Card draw simulator
Derived from | ||||
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TIC Blind Run #4 (Devil Reef) | 1 | 0 | 0 | 2.0 |
Inspiration for | ||||
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TIC Blind Run #6 (A Light in the Fog) | 1 | 0 | 0 | 1.0 |
Magnificate · 1209
Hello! We’re joining Jenny back in the present as she sits in front of the steering wheel. I’m really excited for this scenario, in part because it’s hard to achieve the feeling of speed in non-competitive turn-based games and I’m sure the designers pulled all the stops for this one. Not to mention, I get to choose between the two cars! The mechanics are the same on both, but I think Thomas’s is much snazzier. Then, there’s this huge chunk of 17 XPs to spend on cards. I’m getting all sorts of basic upgrades and useful permanents plus I can afford one big ticket purchase. I think I’ll have Delilah O’Rourke join Jenny. Or at least our dilettante is going to remember some useful tips and tricks she learned over drinks from Delilah. Oh, perhaps Delilah is Jenny’s and Elina’s common friend? I can definitely see that being the case. In-game we’ll get an option to deal fast damage and get an overall boost to Jenny’s physical skills. The latter is useful, but not incredible, not when one considers that I rarely feel the need to play Hard Knocks. The former is outright incredible. Enjoy!
Pre-Mulligan Hand: "Watch this!", Eureka!, "I'm outta here!", Lockpicks, Eureka!
Opening Hand: "Watch this!", Working a Hunch, Lockpicks, Easy Mark, Mauser C96,
Horror in High Gear
Agenda & Act: The Chase is On! (v. I) & Pedal to the Metal
Jenny begins at Dimly Lit Road as the driver of Thomas Dawson's Car.
#1
- PLAY Easy Mark (draw Elina Harper)
Elina is not Leo, but she’ll do fine. I don’t have actions to rush the car, but I’ve got the buffer to ignore horror from Dimly Lit Road. Aren’t we in the countryside in the 20s? These roads shouldn’t be lit at all. Let’s say… Oh no! One of our headlights is busted!
- PLAY Elina Harper
- PLAY Lockpicks
- × Pedal to the Metal (× Dimly Lit Road, 1 horror to Elina Harper, 1 horror, move to Dimly Lit Road)
Notice it’s not the same location. The shroud values and clue numbers are different.
- Upkeep: draw Lone Wolf, 4 resources total.
#2
- Mythos: 1/8 doom, Macabre Memento (-1, 2 horror)
It’s the most memorable art piece in the entire campaign so far. That said, Jenny’s sanity is halfway gone, so perhaps I won’t be so cavalier about the Dimly Lit Road.
- INVESTIGATE with Lockpicks (, 1 clue)
Twelve total. I think that’s a fair assessment of Jenny’s skills. After all, she is able manipulate thin pieces of metal in the dark while driving on rough roads.
- INVESTIGATE ( Streetwise, -1, 1 clue)
- PLAY Lone Wolf
- × #Pedal to the Metal (× Dimly Lit Road, spend 2 clues, move to Intersection)
- Upkeep: draw Searching for Izzie (1 road behind), 3 resources total.
The rearmost locations keep getting off the map, so Searching for Izzie does nothing. Good.
#3
- Mythos: 2/8 doom, Ancient Evils
- Lone Wolf
- INVESTIGATE with Lockpicks (-1, 1 clue)
- Intersection
I see Fork in the Road on the first pull. That means I don't need to spend more clues. However, I do want to pick more clues for later. Just in case.
- INVESTIGATE ( Streetwise, )
- INVESTIGATE ( Streetwise, -1, 1 clue)
- × Pedal to the Metal (move to Fork in the Road)
- Upkeep: draw Dark Pact, 2 resources total.
Who shuffles these decks?!
Board State Reminder: 8 health, 4 sanity, 2 resources, 1 clue
In Play: Elina Harper (1 horror), Lockpicks (3 supplies), Lone Wolf
In Hand: "Watch this!", Working a Hunch, Mauser C96, Dark Pact
#4
- Mythos: 4/8 doom, Malfunction
Honestly, so far I see no reason to stop the car, but rushing might be useful to escape from enemies. Then again, in this particular scenario hunter needs to trigger twice for the enemy to catch up, doesn’t it?
- Lone Wolf
- INVESTIGATE with Lockpicks (-3, 2 supplies left, 1 clue)
- Fork in the Road
- Malfunction ( Streetwise, )
- Malfunction (-3)
Well, that second attempt was improbable to begin with.
- × Pedal to the Metal (move to Desolate Road)
- Upkeep: draw Hard Knocks, 3 resources total.
#5
- Mythos: 5/8 doom, Winged One
- Lone Wolf
- EVADE (commit Hard Knocks & "Watch this!", bid 3 resources, +1, exhaust Winged One, 6 resources)
Swerve to the right! The brakes don’t work, so speed up instead. Head on towards the tree! Swerve left at the last moment!
- INVESTIGATE with Lockpicks (, 1 clue)
- INVESTIGATE ( Streetwise, , 1 clue)
- × Pedal to the Metal (× Desolate Road, spend 2 clues, move to Tight Turn)
- Enemy: Winged One readies
- Upkeep: draw Mauser C96, 7 resources total.
#6
- Mythos: 6/8 doom, Macabre Memento (, 2 horror, lose 2 resources)
Cue the Danger Zone by Kenny Loggins. We’re gonna take that Tight Turn.
- Lone Wolf
- Malfunction ( Streetwise, , discard Malfunction)
- Thomas Dawson's Car (× Tight Turn, 2 damage to Elina Harper, Eyes in the Trees, , discard all cards except Working a Hunch, discard Lone Wolf, move to Desolate Road)
Isn’t it convenient that weakness solve themselves in this scenario? It contributes to Jenny being able to subsist on three actions.
- INVESTIGATE with Lockpicks (, 1 clue, 1 supply left)
Yup! As I’ve said earlier, Elina is not Leo, but she has her moments.
- × Pedal to the Metal (× Desolate Road, spend 1 clue, move to Cliffside Road)
- Enemy: Winged One hunts to 2 roads away
- Upkeep: draw Lockpicks, 6 resources total.
Board State Reminder: 8 health, 2 sanity, 6 resources, 1 clue
In Play: Elina Harper (2 damage & 1 horror), Lockpicks (1 supply), Lone Wolf
In Hand: Working a Hunch, Lockpicks
#7
- Mythos: 7/8 doom, "I can't see!" ()
I glanced at the card and saw the Willpower 5 test and three horror at stake. It wasn’t that test, luckily, Jenny’s still in the car. There are five locations left in the deck. We’re nearing the finish.
- INVESTIGATE with Lockpicks (, 1 clue)
- INVESTIGATE (commit Lockpicks, -1, 1 clue)
- INVESTIGATE (0, 1 clue)
These clues set me up for being able to rush the car twice in the next round. I get the feeling I might need it.
- × Pedal to the Metal (× Cliffside Road, spend 2 clues, move to Fork in the Road)
- Enemy: Winged One hunts to 2 roads away
- Upkeep: draw Eureka!, 8 resources total.
#8
- Mythos: 8/8 doom, advance (Terror of Devil Reef two roads behind), "They're catching up!" (Winged One & Terror of Devil Reef hunt to 1 road behind)
Ha! It ought to happen more often. I wonder how many “They're catching ups!” are there in the encounter deck. No less than three, I bet.
- Working a Hunch (1 clue)
- Fork in the Road
- Thomas Dawson's Car (Ancient Evils, move to Cliffside Road)
Oh, I’ve just noticed the clue numbers and shroud values are different from the previous location. The XP reward is the same though, so I’m tempted to get the clues.
- INVESTIGATE with Lockpicks (-1, 1 clue)
- INVESTIGATE ( Streetwise, -1, 1 clue)
- × Pedal to the Metal (× Cliffside Road, spend 2 clues, move to Falcon Point Approach)
Already? Honestly, if I still had Dark Pact in hand I’d never had thought to play it before reaching Falcon Road Approach. I was expecting one last road block. Good for me!
- R1.
10 locations in 8 rounds. Given that Jenny insisted on fiddling with her lockpicks and looking around at almost every opportunity that’s decent pace, I think. Overall, did the scenario live up to my expectations? Yes and No. The framework was excellent, but as I look over the encounter deck it seems that enemies tend to appear at the rearmost location and not at the location where the rearmost investigator is. This noticeably reduces the pressure. I wasn’t doing bad, but because it was the first time my shuffling skills failed me and left Jenny without Leo’s fourth action, I wasn’t doing great either. Alas, “doing well enough” does not convey the feeling of high-risk cinematic car chases. The road itself was fantastic! Especially the locations being left behind and disappearing in the rearview mirror. Plus the Terror of Devil Reef at the end. I assumed this guy was water-bound, but once again we learn that in the face of the mythos one assumes nothing!
Campaign Log:
Pit of Despair: 5 XP, Memories Recovered: a meeting with Thomas Dowson, a battle with a horrifying devil, a decision to stick together, an encounter with a secret cult.
The Vanishing of Elina Harper: The mission was successful. 3 XP.
In Too Deep: Jenny made it safely to her vehicle. 7 XP, Memories Recovered: a deal with Joe Sargent, a followed lead, an intervention, a jailbreak.
Devil Reef: Terror of Devil Reef is still alive. The idol, mantle, and headdress were brought to the lighthouse. 10 XP, Memories Recovered: a discovery of a strange idol, a discovery of an unholy mantle, a discovery of a mystical relic.
Horror in High Gear: Jenny reached Falcon Point before sunrise. 7XP.