4-Players Intro decks: Jenny Lends a Hand

Card draw simulator

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Derived from
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Alduc · 12

I wanted to introduce a few friends to the game, so I built a set of four decks that I could easily put into the hands of new players and let us dive into the core set campaign.

This is mainly a support deck, with plenty of skill cards to help everyone pass their tests.

5 comments

Feb 14, 2018 wallets · 160

With Switchblade, Double or Nothing and Quick Thinking this deck is dependent on winning hard. It will be tough though because Jenny doesn't have crazy stats in any area, which might frustrate some people. That might take some reconsideration to make it more consistent.

Switch the Switchblade to Knife, you can replace it with upgraded Switchblade later. The un-upgraded one is pretty awful.

Feb 14, 2018 Django · 5070

I agree with wallets, though i'd take .41 Derringer instead of knife. It's like Switchblade II, but with limited charges.

Also you should add Lone Wolf, even in a 4 player game you get to use it. With her balanced stats jenny can gather clues and fight some enemies, so she does not need to stay with other people.

I've also played jenny some time ago and noticed, her deck is a bit slow sometimes. So you might add Laboratory Assistant as card draw and horror soak. This also allows you to add the phone, to search for leo, as you want him in play as soon as possible. You might replace Shortcut for Laboratory Assistant and Manual Dexterity with Calling in Favors. Once you have Leo De Luca in play you don't really need the extra move from Shortcut anymore.

If you add Laboratory Assistant, one of the first upgrades should be Charisma, so you can play her again, after Leo De Luca is in play to draw more cards.

Feb 14, 2018 Alduc · 12

Quick Thinking should be pitched in other player's test. Similarly, Shortcut is there to help move the party around.

I considered Lone Wolf, but it's a dead draw in the first scenario (even if it's useful in the other two), and I wanted to maximize the first play experience.

I wanted the decks to flow easily for a player with no prior knowledge of the cardpool, which is why I didn't include Calling in Favors.

Making these decks as strong as possible wasn't my top priority. The core set campaign can be easy to crush with the current cardpool, even for new players, and I'm not certain a too easy experience would have been the best intro to the game. I would have made some different choices if I had built with the Dunwich Legacy in mind.

Feb 15, 2018 Django · 5070

What about Delve Too Deep to maximzie XP? Though it might be hard for new Players to tell, when is the right Moment to Play it, which in turn may kill someone and result in a horrible first game for them..

I'm not sure the core campaign is a good way to introduce new Players. It's shorter than normal campaigns, but i consider the second and third Scenario really difficult, compared to most other campaign missions.

Feb 16, 2018 Alduc · 12

XPs is something I only explained after playing the first scenario (getting to the game as soon as possible as always been my philosophy), so I preferred not to use Delve Too Deep.

I think the core set scenarios are good at introducing the basics of the game. The first scenarios of the Dunwich cycle have some atypical concepts right from the start (such as how you get clues in The House always wins). As it is, I wanted to give some friends a taste of the game, I'm not certain our schedule would make it possible to complete an entire cycle.