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Orgo-Life the new way to the future Advertising by AdpathwayQuick Look: Doomtown: Whispers of War
Designers: Richard Carter, David Lapp, Daniel Lundsby, Dave Williams (II), Mark Wootton
Artists: Anthony Amato, Michael Apice, Bruno Balixa, Beet + 34 more
Publisher: Pine Box Entertainment
Year Published: 2025
Expansion to Base Game: Doomtown.
Find more info HERE.
From the Publisher:
“Guidance comes in many forms,” whispered Eagle Woman. “The raven touches the sun, flies far, and sees all. Nothing like the whispers of war to bring allies together.” Whispers follow E.B. Farnum in Deadwood as he returns from a meeting with the territorial governor. Deep in the mines, the Deadwood Miner’s Alliance plot to take back what they see as theirs. Feet walk the corridors of the Bai Long Tea Shop as Hao Te Zui trains his followers. In the Badlands, whispers guide Marshal Bass Reeves toward a fateful showdown with Bill Hickock. Through Worm Canyon, acolytes feverishly chant as Ursula, the Worm Queen, leads a bloody sacrifice.
This new expansion introduces a second dual faction dude, as well as an updated Law Dogs Fort 51 and new iterations of several returning cards as voted upon by our own players, including Inner Struggle and Doris Powell. Also included is a brand new Solo scenario!
This expansion for the Doomtown Expandable Card Game includes 240 cards (4 copies each of 60 unique cards).
Disclaimer: The publisher provided the copy of Doomtown: Whispers of War. The opinions expressed in the review are completely my own.
Review:
Initial Thoughts:
Doomtown has been around a while and there are a number of expansions, so I wasn’t sure another expansion would be needed. I’ve only played with one other expansion and that seemed to go well, so I’m inclined to give this expansion a try. Like the other expansion I played, this expansion is another set of cards. Thankfully it’s not just a new set of cards; the expansion includes some gameplay changes.
The card set introduces one rule change, that was included in the previous expansion I played, and one gameplay change.
The card set introduces (reintroduces) Dual Faction Dudes. Some of the Dude cards have more than one faction symbol and may act as a member of either faction at the time a faction determination is made. This does not require changes to the setup of the game.
The card set also introduces a new gameplay scenario: Raid. The Raid Scenario is 1 player against the Gunfighter Automaton as the Raiders. Setup for this scenario follows standard setup for the Defender and no Deeds in the Automaton deck. An Event deck is also created.
Gameplay Changes:
The gameplay changes for the Dual Factions is mostly described above, faction affiliation is made at the point where a faction determination takes place.
The gameplay for the Raid Scenario is mostly separate from the base game, although the basic rules of gameplay of the base game are in effect. The objective of the Raid Scenario is for the Defender to win 3 Sundown Raid Jobs. If a player can do that they win the game. If the Raiders accomplish this first, they win.
Gameplay for the Raid Scenario includes variations on rules. Gameplay starts with 2 Deeds in play that are not owned by anyone and form a side street. The Raiders pay upkeep during Delayed Pay in the Upkeep phase, borrowing money from the bank as needed. During Morning Assembly, all Raider Dudes return home, unbooted. The main change takes effect during the Sundown phase. At the start of the Sundown phase, an event card is revealed. If it is a Good it is attached to a Raider. If it is a Job the Raiders start it. At the start of the Shootout, the Defender draws a card and then may discard and draw a card or discard 2 cards to unboot and refresh a card already in play. If the Sundown Raid Job is successful, the Raiders get the card. If it is not, the Defender gets the card. First to 3 cards wins.
The introduction of a solo experience. Too many times solo gameplay is just a poorly stripped down version of the full gameplay. This expansion does a good job of avoiding that problem. The expansion keeps the feel of the game but makes it reasonable in terms of complexity and length for solo play.
What some may find issue with:
Only Defender gameplay. Some people like playing the bad guys. This expansion doesn’t let you do that. You will always be playing as the Defender. While you can change the number or types of events in the Event deck, there will always only be the Defender and the Raiders. Some may see this as limiting.
As my second expansion to Doomtown I was pleasantly surprised. At first, when I saw the changes were mainly centered around the Dual Factions I was worried it would just be more of the same from the previous expansion, but was then happy to find there was more to the expansion. I’m not a big solo play fan (I like interacting with people), but found this solo play to be entertaining and would recommend it to anyone who plays Doomtown or who enjoys solo gameplay.
After reading Thomas Shepherd’s review, if this sounds like a game for you at the time of this posting
Doomtown: Whispers of War is available at PINE BOX ENTERTAINMENT for only $39.99. Check it out get yours HERE.
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Thomas Shepherd – Reviewer
Grew up loving to solve puzzles, play games. In younger years he had fun playing pencil games, playing D&D with friends, and hanging out with others. His favorite thing to do was to make puzzles, mazes, word games, picture games, etc. Sadly his career took him in a different direction. Gaming came back into his life, though, about 15 years ago & held onto it since. He enjoys designing games and has 9 published titles, through, Toresh Games. Sadly he wasn’t able to sustain the company. He would love to see a return to games as the best social media platform for the masses.
See Thomas Shepard’s Reviews HERE.

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English (US) ·