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Deadlands: Doomtown box art
1998 Ranked #3,371

Deadlands: Doomtown

This collectible card game has rival gangs build control over a Weird West boomtown. Poker-based combat and deed cards make both gunfights and town development central to taking command.

Customizable Games American West Card Game Modular Board Variable Player Powers

Players

2-6

Play time

Not listed

Age

10+

Complexity

3.02/5

Rating

7.25

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

One of the more unusual collectible card games on the market, Doomtown has players taking the part of gangs, called 'outfits,' trying to gain control of the California boomtown known as Gomorrah, in the same Weird West setting as the popular Deadlands RPG.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

One of the more unusual collectible card games on the market, Doomtown has players taking the part of gangs, called 'outfits,' trying to gain control of the California boomtown known as Gomorrah, in the same Weird West setting as the popular Deadlands RPG. A player wins at the end of a turn if he or she has more victory points + control points than any other player. Doomtown is set apart from other games in CCG market by its unique poker-based combat resolution, as well as by the way in which the town is built up through the game by the use of Deed cards. Outfits range from the good-guy Law Dogs to the mysterious Sioux Union to the nefarious Whateley clan. A turn is played out over one "day". In the gambling phase players play a hand of "Lowball" ( Unlike other Doomtown poker hands, the lowest hand wins.), to determine who will go first for the rest of the turn. Next in the upkeep phase, income is collected and upkeep for Dudes from another outfit are paid for. The next phase is "High Noon", during this phase, shopping and trading, moving, acting and calling out (all specific actions related to the game play) are taken. Finally, there is the Nightfall phase, during this phase, the events of the day are discarded, players hands are replenished and cards are returned to their "ready" state.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
2–6
Best with
2–6
Play time
45 min
Age
10+
Complexity
3.0/5
Credits and catalog connections

Credits

Designers

1
Dave Williams (II)

Artists

4
Melissa Benson Edward Fetterman Dan Frazier Anthony Grabski

Publishers

4
Alderac Entertainment Group Five Rings Publishing Group Pinnacle Entertainment Group Wizards of the Coast