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Tips & Strategies (4)
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When greenhorns first grace our fine town of Gomorra, they often want to show others what they’re made of, and start tusslin’. Of course they also want all their buddies to have their back when they’re slapping leather. However, be careful about bringing all your Influential Dudes in with you, or you’re liable to find yourself on your way out of town in a pine box quicker than you can spit.
Remember that your Influence is what prevents your opponent from taking control of town and winning the game. If all your Influence joins a posse during a Shootout and gets gunned down, you’ve reduced the amount of Control points your opponent needs to win the game. So protect that Influence, it’ll help keep you in the game!
When building decks in DT:R, it is frequently less important to sort by type and more important to sort by value. Since you are aiming to (hopefully) win shootouts when required, you may find it helpful to fan out your deck from low (Ace) to high (King), and note where your concentrated values are and should be. This will help you more efficiently select good cards for the deck — are you running a pull-based deck (Gadgets or Hexes)? Chances are you’ll want your values to be at least somewhat higher in general. Does your chosen Deed structure concentrate around 3s and 4s? Then you probably want to select Actions, Dudes and Goods around those values as well.
Understanding the good cards at each value will help you achieve your deck’s goals. If you find your hands to be consistently messy in a deck intended to do well in shootouts, you may need to shore up your core deck values, trading a good off-value card for a slightly worse one that is on-value.
Increasingly, it is becoming possible for decks to run a Deed scheme for their ghost rock production that includes zero Control Points. All decks can run Allie Hensman for cheap to force the issue, if they have the capability of defending her in Town Square. Sloane Gang decks, either out of the base outfit or out of Desolation Row, can press the issue further by generating additional Dude-based control points from their Outfit cards.
Operating with such a strategy forces the other player to always be on the defensive, as they have no opportunity to use their influence to seize Control Points from you. They must use dude-removal jobs (Kidnapping, Ambush) or bull their way into shootouts to attempt to get rid of your CP-laden Dudes, and if their own decks run Control Point deeds, you can use your influence to force them into further shootout situations. Beware of Shotguns and Legendary Holsters, as these are the bane of your deck!
One of the biggest points of confusion in this game is how to move your Dudes around town. Here it is simply:
“Boot your Dude to move to any location.”
There are two exceptions to this rule:
– A Dude does not Boot when moving from their Home to an adjacent location (including Town Square).
– A Dude does not Boot when moving from Town Square to any adjacent location except back to his/her Home (all In-town Deeds are considered adjacent to Town Square).
Hope this clears up the confusion about moesyin’ around town.