Charlie Kane for Dunwich Town Council

Card draw simulator

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Krysmopompas · 363

Question: What if you were to bring a solo Charlie Kane into The Dunwich Legacy (which is chock full of nice story Allies), and only had access to the New Core set, The Dunwich Legacy campaign, both "returns", and the Investigator Packs?

Well, here's an attempt at an answer. Curious to see responses.

(note - looks like the site crosses out factions if you pick more than one, or I haven't figured that out yet. So ignore the crossing out of deck cards!)

_Once again this deck is restricted in using

  • New Core and Return to Night of the Zealot
  • The Dunwich Legacy and its Return To Box
  • solo Investigator Packs
  • also as good as Leo DeLuca is, he's overused and wanted to try to ditch him too_

Solo Charlie Kane in any campaign seems like a tricky feat. He can take a while to set up, and if you don't have ways to help him set up quickly like Calling in Favors, Ever Vigilant or that kind of thing, what's an ambitious politician to do?

In considering Charlie Kane through The original Dunwich Legacy, a campaign notorious for low xp hauls, I took the following assumptions. 1) try to max xp as much as you can in each scenario 2) try to get variety in the icons on your Allies 3) have ways to deal testless damage while you focus on getting clues 4) Beyond the Veil exists! So load up on a few Allies with a little extra Health.

so for choice of off class: I picked Survivor and Rogue.

Survivor, because with these restrictions it has one of the best all-around card pools of Level 0 cards in the game

and Rogue, because the evasion tech and (eventual) money tech will help elude enemies and pay for all your Allies.

I'll break it down by slots, then have a few ideas on upgrades before I get roasted in the comments :)

HAND

All survivor here, 3 attacks with the .18 Derringer and Fire Axe as backup. And for clues it's the Old Keyring. Would have loved to have fit a Flashlight in there.

BODY

Leather Coat for Beyond the Veil protection. Maybe not needed and add that Flashlight.

ALLIES

These were chosen for their icons and utility. One regret is not including Grete Wagner, but we're expensive enough as it is and have ways of getting other clues.

Art Student for clue-nabbing (auto on play, then +2 for investigate tests on trigger).

Beat Cop for a nice +3 to hit on trigger, and discard for that extra damage.

Dr. William T. Maleson is good in many decks, but great here. Cheap, some flex with the encounter deck, and +2 Will in a campaign that has Will tests.

Guard Dog for passive damage, another +2 to hit and importantly the 3 Health soak.

Joey "The Rat" Vigil. This is a placeholder at the moment, mainly for his very useful Intellect and Agility icons (so +2 on each and we don't have Agility yet), and 3 Health. Doubt we'd use his ability.

Laboratory Assistant for a bit bigger hand size and draw; the Intellect icon is a bonus. Two Lab Asses would have been nice but we're running out of room already.

OTHER

a single copy of Lone Wolf, maybe it could be replaced but it came in very handy in my test runs with this deck. Chuck needs money.

EVENTS

Again this is with The OG Dunwich Legacy in mind. So aside from some money with Emergency Cache, it's Rogue move tech here.

"I'm outta here!" to make sure you snag all the clues in The House Always Wins and resign on a spot that doesn't have a VP. All about maxing that VP, and 1 more makes a difference early in the campaign!

Elusive is useful in many TDL campaigns, especially The Miskatonic Museum when you need to track your actions properly to get as many VP as possible.

Think on Your Feet, same as Elusive. Also saves you from dealing with non-hunter enemies that don't have VP. Why bother!

SKILLS

Rise to the Occasion is just as good in Charlie as it is with Calvin Wright and Preston Fairmont.

Unexpected Courage for same reasons.

Take Heart because you'll fail tests and money and cards are a great pick-me-up.

WISH I COULD HAVE INCLUDED

Rabbit's Foot, although I'm sure you could find a way.

Another Laboratory Assistant and you can probably find a way to make that happen too.

Guts and Persuasion in particular from the neutral skills, as there's a lot of those tests here. And a little card draw is nice. But no room at the moment and some of those tests can be handled by the Allies you have here or will get over the campaign.

Flashlight, Lucky!, "Look what I found!" although the latter is less important in true solo.

To be honest you get a lot of soak by the time Dr. Francis Morgan and Dr. Henry Armitage come into play too, so on reflection I might have not included the Leather Coat, or maybe even one of the early Allies, and just put in a Rabbit's Foot, a Flashlight or Lucky!. But I'm paranoid :)

UPGRADE SUGGESTIONS

This is assuming you get the following: All location VP in first 3 scenarios (10 xp) Clover Club Pit Boss (1 xp) Engine Room (1xp) 4xp from Blood on the Altar 1xp from Undimensioned and Unseen (going conservative here :) 2xp from the Hill (ditto)

That equals 19xp. You could easily get another 2-3 xp in the campaign before you have to rely on luck, so let's be conservative and call it an even 20 xp.

Ideally you have picked up Dr. Francis Morgan by doing The House Always Wins first, and gained Dr. Henry Armitage as well who is super powerful for Charlie in this campaign (2 wild icons and a moneymaker!) Virtually every other Ally is great for Chuck with the icons and card draw, so the more the merrier.

scenario 1 (House - 4xp): "I'm outta here!" - > Hot Streak, 1x Beat Cop -> 1x Beat Cop

scenario 2 (Uni - 3xp): Charisma (now up to 5 Allies in play, helps with Beyond the Veil)

scenario 3 (Museum - 5xp): 1x Beat Cop -> 1x Beat Cop, 1x Joey "The Rat" Vigil -> 1x Aquinnah

scenario 4 (Train - 1xp) bank.

scenario 5 (Altar - 4xp so 5 total) 1x Guard Dog -> 1x Hot Streak, Charisma

scenario 6 (Undimensioned - 1xp) 1x Dr. William T. Maleson-> 1x Flare

scenario 7 (Hill - 2xp) 1x Think on Your Feet -> 1x Cat Burglar, 1x Guard Dog -> 1x Cherished Keepsake

Anyway lots of options, less deck space and more options with what to put in there but the above emphasizes a bit of variety and useful abilities in each scenario...depending on which story Allies you get, you could totally switch up upgrades so you're getting the icons you want. Upgrading the .18 Derringer is always nice too.

All right, roast away! :) xo

3 comments

Jun 20, 2022 Achire · 514

In the bottom left, beneath the the 'card suggestions', it lets your select the two classes you want to use from drop-downs. If you do that, it'll stop crossing cards out.

Jun 20, 2022 Krysmopompas · 363

Thanks @Achire, let this be the last of my ham-fisted publishing jobs.

Jun 24, 2022 Krysmopompas · 363

BTW still didn't stop it from crossing the cards out. I'm on a Mac, maybe interface is different on Safari?