"Walt Goes Winless" would be a more appropriate name.
Threw this together for the event. Let it be a warning for reading players.
Theory - Spend the first few days getting a heavy hitter dude out (ideally QUATERMAN) and stacking them with multiple gadgets and goods before taking over town square and gaining CP with tech exhibitions, Epidemic labs, and Hellstromme if the opponent decides to tangle. Never have more than 1 per value of my gadgets in play (except spectacles and whistle stops).
Reality - Whether getting consistent SFs or not, once the opponent realizes the limited amount of cheatin punishment, you’ll be facing cheatin 5 of a kinds regularly. Heavily relies on see-through spectacles and otherwise will often be left with a flush against the standard full house or higher from opponents. With no starting studs you’re at the mercy of anyone running jobs/ your own poor luck with your draw hands having no dudes for multiple rounds.
Going 0/5 I can’t recommend anyone run this deck. In the days leading up I considered going clueless and trying the experimental route but that only further encouraged the at-will cheatin if the worst thing that would happen is a steel swarm and experimental is still missing a few pieces to make it viable.
There are some highlights that could be taken by players much better than myself and ran with:
Whistle Stops + Nightmare at Noon - easily telegraphed play, but stacking 2-3 whistle stops on a dude means opponents are hesitant to send the whole kitchen sink on jobs or shootouts. Plus Whistle Stops not needing to boot to be used works great with Smith and Robards for discard and draw.
Seamus + QUATERMAN - With QUATERMAN unable to be changed to a draw, this means the ability has no downside. It’s either +2 bullets to his gadget or no change at all.
Not certain if any cards in particular would have changed the outcomes of any games: when it came time for chess it was easily outmaneuvered and when it came time for shootouts still got decimated.
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