Trish Scarborough (Danger Grrl)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Trish Scarborough - Danger Girl 3 0 0 2.0
Inspiration for
None yet

kodamojo · 218

Danger Grrl is an updated version of my Trish Scarborough - Danger Girl deck.It was built as the first deck in my, "KoDaMoJo Investigates (which each investigator)" challange. Notably, several of the staple cards have been removed in favor of maximizing the tricks. and tactics. for Chuck synergy. This is the deck after Versatile is purchased—either from including In the Thick of It in the starter or after the first scenario; in the latter case, hold back a copy of Breaking and Entering, Eavesdrop, Scout Ahead, Sneak Attack, and of course Winging It.

Priority Upgrades (10xp) → ⇉

  1. [Versatile] (2)
  2. Charisma (3)
  3. Chuck Fergus (2)
  4. Easy Mark (1) (myriad)

Your upgrade path for Easy Mark (1) depends on which ally you replace with for Chuck Fergus (3).

versus:

Optional Upgrades

Sidegrades

Opening Hand

In order of priority:

  1. Crystallizer of Dreams is all that truly matters. Failing that, you want card draw in the form of 1) No Stone Unturned (especially if you have its upgrade), 2) Easy Mark (since you can always use early money), or 3) Pickpocketing (and hope to hit the ground running). The previous deck had backpack and its upgrade, but eliminating it didn't much change the frequency of Crystallizer in the opening or early hands and saved actions, resources, and xp.
  2. Chuck Fergus is the next most important piece. He makes nearly half your deck fast, mostly free, or easier skilling.
  3. Tennessee Sour Mash and Pickpocketing are pretty good gets.

What Was Dropped?

Nearly all the insight. cards were dropped in favor of tactics. and tricks. Here's a few highlighted, and why you might want them back in the deck (good luck figuring out what to drop):

  • Working a Hunch is a fast, testless clue, which for Trish's means 2 clues or a free, testless evade. Drop Persuasion, especially if Counterespionage or Forewarned isn't your thing.
  • Deduction was just overkill. You don't need it in solo and partners, and personally I like leaving a single clue behind in trios unless it's a Victory location.
  • Cryptographic Cipher was fine but all else being equal, more cumbersome than Lockpicks. Honestly, you can swap these unless you're playing on the more difficult levels (then keep the lockpicks).

Strategy

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