New Card Ideas

I had an idea for a story of a side gang loosely affiliated with the Sloane Gang, that would result in its leader being killed, then hunting down the members of the gang for their betrayal, it would have demonstrated Meggan’s battle with her manitou until with her final version, you could use her to torpedo your enemies.

Home
Meggan’s Marauders
TSG
Repeat Noon Job: Boot one of your dudes and mark an opposing dude with higher grit. If the job succeeds, your booted dudes upkeep is reduced to zero next turn.
18 Starting
+3 production

Dude
Ian Banker
3 val
1 draw
1 inf
TSG
If Ian is is part of the dealer’s posse for a job, and started play in the same location as the mark, the defending posse takes 1 additional casualty each round.
Flavor: “Ian’s useful, but his look when I shot Meggan? I might have to gun him down next.” - Joshua Macon
1 cost
2 upkeep

Dude
Neal Robinson
5 val
2 draw
0 upkeep
TSG
Shootout: discard an opposing goods card. If you have the same card in your play hand, put it into play attached to Neal, ignoring all costs. This is not considered Shoppin’.
Flavor: “Neal is a thief through and through, if’n he gives a lady a foot rub, she best count her toes after.” - Joshua Macon
2 cost
2 upkeep

Dude
Georgia Issel
6 val
2 stud
0 inf
TSG
Flavor: “Georgia ain’t the most loyal woman I’ve known, and I put my two ex-wives in the ground for cheatin’ on me. But as long as the money’s flowin’ she’ll stick around.” - Joshua Macon
4 cost
2 upkeep

Dude
Joshua Macon
8 val
0 stud
2 inf
TSG
Noon: Ace a dude you control at Joshua’s location. Gain Ghost Rock equal to the number of TSG dudes you control.
Flavor: “What’re you lot gawkin’ at? I didn’t like it.”
2 cost
3 upkeep

Dude
Meggan O’Connor
10 Value
2 stud
2 inf
TSG
React:If Meggan was in the dealer’s posse for a job that just succeded, you may unboot her.
Flavor: “Damn right I get the biggest cut, it’s my gang! And if any of you don’t like it–”
3 cost
3 upkeep

Dude
Meggan O’Connor
4 Value
3 Stud
2 inf
Drifter
Harrowed * Experinced 2
Harrowed shootout: Reduce Meggan’s value by 3. Meggan gains +2 bullets until sundown.
Harrowed Noon: Move Meggan to any location. Reduce Meggan’s value by 3.
9 cost
2 upkeep

Dude
Meggan O’Connor
10 val
2 stud
2 inf
Drifter
Harrowed * Experienced
Harrowed Shootout: Mark a dude in the opposing posse. As long as the marked dude opposes Meggan, she gets +1 bullet and the opposing posse takes 1 additional casualty each round. Permanently reduce Meggan’s value by 2.
7 cost
2 upkeep

Another story idea was a pair of brothers who ran and worked at a hotel where several bodies had been discovered, the story itself would be filled with misdirections, until you realized a moment too late who the real killer was.

Dude
Alistor Marsh
8 value
1 stud
1 Inf
Drifter
Noon: Boot Alistor at a Saloon or Casino you control, he gains +2 Inf until after nightfall.
Flavor: You are far too beautiful to drink alone, buy me a drink and I’ll join you.
4 cost
0 upkeep

Dude
Gregor Marsh
9 value
2 draw
1 inf
Drifter
React: Boot Gregor at nightfall and pull, the dude or dudes (other than Gregor) with grit closest to the pull are discarded from play.
Flavor: Sorry Deputy, I really wish I had more information, these murders are ruining my inn’s business.
5 cost
1 upkeep

Deed
Blue Chip Inn
7 value
0 CP
Private * Casino
React: When you reveal a draw hand, discard a card and replace it with the top card of your deck. That hand is now considered cheatin’.
Flavor: “Welcome to the Blue Chip are you looking for a room, or a game of chance?” - Gregor Marsh
3 cost
+1 Production

Action
Murders at the Blue Chip
8 Value
Headline
Shootout: Boot a dude you control at location who is not in your posse, target an opposing dude at the same location who is not in a posse. Pull, if pull plus your dude’s bullet exceeds the target’s grit, ace the target.
Flavor: “The sheriff’s department has no suspects at this time.”
1 cost

Action
Just Passing Through
5 value
Noon: Target a deed with hotel or inn in the title. A booted, Ace value, 0 draw, 0 inf guest drifter token is put into play at this deed. Whomever controls the deed controls this dude. If dude is still at that deed at start of the next turn, double the deed’s production and discard the token.
0 cost

Finally, with all the monsters running around we needed a monster hunter to show up and help take care of business!

Dude
William Van Hellsing
J val
3 stud
2 influence
Drifter
Noon job, boot: Mark an Abomination. If the job succeeds, ace the abomination and William gains 1 control point.
Flavor: “Your time has come monster!”
7 cost
2 upkeep

I hope you enjoyed these glances at some unused concepts from the former story lead and design consultant who was also the mind who started the (now defunct) Harrowed Entertainment Group.

3 Likes

Lots of interesting stuff @harrowed777. You live up to your name, hehe.
I don’t see Doomtown introducing another keyword like Lycanthrope, but off course, that doesn’t mean it won’t happen. But a lot of your ideas could probably be affiliated with Harrowedness in some ways.
I also like the harrowed specific actions, though, I think we’re far of on a dude count that might be able to use this. Perhaps that could be helped along if appropriate counters are also introduced. Harrowed is a pretty powerful trait already.

You think my harrowed is powerful now? Most of my concepts are loosely based on harrowed powers in the old game, where the only way to kill a harrowed dude for good was to pull an ace when they were being aced. And the old powers had no downsides. But, power levels are much lower (and more balanced) in reloaded.

I can honestly say I have no idea where Doomtown is going anymore, my story bible was left behind when AEG cancelled the game. But, in my guide to future arcs, lycanthropy was a thing we introduced (and that existed in classic, and Deadlands.) So, I took a try at designing it a while back.

Even though Rich, David, and Thomas are all in my phone, I, unfortunately rarely get to talk to the old gang and when I do, we generally dont talk Doomtown. I considered releasing it as a HEG thing, but I’m far to busy with other projects to pick up the reigns of my old fan group.

So, maybe they see these and use some, maybe they dont. I have always said, anything I design as a fan is free for them to use officially, I just ask for a nod in the rulebook.

3 Likes

Not exactly. I believe being harrowed is powerful in itself. Looking at the decktype “flying zombies” fx.

Reason I don’t think another keyword like Lycanthropy will be introduced, is because they dropped Union and Confederate. So I’d be surprised if they then introduced another one. But harrowed is already there, right for the takin’! :wink:

Absolutely. And as I also said, I think a lot of your ideas are very interesting. I’d also love more cards that play of different keywords like Deputy and Abominations. It just demands a rather big cardpool (which coalitions with accessibility to the game for new players) :slightly_smiling_face:

Lycanthropes are cool thematically and mechanically and I think keywords like this or “Mason Adler” in Out for Blood are good ways to capture this flavour without massively complicating the game. :thumbsup:

I liked classic’s Werewolf and think your cards do a good job of giving a similar feel. In playtest I’d probably argue for trimming some of the cool flavour elements (differentiating between which goods are discarded and which are aced is hyper cool but I’d argue for simplicity etc). I like that you’ve used a keyword on other cards to build on the Lycanthrope without stacking lots of extra rules on to the game.

The lycanthrope mechanic from classic was great but in the new depowered world I’m not sure you could make it work.

The grit mechanic is an interesting way of doing it but it might come across better if there some alt arts or exp versions showing the full moon brotherhoods protagonists in a different (moon) light

2 Likes

You make Idol of Tlazolteotl sad :frowning:

2 Likes

Explain to me how an Idol is supposed to move an Auto-Gatling!

What do you mean? What’s the difficulty? The same as it would move any totem. Or do you mean thematically?

1 Like

Fearmonger Scientist
React: Ace an Abomination you own and control before you bring a Mystical goods into play. Lower either that good’s cost or it’s gadget difficulty by the Abomination’s printed bullet rating.

2 Likes

Dude
Totem Carrier
7S
2 draw
1 influence
First People
Shaman 0
Noon: if [TC] currently does not have a totem equipped, he may take a totem that you own at his location and equip it to himself, as if it were not a totem. Shamans may use this totem as if it were attached to [TC]'s location.
Noon: if you control the location that [TC] is at, move a totem attached to [TC] to this location.
4 cost
1 upkeep

Action
Mitigatin’ Circumstances
6C
Noon: Boot any number of your wanted dudes, and remove a total of X bounty from them.
“So, as you can see yer honor, the witness couldn’ta seen what he said he saw, on account of him bein’ drunk as a skunk at the saloon at the time.”
Cost X

Action
Gomorra Howdy
2C

Shootout: Choose an opposing dude. They leave the shootout (but remain in the same location) and cannot be brought into the shootout this round.
“This is how ya properly greet someone, Gomorra style!”
0 cost
(I am thinking for the picture: someone head butting someone else, or gut punching them, or a female character (maybe Wendy?) kicking a guy in the crotch)

A Mystical Gadget Dude with non-zero Influence.

The issue with influential gadget is tech expo. it means you can play them for free from your discard pile

3 Likes

Someone mentioned in the Discord having a Shaman who makes the deed they are at in to a Holy Ground, and that idea sounded A+ to me.

4 Likes

A “Cleanup Hitter” for Lawdog Science.

Currently, Morgan outnumbers Law Dog in Stud Scientists 4 to 1.

Perhaps a dude who weaponizes either Vertical or Horizontal bounty accumulation some how, or leverages having multiple Weapon Gadgets on board, or interacts with them from the discard pile, or Deputizes his/her entire militarized force, or some combination thereof.

Cheers.

Blondie’s Exploit

Action

React.

If you lose a shootout. Instead of acing one of your dudes. Boot that dude to adjacent location with a bounty x2 (prior bounties apply). If the bounty is more than 4. Ace that dude and gain ghost rock equal to its bounty instead.

Art work is a sniper crosshairs over a rope noose.

Reference to The Good, The Bad, And The Ugly.

Just an idea. Would love hear how it could be improved.

That’s a fun nod to an iconic movie! :slight_smile:

Purely from a mechanical point of view, I worry it wouldn’t appeals to players who might go for something that helps them win a shootout rather than mitigates losing one. That said, We’ve seen Taking Cover in the latest set: Takin' Cover · DoomtownDB and it may prove popular.

I’d have to think through how balanced it is, but I wondered about making it affect either player’s dude? And if you were targeting an opposing dude, it would save them from discard/acing but you’d collect the bounty as if you’d done so and it would have been increased by 2 from this card. Might appeal and be a little more flexible?

Posting here takes a while. But I did revised it somewhere else: Instead of a multiple of 2, it’s plus 2 (I later realized most if not all action cards that raised bounty was by +1), it targets your dude with the lowest bounty for the effect. I’m confident it still needs work from someone who’s new to the game :sweat_smile:.
The idea behind this card was to incentivize an aggressive early-to-mid-game rush, to be the inverse of cards like Ol’ Fashioned Hangin’: Ol' Fashioned Hangin' · DoomtownDB (fits thematically), and to pressure opponents to react instead of farming for gadgets and whatnot (trying to win in the late).
I do really like your idea of also targeting an opponent’s dude. That’ll be neat. It almost becomes a rush for me but not for thee card as you could be rewarded by either sides’ aggressive play.

1 Like