Clown Horses! 2.0

published Jun 05, 2015 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
Clown Horses! 1 0 3
Inspiration for
Tularemia 2 1 4

SIN inc 10

(notes: i swapped out the 9 values to up the jack values for draw structure)

the point of putting horses in the clown deck is so you can move to a location or posse, fight it out and do what ever you need to do and end up being unbooted to return to town square afterward for the influence bonus.

clown carriage is kind of an odd man out when it comes to horses. this deck tries to put it to use.

there is a couple concepts here as the deck plays out.

you use funtime freddy to tutor up fetch or raising hell right in the begining. fetch is your ideal hex to have on valeria. this is for tutoring cards out of situations where cheating happens. helps you get the cards you want. reducing casualties is a bonus.

After the starting strategy is played out function is to use horses and move your swarm of abominations around via clown carriage or use pinto to move the big shooters around. run 'em down! and ridden down are powerful cards from any other horse strategy.

I start with clint ramsey because my line up needed a solid stud shooter. the other stud abominations don't entirely make the cut, whichout costing too much upkeep.

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