Card draw simulator
Derived from |
---|
None. Self-made deck here. |
Inspiration for |
---|
None yet |
StartWithTheName · 68404
This is one of a set of decks designed to create a demonstration set to let new players try the game out. The intention is to give new players a meaningful choice between chars by making each play a little different to the others without overly nerfing them to the point of not being fun. This does mean some decks are stronger than others but no one has so far has cared.
The other decks can be found here: [This section under construction - I will edit these as I publish each deck but bare with me it might take a few days do to the write ups]
Roland: Firearm based combatant with passive clue acquisition.
Zoey: Heavy duty melee damage purist.
Skids: Combat rogue with high evasion and burst damage options.
Jenny: Cash driven multi action generalist
Daisy: Clue hunter/caster hybrid with additional support functionality.
Rex: Ellusive heavy duty clue hunter
Wendy: Stealth rogue, event driven reactive deck
Ashcan: Draw heavy flexible damage dealer and clue hunter hybrid
If you don’t mind proxying or some substitutions, the only restriction between using some of these together is in the unique allies though I have tried to minimise overlap by only allowing them to be in pairings I would not expect to be picked together very often (Milan in both seekers, Leo in both rogues etc).
Disclaimer: Where possible I have tried to test these decks, though some have had more testing than others and one or two are as yet untested. I have added a second disclaimer at the bottom where this is the case. As I get the chance to try them out I may well update them a bit. I certainly welcome feedback if anyone does try them out or has suggestions.
PLAYING AS ROLAND: Firearm Sleuth
__
The best defense... This deck should be very intuitive and straight forward to play. The mainstay of this deck is being able to reliably fight with 6 and +1 damage once a weapon and a Beat Cop are in play. Beat Cop in particular should be mulliganed for since it is hardest to find. If it doesn't turn up, Overpowers and at a push Vicious Blow can be used to boost attacks against enemies which are particularly hard to hit. Shortcut and Taunt let you save actions on key turns where you expect to need to attack several times.
Pew pew, clue chew Though this deck has the option to investigate normally via Flashlight or Magnifying Glass when times are quiet, this deck aims to collect clues passively via Rolands innate ability, Evidence! and Working a Hunch. Note that clues can be obtained from connected locations by either using Shortcut to bring your enemy to the clue or by standing at the clue and throwing a cheeky Dynamite Blast in.
The actual defense... Despite his high health and combat stats, Roland is something of a glass cannon due to his low sanity. Here his only in faction options for repair come from First Aid. Dodge can be used to prevent horror from combat and those Beat Cops can absorb one safely. However that is not likely to be enough due to the encounter deck in which horror is frequently associated with tests. 2x Guts will go some of the way to proofing particularly harsh tests but be prepared to throw some of those event card in as well. This deck is very cash hungry and is unlikely to be able to afford to use all of them after all.
Upgrading I personally dont like Shotgun, but lets be honest. If your showing the game off you want to let the newcommer play with the big toys and this deck should let you build towards that if you like. If you want to go down that route Start with Extra Ammunitions for synergy with his 3 pistols, probably replacing the Flashlights since you`ll not get those hand slots back unless you grab a Bandolier or two. Possibly waiting a sc or two before the Shotgun itself. Alternatively if like me your happy with a pistol/machete build, you can go for more common guardian staples such as upgraded Beat Cop which gives you two passive damage uses before he pops. Police Badge offers some encounter deck sanity protection via boosts and the option for a power turn at a key moment - basically whatever grand finale your current scenario has in store for you. The Extra Ammunition is still nice with so many pistols and with so many guardian toys being high price Stand Together offers the only current means to generate additional cash. The bonus draw is also very nice for finding that last rig piece, or indeed another Emergency Cache. Pathfinder is a great addition to any deck that can take it often offering a free action each turn, however if your taking it over Shortcut (most likely) be aware of its play cost. With so many expensive items in this deck you do risk pushing the cost curve quite high. Its a great card, i would just advise thinking about that you take out for it, perhaps that Dynamite Blast rather than the Shortcut.