This is a hyper aggressive deck that relies on the initial bounty and various jobs to force gunfights early. The deck is geared to pull [as much as possible] straight flushes - and they are usually legal.
Key use is judicial avoidance of fights when you do not have the supportive actions in your hand.
Great great fun to play.
Inspired by mplain and his Action Sloane - that morphed into trying to make a non-cheating deck - that eventually ended up here.
3 comments |
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Jul 18, 2015 Einehund |
Jul 19, 2015
AdmiralGT
How do you make any money to play your jobs other than running the Judge's? I'm guessing the real crux of my question is how many dudes do you use when running your jobs? What sort of bullet rating do you need in order to consistently pull of straight flush? Do you essentially make 1 GR every other turn (run the Judge job one turn, bounty up the other turn) or can the Judge alone do the job leaving you to bounty up with your other dudes? Surely the trick here as well is to oppose the job with the lone dude. Draw a terrible hand and get aced and you're forever sitting on 1 CP and just play deeds out to overcome your 5 influence? If you're opponent can keep 1 influence in play there's not much else you can do? |
Jul 19, 2015
Einehund
It has never been an issue actually – although looking through I failed to see the cost that Hangin’ had when I added it pre-tourney. It still played smoothly in each game though – and even when prepped against it gives a great fight if piloted smoothly. You open pre-lowball with putting a bounty on either their key fellow – or the fellow with the most influence, as that is harder with the Home ability later. On your first action of the game – barring NO shootout actions – you force the Bounty Hunter/Judge shootout, which gives you an 7 cards with a draw. The deck has the highest odds of getting a straight flush – but without adding the necessary acing deeds – it is a reliable flush that MOST of the time you totally will avoid cheating. The jobs aren’t the only means – you use the others to hop on the opponent’s deeds if they play them – 1 v 1 is usually sufficient for a solid hand against even shootout decks early. It is the early pressure that it is designed around to force them into shootouts and the high number of shootout actions to end them up with a 5 or 6 cards tops. With that is fairly common to be able to use both Philips ability to help cycle cards that you can’t use at the moment, as well as hit them with a cheating card to further neuter them and possibly lower their hand ranks. I can’t stress enough that in order for the deck to work – you have to be very aware of your hand and what options you have available – just forcing shootout after shootout when not prepped for it on your hand will often result in loss which with the low count of peeps will require even tighter play. In practice – between the initial drifter GG and additional bounties that you pin on them steadily with the Home ability it ends up not really being an issue. There are also the uber sweet moments that they lose low ball to you. As the gold doesn’t’ require gold for anything other than the few jobs – it ends up playing more smoothly than you would think. |
Ended up being the undefeated winner at the Sci-Fi City Sheriff event.