Den of Thieves
Den of Thieves is the new outfit for the Sloane Gang. With the lowest starting stash so far, it better have a good way to offset the lack of starting ghost rock. First of all, you may have two grifters in your starting posse. How about The Fixer AND Travis for just two ghost rock?
Once you've built that starting posse, you'll be able to increase your hand rank on draw hands using those grifters. It will add one bounty to the grifter and make your hand illegal. If you were going to cheat already, might as well make it worth more. Makaio can then move that bounty from your grifter to a dude that actually wants to use it such as Marion Seville. If you're revealing a cheatin' hand already, Barton Everest will increase your rank by 1 and you can add another with Den of Thieves. You'll net a +2 hand rank before your opponent can do anything about it. Cheatin Varmint doesn't seem so great anymore. The Wretched
Margaret Hagerty
Margaret allows you to build the newly revealed Wretched while pulling a five or the Quaterman with an ace! Her single point of upkeep will be quickly forgotten as she can reduce the upkeep of either of those dudes by one while they remain at the same location. With her bonus to her Mad Science skill, you could run Hidin in the Shadows to protect the four bullets on your Wretched or even play a Hired Guns to search for the Quaterman.
Right now, her Union keyword only keeps her from working with Felix Amador, so it shouldn't be too much of an issue. Even if you don't want to build gadget dudes, she's another drifter Mad Scientist to spread around in any outfit. Michael "The Badger" Dodge
Michael is more about the bullets than his Kung Fu. Since most melee weapons give you some added value, his Kung Fu will get better in addition to becoming a stud. His shootout ability can boot a dude and potentially give him -3 bullets, but you'll need to have plenty of unbooted dudes because if your opponent has more, Badger will lose three bullets.
You still have to pull anything that isn't a club to give the -3 bullet modifier to another dude. His ability will at least boot any dude of your choice. Make sure to time it properly if you don't want it to backfire and take all your bullets away.
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The Wretched is the second Gadget dude to exist in the game. This one requires a bit more work, though. For the incredible 4 stud he brings to the table, this dude will have to be made from the remains of another dude. You could sacrifice the simple Pagliaccio or even lose the mad scientist that built him.
If you cough up abominations to build your Wretched, you could bring them back with Soul Cage or Raising Hell later. If you're not interested in having to get your dudes back, sacrifice a harrowed dude instead. They will just go to the discard pile since they are discarded whenever a card effect would ace them. The Wretched provides some heavy bullets for gadget decks. If you plan to run higher values, Point Blank or Takin' Ya With Me can take advantage of his incredibly high bullets. You could also give them a Fancy New Hat or use Oddities of Nature to impress the townsfolk with your scary new dudes. Since he is also an abomination, you can consider effects like Soul Cage that can bring him into play. You'll still need to have a scientist to invent him, but you'll have ways to bring them back when your opponent finally manages to kill one. Morgan Mining Company
The Morgan Mining company might finally be a way to earn significant income from those washed up strikes. Right now, there are only three strikes in the game: Jackson's, Lula's Exploit and Pat's Perch. If you had all three out, the Morgan Mining Company could be worth 4 production. If you can take over a few strikes that your opponent has played, it could be worth even more.
Since the Mining company doesn't have any control points of its own, your opponent will only be coming over to the company to keep you from making income. It's always a good thing to force your opponent to make the decision of taking your control or your production without leaving a good middle ground where they can take both with one dude. Forced Quarantine
Since the core set, we've had plenty of Town Square jobs, but we've only had a few that can specifically target dudes and put them at risk. Forced Quarantine is the job that Fourth Ring control really wanted to see. Control isn't as big on forcing fights and that's mainly because they haven't had the right cards to do it. Now they will be able to take Hex Slingin' across the table at your dude.
Quarantine will act like a delayed Kidnappin. You won't discard the mark right away, but you'll be able to boot them, earn a control point and attach the card to them that will force them to be discarded at the end of the turn. If you're not into control, but you're still looking for a way to run this job, The Sanatorium below will be an easy option to get the penalty you need to start the job. Forced Quarantine and Sanatorium come from Gomorra Gazette. Dabney Scuttlesby
Spoiled directly from the source, AEG, Dabney Scuttlesby brings more Mystical mad science to the Fourth Ring to add to Valeria Batten. Dabney also has the ability to invent in town square and trade those items while in the town square.
The list of mystical gadgets is still pretty small. The Clown Carriage could be used to bolster a high value abominations shooter with Fourth Ring. The Holy Wheel Gun is always a solid weapon choice and the Diable en Boite provides interesting ways to avoid casualties in combat. The best way to use Dabney's trait is to invent at home and when you are unbooted later, move out to town square and hand off your items to dudes that you want to keep out there. If he invents in town square, he will be booted. You should only do this if he can be protected with your other dudes. |
The Extra Bet
The Extra Bet finally gives players a chance to modify the simple lowball process at the start of each turn. You can throw an extra ghost rock in the pot. You'll get to discard and redraw one card for your lowball hand.
It increases your chances of winning or avoiding cheatin' during lowball, but you'll be putting more ghost rock at risk, so it better be worth it. For all of you who have gotten used to flipping your lowball hands directly onto the table, you should probably break the habit. The Extra Bet also has two control points. Expect your opponents to come for this deed frequently as it has a solid benefit and plenty of control to help win the game. Spoiler originally posted on Gomorra Gazette. |