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Oops, You Did It Again

COWBOYS

Medium-High

Start duels with other players' minions to get rid of them, and greatly boost your own power to win duels.

Description

The Cowboys are one of the 4 factions from the Oops, You Did It Again set. They are very adept at starting duels with other players' minions and winning them, usually gaining more power to help them win and destroying opposing minions in the process. Their complexity rating is: Medium-High. Other factions from the same set: Ancient Egyptians, Samurai, Vikings.

Cards Overview

The Cowboys have the usual 10 minions and 10 actions. The total minion base power (not counting any abilities) is the usual 30 or an average of 3 per minion. Among their actions, there are: * 0 play-on-minion actions, * 1 play-on-base action: Gold Strike, * 9 standard actions (8 that affect one or more minions, in bold): Dynamite Surprise, Form a Posse, Gold in Them Thar Hills, High Noon (2x), Quick Draw (2x), Run ‘Em Off, Stagecoach, * 4 actions that directly increase a minion's power: Form a Posse, Quick Draw (2x), Run ‘Em Off.
1x Dynamite Surprise - Special: Before a base scores where you have a minion and are not winning, destroy a minion of power 4 or less there. Special: If another player’s card reveals or looks at a card in your hand or deck, destroy one of their minions of power 4 or less. 1x Form a Posse - Each of your minions gains +1 power and cannot be destroyed, moved, or returned to the hand until the end of the turn. 1x Gold in Them Thar Hills - Look at the top three cards of your deck. Reveal and draw one of them; you may play it as an extra card. Return the rest in any order. 1x Gold Strike - Play on a base. Ongoing: After you play a minion here, draw a card. 2x High Noon - One of your minions duels another player’s minion at the same base. Destroy the losing minion. If your minion wins, you may play an extra minion there. 2x Quick Draw - Choose one of your minions. If it is in a duel, it gains +4 power until the end of the turn, otherwise it gains +2 power until the end of the turn. 1x Run ‘Em Off - One of your minions duels another player’s minion at the same base. The winning minion gains +3 power until the end of the turn, and its controller moves the losing minion to another base. 1x Stagecoach - Move or transfer up to two of your cards on the same base to another base.

Actions

1x Dynamite Surprise - Special: Before a base scores where you have a minion and are not winning, destroy a minion of power 4 or less there. Special: If another player’s card reveals or looks at a card in your hand or deck, destroy one of their minions of power 4 or less. 1x Form a Posse - Each of your minions gains +1 power and cannot be destroyed, moved, or returned to the hand until the end of the turn. 1x Gold in Them Thar Hills - Look at the top three cards of your deck. Reveal and draw one of them; you may play it as an extra card. Return the rest in any order. 1x Gold Strike - Play on a base. Ongoing: After you play a minion here, draw a card. 2x High Noon - One of your minions duels another player’s minion at the same base. Destroy the losing minion. If your minion wins, you may play an extra minion there. 2x Quick Draw - Choose one of your minions. If it is in a duel, it gains +4 power until the end of the turn, otherwise it gains +2 power until the end of the turn. 1x Run ‘Em Off - One of your minions duels another player’s minion at the same base. The winning minion gains +3 power until the end of the turn, and its controller moves the losing minion to another base. 1x Stagecoach - Move or transfer up to two of your cards on the same base to another base.

Characters

1x Sheriff - power 5 - Special: Before this base scores, this minion may duel another player’s minion here. Destroy the losing minion. 2x Pinkerton - power 4 - Ongoing: Once per duel, when one of your minions is in a duel, you may place a +1 power counter on it. 3x Gunfighter - power 3 - This minion may duel another player’s minion here. Destroy the losing minion. 4x Deputy - power 2 - Special: On your turn or during a duel involving your minion, you may discard this card from your hand to give a minion +2 power until the end of the turn.

Mechanics

Start duels with other players' minions to get rid of them, and greatly boost your own power to win duels.

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