Doomtown: New Town, New Rules Spoilers, Part 2

More spoilers for the upcoming saddlebag!

The spoilers from Doomtown: Reloaded’s New Town, New Rules are coming out rapid fire over the past two weeks. My previous post just couldn’t take it all. Board Game Geek user, fgerken scored a copy of New Town, New Rules at Essen and has shown us the rest of the pack on his Twitter feed.

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Slade Lighbody

Slade allows Hex decks to play with lower numbers. He can let you play with a few Soul Blasts or Ace in the Hole added into a high value Fourth Ring deck with less worry. Since he can pull again, you will drastically reduce the chance of failure. You’ll have to ace the Hex after the pull, but that has no effect on a Hex like Raising Hell when you are already going to ace the Hex.

Rafi Hamid

Rafi joins Lillian Morgan and Alice Stowe with an ability that can pull in some more guys to make a Shootout uneven, in your favor. The Deputy keyword, introduced but not used in the core set, finally gets some attention here. The only Government deeds out there right now are the Town Hall and the Town Council that shows up in New Town, New Rules.

Ulysses Marks

Ulysses adds to the strong Sloane theme of earning control points more easily than other factions. In fact, he can help protect a location by kicking them out of the saloon and into town square, where Sloane is likely to have a posse waiting to finish the poor dude off. You’ll want to make sure you can stay in a fight with Ulysses before he leaves you vulnerable in town square.

Back Ways

With all the cards that hate on wanted dudes in this pack, it’s good to see a card that actually helps them. Back Ways will allow wanted dudes to move nearly anywhere on the table without booting. Beware of a Lawrence Blackwood sneaking in to a deed for the win.

Make ’em Sweat

There are a lot of words here, but the most obvious application here is protection from the Legendary Holster. If you have first Shootout action against the player with the holster, you should be able to drop their bullets down to a 1 or 0, making the Holster useless without another bullet bonus.

Town Council

Town Council won’t keep you from losing the game, but it will let you take advantage of influence based outfit abilities. Morgan cattle company can send Travis Moone to build new deeds for their first play or the Law Dogs can use the +3 influence to use a weak dude to put a bounty on nearly anyone in the game. This is one of two cards in this set that put an extra emphasis on who wins the lowball hand at the start of the turn.

Telepathy Helmet

The first ability on this card is incredibly powerful and gives the player good reason not to go first. A Law Dogs player can really get mileage out of Sheriff Montreal wearing a Telepathy Helmet. The Helmet will also make him immune to Unprepared. The Faithful Hound coming out in this set will have a hard time stealing it with its low value. Getting to pay 1 Ghost Rock to look at a player’s hand will help you avoid those nasty end of turn surprises.

Plasma Drill

This is the first real instance of deed control in the game right now. It has a steep cost to get into play, but can pay off if you are able to shut down an opponents high income or high control deed. The fact that this might happen every turn will make the dude holding the Plasma Drill a big target.

These two gadgets will likely go a long way in bringing Mad Science to the front. The abilities are strong enough that a player can afford booting a dude to bring it in to play.

Hired Help

Spoiled by Team Covenant

Players that aren’t using Bounty Hunter will finally have access to the Gunslinger token provided in the core set. The Gunslinger provides you with extra bullets and a body to soak up extra casualties. Three Ghost Rock can seem steep, but Lillian Morgan and James Ghetty can bring the gunslinger into playe with their “free” Ghost Rock. The token Gunslinger can be used for casualties and at 2 Stud, your opponent might need to drop a few cards like Pinned Down or Sun In Your Eyes to have a hope of winning.

 

Paralysis Mark

Spoiled by Team Covenant

Paralysis Mark adds to the growing list of Hexes. It allows you to pick a target at the same or adjacent location as a Noon action and boot them if the pull is a success. This is the kind of Hex that will make factions beyond Fourth Ring consider using Hucksters. Morgan Cattle Company could use this Hex to further lock down their opponent will running around with horses. Law Dogs could use it to corner a wanted dude and then use Bluetick to run in and start a fight. Any faction could use it to shut down Allie Hensman and her ability to earn control points. There aren’t many ways to stand a dude back up right now. Pharmacy and Missed! will be important cards while this is in play.

Kyle Wagner

Spoiled by Gamorra Gazette

Morgan Cattle Company gets another incredibly cheap, no upkeep dude. He has 2 Mad Science skill which might go a long way to alleviating the pains of having to boot to build a gadget when he only costs three Ghost Rock to start. He also gets the ability to re-use a ranch once per turn. When New Town, New Rules comes out Kyle will be able to let you use your R&D Ranch for extra Ghost Rock or your Circle M Ranch for a second card draw. Right now he seems limited, but he will definitely become more useful as more ranches with abilities are released and Mad Science becomes more feasible.

 

 


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Landon Sommer
While I do play some of the greats like Civilization and X-com, consider me your Tabletop guru here at gameskinny. Want to know about a tabletop game? Just ask!