The Wild Frontier

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. Demonic entities crawl from sun-scorched crevasses, and ancient spirits in scarecrow form stand silent watch over fields of dying wheat.

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.

Human Gunslinger

The Humans

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.

Goblin Tinkerer

The Goblins

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.

Desert Devil

The Desert Devils

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.

Straw Elf

The Straw Elves

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.

Beasts

Beasts — Wild Cards

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.

GNG Wild Frontier RPG Book Cover

The Wild Frontier RPG Book

Dive deeper into the world of Goblins & Gunslingers with the full RPG sourcebook. Hundreds of pages of lore, character creation, world history, faction deep-dives, and adventure hooks for tabletop roleplaying in the Wild Frontier setting.

Whether you are a card game player wanting more story or a tabletop RPG group looking for a fresh setting, this book has you covered.

Read the RPG Book