DOOMTOWN: RELOADED

Welcome to the DOOMTOWN: Reloaded Solo Variant

by Box of Delights

v3.3 Sep 18th 2015

You can’t play against a virtual player who plays like a regular player because the card text and combos are way too complicated to make it playable. Instead we create a series of deeds and dudes who are moving about town, generating influence and control just like a regular opponent but without simulating a real player. We call this opponent “Wyatt”.


– You must have more Control than Wyatt’s Influence at Sundown to win.
– If Wyatt’s Control exceeds your Influence at Sundown then you lose.
– Wyatt will have a deck set up as normal. It is recommended that you start with a predefined deck from core Doomtown Reloaded, or create a deck at random using 16 diamonds, 14 spades, 12 clubs, and 10 hearts. Wyatt doesn’t use Jokers. A more offensive deck will have more black suits; a more defensive deck will have more red suits.

– Wyatt does not have a hand of cards; you will use his deck as a mechanism to drive his responses, by drawing a card for each of his turns during High Noon, and respond according to its suit.

– If Wyatt’s deck is empty and he needs to draw a card, shuffle his discard pile to make a new deck.

– Wyatt will never use Goods, Gadgets, Hexes/Spells or Actions, cannot start jobs, and will ignore all Abilities, Actin’ and React text of his Dudes, his Outfit Card and any Deeds he controls. Instead Wyatt will move Dudes and control Deeds around town using only their grit, Keywords (e.g. Harrowed) and any Traits (except any that refer to Wyatt’s “hand”).

– If a card is played that says Wyatt “may” do something, then Wyatt will not. Note: Ramiro Mendoza is not a good choice for Wyatt to have in his deck!

 

Throughout the game you will always play using the regular rules. There is just one exception: you may not move Dudes to Wyatt’s Home. Your Homes are safe houses where Dudes cannot be called-out. Meanwhile, Wyatt’s rules are as follows:

SETUP
[1] Place Wyatt’s outfit card in the centre of his street on his side of town as normal.
[2] Take his starting ghost rock as normal.
[3] Shuffle Wyatt’s deck and draw cards, one at a time, discarding every Club and every Heart.

– When you draw a Spade, then Wyatt will pay for the Dude and place it at home if he can afford to do so. Keep going for as long as Wyatt has GR to spend.If a Dude is drawn that cannot be afforded, put it into play (discard remining GR), then discard all subsequent spades drawn.

-The first time you draw a Diamond, place the Deed to the right of Wyatt’s home. The second time you draw a Diamond place the Deed to the left of Wyatt’s home. Any Out of Town deeds go Out of Town, and are in addition to the two starting deeds. All subsequent Diamonds are discarded. Continue in this way until Wyatt has played his last Dude and there are two Deeds in town (do not count Out of Town deeds). Finally, draw until you find a Dude for each Out of Town Deed, and put the Dude into play there (for free) booted.

 

[4] Move the highest priority Dude, from Home, to the highest priority Deed, and the next highest priority Dude, from Home, to the other in-town Deed.

 

“Undefended” Deed – is one that has none of the Owner’s dudes located there.

Priority Dude – highest priority Dude is defined as that with the highest cost and then, if equal, highest number of bullets, most influence, highest rank (i.e. pip-value), then randomly.

Priority Deed – highest priority Deed is defined that with the highest control and then, if equal, highest cost, most income, closest to home, highest rank (i.e. pip-value), then randomly.

Power Differential (PD) is equal to the number of Wyatt’s Dudes at a Deed PLUS the number of his unbooted Dudes in Town Square, minus the number of player’s Dudes at the same Deed and unbooted Dudes in Town Square. When calculating PD, aways include unbooted Dudes in Town Square. To break ties when selecting a deed according to PD use the “Priority Deed” rule.

 

EXAMPLE

Wyatt has a dude at the Railroad Station, and you have a dude at the Railroad Station; in addition Wyatt has a dude booted in the Town Square, and you have an unbooted dude in Town Square. Therefore the PD of the Railroad Station is -1. The PD of the Town Square is also -1. You then move a dude from home to the Railroad Station. Now the PD of the Railroad Station is zero and the PD of the Town Square is still -1.

 

GAMBLIN’
Play as normal: i.e. ante 1 ghost-rock and draw a 5-card low-ball hand for yourself and Wyatt, with lowest hand called the Winner and winning the ante.

UPKEEP
Play as per normal, but Wyatt’s Dudes are considered to have a maximum unmodified upkeep cost of 1 ghost rock. Wyatt never discards a Dude if he can’t afford the upkeep.


HIGH-NOON

IMPORTANT: Wyatt will always follow the regular rules when Movin’, Callin’ Out and in Shootouts. i.e. Wyatt cannot move or call-out with a booted Dude; he boots dudes moving to join a Posse; boots dudes when they are Movin‘, except according to the regular exceptions; he adds a bounty on dudes who are Breakin’ and Enterin’, and so on.

 

When it is Wyatt’s turn to act, if you just passed and Wyatt is in a winning position, then he will immediately PASS. Otherwise, draw a card from his deck. Consider the SUIT only, and follow the decision tree for the suit (see pages 5 & 6), discarding any cards not put into play.

 

To use the decision tree: start with number 1, and if that condition is not met then step to number 2, and so on. As soon as one of the conditions is met and Wyatt makes a play or passes, then stop.

 

CALL-OUTS
If you call out Wyatt, count cost of his dudes who can join the posse, plus cost of location, or 3 if in Town Square. If greater than or equal to the sum cost of your dudes who can join posse then he will accept. Otherwise he retreats (remember booted marks cannot decline).

 

If Wyatt calls you out, he will choose the lowest priority booted dude as the mark, or the highest priority unbooted dude as mark if none are booted.

 

SHOOTOUTS
Formin’ Posses

NOTE: The Leader forms their posse first, as per the regular rules.

 

Form Wyatt’s posse as follows:

[1] All legally available dudes will join Wyatt’s posse from Town Square and from the Shootout location.

[2] Then, considering Highest Priority Dudes first, unbooted Dudes at adjacent locations will only join if it means doing so will not immediately lose them control of a Deed AND if the PD at the shootout location is currently negative. REMEMBER: Unbooted dudes at adjacent locations, even if the shootout is in Town Square, do not count towards the PD of the shootout location.

 

Breakin’ and Enterin’

Normal rules apply to both you and Wyatt.

 

Slingin’ Lead

STEP 1. Make Plays

Starting with the Winner (determined in the Gamblin’ Phase) you and Wyatt can make a shootout play. Wyatt will only make one shootout play during this step, though you can make a many as you wish. To make Wyatt’s play, roll 1d6 and refer to the table below (Note: “you” and “your” refers to you, the player, not Wyatt). Each play has a cost. Wyatt must pay the cost or else he makes no shootout play.

 

1 Shotgun

Cost 1

Choose and ace one of your Dudes in this location, with a pip value less than or equal to the total sum of bullets in Wyatt’s posse + 1. If you have no such dude, then Wyatt makes no shootout play.
2 Hired Help

Cost 2

Draw up to 5 cards until Wyatt finds a Dude; that Dude enters play (for free) and joins Wyatt’s posse booted. If no dude is found then Wyatt makes no shootout play.
3 Ridden Down

Cost 2

Send the lowest priority dude without a Horse from your posse home booted.
4 Coachwhip!

Cost 0

If you reveal a cheatin’ hand for the draw, you must ace a dude in your posse. Note: You may chose to reveal a non-cheatin’ hand.
5 Sun in Yer Eyes

Cost 0

The Stud in your posse (or Draw if you have no Stud in the posse) with the most bullets gets -2 bullets.
6 Nothin’ Doin’

Cost 0

Wyatt does not make a shootout play

 

STEP 2. Pick Yer Shooter

Wyatt picks his Dude with the highest non-zero Stud rating as his shooter, or highest Draw if there are no studs. If there is a tie for highest, then he uses the Dude with the lowest priority.  Note: cards like Pinned Down do not affect Wyatt’s choice.

 

STEP 3 & 4. Draw! Reveal and Resolve

You ALWAYS draw and reveal your hand before Wyatt draws his cards.

 

For Wyatt’s draw: Silver bullets give him their stud value, as normal, but brass bullets count as half a silver bullet (rounded up) for Wyatt’s Shooter. For his supporting Dudes, add the number of studs in his posse and then add half for each ‘draw’ dude, rounding the total up. Make the best possible hand from these cards (if there’s an equal choice, non-cheating takes precedence over a cheating hand).

 

e.g. Wyatt’s shooter is a 2-stud, and he has three draw dudes in support, so he draws 5 cards, plus 2 for his stud, then an additional 1.5 cards, rounded up to 2, for his supporting dudes, thereby drawing 9 cards in total for his draw.

 

STEP 5. Take Yer Lumps

If you win/draw the shootout and Wyatt takes casualties, he will discard his lowest priority Dude for 1 casualty, and ace him for 2; then discard his next lowest priority Dude for a 3rd casualty, and ace him for a 4th; and so on.

 

STEP 6. Run or Gun

As per regular rules, loser decides first whether to flee from the shootout. For Wyatt’s decision, count the sum cost of his dudes in the posse, plus cost of location (or +3 if in town centre). If this total is less than the sum cost of dudes in your posse then he will flee all his dudes.

 

STEP 7. Chamber Another Round

Normal rules apply.

 

JOBS

When you perform a job, if the Mark is controlled by Wyatt, then Wyatt will always add any Dudes at the same location as the Mark, to his posse.

 

SUNDOWN

Wyatt checks for victory and unboots his cards as normal.

 

THANK YOUs

Thank you to playtesters: Jason Ritz, Lap Ho, Kirsty and Chris C.

Thank you to Dale Buonocore for the inspiring 1 Draw = 0.5 Stud rule

HIGH-NOON DECISION TREE

HEART

[1] If Wyatt’s Influence is greater than or equal to your Control then Wyatt will Pass.

 

[2] Move a Dude from Out of Town into the Town Square.

 

[3] Move highest priority Dude from Home, or from Town Square, to a deed owned by Wyatt’s but not controlled by Wyatt with highest PD (highest priority Deed if PDs are equal).

 

[4] Move a [highest priority] Dude to take control of a [highest priority] Deed if doing so increases Wyatt’s total control.

 

[5]  If Wyatt can, call-out a player’s Dude at a Deed Wyatt does not control with highest PD.

 

[6] Wyatt will Pass.

DIAMOND

[1] If Wyatt can afford to legally put the Deed in play, then he pays for it and does so. In-town deeds go to the left or right of his Home according to the side which has the lowest sum cost of deeds; if they are equal then whichever side has the fewest deeds; if still equal then choose randomly.

 

[2] Move highest priority Dude from Home (or from Town Square if no one Home) to an undefended [highest priority] Deed, in or out of town, controlled by Wyatt.

 

[3] move highest priority Dude from Home (or from Town Square if no one Home) to an undefended [highest priority] Deed, in or out of town, owned by Wyatt.

 

[4] move highest priority Dude from Home (or from Town Square if no one home) to Wyatt’s controlled [highest priority] Deed with lowest PD and control greater than zero.

 

[5]  If Wyatt can, call-out a player’s Dude at a Deed Wyatt controls with highest PD greater than or equal to zero.

 

[6] If Wyatt has less influence than you have control, move a [highest priority] Dude to take control of a [highest priority] deed if doing so increases Wyatt’s total control.

 

[7] If Wyatt owns an undefended Deed, and has less influence than you have control, draw up to 5 cards for Wyatt until he draws a Dude; he pays for it and puts the Dude into play, booted, at the owned & undefended [highest priority] Deed.The dude comes into play even if Wyatt has not enough ghost rock to pay for it. If no Dude is drawn then step to condition [8] below.

 

[8] Wyatt will Pass.

 

CLUB

[1] If Wyatt can, call-out a player’s Dude at a [highest priority] Deed Wyatt does not control, with highest PD greater than or equal to zero.

 

[2] move highest priority Dude from Home to Town Square.

 

[3] move highest priority Dude from Town Square to an in-town player controlled deed with the lowest PD.

 

[4] call-out a player’s Dude at a Deed Wyatt does not control with the highest PD.

 

[5] Move a [highest priority] Dude to take control of a [highest priority] Deed with control greater than zero if doing so does not decrease Wyatt’s total control.

 

[6] call-out a player’s Dude at a Deed with the highest PD.

 

[7] move highest priority Dude from Town Square to an in-town deed with the lowest PD.

 

[8] Wyatt will Pass.

 

SPADE

[1] If Wyatt can afford to legally put the Dude in play, then he pays for it and does so, placing it at Home.

 

[2] Move the highest priority unbooted Dude from Home to Town Square.

 

[3] Move highest priority unbooted dude from Town Square to an in-town player controlled [highest priority] Deed with the lowest PD greater than or equal to zero.

 

[4] Move a [highest priority] Dude to take control of a [highest priority] Deed if doing so increases Wyatt’s total control.

 

[5] If Wyatt can and if the PD at Town Square is greater than or equal to zero, then call-out a player’s Dude in the Town Square.

 

[6]  If Wyatt has less Influence than you have control, put the Dude in play at Home and discard any of Wyatt’s remaining ghost rock. (The dude comes into play even if Wyatt has zero ghost rock).

 

[7] Wyatt will Pass.

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