Community,
I have heard a little discussion about this before, and was thinking that since we are “between” official statuses of the extended run of DTR, this concept could be revisited on these forums. One of the major things that changed between Classic and Reloaded was the formalization and guarantee of the “Run or Gun?” step in a given shootout.
In Classic, if an entire opposing posse was removed prior to the resolution of poker hands in a shootout (through card effects), the shootout immediately ended and the remaining posse wasn’t allowed to flee - they were more or less “stuck” at the location of the shootout. The strategic consideration behind this rule confers that any trickery that allows for the bypassing of poker resolution also commits the remaining posse to the location of the shootout. I will call this “Commitment to Location” for shorthand.
In Reloaded, if an entire posse is removed before resolution, the shootout doesn’t immediately end because the remaining posse still has the option to stay or flee, in whole or in part, per the Run or Gun step. The strategic consideration behind this rule confers a level of certainty that no matter how the shootout goes down, if you survive you always have the option of going home afterwards. I will call this “Certainty of Egress” for shorthand.
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Doing some research, I have compiled a list of cards which would see a slight power-down if we reverted to the Classic (Commitment to Location) rule:
Asyncoil Gun
Coachwhip!
Deliberate Infection
Dr. Arden Gillman
Festering Grasp
Jael’s Guile
Legendary Holster
Mariel Lewis
Pancho Castillo (ex1)
Pistol Whip
Point Blank
Red Horse’s Tail
Requiem for a Good Boy
Rich Man’s Guard Dog
Shotgun
Soul Blast
Swinford finds Trouble
Xiong “Wendy” Cheng
As these cards remove dudes from the opposing posse in one way or another, if you use some combination of them to remove the entire opposing posse prior to resolution, you also remove the option afforded to you in the Run or Gun step to flee.
Here is a list of cards which would see a slight power-up if we reverted to the Classic (Commitment to Location) rule:
Eva Bright Eyes
Mortimer Parsons
No Turning Back
Personal Ornithopter
The Highbinder Hotel
Willa Mae Macgowan
As these remove dudes in your posse in one way or another, if you use some combination of them to remove your entire posse prior to resolution, you also remove the option afforded to your opponent in the Run or Gun step to flee.
Here is a list of cards that would see both a power-down and a power-up, depending on the context of the current board state:
Law Goes Underground
Rabbit’s Deception
Rite of Profane Abstersion
As the two lists above it, if you use these cards to remove an entire posse, the remaining posse will be unable to flee - if you remove the opposing posse you will be unable to flee, if you remove your own posse your opponent will be unable to flee.
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So I have a question to the community regarding a proposal to retain or revert the interaction between Run or Gun and Posse Removal: Do you prefer the Reloaded rule (Certainty of Egress) or the Classic rule (Commitment to Location)?