DUDES
Benny Hibbs (starting)
Erik Zarkov (starting)
Fineas Von Landingham (starting)
Marcus Perriwinkle (starting)
Prof. Susan Franklin (starting)
Cassidy Greene
Charlie Landers
Meredith Singleton
Oswald Hardinger
Robert Holmes
EVENTS
A Coach Comes to Town (x4)
A Christmas Day (x2)
Founder's Day (x4)
Full Moon (x4)
GOODS
Bullet-Proof Vest (x3)
Dynamite Launcher (x4)
Gatling Pistol (x2)
New Hat (x3)
Mechanical Horse (x4)
Prof. Parnham's Miracle Elixir (x4)
Ray Gun (x4)
Rocket Pack (x4)
No Deeds! After you play the dudes from your deck, you are guaranteed of a Flush every draw hand. This makes this a flexible deck in that you can either stay at home and win a victory by building the control point gadgets, or you have enough power to go out and engage in gunfights. It is a little weak compared to 2 and 3 vaule cheatin' decks, as they usually get at least a full house, beating your flush, and you have no cheatin' cards.
Robot Wars By JAY - the French Mad Scientist, posted February 9th 1999 - Episode 9
Type: Fun
Dudes
Erik Zarkov
Gunther Hapworth
Fineas Von Landingham
Susan Franklin
Oswald Hardinger
SUZY 309
Gerald Klippstein
Deeds:
Bob's fix it shop
Top of the world lode
Spirit of kentucky shaft
Scrapyard
The alright coral
On the side strike
Blacksmith
The gaping maw strike
San simeon mine
Pike's puddle mine
Exchange office
Machinist's shop
The desert rose lode
The clock tower
Wishing well
Strike experiment #1
Actions:
2 Run outta town
2 Get a rope
Events:
New Science Magazine
Goods:
2 bullet proof vest
2 duplicator
4 flamethrower
4 chrono accelerator
4 professor parnham's miracle elixir
4 ray gun
4 rocket pack (personally I only have 2 and 2 scans)
Joker x 1
Deaths Head Joker x 1
You are totally vulnerable to cards like no funny stuff, caught with yer pants down and so on but when you succeed in drawing THE straight flush (9,10,J,Q,K), you're happy. You don't need the greased lightning pills anymore because of the duplicator and suzy. Off course you had to abuse of gunther and gerald abilities to bring some 9-STUD dudes where the shootout is going to take place. Rockets packs are very useful in this way. With elixir, fixit shop and bullet proof vest, SUZY might live a longh time ( except with the card I mentionned above ). Just be sure you get the little value out of your deck when the issue arrived.
Superior Technology
By Hedley Coppock, posted January 12th 1999 - Episode 9
Type: Tournament
Dudes
Meredith Singleton
Susan Franklin
Fineas von Landingham
Gunther Hapworth
The Amazing Xemo
Oswald Hardinger
SUZY 309
Gerald Klipstein
Eric Zarkov
Pierre Fontaine
Robert Holmes
Gordo Andrade
Cassidy Green
Benny Hibbs
Deeds:
2 x Stike Experiment #2
2 x Drop in the Ocean Strike
2 x Look Homeward Strike
2 x Blacksmith
2 x Callahan's Ditch
1 x Weaponsmith
1 x Green Eye Saloon
1 x Sam's General Store
1 x Fixit Shop
1 x Carpenter's Shop
Actions:
1 x Swapped Decks
1 x Claim Jumper
Events:
1 x New Science Magazine
Goods:
1 x Raygun
2 x Prof Parnham's Miracle Elixir
2 x Chronoaccelerator
2 x Flamethrower
2 x Greased Lightning Pills
2 x Mechanical Horse
2 x Holy Wheel Gun
2 x Airgun
2 x Duplicator
1 x Bullet Proof Vest
2 x Hardinger's Blueprints
Jokers x 2
I've not test driven this deck yet. The way it's supposed to work is this: Use New Science Mag' to find SUZY, use the Blueprints to play her/it. When Zarkov is in play, use a duplicator on SUZY to copy Zarkov's shootout ability. Now have fun with a tooled-up SUZY, I'd give her a BPV, PPME and the Raygun. Assuming that the duplicator works SUZY should be an 8 stud, letting you draw a straight flush using diamonds or hearts. Otherwise, just use the Duplicators to copy the abilities of Fineas or Gunther.
Strikeless Deck
By Ryan Kleist, posted December 16th 1998 - Episode 8
Type: Fun
Dudes
Prof. Susan Franklin
Erik Zarkov Experienced
Gunther Hapworth
vFineas Van Landinham
Oswald Hardinger
Pierre Fontaine
Robert Holmes
Great Xemo
Gerald Klippingstein
Austin Stoker
Hangin' Judge Gabriel
Deeds:
Perry's Pawnshop
Scrapyard
Bob's Fix it Shop
Machienist's Shop
Blacksmiths
Sam's General Store
Den of Eastern Delights
Red Hill Hotel
Golden Mare Hotel
One Eyed Ike's Weapon's Locker
Actions:
Foreclosure
Smith & Robards Delivery
Yellow Tratior x2
Events:
Founders Day x2
Goverment Audit
First Bank is Robbed
Goods:
Flamethrower x3
Ray Gun x3
Holy Wheel Gun x3
Air Gun x3
Chrono Accelorator x2
Duplicator x2
Dynamite Launcher
Rocket Pack
Mechanical Horse
Greased Lightning Pill
Bullet Proof Vest
Hardinger's Blueprints x2
Jokers x 2
Start with Prof. Susan Franklin, Erik Zarkov, Gunther Hapworth, and Fineas Van Landingham for ghost rock. Most of the gadgets in this deck are weapons and they produce Control, so give them to Erik Zarkov. With no strikes to rely on, you won't have to bother with claim jumpers and maze rats. Pawn extra gadgets for money and reduce the cost of other gadgets with scrapyard and Sam's General Store. In shootouts use flamethrowers and ray gunswith gunther's ability to have a good shooter. Most of the time you will have enough money for you gadgets but when you don't you have Founder's Days. Use Goverment Audit and The first Bank is Robbed to you advantage.
Extensive Research By Jason Steel, posted November 26th 1998 - Episode 7
Type: Tournament
Dudes
Robert Holmes
Gunther Hapworth
Fineas von Landingham
Prof. Susan Franklin
Erik Zarkov - Experienced
Meredith Singleton x 2
Oswald Hardinger x 2
Events:
Christmas Day x 4
New Science Magazine x 4
The Sabbath x 2
Stampede x 3
Heavy Rain x 2
Goods:
Bullet Proof Vest x 2
Duplicator x 2
Air Gun x 3
Holy Wheel Gun x 2
Flamethrower x 2
Chrono Accelerator x 4
Prof. Parnham's Miracle Elixir x 3
Ray Gun x 4
Rocket Pack x 4
A quick breakdown of the numbers on the cards:
2 of Spades = 1
5 of Spades = 1
6 of Spades = 1
7 of Spades = 1
8 of Spades = 2
9 of Spades = 1
K of Spades = 2
A of Hearts = 4
2 of Hearts = 2
5 of Hearts = 2
6 of Hearts = 3
7 of Hearts = 2
9 of Hearts = 6
10 of Hearts = 6
J of Hearts = 6
Q of Hearts = 6
K of Hearts = 6
Gameplay is really simple. Early game you get tons of Control Points cheaply by playing 1-3 high-difficulty gadgets each turn (Christmas Days, plus either two cheap gadgets, or an expensive gadget plus a Ray Gun on Zarkov each turn). Midgame, disrupt your opponents' movement with either Heavy Rain, or better yet, Stampede. Stay at home as much as you can, letting your opponent come to you (if THEY can). Against other Deed-light decks, the 1st Bank is Robbed is even better, slowing them to a crawl. Look out for Sweetrock, though if they put a huge Strike out your 1st Banks can eliminate its production, plus the production of 1-5 other Strikes, putting a cramp in their speed.
Mid to late game your draws should all be flushes at the VERY least, should you actually be forced into a shootout. More likely than not you will be holding a straight flush of 9,10,J,Q,K of Hearts, which, combined with the Elixirs and Bullet-Prof Vests should hold off any and every deck you will be worried about (30 cards in the deck are in the 9-K of Hearts range, at 6 of each). And best of all, you will rarely if EVER be holding a cheating hand.
At a maximum of only 9 Influence in the deck, with 4 to start with, it will be a rush to get out the Control Points early, but with a reasonable draw you will win in 3-6 turns, which is quite quick, especially considering the lack of weaknesses this deck seems to have! Incidentally, there are 21 gadgets in the deck that give you Control Points, so you should have no shortage whatsoever.
Hope you guys enjoy, and feel free to email any suggestions!
The Time Warp By Chris Foley, posted November 26th 1998 - Episode 7
Type: Tournament
Dudes
Benny Hibbs
Gunther Hapworth
Prof. Susan Franklin
Oswald Hardinger
Deeds:
Top of the World Lode
Water's Edge Strike x 2
Thunder Gulch Strike
Harlot's Haven Strike
Callahan's Ditch x 2
The Clock Tower
Henry's Hole x 3
Wishing Well
Strike Experiment #1 x 2
Foale's Folly x 2
Scrapyard
Actions:
Pistol Whip x 3
His Back Was To Me x 3
No Funny Stuff x 3
Events:
New Science Magazine x 3
The 1st Bank Is Robbed x 3
Goods:
Chrono Accelerator x 4
Rocket Pack x 3
Flamethrower x 4
Air Gun x 3
Ray Gun x 2
Holy Wheel Gun
Death's Head Joker x 2
This deck is extremely fun to play in a tournament and got me 3rd in a local sanctioned one (I lost when a Ray-Gunned, pumped Gunther, with the rest of the dudes as backup, decided that 2 pair was an adequate hand when you're at a 7-stud with 2 draws. And 12+ nines left in the deck.) You start with 4 dudes, no GR, a gain of 2/turn, and a strong likelihood of losing lowball constantly. There are plenty of cheap deeds in this deck to crank out the small amount of GR it needs quickly, but since you're losing lowball all the time and cheating quite often, foreclosure is a big danger (not to mention Run Outta Town). 4 Gremlins in a deck will also take this apart, since without Flamethrowers no-one really stands a chance in a shootout.
But enough about the bad points. This is a very entertaining and strong deck, which *should* win by turn 4, often not giving your opponent enough time to set up an adequate defense regardless of what s/he has out. You should be drawing 3-4 cards every turn, playing all your lowcost strikes and gadgets (with Benny's help). Hold onto the actions when you see them, since this deck will suffer badly to kidnapping (Pistol Whip will often help) and cheatin' cards (NFS). Most games will end up with you defending against a last-ditch attach by your opponent on turn 4, when you have 5-6 gadgets out and are standing on one of his CP deeds. Send Oswald in with Flamethrower, use His Back Was To Me to reduce your opponents' best shooter to 1-draws (and Pistol Whip any others), then fly Gunther in with his Rocket Pack and Ray Gun, and finally activate the flamethrower for creamy 7-stud goodness. This exact scenario happened in fully half of the games (12 in total) I played in the last tournament (including "fun" games before and after). This deck just really cranks through cards. It has severe weaknesses but think about your tournament environment: if you don't expect a lot of aggressive, anti-dude cards you should be OK. I took the gamble and ended up with a cool uncut card sheet =).
Science Rocks By Nathan Miller, posted October 22nd 1998 - Episode 6
Type: Fun
Dudes
1 Prof. Susan Franklin
1 Humprey Walters
1 Erik Zarkov
1 Benny Hibbs
1 Oswald Hardinger
1 Werewolf
1 Pierre Fountain
1 Great Xemo
1 Austin Stoker
1 Gerald Klippstein Goods:
4 Ray Gun
4 Flamethrower
3 Prof. Parnam's Miracle Elixir
3 Bullet Proof Vests
2 Holy Wheel Gun
2 Mechanical Horse
1 Kenny
Events:
3 Founder's Day
1 Heavy Rain
1 New Science Magazine
Deeds:
1 First Bank of Gamorra
1 Drop in the Ocean Strike
1 On the side strike
1 Henry's Hole
Actions:
2 Forgery
2 Rumours
4 Cheatin Varmint
3 Foreclosure
2 Ace in the Hole
1 Caught with yer pants down
Joker x 2
Another basic Collegium deck (I just got the outfit and have been designing decks left and right), In this one you also build gadgets for control points, with this one however you get more ghost rock but since strikes in play you should (once you get the gadgets) keep some people out of town to protect that ghost rock. Also if your use my starting dudes you will never get beat on the first turn on the whole I think this is one of the best decks I have yet designed.
Assembly Line By Nathan Miller, posted October 22nd 1998 - Episode 6
Type: Fun
Dudes
1 Prof. Susan Franklin
1 Benny Hibbs
1 Humprey Walters
1 Erik Zarkov
1 Werewolf
1 Oswald Hardinger
1 Pierre Fountain
1 Gerald Klippenstein
1 Great Xemo
1 Austin Stroker
Goods:
2 Kenny
1 Pearlhandled Revolver
3 Ray Gun
2 Prof. Parnems Miracle Elixir
3 Flame thrower
2 Bullet Proof Vest
3 Holy Wheel Gun
3 Rocket Pack
2 Shotgun
Deeds:
1 First Bank of Gamorra
1 Blacksmith shop
1 Photgraphers Shop
Actions:
3 Ace in the Hole
3 Caugth with yer pants down
2 Sun in yer Eyes
3 Rumours
3 Double Dealin
2 Cheatin' Varmint
2 Forclosure
Joker x 2
Basic Colleguim deck using your scientists to get C.P. producing gadgets into play, however the rumours and the first bank when played together can beat even Sweetrock (though you have to play it right)
Collegium Bicycle Deck By Guy Smith, posted October 22nd 1998 - Episode 6
Type: Fun
Dudes
A The Amazing Xemo
2 Humphrey Walters
3 Pierre Fontaine
4 Marcus Perriwinkle
5 Gunther Hapworth
6 Fineas Von Landingham
7 Prof. Susan Fraklin
8 "Gordo" Andrande
9 Erik Zarkov
10 Werner Braun
J Gerald Klippstein
Q Rachel Sumner
K Oswald Hardinger
Events:
2 Circus Sideshow
4 Founder's Day
10 Fair Comes to Town
Goods:
A Kenny
3 New Hat
5 Gatling Gun
6 Air Gun
7 Holy Wheel Gun
8 Mechanical Horse
9 Flamethrower
J Prof. Parnham's Miracle Elixir
Q Ray Gun
K Rocket Pack
Deeds:
A Dragon's Nest Strike
2 Smiley's Shaft
3 Hell's End Mine
4 Sunnyside Hotel
5 Sam's General Store
6 King Willy's Mother Lode
7 Weaponsmith
8 Miss Coutreau's
9 Water's Edge Strike
10 Blacksmith
J San Simeon Mine
Q Drop in the Ocean Strike
K Foale's Folly
Actions:
A Lady Luck
2 Crack Shot
3 Diversion
4 Ace in the Hole
5 Double Dealin'
6 Pistol Whip
7 Snakebite
8 Pinned Down
9 His Back Was To Me
10 Caught With Yer Pants Down
J Take Ya With Me
Q Claim Jumper
K Forgery
Joker x 2
This deck plays like most Collegium decks. It's a bit slow at first, but once you get going, you should be getting both GR and the control point gadgets out. This deck has 19 total influence and 16 control (5 from the gadgets) with a max of 39 GR with all the strikes out.
This deck does have a few surprises. Make sure to always keep Gunther booted for the +3 bonuses each turn. Gerald Klippstein is the easiest way to move a booted Gunther in to a shootout. After the second turn, Gunther should be +6 for the rest of the game. With all the different actions, you should be able to surprise your opponent now and then ("His Back Was To Me" and "Pistol Whip" are great).
When the Circus Sideshow comes out, be ready to attack. If you are playing against any sort of Cheatin' or "good draw" type of deck, you may want to replace 3 cards (I suggest Mechanical Horse, Kenny, and Diversion) and put in 3 more Circus Sideshows. This way, no matter how many Studs the opponent has, you stand a good chance of winning shootouts by playing with the opponent's deck.
Straight Poker By William Howren, posted September 21st 1998 - Episode 6
Type: Fun
Dudes
Arizona Jane
Austin Stroker
Cassidy Greene
Charlie Landers
Erik Zarkov
Gerald Kilppstein
Gunther Hapworth
Hangin' Judge Gabriel
Jessie Freedmount
Meredith Freedmont
Prof. Susan Franklin
Rachel Sumner
Vampric Dance Hall Girl
Events:
Eureka!
Founder's Day
Goods:
Bullet-Proof Vest
Flamethrower
Gatlin Gun
Gatlin Pistol
Kenny
Mechanical Horse
Prof. Phranahm's Miracle Elixir
Ray Gun
Rocket Pack
Deeds:
Blacksmith
Dragon's Nest Strike
Drop In The Ocean Strike
Golden Mare Hotel
Hell's End Mine
Henry's Hole
LAD Saloon
Pony Express
Red Hill Hotel
Sam's Genral Store
Sam Simeon Mine
Scrapyard
Actions:
A Secret Tunnel
Ace In The Hole
Bad Tequila
Caught With You Pants Down
Cheatin' Varmnit x2
Crack Shot
Dead Man's Hand
Double Dealin' x2
Fannin' The Hammer
Ignore 'Im
Pistol Whip
Quickdraw
Shortcut
Joker x 2
If you have to substitue a card, try to make it the same suit and rank. That way it will stay as legal as possible. The person you are supposed to load up is the Vampric Dance Hall Girl. She can pack a punch with a gattlin gun, bullet-proof vest, mechanical horse, and Prof.'s miracle elixir, she'll whomp any one.
Hummingbird with a Hammer By Ken Kurpiel, posted August 20th 1998 - Episode 5
Dudes
Amazing Xemo
Cassidy Greene
Gunther Hapworth
Susan Franklin
Meredith Singleton
Robert Holmes
Pierre Fontaine
Fineous Von Landingham
Gordo Andre
Erik Zarkov
VDHG
Gerrald Klippenstein
Oswald Hardinger
Events:
New Science Magazine x2
Goods:
Rocket Pack x4
Flame Thrower x4
Greased Lighting Pill x4
Holy Wheel gun x2
Shotgun x4
Deeds:
Clock Tower
Wishing Well
OK Corral
Spirit of Kentucky
Bob's Fix-It shop
The General Store
Actions:
Ignore 'em
War Paint x4
Yellow Belly x1
Get a Rope x2
Friends in High Places x2
His Back was to Me x2
Snakebite
The Idea is to get a dude with a couple of shotguns, war paint, greased lightning pills, to a shootout. This works best with a rocket pack so they can join in any shootout. You get the pills FREE, and they come back quickly with Robert and the Fix-it shop. Warpaint is also free, and easy to use. Afterwards a dude uses a flame thrower as the main weapon and is now an ungodly stud. The Back was to me is for before you use the Pills, or before the 'Super Shotgun Person' arrives via Klippenstein or Rocketpack. The Friends on high works great with rocket packs. Boot to take control then, move the dude via a rocket pack to another deed. Often tying down 2 deeds this way.
David's Sling By Ken Kupiel, posted August 12th 1998 - Episode 5 N.B. This deck came second at GenCon 1998...go Ken!
Dudes
Meredith Singleton x2
Prof. Susan Franklin
Sir Whitmore
Cassidy Greene
Gunther Hapworth
Fineas Von Landingham
Erik Zarkov x2
Pierre Fontaine
Moses Whateley-Braun
Walkin' Dead
Robert Holmes
Saul Whateley
Events:
It was a Mountain Lion x4
Hex:
Helpin' Hands x3
Gadgets:
Rocket Pack x4
Ray Gun x2
Flame thrower x3
Holy Wheel Gun x1
Actions:
Ignore 'em x3
War Paint
Grave Robbin' x4
Rumors
Take Ya With Me
Head 'em off at the Pass
Get a Rope x2
Snake Eyes x4
Hell's Fury
Deeds:
Wishing Well
The Undertaker's
Bob's Fix-it Shop
and 2 Jokers
The Idea is that the lions will eat Big value dudes and the Helpin' hands will save mine. I did err in that I wanted three Lions and Four Helpin' Hands and not the other way around. After playing it I might swap one ignore em for a warpaint too.
The Experiment By Lupo, posted August 7th 1998 - Episode 5
Dudes
Amazing Xemo
Gunther Hapworth
Susan Franklin
Meredith Singleton
Marcus Perriwinkle
Robert Holmes
Pierre Fontaine
Fineous Von Landingham
Erik Zarkov
Gerrald Klippenstein
Oswald Hardinger
Benny Hibbs
Sheila Mirabella
Actions:
None
Deeds:
Sam's General Store
Scrapyard
Bobs Fix it shop
Wishing Well
Events:
4 Temperance Army
4 Heavy Rain
4 Founders Day (well, we need Ghostrock from
somewhere...)
Goods:
4 Greased Lightning Pill
4 Prof. Parnahms Miracle Elixir
4 Dynamite Launcher
3 Rocket Pack
2 Ray Gun
3 Holy Wheel Gun
3 Flame Thrower
I played a game today against a friend's Blackjack's "lockdown" deck today... A deck based around Arson (Heh...), Raid (so what?), and Ambush (well, that was kind of fun...) Amusingly, his deeds were all saloons and brothels... And quite frustratingly for him, his ambushes only got the dude he was going for (we didn't bother protecting those who didn't have Elixirs), an unarmed Erik Zarkov shot down Blackjack (like the dog he is!), Raids never bothered us (we usually have about 3 GR...), and the rain really depressed his spirits...