Recommend
3 
 Thumb up
 Hide
10 Posts

Doomtown: Reloaded» Forums » Strategy

Subject: Larn to play Doomtown, the Classic way rss

Your Tags: Add tags
Popular Tags: [View All]
Davido
United States
California
flag msg tools
badge
Avatar
mbmbmbmbmb
So you’ve heard tell ‘bout this game called Doomtown: Reloaded? Can’t wait ‘till August to learn the game or hook yer friends? Got a few cards? Well, some good advice has been posted:

http://dbzer0.com/blog/my-guide-on-how-to-play-classic-doomt...

So here is my very general take on Classic decks that can model SOME aspects of Reloaded. The biggest nod to the old game is relatively low (and no starting) number of Dudes with Upkeep. These are actually ‘pauper decks’. How Pauper? Proper Pauper as the cards are from the remnants of six full five-column boxes of commons/uncommons after a year of Scrapyard events and relentless job lots and giveaways, e.g. the commonest of the commons that remain.

Some of these cards would never make it into ‘real decks’ as they serve no purpose other than reinforcing shootout draw structures. Actually, I consider that a plus – since these cards are so useless, you’d never play them to the table. Thus, as you play OTHER cards, they remain as the deck degenerates to its final lethal fury.

Eagle Rock, Cain/Abel, Crack Shot(s), stud-buffs/tech can be moved around to balance one side or the other (e.g. more studs = more firepower)


Actually, these do NOT model Reloaded well at all. These are NOT tricky/broken combo Johnny decks. They are not overly thematic. They do NOT closely adhere to the “Classic to Reloaded” Mantras. What they are, are decks that demonstrate the basic principles of movement, shootouts, and measuring Control vs. Influence that remain Doomtown’s hallmarks.

Decks and Notes:

Black Jacks – Original Home (19GR/+3 Production). Do NOT use the near broken ability of ‘booting for ghost rock’. Make it the old fashioned ways – earn it or steal it.
DO increase bounty by 1 GR anytime a BJ becomes wanted or has a card effect played upon them that creates a Wanted situation.

Draw Structure: Straight Flush in Clubs – play out everything else. Other cards can support via Full House, but this is a deck that hits full stride late game.
(if another 5S added (e.g. replacing Sam Horowitz) w/ upkeep, you could lose upkeep dudes back to the deck for a Straight Flush in Spades)

Tech: weapons/actions that add bullets/create studs.
Starting Posse:

2S Cassidy Greene – 0D/2GR/1 Inf
3S Father Juan Navarro – 0D/2 GR/1 Inf
4S Maurice Foster – 0D/4GR/2 Inf
7S Billy No-Neck – 2S/4GR/0 Inf
8S Andrew Garrett – 0D/5GR/2 Inf
Totals: 17GR, 2 GR left/ 7 Inf
Additional deck influence: 5 (+3 from Skunky Swade)
Additional Production: 12
Total Control Points: 7

Dudes:
AS Victor Navarro 1D/2GR/0 Inf
2S Lawrence Goodman 1D/2GR/0 Inf
3S Mr. Bones 0D/2GR – 1Upkeep/1 Inf (ability useful, but not as clutch as in true Classic)
3S Rhett Caufield 1D/3GR/0 Inf
4S Cletus Peacock 1D/3GR/0 Inf (good aggro ability +2 bullets when calling out)
4S Wendigo Garrison 2S/6GR – 1 Upkeep/1 Inf (benefits from cheatin’, mitigates cheatin’ varmint)
5S Sam Horowitz 1D/3GR/0 Inf (Suggest making his ability a Noon: Job, e.g. more interactive)
6S Ely Parker 2D/5GR/1 Inf
6S Clell Miller 1D/4 GR – 1 Upkeep/1 Inf (good ability – promotes Aggro)
6S The Twitch 2S/1 GR – 3 Upkeep/1 Inf (very interesting ability – mini-Harrowed)
7S Mae Parker 3S/5GR – 1 Upkeep/0 Inf
8S Skunky Swade 1D/1D/3GR – 1 Upkeep/3 Inf (Inf ability not in play for Reloaded)
9S Eagle Rock 3S/5 GR/0 Inf (Stud 4 Hire. If OP, trade for either Abel/Cain or swap for another Crack Shot?)

Actions (except for Crack Shot, main draw structure these cycle)

2C Crack Shot (stud tech – the universal handicap/equalizer)
5C Ambush (Aggro Tech, albeit costing 5GR)
5C Last Meal (another shootout action)
6C Fanning the Hammer (pile on in shootouts, costs 1 GR)
6C Foreclosure – Make this a job, instead of Cheatin’ (more interaction)
7C Snakebite (cheatin- ace a dude)
7C Bad Tequila (boot a dude)
8C Pinned Down (nerfs good shooters)
8C Kidnapping (more Aggro tech)
9C Good Kharma (closer to what Reloaded does w/ Cheatin’ – could add Gain 2GR as a Noon ability)
9C Flaming Barrels (Bullet buffing)
10C Derringer (1 GR for a one-shot +1 bullet buff)
10C Cover Fire (shootout defense)
JC Take Ya With Me (classic “lose to win”)
JC Who Are You Again? (Cheatin’ creates more Shotgun fodder)

Deeds: 2 out of town deeds out of 10. These can support the shootouts early on, albeit will need to Cheat to hit Full House/4 Kind. Mostly in town w/ CP and production/abilities. Could theoretically hit a Straight Flush in Diamonds, but better to play these out and rely on the clubs backbone for the Straight Flush

5D Dispatch Office 5GR (influence buff)
5D Barkum & Barkum Attorneys 5GR/1CP (unwanted tech)
6D King Willy’s Mother Lode 5 GR/3 Prod/1CP (good all around strike)
6D Casino Morongo 6 GR/+2 Prod/1 CP (good shootout defense)
7D St. Martin’s Chapel 5 GR/+1 Prod/1 CP
7D Old Moon Saloon 5 GR/+1 Prod/1 CP
8D Green-Eye Saloon 4 GR/+1 Prod/1 CP
8D Pony Express 5GR/+1 Prod/1 CP (great ability – this is a classic deed, if it’s not contested, the LD are definitely asleep at the switch)
9D Spirit of Kentucky Shaft 4 GR/+3 Prod (closer to Reloadeds Costing schema – consider giving this 1 CP as well to make it worth contesting)
9D Scooter’s Lift Winch 3 GR (useful movement tech to the strikes Ability worth contesting by both sides)

Goods: good bullet/stud tech here:
AH Kenny 2 GR (ultimate Meat Shield)
4H Bolt-Action Rifle (+1 bullet, insta-Stud)
5H Shotgun (+1 bullet combos w/ Who Are You Again? – best way to paint a Deed red in a shootout. This deck packs 2 of these bad boys)
9H Flamethrower 3 GR (Gives Maurice Foster something to do besides influence – always keep a GR handy to prime this puppy).
9H Pearl-Handled Revolver 1 GR (cheap insta-Stud tech)
10H Blood Money 2 GR (buff bullets n influence at price of being Wanted)
JH Pof. Parham’s Miracle Elixir 2 GR(save a Dude, more st00pid gadget tricks)
QH Bowie Knife 2GR (+1 bullet)

LawDogs Original Home. (19 GR/+3 Prod) No Jail in this deck, but do use the other ability to gain 1 VP for acing Wanted Dudes with Influence. If Jacks turtle, consider a replay swapping the Ambush and Kidnappings to the Dogs and giving the Jacks The North End and/or another Crack Shot and/or Hard Labor. This is a Dead Man’s Hand (DMH) build which means it also draws full house/4 kind on Jacks, Eights, and Aces before degenerating down to the DMH. You do NOT want to play out more than 2 of the black aces, eights, and jack of diamonds. There are some coasters here to help reinforce the concept. This deck is fairly reliable early on, but can go toe to toe w/ the Jacks at the end via the DMH over the Straight Flush, albeit the Jacks have better shooters and bullet/stud tech.

Starting Posse:
2S Charlie Flatbush 1D/4 GR/2 Inf
2S William Olson 0S/3GR/0 Inf (good vs. wanted or w/ bullet buff)
3S Hector Casparo 1D/2 GR/0 Inf (good redraw ability)
3S Jesse Freemont 2D/2GR/0 Inf
7S Cain Regen 2S/6GR/1 Inf (Stud w/ influence –atypical of Reloaded, but classic Classic stud-for-hire)

17 GR/+2 left/ 3 Inf (low end of acceptable)
Other PLAYABLE influence in deck: 9 (+2 from Goods)
Other Production: 9
Control Points: 8

Dudes (aces n eights are part of the DMH):
3S Reverend C.A. Johnson 1D/4GR/1Inf (here for influence only)
AS Charlie Landers 0D/1GR/1 Inf (Good defense)
AS Town Drunk (KEEP IN THE STACK FOR DMH)
AS The Snitch (KEEP IN THE STACK FOR DMH)
4S Tao Cheng – “TC” 0S/4GR (+2 if no opposing weapons) good supporting stud
6S Bronco Bjork Gutmansen 2D/3GR/0Inf (can use horse tech)
6S Xiong “Wendy” Cheng 2S/5GR – 1 Upkeep/1 Inf (expensive but great all around)
7S Sir Whitmore 0D/4GR – 1 upkeep/1 Inf (useful ability)
8S Abel Owens 2S/5 GR/1 Inf (great insta-stude w/ influence- play him out)
8S Cassandra 1S/5GR – 2 Upkeep/1 Inf (stud w/ influence, but expensive and abilities are not useful in this deck. (KEEP IN THE STACK FOR DMH))
8S 2D/5 GR/2 Inf (totally un-thematic, could play if you’re desperate for Influence (better choice: KEEP IN THE STACK FOR DMH))
8S Sergeant Sean Slade 1S/3GR – 1 Upkeep/0 Inf (KEEP IN THE STACK FOR DMH)
9S Judge Henry Warwick 1D/6 GR – 2 Upkeep/3 Inf (Great Inf/great ability)

Actions: (Aces n Eights are part of the DMH – these all cycle)

AC Cheatin’ Varmint (lower hand rank by 3 – classic Cheatin card) deck has 2
AC I gotcha covered (shootout defense)
AC Only Winged ‘em (shootout defense)
2C Crack Shot (insta-stud)
3C Hard Labor (burst economy)
5C Warrant (best way to make ‘em wanted. 2 in this deck)
5C Guilt by Association (more Wanted tech)
7C Snakebite (Cheatin’ , aces a Dude)
8C The North End (more Cheatin’ also part of DMH)
8C Stray Lead (modest benefit, but part of DMH)
8C Mesa Checkpoint (marginal use, but part of DMH)
10C Friends in Low Places (LD way of looking at play hands)
JC Head ‘em off at the Pass (way to beef up a posse – supports JD draws)
KC Clean up the Town (more Wanted tech)

Deeds: (eights can support the black 8’s for FH/4K builds, Jacks are DMH)
Play out all but 2-3 JD (suggest for JD play out Road House for CP and 1 other JD Deed for Production, leave the rest for DMH. Common mistake is to play out all Deeds e.g. JD and NOT have a DMH build remaining, which is weak sauce, indeed.)

6D Nolan’s Smithy 5 GR/+2 Prod (limited ability, but in town deed w/ production)
8D Fine China Shop 2GR/+1 Prod/1 CP (classic in town deed w/ prod/cp)
8D Fu Leng’s Laundry & Tailoring 6 GR/2 CP (quick CP)
8D Miss Coutreau’s 4 GR/+1 Prod/1 CP (good all around in town deed)
10D Elijah’s Parish 3 GR/1CP (in town CP)
10D The Barber’s Shop 4 GR/+1 Prod/1 CP (another all around in town deed)
JD The Gaping Maw Strike 4 GR/+3 Prod (very balanced cost/prod ratio, a fave)
JD Ignacio’s Exotics 4GR/+1 Prod (combos w/ Cassandra, but no Mystical in this deck, suggest leave in for DMH)
JD Road House 2 GR/1CP (cheap CP, suggest playing this out)
JD San Simeon Mine 3 GR/+2 Prod (typical of Reloaded’s costing, but here leave in for DMH and try to play Gaping Maw instead)
JD Toy Shop 3GR/+1 Prod (good in town production, best flavor text ever, suggest leaving in for DMH)

Goods: generally useful goodies here – play ‘em out

AH Kenny 2 GR (Hey, he’ll be a meat shield for anyone)
3H New Hat 2 GR (+1 Inf)
5H Shotgun 3 GR (2 here as well, hey, lethality knows no loyalty)
5H Roan 3 GR (cost reduced my Nolan’s and Bronko – classic movement ability)
9H Pearl-Handled Revolver 1 GR (LD use insta-stud too)
JH Penny Farthing 4 GR (it’s a horse, so Nolan/Bronco heart this – good intown movement)



1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
United States
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
None of this post made a single bit of sense to me. It's either entirely laden with inside slang or else it was just poorly written, I guess.

I'm left wondering what the heck was being discussed here about this upcoming cool game.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Boeren
United States
Marietta
Georgia
flag msg tools
Avatar
mbmbmbmbmb
Go read this first, it will help you understand what he's talking about with the poker hand stuff:
http://boardgamegeek.com/thread/294186/doomtown-deck-structu...
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Davido
United States
California
flag msg tools
badge
Avatar
mbmbmbmbmb
wytefang wrote:
None of this post made a single bit of sense to me. It's either entirely laden with inside slang or else it was just poorly written, I guess.

I'm left wondering what the heck was being discussed here about this upcoming cool game.


You might also check out the following from here:
http://www.alderac.com/doomtown/doomtown/
http://www.alderac.com/doomtown/new-town-new-rules-deck-cons...


This post assumes some knowledge of the original game, a bunch of cards lying around, and an unwillingness to wait 3 months for the reissue.

The decks are based off of cards that are easily obtained (dare I say near-ubiquitous) and a quick intro to Doomtown's general principles.

Probably not for the completely uninitiated, though...

EDIT: A common situation is someone bought a starter or two, or a bulk job lot off of ebay and then
a) didn't want to keep up w/ a CCG
b) found the cost of getting a playable set of cards for a dead CCG too high

either way there is a small subset of potential players out there that have some familiarity with the game and its concepts, but never actually got to play or get cards that actually worked as decks (1 or 2 starters really aren't playable, many job lots are pure crap and while the cards are nice, not really meant for deck building).

This post is very niche - pre-release support for Reloaded targeting that becomes totally obsolete in 3 months
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Castillo
United States
Colorado
flag msg tools
mbmbmbmbmb
Not poorly written. Just not meant for a tenderfoot such as yerself.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
United States
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Ah, okay.

Perhaps "poorly written" was a bad choice of words. My apologies, Davido.

I would prefer just to wait for the launch. I'm quite excited about this upcoming game. It looks so cool and I love card games (hopefully I can afford to pick it up when it launches).

So this game existed in a different form previously, then?

2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Boeren
United States
Marietta
Georgia
flag msg tools
Avatar
mbmbmbmbmb
Yes, like Netrunner this is an old CCG which is being rebooted into a non-collectable form. AEG's got several good ones in their back library so if Doomtown: Reloaded sells well enough you might see them bring back some other games as well. 7th Sea would be my best guess for the next in line.

But yeah, the original post assumes some understanding of the game that would require either having played before *or* that you've read some strategy articles explaining the underlying concepts.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Sean Geraghty
Ireland
Kilkenny
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
dboeren wrote:
7th Sea would be my best guess for the next in line.


Or an actual reboot of Legend of the Burning Sands. The flavorless Romance of the Nine Empires has left me wanting more. Though I am going to pick up the expansion to get Dueling and Djinn back into the game.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Boeren
United States
Marietta
Georgia
flag msg tools
Avatar
mbmbmbmbmb
tkpope wrote:
dboeren wrote:
7th Sea would be my best guess for the next in line.


Or an actual reboot of Legend of the Burning Sands. The flavorless Romance of the Nine Empires has left me wanting more. Though I am going to pick up the expansion to get Dueling and Djinn back into the game.


Yes, the new setting did seem rather bland. Plus, there is no appearance of commitment to it which is why I passed. It seems clear to me that R9E was meant more as a one-off product with maybe an expansion or two but Doomtown: Reloaded is a full "LCG" style product with all that that implies.

No big deal, I will already have my hands full with too many card games to keep up with come August...
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Luke Stirling
Norway
Trondheim
flag msg tools
badge
Avatar
mbmbmbmbmb
If I had enough cards, I would totally do this. Earlier this year a friend of mine located a small stack of Doomtown cards which he gave to me, and I was able to cobble together a couple of decks. I was all set to use these deck to teach it to my wife, when Doomtown: Reloaded was announced.

Unlike the decks designed above, what I was able to put together doesn't do a very good job of masking the differenced between old and new. So I've decided against using them and potentially causing confusion about what rules/strategies are outdated when Reloaded comes out and what isn't. I have high hopes that this reboot will get Doomtown to my gaming table quite a bit, and I don't want to jeopardise that by putting my wife off with old vs. new rules confusion. The only Doomtown veteran that I still game with is my brother, and I mostly game with him these days when both of our spouses are at the table as well. If I mess things up introducing the game, then I may rarely or never get to play the reboot.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.