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If you're playing this bunch of greaseballs, you've got to
play dirty. This is the best defensive team on the court,
as three of the five Players have 7's and 8's in the block
column. If you focus your energy on your opponent's plays,
you can keep the score in the high single digits, which is
where this deck excels. The Cruisers' shot values are just
high enough to make most of their unblocked plays, so if you're
dropping Blocker after Blocker, the plays you do attempt should
go down.
If you're playing a mostly defensive game, Trip's +2/-2 to
succeed might be necessary on offense. In this style of game,
every play you do make has to count, so dropping it on a play
with an opponent's Blocker might help blunt that effort. Trip
is also a good disrupter of high-scoring plays that need a
lot of effort to succeed, like Double Shot. That card's -3
to succeed becomes a -5 when someone gets Tripped.
Body Slam ("This shot fails.") may be the simplest
Special Effect in the game. That said, it can be a tough decision
where to use it. It's the perfect Special Effect counter,
scuttling that Human Pyramid or Fast Break/Double Shot combo.
But don't hold it back waiting to bust up a big play. Simply
dropping a Body Slam on a play that might succeed - a center
in the paint, say - may cause your opponent to abandon a fruitful
opportunity.
You've got two Sabotages, each allowing you to replace it
with a copy of a card in your discard pile. At minimum, such
a card can be used as another Blocker, hardly a bad thing.
Or it can be used to get a different Ball or Shot than the
one already in the stack. Maybe the best use, though, is to
copy your solitary Body Slam - twice. If Body Slam is in your
discards, the two Sabotages can make two plays fail instead
of one. That's a tough move to complete, though, so only try
it if you draw the Body Slam right after you play an early
Sabotage as a defensive play.
View the Cruisers' Deck List.

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