Card draw simulator
Derived from | ||||
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Leo’s RttCU Run #6 (Union and Disillusion) | 1 | 0 | 0 | 1.0 |
Inspiration for | ||||
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Leo’s RttCU Run #8 (Before the Black Throne) | 3 | 1 | 1 | 1.0 |
Magnificate · 1203
If had a better look at the new location variants I likely wouldn’t have swapped Daring for Overpower 2. Well, that’s the joys of having no obvious deck upgrades to purchase. I’d be glad for more high-XP skill options for Guardians. Granted, there are some good ones such as Vicious Blow 2 or Leadership 2, but both of those are geared for multiplayer. In any case, I’m stuck with the central location being all but impossible to remove breaches from. That can cascade in incursions in no time. To rub salt in the wound I’ve got no Sled Dogs in the opening hand. The last time that happened, in For the Greater Good, the doom clock almost caught up with Leo. Wish me luck.
Pre-Mulligan Hand: Perception, Take the Initiative, Perception, Flashlight, Flashlight
Opening Hand: Flashlight, Intel Report, Overpower, Easy Mark, Venturer
Agenda & Act: THE CHARIOT • VII & Dark Knowledge v. II
Leo begins the scenario at Southside with 2 Physical Trauma. There are breaches at Uptown and Southside.
#1
- MOVE to Uptown
- DRAW Perception
- DRAW Mauser C96
- Upkeep: draw Lone Wolf, 6 resources total.
#2
- Mythos: 0/7 doom, 1 breach on Rivertown, 1 breach on French Hill, Lodge Neophyte (at Southside)
- PLAY Ever Vigilant (Mauser C96, Flashlight & Lone Wolf)
- MOVE to Hangman's Hill
- INVESTIGATE with Flashlight (2 supplies left, commit Perception, -2, draw Intel Report, 1 clue)
- Upkeep: draw Sled Dog, 4 resources total.
#3
- Mythos: 1/7 doom, 2 breaches on Uptown, 1 breach on Merchant District, On the Hunt, Lodge Neophyte
- Lone Wolf
- PLAY Sled Dog
- FIGHT with Mauser C96 (4 ammo left, -2, 1 resource, defeat Lodge Neophyte, 3 resources)
- MOVE to Uptown
- MOVE to Merchant District
- Merchant District (1 breach to act)
- Upkeep: draw Mauser C96, 6 resources total.
Southside and Uptown are potentially very dangerous because it’s basically impossible for Leo to get breaches there. With these two locations Hangman's Hill is separated from the rest of the map and without at least a pair of Sled Dogs it’s going to be time-consuming to get there. Yeah, In the Clutches of Chaos is movement-intensive. On the plus side, I’m glad to have used Ever Vigilant to its full effect. Leo has relatively few non-allies as assets.
Board State Reminder: 6 health, 6 sanity, 6 resources, 1 clue, 1 breach on act, 5 breaches total on the map
In Play: Sled Dog, Mauser C96 (4 ammo), Flashlight (2 supplies), Lone Wolf
In Hand: 2× Intel Report, Overpower, Easy Mark, Venturer, Mauser C96
#4
- Mythos: 1/7 doom, 1 breach on Merchant District, 2 breaches on Southside, Hunting Shadow (1 damage to Sled Dog, 1 damage)
- Lone Wolf
- PLAY Venturer
- Venturer (2 supplies left, ammo to Mauser C96)
- Merchant District (1 breach to act)
- MOVE to Rivertown
- Rivertown (1 breach to act, -4, 1 horror to Sled Dog, 1 horror to Venturer)
- Dark Knowledge v. II (1 clue on Southside)
- MOVE to Southside
- Upkeep: draw Sled Dog, 3 resources total.
#5
- Mythos: 1/7 doom, 3 breaches on Southside, 1 breach on South Church, Terror Unleashed (1 damage to Venturer, 2 horror)
- Lone Wolf
- PLAY Sled Dog
- Venturer (1 supply left, ammo to Mauser C96)
- INVESTIGATE with Flashlight (1 supply left, -1, 1 clue)
- MOVE to French Hill
- French Hill (, 1 breach to act)
- Upkeep: draw Calling in Favors, 3 resources total.
#6
- Mythos: 1/7 doom, 1 breach on Merchant District, 1 breach on Rivertown, Rotting Remains (-2, 1 horror to Sled Dog)
- Lone Wolf
- Venturer (no supplies left, ammo to Mauser C96)
- PLAY Calling in Favors (return Sled Dog)
- MOVE to Rivertown
- Rivertown (1 breach to act, -2, 1 damage to Sled Dog)
- Upkeep: draw Mitch Brown, 4 resources total.
Calling in Favors missed an ally! That’s rare. Perhaps in-narrative Leo tried to call in some favors from Southside or Uptown? I’d gladly discard an Easy Mark for the Uptown crowd if I could. Anyways, we’ll soon see some incursions happening. Usually I’d consider staying around longer to spawn more clues to pick up with long-ranged Intel Report, but... we’re playing a solo Guardian with an overloaded Mauser 96 and an evasion trick on Stick to the Plan. We’re coming for Mr. Sanford directly!
Board State Reminder: 5 health, 4 sanity, 4 resources, 2 clues, 2 breaches on act, 7 breaches total on the map
In Play: Sled Dog (1 damage & 1 horror), Venturer (1 damage & 1 horror), Mauser C96 (7 ammo), Flashlight (1 supply), Lone Wolf
In Hand: 2× Intel Report, Overpower, Easy Mark, Mauser C96, Sled Dog, Mitch Brown
#7
- Mythos: 1/7 doom, 3 breaches on Uptown, 2 breaches on South Church, Mysteries of the Lodge (1 doom to Lodge Neophyte)
- Lone Wolf
- PLAY Sled Dog
- MOVE to Merchant District
- Merchant District (1 breach to act)
- Dark Knowledge v. II (1 clue on French Hill)
- MOVE with two Sled Dogs (to Rivertown, to French Hill)
- INVESTIGATE with Flashlight (no supplies left, commit Intel Report & Easy Mark, -4, 1 clue)
- advance act 1a→2a (Carl Sanford at Silver Twilight Lodge, New World Order)
- Enemy: Carl Sanford hunts and attacks (defeat Venturer, 1 horror to Sled Dog, 1 horror)
- Upkeep: draw Sled Dog, 2 resources total.
#8
- Mythos: 2/7 doom, 3 breaches on Uptown, 1 breach on French Hill, incursion at Southside, incursion at Uptown, Frozen in Fear
- Lone Wolf
- PLAY Sled Dog
- FIGHT with three Sled Dogs (commit Mauser C96, -1, 3 damage to Carl Sanford)
- Sweeping Kick (commit Overpower, , draw Easy Mark, 2 damage to Carl Sanford, exhaust Carl Sanford)
- × Frozen in Fear (, , 3 breaches on French Hill)
- Enemy: Carl Sanford readies
- Upkeep: draw Sled Dog, 1 resource total.
#9
- Mythos: 4/7 doom, 2 breaches on Hangman's Hill, 2 breaches on Rivertown, Chaos Manifest (, 3 breaches at Merchant District, incursion at French Hill, incursion at South Church)
- Lone Wolf
- FIGHT with Mauser C96 (6 ammo left, commit Mitch Brown, , 1 resource, defeat Carl Sanford)
- R2.
Frozen in Fear? I think not. Truth be told, there was almost no difference to how the scenario played compared to its original variant. It’s a decent scenario, but it doesn’t transit well to the finale. Why were we trying to contain the breaches if the solution lies beyond Earth? Still, I’m glad the Return added extra reactivity to the Interlude. But exactly why would arresting Carl or Anette remove tally marks? Is it supposed to represent wasting time on handling the formalities? The usual way of doing that is adding doom to the next scenario. Anyways, in our case Leo bullies Carl for more answers and charges straight into Before the Black Throne.
Campaign Log:
Disappearance at the Twilight Estate: Gavriella disappeared into the mist. 3 pieces of evidence were left behind.
The Witching Hour: Leo has rejected his fate. The witches’ spell was broken. 8 XP, Mementos: Mesmerizing Flute & Ritual Components.
At Death’s Doorstep: Leo is on Gavriella’s trail. Leo escaped the spectral realm. Leo rescued Josef. Leo is a member of the Lodge. Leo is deceiving the Lodge. 7 XP.
The Secret Name: Leo told the Lodge about the coven. 4 XP, Mementos: Gilman’s Journal, Keziah’s Formulae & Worn Crucifix.
The Wages of Sin: 4 heretics were unleashed unto Arkham. 2 XP.
For the Greater Good: Leo discovered how to open the puzzle box. Leo kept his mementos hidden. 2 XP.
Union and Disillusion: Leo sided with the Lodge. Carl Sanford possesses the secrets of the universe. Gavriella is alive. 4 XP.
In the Clutches of Chaos: Leo asked Sanford for assistance. The path winds before Leo (4). 3 XP.