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Showing posts with the label Doomtown

Nightmare at Noon Review

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A review of the just released Nightmare at Noon. Stolen completely from stim hack, the follow metric will be used: 5 – Great One of the strongest cards in the game: it’s powerful and always useful. It’s surprising to see a deck that doesn’t play this card in-faction. 4 – Good A good card that sees plenty of play. It’s not necessarily the best choice for every deck, but you can put it in your deck and know that it will do something for you. 3 – Playable You can’t just throw this card in any deck and expect it to do something for you, but it can be good in the right context. 2 – Weak This card isn’t good enough to be worth playing. The decks it fits tightly into are not well suited for competitive play. The stars might align such that it fits into a competitive deck, but even then it’s generally worse than a more straightforwardly good card. 1 – Bad This card sucks. doomtown db  should eventually have the full spoilers up. Junior DG - 3 If only his abili...

Doomtown Gencon Prep

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So Gencon is less than two weeks away.  It's past time to settle on a deck and get final testing done.  Currently, Desolation Row is still the deck to beat but there are options in other factions that are also good.  The Desolation Row deck is a good template for shooter decks from other factions too. Starting with the aforementioned Desolation Row:   this is the deck  that I took to my local recent Sheriff's event.  I used that starting posse for most games.  Against Deedslide or Clowns Fred Aims went in with his infinite influence(note both of those decks should run The Evidence) and against decks that wanted to fight I switched out Allie or Makaio for Angelica.  In retrospect I should probably start Angelica, Sanford, Travis, Jake and Makaio.  Starting with two studs has been very very important.  Modern shooter decks have incredibly odds to have the ability to debuff one of them so it's an important to have a backup before starti...

No Turning Back Card Review

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A review of the just released No Turning Back. Stolen completely from stim hack, the follow metric will be used: 5 – Great One of the strongest cards in the game: it’s powerful and always useful. It’s surprising to see a deck that doesn’t play this card in-faction. 4 – Good A good card that sees plenty of play. It’s not necessarily the best choice for every deck, but you can put it in your deck and know that it will do something for you. 3 – Playable You can’t just throw this card in any deck and expect it to do something for you, but it can be good in the right context. 2 – Weak This card isn’t good enough to be worth playing. The decks it fits tightly into are not well suited for competitive play. The stars might align such that it fits into a competitive deck, but even then it’s generally worse than a more straightforwardly good card. 1 – Bad This card sucks. doomtown db should eventually have the full spoilers up. Avie Cline DG - 5: If anything L5R taught me that Harpoons are ...

Frontier Justice Card Review

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by Harrison Osaki 1-5 scoring. 5 is high, 1 is low. Most cards should come in at 2 or 3. The remarks will generally be kept brief. It is assumed that the reader has access to another resource (e.g., doomtown db ) to view card text. Funtime Freddy - 2 Freddy provides a wide variety of keywords and a grifter ability, but he's got pretty significant limitations. He is a stud (but only one bullet), is cheap and has no upkeep (but has no influence, so is just a body), and is a grifter with a tutor ability (but the opponent selects the spell you attach, and it aces freddy and the unselected spell). And he is a huckster, but not a good one (0). He's basically a more offensive Travis Moone. One way to use the grifter ability is to select spells which share some sort of common feature, so that you aren't at your opponent's mercy of the choice. For example, if the opponent has to choose between Puppet and Paralysis Mark for a The Fourth Ring (TFR) control deck, bot...

Making the Smart Choice

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For all the flavor in Doomtown , from the Wild West to Hucksters and Mad Scientists, the game's heart revolves around Positioning, Area Control and when those inevidently fail Violence.  By modern CCG standards it is also a rather complex game, especially its deck construction rules.  This presents a barrier in both deck building and skill that players need to overcome before they can really start enjoying the game. The aim here is to help out with the first of those barriers.  Constructing top tier decks is a far more complex endeavour, but this will at least prime the pump on the journey there.  On that same note these aren't laws of deck construction but general guidelines to be ignored with experience. The first step is to figure out a faction you want to play and a basic 2-3 card combo you want to try out.  Sloan Hucksters with Shotgun, Corporeal Twist and Pinto, or Legendary Holster Law Dogs with low A's,2's, and 3's are two fine examples.  The ...