Dynamite Skids - All or Nothing with a BOOM!

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Informant O'Toole -- Use Your Enemies to Get Clues 5 2 4 1.0
Inspiration for
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jmmeye3 · 620

This is an updated version of my previous "hit and run" themed Skids decks. The new Skids front gives him extra resources to fund some powerful cards, while creating an additional use for cards with 2-3 skill icons. The basic strategy of the deck is to run circles around enemies by evading them, and using them to help you get clues while getting action-free damage from Alice Luxley, Survival Knife and Garrote Wire. Then when enemies swarm, they get to meet your Dynamite Blast. The new effect also adds a nice element of recursion to bring back useful events or other cards, and this deck is crammed with cards that give you extra, action-less skill tests every turn, so that you can bring back cards from the discard pile more often.

Investigation

Alice Luxley and Lockpicks, supported by Scene of the Crime and Perception. Narrow Escape lets you investigate with an enemy engaged to activate Alice.

Combat

Alice Luxley can deal action-less, test-less damage every turn to an enemy. Stealth is a major enabler of this strategy, because it saves you an action and makes evasion very reliable. If Alice's damage brings the enemy down to 1 health, Garrote Wire can pick them off. Against 3 health enemies, Alice can deal 1 and then Survival Knife can finish them off when they re-engage in the enemy phase. Evidence! is included because it can be used to activate Alice Luxley when you are engaged with multiple enemies, after you defeat one of them. Against bigger enemies, you can perform a regular evade action so they don't attack you the same turn, or use Swift Reflexes to help you get away faster. Then when evaded enemies start to swarm, Dynamite Blast blows them all to pieces, using Narrow Escape, On the Lam and Elusive to drag the enemies around as needed and position yourself in the connected location.

Economy

"Skids" O'Toole's new front really helps enable this strategy, which requires lots of resources to fund both the events and the Dynamite Blast combo. The ability will give you some trickle flow even without help (you should always use the ability every turn with at least 1 resource, unless the token pool is very unfavorable to skill tests at +2), but is also enabled by the 2 and 3 skill icon cards, of which there are 12 in this deck. These cards basically all become action-free Emergency Cache equivalents with Skids' power. This works great because early on when you need the resources you can use these cards for Skids' ability, then later you can use them for their other effects, such as getting extra actions or escaping the scenario earlier. Gregory Gry is also included because he can combine with Skids to give you a bigger payout, and allowing various combinations to optimize the risk-reward ratio.

Treacheries

This is usually Skids' weak point, having only 2 willpower and 6 sanity. Save Take the Initiative for effects that really tie Skids down and are hard for him to escape, like Frozen in Fear. If you are playing with multiple investigators, you should also add "You handle this one!". The 4 allies help protect his sanity, while "I'm outta here!" and Elusive can help him in tricky situations near the end of the game.

Getting started --> upgrades:

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