When the Maze Rats go into action, by sea or by land, they have to move quickly, not tarrying for someone to catch up to them. Almost no one is faster on the draw than the Rats. Just ask them...
War Paint Cost 0 / Value King / Rare (also in Pine Box) Finnegan O'Malley: Redskins ain't the only ones who figure dout that painting yourself up before a battle was a way to frighten an opponent. My ancestors were using and fighting folks who painted themselves blue almost a thousand years ago, and it still works. Captain Sim's Notes: A good card for the original Rats, since they need those extra Bullets to take over a Deed. Get who you need out to a deed, and while they're wondering how you're going to possibly take it over with your low Bullets, play this card. Plus it's always good for combat in general, regardless of what Outfit you're using. |
![]() Lissanne Lake |
![]() Steve Ellis |
Chinese Day Laborers Cost 1* / Value Five / Rare Chin Wei-Lun: Suffice it to say that they're willing to help the Captain. I will admit that I have never had to apply more...'dramatic' methods to ensure their cooperation. It seesm, rather, that the name of 'Rose Petals Su' is more than sufficient to persuade them to cooperate with us. Captain Sim's Notes: Unless you don't like Fives or just can't find room for it in your deck, there's really no reason not to use at least one of this card. It cycles as often as you can play a deed, but it's not critical to the playing of same. And it works on any type of Deeds - no limits based on whether it's in or out of town. Basically a pretty solid card for the Rats. |
Devil's Touch Cost 0 / Value 10/ MoS Common Po Yu: The spirits themselves rebel at Mr. Nero's touch. Fortunately, we can turn him loose among our enemies to destroy the guns and horses they foolishly depend upon. We should do it post haste, though, for such spirits tend to lash out on their own at anything that comes within their range if they are not occasionally...'let out'. Captain Sim's Notes: I don't typically use Harrowed Powers myself, but this one is a neat, infallible way to destroy Goods. Anything from guns to horses to Gadgets to mystical items - one touch and they're gone. And your Harrowed Dude (in this case, Chester Nero) can probably survive the gunfight that's going to result when you piss off your opponent by using this. And your Harrowed doesn't have to be unBooted to use Devil's Touch (although the Original Rats' ability helps here). |
![]() Anthony Amato |
![]() Richard Thomas |
Fight Like A Man Cost 0 / Value Queen / MoH Common Captain Sim: It's not that Sun Shu-Jen can't handle men using guns. It's just so much more entertaining to watch when they don't have guns, and he's able to display the variety of ways in which he can strike them. Otherwise he has to spend much of his time dodging. Which is also an impressive sight. Still, a weaponless opponent is one that the rest of my men can handle. And why should Sun have all the fun? Captain Sim's Notes: Obviously don't use it if your Rats are going to be using Weapons. On the other hand, if you're going to use the inexperineced Shu-Jen to his full potential, toss this in. This, Freddy Fast-Hands, Devil's Touch, and stuff like Bash (if you go the Huckster route) can make sure those Weapons that your opponent spent money on go to no use whatsoever. |
Claim Jumper Cost 0 / Value Queen / Common (Uncommon in Pine Box) Chin Wei-Lun: Yes, some of my piratical associates prefer to use violence as a means to obtain strikes that other men have stolen from us. For myself, I prefer purely legal means. Although I must admit that even these old and tired eyes can gain some pleasure at the sight of Sun Shu-Jen moving amidst those miners who refuse to depart, striking them down practically unseen. Captain Sim's Notes: If you need Queens, this can be a handy card. For the Original Rats it provides a useful way to grab an opponent's Strike away without booting large numbers of Dudes. It can also catch an opponent out if they don't figure you to produce enough Bullet Ratings at the Strike to grab it. For the Landed Rats it's not quite as useful, but if they tire of camping out on an opponent's non-Control Point Strike to grab it's production, they can grab it and move on, leaving the opponent to try and steal it back. |
![]() Lissanne Lake |
![]() Paul (Prof.) Herbert) |
Vermin Problem Cost 0 / Value Three / RoS Common Marko Mussovich: They want to confuse us with vermin? Vermin?!? I shall show them that the true Muscovites are a force to be reckoned with, and not to be dismissed as 'vermin'. Captain Sim's Notes: What a remarkably useful card. Basically, if you need to defend a deed, this card will bail you out. Use Sim or Rats in Gomorra to dump a bunch of Dudes onto a property where the opponents can't respond (due to having booted to move there, perhaps) and then cut loose. Now those Studs you've been paying irritating amounts of Upkeep for become very, very useful. It's only a one-shot card, so use carefully. It's tempting to waste it early, say, to grab a Strike (if you're the Original Rats). But if you expect any kind of firefight, hold on to it if you can or let it go and count on drawing it later. |
Cover Fire Cost 0 / Value Ten / Rev Common Finnegan O'Malley: Move it, laddy. I think I can put enough bullets over their head that they won't be stickin' them up for a good long while. Captain Sim's Notes: Handy for cancelling out Shootout actions. Its main strength is that the Original Rats (and the Landed Rats, if depending on high mobility) can use it more often, since they won't be booting to move out to shootouts at Strikes. Move to a location, take out their main Shooter with Pinned Down, and then boot your currently-unBooted Dudes to keep those Pistol Whips and Shotguns from going off. |
![]() Mark Texeria |
![]() Paul Daly |
Lost in the Badlands Cost 0 / Value Ten / MoH Common Squish-Eye Samantha: Never underestimate the value of a good navigator. A lot of folks have. You spot them from time to time as you travel through the Maze. Much more often you see their bones decorating the canyon walls. Captain Sim's Notes: It's not enough that the Original Rats can move to Strikes faster. With this card, you can make sure no one else gets where they want to go. This is also useful protection against Ambushes and Arsons, as you whittle down the posse they were originally planning on sending by rerouting them all over the "board." For Landed Rats who want to hold on to out-of-town properties (particularly the ones that give Control Points!), this card is equally useful. |
Extortion Cost 0 / Value Seven / Rare Harold Longfellow: 'Extortion' is such an ugly word, shopkeeper. I like to think of it as settling accounts to date on the various services you owe me and Captain Sim. What services? Glad you asked. I happen to have an itemized bill here for all the property you own that hasn't been destroyed to date... Captain Sim's Notes: Pretty useful for the Landed Rats - why bother staying at the Deed to control it when you can just move some high-Influence Dudes there without booting, play this card, and then move away to somewhere else. If you've got two Extortions, you can do it twice. If nothing else, it's a good way to raise some money. |
![]() Mike Raabe |
![]() Mark Poole |
Pinned Down Cost 0 / Value Eight / Common Richard Boothe: Aye me buckos! Ye'll not be going anywhere, not if old Richard here has anything to say about it. I don't care if ye're Black Jack himself. If ye keep yer head down, you can't be shootin' at us, now can you? Captain Sim's Notes: Another card that can let you take advantage of your Outfit's high mobility and ability to get where they're going without booting. When they have to boot to follow you, use Pinned Down and keep their best Shooter from participating. Be careful, as this doesn't totally squelch participation. They may not be able to become the Shooter or contribute a bullet rating, but they can still use Shotguns and stuff. Still, if they were counting on that high-Bullet-Value Dude, they may be in for a rude awakening. And unlike Pistol Whip, Today I Am... is uselss against Pinned Down. |
Rats in Gomorra Cost 3 / Value Two / Rev Common Captain Sim: We move silent, we move swift. No one likes us, everyone hates us. If you're going to travel with me, I don't want your shadow to have a shadow. If you don't think you're up for it, I'll cut you loose now. Literally. Any questions? No. Good. Captain Sim's Notes: This card isn't Rat-specific, despite its title. However, it can be used to augment your Rats' mobility even further, getting them out somewhere without having to boot. Once they're there, they can do all the sneaky stuff I've outlined elsewhere. It's a little expensive, but properly used and timed, can win the game for you. |
![]() Tony Moseley |