Card draw simulator
Derived from |
---|
None. Self-made deck here. |
Inspiration for |
---|
None yet |
Kanhead · 2
I’ve been thinking of how to best implement a multiplayer Lola on standard difficulty for the last month and this is my first rough draft based on everything up to Unspeakable Oath. So firstly, why Lola Hayes? She has the ability to draw upon the best cards of all the classes to make for a very strong card pool. With that comes some very big downsides that need to be managed in my view. Let’s consider the key strengths/weakness and core themes before we look at my choices.
Strengths
Her open card pool means that she can rely upon the best cards from each class in building a deck. This provides both flexibility and unusual synergy provided we select cards that complement her task within the group. She can be tailored to complement other investigators but will be able to play a versatile role that adapts to the situation you face.
A reasonable 3/3/3/3 stat line provides her with the abilities necessary to be competitive in most tests on standard. With some simple buffs she will consistently meet any challenge thrown her way. I work on a +2 to any skill check which is easy to achieve with the right neutral card.
She has not one but two copies of the very powerful unique card in Improvisation which not only allow her a discount on assets but card draw and an important additional role change. This allows her to pivot into a new role as required. In my view this encourages the use of one class that provides strong passive assets that can be played via Improvisation.
Weaknesses
The big stand out is the mediocre health/sanity of 6/6 making her very vulnerable to damage. This will require her to consistently pass skill checks but also leverage disposable assets that can supplement her health/sanity. Ideally she should be supported by an investigator who doesn’t mind being engaged.
Her unique Treachery Crisis of Identity will trash all of the assets you have in play of the current role. This requires careful management of assets given those assets must match your class to be activated. As passive benefits still apply it encourages the use of these, provided you can switch role away from them before a card draw. In my view it discourages high cost activated assets and incentivises the use of event/skill cards.
Her need to switch roles makes consistency a big challenge. In my view this encourages limiting the active role to two of the three she will likely start with and focussing those two choices on events and some skill cards that complement the likely tests. This should allow her to use her switch role ability to focus on card selections in hand.
She has a larger deck that other Investigators which makes it far less likely to draw the card you need. In my view this emphasises strong individual cards, card draw and minimal reliance on card combinations.
Lola’s role
Taking into account the above I’ve built Lola focussed on three investigator classes. The aim is to position her as a clue seeking investigator who is self sufficient and can assist in combat if required. The strong events of the Rogue/Survivor classes amplify her consistency, supplementing evasion, action economy and recursion. The low cost passive allies of the Seeker class provide ‘enter’s play’ benefits with a useful sanity buffer not to mention access to the ever handy Magnifying Glass.
Ideally she will consistently gather clues in support of a Seeker, disrupt/fight enemies as they arrive and accelerate into the scenario with low setup requirements.
Mystic/Protector classes provides strong low cost events though offer fewer ways to modify skill checks in my opinion. Asset choice requires active role selection and higher resource costs which slows play and risks a table wipe through Crisis of Identity.
Core Cards – by role
- Flashlight – a necessity for any investigator that wants to investigate higher shroud locations. Combined with a Magnifying Glass and the plethora of Intellect icons she will have no difficulty in consistently gathering clues. The neutral type makes it accessible no matter her current role. Can be replaced via Improvisation.
- Knife – a handy neutral card that will provide a useful combat (4) in a Fight. This will enable her to finish off low fight enemies or can be thrown in a pinch. Can be replaced via Improvisation.
- Manual Dexterity/Overpower/Perception – neutral skill cards that complement the task at hand regardless of role and complement the need to replenish her hand via card draw. Importantly helps her reach a +2 vs all skill checks of (3).
- Unexpected Courage – you have two of these in all your decks right? Provides further versatility and helps her reach a +2 vs all skill checks of (3).
- Magnifying Glass – a passive Intellect when investigating gets her to a respectable (4) score which can confidently investigate low shroud locations.
- Laboratory Assistant – a quick source of new cards, a sanity buffer of 2 and cheap enough to play for free via Improvisation. The passive hand size benefit can assist when you aren’t committing cards but still want to build your hand. Disposable Ally.
- Charles Ross, Esq. – a cheap source of 2 sanity, can chain into a free Magnifying Glass or other Ally with Charisma. The passive benefit can help feed other resource hungry Investigators where required. Disposable Ally.
- Art Student – another cheap source of 2 sanity. Also supplements clue finding on high shroud locations. Could be two of these ahead of Charles Ross, Esq. which is really an open choice. Disposable Ally.
- "Look what I found!" – one of the best clue gathering cards particularly where a base Intellect of (3) makes minor failure a likelihood on moderate shroud locations. Cost of two makes Lola somewhat resource hungry.
- Lucky! – a Survivor staple which provides Lola with some coverage against must make skill tests. Once upgraded provides further card draw.
- Resourceful – a helpful skill card that will bump base skill to (4) and recur the ever useful Lucky! and "Look what I found!".
- Elusive – one of the best cards to shake enemies when isolated, pressure the scenario and otherwise keep Lola safe from unnecessary damage. Cost of two makes Lola somewhat resource hungry.
- Sneak Attack – Utility card that can stack damage in a pinch should you need to quickly rush an enemy threatening your plans. Cost of two makes Lola somewhat resource hungry.
- Think on Your Feet – a strong defensive card to keep Lola safe and pressure the scenario by avoiding combat and focussing on clues in other locations. Adds useful skill icons too.
Other Picks
- Emergency Cache – Lola wants to keep moving, play cheap events and sometimes bounce assets. Resources are a potential problem and while this is not hugely action efficient it can be more effective once upgraded to provide card draw.
- Calling in Favors – Given the higher number of Ally cards with ‘enter’s play’ abilities this could be very effective. Offers expansion into cheap The Red-Gloved Man with XP. Dropped in favour of Emergency Cache based on potential resource dependency.
- Guts - neutral skill cards that buffers against Willpower checks from the Encounter deck regardless of role and complement the need to replenish her hand via card draw. Importantly helps her reach a +2 vs all skill checks of (3). This was a difficult cut considering the lack of Willpower icons and could easily replace Overpower or even Manual Dexterity.
- Echoes 'desperate' cards – a low starting sanity means you are more likely to be at 3 or fewer sanity to take advantage of a strong addition to a test. Difficult to plan for and lacking the card draw of the core neutral skill cards.
- Deduction – Supplements fast clue gathering and higher shroud locations. Dropped to make room for Seeker Ally cards and reliance on Survivor/Rogue events that are more likely in role. Better when upgraded.
- Shortcut – Provides efficient movement and good test icons. Dropped to make room for Seeker Ally cards and reliance on Survivor/Rogue events that are more likely in role.
- Bait and Switch – Useful Evade card that will feed enemies to the desired location and otherwise pressure the scenario. Could be replaced for A Chance Encounter if you have upgraded to The Red-Gloved Man. Key replaceable upgrade card.
- Dark Horse – Could turn Lola’s base skills to (4) and make her even more consistent. As an asset in an active role this risks loss from Crisis of Identity and would clash with the need to retain resources for events.
- Peter Sylvestre – The golden Survivor Ally provides a passive Agility bump to (4) not to mention a Willpower of (4) when upgraded and an ever useful sanity buffer. This was by far the hardest cut and only done to conserve resources plus protect from Crisis of Identity. A strong consideration should you lean towards Calling in Favors and Charisma.
- A Chance Encounter – a strong event that will synergise with the comes into play Allies that the deck cycles. Ultimately dropped to create room for more active events but would supplement Calling in Favors and The Red-Gloved Man.
- Quick Thinking – a flexible minor skill bump that can leverage into further action efficiency. You ideally want to use it to guarantee an outcome or otherwise easily make a simple skill check. Key replaceable upgrade card.
- Leo De Luca – The powerhouse Rogue Ally offers Lola much as a passive action buffer. Ultimately left out due to the very high asset cost which represents a table reset should Crisis of Identity trigger.
- Dig Deep/Hyperawareness/Hard Knocks – too resource intensive particularly given the risk of a table reset and the need to stay in role.
Play Approach
Look to mulligan for either a Flashlight or Magnifying Glass. Secondly focus on getting a Knife to assist in combat, though both hand slots could be applied to getting clues should other Investigators be ready to Fight. A single Seeker Ally will provide an early sanity buffer and allow for a switch to Survivor/Rogue roles. An early Lucky! or "Look what I found!" will help speed into scenario though you should draw into these but they are not necessary.
Get your assets into position then start investigating, leveraging your events to stay safe and keep scenario pressure up. Save Improvisation to replace Seeker Allies when spent on damage, otherwise stay in Rogue/Survivor roles. An ill timed Crisis of Identity will merely be a dead draw provided you use your available windows to switch away from Seeker prior to card draw. With the right cards in hand you can venture away from the team but otherwise stay within a location move from support.
Resources should always be comfortable given there is nothing more than 2 cost in the deck.
Upgrades
- Charisma – Allows for the use of two Ally which not only allows for a sanity buffer of 4 but allows for back-to-back playing of Seeker Ally cards to limit role switching. High value
- Magnifying Glass – cheaper and provides for recursion if a Knife/Flashlight is preferred. Low priority
- Lucky! – a key card adds card draw, what’s not to love. High value
- Close Call – provides for enemy removal provided evasion is possible. Moderate value
- Will to Survive – moderately high skills will make this extremely effective in standard play for one turn. Only downside is the relatively high resource cost. Moderate value
- Ace in the Hole – extreme action economy and a powerhouse Rogue event. High value
- Sneak Attack – opens up the flexibility of the card and supplements damage of enemies. Low value
- Adaptable – a staple Rogue card that provides the deck with useful flexibility provided you are familiar with the scenario. Moderate value
- Switchblade – useful in more fight intensive scenarios to assist in clearing enemies. Can become a low value draw useful for it’s icons in clue based scenarios. Moderate/Low value
- Sure Gamble – like Lucky! provides consistency, particularly for tight skill tests. Cost of two makes Lola somewhat resource hungry. Moderate value
- Streetwise/Higher Education/Scrapper – skill buffers that start in play. Can be resource intensive. Somewhat at risk of table reset via Crisis of Identity. Keen Eye/Blood Pact are not as useful given the need to be in role. Moderate value
- Scientific Theory/Moxie/Plucky – emergency skill buffers and sanity protection. Can be resource intensive but useful to pass tests when necessary or offset sanity damage. Low value
- Elder Sign Amulet/Bulletproof Vest – useful health/sanity buffers that can be played via Improvisation. Subjective based on the other players. Moderate value
- The Red-Gloved Man – Always powerful in key turns to provide near certain success when testing combine with Ace in the Hole for a wonder turn. Moderate value moving to high value with Calling in Favors.
- Emergency Cache – a clearly superior upgrade if you have the card. Provides further card draw to keep the deck moving, thereby reducing the inefficiency of the core version.