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|Broke-ass Pete's Spooky Adventure||184||155||33||3.0|
This is my take on "Broke Ass Pete". Check that write up for more detail behind the strategy. Venkman was my homage to Ghost Busters, for those of whom are unfortunate enough to have never seen the movie.
Basic Strategy* - The big draw to running this deck is the ability to make impactful plays on very little economy. Pete(We) never has to worry about using actions to gain resources and we dont have to use card slots to balance out the economy. We get to spend most of our time making skill checks and we don't have to worry too much about setting up. Almost all of the cards cost 1 or less and the 5 resources you get starting the scenario will help with our 3x 3 drop assets. The main reason for being poor is for Fire Axe and Dark Horse to work. Although gathering clues is the most important tool to advance the agenda and beat the game, being able to fight the horrors that emerge is just as important. Pete will not be the "fighter" of the group, but this set up will ensure that we can deal with whatever misfortunes comes our way.
Fire Axe - Takes up one hand slot, gives us an amazing bonus for having 0 resources, and gives us the ability to turn resources into fists while guaranteeing we get the plus one damage for being broke. Its the best weapon and a main motivator for running our strategy. If you need something dead, most likely when they spawn on you, you can activate Duke for +2 and +1 damage then attack again for +up to 8 and +1 damage. Its the only weapon worth running for the economy of the deck, let alone the basis for the strategy.
Magnifying Glass - +1 is great for 1 hand slot and 1 resource. Helps us pump the Duke while giving us some hope to investigate while the duke is down. The extra mag gives us an check.
Rabbit's Foot - You are going to making a lot of checks in this deck, rabbits foot offers great card draw. Once you have scavenging online you can use the extra rabbits foot in hand to increase your checks with a +1 , and usually get it back if you are investigating.
Peter Sylvestre - A good way to manage Petes awful Sanity. +1 is nothing to scoff at. The upgraded version gives better sanity management and gives us an additional +1 . Completely worth the 3 resource price tag.
Dark Horse - It costing 3 and giving us a check stopped me from running 2. Do not be mislead by this card, its not as good as Fire Axe because it relies on you being broke without giving you a way to guarantee its on. Its bonkers when its on, just not reliable enough to run 2, but if its what you want to be doing feel free to run 2.
Scavenging - There are times we want to use Petes ability to ready the Duke, Scavenging does a great job mitigating the drawback part of the ability. Recurring Leather Coat is amazing and scavenging combos well with the Rabbit's Foot skill commit.
Prepared for the Worst - Fire Axe is really important, we donjt run any other cards that modify on combat, cough Dark Horse. This helps dig it up. Since we get to spash 5 of any level 0 card I felt a seuto 3rd Fire Axe was worth the one slot. Also made room for Dark Horse.
Resourceful - Probably the easiest card to cut. If there is something that isn't necessarily needed in this deck its Resourceful. I like the utility of having more ways to recur things as well as having basically another skill commit. Lets us recur Lucky! and "Look what I found!". :) Also lets us get back Dark Horse and Scavenging if those get binned by the encounter deck.
Survival Instinct - There will be times where you need to get the hell out. Add in the fact that this one card can produce multiple actions and we have an easy include.
Other Skill Commits - For when the Duke is down, helping out other Investigators, and cantripping.
Upgrades* Do whatever feels best. I would suggest upgrading the cards below. Other than those do what you think is fun or necessary.
Peter Sylvestre - Has a bigger sanity butt. Gives us a static +1 . Just great value.
Closing thoughts - Its important to note this deck doesnt fill any particular role. Its a fun way to play the game that will test your ability to manage your turns. You have a mechanic that takes a lot of decision making to run optimally. Have fun and let me know what you think.