Dead Man's Draw

Dead Man's Draw

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Trait Analysis
By Photiel
A guide that can help you choose your traits.
   
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Trait Analysis
This is entirely based on my thoughts so if there’s any mistake or disagreements, feel free to comment. (Apology for not being perfect)

Master Gunner: This first trait is relatively easy to use early in the game when you’re in need of leveling since it can improve your chance of winning at that stage. Unfortunately, it won’t be of much use later, especially you’re going for the 3-stars. Its obvious counter is Misfire since that will make your cannons blasted through all of your cards in that suit!

Mystic: This is one of more ‘situational’ traits. (Depends of the rules of the match and the trait you and your opponent picked.) Examples are when getting key and treasure is game-changing but risk of busting is high or when your opponent’s trait increase your chance of busting or they gain something from it. (Such as Davy Jones’ Locker)

Navigator: This trait generally depends on the rules of the match or the other trait you picked. However, take note that in the match where the discard pile is slim (or even non-existence!) as this trait is will be useless. Example of the game that the discard pile is slim is a game with traits such as Scavenger, Safe Harbor, Treasure Hunter, and Davy Jones’ Locker. (On the other hand, traits such as plunderer will make the discard pile thicker.)

Treasure Hunter: This is one of the ‘gambling’ traits especially if combine with plunderer. (It can be game changing but otherwise useless.) Remember to take note of the status of the discard pile.

Swordsman: If allowed to use freely, it can be productive especially when you’re going for the 3-stars. However, at that stage of the game there’ll be many better traits to use.

Safe Harbor: This one is very annoying when the opponent uses it but not so useful when you got one. (Except if you use it to counter the match rules or the opponents’ traits that increase your chance of busting or took your busted cards)

Scavenger:
It’s a good one early game. However, in later stages it’s not that powerful. (It’s incredibly powerful when be with Master Gunner unless it’s countered of course!) It’s a soft counter to Misfire. (But Misfire is Scavenger’s hard counter.)

Beastmaster: This seems to be a great choice but I personally find it not that beneficial but if it’s your opponent then it’ll be very annoying. Can be easily countered by Fisherman.

Golden Scales: If you’re going just for the win, this trait is useless. Your mermaids will fell pray to cannons! However, if you’re going for 3-stars, it’s a requirement in the first half of the game. (Until you got later, more powerful traits)

Fisherman: Apart from Beast’s Lair and the opponent’s Beastmaster trait (It’s a great counter!) I don’t think this one particularly useful.

Captain's Hook: This one is great to combine with treasure and key. (and with it, can be game-changing) However, it uses are very specific. If you’re going for it, make sure another trait or the match’s rule support Captain’s Hook well.

Casanova: Honestly, its main only use is to counter Sirens. (Yes, Banking helps but if you want to go on that route, I prefer other traits.)

Miser:
As its use is greatly limited and Captain’s Hook is better combined with other traits. I don’t think this one is useful.

Misfire: This one is one of the best traits! It’s a super perfect counter to Master Gunner. And although it can be softly countered by Scavenger, it does produce a better counter to Scavenger. (Misfire will make Scavenger’s Cannon useless but Scavenger’s can only protect their cards from being blow up by their own cannon.) If your opponents got Master Gunner and Scavenger, Misfire is a must!

Even if your opponent doesn’t have Master Gunner or Scavenger trait, Misfire is still incredibly useful regardless of rules and objective. If you’re going for 3-stars, it’ll nullify your opponent’s cannons. (Not to mention that it increases your winning chance as well.)

Parry: If you’re going for the win, this one is quite useful. Alas, by the time you get this trait, you’ll likely focus on getting 3-stars. Another use is it’s being a great counter to the Swordsman trait.

Sirens: This one is very nice. However, at this point of the game I think its effect are somewhat disappointing. It can be completely nullified by opponent’s Casanova trait.

Plunderer: This one is extremely game-changing (if you can do it in the near-end game it’ll almost be over) yet it’s luck dependent. Some traits can help you achieve it easier but still luck dependent.

Davy Jones' Locker: Arguably the most powerful trait in the game. Not only it has high effect, but it put pressure as well. If you have a free slot, this will likely come in handy. The drawback is that it come so late in the game and can have some counters. (such as Mystic and Safe Harbor) If the match rules dictate that you can’t win with more than 60 points, this one is risky since it’ll be easy to drive you up.

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