Card draw simulator
Derived from | ||||
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Joe's Tarot Reading #6: Union and Disillusion | 2 | 0 | 0 | 1.0 |
Inspiration for | ||||
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Joe's Tarot Reading #8: Before the Black Throne | 1 | 0 | 1 | 1.0 |
Magnificate · 1209
Pre-Mulligan Hand: Eureka!, Take the Initiative, Astounding Revelation, Strange Solution, Prepared for the Worst, Prepared for the Worst,
Opening Hand: 2× Strange Solution, Pathfinder, Ever Vigilant, Vicious Blow, Hawk-Eye Folding Camera,
The scenario begins with breaches on South Church (❶) and Merchant District (❶).
1-Card Tarot Draw: Reversed Queen of Cups
The reversed Queen of Cups has all sorts of interpretations centered on feelings and femininity, but for we’ll discard those and focus on the ones applicable to the incoming scenario. First, the card can predict the approach of someone untrustworthy. That alludes to the appearance of Carl Sanford in the second act as well as to the choice during scenario resolution. I suspect that Joe will exhibit impartiality and lack of scruples, both characteristic for the reversed Queen of Cups, and arrest the leader of the Lodge. In terms of the game that’s the wrong choice, but I cannot see our detective acting differently. Second, the reversed Queen of Cups sometimes signifies the desire for immediate spiritual experiences and growth. It might manifest in Joe blazing through the scenario, either claiming or missing all opportunities for extra XPs. Note that In the Clutches of Chaos has most XPs hidden on enemies in the encounter deck. Last but not least, the reversed Queen of Cups has one of the deepest connections to witchcraft. That’s a nod to the previous scenario when we drew the reversed Queen of Pentacles.
#1
- Hunch: Working a Hunch
- PLAY Ever Vigilant (Strange Solution, Hawk-Eye Folding Camera & Pathfinder)
- Pathfinder to Uptown
- MOVE to Hangman's Hill
- Working a Hunch (1 clue from Hangman's Hill)
- Hawk-Eye Folding Camera (1 evidence)
- DRAW Prepared for the Worst
- Upkeep: draw The Black Book, 3 resources total.
#2
- Mythos: 0/7 doom, breaches on Rivertown (❶) and Southside (❶), Hunting Nightgaunt
- Hunch: Scene of the Crime
- FIGHT with Strange Solution (2 supplies left, commit Vicious Blow, , defeat Hunting Nightgaunt)
- Pathfinder to Uptown
- MOVE to Merchant District
- PLAY The Black Book
- Upkeep: draw Pathfinder, 1 resource total.
#3
- Mythos: 0/7 doom, breaches on Merchant District (❷) and French Hill (❶), Chaos Manifest (0)
- Hunch: Scene of the Crime
- Merchant District (discard 10 cards, ② breaches on act)
- Pathfinder to Rivertown
- Rivertown (0, ③ breaches on act)
- Dark Knowledge (v. II) (1 clue on Silver Twilight Lodge)
- PLAY Prepared for the Worst ( Astounding Revelation, 2 resources, draw Timeworn Brand)
- Upkeep: draw Ace of Swords, 3 resources total.
Hmmm… We’ve got the worse version of Uptown. If breaches amass there Joe won’t be able to do much. It’s not specifically mentioned in the log, but Mr. Rook was amongst the ten cards discarded in the Merchant District. Seems Mr. Rook is shopping around for some fresh secrets. On the plus side Pathfinder is doing good work and our investigator is zipping around the map unimpeded.
#4
- Mythos: 0/7 doom, breaches on South Church (❷) and Rivertown (❶), Hunting Shadow (2 damage)
- Hunch: No Stone Unturned
- No Stone Unturned ( Astounding Revelation, 2 resources, draw Ever Vigilant)
- PLAY Ever Vigilant (Strange Solution, Pathfinder & Ace of Swords)
- Pathfinder to French Hill
- Pathfinder to Silver Twilight Lodge
- INVESTIGATE (, 1 clue from Silver Twilight Lodge)
- Hawk-Eye Folding Camera (2 evidences)
- MOVE to French Hill
- Upkeep: draw Take the Initiative, 2 resources total.
#5
- Mythos: 0/7 doom, breaches on Uptown (❶) and Silver Twilight Lodge (❶), On Wings of Darkness (1 damage & 1 horror, move to Southside)
- Hunch: Scene of the Crime
- Southside (① breach on act, Chaos Manifest, , breaches on Hangman's Hill (❷) & Southside (❶))
- Pathfinder to South Church
- South Church (discard Hawk-Eye Folding Camera, ③ breaches on act)
- Dark Knowledge (v. II) (1 clue on Uptown)
- Pathfinder to Southside
- MOVE to Uptown
- INVESTIGATE ()
- Upkeep: draw Take the Initiative, 3 resources total.
#6
- Mythos: 0/7 doom, breaches on French Hill (❷) and Merchant District (❶), Hunting Shadow (2 damage)
- Hunch: Extensive Research
- INVESTIGATE (commit Take the Initiative, -1, 1 clue from Uptown)
- advance act (Carl Sanford at Silver Twilight Lodge, New World Order)
- Pathfinder to Southside
- DRAW Paranoia (lose all resources)
- DRAW Ace of Swords
- Enemy: Carl Sanford hunts to French Hill
- Upkeep: draw Daring, 1 resource total.
Faster than I expected. Joe is posed the defeat the scenario boss next round. How did this happen? Well, it’s because of all the damage Joe took. I’m not comfortable having him stick around even if in theory our detective could spawn Lodge Enforcers from the Silver Twilight Lodge location. Joe still has enough health and sanity to withstand one retaliation from Carl Sanford and we’ve drawn enough icons to top off all fight tests. It should be fine.
#7
- Mythos: 0/7 doom, breaches on Uptown (❷) and Rivertown (❶), False Lead, Secrets of the Beyond, Daemonic Piping, Frozen in Fear
- Hunch: Logical Reasoning
- Pathfinder to French Hill
- FIGHT with Strange Solution (1 supply left, commit Take the Initiative, , 3 damage to Carl Sanford)
- FIGHT with Strange Solution (no supplies left, commit Daring, , defeat Carl Sanford)
- R2.
An impressive array of surges. That Frozen in Fear at the end could’ve been tricky, but with Pathfinder our investigator was able to squeeze enough actions to grit his teeth and dispatch Mr. Sanford. It’s a good thing I’m playing on standard, otherwise it wouldn’t be able to lean so heavily on Acidic Ichor. Notice that during both the above and some previous scenarios I had the Timeworn Brand in my hand as a backup weapon and there was no reason to play it. Oh, and to remind myself, playing Logical Reasoning requires clues! I noticed that error while editing the log. Thankfully, it was the last round so there was no need to replay the scenario. Next time it’s the finale!
Campaign Log:
Disappearance at the Twilight Estate: Jerome was taken by the Watcher. 6 pieces of evidence were left behind.
The Witching Hour: Joe has rejected his fate. Joe identified the solution. The witches’ spell was broken. 8 XP (Anette Mason, Abandoned Mine, Cairn Stones, The Lonely Tree, Tainted Well, Hermit’s House, 1 bonus XP), Mementos: Mesmerizing Flute & Ritual Components.
At Death’s Doorstep: Joe is on Jerome’s trail. Joe escaped the spectral realm. Joe rescued Josef. Joe is a member of the Lodge. Joe is deceiving the Lodge. 6 XP (Office, Billiards Room, Master Bedroom, 2 bonus XP).
The Secret Name: Joe told the Lodge about the coven. 4 XP (Twilight Abyss, Physics Classroom, 2 bonus XP), Mementos: Gilman’s Journal, Keziah’s Formulae & Worn Crucifix.
The Wages of Sin: 2 heretics were unleashed unto Arkham. 4 XP (Haunted Fields, Abandoned Chapel, 2× Unfinished Business), Mementos: Wisp of Spectral Mist.
For the Greater Good: Joe discovered how to open the puzzle box. Joe kept his mementos hidden. 5 XP (Nathan Wick, Vault, Library, Ceremony Room).
Union and Disillusion: Joe sided with the coven. Carl Sanford possesses the secrets of the universe. Jerome is dead. 4 XP (Nether Mist, Misty Clearing, Moss-Covered Steps, Haunted Spring).
In the Clutches of Chaos: Joe arrested Sanford. The path winds before you (3). 3 XP (Carl Sanford, Hangman’s Hill).