JANK: Joe Acquires New Knowledge! (Multiplayer Joe Diamond)

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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ruderep · 530

Deck Overview

This Joe deck is built to find clues efficiently, as well as taking down enemies, while helping out team-mates. Joe should team up with another investigator, particularly one who needs protecting, and keep them safe while mopping up clues and goons along the way.

This is a 19xp deck (two basic weaknesses), ideal for standalone. (See below for suggestions on a level 0 version of this deck for campaign play.)

Hunch deck contents

Here are what I would put into the hunch deck (along with Unsolved Case!) at the start of the game:

However, other insight cards in the main deck that you might want to include in the hunch deck instead are Shortcut(2) and (less optimally) Crack the Case.

Hey Joe, where you goin'?

Your priority should be getting key assets into play. The Hawk-Eye Folding Cameras and the Magnifying Glasses are tools which will keep your intellect high, although Joe's 4 should be sufficient to discover clues at most locations. Once you get Joe's Detective's Colt 1911s into play, Joe can still carry his tools. If you can manage to get both cameras in play at the same time, that should boost your stats considerably, including your fragile sanity, but 1 or even 2 upgraded magnifying glasses (fast and free) are good alternatives.

Joe wants to move, and ideally move with someone else. Safeguard(2), Pathfinder and Shortcut(2) will all help with mobility. If you are moving along with another more squishy investigator, certainly don't be afraid to play "Let me handle this!" to take the hit for them. The deck includes soak/healing in cards like Something Worth Fighting For, Delay the Inevitable (normally perhaps a niche card, but here it's free and gives you or another investigator a temporary shield) and Second Wind - all of which let you be a bit more reckless than usual! Those cards will also help Joe where he suffers most: in the Mythos Phase. His and are both low, so expect him to fail most tests on treacheries. However, he should be able to tank damage - and heal it later with Second Wind - and make getting Something Worth Fighting For on the table a priority if you are worried about taking too much horror. (You could bring e.g. Hallowed Mirror into the deck if you want.)

The hunch deck does not have any huge surprises. All the cards cost 0 with the hunch discount, and all should be fairly easy to play at any time. If you have concerns about enemy manegement, use No Stone Unturned to dig for Joe's guns or otherwise an Enchanted Blade, but both it and Preposterous Sketches can be played on your buddy who you're protecting, to let them get the cards they need.

You should be able to get clues the old-fashioned way more often than not, but Scene of the Crime and Working a Hunch in the hunch deck are there for peace of mind and/or getting an extra clue (that's also what Deduction is for). If you are buddying up with another clue-finder, then you can of course commit skills like Deduction or Perception to their tests instead.

Gain resources via Burning the Midnight Oil and Crack the Case. Expensive cards in your deck include Joe's signature guns, Grete Wagner, Enchanted Blade, Pathfinder and Something Worth Fighting For. Use Ever Vigilant to get some of those ones down for a bit cheaper. There are lots of assets in this deck, but Joe doesn't need them all to be decent at either clueing or fighting.

Grete Wagner boosts your (as well as helping you nab clues testlessly and actionlessly), which makes fighting with the Detective's Colt 1911s, Enchanted Blade or just your bare hands considerably more likely to land hits. Vicious Blow can either turn your fists into 2-damage weapons or turn a shot from your gun or slice from your blade into a way to take out 3-health enemies.

Alternative builds

Here are some suggestions for tweaking the deck:

0xp deck for campaign play, multiplayer:

Solo variant A (19xp)

Solo variant B (0xp)

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