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PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!

Deviant posted:

So I recently caught up and bought my 2nd core and all the packs.

...and I don't know the first thing about deckbuilding. I guess the ranks and values matter for combat/lowball in addition to what the cards actually do?

Most common deck structure is what people call 3x16. This means that you run 3 values(3), with 4 of each suit at that value(4suitsx4card max=16). Obviously this means that you're probably going to be cheating but you'll consistently draw 4 of a kinds and full houses in shootouts even without studs. Obviously 3x16 is not 52 cards but the other 4 of them usually form your starting posse. Note that these values are not absolute you can run fewer. I myself usually run somethng like 2x16+1x12+3+5 starting dudes.

You'll hear some people suggest flush builds but the problem with those is that you need a large variety of cards from a single suit that are all good and worth running, and in doing so you'll lock yourself out of the other suits for the most part. The other problem with flush decks is that your cards are going to need to be 50% anti-cheating cards to punish the 3x16 players when they want to full house or 4oaK you not drawing into cheating punishment means that you're going to be losing a lot of shootouts so you have to pick your spots and make them hurt. If they're playing a lot of disposable dudes then this can be a serious problem.

Straights and under aren't worth talking about and there aren't enough good values across a single suit to give you a decent Straight Flush deck and even if there were it would still be under the same problems as a normal flush deck. In time the card pool will expand and this deck could be possible but it's still fragile in my mind.

Build for 3x16 or 3x12 and modify from there as you like. 3x16 will be the most consistent but you might want to use my array. It works well if you're trying to build for spells or gadgets. choose high values for your 2x16 and a consistent value for your pull difficulties for your 1x12 then another set that doesn't fit but is a powerful card.

For example in my 4R deck at the moment I'm running

♠ Spades (* starting posse) (17)
1x A Jake Smiley
1x 2 Micah Ryse
1x 3 Mongwau the Mighty
1x 4 The Brute
1x 5 Travis Moone
1x 8 The Ghostly Gun
3x 8 Steven Wiles
2x J Kevin Wainwright
2x J Tyxarglenak
2x Q Jia Mein
2x Q Smiling Tom

♣ Clubs (11)
4x 8 Rumors
3x 10 Unprepared
4x Q It's Not What You Know...

♦ Diamonds (11)
2x 8 Circle M Ranch
2x 8 Pat's Perch
2x 10 Carter's Bounties
1x 10 Baird's Build and Loan
2x Q General Store
2x Q The Pharmacy

♥ Hearts (13)
3x 7 Fetch
4x 8 Paralysis Mark
2x 10 Shadow Walk
4x Q Blood Curse

Jokers (2)
1x Joker (red)
1x Joker (black)

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Jonas Albrecht
Jun 7, 2012


And to add one final deck type, there are Dead Man's Hand decks, that shoot for that mythic top hand.

The big difficulty they face is that tgose decks really need to degenerate (deck shrinking due to playing aceing cards) to get going.

I want to try a Gadget DMH deck.

Deviant
Sep 26, 2003

i've forgotten all of your names.


Jonas Albrecht posted:

And to add one final deck type, there are Dead Man's Hand decks, that shoot for that mythic top hand.

The big difficulty they face is that tgose decks really need to degenerate (deck shrinking due to playing aceing cards) to get going.

I want to try a Gadget DMH deck.

It's weird that you decide your structure before picking cards to me.

Jonas Albrecht
Jun 7, 2012


Deviant posted:

It's weird that you decide your structure before picking cards to me.

It takes a bit of getting used to if you play other LCGs or CCGs, definitely.

I think Star Wars (Decipher's version) had a similar mechanic.

LifeLynx
Feb 27, 2001

Dang so this is like looking over his shoulder in real-time
Grimey Drawer
I feel as though a lot of strategies, especially ones that aren't 3x16, are hampered by the small card pool. But I'm not exactly looking forward to a year down the line when it costs people even more to get into the game, i.e. the expense it takes to get into other LCGs that have dozens of expansions.

The Journey Fraternity
Nov 25, 2003



I found this on the ground!

Jonas Albrecht posted:

It takes a bit of getting used to if you play other LCGs or CCGs, definitely.

I think Star Wars (Decipher's version) had a similar mechanic.

I was wondering if you meant FFG due to the block-picking but yeah the destiny mechanic from Decipher is extremely similar.

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!

The Journey Fraternity posted:

I was wondering if you meant FFG due to the block-picking but yeah the destiny mechanic from Decipher is extremely similar.

Destiny was quite a bit similar in that you needed to run some kind of random cards in order to get decent destiny draws and immunity to attrition <3 was death to people that didn't understand the game and destiny system because their decks were inevitably full of mains which had terrible destiny. It was an interesting way to run the game.

I didn't really mention DMH because it to me is something that as you mentioned, either becomes the total focus and there aren't enough ways to thin your deck, or it just gets added on top of whatever else you're doing fairly easily. If you're already doing 8s and something else for 32, and aren't sure where to go after that you can easily slot in another 12 for A♠, A♣ and J♦ to make it DMH without losing too much of your core theme.

Basically I think as long as you have 2x16 you can put whatever you want on top of that and just be aware of what is in your deck at all times and you'll be ok. When you try to play, if possible keep one value in your deck more than the other. so you have some flexibility when it comes to trying to dodge having a cheatin' hand. Most of the time I'll take a legal full house over a cheatin' 4 of a kind because almost every deck should and does pack cheatin punishment.

Jonas Albrecht
Jun 7, 2012


Has anyone tried out the Faith and Fear starters? The Law Dogs one is pretty similar to what I want to play next week.

GlazedMcGuffin
Jan 26, 2004
You can ignore draw structure and building your deck around avoiding shootouts also, but this was more popular in the old game and they've really taken steps to curtail non-interactive decks like that.

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!

GlazedMcGuffin posted:

You can ignore draw structure and building your deck around avoiding shootouts also, but this was more popular in the old game and they've really taken steps to curtail non-interactive decks like that.

I'm building a 4R Ring right now that uses a combination of Puppet, Paralysis Mark, the new Phantasm to lock down their guys, and play a bunch of control point deeds to win. It avoids shooutouts for the most part and just tries to outmaneuever everyone else. I'm starting 3 Hucksters now but I'm thinking that I should just run 1 + Smiling Tom and really commit to the strategy. I'm only partially dipping my toe in that water and I think a deck built around the three Ps would be very brutal. Phantasm is easily my favorite card from F&F.

PaybackJack fucked around with this message at 12:05 on Apr 11, 2015

Jonas Albrecht
Jun 7, 2012


So now that Faith and Fear has been out for awhile, has anyone found a fun deck?

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!
We've had new players the last three weeks so I haven't really had a good chance to test my 4Rs3Ps deck but now that I think about it that probably isn't going to be a very fun deck unless you were like me and denial/control are your wheelhouse.

I have messed around with the new Sloane and it's fun but not great in multiplayer because you can't just dominate the board with your jobs as you can in 1v1. I really do like the new Sloane though, It's quite a good box and actually maybe better than the first one amazingly enough.

LifeLynx
Feb 27, 2001

Dang so this is like looking over his shoulder in real-time
Grimey Drawer

Jonas Albrecht posted:

So now that Faith and Fear has been out for awhile, has anyone found a fun deck?

I was just coming in here to ask a similar question: Does anyone have a fun Morgan deck, especially focusing on gadgets? Though a horse deck would be fun too. I love shootouts so much that my brain breaks every time I try to build a non-Sloane deck.

As far as Faith and Fear, I think Miracles need at least another expansion pack to be really good. Abram Grothe with Evanor is really good, but it feels like a one-trick pony and really vulnerable to Pistol Whip or Unprepared.

PaybackJack posted:

I have messed around with the new Sloane and it's fun but not great in multiplayer because you can't just dominate the board with your jobs as you can in 1v1. I really do like the new Sloane though, It's quite a good box and actually maybe better than the first one amazingly enough.

The new Sloane hideout with The Fixer is great in multiplayer. We played three games, and the outfit got him tons of money.

I love the variety in Doomtown decks. In our four player game, we had three Sloane decks because it just happened to be the people who showed up to our first Doomtown event. One was Huckster, one was Jobs, and mine is Aggro. I netdecked a Fourth Ring hex deck a half hour before the event because I wanted to have two decks to play in case we had to teach a new player and had to give them a deck, but it feels like old-school Magic: there is no metagame because no one's posting top 8 decklists for tournaments anywhere. Occasionally someone will post their winning list on DoomtownDB, but it's rare.

Deviant
Sep 26, 2003

i've forgotten all of your names.


I think I might try a Law Dogs deck where they buy guns, shoot people with them, and punish cheaters. Seems like a basic starting archetype.

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!

BJPaskoff posted:


The new Sloane hideout with The Fixer is great in multiplayer. We played three games, and the outfit got him tons of money.



Since the job takes place in the middle of town and is easily accessible by the other players, letting the Sloane gang for his posse of himself then having him be opposed by everyone else at the table is how our situations have went down after the first job goes off. Once people had some guys in town they could toss into the shootout to oppose the job he was kind of dead in the water as far as jobs went.

There were two rules that really hurt him in the multiplayer situation, one is that jumping into other people's shootouts with scrubs to help them out is pretty risk free and second being able to hit people with cheatin' cards despite not being in the shootout.

Also there hasn't really been a major tournament organzied where we got to see a whole entire field of meta. I haven't even seen people talk about tournaments that had more than 10 people. Gencon will probably bring in some ideas of what is currently the top tier. The facebook group, which is probably the largest community out there still doesn't really have a very good differentiation between what is a tournament worthy deck and what isn't because so many groups are casual and post garbage decks that win because nobody in the group can play enough games to figure out the meta.

Gravy Train Robber
Sep 15, 2007

by zen death robot
I was thinking about finally trying Doomtown, because I heard some good things about its Multiplayer. How does the game fare for around 3 people? Is it possible to play with three out of the box, or would you need a second core?

signalnoise
Mar 7, 2008

i was told my old av was distracting
I'm also curious. If I wanted to play with my wife would we both need a set?

Deviant
Sep 26, 2003

i've forgotten all of your names.


So here's what I'm looking at for a first go round.

quote:

♠ Spades (12)
1x A Lucinda "Lucy" Clover
2x A Jake Smiley
1x A Clementine Lepp
2x 2 Olivia Jenks
1x 2 Judge Harry Somerset
1x 2 Philip Swinford
1x 3 Ramiro Mendoza
1x 3 Tommy Harden
1x 4 Prescott Utter
1x 9 Xiong "Wendy" Cheng

♣ Clubs (14)
2x A Establishin' Who's in Charge
2x A Make 'em Sweat
4x 2 Make the Smart Choice
1x 3 The Stakes Just Rose
1x 3 Sun in Yer Eyes
1x 6 Hot Lead Flyin'
1x 6 One Good Turn…
2x 6 Faster on the Draw

♦ Diamonds (10)
1x A Bank of California
1x A Pony Express
2x A The Mayor's Office
2x 2 Pettigrew’s Pawnshop
2x 2 The Town Hall
2x 6 Killer Bunnies Casino

♥ Hearts (16)
4x A Pair of Six-Shooters
2x 2 Peacemaker
2x 2 Bluetick
2x 3 Shotgun
2x 6 Roan
2x 6 Holy Wheel Gun
2x Q Legendary Holster

It uses a basic full house structure, Aces and 2s, with 6s and 3s as backup. I can see it getting torn up by a Shotgun with those values though.

The basic style is to make police officers with guns to murder people.

Should I use jokers? And I'm not totally sure who I'd start. I keep finding myself wanting to start too much upkeep.

Deviant fucked around with this message at 21:22 on Apr 20, 2015

Jonas Albrecht
Jun 7, 2012


Maybe Wendy, Jake, Tommy, and Lucy.

Also, Jokers are good unless there's a specific card you want in your opening hand.

Jonas Albrecht fucked around with this message at 04:22 on Apr 21, 2015

Jonas Albrecht
Jun 7, 2012


signalnoise posted:

I'm also curious. If I wanted to play with my wife would we both need a set?

Eventually. You'll be fine with just one for the two of you for starters.

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!

Gravy Train Robber posted:

I was thinking about finally trying Doomtown, because I heard some good things about its Multiplayer. How does the game fare for around 3 people? Is it possible to play with three out of the box, or would you need a second core?

signalnoise posted:

I'm also curious. If I wanted to play with my wife would we both need a set?

You can get two decks out of a single core, more than that and you'd need a second. There are 4 deck lists in the rules that you can build out of a single core but they're not very well balanced in my opinion.

Gravy Train Robber
Sep 15, 2007

by zen death robot
Thanks. So if I did want to put together enough for three reasonably balanced decks I'd need 2 cores and what else? Are any of the current expansions considered musts?

Jonas Albrecht
Jun 7, 2012


Gravy Train Robber posted:

Thanks. So if I did want to put together enough for three reasonably balanced decks I'd need 2 cores and what else? Are any of the current expansions considered musts?

Double Dealin' is the best so far of the Saddlebags. I'd get that first, then Election Day Slaughter, and finally New Town, New Rules.

The first pinebox just came out too, and it's Stellar, but I think you could put it after DD and EDS.

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!

Gravy Train Robber posted:

Thanks. So if I did want to put together enough for three reasonably balanced decks I'd need 2 cores and what else? Are any of the current expansions considered musts?

I'd actually pick up Faith and Fear last even though that contains more cards.

Any of the three expansions are good to get if you're just building casual decks without and faction preference.

Although Jonas doesn't recommend New Town, New Rules. If you wanted to build a spell deck or gadget deck regardless of faction that has the two neutral drifters that you'd either want to start or include to give you more 0 upkeep options out of the gate. It also has Paralysis Mark & Forget which are staple cards in Hex decks.

PaybackJack fucked around with this message at 04:58 on Apr 21, 2015

nyxnyxnyx
Jun 24, 2013
My Doomtown stuff just came in and I'd like to dive right into competitive decks. Anyone have any recommendations as far as decklists go? Would appreciate a good baseline for me to tweak with down the line. I don't have FnF yet but it's okay to include cards from it too.

Deviant
Sep 26, 2003

i've forgotten all of your names.


Jonas Albrecht posted:

Maybe Wendy, Jake, Tommy, and Lucy.

Also, Jokers are good unless there's a specific card you want in your opening hand.

Anything specific you'd change in the deck itself?

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!

nyxnyxnyx posted:

My Doomtown stuff just came in and I'd like to dive right into competitive decks. Anyone have any recommendations as far as decklists go? Would appreciate a good baseline for me to tweak with down the line. I don't have FnF yet but it's okay to include cards from it too.

The Doomtown DB is the best place to start

It's kind of hard to give a recommendation without also giving a deck type. I'd say that spells are still highly competitive but Agro Sloane can be a great counter to that. Faith and Fear just came out and we're still finding our feet with it in our group.

nyxnyxnyx
Jun 24, 2013

PaybackJack posted:

The Doomtown DB is the best place to start

It's kind of hard to give a recommendation without also giving a deck type. I'd say that spells are still highly competitive but Agro Sloane can be a great counter to that. Faith and Fear just came out and we're still finding our feet with it in our group.

PaybackJack posted:

The Doomtown DB is the best place to start

It's kind of hard to give a recommendation without also giving a deck type. I'd say that spells are still highly competitive but Agro Sloane can be a great counter to that. Faith and Fear just came out and we're still finding our feet with it in our group.

I've looked at DTDB but as you've mentioned previously it's quite a mess due to how new the game is. What would you say a typical 4R Hexes / Aggro Sloane / MCC / Law Dogs deck looks like? I see a London Deputy event MCC list that looks decent, would that work as a baseline for MCC?

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!

nyxnyxnyx posted:

I've looked at DTDB but as you've mentioned previously it's quite a mess due to how new the game is. What would you say a typical 4R Hexes / Aggro Sloane / MCC / Law Dogs deck looks like? I see a London Deputy event MCC list that looks decent, would that work as a baseline for MCC?

I would probably go with something a bit more adjusted to specific values than that London winning deck. His values are all over the place and he's relying on being able to punish other people for cheating and generally avoid shootouts, while dropping a ton of deeds on the board that his opponent can't answer. Sounds easy when I say it but your natural inclination in a deck like that might be to not let early deeds be controlled by other players while you're still flooding the board with them. That is a deck that doesn't mind playing coach whip as punishment during lowball in order to prevent it's opponent from being able to contest control.

Here is a solid 4th ring,
Try this Morgan
Maybe this Sloane

PaybackJack fucked around with this message at 18:44 on Apr 21, 2015

Deviant
Sep 26, 2003

i've forgotten all of your names.


Alright, I tightened up the draw structure on my setup while trying to stay true to its goals.

Spades (* starting posse) (13)
2x A Jake Smiley
1x A Lucinda "Lucy" Clover
1x A Clementine Lepp
2x 2 Olivia Jenks
1x 2 Judge Harry Somerset
1x 2 Philip Swinford
1x 3 Ramiro Mendoza
2x 3 Philip Swinford
1x 3 Tommy Harden
1x 9 Xiong "Wendy" Cheng

♣ Clubs (14)
2x A Establishin' Who's in Charge
2x A Make 'em Sweat
4x 2 Make the Smart Choice
2x 3 The Stakes Just Rose
2x 3 Sun in Yer Eyes
2x 6 Faster on the Draw

♦ Diamonds (11)
1x A Bank of California
2x A The Mayor's Office
1x A Pony Express
1x 2 Pettigrew’s Pawnshop
1x 2 The Town Hall
1x 3 1st Baptist Church
2x 3 Yan Li's Tailoring
1x 3 Hustings
1x 6 Killer Bunnies Casino

♥ Hearts (14)
4x A Pair of Six-Shooters
4x 2 Peacemaker
4x 3 Shotgun
2x Q Legendary Holster

Jokers (2)

Jonas Albrecht
Jun 7, 2012


That's going to work much better for you.

nyxnyxnyx
Jun 24, 2013
So a friend and I tried Doomtown for the first time today.

First decks we made were http://dtdb.co/en/decklist/698/sloaneslide-job-rush- and http://dtdb.co/en/decklist/770/morgan-buys-in-help-london-deputy-winner

It seemed like the Sloane deck was way favored against the MCC so we made another deck http://dtdb.co/en/decklist/879/law-dogs-3-8-deeds that beat the Sloane deck quite a lot.

And then we ran out of time though we did make another deck http://dtdb.co/en/decklist/880/4r-test

Overall it was a great experience and deckbuilding is pretty fun, though I have some questions.

Is it normal for most decks to have ~15 deeds at least? I like deeds and would love to play more in whatever deck I end up playing.

Am I evaluating cards right when I think that Recruitment Drive is bonkers against defensive dudes&deeds decks and that Bounty Hunter is crazy good for Law Dogs? Or that Steven Wiles is almost an auto include for any deck with 8 as a value? Or that Bards Build and Loan and General Store are great deeds? Lastly, is One Good Turn really good?

Some other rules questions:

1.How does Sun in your Eyes interact with Pearl-Handled Revolver?

2. If I lose by 3 ranks and my dude has been targeted by Pin Down, can I discard him and ace something else or am I forced to ace him and discard something else? Or am I always free to choose as long as it dies somehow?

3. Can you lead a job while booted?

4. Can you Cheatin' Resolution when only you cheated?

5. What's the order for revealing draw hands? Call-outer first? How about the order for discarding and redrawing, who goes first?

6. How does Sun in your Eyes / Blood Curse work with Takin' ya with Me?

7. If a 0-influence dude I control is given temporary influence, say through Yan Li's, is he able to block income for the opponent's deed?

Gravy Train Robber
Sep 15, 2007

by zen death robot
This may be a stupid question, but do the expansions contain full playsets of new cards or do you also need 2x?

Office Sheep
Jan 20, 2007
They contain full play sets.

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!

nyxnyxnyx posted:

Some other rules questions:

1.How does Sun in your Eyes interact with Pearl-Handled Revolver?

2. If I lose by 3 ranks and my dude has been targeted by Pin Down, can I discard him and ace something else or am I forced to ace him and discard something else? Or am I always free to choose as long as it dies somehow?

3. Can you lead a job while booted?

4. Can you Cheatin' Resolution when only you cheated?

5. What's the order for revealing draw hands? Call-outer first? How about the order for discarding and redrawing, who goes first?

6. How does Sun in your Eyes / Blood Curse work with Takin' ya with Me?

7. If a 0-influence dude I control is given temporary influence, say through Yan Li's, is he able to block income for the opponent's deed?

8.I think that Recruitment Drive is bonkers against defensive dudes&deeds decks and Bounty Hunter is crazy good for Law Dogs? Or that

9.Steven Wiles is almost an auto include for any deck with 8 as a value?

10. Or that Bards Build and Loan and General Store are great deeds?

11. Is it normal for most decks to have ~15 deeds at least? I like deeds and would love to play more in whatever deck I end up playing.

12. Lastly, is One Good Turn really good?

1. Sun in your eyes on a dude with a Pearl-Handled Revolver will turn him into a draw until the effect from SIYE is gone at the end of the shootout. While cards grant continuous effects those effects are not in constant effect and may be overridden by temporary effects. I think basically you look at all the effects on a card in the order they were first applied.

2. You choose all the people you want to take for casualties then choose how each of them will cover the casualties as long as you have covered all the casualties. Example: you have 3 people and must cover 4 casualties and one of them has been pinned down, you can choose to cover casualties with all 3 people, the pinned down guy is discarded first to cover 1, the next guy is also discarded to cover 1 and the last guy is aced to cover two.

3. No, starting a job requires an unbooted guy to be the leader even if the job does not boot them.

4. You may only play cheatin' resolution cards on your opponents reveals.

5. Both of these are simultaneous.

6. This is a weird one that didn't make sense to me but does within the context of how it's worded. Those casualties are now in the discard pile or aced and have lost card memory so Takin' Yah With Me uses your dude's printed bullet rating.

7. Not income but you will have control for the check victory step of Sundown.

8. Recruitment drive and Jobs in general are a key part of agro decks, Ambush and Kidnapping are crucial in going after your opponents key dudes right from the start. Against 4R with an agro Sloane you almost certainly want to drop one of those asap to take out whatever huckster they're built around. Against Gadget decks you can hit them with a job right after they invent a gagdet that they plan to move onto another dude.

9.Steven Wiles is almost an auto include for any deck that doesn't mind having an 8 as a pull. He's an excellent dude to come out and just stop you from losing the game or go take back control of a deed, or even start a shootout after you know your opponent has blown through all their shootout punishment. A pair of him can fit into just about any deck and will be great in that deck.

10. These are both great it just depends on the values that you're running. As previously mentioned I'm a big fan of 2x16 or 3x12 in a deeds and dudes deck. That gives you a lot of flexibility and a solid core of cards to rely on. Both of these cards are great though and good additions to whatever you're running; just remember you have to defend them.

12. I typically run about 10-12 deeds. If you're going for deeds and dudes then yeah 15+ is a good number. Morgan will usually run more simply because they can field more with their ability. Everyone else might restrict themselves to 10-12 depending on deck style. An typical deck will be short on hearts but not want too many dudes either so that means you either invest in more deeds or more action cards. Most people will choose action cards here as once your deck starts to thin from playing deeds you'll want to have a hand of action cards or dudes rather than a hand full of deeds. Once there are 5-6 deeds on the board the game should be heating up to a level where having more action cards is going to be preferable to more deeds. Unless your opponent has a very limited supply of dudes in which case it might be overkill anyway.

11. One Good Turn is great if your opponent is cheating and cyclable if they're not. Now late game that 3 GR might not mean a whole lot but really the value of OGT is lowball where your opponent has the least amount of control over whether he can cheat of not. I love the combination of OGT+Drew Beauman as that allows me to always have the cash I need to invent something right then and there without booting.

Jonas Albrecht
Jun 7, 2012


http://www.alderac.com/doomtown/2015/04/22/frontier-justice-preview-gomorra-jail/

I'm very interested in this new mechanic, but I absolutely hate the wording of it.

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!

Jonas Albrecht posted:

http://www.alderac.com/doomtown/2015/04/22/frontier-justice-preview-gomorra-jail/

I'm very interested in this new mechanic, but I absolutely hate the wording of it.

Do you mean the wording of the "core" effect or the ability on the jail itself. Personally I think not being able to use it on Aced guys is dumb dumb dumb.

Jonas Albrecht
Jun 7, 2012


PaybackJack posted:

Do you mean the wording of the "core" effect or the ability on the jail itself. Personally I think not being able to use it on Aced guys is dumb dumb dumb.

I mean "You may start this deed in play in place of one of your Law Dogs dudes".

While that communicates the idea of what it's supposed to do, exchange a potential starting dude in my Law Dogs posse for the Deed, it's the kind of vague wording that is always annoying in games. Do I need to be playing the base Law Dogs faction, or does the Arsenal work too?

PaybackJack
May 21, 2003

You'll hit your head and say: 'Boy, how stupid could I have been. A moron could've figured this out. I must be a real dimwit. A pathetic nimnal. A wretched idiotic excuse for a human being for not having figured these simple puzzles out in the first place...As usual, you've been a real pantload!

Jonas Albrecht posted:

I mean "You may start this deed in play in place of one of your Law Dogs dudes".

While that communicates the idea of what it's supposed to do, exchange a potential starting dude in my Law Dogs posse for the Deed, it's the kind of vague wording that is always annoying in games. Do I need to be playing the base Law Dogs faction, or does the Arsenal work too?

Yeah, I wish they hadn't named the starting outfits the name of the faction, that was a dumb idea. I'm sure you can use this with the Arsenal though.

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nyxnyxnyx
Jun 24, 2013
Thanks for the answers PaybackJack! I have another general question: Do games get longer / have more strategic/tactical depth as you get better at the game? As it is it feels like games are really short and usually are over in one turn, sometimes 2.

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