Murdered in Tombstone: Outlaws in Too Tough To Die

Murdered in Tombstone: Outlaws in Too Tough To Die

by Mark Geisler

Here in Tombstone, the law just don’t go ‘round here. With Doomtown Reloaded’s latest expansion, Too Tough To Die, the Outlaws emerge as kindred spirits to Gomorra’s notorious Sloane Gang. These thugs and bandits have four new gang members to hire on, including some of the infamous Cowboys. The Outlaws also get a core deed geared specifically to their play style.

Ike Clanton talks big, but isn’t much of a shooter. Perhaps fitting since he’s best known for showing up to the most famous Wild West gun fight in history unarmed, or so he claimed in his defense. That said, Ike brings something the Outlaws have lacked, reasonable costing intra-faction high influence without upkeep. His ability to make select deeds Rowdy also plays well with the Outlaws strengths of controlling the town through force. By making a deed Rowdy, your cheap high bullet gunmen have the chance to take control of another deed even if they lack influence. Outlaws fielding Ike Clanton may want to serve Raven, currently the best Legend to synergize with Rowdy deeds.

The Outlaws in Too Tough To Die appear to have learned a couple lessons. First, when the going gets tough, the tough get going. Also, a gang has to stick together, and defend each other. Frank Stillwell has the ability to get out of shootouts he realizes aren’t in his favor. However, if he’s willing to help defend himself or another dude in your gang, he becomes unbooted while wanted. He becomes powerful after associating with Bad Company or using his Winchester Rifle. The Outlaws’ new core deed, Five Aces Gambling Hall, reinforces the theme of sticking together and defending each other.

Silas Aims has traveled a rough trail since the base set. His experienced version now works in decks playing the new 9 value cards. While his bullet bonus now caps at four from his bounty level, his stud status and point of influence represent improvements over his humble origins. He is a particularly good dude to experience up during play, and might level up early on if the Outlaw player uses The Fixer.

Larry “Sevens” Swift is an all around good huckster, and can help flesh out a hexslinging starting posse due to his skill point, influence, and zero upkeep. The best thing about him is his ability to boot an opponent’s attachment. This helps dudes with melee weapons, but can also prevent opponents from using what will trouble you most in a shootout. This stops acing cards such as Legendary Holster or a Shotguns, but can also prevent attachments with Cheatin’ Resolutions from being used on you.

That’s not all Too Tough To Die offers the Outlaws. Quarter Horses are great for Outlaws playing jobs, especially if they are targeting a location you wouldn’t want to leave after completing the job. Hostile Takeover is a great noon action for Protection Racket decks, while a Heist job can help the Outlaws gain cash and bounty. This deck puts the outlaws to work for you:

Influencial Ike · DoomtownDB


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The Spiritual Society: First Peoples in Too Tough To Die

The Spiritual Society: First Peoples in Too Tough To Die

By Joe James

Up until Too Tough To Die, The First Peoples (née the Eagle Wardens) have had an interesting place among the various archetypes of Doomtown. Their most widely known and successful tournament archetype was Spirit Fortress, which used Beyond the Veil to massively build up a single deed with totems. They would then use their dudes to bestow Nicodemus Whateley with more control points than the opposition could handle. Occasionally one saw Warden Blockade decks that controlled the town square, along with other spirit-oriented movement and shootout decks.

With the banning of Showboating, and the errata of Nicodemus Whateley, the Spirit Fortress archetype essentially disappeared overnight. Now the release of Too Tough To Die (2T2D) brings a whole new archetype, new life into existing ones, and even a new outfit.

Perhaps most exciting for The First Peoples in 2T2D are two new Kung-Fu dudes, Feichi “Suitcase” Lee and Matthew Rising Sun. Previously the faction had only one dude, Wei Xu and one drifter available for Kung-Fu starters. Neither of them were particularly impressive enough to make a solid Kung-Fu deck, but these two new dudes remedy that situation.

Suitcase can make pulls at 5 and below, but comes with a whopping 2 influence, stud status, and a cool ability. Matthew goes one better by making pulls at 6 and below, has influence, and also stud status. Most importantly, Matthew has a Kung-Fu rating of 3! This is rare even in the Anarchists. Among dudes with only 1 upkeep or less, only Longwei Fu fits this description. This high Kung-Fu rating allows massive combo potential, and also synergizes with with a new 2T2D technique, Monkey Goes to the Mountain.

Put them together, and along with the new outfit and you might have a deck that looks something like this: 

This deck takes advantage of Matthew’s high Kung-Fu rating for use with both Monkey Goes to the Mountain and the Zhu Baije Taos. It also starts a whopping 6 influence, which could be raised to 7 by swapping out Suitcase for Matthew. If The First Peoples see another Kung-Fu dude who can succeed at pulls of 7 or lower, the Tao of the Bull Demon King could see some heavy use with such high influence starting gangs. Or just give Matthew a pair of Nunchucks and cause some havoc!

Existing archetypes also gain some very exciting new cards. Alexander Sequoia is a major game changer for any First Peoples deck. A 4 ghost rock, 2 influence dude allows a lot more flexibility just by himself as he can free up a space that might normally require an influence dude, or even allow a previously unviable expensive dude. Imagine a Blockade type deck, like this one from the Worlds 2018 tournament:

Sequoia is a great match with Mariel Lewis, and together with Enapay as the main starting Shaman, the total noon influence for Mariel’s ability reaches a whopping 7! Add a couple of 1 ghost rock bullet catchers like Willa Mae and Henry Moran, and you’re still looking at the same starting wealth and income as the above deck. Swap out Mariel for Sequoia, and you’ll have a less aggressive start but a much better economic position for long term benefits.

Sequoia’s ability fits into other First People’s archetypes as well, as you can see immediate benefits using the original Eagle Wardens outfit. Also, when in the town square, he helps trigger the new Spiritual Society ability, or even as a movement trick after moving to a deed and booting back to the town square.

2T2D also brings in two new Shamans. Matilda Loomis is a novelty in that she has a Shaman rating greater than 0, influence, and no upkeep. The other is the well known Geronimo. As an affordable King value dude with influence and a 2 stud, he gives another good option for that value. His ability is unique, as it can discard an opposing totem, an opponent’s Doomsday Supply, an opposing condition like Putting the Pieces Together, or a number of other deed and home-based attachments.

A New Outfit

The First Peoples receive one of 2T2D’s new outfits, The Spiritual Society. Like the original Eagle Wardens home, this outfit benefits from controlling the town square. Unlike the original home, however, this outfit has chess-like applications. Moving your influence dude to a deed may force your opponent to bring multiple dudes to contest it as the first becomes booted as soon as they move there. It also allows for some fun combos with cards like …It’s who you know, to first boot their dude then call them out with your influence dude who is now a big bullet stud.

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Gen Con 2018 – The Doomtown Family Vacation

Gen Con 2018 – The Doomtown Family Vacation

by Joe James

The folks at Pine Box sure know how to host memorable events! I wasn’t able to make Kilroy’s Meet & Greet this year, nor the Bicycle event (both of which I’ve attended in previous years and were fun events). I did, however, start Gencon off with a bang in the Deadlands RPG event ran by David Hogg, taking on the role of an overconfident Travis Moone. Despite nearly getting killed a couple of times, I had a great time. I highly recommend attending any of David’s RPG sessions – he is a fantastic GM.

That evening I had a few drinks with my fellow OCTGN-er DeVon (aka: shekky_ducky), while scrambling to make my deck for the next morning’s Dead Man’s Hand event. I had already made a deck, but ended up liking it so much I decided to use it for Saturday’s Championship tourney instead. We ended up with a brew that took similar notes from my 108 Drunken Masters deck, run out of Den of Thieves. The deck spewed out lots of 1 ghost rock chump dudes with aces, eights, and fives as the fifth alternate Dead Mans Hand variant. This strange brew took me to a 3-1 record, only losing to the dreaded and undefeated Stone himself. I managed to get into 19 shootouts over 4 games!


Friday after the tournament was spent in some rare non-Doomtown related board gaming, and it was immediately off to the main event Saturday! The tournament report is below, but suffice to say I did not expect to end the day undefeated. After the tourney, I enjoyed an absolutely fantastic dinner with the Pine Box folks and fellow playtesters. David Orange’s always-fun Call Out event put the icing on an already great day of Doomtown. I stayed up later than I probably should have. But as you’ll see with just about everyone else who plays Doomtown, it’s all about the love of the game.

It always astonishes me how amazing this community is. Between the Deadlands RPG event, Dead Mans Hand event, the main event, and the Saturday night Call Out, I got to see friends old and new, and play lots of games of Doomtown. I’ve said it before, but each year it becomes less like a community and more like a family. I couldn’t ask for a better “family” vacation, and look forward to the next gathering that I’m able to make!

Gencon NA Championship Swiss Rounds

My Deck:

Round 1: Erik with Gadgetorium, Wagners & Hellstromme

I tried to go on the offensive early, but he quickly set up with Auto-Gatling and other gadgets, fending off my initial assaults on his fortress. I caused some damage, but his gadgets started spiraling out of control and I wasn’t sure what I could do to fight against it. As he had no other deeds and other than Hellstromme, I wasn’t sure how he intended to get any CP to win. Then came the Technological Exhibition and I had my answer. I also had a way to fight him outside his fortress, namely two Sun in Yer Eyes, ready for his two gigantic studs.

I think he stayed too long in the shootout, as he was doing ok with his Decimator Array and Force Field. When Erik ran low on money and had no more decimators left, he drew a very low hand against my very high one with no recourse. At that point it was pretty much game over. 1-0

Round 2: David Hogg

I quickly realized that David had a weak, straight structure with lots of red cards, so I knew I could be as aggressive as I wanted. He got some early Phantasm’s and other spells, including a game changing Puppet (always game changing when it hits the board, especially when the opponent has low value dudes like I did) on Valeria. I was able to Ambush Valeria shortly after, when she wandered into the town square. David fought with her alone, since she was aced either way, and while normally that may be the right move, if you’re going against Inner Struggle like I have, it can be dangerous as the cheatin’ punishment sticks around forever. He probably didn’t know I had that, and his deck wasn’t made for fighting much anyway so it was a fine  choice, even if Valeria died a terrible death.

Lots more Phantasm’s, Phantom Fingers, three Blood Curses, and other hexes (including another Puppet) joined his side. Meanwhile I played out a few more dudes and goods, including a Legendary Holster. David wisely avoided any further shootouts the rest of the game, and since my deck was light on kill jobs, it was a continual dance of trying to stay alive through the barrage of influence loss, my dudes getting Phantasm’ed into his home, and more and more deeds and dudes on his side. Luckily Baijiu Jar and Hired Guns helped find enough influence to keep me in the game and in control of most of his deeds.

It was obvious this game was going to time. With all the blood curses going off, plus his Avie Cline Exp 1 stealing my my 3 CP Allie, if time were called toward the end of the day he would win, and if it were called at the beginning I would win. There was 2 minutes left when all actions were spent for the day, and I played as quickly as I could to get through to the next day so he could have a fair chance. It was just enough time for him to re-puppet my Allie and time was called. The 6CP swing wasn’t quite enough (off by 1 point, I think) and the win at time was mine (which was basically a coin flip win, unfortunately).

This was a very good game of chess and move/counter move tactics, and I was pretty sure if I saw this deck in the top 8 I’d be screwed! 2-0

Round 3: Chase with original 108 Blessed

Very early I got a shotgun down, and used it to defend against a Kidnappin’ (day 1 I think). He only lost two dudes who cost 1 GR each. Chase later said he regretted that move, as losing those bullet catchers meant some other important dudes died later on. While we were both quite belligerent and having a lot of shooty fun, it didn’t end well for him and he conceded. 3-0

Round 4: Jacob with Gadgetorium & Wagners Memorial Ranch

I learned from my game with Erik round 1, and immediately for my first action, shot a dude over to his ranch with Asakichi. This let me call out his dude before he could get an Auto-Gatling down, but I did not succeed and he managed to build up some. I constantly kept up pressure, trading my cheap dudes for his more important ones. While I think he won a majority of the shootouts, it wasn’t enough and I ground him down enough to seal the win. 4-0

Round 5: Rich Carter’s Full Moon Brotherhood

FMB is generally not a great match up for my deck, since it can turn off both Longwei and Randall. Nevertheless, facing yet another in this tournament in the form of last year’s Marshal surprised me. Carter fought off an early ambush against Leon (I think), shaking my confidence. But I just played a ton of dudes, slapped on a Baijiu Jar or two, and took over the town while threatening shootouts the moment he stepped outside his home. We had some shootouts that generally went ok for me since he couldn’t find enough cheatin’ punishment, so he stayed in his home more often than not.

My glaring weakness of not enough kill jobs, combined with Carter getting an occasional dude with 2-3 influence on the board meant the game would most likely go to time. I tried to fix that by sending for Allie (Hired Guns is so versatile!), but she quickly ended up Plagued, rendering her unusable. When time was called I was pretty far ahead, with almost as much control as his influence, plus all my influence. This meant I had my second timed win (which is just about as bad as one loss). 5-0

Sundays Top 8

Top 8: Robert with Original Sloane

We both anticipated some bloody shootouts, and agreed the game would probably not go very long. He started Allie, so the clock began tickin’ from day 1.

I saved my belligerence for day 2 so I could have Benjamin join the fun. Robert deflected my first few onslaughts with minimal losses on his side, and it didn’t look great for me. I believe for day 2 he had 4 control to my 4 influence. If he’d stepped onto my deed with Barton, I would have been forced to fight him with one of my influence dudes (something I generally avoid!). He decided to play it safe, since he held such a commanding lead. I can’t say that was the right or wrong decision at the time… very hard call there. Barton would have fought alone. If Robert had lost him, it would have been very bad.

Staying on the non-belligerent side, he passed and we went into day 3. I rebuilt my drunken army and I caught him cheatin’, and his Allie was caught by a Coachwhip. That gave me plenty of time to rebuild, and after a couple of days and another shootout or two he only had two dudes and several deeds on both sides of the board. The game ended in a series of chess moves that didn’t have many good choices for him to make, and I sealed the win. Close game overall – bloody early and bloody often, just as we predicted!

Top 4: Jevon with Full Moon Brotherhood & Grimme

This game was recorded, and Pine Box will have it available to watch when it is uploaded. I remember hiring tons of dudes, having tons of shootouts, and not inflicting a whole lot of damage. I got an early Inner Struggle down in lowball, but there was only one shootout I was able to have a legal hand when his was cheatin’, and that was when he got a cheatin 5 of a kind against my legal 4 of a kind. I thought that would be well enough to win the shootout since he was only drawing 6 cards, but that still left me down a hand rank.

Jevon used his home to constantly blank Longwei. I got a ton of hired guns, tightening my draw structure so that Legendary Holster was the only remaining off value card. The discarded off value dudes quickly came back on the table, so while I didn’t need Longwei, he would have surely helped in some shootouts.

I think this game had the most shootouts I’ve ever been in – it must have been close to a dozen separate shootouts. The game was coming close to time, and with his Experienced Ivor, he was ahead in tie breakers. I had some influence dudes in my hand, but instead, I simply hired more 1 GR dudes to fight him off my deeds, but I lacked sufficient time to make it happen.

Jevon had a hard exit time that wouldn’t allow a finals match, and graciously conceded before time expired. We both lamented about not enjoying timed games, especially in top 8 matches, but knew why it existed.

I did not feel good about going onto the finals since it Jevon should have moved on. But consider the alternative – him conceding in the finals? Talk about anti-climatic! I spoke with Carter before our game to talk about giving Jevon the top design-a-card prize regardless of the outcome, and of course he (and the Pine Box folks) agreed.

Well, I felt a little better with that (only a little!), but now on to the finals! I would do my best in Jevon’s place.

PS. I counted sixteen cards in my boot hill at the end of this game! There were a couple of jokers, some cards aced from This’ll Hurt and Sight Beyond Sight, but there must have been a solid 7-8 dudes at least!

Finals: Rich Carter with Full Moon Brotherhood

Carter and I had spoken a decent amount about our first game, and some mistakes aside, he didn’t think he could do well against my against my deck without plenty of cheatin’ punishment. I played a similar styled deck the day before in the Dead Man’s Hand tournament (a similar style to this, but in Den of Thieves), and he knew this deck featured a similar style of cheat-through-the-pain along with a pile of cheap bodies. Unless there’s lots of cheatin’ punishment, it’s tough to cut through. I had Faithful Hounds to eat his Jaels, so he would likely face an uphill battle without plenty of additional punishment.

Laura Scott kindly took notes for this game and let me snap pictures of them. Thank you Laura!

Day 1 I used hired guns to get Luke, along with a Baijiu Jar, and Carter got a couple of deeds. Luke called out his Ambrose in the town square, who refused, and then continued on his way to Hellstromme Plant #9 where Black Owl awaited. Valeria joined the fight with Black Owl versus Luke. Valeria got Sun In her Eyes, and we both ended up with a cheatin’ full house.

Carter used Flight of the Lepus to send Luke back home booted, then proceeded to go to the town square to call out my booted Xiaodan, who Leon (who has a Forget) had booted earlier. He must accept (not that I wouldn’t have any way!) and another fight was on. Carter got a pretty bad shootout hand: a two pair to my cheatin’ full house. With no punishment, his Valeria and Black Owl both ended up taking dirt naps in Boot Hill. Looking back on it now, that shootout most likely determined the game.

I sat on his deeds to deny most of his non-home income, hired more cheap dudes, deeds, and a shotgun over the next couple days.

Finally Carter got a Jaels Guile on Ambrose, and with my Mayor’s Office on the table, had to do something. Leon booted Randall who was sitting on an adjacent deed. I could see what was coming, so I sent Benjamin to protect the booted Randall. Ambrose came over for a fight, during which Benjamin was unprepared. I drew a straight 6 with Longwei’s help and Carter drew 5, change 2. I luckily managed a legal full house, which was enough to seal the win. Technically his Jake could have popped over to a deed to force another fight, but Luke + Shotgun would have followed to clean things up, so it was game.

I look forward to seeing Carter’s deck and his report, curious as to his thoughts on what sort of luck made its way to his play and shootout hands. Obviously the fight where he lost Valeria was a bad hand, and a crucial victory for me, but if he’d had a second cheatin’ punishment for that fight things might have been very different.

Either way, I think it was just a bad matchup for Carter, but he played a tough situation well. I haven’t been able to play Carter before, but I very much enjoyed playing against, and watching him play. I look forward to working with him in his new role as the Design lead!


“So did you win a bunch of money?” my non-Doomtown-playing friends and family ask when they hear the news. I sure didn’t, and I wouldn’t have it any other way! Big cash prizes would skew these sorts of events from equal parts competitive and fun, to something less fun. I can’t say enough about how great this community is, and while I’m confident we’d never lose our fun bantering back and forth even during top 8 rounds, adding big prizes would take away something special this game has that few others do.

The “trophy” whiskey flask and case are absolutely gorgeous, as are the top 8 playmat, and top 4 ivory Doc Holliday. Imagine how lucky I must feel to be able to name a card from a tournament last year, and this year see it come to life in ivory form! Pine Box also announced they would be getting Marshal badges for all post-AEG Marshals. These sorts of prizes are simply priceless.

I hope this report inspires others, who may have previously been hesitant, to take their latest brew to the next big event. You won’t find a better, more friendly group of players – I promise. I hope to see you there!


Coming to Appreciate Peace: Entrepreneurs in Too Tough To Die

Coming to Appreciate Peace: Entrepreneurs in Too Tough To Die

by Robert Campbell

With Doomtown: Reloaded’s  story moving from Gomorra to Tombstone, the Morgan Cattle Company now becomes part of the broader Entrepreneurs faction. Individual homes will continue to represent particular facets of philosophically aligned groups, such as the Morgan Cattle Company itself or Morgan Regulators. Too Tough to Die brings new Entrepreneur dudes to the game as well as two gadgets that will find a place in many of the faction’s decks. There’s money to be made in Tombstone, and the Entrepreneurs are willing to take the risks necessary to seize control of the town.

Horses have been a feature of Entrepreneur cards since Doomtown Reloaded’s base set, and Vida Azul builds on this theme. She’s an ideal support character, providing reasonably priced influence with no upkeep. Her ability unboots your horses, or even your stronger dudes themselves if you discard a Goods card. Discarding a card has benefits such as removing an unwanted joker or an expensive card you’re not ready to play yet. Vida works well with Maggie Harris as this combination allows you to discard a Horse Goods to unboot a strong dude. Then you can run Maggie’s job to fetch the Horse back from your discard pile. This expansion also brings with it the game’s first horse on Three of Hearts to complement Vida. The Quarter Horse helps keep your dudes at useful locations even after running a job, complementing the next Tombstone stalwart we’ll introduce you to.

Takahasi Jinrai provides the always useful combination of influence with no upkeep. Not only that, he provides the means to boost your production and fund more deeds, dudes, and goods. Your opponent might decide to interfere with Takahasi’s improvement projects. So to face the dangers of the Weird West he’ll frequently need to be escorted by tough enforcers. “Handsome” Dan Deeds serves a similar function, albeit booting at a risky location rather than running a job and costing one ghost rock in upkeep per turn. He may, however, bring the extra control point needed to force victory. Both dudes encourage a more interactive, higher risk-reward style for the Entrepreneurs. You have to speculate to accumulate!

While Too Tough To Die may not feature any new Entrepreneur Mad Scientists, Gadget fans still have shiny new toys to play with. Electrostatic Pump Gun helps give you the edge in shootouts by improving your own bullets while reducing your opponent’s. It is the first Gadget Weapon to appear on the Five of Hearts value, and helps unlock a new aggressive deck style using powerful shootout actions such as Pistol Whip. The Analytical Cognisizer while subtle, helps boost the reliability of existing cards, such as Miasmatic Purifier and Aetheric Shockwave Inducer. Better yet, it unboots Mad Scientists, freeing them up to invent more gadgets that turn.

Discover the fourth Entrepreneur dude from Too Tough to Die and the rest of the expansion by visiting:

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…and Hell Followed with Him: Fear Mongers in Too Tough To Die

…and Hell Followed with Him: Fear Mongers in Too Tough To Die

by Robert Campbell

The Fear Mongers is the new broad name for the Fourth Ring faction. In Pinebox Entertainment’s upcoming release for Doomtown: Reloaded, Too Tough To Die, they receive a variety of new dudes to round out existing themes. Plus the set features the return of a familiar face. The narrative’s move to Tombstone also means several of our new Fear Monger dudes in this expansion work for Baron LaCroix’s sinister Bayou Vermilion railroad company.

Papa Marias is a novelty for the Fear Mongers – a three Ghost Rock cost Huckster with influence and zero upkeep. He’s an ideal backup Huckster for your starting gang, giving you some staying power if an early aggressive job or forced callout removes your main Huckster. His low cost helps Fear Mongers experiment with previously expensive starting gang combinations. Not only that, but his ability gives you some handy movement options. Your opponent now has to think twice before booting Out of Town, as Papa Marias can boot to follow them out there, then use his ability to bring in one of your unbooted Hucksters for an unrefusable callout against a booted dude. There are many other situations where a seemingly minor ability can prove vital, and hopefully  players will enjoy discovering these.

Next we come to the Fear Mongers’ two new new Abominations, as the Bayou Vermilion railroad adds some terrifying muscle. These bad boys should find a home in both Abomination and Huckster decks, as their high values help ensure your Hucksters can pass their spell pulls. Skinwalker makes up part of Baron LaCroix’s force in Tombstone, and plays up the tactical movement element of Doomtown by allowing you to boot him, or indeed any of your other Abomination dudes to trigger his ability. The Tonton Macoute can use its brute force to lower an opposing dude’s bullets or crush their weapon, booting it and denying your opponent a dangerous opposing ability for the remainder of the turn.

Kevin Wainwright is now Experienced , which should come as no surprise given all the chaos and death he was part of in Gomorra. The Fourth Ring Circus was Kevin’s family, but his experienced version now extends to supporting a broader range of Fear Monger themes. His new ability triggers when an Abomination or a Huckster is present, not just the latter. Not only that, he also plays in to the Fear Mongers’ grit hunting theme by giving you additional cards when in the presence of a high grit dude. If there isn’t suitably impressive prey available, both Black Owl and Rosenbaum’s Golem from There Comes a Reckoning can boost an opposing dude’s grit during a shootout. Finally, Kevin can also trigger his ability during a shootout, so you’ll no longer be caught without one of your studs if your opponent forces a gunfight before you take a noon action.

The exciting new toys for the Fear Mongers aren’t confined to dudes, as you can now arm your abominations with terrifying Claws, turning even meek Pagliaccios into studs. Your expensive Hucksters with influence can send abominations into conflicts via an arcane Gateway , while remaining safely at home. With Too Tough to Die, your opponent will never be safe from the terrifying things that lurk in Tombstone’s shadows!

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Every Town Has a Boss: Anarchists in Too Tough To Die

Every Town Has a Boss: Anarchists in Too Tough To Die

by David Hogg

As Doomtown: Reloaded moves from Gomorra, California into the wider setting of Deadlands’ Weird West, it also transitions from the Maze’s greatest band of misfits, The 108 Righteous Bandits, to the broader theme of Anarchists. While the dragon-upon-jade still remains home to Kung Fu heroes, Too Tough To Die introduces a suite of cards that further flesh out some of the faction’s other themes. Primarily, the new cards focus on the manipulation and movement of ghost rock. Kung Fu fans aren’t left out, as the set contains two new Technique cards, while the Blessed get another Hymn to sing.

Several existing Anarchist cards have effects that trigger off having less ghost rock in your stash than your opponents, such as Natalya and Shizeng Lu. Their Core deed, Companhursts, allows this condition to be met in the case of a tie for the lowest amount of ghost rock. Unfortunately, the home that originally supported this strategy, 108 Worldly Desires, proved to be too game-warping and Pine Box Entertainment took the decision to ban it from use at Doomtown organised events. However, they also promised to release a new 108 home card in a future set, bringing the Anarchists back up to parity with the other factions. 108 Gracious Gifts is the successor to 108 Worldly Desires. It provides a healthy stash of 19 ghost rock, but also encourages you to spend as much as you can each day if you want to benefit from its trait. Discarding an extra card at Sundown is incredibly useful early in the game, when you’re trying to get the pieces of your strategy into play without clogging your hand with unwanted cards. Later in the game, the home allows you to cycle through your deck at a faster rate than otherwise. As Anarchists can increase their hand size via Randall and Bai Yang Chen, the extra discard becomes even more valuable. The home also features the useful ability to unboot any one of your dudes, at any location, for the cost of two ghost rock. Along with returning one of your dudes to action, the ghost rock cost may deplete your stash enough to also trigger the home’s trait.

This deck features plenty of movement and unboot effects to help you manoeuver into advantageous positions.

Property Is Theft focuses on the movement of ghost rock between you and your opponents. The home’s trait is straightforward enough, punishing your opponent economically if they cheat in a shootout and potentially rewarding you for staying legal. While you might be forgiven for thinking this sounds like a Law Dogs home so far, the ability is different. After you pay another player ghost rock, you can React to cycle a card, or two if used during a shootout. The home itself doesn’t give you an option to pay another player ghost rock, so you’ll want to bring cards with effects that do involve paying your opponents. But why would you want to give your opponent your ghost rock? This is largely new territory, as the only existing Anarchist card that plays directly with this theme is Jim Hexter. Too Tough To Die, however, includes several dudes to support it and we will no doubt see more in future releases. These dudes have abilities that grant you a benefit for paying your opponent, and using them with Property Is Theft increases the value you get from them. You’ll want to bring several cards with abilities that pay your opponent though. If you rely on just one and then lose that dude, your home’s React ability won’t trigger. What’s also noteworthy is that dudes with these abilities aren’t just useful in Property Is Theft decks. Using them in 108 Gracious Gifts, for example, allows you to take advantage of a two ghost rock swing to enable that home’s trait. Likewise Property Is Theft decks can also take advantage of the dudes with effects that trigger when your stash is lower than your opponent’s. With all these abilities that involve paying your opponent, you’ll want a sound economy and extra tricks to generate more ghost rock – suddenly that trait on Property Is Theft makes sense!

Take advantage of Property Is Theft’s ability to React to Jim Hexter and Taiyari and draw more actions in shootouts.

The first new dude is Joe Vermilion. If you move him to an opponent’s deed and pay its owner, Joe ‘works’ at the location, earning you ghost rock equal to that deed’s production. Place Joe at a high production deed to maximise your gains from him. He can really annoy your opponent if he moves Out-of-Town. He doesn’t need to control the location, so if your opponent moves a dude in to call him out you still have a chance to use his ability then run away. If you have a way to boost his influence he becomes even more useful by also denying your opponent that production during the upkeep phase. As Joe’s ability is a Noon action, and pays your opponent a ghost rock, you don’t have to risk him in a shootout to make use of Property Is Theft’s React. Take advantage of the Anarchists’ access to movement effects like Asakichi Cooke and Daomei Wang to get Joe to where he’ll make the most money.

The deadly gunslinger Ying-Ssi Chieh T’ang is known as the Goddess of Colors and belongs to the ranks of T’ou Chi Chow’s 108 Righteous Bandits. With her two stud bullet rating she adds some firepower at a value low enough to warrant inclusion in most Kung Fu decks. Her Resolution ability manipulates your shootout draw hand, potentially boosting you from a two pair to a full house. Useful indeed to have when a shootout hasn’t gone your way. Even if you’ve revealed a high rank hand, you can use her to change a cheatin’ hand to a legal one if the right card shows up. She also works nicely with Property Is Theft’s React, letting you draw two cards in the Resolution phase. If your opponent cheats and you don’t have a card to punish them, you could use her ability to try and draw a Cheatin’ Resolution. This combo can also try and dig for a normal Resolution card such as Outgunned.

The E Gui is a spirit from Chinese folklore brought to life by the Reckoning. With its two stud bullet rating it can certainly threaten opposing dudes in a shootout. Its two influence makes it a good candidate for controlling opposing deeds. Three upkeep makes it expensive to keep around, but if the E Gui occupies an opponent’s deed before discarding, you can use its React to gain ghost rock equal to that deed’s production. If you send it to a deed with three production, it effectively recoups its cost in the next upkeep phase. It also gives your opponent something to worry about in the meantime as it will also deny them production if they don’t move to reclaim their deed. In a 108 Gracious Gifts deck, the initial three cost could reduce your stash to the lowest to enable the home’s extra discard. When the E Gui leaves play next upkeep phase you get some of that cost returned to you. As with Joe Vermilion, take advantage of the Anarchists’ movement abilities to get the E Gui to where it will annoy your opponent. Bringing it into play with He Fang for two ghost rock less makes it even better value for the money. As an eight of spades card likely to cycle back into your deck, this dude slots well in to a Dead Man’s Hand deck.

If your opponent has a low stash, then sending some Buskers to perform at a location can give you an edge in the movement game or help refill your coffers with ghost rock. Moving this flamenco band into town square or a key deed when your opponent’s ghost rock reserves are depleted and unable to pay you forces them to boot their dude. This could prevent a cheap bullet-catcher from making it into a shootout, placing greater risk on dudes with influence in the opposing posse. Circumstances could also force your opponent to move a dude with influence to the Buskers’ location, potentially leaving them booted in a vulnerable location. This could be game-winning in a late-game ‘chess’ situation. To take advantage of this aspect of their ability, you certainly want to bring Companhursts as it relies on both you and your opponent being low on ghost rock. If your opponent isn’t low on ghost rock, they have to pay you two if they move a dude to the Buskers’ location. This can buy you more time to make plays as they spend time paying for cards before moving to deal with the Buskers. If your opponent isn’t worried about losing the rock and just moves to their location, you still get two ghost rock! Playing the Buskers alongside dudes with abilities that pay your opponent allow you to set up opportunities to take your ghost rock back again. As their effectiveness depends upon their location, packing cards with movement effects helps get the most out of them.

Taiyari rounds out the new dudes. With zero draw bullets and zero influence, he serves purely as cheap support. As his shootout ability requires paying your opponent, include him in Property Is Theft decks as a low-cost way to activate the home’s React. His ability is similar to Jim Hexter’s, but Taiyari isn’t limited to making himself a stud. He could be used on a zero or one bullet dude to provide an extra backup stud, or if you have ghost rock to burn even a three or four bullet dude to make them into a fearsome shooter. He allows a dude to regain their stud status after being hit with Sun in Yer Eyes or similar effects. If you have a way of boosting a dude’s bullets mid-shootout, such as Zhu’s Ferocity or using Doomsday Supply to attach a Weapon, then you can make a dude a stud before you increase their bullets and save yourself some ghost rock. That dude’s bullets cap at four.

The Anarchists contain amongst their numbers a dude who specialises in Miracles with the Hymn keyword, Stevie Lyndon. The new Miracle Exultant Translocation is incredibly useful in his hands, as his bonus to his Blessed skill rating means you can easily build a deck that will always succeed the casting test by six, allowing you to switch his position with a booted dude and unboot them in the process. With this trick in play you can boot dudes like Joe Vermilion, E Gui, and the Buskers to a location. Then, if they come under threat, perform a switcheroo with Stevie to move them to safety and have them ready to redeploy. An unbooted Stevie can always run from a callout, and if he sings Amazing Grace, he gets an opportunity to refuse the callout and move somewhere else.

Jade King Stance is the first of two new Techniques. Only booted dudes can use it, but it unboots them and gives a nice bonus to both their bullets and Kung Fu rating. That said, they can’t move from their current location. While this protects them from effects such as Pistol Whip, they can’t refuse callouts by going home booted or flee in the Run and Gun step of a shootout either. It can help chase after dudes who boot to your out-of town deeds and are isolated from support, or late in the day to surprise a dude who thought they were safe from a callout by moving to the location of your booted dude. Bringing backup dudes, Sidekicks and Miracles that reduce your casualties taken can offset the downsides of this technique.

Monkey Goes to the Mountain is the other new technique. It lets you move your unbooted Kung Fu dude and an opposing dude to an adjacent non-home location during a shootout. If an opponent boots low-bullet dudes with influence into a posse to provide backup to their shooters, you can use this to remove one of those dudes and call them out at a later opportunity, when they might not have any protection. If you have a dude with high Kung Fu, you can even remove your opponent’s main stud dude from their posse, harming their chances of drawing well in the shootout. The advantage this has over Rabbit’s Deception is that by not sending the dude home, you can later pounce on them and call them out. Combining this with cards like Pinto, Rabbit’s Lunar Leap and The Stakes Just Rose enables your Kung Fu dude to rejoin the fight if they’re also the dude you’re relying on to do your shooting.

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