Skid's Gambles for Easy Marks Revamp 2.

Card draw simulator

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GospelofRob · 1

We have concluded testing against Guardians of the Abyss, Eternal Slumber. Turns out, one of the hardest scenarios continues to be one of the hardest scenarios to solo, and Skids weaknesses were in full force. However, we did constantly make it to the grand finale, where we had to take some high risk plays to save Cairo.

The standouts were off course Sure Gamble and Lockpicks. These two cards were the key components to success, however, interestingly they were not worth keeping on the mulligan. In solo, Eternal Slumber was heavily about getting the first two clues and formulating a multi turn gameplan from their. The best cards for us were therefore action economy cards (Investments, Lone Wolf, and Easy Mark) and Intel Report. I think the scenario represented the issues facing Skids. We could easily get our Tennessee Sour Mash out and protect ourselves from the Encounter deck, and Desperate Search and Say Your Prayers were our saving graces against must pass tests. We lived dangerously, and desperately desired a Hallowed Mirror, but I never made space in the deck.

Overall, the build appears to be the target Skids upgrade path. Lupara would make ending the scenario significantly easier, but having to give up Sure Gamble is too large of an ask. Truth be told, I think the scenario is pretty safely a 19 xp scenario for Skids, but experienced campaign builds should be looking to explore Egypt with 13 - 18 xp. Be clever, get enough clues to keep the abyss at 0 or 1, explore quickly, and get back in time for the finale, and you should be good to go. (Skid's extra action is key to taking out the finale).

*NOTE: Fine Clothes, Stealth, and Dynamite Blast are flex slots that should be customized to the scenario and campaign you are playing.

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