The Finn Edwards Job (solo, RttNotZ scenario 1)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
The Finn Edwards Job (solo, Return to Dunwich 0 0 0 1.0
The Finn Edwards Job TTS Return to Dunwich 0 0 0 2.0
The Finn Edwards Job Return to dunwich 0 0 0 3.0

trebge68 · 27

This is a deck I constructed after listening to the Drawn To The Flame episode where they talked about how Rogue is the 'go-to' investigator class for solo play. I have always been fascinated by Finn and when TFA came out, I tried to play a solo campaign with him and failed miserably. But I decided to once again build a deck around him and try the 'Return to the Night of The Zealot' campaign.

I made it through the first scenario, although it felt like it was by the skin of my teeth. Clue-gathering and evading wasn't the problem, but I did pull a Frozen in Fear which limited the number of actions I could take at any turn. Besides that, most times I evaded the enemies but (SPOILER) in Agenda 3, they caused the agenda to advance by quite a lot. I had made it to Act 3, so I survived, but I couldn't help feeling I could've done a better job at this. Or maybe it was just bad luck that I didn't see any copy of Logical Reasoning until it was too late.

On to the deck, I decided to go for some of the 'succeed-by-2-or-more' shenanigans and trying take advantage of the various effects it has.

Good cards:

  • Flashlight: with Finn's High intellect and -2 bonus, there are few problems with investigating locations.
  • Lucky Cigarette Case : a good source of card draw, esp. on evade or investigate tests.

Cards that didn't see much use:

  • Dr. William T. Maleson: I put this one in the deck to have some control over the encounter deck, since Finn's low willpower can be huge liabililty. However, I found myself taking some of the worse treacheries 'on the chin' instead of using his ability. Losing a clue means taking another action to take it back and speed is the name of the game when playing solo. The cost to health/sanity ratio is what makes him a good soak.
  • Daring Maneuver : I thought it was a nice include, but I found myself never using it.
  • Slip Away : only used it once at the end of the scenario. I think this is niche card and being good in the specific niche (TFA comes to mind). Maybe go for one copy instead of two?
  • Switchblade : it's in the deck so I could upgrade it to the better version of it. Not having a bonus to my attack value limits the use of it's 0-xp version somewhat. There is a combo with 'Daring Maneuver'.
  • Narrow Escape: I had it in my hand for situations that I really needed to play a correct and cancel an AoO. However, when engaged with an enemy, I usually evaded it and when about the rest of my actions.

Possible cards to swap:

Closing thoughts: I might try this deck again with some alterations. Finn is still an intriguing investigator, though I feel like he's better in a group of investigators where I can play "You handle this one!" to pass off the more crippling treacheries. He's good at finding clues and has some nice tricks in his evasion. Succeeding by at least 2 while investigating or evading (and maybe even fighting) shoud be very doable.

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