Sleuth Enforcer [Co-op & Solo] - "Doom" Update

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Sleuth Enforcer [Co-op & Solo] - "Blood" Update 70 49 4 1.0
Inspiration for
Roland - Night of the Zealot - Matt 0 0 0 1.0
Hammer of the Gods 56 38 3 1.0
Sleuth Enforcer [Co-op & Solo] - "Lost" Update 410 318 17 3.0

DadouXIII · 10751

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Sleuth Enforcer

"Doom" Update - [Co-op & Solo]

Level 0 co-operative Guardian / Seeker deck for 2 investigators that relies on discovering clues by defeating enemies rather than by investigating locations, which means both protecting the other investigator while also contributing to advance the Act deck.

Ideal co-op partners: Survivors and Mystics Agnes, Jim, Wendy and Pete.

Check out the most recent 15.0 version

Requires 2x Core Sets, the Dunwich Legacy Deluxe Expansion, the Essex County Express Mythos Pack, the Blood on the Altar Mythos Pack, the Undimensioned and Unseen Mythos Pack and the Where Doom Awaits Mythos Pack.

Missing a pack or two? Check out the Missing Expansions section for card replacements.

Going in solo? Check out the Solo Experience section for tips. imgur

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Table of Contents

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  1. Investigator Breakdown
  2. Deck Composition
  3. Weakness Mitigation
  4. Mulligan Guide
  5. Playstyle Guide
  6. Upgrade Guide
  7. Scenario Tips
  8. Solo Experience
  9. Card Alternatives
  10. Card Exclusions
  11. Missing Expansions
  12. Version History

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Investigator Breakdown

Roland Banks Guardian - Agency, Detective

  • 3 Willpower (), 3 Intellect (), 4 Combat (), 2 Agility ()
  • 9 Health, 5 Sanity
  • Signature ability After you defeat an enemy: Discover 1 clue at your location (Limit once per round).
  • Elder Sign () effect +1 for each clue on your location.

Deckbuilding restrictions

  • Access to all Guardian cards
  • Access to all Neutral cards
  • Access to Seeker cards of up to level 2
  • Unique Asset Roland's .38 Special
  • Unique weakness Cover Up

Strengths

  • Very good at defeating enemies
  • Very powerful unique weapon
  • Very high Health
  • Good at discovering clues
  • More versatile than just being a killing machine

Weaknesses

  • Poor mobility
  • Very low Sanity
  • Weak economy
  • Punishing and difficult to resolve unique weakness


"Everything by the book: every "i" dotted, every "t" crossed. It had worked, until now."

Roland Banks (Core Set #1)

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Deck Composition

There are 4x Weapon Assets in the deck, which makes it very likely to draw one in the opening hand and / or in the next couple of turns (Mulliganing for one is recommended). It also makes it much easier to defeat enemies, and therefore take advantage of Roland Banks's signature ability

  • 1x .45 Automatic A reliable weapon that set the standard in cost and efficiency for all weapons. The +1 Damage bonus it gives during combat is absolutely essential in order to defeat enemies in one turn. Unfortunately, it is limited to 4 uses, so make good use of them.

  • 1x Roland's .38 Special Roland Banks's unique weapon, a cheaper and better version of the .45 Automatic. Use it in a location with at least one clue to profit from it's full +3 bonus.

  • 2x Machete Arguably the best non unique weapon from the core box, as it's cheaper than the .45 Automatic, still provides a +1 Damage bonus and is NOT limited to 4 uses. The drawback is that the +1 Damage bonus is lost if you are engaging more than just one enemy, but you can overcome this easily by defeating enemies as they spawn, and / or by having your co-op partner help you with engaging enemies strategically.

  • 1x Prepared for the Worst A great Event that you can play when looking for a specific weapon from your deck, or just a weapon in general. Will be even better if you decide to upgrade into a Shotgun later, as it will essentially let you draw it whenever you need it. I removed 1x .45 Automatic to make room for it, making the deck cheaper in resources.

Since this deck is so focused on combat, it also includes a couple of Events and Skills that will help out a lot when fighting enemies

  • 2x Dodge Fast Event you can use to cancel an attack from particularly nasty enemy. Can be used on your co-op partner if you are in the same location, during his own turn. Very useful when facing attacks that deal high amounts of Horror.

  • 2x Vicious Blow Skill you can commit during a test when fighting an enemy, to raise your chances of passing it and then deal +1 Damage. Allows you to deal 2 Damage to an enemy without using a weapon, or even deal a whopping 3 Damage (or more) to an enemy when using a weapon.

Sometimes you'll find yourself in a situation where no enemies are around, which means that you won't be able to discover clues using Roland Banks's signature ability, and will have to do it by investigating locations

  • 2x Flashlight A staple Asset that reduces the Shroud value of locations by 2 while investigating. It's limited to 3 uses, so save it for investigating locations with a high Shroud value.

  • 2x Working a Hunch Fast Event you can use to immediately discover a clue at your location. Especially useful in locations with high Shroud values, or if you are short on time and do not want to rely on the luck of the Chaos Bag.

  • 1x Deduction Skill you can commit during a test when investigating a location, to raise your chances of passing it and then discover an additional clue at your location.

Roland Banks's biggest weakness is his low Sanity value, but it can be somewhat compensated with the Sanity provided by the various Ally Assets included in the deck

  • 2x Beat Cop Excellent ally that soaks up Damage and Horror, provide a +1 bonus, and can be discarded to deal a bit of Damage in a pinch.

  • 2x Art Student Ally that soaks up Horror and discovers a clue from your location, making it extremely efficient for its low cost in resource.

  • 2x "If it bleeds..." A very interesting Event that will help both you and your co-op partner recover Sanity after defeating an enemy (if you are at the same location). At worst, the card will make you recover 1 Sanity and at best, both your partner and you will recover 2 Sanity. Great value for a 1 resource Fast Event!

  • 2x Guts Most failed tests that deal Horror will be tests, so commit this Skill during a test to raise your chances of passing it, hopefully preventing you from taking Horror, and then draw a card.

The rest of the cards in the deck offer some much needed flexibility

  • 2x Emergency Cache Since most of the powerful Guardian Assets are quite expensive, this Event is very needed in the deck. Use it to gain 3 additional resources.

  • 2x Shortcut This Fast Event will help a lot with moving around a bit faster in case of emergency. You can also use it to move while engaged to enemies without triggering an Attack of Opportunity.

  • 1x Unexpected Courage Skill you can commit to any test to raise your chances of passing. Very flexible, but comes without the card draw.

  • 2x Inquiring Mind Skill you can commit to any test to greatly raise your chances of passing. Very flexible, but comes without the card draw and there needs to be a clue at your location (which comes naturally with Roland). More interesting than Overpower and Perception, because it can also be used on tests, which are the most important to Roland.

  • 2x Leadership Skill you can commit to any test to raise your chances of passing. With every new Mythos Pack, it seems that the Guardian class is being pushed more and more into the role of leader. This card is slightly less good than Unexpected Courage when used on yourself, but more powerful when used on your co-op partner, especially when committed to those pesky tests.


"If we wish to learn, we must first question everything we know."

Inquiring Mind (Undimensioned and Unseen #227)

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Weakness Mitigation

  • Roland Banks's personal Cover Up weakness Mitigated by all the cards that help with discovering clues at locations, and by the presence of your co-op partner, that can also contribute clues to resolve the weakness.

  • Roland Banks's extremely low Sanity value Mitigated by the Ally Assets that help soak up Horror and the "If it bleeds..." Event.

  • Roland Banks's low stat Mitigated by his very high Health value. It is therefore generally better to fight enemies rather than evade them.

  • Roland Banks's lacklustre mobility Mitigated by the Shortcut Event and the high number of Fast cards in the deck.

  • Roland Banks's lacklustre economy Mitigated by the Emergency Cache Event, and the high number of 0 cost cards in the deck.


"Sometimes, the most selfless acts can come from the strangest places."

Unexpected Courage (Core Set #93)

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Mulligan Guide

  • If no weapon was drawn in the opening hand Mulligan the entire hand.

Exceptions to this rule you can keep Prepared for the Worst, as it will let you look in the top third of your deck for a weapon.

  • If multiple weapons were drawn in the opening hand Mulligan them all except one.

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Best weapons to keep in order Roland's .38 Special > Machete > .45 Automatic.

Example great starting hand [1] Machete, Flashlight, Art Student, Deduction and Unexpected Courage.

Example great starting hand [2] .45 Automatic, Beat Cop, Vicious Blow, "If it bleeds..." and Emergency Cache.


"I knew I had seen this symbol before. I must warn the others before it is too late!"

Deduction (Core Set #39)

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Playstyle Guide

Roland Banks is a very straightforward investigator to play, and the general strategy of this deck is defeat enemies discover clues

  • At the start of a Scenario, assuming you have a good starting hand, the first actions to take should generally be equipping one or two Assets, ideally a weapon, and then moving towards a location with clues.

  • If you did not draw a weapon even after Mulliganing, prioritise drawing one rather than moving.

  • If you did not draw a weapon but did draw a Prepared for the Worst Event, then you can use it on your first turn to look for one. Otherwise, it's best to keep it in order to draw a specific weapon at a specific time, like Roland's .38 Special, or even the Shotgun if you decided to upgrade into it.

Always try to end your turn on a location with clues, ideally one with a high Shroud value, with the hope of drawing an enemy from the Encounter deck. That way, you'll be able to defeat the enemy using your weapon, and discover a clue thanks to Roland Banks's signature ability (only provides ONE clue per round)

  • Only Investigate locations if you did not draw an enemy from the Encounter deck, ideally with a Flashlight Asset equipped.

  • Commit the Deduction Skill to the test while investigating a location to have a chance of discovering TWO clues.

Manage your resources carefully, try not to go down to zero so you can still play Fast cards like the Dodge and Evidence! Events when needed

  • Plan when to use the Emergency Cache Event in advance.

  • Gaining a resource should generally be the lowest priority action, so only do it when there is nothing else to do.

  • drawing a card is generally not as good as moving, fighting or investigating, but it's generally better than gaining a resource.

  • If you ever need to draw a card, make sure it is the first action of your turn.

Keep a close eye on Roland Banks's Sanity, as it is quite low. Equip your Ally Assets to use them as Horror shields, and use the "If it bleeds..." after defeating an enemy that deals Horror to recover Sanity. Also try to save your Guts, Unexpected Courage and Inquiring Mind Skills for tests that will deal Horror if failed

  • Try to equip the Art Student when in a location with a high Shroud value, don't be afraid to assign Horror to it, discard it, and make room for the next Ally Asset.

  • Try to save the "If it bleeds..." Event for Enemies that deal two Horror, and for when you and your co-op partner are in the same location, so you can BOTH recover TWO Sanity.

Stay close to your partner, try to not find yourselves on the opposite ends of the Scenario map, especially if they are bad at fighting enemies

  • If you need to defeat an enemy Engaged to your partner, it is generally better to engage it first, especially if you have a Machete weapon Asset equipped.

  • Also try to save the Leadership Skill for your partner's Skill tests, particularly tests. Do not handicap yourself however, if in a pinch, commit it to your own tests.

Cover Up goes into play when drawn, and requires you to discover 3 clues at locations without picking them up before being able to remove it from play. If still in play when the game ends (for any reason), makes you suffer 1 mental trauma.

  • It is one of the most punishing and most difficult to resolve in the game.

  • Focus on resolving it as fast as possible when drawn.

  • Clues discovered from Roland Banks's signature ability, and any other source, count towards resolving the weakness.

  • Clues discovered by other investigators at your location also count towards resolving the weakness.

Take the time to PLAN your turns, every action counts

  • Seeing as every Scenario is different, adapt your strategy accordingly. Check out the Scenario Tips section for advice.

  • The deck is quite cheap when it comes to actions, as about half of the playable cards are Fast, which makes it quite adaptable.


"With a sickening smack, he struck the abomination over and over... until at last, it stopped moving."

Vicious Blows (Core Set #25)

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Upgrade Guide

  • -1x .45 Automatic +1x Shotgun •••• : More firepower is always good. Save it for targets with High health and Fight values, preferably a boss. Works wonders with Prepared for the Worst and Extra Ammunition.

  • -2x Flashlight +2x Magnifying Glass : Provides a smaller bonus while investigating locations, but is two resources cheaper, Fast, has unlimited uses and puts less stress on the Hand Slot.

  • -1x Beat Cop +1x Moment of Respite ••• : Since the Beat Cop was mostly used for the Sanity boost, Moment of Respite can easily replace it because it's cheaper in resources, does not take up an Ally Slot, effectively grants 3 Sanity instead of 2, draws 1 card, and has 2 of the ever so useful pips.

  • -1x Beat Cop +1x Brother Xavier : Costs one extra resource for a very efficient way to soak up Damage and Horror from any investigator in his location, with an ability that can be triggered strategically. Also substitutes a +1 increase for a +1 increase. Becomes even better if your co-op partner is playing Flare!

  • -1x "If it bleeds..." +1x Elder Sign Amulet ••• : Great Horror shield, and takes advantage of the Accessory Slot. Provides more Sanity and is less situational than the "If it bleeds..." Event.

  • -1x "If it bleeds..." +1x Deduction •• : A no brainer upgrade, as both cards have the same amount of icons, but the effect of the Deduction Skill is just superior.

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  • -2x Dodge +2x "I've had worse…" •••• : A direct upgrade from a Fast attack canceling effect that costs you resources, to a Fast attack cancelling effect that gives you resources. Really costly in XP, but this new resource generator are a godsend to Roland. You do lose the ability to use it on your co-op partner, but you can easily get around that.

  • -2x Emergency Cache +2x Stand Together ••• : A massive improvement over the Neutral Event, since it also offers card draw and is also beneficial to your co-op partner, but costly in XP so should not be a priority.

  • -1x Shortcut +1x Pathfinder : Amazing Talent Asset that might seem costly at first, but will end up paying for itself throughout the Scenario, as it effectively provides one additional fourth action per turn in almost all cases.

  • -1x Deduction +1x Deduction •• : A clear upgrade, one more test icon, and one more discovered clue while investigating a location.

  • -1x Guts +1x Moment of Respite ••• : Fills the same role as Guts with the added flexibility of restoring 3 Sanity.

  • -1x Unexpected Courage +1x Extra Ammunition : More weapon charges, should be saved for either the Shotgun or Roland's .38 Special Weapon Assets.

  • +1x Charisma ••• : With four Ally Assets competing for the one Ally Slot available, this Permanent Asset will allow you to equip TWO Ally Assets simultaneously, greatly relieving the pressure. Best of all, it doesn't count towards your deck size, and your start a Scenario with it already in play! Awesome!

  • +1x Keen Eye ••• : The Guardian 's Permanent Asset will allow you to get a +1 bonus to your and / or values for every 2 resources you spend, until the end of the current phase. The bonus provided will most likely for more than one test (which is good), but the 2 resource cost is steep, especially for Roland (which is bad), and the stats it improves are already the ones that can be improved easily from other sources. All in all, an OK card which might surprise you from time to time, and since it does not need to be drawn, payed for or played, it's better to have it in the deck with the options it brings than not.


"You can never be too prepared."

Emergency Cache (Core Set #88)

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Scenario Tips

While this section obviously contains gameplay spoilers, I've written it in a way so there are no story spoilers, which includes not saying much about victory conditions.

That said, I do recommend trying each Scenario at least once before consulting this section, so you don't ruin the surprises!


Extracurricular Activity

In this Scenario, the Encounter deck is heavily focused on making you discard as many cards as possible from your deck, which is a big problem since you can't win if all your powerful cards are thrown in the discard pile before you can even use them.

The Scenario is also quite combat focused, and features powerful enemies with high Health and Fight values, as well as a very tough end Boss. Not only that, you'll be tasked to discover a significant amount of clues from locations with high Shroud values and / or tricky Forced effects, in order to progress.

Therefore, I suggest equipping a weapon as fast as possible before they get discarded, preferably a Machete so it won't run out of charges, and ideally also equipping a Flashlight, or have a hand of cards that help you discover clues.

Suggested Mulligan Machete, Roland's .38 Special, Flashlight, Art Student, Working a Hunch or Deduction.

Don't be afraid to draw if your hand is less than desirable, you need to draw your cards before they get discarded.

If played first You'll have 10 Doom Tokens worth of time to roam around the locations before the end Boss manifests, but you won't have access to a special item that will help you defeat it.

If played second You'll only have 7 Doom Tokens worth of time, but you will have access to the special item. You'll need to investigate a location with a Shroud of 5 to pick it up, so keep your Flashlight / Deduction / Perception cards ready.

First turns Equip your Assets (priority on the weapon) and head to locations with high Shroud values to either discover clues by defeating enemies, or with cards that help you investigating, leaving locations with low Shroud values to your partner.


The House Always Wins

This Scenario features a departure from the established gameplay norms, as it is much more focused on interacting with locations rather than combat, even though it will be unavoidable at some point.

You'll be moving from location to location and discovering clues according to every location's special ability, while also avoiding arousing suspicion from the enemies which start off Aloof, ie will not automatically engage to you.

Therefore, interact with the different locations as fast as possible to discover the clues, while also avoiding to provoke the enemies following you around but not engaging, because it is possible to make them aggressive if you're not careful and make the Agenda deck advance faster than it should.

Suggested Mulligan Any weapon, Flashlight, Any Ally Asset, Shortcut, Emergency Cache.

Save up your resources as you'll be needing them, and do not equip your Ally Asset, you'll be needing it for a different purpose.

There will be an Aloof enemy following you through the first phase of the Scenario, so plan your movements carefully in order to avoid engaging him.

If played first You'll have 7 Doom Tokens worth of time to roam around the locations before things start to get serious as long as you don't provoke the Aloof enemies, otherwise you'll cut it down to 3 and you'll be fighting more enemies than you should.

If played second You'll only have 4 Doom Tokens worth of time so make every action counts, and it's even more important to not provoke the Aloof enemies.

First turns Don't equip more than 4 resources worth of Assets as you will need your resources throughout the first phase of the Scenario to advance, and head towards the locations to discover each one's special ability.


The Miskatonic Museum

This Scenario is also a bit different from the others, as instead of having multiple enemies in the Encounter deck, it only features one single enemy which will keep coming back after you defeat it, a little bit stronger each time. The main emphasis is still clue gathering however, and the Scenario features multiple locations with high Shroud values and tough effects to slow you down.

There are two different ways to move from the first location to the second, and taking one or the other will also slightly change your gameplay experience throughout the Scenario. The first one will have you gather clues from a location with a high Shroud value, and the second will have you succeed one VERY tough test. You should therefore keep in mind which way you want to go when you are mulliganing your starting hand.

You are going to want to finish the Scenario as quickly as possible, as the one enemy that keeps coming back will get bigger and bigger until you will no longer be able to deal with it. It starts out small enough, so starting out with a weapon is still recommended.

Suggested Mulligan Machete, Flashlight, Art Student, Working a Hunch, Vicious Blow.

The locations you will need to investigate are tough, so any card that will help you discover clues easily are extra valuable here.

You will get extra XP if you choose to continue investigating locations even after having what you need to end the Scenario, so keep that in mind.

First turns Decide what way you are going to take in order to enter the Museum. In my experience, it's easier to go for the clues, so equip your Flashlight and get investigating. Also equip your weapon, which will hopefully be a Machete since you will never engage more than one enemy in the Scenario.


The Essex County Express

The most important thing to know when playing this Scenario is that you will be only able to move to the next location, AFTER discovering all the clues from your current locations. What you are going to focus on, is moving from location to location as quickly as possible, so discovering clues as fast as possible. You are going to be on a death-clock through the whole Scenario, as every time the Agenda deck advances, the leftmost locations are going to get removed from play. You obviously don't want to be there when it happens.

What is more, every location you will move to has a nasty Forced effect, and Doom will stack up quickly if you are unlucky with the Encounter deck. Also, Revelation effects and enemies from the Encounter deck are mostly based on trying to stop you from moving as much as possible, so GET MOVING.

You might also draw Helpless Passengers from the Encounter deck which can be annoying, but if you equip your allies on the side, you will end the Scenario before they become a problem.

Suggested Mulligan Any weapon, Shortcut, Art Student, Flashlight, Deduction.

Cards that help with mobility are very useful in this Scenario (Shortcut / Pathfinder if you already have upgraded into it).

Some Events from the Encounter deck will target your played Assets first, making the Helpless Passenger always vulnerable. Equipping your allies will make them able to tank the damage, preventing the Helpless Passenger from leaving play, and preventing you from stacking up Horror.

First turns Start by equipping a Flashlight, any weapon and start investigating immediately so you can move to the next location and deal with the Forced effect as fast as possible. Starting from here, try to move at least once every 2 rounds.


Blood on the Altar

In this Scenario, the focus is back on investigating locations, so get your Flashlights ready. What is unique to the Scenario however, is that your Ally Assets in play are at risk of getting removed and /or neutralised from both the Agenda deck and the Encounter deck, so mind when you equip them.

There will be a significant amount of randomness while setting up the Scenario, so the Shroud values and Forced / Revelation effects on locations will vary greatly per play-through. Also, every time you clear a location of clues, you will have to resolve a random Encounter, adding to the unpredictability of the Scenario.

I suggest keeping your most powerful clue gathering cards for the very end of the Scenario, so while you are getting there, do not by wasteful when discovering clues.

Suggested Mulligan Any weapon, Flashlight, Art Student, Guts, Inquiring Mind.

Cards that help with mobility are very useful in this Scenario (Shortcut / Pathfinder if you already have upgraded into it).

As mentioned before, your Ally Assets in play are constantly at risk, but I do not recommend never playing them. Instead, I recommend playing them when needed, but assigning Horror / Damage to them as quickly as possible. You do NOT want them removed by the Encounter deck.

In this Scenario, a specific enemy will allow you to discover a clue from any location when you defeat it. If possible, avoid defeating them early, and instead try to save them for the very end when they will be REALLY needed.

First turns Start by equipping a weapon and a Flashlight, and then take a GOOD look at how locations connect, because there could be dead ends depending on which ones are in play. Then, plan the most efficient routes, and then start moving / investigating.


Undimensioned and Unseen

Coming soon!


Where Doom Awaits

Coming soon!


"You know this town like the back of your hand."

Shortcut (The Dunwich Legacy #22)

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Solo Experience

It is perfectly possible to play this deck solo with great performance.

Roland Banks can defeat enemies and discover clues like a champ, and he has tools available to deal with his low Sanity. However, the reasons why this deck fares better with two players, are tests and Cover Up

Even with the some of the best tools available to Roland Banks included in the deck against tests (Inquiring Mind, Leadership, Unexpected Courage and Guts), sometimes you will just not draw them

  • A co-op partner would be able to commit cards to your tests, giving you better chances to pass them. they could also be the ones drawing those nasty Encounters cards that test instead of you, either by luck or by using cards like Scrying to manipulate the draw, or even Ward of Protection to counter them.

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The same principle applies with Cover Up, some Scenarios you might not see it at all or draw it from the very beginning, but other times you might get REALLY unlucky and draw it at the very end of the Scenario, which is almost impossible to counter

  • Having a co-op partner to help you deal with the weakness whenever it pops up, will significantly lower the chances of you stacking up Mental Trauma caused by bad luck when drawing across the Scenarios.

In short, while being a great deck even when played solo, it is more consistent with a partner to have your back when it comes to mitigating your weaknesses ( tests and Cover Up) and unpredictable bad drawing luck that comes with deck building card games.

When playing solo, it becomes more essential to know what a Scenario brings so you can adapt to it, keep that in mind! Check out the *Scenario Tips section for more.

With each new Mythos pack, we are seeing new Guardian cards which benefit both investigators, such as "If it bleeds...", Stand Together and Leadership. While they are great even when used in solo, they really shine and gain insane amounts of value when triggered on both you and your co-op partner.

See the next section for which cards to switch in and out in order to make the deck better in solo.


"Stay back! I'll handle this."

Guts (Core Set #89)

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Card Alternatives

Depending on the Scenario, your co-op partner(s), your own preference, or even your wish to go at it alone, it is possible to shift the deck's focus by switching a few cards while still keeping the same feel.

If you wish to go more towards investigating locations rather than defeating enemies:

If you wish to go at it solo:

Situational "tech" cards that might be worth including in between Scenarios:

  • Dynamite Blast In case a Scenario features enemies bunching up on a location.
  • Emergency Aid In case healing is mandatory or if you need to keep important allies alive.

(Some of those cards are from The Miskatonic Museum Mythos Pack)


"At last, I've found it!"

Perception (Core Set #90)

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Card Exclusions

  • No Hyperawareness and / or Physical Training They have both shown themselves to be too slow and too costly in resources and actions to be worth it, seeing as the deck already includes other costly Assets.

  • No Dynamite Blast Too slow, too expensive and too situational to be worth generally, but could be good in particular cases, so including in between Scenarios can be considered.

  • No First Aid Too slow, equipping Ally Assets is much more cost and time effective, as their health and sanity values effectively add up to Roland Banks's, all for ONE action.

  • No Emergency Aid Same reasons as First Aid, but the fact that you can heal 2 Damage for one action and use it on your equipped Ally Assets, makes it so that it could situationally be good, and therefore "tech'ed in" between Scenarios.

  • No Bandolier So far I've never had any problems with the Hand Slots, as most of the Hand Assets run out of charges and are OK to replace. It might look more useful after upgrading into a Shotgun, but how many copies should be included? If one, then we have a consistency problem, if two, then that's two cards which are being cut out for something that is, in my opinion, not crucial.


"Die, you beast!"

Overpower (Core Set #91)

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Missing Expansions

Missing The Dunwich Legacy


Missing The Essex County Express


Missing Blood on the Altar


Missing Undimensioned and Unseen


Missing Where Doom Awaits


"It’s a small comfort, but you’ll take it."

"If it bleeds..." (Undimensioned and Unseen #225)

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Version History

v1.0 - Core Box

gdZg4Ca.png

v2.0


v3.0 - The Dunwich Legacy

v4.0

v5.0

v6.0


v7.0 - The Miskatonic Museum


v8.0 - The Essex County Express


v9.0 - Blood on the Altar


v10.0 - Undimensioned and Unseen


v11.0 - Where Doom Awaits


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2 comments

Jun 15, 2017 Myriad · 1202

Having played a few games with Bandoleer now, I can say that it takes a tuned deck with experience to even really justify the slots which is a huge penalty against the card.

Guardians really only have a case for it right now if they are packing shotgun and Extra Ammunition as it provides a place to have an empty or readied shotgun while you are either using the flashlight or using your machete.

The only other real benefit it offers is it lets you choose the best weapon for the best situation, rather than having to rely on a suboptimal weapon. In the Core Set this is a total nonstarter, but there are about three enemies in the Dunwhich Campaign that actually care about what kinds of weapons you use against them, and a few can be headaches.

This all comes at a steep cost right now though, which is actions. Bandoleer will be a better option after the next big box. Unfortunately, lightning gun won't do very much to increase it's value as it is the same problem as the shotgun right now.

Do you plan on trying to swap shotgun out for lightning gun in a future playthrough?

Jun 15, 2017 DadouXIII · 10751

@Myriad

I completely agree with you about Bandolier. I think that it's a waste of a card slot, a waste of resources, and a waste of an action. I only equip the Shotgun for very specific reasons, and at that point, anything else I have already equipped in the Hand Slots do not matter anymore.

Yes I do intend to swap out the Shotgun for the Lightning Gun in the Upgrade Guide, as I feel it is more consistent (although I will know this for sure after some playtesting), and the one extra ammo it comes with.