Card draw simulator
Derived from | ||||
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Leo’s RttCU Run #2 (At Death's Doorstep) | 2 | 1 | 0 | 1.0 |
Inspiration for | ||||
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Leo’s RttCU Run #4 (The Wages of Sin) | 1 | 0 | 0 | 1.0 |
Magnificate · 1203
Truth be told, while playing solo I tend to write off this scenario. It’s difficult, but in contrast to some latter ones, it’s impossible to resign from. The difficulty of this scenario is twofold. First, it’s easy to get caught up fighting high-health enemies. Second, there’s a lot investigation actions required and those in Keziah’s Room cannot be bypassed with clue-gathering events. Keen Eye should be useful in tackling both those problems, so I’m getting it instead of the second Charisma. I’m also upgrading both Mausers to up my damage output a bit. Ideally I’d also have On the Hunt 3 to snipe Brown Jenkin for an early clue, but it’s outside my XP budget for this scenario.
Pre-Mulligan Hand: Intel Report, Sled Dog, Take the Initiative, Mauser C96, Sled Dog
Opening Hand: 3× Sled Dog, Mitch Brown, Easy Mark
Agenda & Act: THE HERMIT • IX & Investigating the Witch House
Leo begins the scenario with 2 Physical Trauma.
#1
- PLAY Sled Dog
- MOVE to Decrepit Door (Frank Elwood's Room)
- DRAW Daring
- PLAY Emergency Cache
- Upkeep: draw Reckless, 7 resources total.
#2
- Mythos: 1/4 doom, Trespasser! (-4, 1 damage to Sled Dog, 1 damage)
- PLAY Sled Dog
- Keen Eye
- INVESTIGATE (commit Easy Mark, -1, 1 clue)
- MOVE with two Sled Dogs (to Moldy Halls, to Decrepit Door, Joe Mazurewicz's Room)
- INVESTIGATE (commit Reckless, , return Reckless, × Joe Mazurewicz's Room, 1 horror to Sled Dog)
- × Reckless
- Upkeep: draw Easy Mark, 1 resource total.
#3
- Mythos: 2/4 doom, Unstable Energies
- PLAY Easy Mark (Bought in Blood, discard Sled Dog & Mitch Brown)
- Joe Mazurewicz's Room (Flashlight)
- PLAY Flashlight
- × Reckless
- Upkeep: draw Mauser C96, 1 resources total.
That’s both of Leo’s weaknesses in the first three rounds. In other scenarios I’d be reasonably sure I won’t see them again, but The Secret Name has Brown Jenkin. In any case, the weaknesses have been disruptive. I’ve lost the third Sled Dog, which will make dealing with three-health enemies harder, and I was forced to dump resources and an Easy Mark earlier that I’d want.
Board State Reminder: 5 health, 6 sanity, 1 resource, 1 clue, 33 cards in the encounter deck
In Play: Sled Dog, Sled Dog (1 damage & 1 horror), Flashlight (3 supplies)
In Hand: Daring, Reckless, Mauser C96
#4
- Mythos: 3/4 doom, Trespasser! (, 1 damage to Sled Dog, 1 damage)
- INVESTIGATE with Flashlight (2 supplies left, commit Reckless, +1, 1 clue)
- MOVE with two Sled Dogs (× Joe Mazurewicz's Room, 1 horror, to Moldy Halls, to Walter Gilman's Room)
- Walter Gilman's Room (draw Venturer, Scene of the Crime & Flashlight, 1 horror)
- Upkeep: draw Venturer, 2 resources total, discard Unstable Energies.
#5
- Mythos: 4/4 doom, advance agenda 1a→2a (Brown Jenkin, The Familiar), Fate of All Fools
- ENGAGE
- FIGHT with two Sled Dogs (, 2 damage to Brown Jenkin)
- FIGHT (commit Daring, -1, defeat Brown Jenkin, draw Easy Mark, The Familiar, 1 clue)
- Upkeep: draw Mauser C96, 3 resources total.
#6
- Mythos: 1/6 doom, Meddlesome Familiar (Brown Jenkin, 1 damage)
- ENGAGE
- FIGHT with two Sled Dogs (-2, 2 damage to Brown Jenkin)
- FIGHT (commit Mauser C96 & Scene of the Crime, -4)
- Enemy: Brown Jenkin attacks (1 damage & 1 horror)
- × Brown Jenkin (discard all cards, draw Daring, Take the Initiative, Calling in Favors, Perception & Lone Wolf)
- Upkeep: draw Intel Report, 4 resources total.
Ahhh... That last Minus Four was unfortunate. Venturers were discarded before Leo could get extra batteries for his Flashlights. I didn’t play the guns because I’m expecting to get the Black Book, but I should’ve committed one of them. In any case, it’s round 7 and Ever Viligant is sitting under Stick to the Plan.
Board State Reminder: 2 health, 4 sanity, 4 resources, 2 clues, 29 cards in the encounter deck
In Play: Sled Dog (1 damage), Sled Dog (1 damage & 1 horror), Flashlight (2 supplies)
In Hand: Intel Report, Take the Initiative, Scene of the Crime, Venturer, Easy Mark, Sled Dog, Perception
Threat: Fate of All Fools
#7
- Mythos: 2/6 doom, Maligned
- FIGHT (commit Daring, -2, defeat Brown Jenkin, draw Calling in Favors, The Familiar, 1 clue)
- advance act 1a→2a (take The Black Book, Beyond the Witch House)
- Maligned (, -1, discard Maligned)
- PLAY Lone Wolf
- Upkeep: draw Perception, 4 resources total.
#8
- Mythos: 3/6 doom, Swarm of Rats
- Lone Wolf
- FIGHT with two Sled Dogs (, 2 damage to Swarm of Rats)
- FIGHT (, draw Sled Dog, defeat Swarm of Rats)
- INVESTIGATE with Flashlight (1 supply left, , Keziah's Room, move to City of Elder Things)
- Upkeep: draw Lone Wolf, 6 resources total.
#9
- Mythos: 4/6 doom, From the Other Side (0)
- Lone Wolf
- PLAY Sled Dog
- PLAY Intel Report ( 2 clues)
- MOVE to Keziah's Room
- INVESTIGATE (commit Perception, -1, draw Take the Initiative, Keziah's Room, move to The 9th Ward)
- Upkeep: draw Scene of the Crime, 2 resources total.
Progress is slow, but nothing catastrophic is happening. I wasn’t confident enough to City of Elder Things, but perhaps I should had given that Leo’s sanity is already lower than his health. Then again, I know that Nahab deals two horror and I might need to be able to tank her at the end of the scenario. On the positive side, that Scene of the Crime came at the exact right moment.
Board State Reminder: 2 health, 4 sanity, 2 resources, 2 clues, 28 cards in the encounter deck
In Play: Sled Dog, Sled Dog (1 damage), Sled Dog (1 damage & 1 horror), Flashlight (1 supply), The Black Book, Lone Wolf
In Hand: 2× Take the Initiative, 2× Calling in Favors, Perception, Lone Wolf, Scene of the Crime
Threat: Fate of All Fools
#10
- Mythos: 5/6 doom, Disquieting Dreams (-1, fail)
- Lone Wolf
- PLAY Scene of the Crime (1 clue)
- MOVE to Keziah's Room
- INVESTIGATE (commit Perception, 0, draw Intel Report, Keziah's Room, move to The Price Manor)
- × Disquieting Dreams
- Upkeep: 1 horror to Sled Dog, draw Daring, 2 resources total.
#11
- Mythos: 6/6 doom, advance agenda 2a→3a (Nahab & Brown Jenkin at Keziah's Room), Unhallowed Land (commit both Take the Initiatives, both Calling in Favors & Lone Wolf, 0)
- Lone Wolf
- MOVE to Keziah's Room
- FIGHT with three Sled Dogs (0, 3 damage to Nahab)
- FIGHT (commit Daring, -3, defeat Nahab, The Witch Light, 1 clue)
- × Disquieting Dreams
- × Bob Jenkins (discard all cards, draw Bought in Blood, discard Sled Dog)
- Upkeep: draw Emergency Cache, 4 resources total.
#12
- Mythos: 1/8 doom, Trespasser! (0)
- Lone Wolf
- INVESTIGATE with Flashlight (no supplies left, -2, Keziah's Room, move to Witch House Ruins)
- PLAY Prepared for the Worst (draw Mauser C96)
- PLAY Mauser C96 (discard Flashlight)
- × Disquieting Dreams
- Enemy: Bob Jenkins hunts to Witch House Ruins
- × Bob Jenkins (discard all cards, draw Sled Dog)
- Upkeep: draw Mauser C96, 2 resources total.
Round 11 was the definition of over-committing. Still, these cards would’ve been discarded either way and I'm not too keen on missing the last Sled Dog in the deck. It got discarded with Bought in Blood later anyways. Weirdly enough, I'm in the position to attempt to advance the Act after nabbing Jenkin. Normally, I’d try to stock up on clues before entering the Site of the Sacrifice, but in this situation… I might be able to defeat Nahab enough times to get the clues directly from the final location.
Board State Reminder: 2 health, 4 sanity, 2 resources, 4 clues, 24 cards in the encounter deck
In Play: Sled Dog, Sled Dog (1 damage & 1 horror), Mauser C96 (5 ammo), The Black Book, Lone Wolf
In Hand: Sled Dog. Mauser C96
Threat: Fate of All Fools, Disquieting Dreams
#13
- Mythos: 2/8 doom, Vice and Villainy (attach to Lone Wolf)
- Lone Wolf
- PLAY Sled Dog
- ENGAGE
- FIGHT with three Sled Dogs (-1, 3 damage to Brown Jenkin)
- FIGHT with Mauser C96 (4 ammo left, +1, ready Mauser C96, 1 resource, defeat Brown Jenkin, The Witch Light, 1 clue)
- × Disquieting Dreams
- Upkeep: draw Mitch Brown, 3 resources total.
#14
- Mythos: 3/8 doom, Fate of All Fools, Strange Geometry
- Lone Wolf
- PLAY Mitch Brown
- DRAW Intel Report
- RESOURCE
- RESOURCE
- × Disquieting Dreams
- × Strange Geometry (move to The Price Manor, 1 damage & 1 horror to Mitch Brown)
- Upkeep: draw Scene of the Crime, 5 resources total.
#15
- Mythos: 4/8 doom, Swarm of Rats
- Lone Wolf
- FIGHT with Mauser C96 (3 ammo left, , ready Mauser C96, 2 damage to Swarm of Rats)
- FIGHT with Mauser C96 (2 ammo left, -3, 1 resource, 2 damage to Swarm of Rats)
- MOVE with two Sled Dogs (to Keziah's Room, to Witch House Ruins)
- × Disquieting Dreams
- Upkeep: draw Venturer, 8 resources total.
As I’ve expected, Leo is being delayed, but still holding his head above water. He hasn’t taken damage or horror for quite some time, so that’s good. BTW, I’ve reread Fate of All Fools and I’ve realized how it actually works. That’s brilliant design for multiplayer.
Board State Reminder: 2 health, 4 sanity, 8 resources, 5 clues, 16 cards in the encounter deck
In Play: 2× Sled Dog, Sled Dog (1 damage & 1 horror), Mauser C96 (2 ammo), The Black Book, Lone Wolf (with Vice and Villainy)
In Hand: Mauser C96, Intel Report, Scene of the Crime, Venturer
Threat: Fate of All Fools, Disquieting Dreams
#16
- Mythos: 5/8 doom, Ghostly Presence (Nahab)
- Lone Wolf
- PLAY Venturer
- Venturer (2 supplies left, ammo to Mauser C96)
- advance act 2a→3a (Nahab & Brown Jenkin at Site of the Sacrifice, Stopping the Ritual)
- MOVE to Site of the Sacrifice
- PLAY Intel Report (Nahab attacks, defeat Venturer, 2 clues)
- Site of the Sacrifice (1 doom total on Nahab)
- × Disquieting Dreams
- × Nahab (2 doom total on Nahab)
- Enemy: Nahab attacks (defeat Mitch Brown, 1 horror)
- × Brown Jenkin (discard all cards, draw Reckless & Flashlight)
- Upkeep: draw Scene of the Crime, 3 resources total.
#17
- Mythos: 6/8 doom, Meddlesome Familiar (Swarm of Rats, 1 damage to Sled Dog)
- Lone Wolf
- PLAY Scene of the Crime (2 clues)
- Site of the Sacrifice (1 doom total on Nahab)
- Site of the Sacrifice (0 doom total on Nahab)
- R2.
Wooo! Victory! A surprise to be sure, but a welcome one. It’s not just that last well-time Scene of the Crime. I think it’s mostly about avoiding being bogged down earlier. We’ve seen just three Swarm of Rats and the last one didn’t even matter. We’ve never found the rat-spawning room and later in the scenario we’ve steered clear of Unknown Places. Leo’s XP haul from this scenario is low, but that doesn’t matter. In fact, aside from two or three cards, I’m already having problems deciding on the upgrades for this deck. Until next time!
Campaign Log:
Disappearance at the Twilight Estate: Gavriella disappeared into the mist. 3 pieces of evidence were left behind.
The Witching Hour: Leo has rejected his fate. The witches’ spell was broken. 8 XP, Mementos: Mesmerizing Flute & Ritual Components.
At Death’s Doorstep: Leo is on Gavriella’s trail. Leo escaped the spectral realm. Leo rescued Josef. Leo is a member of the Lodge. Leo is deceiving the Lodge. 7 XP.
The Secret Name: Leo told the Lodge about the coven. 4 XP, Mementos: Gilman’s Journal, Keziah’s Formulae & Worn Crucifix.