Daredevil Skids - 3p+ Combo Clue Finder

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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Cityface · 7

This is my one of my favourite decks that I've played. It's flashy, a little silly and it gets clues.

The combo

The core combo of the deck is Fortuitous Discovery+Daredevil. Under optimal circumstances, this is an investigation at 7 Intellect for 3 clues at the cost of 0 resources and 1 horror. That is a pretty good deal!

The trick that makes this combo is that level 0 Daredevil has a very particular effect if you don't run any other skills. The first Daredevil will always find the second Daredevil, discarding a bunch of cards from your deck and then the second Daredevil will discard the rest of your deck. Normally, the first time you commit a Daredevil in the game, you will discard two weaknesses and they will be shuffled into the now empty deck to form a deck of two cards, but once you've drawn Hospital Debts, it stays in your threat area for the rest of the game and the next time you commit a Daredevil, your remaining weakness will not be shuffled into the empty deck on account of the FAQ that states a card effect can't cause you to shuffle a single card into an empty deck.

As a result, if you have a single copy each of Fortuitous Discovery and Daredevil in hand, you can play the Fortuitous Discovery, paying 0 because there are no other copies in your discard pile, then commit the Daredevil to get the 2 other copies of Fortuitous Discovery into your discard pile. This gets you +4 in total (+2 from FD, +2 from the two Daredevils) and lets you find 3 clues. As a bonus, this also puts 3 copies of A Glimmer of Hope in your discard, so you can spend an action to grab 3 wild icons.

Repeating the combo

Practice Makes Perfect helps you find Daredevil and even gives you a second use. Scrounge for Supplies lets you grab either Fortuitous Discovery or Daredevil back from the discard (most commonly you want to grab FD because between Practice Makes Perfect and Daredevil, you have an easier time finding Daredevil normally). If you've set it up properly, you can also do something like FD+Daredevil, Scrounge, move, FD (using Skids' ability to get a fourth action) for a 6 clue turn.

Other cards

Gregory Gry provides resources (=actions) and some much-needed horror soak. Otherwise, we really don't need many assets and since we can't play any skills, this naturally leads to play an event-heavy deck. Hence, Double, Double. We have a small deck and we're happy to draw cards, so it's not too hard to find. It also synergises very nicely with both Scrounge for Supplies and Practice Makes Perfect. You can double Fortuitous Discovery to get up to 6 clues off your location. Combined with Easy Mark, by the mid-game you will often have resources to spare, which you can turn into actions. Between A Glimmer of Hope and Lucky! you're often in a good position to pass a random test that you might need to progress.

Caveats

If there aren't routinely 3+ clues on locations, you lose a lot of efficiency, so I wouldn't recommend this in lower player counts. It's common to draw your weaknesses within the first few rounds, so this might be less fun if you have something nasty like Overzealous. For campaign play, any campaign (like Carcosa) that hands out weaknesses can easily break the combo since shuffling in two weaknesses every time is a pretty steep cost. Skids' sanity can also be a risk, so sometimes you might have to save your Lucky!s to avoid taking too much horror from the encounter deck.

Experience and deck progression

At level 0 you can either play something useful for the first scenario or just play cards that replace themselves like Manual Dexterity. Lone Wolf is a consideration in 3p, depending on campaign. For upgrades, after Double, Double and Easy Mark, I would start getting upgraded Lucky!s, working your way towards 2 level 2 and 2 level 3 Lucky!s, because this lets you progress the game while drawing a card and if you fail by enough, you can even draw 2 cards with Double, Double.

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