There are so many spoilers, I'm not sure I can keep track of all of them. With work and Daredevil coming out this past week, I'll be lucky to find the time to put words to all the new cards we've seen. Soon enough, it will be time to review the Pine Box, Ghost Town.
Until then, A.J. Valle is the first Outlaw champion. It sounded like most players brought some form of landslide to the competition and even beat out last year's Marshal runner up. Is landslide the new king this year, or were players simply not prepared? Congratulations A.J.!
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That means we're legit now, right? Ghost town has already given us plenty. Scroll down to check out some of the cards that have been spoiled from other sources. Requiem for a Good Boy gives those sidekicks another use. Instead of discarding for one casualty, Requiem will allow you to absorb two casualties with a sidekick. This action will also stand up the dude that had the sidekick and send an opposing dude home booted during Resolution. Thanks to the free unboot from Requiem, you could stand up your shooter for for a Point Blank or an Outgunned. If you happen to have enough cards in hand to set it up, you could play a No Turning Back for the stud and bullet bonus to increase your Point Blank or Outgunned potential during that Resolution phase.
Don't forget, you'll be able to send an opposing dude home booted as well. If you're only facing off against one dude, your sidekick's sacrifice will end the shootout right there. If it doesn't send everyone away, you might be able to Pistol Whip them away during the next round of shootout actions, or Requiem plus the right cheatin' resolution can send everyone home, or force them into taking casualties on dudes they didnt expect to have at risk. Expec Ghost Town to arrive Mar 28th! The Lot Commission can start in play instead of one of your dudes and has no faction alignment. For starting posses that don't use all five slots for dudes, it's an easy location to add. As a controller ability, you can boot the commission and discard a deed from hand to gain 1 GR. You can also get a free move to a deed with the same name.
Like running several copies of Circle M Ranch to make sure you get one? Any extra copies will be worth a recycling GR and a free move! If your strategy revolves around a specific deed, you'll likely benefit from the Commission. You can also keep a specific value strong in your deck throughout the game by tossing your extra copies to the Commission whenever you get them. It's another effect that can remove cards from your hand letting you draw more on the following turn. You can also move to your opponents deeds with the same name if you happen to be running the same deeds. The spoilers are coming in quick now! IQ gaming provided us another peek at what Mad Science gets this set with the Auto-Gatling. The Gatling is on value with the Quaterman and has the same difficulty ratio. You're still not likely to want to use and Law Dog scientists to build this one, but with their earlier previewed Technological Exhibition, you could invent the Gatling with zero Mad Science skill. Since the Gatling can be built at home or any deed you control, it's a great way for the typically slower gadget builds to defend them selves while they set up. Used with Technological Exhibition, you can have a few gadgets worth control points that will help defend themselves. Remember, you can build this at a location you control. Sometimes, it might be worth taking one across the street to shoot up your opponents deeds and inflict an influence penalty if they choose to stay there unbooted. Mountain Lion Friend can give you a small bit of draw in a shootout, and also ace itself for two casualties instead of one! It's even on-value with Hot Lead Flyin' to help you even up those casualties even better! Thanks, Booted Dudes!
Ever wanted that certain deed in your opening hand to ensure victory? Ol Howard will grant you that wish, for a small price. As your grifter, he can bring a deed into play at the start of the game. He costs 2 Ghost rock, and you still have to pay the costs of the deed. He also makes the deed have zero control points and production. Why would you want that?
IQ Gaming has shown us the second Ghost Town spoiler, Technological Exhibition. While the value is a little low for ambitious gadget decks, it can help you build a larger span of gadgets you didn't think possible before. Perhaps you want a Quaterman to carry a Flame-Thrower. With Mad Science 2, you can build the Quaterman on a 3, but you'll need the Exhibition to build the Flame-Thrower on a 3. Another aspect of the card is the fact that you can bring a gadget back from the discard pile. Harold Aimslee has been the only previous card that could do such a thing, and he simply costs too much. The Downside is that you have to run the job with one of the dudes that is integral to your strategy, your mad scientist. However, early game you can use the job at home or on deeds that make it difficult for your opponent to oppose, such as the Maza Gang Hideout. Once you've built up a small army of Quatermen or Wretched, you can Exhibit your wares to the whole town in the square and gain a control point on the gadget. Since the control point is added to the gadget, this could create a few control points on Auto Cattle Feeders at a ranch out of town, making them incredibly difficult for the opposition to oppose. The card offers discard recursion, cost reduction, skill reduction, and a control point. You're likely to find new combinations of gadgets now that you could invent a Quaterman and still have aces in your deck. Ludiworld has spoiled the first card from the next pine box, Ghost Town. It's a new weapon at 4 of hearts called Tusk. For one Ghost Rock, it gives a +1 bullet bonus and draws a card when it enters play. It also adds +5 to the value of the dude carrying it for opposing card effects.
Surely this isn't just about Shotgun, is it? It defends against Paralysis Mark, Asyncoil Guns, Soul Blast, Forced Quarantine, and Puppet as well. As long as it targets value or grit, Tusk will get in the way. Even if your opponent isn't attacking your value often enough, it's at least a "pay one Ghost Rock to draw a card" by putting it into play. With the Pawnshop in play, you basically pay nothing and draw a card. At a minimum, it's a good at 4 that is affordable and can get itself out of your draw structure by easily being put into play. |