6s - x12, 8s - x15, Straight Flush
Spend the first couple of turns preparing and inventing gadgets. Then you have a near-unkillable 3-stud that will shoot someone in every gunfight while staying alive himself, as long as you have some money.
♥ Force Field will turn your legal straights and flushes into whatever the opponent has drawn. Then it's 1 casualty for them and none for you, as long as Mario participates solo in shootouts.
♥ Holy Wheel Gun makes Mario a respectable 3-stud, so that you can draw something better than a legal 3-of-a-kind, and thus saves you money on Force Field.
♥ Telepathy Helmet saves Mario from Unprepared and other nasty bullet-reducing effects. Don't forget to look at the opponent's hand before you engage into an important shootout!
♣ Hiding in Shadows is crucial if you don't yet have Telepathy Helmet, or if you lost lowball. Otherwise you can play it on Steven Wiles.
♣ Hot Lead Flyin' is extra casualties for the opponent. If you only have one, raise your hand rank to that of the opponent minus 2 (so that Mario stays alive). If you have two, make it a tie and play both -- 3 casualties is two dudes down.
♣ Kidnappin' helps when nobody wants to mess with Mario on his terms. Especially useful against Clowns and Landslide.
♣ Reserves will help you stay afloat early in the game until you get some deeds out, and will fund that Force Field later on.
♣ Cheatin' Varming is a well-known combo with Force Field, nothing to add here.
♣ Unprepared is super-useful against all those hucksters and armed dudes.
♠ The worst part about Mario Crane is his low value of 9. Any decent huckster will reliably paralyze him with every pull. That's why Rémy Lapointe is in the deck -- you start him instead of Mario when playing vs. The Fourth Ring. No more solo shootouts, gameplay is more straightforward here, but all the gadgets and actions are still pretty helpful.
|Jan 05, 2015 db0|
|Jan 05, 2015 db0|
|Jan 07, 2015 mplain|
|Jan 07, 2015 Otomo|
|Jan 07, 2015 db0|
|Feb 18, 2015 mplain|