Introduction to Doomtown’s Starter Decks

Introduction to Doomtown’s Starter Decks

by Rich Carter, Lead Designer – Doomtown

, the customizable card game set in the Weird West Deadlands universe, features players assembling a gang of dudes to represent a faction, and attempt to gain control of the town. The game features a combination of board game like movement, economic development, and poker as the underlying combat mechanic. Unfortunately, the most complicated (and arguably most important) part of the game happens before the game even starts – deckbuilding. This continues to deter new players from taking up the game.

More players is just simply better for any game. As such, we here at Pine Box Entertainment want to make it easier to at least get a taste for the game, confident that the quality of the experience will leave new players eager for more. We have partnered with DriveThruCards to make playable decks available for order (one for each faction), with additional “flex packs” for each to introduce a degree of customization to our prospective new players.

“So Rich, what is in these decks?”

We came up with several deck-building parameters for these decks, so that they should be approximately evenly matched against one another. We then turned the actual deck designs over to the fanatic volunteers of our playtest team. Each deck is built on a 15-13-11 value structure (fifteen cards of one value, thirteen of another, and eleven of a third) to give a good default for shootouts. Each deck also features about 10 cards scattered across each of the four suits to demonstrate the interplay of dudes, deeds, actions, and attachments. Starting posses should not have more than one upkeep while leaving each player with 2-4 ghost rock in their stash. The goal is to start five dudes, four influence, a stud, and a bullet catcher (1 cost dude to absorb first early incidental casualty). To promote variety, each deck was not to have more than 2 copies of any particular card, and have 3-5 Cheatin’ Resolutions to highlight that mechanic. Finally, each faction deck was assigned two values to feature (as their 15 and 13 values), again to spark variety in deck design and a broader spectrum of cards for players acquiring all six decks.

As an added bonus to both our loyal fans and completionists, we used as many promo versions of cards as we could get away with, as well as cards from the Pine Box era (There Comes a Reckoning and Too Tough To Die). Finally, for the rest of the cards, we went in and made new flavor text, that reflect ongoing storyline results.

These decks, and their strategies can be found here.

Bluffing in Doomtown

Bluffing in Doomtown

by Joe James

With the 2019 Doomtown World Championship in Tombstone, AZ just around the corner, there’s no better time to talk about arguably the most crucial poker mechanic: bluffing! Most games with some aspect of hidden information can lend themselves to bluffing. Simply defined, bluffing is an act of deceit to misrepresent ones abilities or intentions. Sometimes you want to represent strength when you are weak, and sometimes you want to appear weak when you are actually strong. Whether you wish to employ bluffing tactics yourself, or simply be on the lookout for bluffs from other players, knowledge of bluffing strategies in Doomtown is crucial to success.

Bullying with Weak Dudes

Perhaps the best example of bluffing in Doomtown is being aggressive with a weak dude against one or more strong dudes. You move your single, low bullet draw dude to a spot with one or more big stud dudes, hopefully resulting in a callout. Or perhaps your draw dude calls out a big stud dude at a deed where your dude has no adjacent friends to join his pose. Similarly, that draw dude initiates a job such as Kidnappin by himself against a scary posse of potential stud dudes.

In any of these cases, your opponent will have some thinking to do, because there are a lot of reasons one might do this:

– You may have cards in your hand like The Stakes Just Rose to pull stud dudes into the shootout, or make your draw into a bigger stud with a Bowie Knife.

-Your hand may contain powerful shootout and cheatin’ resolution actions to decimate any stud opposition, thereby leveling the playing field. If your deck is tightly structured, you could even swing the advantage to your favor.

– Perhaps more nefariously, you have a card like Takin Ya With Me, and you expect your dude to take out an opposing dude along with himself.

-Maybe your opponent needs to boot most or all of their dudes into the shootout in order to join, thus pulling a bunch of their dudes out of position. Possibly you could have some Unprepared’s in your hand, and you simply want to boot down the opposition. This is where tracking board position, control, and influence become important. Your opponent may win the shootout, but if you can stroll into their deeds unchecked to deny their income, or even seal a win with captured control points, then your (potentially small) sacrifice was very much worth it.

– Depending on the game state, it may simply be a last ditch effort ‘Hail Mary’ because all other options have been removed. This is usually very obvious, and is a follow up to previous losses.

-The last reason is a pure bluff where you hope your opponent assumes one of the above scenarios will happen. Fearful of such results, they simply go home booted. Of course, that is a very risky play to make, as once you issue a call out or run a job, all they have to do is accept or oppose. Unfortunately, by then it’s too late for you to back out (unless you have a tricky card like Make the Smart Choice ).

Sometimes it is in your interest to simply move a dude unbooted into a location to feign strength. If I’m planning for all my dudes to remain at my home for the turn, I will often put a dude into the Town Square or an adjacent deed. IÕm banking on the assumption that my opponent will either not want to chance a shootout because they aren’t ready yet, or that they will fear tricks in my hand and don’t want to risk the shootout. If they call my bluff and call out my dude, I’ve lost nothing other than my dude being booted at home instead of unbooted. But since I didn’t plan to use that dude anyway, I’ve really not lost anything. In fact, I’ve only gained information that my opponent is signaling that they feel strongly positioned for shootouts, or at least strong enough to deal with my little draw dude and any tricks I may have in hand. Of course, they could also be bluffing, but calling out a bluff with another bluff is a risky play. My bluff cost nothing more than a booted dude at home, whereas theirs could result in a shootout. This is where information like cards in discard (both individual cards and draw structure), number of cards in hand, game state, and any previous shootouts all factor into how you can read your opponentÕs choices.

Cards in Hand

Speaking of cards in hand, this is one of the most necessary tools for bluffing. If you look at all the reasons above on why a solo draw dude plunges headlong into an army of studs, most of those reasons require specific cards in hand. In fact, without any cards in hand, most bluffing options are removed. If you have cards in hand you wish to eventually play (such as a deed or costly dude), then keeping them in hand until the absolute last minute is generally the best play. As noted above, having no cards in hand means your opponent can cheat to their hearts content (assuming no on-the-table cheatin punishment). For that reason alone, having no cards in hand is risky unless you can safely avoid shootouts for the rest of that day. Other than keeping your opponent guessing if you have cheatin’ cards in hand, cards in hand affords you bluffing options. Even if you have no intentions of bluffing, it’s always good to keep your opponent guessing! In some cases where your opponent is being very conservative, they may pass up more opportune plays in fear of what you may have.

Discard Pile

Depending on what cards show up in your discard pile, you may be afforded opportunities for bluffing. If my first lowball reveals a 4 or 5 of a kind, I may be able to act as if I’m very confident in early shootouts, even if I actually have a loose draw structure. Normally in a loose deck I may need to first build up attachments, or if I’m playing a slide deck I may want to avoid shootouts all together. But having a few turns where the opponent hasn’t caught on yet might let me position myself as if I’m ready and willing to shoot out of the gate.

In a different example, say that I’m only playing one or two of a card like Takin Ya With Me, or only 1-2 cheatin punishment actions. If those cards show up relatively early in the game in lowball, I may attempt to act like there are more in the deck and they are in my hand. You can get away with some serious bullying of dudes if they suspect a Takin Ya With Me, or you might scare your opponent into not cheating at all costs, in these two cases. That is, at least until your opponent has gotten to see more of your discard, or gotten to experience a shootout or two against you.

Starting Gang

You can also bluff with the dudes you choose in your starting gang. Shooter decks tend to start the most studs with lowest cost and upkeep possible, while packing enough influence to not lose early to a flood of control points. For slide decks that don’t want to immediately appear as slide, or decks that want to feign aggressiveness, you don’t necessarily want to start only dudes optimized for slide. For instance, if I see Androcles Brocklehurst in my opponents starting posse, I immediately assume they are playing slide, and will be absolutely shocked by any other possibility. Some factions, such as the Anarchists, can be sneakier about their slide status. DoomdogÕs runner-up deck from Worlds 2018 serves as a good example. The starting posse indicates a potential slide deck:

– no starting studs or upkeep
-decent influence
– reasonable amount of starting ghost rock
-starting a deed that slide decks can immediately utilize.


This deck can quickly generate studs, but upon first glance an opponent could easily mistake this deck (which is nowhere near slide status, and can shoot very well) as weaker than it is.

Here is one of my decks that at first looks like a shooty deck, while actually intending to generate lots of ghost rock and pump out deeds. It takes the exact opposite optics of DoomdogÕs deck, and with the presence of Jen, looks like it could be a typical shooty gadget deck from the Gadgetorium. In fact, it has a very loose structure dependent upon building up lots of ghost rock, and at least one Force Field and other supporting gadgets. If I got into an early shootout, that usually meant bad things for me, as I needed to first build up lots of economy and gadgets. I would have much more strongly preferred to start Arnold Stewart in place of Jen, as that removes my upkeep and allows me to fish for the out of town deeds that are crucial to the deckÕs economy. I explicitly put Jen in there instead to appear more shooting capable than I was. It was my hope that this would buy me some time for my deeds to go uncontested. I will say that in a majority of my games this bluff paid big dividends, as most of my opponents gave me a much wider berth than they could have, leaving my deeds uncontested. A 2-bullet stud Jen with Decimator Array is normally a potentially scary thing with any decent draw structure.

Countless Other Bluffs

Depending on the game state, cards, and deck archetypes used, there can be a variety of bluffing opportunities that can arise during a game. I tried to cover the main areas where bluffing is most common, but what did I miss? I’d love to hear on the Pinebox Forums about your favorite bluffing stories. Until then, I look forward to slingin’ lead with those of you fortunate enough to make it to Tombstone this year. And, of course, I can’t pass up the opportunity to play at least one game of poker (with plenty of bluffing) in the town made famous by Doc Holliday and company – hope to see you there!


Gather Round: Entrepreneurs in Out for Blood

Gather Round: Entrepreneurs in Out for Blood

by Anders Kernel and Benni Byg Ulbrink

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

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

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

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

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

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

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

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

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

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

Law Dogs in Out for Blood

Law Dogs in Out for Blood

by David Avery

Out for Blood Pine Box Entertainment’s latest expansion for Doomtown, features some new tricks for the Laws Dogs: a new outfit, a zombie, plus a new Sherriff.

Law dog’s mad science has always faced three problems: tempo, influence, and bounties. As the forces of law and order move beyond Tombstone and into the greater Deadlands, the Agency has made their top-secret weapon test facility Fort 51 available to the ‘Dogs. The Law dogs already have two outfits that can bounty up opposing dudes. The need to either boot one or more dudes, or catch your opponent cheating, nevertheless limits the efficacy of these outfits. The Fort, combined with Quincy Washburn and a ready supply of gadget weapons, lets you keep putting out bounty. Janosz Pratt also works with the Fort by making dudes wanted from a standing start. The noon action helps alleviate tempo stopping hand jams and keeps your deck flowing.

Meanwhile, Reverend Endicott joins the ranks of ecclesiastical Law Dogs. The good reverend combos well with Father Tolairos to build a Miracle digging engine. Alternatively, just leave the bounty on your opponent’s dudes and fuel the Arsenal.

Classic Deadlands: Doomtown had plenty of lawmen who didn’t let death stop them on their quest for justice. Tombstone Frank, Sherriff Coleman, and of course Andrew Lane (aka the Ghost himself) were all law men battling their manitous as well as outlaws. Sgt. Elijah Clay now joins these harrowed lawmen. He’s expensive, but with the right setup he overcomes having the sun in his eyes, faster on the draw, and other nasty shootout shenanigans.

Law Dogs players have long yearned for a deck that plays around the iconic, but underwhelming tin star. With Out for Blood, that all changes. Enrique Dos Santos wears his tin star with pride, allowing him to threaten any isolated dude. He’s also nasty as he runs ‘em down. Not everyone is a fan of tin stars. Heck, Jasper Stone makes a hobby of collecting them. Enrique can work, however as a possibly unwitting agent of Stone.

Normally Enrique has to go looking for trouble, but with You’re a Daisy if You Do he can stand in town square and wait from trouble to come to him. It’s particularly useful for the Law Dogs when opposing their old foes in the Sloane gang or Desolation Row who can no longer hide at home with their control points.

In Tombstone, Wyatt Earp leads the forces of law and order. Wyatt plays into the aggressive early push that has typified Law Dogs decks since Blood Moon Rising. The more cops who get sent to an early grave, the angrier and cheaper Earp gets.  Earp can go to toe to toe with any of the other faction leaders, giving as good as he gets. He rounds out the already strong Law Dogs cheatin’ punishment theme. Combined with Hattie Delorre, and faster on the draw, you can punish your opponent even more aggressively than ever before. Heck, as long stud bullet advantage with a kings-based deck, Wyatt becomes even more fearsome when facing down opponents at point blank range.


Outlaws in Out for Blood

Outlaws in Out for Blood

by Laura Marie Scott

Welcome to a strategy article full of spoilers!  That’s what happens when you mention all the cards in your article to Pine Box, before they finish setting the spoilers.

The Outlaws in this this third set from Pine Box set are an interesting mix of dudes. Whether you want to play for a Badge or just for fun, there’s a little bit of everything. We have a new Harrowed, a high cost stud, an impressive huckster, and a possible new starter.

Did I mention the new outfit? It’s been spoiled before actually, during GenCon last year when the first acrylic version was my Top of Faction prize.

Multiple fun ideas for this Noon, Boot ability. Jonah’s Alliance is great for controlling locations as it allows you to turn draws into studs. Outlaws have a lot of high bullet, cheap draw dudes. In Outlaws think Buford Hurley, Frank Stillwell, or the new dude spoiled just a little later in this article Remember the same sort of numbers exist in drifter dudes as well, the home pairs well with starting Henry Moran, Travis Moone, or Jacqueline Isham (without needing her react). In a turn or two you easily wind up with a cheap 3 or 4 stud suddenly controlling that one deed your opponent just cannot function without.

As for the second part of the ability, anyone want to use the myriad of free hexes in the game for this? Pick from any of the low difficulty hexes usually seen in Outlaw decks (Bedazzle, Fetch, or Forget, for example) to shut down any number of on table shootout bonuses or cheatin’ actions for free…from anywhere on the table. The ability even works to stop the ever dangerous Legendary Holster. I’ve made a couple fun, updates hex/shootout decks with this home. I look forward to seeing what other players come up with (look for/post decks to share at Doomtown DB).

Johnny Ringo is one of the Outlaw cards that’s already been spoiled. He’s part of a design set of high cost dudes with influence and no upkeep (you’ll notice some in the other gangs). He’s more expensive than our other three 8 value dudes, but I think he’s worth in include an that value. One option is to put him in a Desolation Row deck — once the ghost rock starts flowing — you can pick off the rest of your opponent’s posse, because they cannot add the extra bullets from their non-shooters. Another option, if you like Legends, is throw him in a deck with Jasper Stone. Once Johnny’s in play and Stone uses his ability, he’d be a 4 stud, before any weapons, against a posse that can only use their shooter’s bullets and cannot affect Johnny’s with anything (unless he’s cheatin’). With his high cost, he’s also a good candidate for A Piece of the Action. Pack your deck with him, A Piece of the Action, and Shotgun and you suddenly have a 3 stud, 2 influence dude with a Shotgun for 4 ghost rock. Hard to beat that economy of scale.

Speaking of candidates for A Piece of the Action, look at our new Harrowed dude, Curly Bill Brocius. Play him in Protection Racket to keep your opponent locked out of Town Square or in Desolation Row to make the casualties stack up. If you really want your opponent to groan over his React, remember the Curly Bill is on a Q value. Add No Turning Back or Takin’ Ya With Me. The increased destruction, along with his casualty soaking Harrowedness, makes him one nasty dude despite the expense.

Spoiler! Meet Big Nose Kate. At 5 cost with 3 bullets (draw), 1 influence and no upkeep, she’s versatile and solid for anyone wanting to use Shotgun trickery since with her ability you can get her to 5 bullets without a whole lot of work. She’s also fond of Pearl-Handed Revolver. Play Bowie Knife or Winchester Model 1873 instead and you can get to 6 stud for 1 additional ghost rock.  Kate can also generate the bounty to get the bounty machine started. Try pairing her with Makaio Kaleo, Esq. for more fun and then watch the Aims brothers make a name for themselves or use Milt Clemmons to build you a nice pile of ghost rock. Don’t discount Kate’s discard ability either. It’s good for cycling cards in the early game, just give the bonus to whoever is handy, even if that’s herself or your starting stud.

Also joining us in Tombstone is Violet Esperanza, a 2 stud, 2 influence, highly skilled Huckster (2) at 6 cost and 3 upkeep. On a 10 value she meshes well with the staples Shadow Walk and Unprepared. Combine her with Kidnappin’ or Curse of Failure and any number of cheap hexes and she becomes a threat to kill, on top of her job effect.  For a change of pace, the Outlaws can play like Fearmongers, instead of our traditional low value hex decks, with her Blood Curse is passable on a 7.

Strategy wouldn’t be complete without pulling in at least one card from the other suites. I present to you Test of Wills. This no cost action on a King is good for any shootout deck. Or any deck.  Got an empty slot left in your deck design? Add this King to your deck for the ability to boot an opposing card. A great companion piece to any suicide run (to boot out their influence) or in a situation when someone has several different actions on goods on the table (Jael’s Guile, Flame-Thrower, Turtle’s Guard, etc.). If you’re opponent is playing Walk the Path, they will hate this card.  On top of those beautiful ideas, the react is the perfect style to stop Pistol Whip and Carter’s Bounties.

To be fair, if you’d rather ruin the Outlaws’ day, just read this spoiler on Bird Cage Theater.  You don’t need me to tell you how much these dudes will hate that card.

That’s Just My Game

That’s Just My Game

by Joe James

One of the many things I love about Doomtown is that at any average sanctioned event, even high-level tournaments, you will find a healthy respect for both the competitive and fun aspects of the game.  Everyone has different definitions of fun – some people really like the chess and outmaneuvering an opponent, while others see decks that avoid shootouts as not fun.  In the end, however, the existence of slide, control, and a hundred varieties of shootout decks all come together in a delicate and intricate balance.  You might not like it when people play slide, but the game would look and play very differently without it.  I’m one of those folks that usually prefer not to play slide, fortress, or similar decks, but I’m glad they are played.

However, sometimes you have to choose evil, even if your intentions are good.  When I picked my deck for the 2017 GenCon ‘Evil is a Choice’ event, I went about as evil and dirty as it gets:  Showboating + Nicodemus Whateley + Ezekiel Grimme.  Grimme was a brand-new evil, while the other two have since been errata-ed or banned. Clearly, I wasn’t the only one who recognized that evil cocktail!  The deck, my thoughts, and a tournament report can be found here:

I was fortunate enough to win that event, along with the great of honor of naming an upcoming Legend.  Going into the event I had no plans for the ‘what if’ of winning. So, while taking the event was a pleasant surprise, I didn’t have to think too long to know what card I wanted to see:  Doc Holliday.  There is no cooler dude in Tombstone!

I was also in the unique position to not only name this card, but also playtest it when the time came.  I have to be honest:  my first impression of this card was that it seemed rather uninteresting, and not something I really looked forward to testing.  If you are having similar thoughts as you first look at this card, saddle up and delve into the options with me.

Doc marks our second spell-based Legend.  Unlike Grimme, however, who can support a more passive or controlling archetype, Doc Holliday is all about shootouts.  Not only does he demand shootouts, but he also decrees that your spellcasters actually join the posse!

As long as you remember the shootout ability can use any spellcaster, and is not limited to your own posse, then the trait and ability are rather straightforward.  With that, let’s explore some ideas with this relatively cheap (1 ghost rock) Legend.  My first thought for this Legend was hucksters + shotguns.  Hucksters are no stranger to the low-value hex + shotgun builds, especially with the supporting cast of cards like Corporeal Twist, Nightmare Realm, and several shootout-oriented Sloane hucksters.  These decks directly benefit from, without modification, by Doc, as long as you have at least one huckster with a rating of 1 or higher.

Also note the 4-bullet maximum on your dude targeted by Doc.  This Legend allows for a reliable way to hit that ceiling every turn, whereas without Doc it’s more difficult to find a 3-bullet dude to attach the shotgun to.  Add a bullet catcher to your starting posse like Darragh Meng, and you can reliably turn literally any dude into a 4 bullet, shotgun-toting terror!  For Fearmonger possess, using a combination of Zeb Whateley-Dupont and Valeria Batten, with the shotgun on Zeb, gives you another consistent 4 bullet dude.  Combine that starting gang, run out of The Sanitorium, and throw a single Corporeal Twist onto your huckster to reliably shotgun value 7 dudes!  Despite being a 6-card combo, you start with 4 of them in play.

Outside of shotgun, the ability to dynamically raise bullets when you need them once each turn is not to be underestimated.  Throughout playtesting, I often failed to see a shotgun, but was always pleasantly surprised to get an extra card or two in my hand from bumping up my stud.  Law Dog Blessed decks can use the extra bullets to great effect with Father Tolarios, using his 2-skill rating to either buff another main shooter, or turn himself or Padre Ernesto into a solid 2 bullet stud.  First Peoples have great starters in Black Elk and Eva Bright Eyes, and combined with a favorite starting shaman of Enapay, you have a reliable 3 or 4 stud, respectively!

Beyond simply drawing more cards into your shootout hand, there are plenty of other uses in cards like Outgunned, LeMat Revolver, Point Blank, or any other host of cards revolving around bullets. This Legend is not particularly complex, but there are lots of interesting options that it can open up, and if you give it a try, you’ll find it’s more fun than it might seem at first glance.

Speaking of casting spells, check out this fantastic upcoming hex!  High value, 1 ghost rock, easily passes its own difficulty, and some potent effects – you can’t ask for much more in a spell.

Unlike Doc Holliday raising bullets on a dude, who can potentially have their bullets then lowered, this hex will throw “phantom” bullets into the mix.  Once successfully cast after choosing an opposing stud dude, for example, that one bonus stud will be there come shooter-choosing time, no matter what else the opponent does the rest of their shootout actions (assuming the dude stays in the shootout, or doesn’t get changed to a draw).  Now imagine having two or three of these, and you can see the potential this card brings to shooty hex decks.  Cards like Longwei Fu and Auto-Gatling have proven  their power over the years, and Malison is sure to join their ranks.

However, there is an interesting choice when considering the second part of the ability:  do you choose the stud in the opposing posse to get a better shootout hand, or do you choose their dude most likely to take casualties to cash in on that permanent influence?  It will depend on how confident you are, and the situation on the board.  Unlike Longwei Fu and Auto-Gatling, this doesn’t guarantee a stud bonus unless the opponent has a stud, but to make up for it you have the interesting choice with a potential permanent influence gain.I’m a big fan of shooty hexes, and very much looking forward to this card that offers several interesting choices.

This interesting card fits somewhere between a targeted removal and a chess-like maneuvering action.  With your unbooted stud in the town square, you can move any dude from anywhere in the game to join you.  For dudes with more control points than your dude, which are always problematic, it’s a forced callout. For other dudes, they either have to accept, or go home booted. In that way, if you have the upper hand, you can bring dudes from out of town, or other hard-to-reach locations, and send them straight home (assuming the opponent also agrees that you have the upper hand).

By itself, this card is certainly interesting, albeit only works with the help of your unbooted stud in the town square.  However, when you combine this card with the likes of Rope and Ride, We Got Beef`, and especially Full Moon Brotherhood, then you can do some fun and devastating things with your call out.

This is another card that a wise opponent will have to watch out for if they see 10’s, and always keep in the back of their mind while maneuvering around town.  It also makes a great one or two off-value splash, to surprise your opponent at the most opportune time.