
If there's a drawback to this nifty mechanic, it's the very fact the game is a CCG. Like most other games of its kind, Doomtown lets players pretty much design and build their own decks, including whatever cards they see fit. Now, it didn't take the cardsharps too long to figure out they can build a deck designed to win shootouts by "cheating" on the poker hands. Before somebody gets riled up and rousts up a lynch mob, let me explain what "cheating" in Doomtown means. If a player has two cards of the same suit and value in a normal poker game (say, two aces of spades), he's cheating. But since Doomtown players can build their own decks, it's fairly commonplace for this to happen in this far-from-normal poker game. It's not a violation of the game's rules, but it's called "cheating" simply as a game term to describe the situation.
All an unscrupulous snake's belly has to do is stack his deck with a passel of cards of the same value, virtually guaranteeing he'll draw at least 3 of a kind, a full house, or even better on any hand. And with the variety of cards available now that the Rolling Thunder distribution system is under way, it's not hard to build a viable deck with one or two values alone -- 3s, 5s, 6s, and 9s seemed to be the favored values of these sidewinders.
Until recently, a whole herd of anti-cheating cards kept the worst of these decks in line. Any bandit counting on cheating poker hands ran the risk of losing a deed to Foreclosure, provoking someone to Get a Rope or even having a dude die from Snakebite. Then along came the card No Funny Stuff, which prevents any further actions or reactions from taking place during a shootout -- including those anti-cheatin' cards. Now, cheatin' decks are pretty much top dog when it comes to slinging lead on the streets of Gomorra. Don't get me wrong -- I don't disapprove of this strategy. On the contrary, I've got plenty of decks designed to cheat myself. But I know from experience how frustrating it can be playing a theme deck designed for fun against one of these quickdraw specials. After one too many of my own dudes ended up in Boot Hill, I sat down and came up with a few strategies to beat these bottom-dealing hucksters. The Law of the West dictates I share them with others.
Foreclosure, which forces the varmint to discard one of his deeds in play, can be downright painful for cheatin' decks. It works fine during the lowball hand and, if you choose wisely, can cost your opponent ghost rock production, Control Points, and even send his dudes home booted -- effectively out of action for the turn! The only drawback is if the dudes have squatted on your own property and are using it for Control Points or abilities. Foreclosure only works on deeds owned by the cheater.
Run Out of Town gives you a pretty good chance at sending your opponent's weaker dudes running to the discard pile. This can put a hurting on his firepower, but, more importantly, his influence. Run Out of Town can help regain control of deeds, swing influence to your favor, or even put you in a winning position. However, it's doubtful the card can take care of the high value shooters in your opponent's posse -- and those often are the toughest gunslingers or have the highest influence!
Yellow Traitor, a relative newcomer to the card mix, costs the cheater a Control Point permanently. Since it can be played several times during a game, it can almost guarantee a serious cheatin' deck has no chance of winning by Control Points. On the other hand, Yellow Traitor has no effect on Victory Points, so outfits like the Law Dogs and the Agency, which can earn Victory Points, can still win. Also, Yellow Traitor doesn't help your outfit win the game; it only prevents your opponent from doing so. It is possible to stalemate a game in this fashion.
Cheatin' decks aren't likely to win the lowball hand at the beginning of each round. That means you're probably going to go first in the turn and get the first Shootout Action in any gunfights that do come up, so you get to play a Shootout Action before your opponent can shut you down with a No Funny Stuff. Also, your opponent is losing 1 ghost rock to ante each round in addition to any upkeep he's paying. If you can further shut down his income, he'll be limited in his own actions each round.
Once you know what your opponent's holding, you can easily plan your own strategy. If he's got a No Funny Stuff, maybe you'll want to pick a fight with his dudes using one of your less valuable dudes in the hopes of drawing it out of his hand. If he guts it out and doesn't play the card, his dude's vulnerable to your Shootout Actions and Reactions; if he does play it, you can start another shootout later that round with out worrying about it!
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