Jenny's Money Maker

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
JB, the Champ - Dances Like a Butterfly Stings Like a Bee. 0 0 0 1.0
Jenny 2p Zealot 0 0 0 1.0
Jess's Jenny Deck 1.0 0 0 0 1.0
Jess's Jenny Deck 1.0 0 0 0 1.0
Jenny Barnes allrounder for 4 players [multi] 0 0 0 1.0
Jenny Money With Izzy 0 0 0 2.0
Jenny's Money Maker - unwen edition 0 0 0 1.0

MOTUX · 8273

This is my Jenny deck. It's fairly well balanced at covering most aspects of the game (combat, evasion, investigating, etc) and is thus suitable for both solo and multiplayer. It does use the Green Man Medallion in place of her usual Twin .45s, but the deck can easily work either way (it'll just be a hit to your XP cap); in this case, I would swap out No Stone Unturned, see below for suggestions.

Piloting Instructions

Our main method of accomplishing anything is putting Jenny's trust fund to good use and paying our way to victory via Physical Training( and ) and Streetwise ( and ). Lone Wolf, "Watch this!", Emergency Cache, and Hot Streak are to assist our extravagant life style. "Watch this!" can be a little tricky to use, but is best combo'd with one of our succeed by X or more cards; at the very least, use it to recoup some of the cost of passing a treachery, for example. Narrow Escape is also an incredible card for helping us trigger these effects as once we're engaged with an enemy it's +2 boost.

In terms of getting clues, besides paying for clues via Streetwise we have the good ol' reliable Flashlight. In solo, try to use your Sleight of Hand's to squeeze more uses out of them; in multiplayer, you may want to save your Sleights for your Weapons if your partner(s) have investigating reasonably well covered. Again, you can leverage Narrow Escape to get a +2 on an investigate in a pinch.

For combat, if we don't have to kill an enemy then just evade it with Streetwise and move on. Otherwise, whip out your Weapons and deal out the damage. Avoid playing your Weapons early to avoid the tempo hit, and leverage Sleight of Hand and Narrow Escape to react to the enemy. Besides saving your tempo, it also reduces the impact of treacheries like Corrosion.

For the Green Man Medallion, use No Stone Unturned to dig it out and plop down as many resources as you can spare. By the mid point in the campaign you should be using it mostly for it's pips; its effect becomes less meaningful with every scenario played. Certainly, once you have Lucky Dice and/or The Gold Pocket Watch your medallion should no longer be a priority.

Mulligan guide

Our ideal opening hand consists of the following:

  1. Lone Wolf
  2. Leo De Luca
  3. Flashlight
  4. Emergency Cache/Hot Streak
  5. Sleight of Hand If you have flashlight

Upgrade Guide and Sideboard

See here for a fully upgraded deck

  1. Streetwise(3) (3XP)
  2. Perception x2 Hot Streak(4) x2 (8XP)
  3. Fine Clothes x1 The Gold Pocket Watch(8) x1 (8XP)
  4. .41 Derringer x2 .41 Derringer(2) x2 (4XP)
  5. Fine Clothes x1 Switchblade(2) x1 (2XP)
  6. Adaptable(1) (1XP) see switch notes below
  7. Guts x1 Ace in the Hole(3) x1 (6XP)
  8. Guts x1 Lucky Dice(2) x1 (4XP)
  9. Emergency Cache x2 Emergency Cache(2) x2 (4XP)
  10. Leo De Luca x2 Leo De Luca(2) x2 (2XP)

Adaptable Switcheroo

  1. Machete Scavenging
  2. No Stone Unturned x2 Preposterous Sketches x2

We're swapping out Machete and No Stone Unturned as their usefulness decreases as we complete our shopping list. Preposterous Sketches provides some much needed card draw to dig into the cards we're looking for, while Scavenging is an odd ball throwaway to either redraw our discarded items (Flashlight, .41 Derringer(2), etc) or get an alternative use out of the Green Man Medallion: its pips.

The nature of the Green Man Medallion means you may be forced to shift your priorities. In particular, If you're expected to take on a larger combat role you may want to move up .41 Derringer(2) on the list; it is a fantastic weapon that can pump out a lot of action efficiency.

Note that you also may want to move up on Adaptable, and you certainly should be shifting your cards around by scenario 4 or 5. This is particularly the case if you're in need of a silver bullet (e.g. #Elusive).

Sideboard

Below are some other cards you may want to swap in, either because you don't need Fine Clothes or you want to mix things up.

Rogue/Neutral cards

  • Elusive: this card is particularly amazing in Path to Carcosa, and can often save a full turns worth of movement if used wisely.
  • Double or Nothing: has obvious game warping potential, but combo'd with Fine Clothes and Quick Thinking you can do a lot of damage in the scenario The Last King in the Path to Carcosa
  • Neutral skills: hang onto your Guts and Perception

Splash cards

  • Preposterous Sketches the deck already upgrades into this one, ut it's also a worthy replacement for No Stone Unturned. Grants some always useful card draw, something the Rogue pool lacks and helps pull off a combo or two. Despite whatever click economy flack this card gets, it converts our plentiful resources into cards which can mean a lot more to us.
  • Scavenging again it's already in the deck, it's pretty useful for Jenny. It can help recycle your items (If discarded) and the Green Man Medallion pips
  • Eureka! for more directed card draw. All it's icons work with what we want
  • Prepared for the Worst to dig for a weapon if that's your thing
  • .45 Automatic for more weapons, especially if you want more combat options in scenario 1.
  • Magnifying Glass is always handy for an boost

What's not in the deck?

  • Lockpicks: a great card that is only okay in Jenny; it is only a net +1 better than Flashlight that is (a) only usable once per round, and (b) does not work with Sleight of Hand. Pass.
  • Chicago Typewriter: I want to keep a hand open for Flashlight; in multiplayer it could be a worthy upgrade
  • Dario El-Amin: in my experience, even with Jenny's econ triggering this guy's passive is tough. Often I found myself using using his resource generation which I don't think is worth the deck slot.

Shameless Plug

If you like this deck and want to read more about my thoughts on the game, check out my blog, The Strange Solution.

8 comments

Mar 20, 2018 Zuntir · 613

I'm running similar build right now through Dunwich and it works wonders, very versatile. No Stone Unturned + Green Man Medallion is very nice combo, have to proxy medallion and try it out. P.S. Love your blog, fantastic read, please keep on posting.

Mar 25, 2018 jtesorie · 1

I like this deck a lot. I think I will try this True solo for the Carcosa campaign. I will find a spot for Lupara to combo with Sleight of Hand

Oct 25, 2018 poeticmatter · 65

How does this deck fight? You only have 3 weapons and you suggest removing one of them with Adaptable. Seems to me like this deck is mostly about clues and has a bit of a backup plan of using a weapon, and not actually able to do both.

Jan 22, 2019 Germanicus · 1

I'm curious how your fully upgraded deck can legally have 35 cards? When you add Streetwise and/or Adaptable to your deck, what do you take out? Thanks! Great deck!

Jan 22, 2019 poeticmatter · 65

Streetwise and Adaptable are permanent cards. They start in play, cannot leave play, and don't count towards card limits.

Jan 22, 2019 Germanicus · 1

Thanks so much, poeticmatter. I'm still pretty new to the game and didn't realize that "permanent" was a key word. I looked it up in the rules reference. Great news! Thanks!

Feb 01, 2019 acotgreave · 783

Doh. I thought Permanent cards were part of card limits. I've been needlessly weakening my decks for that last 18 months!

Apr 09, 2019 Terppa · 1

Fine clothes doesnt help for comboing more damage...if you read the card, it says parley....