible without the hard work and dedication of the guy who started the project, who has held my hand through every step of my journey with it, and has shown great patience and excitement for the future of Doomtown. Known as trimm on the discord server, he’s been amazing to work with. I wanted everyone to get to know him a bit better, so we did a short interview:

 

 

What is your name, occupation and city of residence?

 

Milan Melisik (Melišík), senior programmer, Prague – Czech Republic (Slovakian by origin)

 

How long have you been playing Doomtown and how did you first get introduced to the game?

 

I think it was back in 2014. I had my eye on the game even before then, but was finally persuaded to pick it up by my friend janosikm. I have been playing it only against him since then. My first game against another opponent was in the OCTGN league against Prodigy and I remember being really nervous.

 

What is it about Doomtown that appeals to you over other card games?

 

My first card game was A Game of Thrones first edition. I was playing with my colleague who introduced me to card games. I fell in love with the deck building, but the second edition did not fulfill my expectations so I started to look for something else. Doomtown won because of the theme, unique deck building, and because I love westerns. The fantasy/horror was more like a bonus.

 

 

How did you first get involved in contributing to the Doomtown community?

 

Thanks to the Covid situation, and because our office was closed, I was not able to play Doomtown. Because of this, I decided to try OCTGN. When playing Doomtown on OCTGN, as a programmer, I saw a lot of opportunities for improvement. Also, because I wanted to learn some Python, I decided to fix some bugs, then add some small features and later big ones. That pointed me to the discord community which is great and helped me a lot.

 

What led you to decide to start the Doomtown Online project? Why start a new project rather than just improving existing ones (OCTGN, TTS, etc)

 

Even as I was improving OCTGN, I was aware of its shortcomings, especially that it was not available on other platforms. The TTS module is good, but I wanted to have a great level of automation which is not easily done on TTS. As I mentioned before, I started with the Game of Thrones card game therefore I was familiar with its online client (theironthrone aka throneteki).It seemed like perfect inspiration for the Doomtown client especially when I found out there already was an attempt to create it by Blargg, so a big part was already done.

 

 

What are the advantages of doomtown.online over the other platforms (OCTGN, TTS, untapped)

Since it is browser based, it is not platform dependent and therefore is accessible to a much broader player base. The background that is reused from throneteki has been proven over time so it was a solid base for the client. The level of automation, if done properly, can be a huge advantage, especially for new players.

 

What has been the biggest hurdle you’ve had to overcome while working on the project? What’s been the biggest success?

 

The single biggest hurdle was a first step to merge the older Blargg client version with newer throneteki and have a stable code that we can build upon. The greatest moment and feeling was when the client was deployed on the server and I was able to play it for the first time with my friend janosikm.

 

 

Anything else you want to share?

 

This project would not be possible without throneteki so I would like to express my great thanks to people who developed it. Also, I would like to thank Blargg, because it would take much longer if not for the older client version created by him. Finally, I hope the client will serve as an addition to the already great Doomtown game and that it will help bring in more players who can experience this gem of a card game.

 

I want to add a very special thank you to the wonderful people at Pine Box Entertainment. They have been supportive of this endeavour the entire time, and when they told us that they wanted to make it the official and sole online client for Doomtown it was exciting, humbling and daunting. Thanks to them for keeping this game alive and going.

 

 

So, when can you expect to join others in the dusty streets of Doomtown Online? Look for the official launch in August 2021!

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.

Hosting Effective Doomtown Demos

Hosting Effective Doomtown Demos

by David Orange

An effective demo BRIEFLY introduces a new player to a game. Demos should last no more than 15-20 minutes.   What follows is a sample script for introducing Doomtown. This script uses the Learn to Play decks found at:

http://pineboxentertainment.com/learn-to-play/

or

 https://www.drivethrucards.com/product/311410/Learn-to-Play-Outlaws

https://www.drivethrucards.com/product/311409/Learn-to-Play-Law-Dogs

 

or recreate these decks from your own collection using these decklists: Law Dogs vs. Outlaws

 

Preparation:  set out boards and separate control point and influence tokens, along with the different ghost rock denominations. Pull outfit card, starting posse, and each faction’s starting hand. Set the starting influences diagonal from each other in the left center of the play space.

 

Law Dogs starting posse: Law Dogs Outfit, Clementine Lepp, Philip Swinford, Tommy Harden, Erik Samson, and Willa Mae McGowan.  Start with 4 GR, 2 income, 4 Influence. Set the following cards aside to form your starting hand: Yan Li’s Tailoring, Winchester Model 1873, Sun in Your Eyes, Faster on the Draw, and It’s Not What You Know.

 

The Sloane Gang starting cards:  Allie Hensman, Clementine Lepp, Lawrence Blackwood, Barton Everest, Jacqueline Isham.  Start with 3 GR, 2 Income, 3 Influence. Set the following cards aside to form your starting hand: Charlie’s Place, Cattle Market, LeMat Revolver, Bad Company, and Samantha “Sammy” Cook.

 

YOU are conducting the demo. Use the paragraph breaks to allow time for the New Player (NP) to ‘breathe,’ take stock of the situation, and ask questions. Be aware of body language to slow down and let the NP know that you can take time to backtrack and clarify.

 

YOU:  Howdy, I’m YOU and I’d like to welcome you to Doomtown. You are trying to gain control of a western town called Gomorra where cowpokes good and bad use guns, steampunk gadgets, spells of all sorts, and death is sometimes just a minor inconvenience. 

 

YOU: In Doomtown, six factions vie for control of the town. Today, the local bad guys, the Sloane Gang, are in town, up to no good. Meanwhile, the Law Dogs have sworn to uphold the peace and thus put a stop to the Sloane Gang’s nefarious misdeeds.

 

YOU:  This is a demo, where we will go through two turns or ‘days’ in Gomorra. The first day will introduce the cards and their attributes, as well as the four phases of each turn.  The second day will culminate in combat via shootout. 

 

YOU:  You take the Sloane Gang, while I’ll take the Law Dogs. Go ahead and look through your deck.  What do you notice that is familiar? Different? 

 

YOU: Yes, we play poker here in Gomorra. 52 cards plus 2 jokers, with the 4 standard suits ‘numbered’ Ace through King just like you’d expect.  Except Aces are low and Kings high. Notice that some cards seem to show up more than you’d expect?  Yes, this looks like a regular deck of cards, but it sure ain’t yer dear ol’ Pappy’s poker deck. 

 

What if I were to tell you to draw five cards off the top of a regular deck?  Would you expect to get a good poker hand just by chance?  Now, suppose you got to draw a whole bunch more than 5 cards off the top, you likin’ yer chances better? Suppose I told you that just like good ol’ Draw Poker, you could discard and redraw some cards. Better yet, discard and redraw from the deck you’re holding? Even better, no? Deck construction is important, and hold that thought as you’ll shortly learn why. 

 

YOU:  Each suit serves a specific function in Doomtown.  Spades are the characters or Dudes that can move to locations and help you control the town.  Diamonds are those locations or Deeds that grant abilities, income, and yes, control of Gomorra.  Hearts attach to Dudes – either physical goods such as weapons, horses, or gadgets; or spells that certain Dudes can learn to use. Finally, Clubs are action cards that are usually one-shot abilities that you can use to spring tactical surprises on your opponent.

 

YOU:  Now, what is the most important thing that you’d like to know about Doomtown?

YOU: Correct, How do you win a game of Doomtown? For all the card play and movement, you win by having more Control Points than your opponent has Influence.  The blue circles on some cards represent Control Points, while the red circles on other cards represent Influence.  Notice how I’ve stacked the Influence tokens in the right center of the board.  Say I play Yan Li’s Tailoring. I gain 1 Control Point. No big deal, right? Now say during the game I gain several more Control Points. Notice how my Control Points exceed your Influence. That means you’d have to either gain more influence or take over some of my control points. That could mean a shootout. By the way, what’s a good way to remove Influence? Yep, shoot ‘em. Dead people usually don’t have much influence while taking dirt naps in a pine box six feet under.

 

YOU: Great, now we’re ready to play a couple of rounds of Doomtown. To ensure that we experience the most common situations, I’ve already hired our starting gangs and pre-built our opening hands.  The Sloane Gang is your “Outfit Card,” It is your ‘home base,’ where your Dudes start and enter play.  Each outfit has an ability that helps define your overall strategy and goals. The ‘18’ at the lower left is your starting money or ‘ghost rock.’ the ‘+3’ at the lower right is your income each turn. With your starting money you can hire up to 5 dudes for your starting posse, keeping any leftover change. I’ve already done that for you, so you can place those 5 dudes behind your outfit card.  Those dudes all together have 3 influence and cost 15 ghost rock, so you have 3 ghost rock left over. 

 

Most dudes are aligned with a particular faction. The enclosed star indicates dudes that work for my Law Dogs. Your dudes mostly have the crossed pistols of The Sloane Gang. Dudes lacking a faction symbol are drifters and are more willing to sign on with any faction. Notice we both have a gal named Clementine Lepp in our starting posses?  She’s a barkeep and if you’ve got the money, honey, she’ll serve you any ol’ time. In game terms it means that we can each play a copy of a dude. But each side can only have ONE copy of that dude in play at a time. 

 

Remember what I said about drawing and redrawing cards in combat, e.g. shootouts?  For now, just know that Dudes with silver bullets are studs and will let you draw more cards in shootouts. Brass bullets are draws and let you redraw cards after you’ve drawn your initial poker hand. We’ll revisit this more when we get to shootouts during the second turn.


YOU: Each turn represents one day in Doomtown.  Each day has four phases: Gambling, Upkeep, High Noon, and Sundown:

1)  Gambling determines who goes first each day, using a game of lowball poker. 


2)  Upkeep is when you collect ghost rock from your deeds, and pay your dudes’ upkeep to keep them in play. 


3)  High Noon is when most of the game’s action occurs as players bring new dudes and goods into play, maneuver around town, use Noon abilities, and get into shootouts. 


4)   Sundown is when victory is determined. If no one has won, then everyone gets to draw new cards, unboot or reset their cards, and get ready for the next day. 


 

YOU: Set aside your starting hand and posse, and go ahead and shuffle the rest of the deck a few times. Have you played card games such as Magic: The Gathering, Pokemon, etc. before? In a regular game, you would now deal yourself five cards as your starting hand.


YOU: Now we can play through two turns of Doomtown. Remember how stacked your deck is? Well, Pardner that would be a mighty unfair advantage when going against someone who plays clean.  So we start each day by playing a round of Lowball. It’s like regular poker, except the LOWEST hand wins. In this case, the WINNER gains the ante and also gets to go first, including taking the first action in a shootout. Place one ghost rock (the ante) in the center. I’ll do the same. Draw five cards off the top of your deck and reveal them face up.  [WINNER] gets the ante and is the WINNER for this turn. [WINNER] gets this token to remind us that they go first.

(This demo will assume that NP wins turn 1 lowball and YOU win 2nd turn.)

🡪 NP indicates New Player actions that YOU narrate as you alternate with your own actions.

 

YOU:  We now do upkeep and collect our ghost rock or income for the turn.  Notice that your Barton Everest and my Erik Samson have a “1” in the lower right corner. That means these dudes require payment every turn, otherwise they become unhired. If you can not or will not pay them, then they immediately go to your discard pile. All dudes with “0” upkeep stay loyal and remain in play once hired.  Since our outfits each produce three ghost rock each turn, that means we each gain two ghost rock for our stash.

 

YOU: Now we are in the High Noon phase of turn 1. There are six High Noon actions or plays: Shoppin’, Movin’, Actin’, Tradin’, Passin’, and Callin’ Out.  Note that Callin’ Out is the ACTION that initiates a Shootout. Thus a Shootout isn’t a play unto itself, but the RESULT of a Callin’ Out noon action.  This first turn, we will focus on the non-Callin’ Out plays. Turn 2 will see a Callin’ Out result in a shootout. If you choose not to perform an action, you can Pass. If BOTH players Pass one after the other, then High Noon is over, and we move on to Sundown. But if a player passes and the other player performs a non-Passin’ action, the turn continues and that player once again has an opportunity to make a play or take an action.

 

NP: Since you won Lowball, you get to play first. Go Shoppin’ for Charlie’s Place. It costs 3 GR, which you pay to the bank. Charlie’s Place gives you 2 GR income, which means if you control it at the start of your turn, you gain 2 GR in addition to the 3 GR from your outfit, minus any upkeep. Its blue poker chip enclosing a ‘1’ indicates that it confers a Control Point. Place its CP chip opposite my influence.  Remember that gaining control points helps towards winning the game. Right now, I have nothing to worry about, but if that blue stack exceeds my red influence chips at the end of the turn, I lose the game and vice versa. Place the card adjacent to your outfit card (doesn’t matter which side).


YOU: I will use a Shoppin’ play to bring a Deed called Yan Li’s Tailoring into play.  It is similar to Charlie’s Place in that it costs 3 GR, gives me 2 GR income, and also confers a Control Point. Likewise, I place it adjacent to my outfit.

 

NP:  Next, you can do a Movin’ action to move Clementine Lepp to Charlie’s Place. Unlike some other card games, in Doomtown you can actually move your dudes from one location to another. In general, when you move a Dude, they have to ‘boot’ – e.g. for the most part, they can’t move any more that day. But there are three ‘free moves’ that do not require booting.  You can move from your outfit’s home to an adjacent location on either side of the home. That’s what you just did with Clementine. You can also make a free move from your home to the town square.  Finally, from the town square, you can make a free move to any other location in town that is not your home. You will need to boot if you return to your own home location. 

 

On the other hand, you can move ANYWHERE in town (or even out of town if a deed indicates such), but you have to tucker yourself out getting there and thus usually end up booted.  This is an important trade off. Taking your time getting somewhere leaves you mobile and able to respond later in the turn. But, your opponent can see you coming and prepare for your eventual arrival. Conversely, a sudden movement can catch your opponent napping, but you lose the flexibility of mobility and options later on in the turn.

 

Read the text on Clementine’s card. This text stands alone without being prefaced by a word like NOON or SHOOTOUT. That means it is a trait that is always active throughout the day when triggered. Notice that Charlie’s Place has two bold-faced words at the top of its box: Public and Saloon. These are Keywords that can trigger abilities or traits on certain cards.  In this case, the Saloon keyword triggers Clementine’s trait. So go ahead an put an influence chip on her, and remember it counts as part of your total influence while she remains at the Saloon. Oh and notice that she can’t be called out there – everyone, good and bad, loves Clementine and the libations she dispenses.

YOU: Yan Li’s has a Noon ABILITY – it can give a dude an additional influence for the day.  So I “Boot” Yan Li’s by turning it sideways to indicate that I’ve used its ability and can‘t use it again until next turn.  I’m going to place a red influence chip on Philip Swinford. He’s lookin’ mighty fine as he now has an additional influence to her base of 1 influence. I now have 5 total influence.

 

NP: NP: Move Allie Hensman to the town square. Again, this is a free move and she remains unbooted.  

 

YOU: Outfits can have traits or abilities like regular cards. I’m going to boot the Law Dogs outfit and use its ability by also booting my Clementine Lepp. I can now make a dude Wanted by placing a Bounty (1 GR coin) on an opposing dude. A dude can accumulate multiple bounties.  If a bountied dude is discarded or Aced (permanently removed from play) by an opponent’s action, that opponent collects any bounty placed upon that dude. So this is one way to gain ghost rock. Clementine will place a bounty upon Barton Everest.

 

NP: Jacqueline Isham joins Allie by moving to the town square.

 

YOU: I’m not ready to engage in a shootout just yet. So I’ll wait and see what happens and PASS.

 

NP: Boot Allie to use her ability and gain a Control Point.  While you now have 2 control points, I have plenty of influence, so I’m not in danger of losing, yet.  


YOU: Once again, I Pass.

 

YOU: Now, boot your outfit and Jacqueline Isham.  You’ll get either a ghost rock or control point IF Jacqueline is still in the town square during Sundown. So place a green chip on her to indicate the provisional status.  While booted dudes are vulnerable to callouts (they can’t refuse as we’ll see next turn), I notice that the ladies are protected by Barton and his friends standing by at the ready at your adjacent home.

 

This first turn demonstrated the possible noon actions except Callin’ Out (we’ll get to that next turn) and Tradin’, which is simply transferring a goods from one dude to another. But for now, you pass, and that ends the High Noon phase and we move on to Sundown.

 

YOU: Now we come to the Sundown phase. We check for victory. I have 5 influence to your 2 control points. You have 5 influence to my 1 control point. The game continues. For Jacqueline Isham, I’d take the ghost rock for now. But you can sometimes apply pressure (or win a game) by taking the control point.  Noon effects now expire, so I remove Clementine’s Influence gained via Yan Li’s Tailoring ability. Go ahead and discard Samantha “Sammy” Cooke and draw back up to five cards. I choose not to discard, and draw one card to bet back up to five as well. Dudes remain at their locations, but we unboot/straighten all cards. That ends the first turn and your first day in Gomorra. We are now ready for Turn 2.

 

YOU: This second turn will set up a Callin’ Out action that leads to a shootout. We will do the shootout two ways. First, straight up pure firepower using only bullets. Following that, we’ll mitigate the lethality with various tricks and stratagems. Once again, we each put in a ghost rock for our Ante and draw five card, laying them face up for your lowball hand.

[this narrative assumes that LD wins lowball]

 

YOU: This time, I won Lowball, so I get to take the Ante.  We both gain two more ghost rock from our Deeds along with base 3 GR from our outfits, and still have to pay one upkeep. Thus we each gain four ghost rock.  

 

YOU: Again, I put Yan Li’s influence on Philip Swinford, who once more has 2 influence.

NP: Barton Everest goes Shoppin’ for a nice shiny LeMat Revolver. Pay the two ghost rock to the bank and attach the weapon to Barton by placing it underneath so that the plus one bullet is showing. This indicates while Barton wields the LeMat, he has a total of three bullets. While the LeMat’s bullet is brass colored, it adds one bullet to the owner’s type. In Barton’s case, that means the LeMat adds one STUD bullet and in a shootout, Barton will now draw 3 additional cards pending other modifiers. 

 

YOU: I boot my Law Dogs outfit and Philip Swinford to place a bounty on Allie Hensman.


NP:  Move Barton Everest to Charlie’s Place. As before, this is a ‘free’ move from your home to an adjacent deed, so Barton remains unbooted and free to move elsewhere.

 

YOU: The Law Dogs believe in “Peace through superior firepower,” so Tommy Harden goes Shoppin’ for a spanking new Winchester Rifle. I pay a ghost rock and attach it to Tommy. Its +1 means that Tommy is now a 2 stud.

 

NP: Boot Charlie’s Place to use its ability on Barton.  After downing a shot of liquid courage, Barton now has a total of five stud bullets. That means in a shootout, he’ll draw ten cards off the top without any further assistance. That’s like TWO hands to make one great one. YIKES! Put a +2 token on him as a reminder that the effects wear off during Sundown.


YOU: Patience is a virtue, and Tommy is a virtuous man. He will PASS.

 

NP: While liquored up, Barton starts consorting with some Bad Company. Playing that card gives Barton another three bullets, making him a fearsome 8 stud. In a shootout, absent any other modifiers, Barton would draw 13 cards off the top. Gulp!

 

YOU: I don’t like the way this is going, so time to put a stop to these shenanigans. Tommy Harden moves to the town square.

 

NP: Undeterred by the law watching her every move, Allie once again boots to gain another Control Point. You have a total of three Control Points.

 

YOU: This has gone far enough. So as a noon action, Tommy Harden calls out Allie Hensman. If a called out dude is unbooted, they can turn tail and run home where they become booted. Thus the advantage of cowardice is living to fight another day.  Booted dudes, however, cannot refuse call outs. So while Allie’s ability is powerful (remember gaining control points is the path towards victory), it is risky as it leaves her vulnerable to callouts.  She does, however, have friends to help her out.  But in formal game terms, Allie accepts the callout. This now leads to a shootout. We’ll do this two ways – straight up and with tricks galore.

 

YOU: The first step is to form posses. Tommy is the Dude who initiated the callout and is the Leader. Allie, the called out Dude, becomes the Mark.  Most dudes don’t like fightin’ on their own. So they round up a posse of dudes to help them dispatch the pesky varmints opposing them.  The Leader forms their posse first, followed by the Mark. Dudes at the shootout’s location do not have to move, and can join even if already booted. Dudes at adjacent locations can boot to join the posse, and as such cannot join if already booted.  Willa Mae McGowan and Erik Samson boot to join Tommy’s posse.

 

NP:  Dudes at the Mark’s location do not HAVE to join a posse, but can do so, even if booted. In this case, Jacqueline Isham joins to help defend Allie. Barton, sauced up on Clementine’s hootch, boots and joins the fun. Note that Jacqueline has an ability that “when Jacqueline joins a mark’s posse… becomes a stud.” Jacqueline now becomes a 2 stud.

 

YOU: Now that posses are formed, starting with the WINNER, one can play cards that say: SHOOTOUT on them. Again, both players conduct shootout actions until both consecutively pass.  We’ll first play this straight up without actions and both of us will pass.

YOU: First, each player declares their shooter, with the Leader declaring first. Generally, you’ll want your dude with the most stud bullets to be your shooter. I declare Tommy Harden as my shooter. Note that you can declare anyone in your posse as the shooter. They can be booted and don’t have to be the Leader or the Mark. Go ahead and make Barton Everest your shooter.  Now we tally up those bullets. Your shooter gets their FULL amount of bullets. That would be 2 for me and a whopping 8 for Barton. Other studs in your posse contribute ONE additional bullet, no matter how many actual bullets they have. So Jacqueline Isham currently is a two stud, but since she’s in a supporting role, she only adds ONE stud bullet to effectively increase Barton’s total to nine stud. For my Law Dogs, Willa Mae McGowan and Erik Samson each add one draw bullet to my posse. Since Erik is NOT the shooter, he only adds ONE bullet of his type, in this case a draw. Allie Hensman has two brass or draw bullets, but will only add ONE draw bonus to support Barton. This means that AFTER we each draw our full allotment of cards, we can each discard and redraw one card (you) or one two cards (me) to increase our chances of making an even better poker hand. 

 

YOU: You always draw a base hand of five cards. You then add your total stud bonus to the base five cards. So Barton gets to draw FOURTEEN cards. Tommy is a two stud, so he’ll draw SEVEN cards. The goal is to  make the BEST poker hand possible according to this hand rank chart. In general, a full house (rank 7) is the minimum hand you should expect to see in a competitive shootout. Remember, however, that our decks are stuffed to the gills with repeated cards, so four or even five of a kinds are not only possible, but quite likely to occur. Now see what you have the most of. Discard one of the other cards and redraw one. I’ll discard and redraw TWO cards.

NP: If you have a Joker (or two), you can use those as wild cards. But even without Jokers, you should have a five of a kind. Remember, we said this wasn’t yer dear ol’ Pappy’s poker deck.  Go ahead and keep your best poker hand, most likely five of a kind and discard the rest.  Jokers are a one time use and are removed from the game afterwards. So for now, if you have a five of a kind, keep it and discard the other nine cards, including any jokers.  If you discard Jokers, they can come back as you reshuffle and redraw your deck. Now that we each have our best five card poker hand, we lay them down and compare.

 

YOU: You have a five of a kind to my full house. Remember, there are only four suits in the deck, and at least one of your suits is duplicated. Thus, your hand is considered Cheatin’.  Notice that Barton’s text is a trait, it happens automatically when triggered. He therefore increases Cheatin’ hands by one rank. So your five of a kind is now considered a Dead Man’s Hand – the highest possible rank.  On the other hand, I start with a full house.  Both Philip Swinford and Tommy Harden have applicable traits.  Philip doesn’t have to be in the shootout for his trait to apply, so I discard a card and draw one into my hand.  Tommy’s trait means that my hand is now equivalent to a straight flush. That is two ranks below yours, 11 to 9. Thus I must take two casualties. Discarding counts as one casualty, but acing (permanently remove from the game) covers two casualties. I can either discard two dudes or ace one dude.  I will ace Willa Mae.  Now we decide if we skedaddle back home (booted) or stay for another round. But each round at least one dude from each posse remains, we go through the same procedure of making shootout plays and choosing a shooter – it doesn’t have to be the same as initially – indeed, if you discard or ace your shooter, you will need a new shooter for the subsequent round(s).  Now is a good time to send Allie home, since at home she (and those precious control points) are largely safe from further attacks.

 

YOU:  But let’s reset the shootout as it was originally.  What you just saw was how devastating stud bullets can be. It was very easy for you to get a top-flight hand that you knew that Barton could modify. If you were concerned about Cheatin’ punishment, you could keep your hand good, but legal, especially with using one or both of your Jokers.  Now let’s try the shootout with some trickery and stratagems. 

 

YOU: Posses remain as they were, and Barton comes swaggering in with a total of 14 stud bullets, backed up by a draw. Tommy has 2 stud bullets, backed up by two draws.  But now, I play a Sun In Your Eyes on Barton.  He loses two bullets, but more importantly becomes a draw.

 

NP: You can play a Shootout action if you have one or PASS.

[resolve as needed, main point is LD should easily win this, utilizing the Winchester’s ability]. 

 

YOU: I now play Faster on the Draw on Tommy to give him +1 bullets and a total of 3 stud bullets. In turn, Tommy chooses to affect Jacqueline loses who loses2 bullets and becomes a 0 stud. So now, while Jacqueline is still a stud, she can’t draw any additional cards as a main shooter. Nevertheless, she can add 1 stud bullet in a support role.

NP: Pass

 

YOU: Tommy boots both his Winchester and himself to gain yet another bullet, for a total of 4 stud bullets.

So go ahead and keep Barton your shooter. You’ll draw six cards and can discard and redraw up to that many (all discards at once, then all redraws at once). Allie doesn’t help. Tommy is a 4 stud, so he’ll draw a total of nine cards, and Willa Mae and Erik mean that after your original draw, you can discard and redraw up to two cards. 

YOU: Unless you top decked a full house or four of a kind (remember your jokers were either used or discarded last time), you’re now between a rock and a hard place. You keep either a pair, three of a kind, or if you’re feeling adventurous, two pair and then redraw as many as you discarded.

[check discard to see what you have most of remaining]

.Sooooo let’s play it out.

[Assume either cheatin’ FH or legal 3K for NP and a Legal FH LD]

Legal FH  to Cheatin’ FH [LD 8, TSG 8 🡪 Tommy 10, Barton 9 🡪 LD 2GR to play INWYK LD 10, TSG 5 etc.] 5 casualties etc. (can play It’s Not What You Know to lower legal hand by 1 rank to ‘break tie’ etc.)

Legal FH to Legal 2P or 3K rank 8 to rank 3 or 4 🡪 lots of casualties

TL;DR 🡪 Card draw is king.  Survive a round to deke out good cards/jokers etc. 

Emphasize the importance of spuds/bullet catchers vs. influence/studs etc.

 

Also point out the role of winning Lowball and first actions etc.

Wrap up demo here-NP should have seen all of the phases of a turn and all of the noon plays (not Tradin’).

–> Still interested and you have time? NOW you can play a game
(give ’em the option to ‘seed with the deed’ or straight up).

PRACTICE THIS SOLO and with an experienced friend/opponent.
If you can do this smoothly, you will have an effective 20-30 minute demo that shows off the core mechanics and plays of Doomtown.

 

As a wise teacher once said, “Teach your first day of the year with the wisdom and insight of your last. Teach your last day with the passion and enthusiasm of your first day.” So it is with gaming demos.

 

Some topics to consider for longer or subsequent demos:

  • Movin’ to out of town deeds or to an opponent’s deed
  • Changes to control and production/income via deed takeover
  • Experienced dudes and non-unique dudes
  • Jobs
  • Spells and Gadgets n pulls
  • Deck construction

Around the Deadlands: Doomtown Story in 2020

Around the Deadlands: Doomtown Story in 2020

As we previously presented Pine Box Entertainment’s plans for 2019, we’d like to now take the time to discuss the plans for Doomtown fiction in 2020. If you haven’t read it yet, head on over the Gomorra Dispatch and check out the standalone tale, “The Temptation of Brother Petrovic,” based on decisions made by you, the players, at GenghisCon.

Earlier this year, we featured a three story continuing the Tombstone storyline after the events that occurred at the Doomtown Destination Event in Tombstone, as detailed in “Falling Star.” Act I: The Aftermath, April 1882, Act II: The Search for Coot Jenkins, and Act III: The Castle, continuing the hunt for Lucy’s killer. 

The following is our plans for the Doomtown fiction team for the rest of 2020.

Jason Pere will continue these post Doomtown events that last left us with a posse heading to Gettysburg. Join us as the story leads back to Tombstone. At this point, Jeff Bailey will usher in a new chapter for the town too tough to die.

Owen Lean, in coordination with the UK Marshall Badge event, will bring us the first fiction on the path to Deadwood as we follow Jonah Essex and his new posse, determined by the players at GenCon 2019: Christine Perfect, Allie Hensman, Tonton Macoute. This fiction will also introduce a new character, “Dynamite” Jacc, created by Gen Con winner Chase Causey, and debuting this fall in the next Doomtown expansion, ‘Welcome to Deadwood.’

With COVID-19 currently placing organized play on hold, we continue to plan for fiction that will be based on the interactions this game offers it’s players, and thus plan further stories accordingly based on what events can occur later this year. Stay safe everyone and thank you for continuing to follow us around the Weird West.

Doomtown Update: COVID 19

Doomtown Update: COVID 19

Greetings Doomtown Players,

In the wake of everything going on in the world, we just wanted to say be safe. We’re very connected to our player base, and we’re here for you if you need anything. Regarding upcoming organized play with the Savage Lands Series, we will constantly update our calendar with entry dates moving to TBD (Rescheduled) in the initial column. Already, the Doomtown UK Marshall Badge Event has been rescheduled for August 22 and the Doomtown Texas Ranger Badge Event at ChupacabraCon has been postponed to August 15. For the upcoming conventions, we’re working on brand new demo decks to start giving out to all greenhorns willing to enter the world of the Weird West. We have contacted all the round-up organizers to advise them to use discretion and keep us informed in the coming months as their events are rescheduled. The Copenhagen Destination Event is very much being monitored, as it is the only Badge event on the schedule not tied to a convention. We urge you all not to make plans to attend until such time as we can definitely confirm that this event is indeed a go; there is a possibility it may change dates and location.

So, what have we been up to recently? If you’re following us on Patreon, you’re getting updates on our trip to GAMA Trade Show, some progress and background on My Little Demon: The Unglittering. Soon we will have some additional projects to talk about along with an upcoming Backwater fiction. We’re also hard at work finalizing art choices for the next Doomtown expansion, tentatively titled, “Welcome to Deadwood.” If you’re stuck at home with friends and family, drop us a line at pineboxentertainment@gmail.com if you’re interested in playtesting Doomtown, MLD, Backwater, or any of our other upcoming projects. In addition, we are in the process of reopening the online store at pineboxentertainment.com, which will soon feature Doomtown products and beginner/faction themed bundles.

We encourage all of you to game responsibly and hopefully we can join you sooner than later and get back in the physical community of gaming. Remember that Doomtown can also be played online via OCTGN, which has a dedicated channel on the Doomtown Discord server, with folks happy to help wrangle in new drifters.

With love,

The Pine Box Entertainment Team