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The Sioux Union

Sioux Never Die

By Ken Kurpiel

Dudes:

Singing Feather

Sir Whitmore

Tioga Joe

Cassidy Greene

Joe Eye-Like-Rain

Crazy Quilt

John Bloody Knife

Walks in Footsteps

Little Running Bear

Moses Whateley

Wise Cloud

Red Crow

Saul Whateley

Spells:

Helpin' Hands x4

Curse x4

Medicine x4

Strength of the Bear x2

Goods:

Bow and Arrow x2

Deeds:

Clock Tower

Henry's Hole

Wishing Well

Thunder Gulch

Spirit of Kentucky

1st Bank

Lord Grimleys Manor

Red Hill Hotel

Actions:

Ignore 'em x2

Yellow Belly x1

Take You With Me x4

Get a Rope x2

Stray Lead x4

Snakebite x2

This deck has only been played a few times in polite company. I think you can see why. Charlotte, the spousal type won last week with a similar deck. Hers has a few more little strikes, no bow and arrow, no ignore 'em, she adds a few rumors too. This deck is big, it's bad, it goes out and dies horribly, takes you with them, and the stray lead gets you in trouble. Then to add insult to injury it saves the little dude in the shootout. Red crow becomes a real terror. Nothing like Joseph plucking a Take You with Me from the low-ball hand and then Red Crow has Blackjack running away from him. I personally think this design is broken, not only design wise, but it destroys the spirit of the game.

Urban Sprawl

By Marko, posted November 26th 1998 - Episode 7

Type: Tournament

Dudes:

Eagle Rock

Billy Iron Horse

Cassidy Greene

Charlie Landers

Tioga Joe

Benjamin Nightsinger

Feather In His Hair

Little Mountian

John Bloody Knife

Xiong "Wendy" Cheng (Law Dogs)

Little Running Bear

Joseph Eyes Like Rain

Walks in Footprints

Deeds:

Old Moon Saloon

Golden Mare Hotel

Miss Coutreau's

The Bathhouse

Den of Eastern Delights

Gomorra Gazette

Hell's End Mine

Tent City

King Willy's Mother Lode

The Mission House

Schoolhouse

Flophouse

Casino Morongo

Graveyard

The Barber's Shop

LAD Saloon

Thunder Gulch Strike

Fu Leng's Laundy & Tailoring

Pony Express

Henry's Hole

Sunnyside Hotel

The Tree

Town Well

Barkum & Barkum Attorneys

St. Martin's Chapel

Actions:

Take You With Me x 3

Yellow Traitor x 4

Pistol Whip x 3

Forclosure x 2

Run Outta Town x 2

Joker

Death's Head Joker

This deck is simple to play. Keep your dudes OUT of shootouts at all costs. Keep dudes unbooted when possible so you can refuse a shootout.  Spread dudes out at the bathhouse, your home, the tree, or the casino morongo to avoid a total wipe out of your dudes from massacre at high noon. Finally if you get in a shootout use pistol whips and if that doesn't work then pray you win the shootout. The second thing is play deeds as many as possible.  There are 24 contol points in the deck so if your opponent takes one don't worry unless it could cost you the game.  I haven't lost yet and i'm playing about to tournament test it but I have absolute confidence in this deck.

Curses!

By Geoff Smith, posted November 26th 1998 -

Episode 7

Type: Tournament

Dudes:

Joseph-Eyes-Like-Rain

Tioga Joe

Little Mountain

Walks-In-Footprints

Billy Iron Horse

Deeds:

Weaponsmith

St. Martin's Chapel

Old Moon Saloon

The Lucky Dog Lode

Schoolhouse

Drop in the Ocean

Desert Rose Lode

Henry's Hole

Harlot's Haven

The Clock Tower

Pharmacy

Wishing Well

Town Well

Actions:

Forgery

Claim Jumper

Run Outta Town x 4

Ignore 'Im x 3

Yer All Chicken! x 4

Events:

The 1st Bank is Robbed

A Coach Comes to Town x 4

Goods:

Quick Draw Holster

Unholy Symbol x 2

Spells:

Curse x 4

Strength of the Bear x 3

Medicine x 2

Spirit Warrior x 2

Speed of the Wolf x 2

This deck is brutal in a two player game.  It can consistantly win in the third or forth turn.  The object is simple--between Joseph's ability and your home card's ability you can quickly fish the Curses out of your deck.  An important note--Do not! do any pulls, get in any shootouts, or do anything else that may cause you to discard your Curses before you get them in your play hand.

Once the Curses are on Joseph, use the ten pull Curse to wipe out your opponents influence.   Then play a control point deed.  Tioga Joe can defend against just about anything, so use the Coaches and the Yer All Chickens to get some cashflow and maybe take some of your opponents influence as well.  Other than the Curses and Walks in Footprints every card in the deck is a 7, Q, or K so your shootout hand are great (but Lowball does stink).  Being that the lowest value card in the deck is a 7, Joseph will always make the ten pull Curse (pretty comforting Huh?). 

The best part about the deck is that it works so well with so many cards.  If you don't have the same cards I do you can substitute just about anything and the deck works just a well (just remember that all of the cards have to be 7's, Q's, or K's).  Try Bad Tequila, Raid, Yellow Belly, Gremlins, Heavy Rain, War Paint, ect.  How about a Framed and Clean Up The Town Combo to really harrass your opponent? This deck is as much fun the build as it is to play.  I hope you give it a try.

War Path

By Wolf Who Walks, posted October 28th 1998 -

Episode 6

Dudes:

Benjamin Nightsinger

Cassidy Greene

Eagle Rock

Feather-In-His-Hair

Elizabeth King

Ian Spencer-Whitney

Joseph Eyes-Like-Rain

Little Mountain

Red Crow

Singing Feather

Whiskey Nick

Wise Cloud

Deeds:

The Alright Corral

Barkum & Barkum Attorneys

Casino Morongo

Grenn-Eye Saloon

Hideout

Icehouse

Ignacio's Exotics

Miss Coutreau's

Old Moon Saloon

One Eyed Ike's Weapons Locker

Perry's Pawnshop

Pony Express

Red Hill Hotel

Actions:

Burn 'Em Down

Fanning The Hammer

His Back Was To Me x2

Hot Lead Flyin'

Refuse To Fall

Shortcut

Snakebite x2

Take Ya With Me x2

Tattoo x2

Events:

Earthquake

Eureka!

Goods:

Bow and Arrow

Mustang

Roan

Sacred Tomahawk x3

Shotgun

Winchester Rifle

Spells:

Medicine x2

Strength Of The Bear

This is a basic starting shootout deck, pulled together from a Sioux Union starter and a few saddlebags. It reflects my current play environment, which is somewhat heavy with Maze Rats. In general this deck should play favorably, with added performance against Maze Rats and Terror-heavy decks, but it is not tournament quality.

Your starting Gang is set up with three influence and a three stud for early defense. Your starting money, even if you lose lowball, is enough to bring out all but one of your deeds. There are no strikes in this deck, which is helpful against the Rats, but can slow it down a bit. Luckily, a third of your cards are zero cost, with another third costing less than your home's production. Between the corral and Ignacio's, most of your goods are free or cost only one. The deck has a total of nine control (all close to home) and nine influence, which should be sufficient for victory.

Eureka will give you a hand size that will favor holding shootout actions and reactions for later. Earthquake is also handy for slowing down most decks, especially Sweetrock and the Rats. Most of the actions and goods focus on getting you to the fight unbooted and winning once your there, one way or the other. The Sioux have been lambasted quite a bit as not the best shooters, but this deck should clear the street fairly well. With an emphasis on winning even when you lose, most opponents will think twice before throwin' down. Your outfit ability, and that of Joseph Eyes-Like-Rain, make it easier to manipulate your deck for the cards you will need to succeed.

If you are having trouble with your shootouts, consider replacing the Snakebites with Pearl-Handled Revolvers to make your shooters more potent. Also, replacing Fanning The Hammer with another Burn 'Em Down will make all of your actions zero cost and increase your odds of winning.

Ghost Dancers

By Gerry Crowe, posted October 7th 1998 - Episode 6

This one won a tournament organised in the U.K. by

SELWG

Dudes:

Benjamin Nightsinger

Wise Cloud

Singing Feather

Cassidy Greene

Charlie Landers

Joseph Eyes-Like-Rain

Walks-in Footprints

Eagle Rock x 2

Tioga Joe x 2

Wise Cloud

Deeds:

1st Bank of Gomorra x 2

Orphanage

Green Eye Saloon

Graveyard

Foales Folly

Waters Edge Strike

Top of the World Lode

Scrapyard

Pony Express

Wishing Well

Actions:

Run Outta Town x 4

Snake Eyes x 4

Warpaint x 3

Tattoo

Friends in Low Places

Hells Fury

Rumours

Events:

It was a Mountain Lion x 4

Spells:

Curse x 4

Medicine x 3

Strength of the Bear x 2

Speed of the Wolf x 1

First turn use the outfit ability to get a Medicine from your deck if you've not drawn one, just in case a Lion backfires. After that, unless you're short of rock, get Curses.  The Lion kills your opponents high value dudes, the Run Outta Towns get the low value ones.  Anybody that's left, reduce their influence with the Curses and drop a coupla Control Point deeds.  Ideally, you can reduce their influence to 1 each and then drop the Bank, which is why there's 2 of them.

Although not ideally suited for shootouts, Benjamin with a Warpaint can usually draw a Full House, often non-cheatin'.  Eagle Rock & Tioga are in there to defend against strong Shootout decks, and it's quite easy to harrow them with the Hells Fury. Course, they then become Lion food, but they're so cheap you can often afford it.

How to stop it.  It cheats often enough that Run Outta Town is a big problem, particularly on the main dude...Wise Cloud.  Kidnapping is also a big danger, because if you won lowball and Ben hasn't applied his Warpaint, its difficult to stop a shootout deck discarding your dudes. No Funny Stuff cheatin' decks murder it, so long as you've got ways of calling out dudes at home.

Crazy Injuns

By Matthew Hill, posted October 7th 1998 - Episode 6

Dudes:

  Joseph Eyes-Like-Rain

  Eagle Rock

  Little Mountain

  Wise Cloud

  Tioga Joe

  Feather-In-His-Hair

  John Bloody Knife

  Cassidy Greene

  Little Running Bear

  Benjamin Nightsinger

Deeds:

  San Simeon Mine

  St. Martin's Chapel

  Old Moon Saloon

  Thunder Gulch Strike

  The Desert Rose Lode

  Drop in the Ocean Strike

  Exchange Office

  The Tree

  Fish Ridge Mine

  The 1st Bank of Gomorra

  The Lucky Dog Lode

  Golden Mare Hotel

  Schoolhouse

  Red Hill Hotel

Actions:

  Tattoo

  Claim Jumper x 2

  Snakebite x 3

  Raid x 2

  Pistol Whip x 4

  Luck of the Draw x 2

Events:

  The 1st Bank is Robbed x 2

  A Coach Comes to Town x 2

Spells:

  Speed of the Wolf x 3

  Medicine x 4

  Strength of the Bear x 3

The Starting Dudes make Ghost Rock a little hard to come by, by a well timed Coach or Raid with Eagle Rock as the shooter will deter most folks from shooting out with you.  The main stategy is to stay mobile with the SotW and the Tree, pound the heck out of people in shootouts (12 sevens and 19 queens), and drop some CP with PLENTY of muscle to back them up.  Most of the spirits will work, especially on Joe and Wise Cloud, and LRB with Strength of the Bear on him and Medicine on the other two means that even if you lose a shootour to a non-cheater, you shouldn't ever lose LRB.  Collegium decks give it fits sometimes, the deck is a little slow, and it does take a little while to beat the 'Rats.  Overall a very fun group deck, and it is always great to shout, "No pickum fight with Crazy Injun!!!"

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