A land where ancient magic bleeds into the dust and gunpowder of a lawless frontier.
The Wild Frontier stretches endlessly under a burning sky -- a land where the old magic never died, and the new age brought gunpowder to settle the score. Sheriffs patrol dusty towns with enchanted revolvers. Goblin sappers blow open mountainsides hunting for gold. Dwarven tunnel crews carve cities under the mesas. Gnome workshops hiss with steam and sparks, and when their heaviest shells wake, those same clans march to war in towering Golem forms.
This is not a land of good and evil. This is a land of survival. Every faction fights for its own vision of the frontier, and every duel is a clash of philosophy as much as steel.
Gunslingers, Sheriffs & Bounty Hunters
The Humans came to the frontier seeking fortune and freedom. What they found was chaos. In response, they built towns, elected sheriffs, and forged a rough code of law enforced at gunpoint.
Human decks favor order and control. Their Warrants force enemies into unfavorable combat. Their Quickdraw gunfighters strike first and ask questions never. And when the sun reaches its peak, High Noon triggers -- drawing cards and fueling the relentless pursuit of justice.
They are not kind. They are not gentle. But on the Wild Frontier, the law is the only thing standing between civilization and ashes.
Chaotic Inventors & Explosive Opportunists
Nobody invited the Goblins to the frontier. They showed up anyway, hauling wagon-loads of unstable contraptions and half-finished explosives. Where Humans build towns, Goblins build detonators.
Goblin strategy is beautiful madness. Double Barrel lets their fighters swing twice. Overshot sends excess damage crashing into the next target. Gold Rush floods their coffers, funding ever-more-ridiculous inventions.
Playing Goblins means embracing chaos. Your plans will blow up -- sometimes literally -- but the explosions tend to hurt your opponent more than they hurt you. Usually.
Infernal Entities of Heat & Hellfire
The Desert Devils did not migrate to the frontier. They were already here, sleeping beneath the sand, dreaming in fire. When the settlers came with their picks and shovels, they woke something ancient and furious.
Devils hit fast and hit hard. Ambush creatures strike the moment they touch the battlefield. Last Stand ensures that even death is weaponized -- when a Devil falls, it takes something with it. Their Flying creatures bypass defenses entirely.
To play Devils is to play aggression incarnate. You do not defend. You do not negotiate. You burn.
Ancient Spirits in Scarecrow Form
Long before gunslingers and goblins, the Straw Elves guarded the Wild Frontier. They are the land itself given form -- spirits of root and vine who wear scarecrow bodies as armor against the modern age.
Straw Elves play the long game. Their Cover Tokens create disposable shields that absorb incoming attacks. Heal effects keep their creatures and hero alive through sustained punishment. And their Wanted keyword makes key creatures untouchable by any targeted effect.
They are patient. They are enduring. And when the dust settles and every gunslinger has emptied their chamber, the Straw Elves will still be standing.
Clockwork Prospectors & Precision Tinkerers
The Gnomes followed the frontier's ore veins, storm currents, and buried ley-lines westward. They do not build towns so much as workshops on wheels, each one packed with gauges, burners, alchemy rigs, and enough spare parts to start or end a war.
Gnome decks reward timing and calibration. Their Flip tricks sharpen attacks, cut costs, mint gold, and squeeze extra value out of every tiny machine. Smoke, improvised Cover Tokens, and well-timed bursts of tempo let them steal turns that looked lost a second earlier.
When a gnome crew commits fully, brass trickery gives way to stone and iron. Their Golem forms are not a separate people or faction choice. They are the workshop clans' siege shells: rune-heavy bodies, quarry rigs, and awakened labor engines that come online once the pressure spikes high enough.
That is where Flip-Charged comes in. Gnomes set the mechanism in motion, then their Golem forms cash it in with heavier bodies, sturdier lines, and crushing force. Where Goblins trust luck, Gnomes trust measurements. Every screw has a purpose. Every valve has a second setting. Every duel is one engineered cascade away from disaster for whoever stands across from them.
Tunnel Wardens & Ironclad Prospectors
The Dwarves carved their claim lines beneath the frontier long before many surface towns had names. Their rail tunnels, blast shafts, and ironbound vaults lace the badlands below the dust, and every mile of stone remembers who paid for it in sweat and blood.
Dwarf decks grind forward behind Fortify, Barricade, and Warrant. They tunnel into whatever lane needs help, brace for punishment, and turn mining charges into brutal lane-wide blasts when the fight clogs up.
When a Dwarf sheriff stakes a line, it does not move. The frontier breaks itself against them instead.
The Beasts owe allegiance to no one. They are the dire wolves, the sand serpents, the thunderbirds, and the canyon crawlers -- untamed creatures that roam every corner of the Wild Frontier.
Beasts are not a faction. They are wild cards. When building your deck, you choose 2 main races -- then mix in as many Beast cards as you want. They provide raw stats, versatile abilities, and strategic flexibility that can shore up any faction's weaknesses or double down on its strengths.
They cannot be reasoned with. They cannot be tamed. But if you are strong enough, they might fight alongside you -- for a time.
Run the frontier at your own table. The Wild Frontier RPG is a 133-page tabletop sourcebook covering character creation, callings, world history, faction deep-dives, a frontier bestiary, GM tools, and starter adventures — everything you need to turn Goblins & Gunslingers into a long-running campaign.
Whether you are a card-game player hungry for more story or a tabletop crew hunting a fresh setting, grab the book and ride out.