Skill Balanced Starter Decks - Roland Banks

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Roland Banks Balanced - Two Core Sets 0 0 0 1.0

5argon · 9524

01001b.png
  Notable skill icons
Guts  
Perception  
Overpower  
Working a Hunch  
Barricade  
Evidence!  
First Aid ••• 
"I've had worse…" •••• 
 

TLDR : My take of starter decks with plenty of Skill icons, to reduce frustration of failing to setup Asset cards. No longer 100% pick-and-play on any combinations, but I countered this by providing exhaustive team compositions and how to fix overlaps provided at the bottom of this page. Have fun committing cards!

ps. When you decided to purchase one more Investigator Expansion, check out my 2 Packs Deck Guide series!

Lastly, if you like the idea of my decks, it would help many more fellow new investigators like you to find these starter decks if you press the like (♥) button above. Thank you!


I like the premise of Killbray's Better Starter Decks, a Revised Core Set-based series of deck which has absolutely no overlap no matter what amount of players and team compositions ("pick-and-play"), yet better than what the official manual provided.

But going for perfect zero overlap may compromise skill commit icon density. From my experience leading a group of beginners throughout Night of the Zealot, Skill cards are delightful. It feels great to be able to instantly throw in what you just draw to pass tests, and even get some bonus draws to recover from bad starting hand. They also provide the game's most basic team play feature : By pitching a helping commit at the same location. Skill cards are satisfying to play.

I think Asset cards has too much weight on typical starter decks (and therefore highly dependent on mulligan policy). After an unfortunate spiraling down session they can barely do anything, new players often express that everything seems to depend on finding and stacking up static boost Assets and fight Asset fast enough before enemy comes, if they can't then they have no chance of comeback ever since everything takes Attack of Opportunity then.

If you are experienced player trying to get new players to join : It is unfortunate that cannot control luck of draw for anyone. The next time maybe better, but you have limited onboarding session to impress and get new players hooked with the game. Skill card is that solution to smooth out any bad start and allow more happy-go-lucky play style for everyone.

By giving up the perfect zero overlap, here's my alternate take of starter decks : Skill Balanced Starter Decks series, which each deck greedily use Skill cards without concern of sharing with the other decks in the series. (Guts, Perception, Overpower, Manual Dexterity, Unexpected Courage)

It also distributes well double-icon non-Skill cards over starting deck and through the upgrade plan. (Evidence!, Working a Hunch, First Aid (3), "I've had worse…", Scrying (3), "Look what I found!", Cunning Distraction, Elder Sign Amulet, Bulletproof Vest) Upgrade plan also try as much as possible to not replace good icon cards while adding more.

Easy deck overlap resolution

This series does care about card overlaps. Therefore even though there are some combinations that cannot be played together since they want the same cards, the resolution is simple : Just move around the Skill cards and you are ready to play.

The result is satisfactory enough for me. Compared to Killbray's Better Starter Deck mathematically perfect 10-10-5 possible combinations for 2-3-4 player count, I managed to get 9-7-2 possible combinations with zero or easy to resolve overlaps.

I have exhaustively list all those team compositions in a dedicated section at the bottom, categorized by player count, along with an overlap resolution if it has some. You can use that section to pick a team matching your party size, perform overlap resolution as suggested, and immediately start the game.

Let's go on a full campaign!

This series of deck encourages you to take them to full length 8 scenarios campaign. I do this by including an upgrade guide with enough XP spending plan for an entire campaign for each deck, and also some tips to use the upgraded decks. Cards to be swapped in are in the Side Deck section. Side Deck is designed to have zero overlap between all 5 decks in the series.

FFG has moved to new distribution format where you can buy Investigator Expansion and Campaign Expansion separately. This is a good news, it means if you try out Night of the Zealot and is eager for longer campaign to see what the game has to offer, just one more box of any Campaign Expansion is required.

That is in theory. But community is often quick to state that Revised Core Set cards are not enough for full campaign, and then something like "You will run out of options", "Dunwich Investigator Expansion is essential", or "Recommended to get some Investigator Starter Deck first". While additional products are all useful and these suggestions are becoming the norm, more and more spending requirements in addition to the Campaign Expansion box put off some players with less funding from even getting the Campaign Expansion box.

Revised Core Set is viable to have good time in a campaign on Easy or Standard. They just lacked variety and fancy combos. But in my opinion, card variety is secondary to full-length experience any new players should try out ASAP. Players may have to "put up with" using .45 Automatic and Physical Training to the end for all I care, campaign play is still insanely fun. There should be no other minimum purchases for campaign experience than : Revised Core Set + Campaign Expansion.

Main Deck? Side Deck?

The "Side Deck" section is meant to be higher XP cards waiting to be added to your deck. The "Deck" section consists of all 0 XP cards that you start the 1st scenario with. So if you gather both Deck and Side Deck on starting the game, you don't have to go back to your big card collection to pick things between scenarios.

I have prepared some upgrade plans below to swap cards between Main Deck and Side Deck, but you are free to disagree and purchase in different orders or even different cards than suggested.

Upgrade guide

 Cost  Total
   Beat Cop    Beat Cop •• 2 XP 2 XP
   Beat Cop    Beat Cop •• 2 XP 4 XP
   Barricade  →  Police Badge •• 2 XP 6 XP
   Barricade  →  Police Badge •• 2 XP 8 XP
   Magnifying Glass    Magnifying Glass 1 XP 9 XP
   Magnifying Glass    Magnifying Glass 1 XP 10 XP
   Knife  →  Extra Ammunition 1 XP 11 XP
   Knife  →  Extra Ammunition 1 XP 12 XP
   Flashlight  →  First Aid ••• 3 XP 15 XP
   Flashlight  →  First Aid ••• 3 XP 18 XP
 
Extra (v. I) 18 XP
   Perception  →  "I've had worse…" •••• 4 XP 22 XP
   Perception  →  "I've had worse…" •••• 4 XP 26 XP
 
Extra (v. II) 18 XP
   Perception  →  Shotgun •••• 4 XP 22 XP
   Perception  →  Shotgun •••• 4 XP 26 XP

(View at arkham-starter.com)

You likely only have enough XP to get one Extra section. Generally, "I've had worse…" is a better choice especially with many failed Cover Up on you.

Shotgun is the game's first big gun, is commented by many as over-costed and difficult to execute a big play. But if it looks like fun, go for it! Don't let anyone force you to not use what you want to try out. Many said that the first "real" big gun is Lightning Gun in Dunwich pack and then, justify the Dunwich purchase as "staple". But the point of this series of deck is to prevent that kind of thinking which cost you more and more before you know you love the game or not.

The 18 XP breakpoint can be used to try out the Standalone Scenario. Remember to add 2 Random Basic Weakness according to the standalone rule.

How to play

Since he can choose to activate his to get a clue if he is the one last shotting an enemy, try kill-stealing! That is, performing Fight on an enemy that the other investigator had softened it down its HP. You can Engage first to be safe when using +1 damage weapon. But if you are already +2 over the test difficulty, just Fight and take the risk of friendly fire may leads to speedier progress and more time to farm XP.

It is easy to forget that Knife's "throw" is more accurate than .45 Automatic's . Therefore this is a good chance to add Vicious Blow for a promising 3 damages a hit. (The only thing more accurate is Roland's .38 Special with +3 criteria.)

Try using Beat Cop (2)'s damage to deal the final damage to enemy, then grab a clue with Roland's ability, everything with no test involved.

You can dual-wield 2x Magnifying Glass if they comes together. But careful that you may have to take Attack of Opportunity if an enemy suddenly comes and gun is still on your hand. You can pick up Magnifying Glass (1) Fast, but you cannot put down the guns Fast. Magnifying Glass (1)'s pick up ability is great with Roland as he can stop investigating and start fighting with limited use guns, then once guns runs out he can equip back.

Working a Hunch's "Fast" keyword is not just saving an action, it also skips Attack of Opportunity so you can use it while fighting an enemy. For example, if the team is lacking just 1 clue to advance the Act and you are standing with one, but enemy spawns, you still can grab it with 2 resources and advance the Act.

Roland has advantage with Extra Ammunition due to it able to refill his signature Roland's .38 Special as well as 2x .45 Automatic. Later you also have Shotgun joining if you can reach high XP before the campaign ends.

First Aid (3) gains Ally healing and heals both damage and horror. It is a good match for Beat Cop (2) which can also take horror, or to heal yourself when you have failed Cover Up and have to start scenario with stray horrors.

Find some moment to play Emergency Cache even if you have no immediate need. 3-4 resources are needed for refreshing .45 Automatic or Police Badge. 2 resources are needed to pump Physical Training + against treachery. 2x stays in the deck even after all the upgrades because Guardian class is often poor.

You maybe wondering about how to utilize Barricade. The secret is the icon. No kidding! This icon is desperately needed for Roland in addition to 2x Guts and 2x Physical Training. You can let others run from Hunter enemy into you to group up. Then because the Hunter enemy can't follow to whack you, the next turn you can move-fight-fight into it, destroying the Barricade. You can also continue to use Magnifying Glass + Flashlight to work on remaining clues or try to find a gun before going out to fight the enemy. Anyway, they are quickly replaced by Police Badge. You get to have fun with them for about 2 scenarios...

Talk about campaign play and "big guns"

You notice there is only one ultimate weapon in your Revised Core Set purchase : Shotgun. And the upgrade plan even suggests you get "I've had worse…" instead. What's going on here?

If you came from video games, it may sounds unreasonable to use a "starting weapon" like .45 Automatic in late scenarios of the campaign. You picture some kind of ultimate weapon, ultimate armor, special summons and killer moves? Towards the end of the game. Therefore this Revised Core Set cards is probably unable to finish a full 8 scenario campaign. Or is it?

This game is very well tamed in the stats and damage number. The combat and agility value of the final boss will not bloat to something like 10+. (Remember that those are accuracy number, not power number.)

2 damages is twice of 1 damage, 3 actions of all-hit 2 damages is 6. In fact, you will learn this in The Gathering, the 1st scenario of Night of the Zealot, how a single point of damage boost suddenly changes everything. Weapon with 3 damages a hit is entering "obliteration" range due to it multiplying with action count. The scaling is not like a typical RPG game that you starts out doing 50 damages, and at the end you are dishing 9999 damages. And finally campaign XP structure limits how far the investigator can go.

Any 2 damages weapon is in the clear of completing the game. There are just more obstacles and tricky special effect that ruins your plan to use the weapon towards the end of campaign. It's more puzzles and more dilemmas for your decision to throw away or keep the resources. The obstacle leading to the fight also gets harder, not just the fight itself, and you should treat them all as "fighting". The encounter deck's treachery often appears as a "special move" of the bad guys, despite they are not engaging with you right now. If you resist those, you are already fighting it.

I would say if the final scenario always start with a Guardian fully equipped and simply pre-engaged with the big bad, many Guardian would simply win. The game make sure the journey to the fight matter. Revised Core Set's weapon upgrade may look weak, but preparation / survival upgrades are plenty.

.45 Automatic or Roland's .38 Special + Extra Ammunition + Vicious Blow is capable of repeating shots and deal as many damages just fine. Roland's .38 Special's special case +3 is at the high end of this game already. There is nothing wrong that end game weapons are the same as starting one. Instead, we add upgrade cards to increase the chance of setting this ideal combination up (Extra Ammunition) or increase the chance that Roland is still standing at 0 horror count when he finally gets into shooting. ("I've had worse…" / First Aid (3) / Police Badge)

Skill icons

  Notable skill icons
Guts  
Perception  
Overpower  
Working a Hunch  
Barricade  
Evidence!  
First Aid ••• 
"I've had worse…" •••• 
 

Guardian investigators often have low Sanity and "almost good" . Most treacheries deal horror. This put Guardian in an exciting position where committing +1 or +2 probably pass the test, but if somehow failed they falls to critical zone quick.

This Roland also has high amount of icons, so he do not have to always wait for enemies to kill and get clues from 4 shroud locations. You can use Working a Hunch for commit when short on resources to play, it is effective if you have Magnifying Glass. Evidence! is often better to hold and wait for enemies, but scenario tests sometimes come and you will be glad this card has too. (e.g. Parley with someone, some roadblock needing to even continue.)

Willpower talks

Since Roland has just 5 Sanity, but also with "exciting" 3 , it worth talking about resisting tests that would deal horror to you.

There are 2 kinds of tests, one that is fail-by, and one that is fixed high horror (usually 2 horror).

  • Fail-by is capable of dealing more horror, but at the same time resisting partially can soften the horror.
  • The fixed one (usually at 3 test) tempt you to get about +2 over the difficulty to avoid it, or admit defeat without doing anything since you receive the same penalty.

The fail-by kind looked scary due to its maximum horror capable when you get , but I think the fixed kind is more important for Roland's 3 that is almost able to pass it. Focus on getting to 5 (on Standard). Here's how :

  • Guts is the most convenient way, you can pop it with zero setup! And you even get a draw for passing the test! (It's the whole point of this Skill Balanced Starter Decks series.)
  • Barricade. The card's ability may look wack, but the commit is GOOD. One icon only gets him to 4 , but I found this great for the fail-by kind. You likely get 0-1 horror at this stat.
  • After you get First Aid (3) late campaign, that can also be committed for . Given that this card can heal horror, it maybe a bargain if you managed to resist 2 horror with the commit. (Rather than spending 1 action 2 resources to play, and 2 more actions to heal...)
  • Pump Physical Training. That means you spend 2 to play it first, then you are allowed to spend 2 more to get to 5 . Good thing is that you can continue using it if you can set it up early, and can also boost .
  • Police Badge get his to a good 4 number. Now it only cost 1 to pump Physical Training to 5 .
  • Use Emergency Cache ahead of time so you have enough to pump Physical Training when required.

Investigator synergy

With other decks of my Skill Balanced Starter Deck series :

Team composition

All teams possible within my Skill Balanced Starter Deck series, including and not including this deck as a member.

Trivia! : These reduced combinations are due to how my Daisy and Agnes deck need the same cards, there is no possible team with Daisy and Agnes at the same time. I can't managed make both fun to play without major overlaps.

Also I discovered if I choose to give up just Daisy + Agnes pair, all other pairs are suddenly viable. Daisy + Agnes kind of causing butterfly effect throughout all the decks. e.g. Once you share Agnes's Spell for Daisy's self defense, then Agnes need more Survivor card from Wendy, then Wendy need more Rogue cards from Skids, and so on.

Try out Killbray's Better Starter Decks instead if you would like to play with Daisy and Agnes together.

2 Players

9 teams to choose from, all with 0 card overlaps :

3 Players

7 teams to choose from :

4 Players

2 teams to choose from :

5 comments

Feb 20, 2023 underarrest · 1

You did it all, my friend. Hats off to yuh.

Feb 20, 2023 5argon · 9524

@underarrest Good luck in the campaign! Have fun!

Apr 01, 2023 Krummey · 1

I just picked this game up and these decks (and write-ups) are a godsend. Thanks for explaining everything in such detail!

Aug 01, 2023 MarcMF2 · 5

I tried your deck. Its fine, but why 2 knifes instead of 2 machetes? They are immediately better.

Aug 02, 2023 5argon · 9524

@MarcMF2 Hi, 2x Machete are given to "Skids" O'Toole deck so he can be played together with this deck. (The series care partially about deck overlaps, I'll try to have them overlap only in neutral Skill cards. Assets are carefully distributed.) If you are not using him at the same time, by all means try them in this deck!

The rationale to have this deck play 2x .45 Automatic instead of 2x Machete are due to :

  • Extra Ammunition added on upgrade which tries to prolong Roland's .38 Special. This way it can also refill .45 Automatic if the ideal pair is not happening.
  • Roland is encouraged to kill-steal enemies that other players draw in Mythos Phase to get clue and free up others. Machete will lose some tempo in that situation as you need to spend Engage to get damage up. (Unless it is a rat with 1 HP.)
  • Skids has Cat Burglar and usable Evade, which can mitigate engage count problem with the Machete, while Roland can't do the same with his 2 .