Card draw simulator
| Derived from | ||||
|---|---|---|---|---|
| Wendy - Turn 2 Cores into a 5 Character Pickup & Play Set | 480 | 417 | 1 | 1.0 |
| Inspiration for |
|---|
| None yet |
Gaj · 2
Started a new campaign of Night of the Zealot on standard difficulty after more than 5 years without playing Arkham. Why did I stop for so long....?
Party of three: friend A with Roland Banks, friend B with Agnes Baker, and myself with Wendy Adams. They are both playing with the decks in the learn to play guide from the revised core set.
As I am partnered with Roland and Agnes I won't be worrying about fighting, and I will concentrate on investigating. Or evading. I don't mind running around - hopefully not in vain.
From what I remember this introduction to Arkham isn't too hard. I am mostly recording this deck to remember what cards I end-up playing, out of curiosity, but also you never know: someone might find it useful?
I am restricting myself to only use cards from the core set and the return to set for my own amusement. My fellow investigators can use whatever card in my collection!
As this is my first write up, comments are welcome. Cards I forgot? Writting or formating clunky? Just a hello? Leave a comment if you feel like it :)
I'm off to my friend's house - we have to discuss these recent strange events in Arkham...
Fighting ennemies
I just said in the introduction that I won't worry about fighting... Oh well. I went for these event cards so I can play them again if Wendy's Amulet is in play:
- x2 Sneak Attack
- x2 Backstab
Both are solid options, and they also provide a test icon that I can commit for my fellow investigators. I do find backstab expensive, so I might replace one of the two with xp we earn.
Looking for clues
Nothing fancy here.
- x2 Flashlight good old reliable
- x2 "Look what I found!" if needed
With a base of 3 , I should be able to reliably investigate, and 16 cards in the deck can be commited to boost - not that I would want to do that with all of them.
Zooming around
I think I will be pretty mobile. Or at the very least hard to catch by evading ennemies via Wendy's natural high and cards like:
Pickpocketing will provide card draw upon successfully evading, yeah! And both Dig Deep and Hard Knocks can help to pass the test if in play.
Every little helps
We all know it, we will fail tests. But, failing forward can be good: Rabbit's Foot, "Look what I found!" and Lucky! are our best friends in these instances.
If I have the ressources Leo De Luca can come out. An extra action is nice, and he can take some damage or horror if need be.
I do think one copy total in the deck is sufficient. I think I would prefer Dig Deep, but Wendy is on the revised core set illustration of Hard Knocks, so my hands are tied, I have to play it. Replace one with Leather Coat?
Skills
I would say pick whatever you fancy. I like a nice spread of test icons (I'm ignoring as Wendy just isn't good at combat).
I considered Opportunist, but I wasn't keen of only being able to commit it to one of my tests. The back to hand is nice, but succeeding by 3 seems steep to me and not worth a place in the deck.
Upgrades
Let me finish the first scenario, and maybe the entire campaign this week-end and I'll edit this bit.
Based on the deck by StartWithTheName:
Wendy - Turn 2 Cores into a 5 Character Pickup & Play Set
I started copying these decks from the above "2 cores into 5 characters pickup and play" series into my learn to play guide. Only did Wendy and Skids; I'll add the other starting investigators once I finish writting this deck.
I had to search for a while whose work I copied all those years ago, I'm glad I was able to find the Name! I haven't read the deck review/construction notes as to not get influenced and copy him verbatim.