From: "Eric Jome"
This is my interpretation of a deck I played against at Origins 2001. The original was played by Brian Haggerty, a very pleasant fellow you would never think would show such low moral character as to play something like this. :) The concept has been floating around since the latest Sweetrock home was released. Cheap deeds are used to bury the opponent in an avalanche of control while cards which reduce their influence make it impossible for them to dig out quickly enough. In only a turn or two, the opponent is caught under the crushing weight
... thanks to Andrew Davidson for suggesting the name. :)
1 Gomorra Volunteer Fire Department
1 Hydro-Accelerator
1 Fine China Shop
1 Road House
1 Elijah's Parish
1 Lighthouse
1 Town Well
1 Duvalier's Field Office
1 Leaning Rock Strike
1 Lyndon Station
1 Green-Eye Saloon
1 The Barber's Shop
1 Bat's Breath Mine
1 Mental Hospital
1 Fish Ridge Mine
1 Mosley's Maw
1 Polecat Saloon
1 Old Moon Saloon
1 Nick's Never Closes
1 Rough And Tumble Saloon
1 Gypsy's Tent
22 Control points in 21 deeds with only 1 value having more than 2 deeds... there are 3 Eights. 4 Control points are free, 3 cost only 1, and another 5 cost only 2 ghost rock. This set of deeds can probably be improved by dropping some of them for doubles of the better ones, but this way they are all playable.
4 Rumors
1 Nyctophobia
3 Claustrophobia
4 Gris-Gris
1 Dehydration
3 Its Just Coal
4 Eureka's Rage
4 Bad Tequila
1 Pipe
2 Good Stiff Drink
The Rages help to power through the cheap deeds; an early Rage means effectively a double turn. If they leave home, they are in trouble and Claustrophobia hurts them if they stay. Gris-gris is a cheap way to reduce influence anywhere. If the opponent tries to move to Town Square, that is a perfect time to hit them with Bad Tequila... it also helps with the Town Drunk and other reducers. A Pipe smoking Town Drunk is particularly odious if dudes are booted in town. A Good Stiff Drink works quite well with the starting dudes... if nothing else, have Pierce give your own dudes bonuses. Try experimenting with some other cards, such as Home Is Where Nothin Happens or Knicknevin.
Starting Dudes (4)
1 Alfred Barkum Sr.
1 Scott Pierce
1 Cassidy Greene
1 Town Drunk
Starting Cost; 14 of 22
Starting Influence; 6
Net Production; 0
While the lack of production for this starting set seems difficult to take, the seven to nine ghost rock you get on your first turn buys an impressive amount of different deeds... these will usually get you out of the hole. The dudes are some of the best in the game at removing influence; if you can catch the opponent without getting caught in a shootout, they will be hard pressed. Also note that this deck is so focused on winning fast that it does not include any ability to shoot or avoid shootouts. There are no Cheatin! cards and no extra dudes. This tight focus is likely to help the decks main focus, but it makes it fragile as well. It would not be hard to tune it a bit to help with these problemsif you like.
Eric
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