Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for |
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None yet |
Spock · 332
You don't need more than 1 pack to have a winner investigator. With just two cores, prepare for "Hit First" and "Then Clue".
Better as spearhead group, also for a winner solo.
Strategy
Go for the enemies, kill them and feel free to grab the location clues (ability).
Your target is to have on play a gun (Roland’s .38 Special or .45 Automatic), one Machete, and one ally (Beat Cop or Guard Dog) for damage and protection.
For your first hand you really need a gun, and/or a Machete. Don't hesitate to discard all the first five cards (except just one ally) if you don’t draw at least one of them. Remember that the odds are on your side.
You have not a chip deck: 55 resources cost. Cause an average scenario has 10 rounds, you’ll have some 20 cards at hand, but may be really you’ll want to play just 15 of them and you’ll need about 25-30 resources to put that cards in play. Better if you spend some actions taking resources. Tip: Rest just for a few rounds in a site with clues, waiting for an enemy on Mythos Phase. Take advantage to heal yourself (First Aid) and grab resources as actions.
Knife is not a “real” weapon. Discard at combat.
Physical Training is an expensive card for you. If you are lack of resources, use as support skills (willpower and combat).
Evolution
As your Roland Banks will advance on the campaign, you’ll have experience points (XP) to expend. Your target will be a Shotgun with Extra Ammunition to increase firepower and guns appearance probabilities.
Expending XP:
1: Extra Ammunition (1)
2: Police Badge (2)
3: Extra Ammunition (1) + Police Badge (2)
4: Shotgun (4)
5: Shotgun (4) + Extra Ammunition (1)
6: Shotgun (4) + Extra Ammunition (1) + (reserve 1XP for next buy)
7: Shotgun (4) + Extra Ammunition (1) + Police Badge (2)
8: Shotgun (4) + Extra Ammunition (1) + Elder Sign Amulet (3)
Discarting order:
2x Physical Training
2x Dodge
2x Evidence!
2x Manual Dexterity
As Roland Banks has poor Sanity, rather than late you’ll need healing options. Optionally if you have +1 Horror Traumas, must considere to pass Elder Sign Amulet to third position, delaying the Shotgun to seventh.
If you are playing solo, considere to retain 2x Evidence!.
By second XP expending round use the same list. For more XP introduce Beat Cop (2) remembering to discart one basic Beat Cop for each.
Tested at “The Night of the Zealot” joining companion Daisy Walker, with big success… and fun!
8 comments |
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Mar 24, 2019 |
Mar 25, 2019Great deck! Thanks for sharing. |
Mar 25, 2019Dear elcapitanp,) thanks for comment. The Daisy Walker investigator that played "The Night of the Zealot" with Roland) Banks "Hit First, In The Beginning, The Zealot" was Daisy) Walker, Sorceress Supreme (2xCoreSet, 0xp). Enjoy both! |
Mar 25, 2019Dear haloduke,) thanks for comment. |
Mar 25, 2019
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Mar 26, 2019Sorry elcapitanp) but it's something wrong about the link. Let me try again: arkhamdb.com |
Mar 26, 2019Hi elcapitan, You can search using deck name. |
Mar 26, 2019Thanks |
What was your Daisy Walker two core deck?