Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for |
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None yet |
Calprinicus · 5669
I don't see many parallel Pete decks & this free print-n-play investigator is outstanding. This build is a solid mix of clue finding, enemy removal, trap tricks, & other support.
I have played parallel Pete through 3 campaigns, most recently ironmaning Scarlet Keys over a three day weekend. I have tested most available cards with him & have settled on this list.
Please consider a like & favorite if you find this useful.
SUMMARY
You'll rotate between cluing & fighting. While a decent solo build, pete excels in multiplayer games as his strengths also apply to his entire team.
You'll be lowering the shroud of locations so you AND your teammates can quickly find clues:
You'll then set traps:
Find monsters:
Kill those monsters:
- Machete
- Grievous Wound
- Makeshift Trap (Poisonous)
- Ambush
Or help teammates avoid monsters:
You're more durable than you think with:
Finally, once you find something that works for your current scenario, you can rinse & repeat the cards you played:
DECK BREAKDOWN
- Take 2 Mental Trauma.
- Unfortunately, this deck is a little experience hungry with some of the recent taboo changes (Shed a Light & Old Keyring). If you play without taboo, you don't need this addition.
- At the start of each scenario, you'll be very weak, however, Pete's Guitar will quickly restore your sanity.
- This is the MVP, guaranteed to start in play & not many treacheries can remove it.
- Thankfully this doesn't require a hand slot!
- This can peel an engaged enemy off you, but also off of other investigators at your location or connecting locations.
- It's great for enemies that move with patrol, hunter, or elusive from reaching their goal.
- It's easy to keep enemies at the location with a poisonous Makeshift Trap or enemies with a Grievous Wound away until they die.
- It can help bring enemies with doom, like Acolyte to you or keep those pesky Whippoorwills away.
- The constant horror healing combined with Jessica Hyde gives you a lot of extra durability.
- I find myself using the extra resource quite often to pay for the traps, especially Ambush.
- The +1 damage is guaranteed because of Pete's Guitar can move a second monster off of you. Rarely will you be swarmed with 3+ monsters.
- At times, it can be hard to hit enemies with 4+ fight, so make sure you have Jessica Hyde, Overpower, Makeshift Trap, or Wolf Mask before looking for monsters.
- Currently, this is the best one-handed weapon for the build. I've tried them all.
- You will likely get all 6 clues from your Old Keyring.
- Focus on locations with 3 or lower shroud.
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- Shroud 2 = No assistance.
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- Shroud 3 = Use Matchbox
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- Shroud 4+ = Use Breach the Door
- Once depleted & discarded, Shrine of the Moirai can return to your hand.
- Primarily helps Find Machete & Old Keyring, anything else is a bonus.
- Pete doesn't have much Health/Sanity AND you're taking In the Thick of It. You can use on Teammates & Allies, but I find that Pete often needs it the most.
- Return Soothing Melody to your hand with Shrine of the Moirai is very effective at keeping your team alive.
- is your most important stat as it helps with both hitting monsters with Machete and finding clues with Breach the Door.
- Since Jessica Hyde can heal herself, she provides a excellent durability for the very fragile investigator.
- Primarily used to lower the shroud to 0 for Old Keyring & Shed a Light.
- It also helps the whole team for the round! Great for victory locations.
- This is primarily to return Breach the Door back to your hand. This alone gives you significantly more clue finding potential!
- It can also be used to return Shrine of the Moirai allowing you and your team to get multiple uses of their most powerful cards!
- This can return a Ambush, Hiding Spot, or Makeshift Trap if you need Pete's to return something else.
- The second ability occurs a lot more than I expected.
- You will be engaging a lot of enemies with Kicking the Hornet's Nest & On the Hunt.
- Helps Machete hit.
- Helps lower shroud with Breach the Door.
- After using all the tactics & traps available to Pete, this is the most powerful trap he has access to.
- Two testless damage!
- Return with "Ashcan" Pete
- Kills a bunch of lesser enemies outright.
- This makes 4+ health enemies a lot more manageable with just a Machete.
- Primarily used before Kicking the Hornet's Nest, On the Hunt, or Shrine of the Moirai.
- Set at a location you'll be stay at for 2+ rounds or with multiple investigators.
- Set the trap if you know an enemy will spawn from the Act of Agenda.
- You'll use Refine to upgrade most if not all of this card.
- Return with "Ashcan" Pete
- Since "Ashcan" Pete only has Improvised cards 0-4, he can only have upto 8 checkmarks on this trap.
- Explosive Detonation CANNOT be used in conjunction with "Ashcan" Pete (see card's FAQ).
- The best upgrade is Simple. This makes the trap reactive. You'll only play AFTER a tougher enemy spawns.
- Second is Poisonous upgrade, which may only deal a single damage each round, but it's easy to keep an enemy on that location with Pete's Guitar.
- Finally Remote Configuration allows you to help adjacent allies deal with the monsters on them.
- The Improved Timer was helpful at getting other cards from "Ashcan" Pete to your hand. You might want this over remote configuration.
- the Tripwire upgrade was useless as "Ashcan" Pete can just return it to your hand.
- While powerful, I didn't find the Net upgrade very useful as you already have Pete's Guitar
- Return with "Ashcan" Pete
- You can attach ANYWHERE.
- For 1 resource, you can prevent a lot of damage from hunter or other moving enemies!
- Note: An engaged enemy that gains aloof will NOT disengage from the investigator it's engaged with.
- Check the comments of this cards for a lot of fun tricks with it's timing.
- Since this attaches to an enemy (a scenario card) you can return it with "Ashcan" Pete (when the enemy is defeated).
- Great for 3HP enemies in conjunction with Machete.
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- Hit for for 2 damage with Machete.
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- Attach Grievous Wound.
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- Use Pete's Guitar to move them.
- Best used with Ambush.
- Unlike On the Hunt, this version attaches to an enemy (a scenario card) and you can return it with "Ashcan" Pete .
- Find ANY monster in encounter deck!
- This loop can quickly remove all the monsters from the encounter deck while making you rich at the same time.
- Beat used with Ambush.
- Use at high shroud locations for a testless clue.
- Great for resources.
- Return with Survival Technique.
- Helps the whole team!
- Can reduce shroud to 0 for Old Keyring and Shed a Light.
- Get 0 shroud with:
- Two extra clues! One from ANYWHERE.
- Return to hand with Survival Technique
- Old Keyring & Shed a Light best pair to return. (Note: Taboo only affects purchase cost. To Shrine of the Moirai, this is only 3xp worth of cards).
- Soothing Melody is quite powerful to return to keep the whole team healthy.
- Play Ambush or Hiding Spot before using the ability Incase you draw a monster.
- Helps the entire team!
- mainly uses to hit enemies with 4+ fight.
- Helps Breach the Door.
ADDITIONAL DECK OPTIONS
- If you miss Duke, you can still add him to your deck, but you'll also need to add Wracked by Nightmares.
- Duke will not start in play, instead he is shuffled in your deck like any other player card.
- I tried a campaign with Duke/Wracked by Nightmares and I would opt for not including them. Duke didn't synergize with what the deck is now trying to do.
STARTING DECK
- 2x Machete
- 2x Old Keyring
- 1x Hallowed Mirror
- 2x Backpack
- 2x Beat Cop
- 2x Matchbox
- 2x Wolf Mask
- 1x Survival Technique (2)
- 1x Ambush (1)
- 2x Breach the Door
- 2x Hiding Spot
- 1x Grievous Wound
- 2x Kicking the Hornet's Nest
- 2x Makeshift Trap
- 2x On the Hunt
- 2x Refine
- 2x Overpower
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- 1x Hard Times
UPGRADE PRIORITY
- 1xp - 1x Refine 1x Ambush
- 2xp - 2x Beat Cop 2x Jessica Hyde
- 2xp - 1x On the Hunt 1x Shed a Light
- 2xp - 1x Backpack 1x Shed a Light
- 8xp - 2x Old Keyring 2x Old Keyring
- 2xp - 1x Backpack 1x Backpack
- 3xp - 1x On the Hunt 1x On the Hunt
- 2xp* - Makeshift Trap (Simple)
- 2xp* - Makeshift Trap (Poisonous)
- 3xp - 1x Refine 1x Shrine of the Moirai
- 2xp* - Makeshift Trap (Remote)
- 1xp* - Makeshift Trap (Timer)
6 comments |
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May 30, 2024 |
May 30, 2024
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Jun 07, 2024Soothing Melody does not have a level - are you sure Shrine of the Moirai can return it to your hand? |
Jun 08, 2024
I had to look this up. I was unaware cards could have no level! However, you are correct. Looks like bonded cards, some story cards, and signature cards have no level and cannot be retrieved with Shrine of the Moirai. Bonded cards: "Cards with the bonded keyword are linked to another player card. They have no level and therefore are not available as deckbuilding options." "Q: Can I return signature cards to my hand with Shrine of the Moirai? If so, how many levels do they count as? A: Signature cards do not have a level, so they cannot be returned to your hand with Shrine of the Moirai. - FAQ, v.2.0, August 2022" |
Jun 20, 2024I ran this deck through Cyclopean Foundations as a flex with 2 other investigators (fighter and cluer). The deck was really fun and engaging. Pete's Guitar and Breach the Door are definite MVPs. I found Ambush and Grievous Wound to be lackluster with our investigators setup. I was more inclined to move enemies off me or play the Makeshift Trap (or both). Overall great and fun deck, so thank you for making it :) |
Jun 20, 2024
Cheers, |
This level 0 deck clearly has too many guardian Lv 0 cards in it... But it's still a great guide, I'll be happy to test it sometime