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Board Games
Magic: The Gathering
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Recommended for Ages 12 & up
1-4 Players
90 minutes playtime
Double or Nothing adds a plethora of additional content that seamlessly integrates into 3000 Scoundrels, such as:
Advanced Technologies
Technologies now grant unique abilities to give you an edge over your rivals both during the game and at the end of it.
Clear mod cards provide even more variability to 3000 Scoundrels, ensuring endless ways to employ a winning strategy!
Double the Scoundrels
New job and trait cards offer new abilities and double the number of possible scoundrels to 6,000!
Double or Nothing also introduces a brand new type of scoundrel: the Maverick! Mavericks shake up 3000 Scoundrels as they activate during your opponents’ turns, forcing you to keep a keen eye on every move your rivals make.
Robust Solo Mode
Sitting alone atop the West?
Double or Nothing offers a dedicated solo mode, with four unique leaders to square off against.
Each enemy requires a different strategy to defeat, keeping your approach to victory fluid and varied.
Enemies also offer an expert side, increasing their difficulty when you’re ready for a new challenge!
Debts
Players can gain a debt for a quick infusion of cash, but must be careful as unpaid debts could cost precious tech points.
New Locations
Visit the Newspaper for a leg up on leads for valuable tech, or stop by the Loan Office to rid yourself of dangerous debts.
Extended Leader Boards
Players can now hold two additional scoundrels for bigger posses and even bigger combo opportunities.
And even more!
—description from the publisher
Designer(s):
Corey Konieczka
Artist(s):
Board Game Geek Category(s):
Expansion for Base-game
American West
Bluffing
Board Game Geek Mechanic(s):
Hidden Victory Points
Open Drafting
Solo / Solitaire Game
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
'Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
'Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
'Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
'Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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