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The Collegium

Collegium Deck #1

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...

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