[Home]GunslingerGang/Items

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Here's the current list of items for GunslingerGang. Several of them need more testing. Comments welcome!
I'm aiming for 25: two for each underling's A ability, two for each underling's B ability, and five non-underling-affiliated items.

I'd vaguely like to have themes amongst the items for each underling. The Instigator 2A theme is banishing opposing gunslingers. The Cart Driver 3B theme is to interact with the minecart. Etc. Several of the items are just "+1VP when doing this", which isn't very thematic but it is popular and a good power level.

I'm also tracking the complexity level of each item, specifically in terms of how many new decisions the item adds to gameplay. 1-2 is "green", suitable for the "easy items" deck. 3 is "orange". 4 is "red".

Xenophobe Flag: Your 1A hires one new gunslinger here for each opponent with gunslingers in this town, before moving gunslingers
Quality: Excellent
Complexity: 2
Status: Potent, but not broken. Makes 1A good!
Tests: 6+
Double-Barrel: Your 1B can shoot an opposing outlaw at the same time as shooting the sheriff
Quality: Fair
Complexity: 1
Status: Solid?
Tests: 2?
Commissar's Pistol: Your 1B can move to an adjacent town and make an outlaw *there* shoot a lawman
Quality: Excellent
Complexity: 2
Status: Very good; almost too good; but ways to interfere with lawmen = good
Tests: 5; testing priority: M
Fake Evidence: Your 1B can shoot two opposing outlaws if the sheriff was already yours beforehand
Quality: Fair
Complexity: 1
Status: Seems good, but doesn't get taken.
Tests:
Handcuffs: Your 1B can banish one lawman after shooting another
Quality: Fair
Complexity: 3
Status: OK. Bit hard to use.
Tests: 2; testing priority: M
Fearsome Whip: Your 2A can banish up to two opposing outlaws to adjacent towns before moving gunslingers
Quality: Good
Complexity: 4
Status: Solid
Tests: 3+
Intimidating Mask: Your 2A can banish an opposing lawman to an adjacent town before moving gunslingers
Quality: Good
Complexity: 4
Status: Solid
Tests: 3+
Sharpshooter Rifle: Your 2B can shoot outlaws in adjacent towns as if they were in this town
Quality: Excellent
Complexity: 3
Status: Solid
Tests: 3+
Shiny Revolver: Your 2B scores 1VP after shooting one or more outlaws
Quality: Good
Complexity: 1
Status: Solid. People like it.
Tests: 6+
Proprietary Cart: Your 3A can move to any one carriage's location before moving gunslingers
Quality: Good?
Complexity: 3
Status: Not awesome, but fairly solid. Maybe OP with multiple carriages?
Tests: 2+; testing priority: H
Greased Wheels: Your 3A can move to an adjacent town before moving gunslingers
Quality: Good
Complexity: 4
Status: Solid, but does provide lots of options / AP
Tests: 4+; testing priority: M
Side Tracks: Your 3B can move the carriage to any location where you have presence
Quality: Fair
Complexity: 3
Status: Interesting. Potent but not OP.
Tests: 1; testing priority: M
Mining Harness: Your 3B can bring up to two outlaws (from any player or players) along with the carriage
Quality: Fair
Complexity: 4
Status: OK. Test more.
Tests: 1?; testing priority: H
Trader's Caravan: Your 4A can bring an item into this town along with any one of the gunslingers
Quality: Fair
Complexity: 2
Status: Seems OK. Not much to do late game.
Tests: 2; testing priority: M
Hustler's Map: Your 4A can move gunslingers in from anywhere on the board
Quality: Good?
Complexity: 3
Status: Test after move from 3A
Tests: 1?; testing priority: H
Flashy Jacket: Your 4B gains 2VP when obtaining another special item
Quality: Good
Complexity: 1
Status: Can be good. A little hard to use.
Tests: 4+
Eviction Notice: Your 4B can banish up to two opposing outlaws to adjacent towns before taking the item
Quality: Good
Complexity: 4
Status: Solid, strong
Tests: 2?
Horse Barbecue: Your 5A hires one new gunslinger in this town after moving one or more gunslingers
Quality: Good
Complexity: 2
Status: Fine. Not great, but doesn't need to be.
Tests: 2?
Sleek Brushes: Your 5A scores 1VP after moving one or more gunslingers
Quality: Good
Complexity: 1
Status: Solid, unexciting
Tests: 4+
Maverick Reins: Your 5B can send one gunslinger a different direction to the other four
Quality: Good
Complexity: 4
Status: Solid
Tests: 2+; testing priority: M
Irresistible Flanks: Your 5B can move up to two opposing outlaws from adjacent towns into this town
Quality: Excellent
Complexity: 4
Status: Solid; a little confusing?
Tests: 3+; testing priority: M
Precision Strike: Towns you control with a majority of exactly 1 score you +1VP
Quality: Good
Complexity: 3
Status: Still fiddly. Easy to forget. Might be worth it.
Tests: 3+; testing priority: M
Stake in the Ground: You play your first card face up. It can't be 5. Resolving you may use the A ability then the B ability
Quality: Excellent
Complexity: 3
Status: Good, even with non-5 restriction.
Tests: 3+; testing priority: M
Hometown Banner: In the Hire phase, you may put your 3 new outlaws into any one town where you have presence
Quality: Excellent
Complexity: 4
Status: Very solid
Tests: 4+
Driver's Cap: Gain the neutral 6 - Rail Driver card, which moves some in then some out, total up to 6
Quality: Fair
Complexity: 4
Status: Too good - fix
Tests: 1
Dancer's Bells: Gain the neutral 0 - Dancer card, which allows gunslingers moving adjacent to come in for free
Quality: Good
Complexity: 4
Status: Solid. Controversial :) Multiple ppl say it's OP then take it back.
Tests: 4+; testing priority: H



Testing priorities:

Handcuffs, Proprietary Cart, Greased Wheels, Side Tracks, Dancer's Bells; Double-Barrel, Commissar's Pistol, Mining Harness, Trader's Caravan, Hustler's Map, Maverick Reins, Irresistible Flanks


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Last edited June 5, 2017 12:17 am (viewing revision 9, which is the newest) (diff)
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