Jim the Lucky, Altruistic, Scavenger

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Fire Bones Lucky Jim Deck [Hard Pair Play] 4 0 0 3.0
Defiant Scavenging Jim 0 0 5 2.0
Little Light Jim 1 0 0 1.0

FBones · 18107

Deck Goal: Make Jim's Special Ability Worth Something

Rational

The basic problem with Jim is that the vast majority of the time (at least on Hard), you will be drawing at an advantage great enough that Jim's special ability won't make a difference. I typically aim for +4 on skill tests, so whether the skull is -2, -3, or (with Jim) 0, is irrelevant to success.

This deck is intended to be played fast & loose, meaning you are not making special effort to get 80% success rate on skill rows. Instead, you are aiming at more like 60-65%. This normally means aiming for 1 less than the skull modifier. This maximizes Jim's advantage.

It is also intended in pair play where you attempt to help your partner a lot with your cards. You will not be investing as much in your own skill rolls, so you can help your partner on his.

The Rabbit's Foot shines in this deck, for you will be missing more skill rolls than normal. Also, Scavenging makes lots of sense because with Jim's special ability you will be winning at +2 more frequently than normal.

Furthermore, scavenging is particularly good for Jim as it tries to get some use from Jim's rather crappy item, Jim's Trumpet. You will be using it for its icons and then reclaiming it through scavenging. It adds THREE heads to your spell rolls!

Note that Rabbit's Foot synergies with scavenging because you can keep one rabbit foot as a 1 wild throwaway to be regained.

Keep in mind that this deck is just the 0xp version, it gets much better as you get xp because the advanced version of Blinding Light is great (and counts as spell), Grotesque Statue is an item, as is Bulletproof Vest and Elder Sign Amulet, the latter of which has fantastic icons.

When playing this deck, remember that spells cost a lot and the flashlight is expensive (since you are using 4 actions and 2 resources for 3 investigations). Once you have your rabbit's foot out, only go higher than +2 on investigations when you have something to scavenge. Try to conserve your Flashlight charges and your Rite of Seeking charges.

Similarly on fights, though here there is more leeway for a few reasons. Don't automatically reach for that Shrivelling token, ask yourself whether you can get away using your Knife or discarding it for the +2 Attack/ +1 damage. You can always retrieve it later through Scavenging.

You should resist the goal to go find low shroud clueless areas to investigate just for the scavenging. The scavenging should come naturally as you go about getting clues. If you are 2 above shroud, you will scavenge 1/3 of the time. If there are multiple key items in the discard pile, you might push up to +3, letting you scavenge about 1/2 the time.

Be stingy with your resources to make sure you have plenty to bring out Leo De Luca and (once you have upgraded the deck) replay Grotesque Statue and Bulletproof Vest [and perhaps a horror soak].

If things go well and you find yourself well stocked with spells and resources, you can switch out your rabbit's foot for Holy Rosary to soak horror as needed, using the Rabbit's Foot as another wild commit for you or your partner.

Starting off, try to get an Arcane Initiate and play it at a time when there is plenty of doom allowance left. Use his ability as many times as possible and then kill him off, preferably by using Forbidden Knowledge or playing Leo De Luca. The value of an early Arcane Initiate will be higher after more xp since Blinding Light will be added to the deck as it upgrades.

Note that, unlike with Agnes Baker, there is no danger of pulling your weakness with the Arcane Initiate.

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