Clubless QUATERS

published Mar 10, 2015 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Clubless QUATERS v2.0 2 4 11

Whizzwang 293

QAUATERMAN + gadget weapon + Elander Boldman = ALL THE STUD IN THE WORLD! (or you know, 6 of it)

Simple idea. Make a robot, give it a gun, get it and Elander in a shootout, use Elander to make a 5-6 stud dude that cannot be sent home, booted, have his bullets removed or turned into a draw.

2 QUATERMAN in the town square with Holy Wheel Guns is pretty much game. 11 card draw hands, 12,12,12,8 draw structure is pretty much 4 or 5 of a kind every time.

11 comments
Mar 10, 2015 TybarSunsong

I'm curious as to why you decided to put in Bobo over another copy of Dr. Arden Gillman.

Mar 10, 2015 Whizzwang

Purely a meta choice. There are a lot of Smiling Tom's and Ivor Hawley's running around at the moment so I use him like Steven Wiles.

Arden can only really send people home. He's never going to ace anyone with his ability as his max pull is 9. He's nice to have, but not crucial enough to need an additional copy.

Mar 10, 2015 TybarSunsong

That makes sense.

Do you find yourself using the Pearl-Handled Revolvers often?

I would personally probably switch them out with a Mechanical Horse. The value is off of what you have now, but I feel it would be useful whomever it's attached to.

Alternatively, if you want to keep on value for shootout pulls, maybe a Mustang for your non-Quatermans to move around with.

Mar 10, 2015 Whizzwang

PHR has worked out really well for me. It makes Travis a viable threat.

The mechanical horse was in a very early version of the deck but it was just another card that needed inventing.

The 5's were just a "I need 8 cards of the same value, what can I get" option and they seemed the best choice. There are probably other options.

Mar 10, 2015 TybarSunsong

Reasonable. :)

I am mostly picking this apart as I am tinkering with a QUATERMAN deck right now. I am not currently clubless, but it has appeal.

I definitely understand the want to keep from having too many things to invent every turn, but do you run into problems with things like Unprepared or similar without Hiding in the Shadows or at least a Telepathy Helmet?

I realize Telepathy Helmet makes Auto-Revolver ail...so not sure if there's a good answer for it.

Mar 10, 2015 Whizzwang

MY answer to unprepared is generally - here have 2 robots to play with and it sometimes works.

Ideally you want a chump in there every time, even with just the 1 stud and a couple of draw + auto-revolvers you should be able to house / 4oaK and then get the hell out of dodge. The unprepared has now gone and you can go back in next turn.

Since building the deck I'd possibly consider a Leon to pin people down so you can call them out though.

Mar 10, 2015 AdmiralGT

I watched the video, Drew Beauman not take your fancy at 6? He can punish low-ball cheating and allow you to invent even more gadgets or do you just expect to always cheat that it's not going to be worth it? He's surely better than Dr. Arden Gillman?

How do you find the 16 weapon composition? Do you have enough hands for all of them? Do you ever get weapon clogged?

I imagine as well this just falls over against any form of landslide. 2 dudes capable of controlling deeds and one of them is 40% of your influence! How quickly can this get started? You've only got Steven Wiles and Androcles Brocklehurst who you can play first turn if you lose lowball.

Mar 10, 2015 Whizzwang

Drew has been in and out of the deck. When he goes in Arnold comes out. Arnold is a tough choice. He can only really reliably save Quaterman. In the grand scheme of things, I'm still not sure which one I like.

16 Weapons is a lot, however starting 5 guys is enough hands to hold them early most of the time. I've only had one game so far where they all turned up together. With a limited card pool there are so few options at the moment.

And yep, Landslide is a major problem. There seems to be an unwritten gentleman's agreement here in the UK at the moment that nobody plays it though. :)

Mar 10, 2015 madmaps

Not sure about QuickDraw Handgun - if they have same hand rank as your dude, there not much cheatin punishment to dish out.

What about considering telepathy helmet? Lots of decent 3 diamond deeds to suit. Maybe take out the 5's?

With as small a card pool as we have, the non-club deck is currently very hard to build! Well done for sharing some great ideas.

Mar 11, 2015 Whizzwang

QDHG has proved to be very useful. Until you see me start dropping 5oaK out every shootout it will force you to be wary of doing the same usually giving me a 1 or 2 rank advantage as you've gimped yourself to a full house.

I've lost count of the number of games people have said "damn if I knew you were a 5oak deck too I would have ignored the gun"

It's one of the strongest cheating deterrents around at the moment,

I have recently realised that Arnold is actually useless as he is a send home booted effect. Poor Qman can't be saved. So it looks like Drew now has a permanent home in the deck. Yay Drew!

Apr 18, 2015 aealbee

Played with this deck a few weeks ago. Awesome deck, I loved it. My favorite part was seeing peoples' reactions to me always succeeding the R&D Ranch pull, before finally realizing the lack of clubs! :)