roland banks carcosa (king in yellow) nick campaign

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Sleuth Enforcer [Co-op & Solo] - "Curtains" Update 275 229 16 5.0
Inspiration for
None yet

Brodiggity · 3

only public so I can see while not logged in

copied from https://arkhamdb.com/decklist/view/5310/sleuth-enforcer-co-op-solo-curtains-update-5.0

following from upgrade plan

mission one:

  • two (2)!! mental trauma
  • +4 exp

Deck changes

  • -2 Flashlight
  • +Elder Sign Amulet
  • +in the know
  • 0 exp

    mission 2:

  • +5 exp

deck changes

  • -logical reasoning
  • -2 deduction
  • +Pathfinder
  • +Magnifying glass
  • +Extra Ammunition
  • 1 exp left

mission 3:

  • +0 exp

no deck changes

  • 1 exp left

    mission 4:

  • +5 exp

no deck changes yet

  • 6 exp left

upgrade plan copied simpler from above:

pri 1 removes:

number| Card Name|removed?
2[Flashlight](/card/01087)yes
1[Logical Reasoning](/card/03191)yes
1 [Deduction](/card/01039)yes

pri 1 adds

number| Card Name|added?
1 [In the know](/card/03027)yes
1[Magnifying Glass](/card/01040)yes
1 [Elder Sign Amulet](/card/01095)yes
1 [Pathfinder](/card/02108)yes

pri 2 removes:

number| Card Name|removed?
1 [Deduction](/card/01039)yes
1 [.45 Automatic](/card/01016)no
2[Vicious Blow](/card/01025)no (should upgrade to [Vicious Blow](/card/02299)(2xp)

pri 2 adds

number|| Card Name|xp|added?|
1[Extra Ammunition](/card/01026)1yes
1[Lightning Gun](/card/02301)5no
2 [Vicious Blow](/card/02299)2no
1[Stick to the Plan](/card/03264)3no
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