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 ZOEY: Melee Damage Purist
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Stay Sharp You`ll want to get a weapon out early, and ideally a Beat Cop. Here Machete or Fire Axe are ideal. The .45 Automatic is a little expensive and has limited ammo. Its there as a back up for certain enemies where melee weapons are disadvantaged, or a back up in case you failed to muligan something a little pointier. Damage is her mainstay here. With a weapon down you should be able to attack with 5 or 6 for most swings. Note that Zoeys innate ability to gain a resource on every engagement will give her at least 1 boost on Fire Axe. Note also that it is optional, so if you badly wanted to go low on resources to get the bonus damage from the axe, you dont have to take it. Beat Cop and Physical Training provide you with ways to boost higher as well. Taunt will save you an action when you want to fight 3 times, particularly when you need to turn on Machetes bonus damage.
Seek and Ye Shall Find In the down time when you have nothing to fight, you can tool up for later or Flashlight and Drawn to the Flame allow you to chip in with the clue hunting. Note that if your desperate Double or Nothing can be used a little like a Deduction on Flashlight uses particularly if you've reduced the shroud to zero rendering any token other than a tentacle a success. Though it is arguably better saved for combat (see below)
Deliver Us From Evil Guts and Manual Dexterity protect you from most non-enemy encounter cards which typically involve tests to avoid horror or to avoid damage. To some degree her high base compensates for her low sanity and her high HP for her low , but when this fails First Aid can be used to top yourself back up. Dodge gives you or one of your comrades a little protection from any enemies you didnt manage to kill.
Grand Finale Combining Double or Nothing with Vicious Blow and pay to boost cards (Fire Axe or Physical Training) provide a devastating late game attack on any boss that might have emerged. The option to go to +6 from the axe alone can be sufficient to make sure the hit lands even after doubling the bosses defenses. 6 or 8 damage blows are not out of the question from this. Ive seen a 20hp [Spoilers!] taken down in a single turn between this, a similar attack from the accompanying Jenny deck and a couple of regular hits.
Great deck, thanks! Any upgrade recommendations after gaining some XP with it?