Last edited 20 hours ago
by Cal Friedman

Cowboys

Revision as of 21:56, 22 August 2025 by Cal Friedman (talk | contribs) (errata and fixing artist credit for titan)
Illustrated by: Carl Frank
Purchase the Cowboys Faction on Forgefire!

Yeeeehaw!! Come out guns blazing with the rip-roarin’est faction to ever ride into Smash Up. The Cowboys are going to call you out at high noon, and make sure you go home in a pine box. Dueling is their strategy of choice, because who better to slap leather than the quickest guns in the west?

Cowboys are from the Oops, You Did It Again set and have a Titan card - Pecos Bill.

Complexity Level: MEDIUM-HIGH
Mechanics
  • Duels
  • Temporary Power Boosts

Cowboys are able to start duels with other players' minions that usually end with the destruction of one or both dueling minions. To help them win duels, they have an assortment of cards that can greatly boost their minions' power.

Strategy
Synergy

Cards - Minions

1x Sheriff
Illustrated by: Carl Frank

Power 5 - Special: Before this base scores, this minion may duel another player’s minion here. Destroy the losing minion.

Errata: No

Clarifications:

  • None
2x Pinkerton
Illustrated by: Carl Frank

Power 4 - Ongoing: Once per duel, when one of your minions is in a duel, you may place a +1 power counter on it.

Errata: Yes, Functional

Clarifications:

  • This may affect itself in a duel. The power counter is placed before the dueling cards are placed on the table.
3x Gunfighter
Illustrated by: Carl Frank

Power 3 - This minion may duel another player’s minion here. Destroy the losing minion.

Errata: No

Clarifications:

  • None
4x Deputy
Illustrated by: Carl Frank

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.

Errata: No

Clarifications:

  • You may wait until after your opponent has revealed their dueling card to decide whether to discard the Deputy.

Cards - Actions

1x Dynamite Surprise
Illustrated by: Carl Frank

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.

Errata: No

Clarifications:

  • This triggers from your hand, or if revealed from your deck. It is not triggered if another player looks at it in your deck.
1x Form a Posse
Illustrated by: Carl Frank

Each of your minions gains +1 power and cannot be destroyed, moved, or returned to the hand until the end of the turn.

Errata: No

Clarifications:

  • None
1x Gold in Them Thar Hills
Illustrated by: Carl Frank

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.

Errata: No

Clarifications:

  • None
1x Gold Strike
Illustrated by: Carl Frank

Play on a base. Ongoing: After you play a minion here, draw a card.

Errata: No

Clarifications:

  • None
2x High Noon
Illustrated by: Carl Frank

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.

Errata: No

Clarifications:

  • If your opponent wins they do not get an extra minion, and neither do you if your minion is destroyed. “There” is where your winning minion is at the end of the duel.
2x Quick Draw
Illustrated by: Carl Frank

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.

Errata: No

Clarifications:

  • The amount of power gained is determined when this card is played and does not change even if the minion’s dueling status changes.
1x Run 'Em Off
Illustrated by: Carl Frank

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.

Errata: No

Clarifications:

  • None
1x Stagecoach
Illustrated by: Carl Frank

Move or transfer up to two of your cards on the same base to another base.

Errata: No

Clarifications:

  • None

Cards - Bases

1x Saloon
Illustrated by: Carl Frank


Breakpoint 20 - VPs: 3 2 1 - After a minion here is destroyed, each player with a minion here may draw a card.

Errata: No

Clarifications:

  • None
1x So-so Corral
Illustrated by: Carl Frank


​Breakpoint 19 - VPs: 4 2 1 - After you play a minion here, it may duel another player's minion here. Destroy the losing minion.

Errata: No

Clarifications:

  • If you play a minion here that lets you immediately play other minions here (e.g. Zapbot, Critter Coach), do their duels in reverse order to how they were played. The duel is chosen by the minion’s controller after the minion is played and resolved.
  • The losing minion is destroyed by the challenging player.

Card - Titan

1x Pecos Bill
Illustrated by: Francisco Rico Torres

Special: When you become the challenger in a duel, you may discard a card to play this titan there. Do not resolve any titan clashes until after the end of the duel. Ongoing: During duels here, other players may not move minions from here or return them to a player’s hand. Ongoing: After you win a duel, draw a card.

Errata: No

Clarifications:

  • None