Sleeping Rough
by Tom Kassel
December 6, 1996
Sites:
3 X Fortress of Shadow
2 X Perpetual Motion Machine
1 X City Park (This collection is rather a surprise to me as I count
up cards after the event. I was sure that the original version has just
five Fortress of Shadow. I meant to add a few more as a contingency against
the Mole Network but ended up with any one site more. It's possible someone
seized one and forgot to return it (possibly Sandy in game 2) but I can't
believe two were seized.)
Unaligned:
Art of War Hand size if very important to this deck. With a very low average
playing cost per card, the more cards I can get my hands on the better.
Orange Senshi Chamber does the most work, but an early Art of War can help
a lot.
Magic:
5 X Pocket Demon One of my main sources of power.
2 X Killing Rain I don't use these site things so let's mess them up.
1 X Scroll of Incantation
Chi:
3 X Violet Meditation Not quite so useful as Pocket Demon with less
chi in the deck but still handy.
5 X Dark's Soft Whisper With swarms of foundation characters, there's
almost always an opportunity to use these.
3 X The Fox Outfoxed A little steady income is nice when the Pocket/Violets
fail to show up.
Ascended:
3 X The Pledged
2 X Student of the Bear
1 X Bad Colonel In case any big Architects soldiers show up.
5 X Mole Network
5 X Shadowy Mentor
1 X Bite of the Jellyfish Using all the copies of this card that I
own.
1 X We Know Where You Live
Architects:
3 X DNA Mage More Magic for the Pocket Demons.
4 X Helix Rethread They fit the half-joking concept when I first built
the deck, but now that it's proven to be serious tournament material they
will (mostly) disappear. The Architect card I missed most was the Arcanotechnician
and a Nerve Gas or two wouldn't hurt. As this deck is a heavy character
controller, it's a little reluctant to smoke things it might use but sometimes
you just need a stopper.
Dragons:
4 X Hacker He's here for the Mole Network but had even more fun with Alex's
Dangerous Experiment deck.
1 X Gonzo Journalist With six factions in my deck I thought I might
get to use his ability but I don't remember doing so.
Lotus:
5 X Sinister Priest
3 X Kun Kan With normally no more than one Feng Shui in play he has
lots of scope to get nice and big as my victory pile grows.
1 X Shifting Loyalties In case anyone else is playing with Shadowy
Mentors.
1 X Flood on the Mountain
5 X Tortured Memories
1 X Banish
Monarchs:
4 X Darkness Priestess More magic. They also generated lots of power when
Alex's DE deck with Vivisectors and Arcanotechs was in the game.
1 X Lord Shi Lots of one point characters in the deck so let's
improve them all.
1 X Thunder Sword
1 X Claws of Darkness
1 X Spirit Pole This was included because I had misremembered the card,
forgetting that states can only be played on cards you control. The idea
that doesn't work was to recycle smoked Shadowy Mentors. I included the
TS and CoD just to join in the recycling. I'll toss Spirit Pole and Thunder
Sword but keep Claws of Darkness as it generates power.
Guiding Hand:
5 X Golden Candle Society
4 X Instrument of the Hand I want chi so stick with the old standby
Hand foundations.
1 X Virtuous Hood I had to work hard to have the lowest power
when he wanted to attack.
1 X Thunder on the Mountain
1 X Shattering Jade
1 X Heat of Battle One too many. The idea of a siteless deck is that
they don't attack you so the opportunity cost is rather high.
1 X Shaolin Surprise One too few. Two hand resources is a bit of a
problem, but switching my Shadowy mentors around can be awfully useful,
as well as swiping anyone else's guns/tanks/etc.
1 X Rigorous Discipline Just for the odd laugh.
1 X Wind on the Mountain Maybe one too few, but again two Hand resources
means it's only feasible a bit late in the game.
2 X Orange Senshi Chamber The star of the deck. I played the latter
part of two games with a twelve card hand. In the final I managed to seize
someone else's OSC before my own came into hand, but I'm not fussy. I must
put a Jammer or two in to go the whole hog. Pity they don't have any power
generating effects to fit the theme.
Notes:
Tom Kassel, winner of Flashpoint London, has just won Flashpoint Finchley
IV too. He posted this report on Compuserve's news server but it hasn't
propagated very well and so I am reposting it for him. He calls the deck
"Sleeping Rough".
"I've finally managed to win one of the Queen's Head, Finchley tournaments
so here's the deck I used. My Dragons were feeling a little stale so I
thought I'd give my nearly siteless deck a try. It had done ok in a few
games, so I made a few last minute changes (adding Hackers in case of first
turn Mole Network and some Monarchs for good luck).
Actually I found the deck was over-configured for power generation.
I frequently had a huge power pool, over thirty in one game. It was way
too short of defence, Tortured Memories and Shaolin Surprise being the
only events available. At one point I played a Scroll of Incantation looking
for a Confucian Stability and found to my horror (and everyone else's amusement)
that I had neglected to put in a single one.
One thing I like about the deck is the ability to play several powerful
faction hosing cards without slowing the deck down appreciably. I don't
expect to draw power every turn, so there are several opportunities to
discard multiple cards, including any hosers which don't look like being
useful in the current game.
The most amusing game was round two - a three player game with Alex's
Dangerous Experiment deck and Sandy's Dragon/Monarch deck intended to run
off a single location. We all played Pocket Demons and all got bugger all
out of them. Alex's Vivisectors and Sandy's Ice Courtier made a real mess
of my control abilities, leaving just the Kun Kans.
At one point, perhaps 40 minutes into the game, the players from the
next table who had just finished their game wandered over for a look. There
wasn't a single site in play on the table, though Alex and Sandy each had
two in their victory piles. I looked a bit sick with nothing anywhere but
eventually won on a tie break with 3 for victory and one on the table to
Sandy's similar total, but I had the greater total cost cards in play.
Both Alex and Sandy were in serious danger of running out of cards. Even
with my twelve card hand, my 99 card deck was plenty big enough. Another
nice feature of this deck is that it works really well in a two player
game as well. With no sites to steal the opponent is forced to play five
sites, giving my Pocket Demons/Violet Meds lots of scope. The alternative
is to stall for a while building up characters that I can control. I win
either way."
Last modified: January 16, 1998.
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