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Ghost Dancers

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Joined: 03 Jan 2007
Posts: 337
Location: Chertsey, UK

PostPosted: Sat Feb 02, 2008 7:37 pm    Post subject: Ghost Dancers Reply with quote

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

1st Bank of Gomorra x 2
Green Eye Saloon
Foales Folly
Waters Edge Strike
Top of the World Lode
Pony Express
Wishing Well

Run Outta Town x 4
Snake Eyes x 4
Warpaint x 3
Friends in Low Places
Hells Fury

It was a Mountain Lion x 4

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.
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