Roland Banks - Sleuth Enforcer - Miskatonic Museum update

Card draw simulator

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Derived from
Roland Banks - Sleuth Enforcer - Dunwich Legacy update v6 29 23 6 6.0
Inspiration for
Roland Banks Sneaky Killer 0 0 0 1.0
Roland Banks - Sleuth Enforcer - Essex County Express update 83 56 7 8.0
Roland Banks - Sleuth Enforcer updated 0 0 0 1.0

DadouXIII · 10770

Level 0 cooperative Guardian / Seeker deck for 2 Investigators that relies on Discovering Clues by Defeating Enemies rather than by Investigating Locations, which means both protecting the other Investigator while also contributing to advance the Act deck.

Requires 2x Core Sets, The Dunwich Legacy Deluxe Expansion and The Miskatonic Museum Mythos Pack.



Deck composition :

  • The 5x Weapon Assets in the deck: 1x Roland's .38 Special, 2x .45 Automatic, and 2x Machete, means Drawing one in the opening hand and / or in the subsequent Draws is very likely. As such, Mulliganing for one is recommended. This high firepower, coupled with Roland Banks's signature Ability and the 2x Evidence! Events, means that Discovering Clues is a very fast affair.

  • In case no Enemies are around, or in case Discovering Clues by Investigating Locations is inevitable, the 2x Flashlight Assets and the 1x Deduction Skill are here to make it easier. In case Clues are desperately needed, the 2x Working a Hunch Events will make sure that there is no need to rely on the luck of the Chaos Bag, especially in Locations with high Shroud values.

  • The 2x Vicious Blow, 2x Guts, 1x Overpower, 1x Perception and 2x Unexpected Courage Skills can be used when the proper situations arise, and the 2x Dodge Events will come in handy in case a hard hitting Enemy needs to be tanked for a turn or two.

  • The 2x Emergency Cache Events are also included in the deck to quickly get extra Resources, since all those powerful Guardian Assets are quite costly.

  • The 2x Shortcut Events will help a lot with mobility, allowing Movement while engaged to Enemies without causing Attacks of Opportunity.

  • Roland Banks's biggest weakness is his low Sanity value, but it can be somewhat compensated by the Sanity provided by the 2x Beat Cop Ally Assets, and the 2x Laboratory Assistant Ally Assets, which not only soak up Horror, but also guarantee a double card Draw, making them extremely efficient for their low cost in Resource. The new 1x Smoking Pipe Asset will also go a long way, by converting up to three Health into three Sanity, for only one Resource and one Action.

General Mulligan guide :

  • If no Weapon Asset was Drawn in the opening hand Mulligan the entire hand.

Exception to this rule: you can keep a Laboratory Assistant, as equipping it will make you Draw two cards, effectively raising your chances of drawing a Weapon.

  • If multiple Weapon Assets were Drawn in the opening hand Mulligan them all except one.

Best Weapon Asset to keep in order Roland's .38 Special > Machete > .45 Automatic.

Example great starting hand [1] Machete, Flashlight, Laboratory Assistant, Deduction and Unexpected Courage.

Example great starting hand [2] .45 Automatic, Beat Cop, Vicious Blow, Evidence! and Emergency Cache.


General playstyle guide :

Roland Banks is a very straightforward Investigator to play, and the general strategy of this deck is: Defeat Enemies Discover Clues .

  • At the start of a Scenario, assuming you have a good starting hand, the first Actions to take should generally be equipping one or two Assets, ideally a Weapon, and then Moving towards a Location with Clues.

If you did not Draw a Weapon even after Mulliganing, prioritise Drawing one rather than Moving.

  • Always try to end your turn on a Location with Clues, ideally one with a high Shroud value, with the hope of Drawing an Enemy from the Encounter deck. That way, you'll be able to Defeat the Enemy using your Weapon, and Discover a Clue thanks to Roland Banks's signature Ability (only ONE Clue per round).

Play the Evidence! Event after Defeating an Enemy to Discover TWO Clues from your Location.

  • Only Investigate Locations if you did not Draw an Enemy from the Encounter deck, ideally with a Flashlight Asset equipped.

Commit the Deduction Skill to the Intellect () test while Investigating a Location to have a chance of Discovering TWO Clues.

  • Manage your Resources carefully, try not to go down to zero so you can still play Fast cards like the Dodge and Evidence! Events when needed.
  • Plan when to use the Emergency Cache Event in advance.

Gaining a Resource should generally be the lowest priority Action, so only do it when there is nothing else to do.

  • Drawing a Card is generally not as good as Moving, Fighting or Investigating, but it's generally better than Gaining a Resource.

If you ever need to Draw a card, make sure it is the first Action of your turn.

  • Keep a close eye on Roland Banks's Sanity, as it is quite low. Equip your Ally Assets to use them as Horror shields, and use the Smoking Pipe to convert Health into Sanity.

The Laboratory Assistant's Ability is irrelevant in this deck, Play the Ally for the double card Draw and don't be afraid to assign Horror to it, discard it, and make room for the next Ally Asset.

  • Stay close to your partner, try to not find yourselves on the opposite ends of the Scenario map, especially if they are bad at Fighting Enemies.

If you need to Defeat an Enemy Engaged to your partner, it is generally better to Engage it first, especially if you have a Machete Weapon Asset equipped.

  • Take the time to PLAN your turns, every Action counts.
  • Seeing as every Scenario is different, adapt your strategy accordingly.

The deck is quite cheap when it comes to Actions, as about half of the playable cards are Fast, which makes it quite adaptable.


General upgrade guide :

  • -1x .45 Automatic +1x Shotgun •••• : More firepower is always good.
  • -1x Overpower +1x Extra Ammunition : More Weapon charges, should be saved for either the Shotgun or Roland's .38 Special Weapon Assets.
  • -1x Beat Cop +1x Beat Cop •• : Same Resource cost, one extra Health, and a much stronger Ability.
  • -1x Beat Cop +1x Brother Xavier : Costs one extra resource for a very efficient way to soak up Damage and Horror from any Investigator in his Location, with an Ability that can be triggered strategically. Also substitutes a +1 Combat () increase for a +1 Willpower () increase.
  • -2x Flashlight +2x Magnifying Glass : Provides a smaller bonus while Investigating Locations, but is two Resources cheaper, Fast, has unlimited uses and puts less stress on the Hand Slot.
  • -1x Smoking Pipe +1x Elder Sign Amulet ••• : Great Horror shield, and takes advantage of the Accessory Slot. Provides more Sanity than the Smoking Pipe without sacrificing Health.
  • -1x Shortcut +1x Pathfinder : Amazing Talent Asset that might seem costly at first, but will end up paying for itself throughout the Scenario, as it effectively provides one free Action per turn in almost all cases.

Deck weaknesses :

  • Roland Banks's personal Cover Up Weakness, one of the most difficult to resolve in the game Mitigated by all the cards that help with Discovering Clues from Locations.
  • Roland Banks's extremely low Sanity value Mitigated by the Ally Assets that help soak up Horror and the Smoking Pipe Asset.
  • Roland Banks's low Agility () stat Mitigated by his very high Health value. It is therefore generally better to Fight Enemies rather than Evade them.
  • Roland Banks's lacklustre mobility Mitigated by the Shortcut Event.

Card alternatives :

Depending on the scenario or your own preference, it is possible to shift Roland Banks's focus more towards Investigating Locations rather than Defeating Enemies, by replacing the following cards:

Situational cards that might be worth including in between scenarios:


Missing expansions:

Missing The Mistaktonic Museum:

Missing The Dunwich Legacy:



Changes from previous versions :

  • Removed the 2x Hyperawareness and 2x Physical Training Talent Assets, as they have both shown themselves to be too slow and / or too costly in Resources and Actions to be worth it, seeing as the deck already includes other costly Assets.

  • Removed 2x Dynamite Blast Events which proved to be too slow, too expensive and too situational to be worth it.

  • Removed 2x First Aid Assets, as they ended up being too slow. Equipping Ally Assets is much more cost and time effective, as their Health and Sanity values effectively add up to Roland Banks's, all for ONE Action.

  • Replaced 2x Guard Dog Ally Assets by 2x Beat Cop Ally Assets, as they have more Sanity, which makes them more valuable to Roland Banks.

  • Added 1x Deduction Skills to accelerate Clue Discovery by Investigating Locations.

  • Added 1x Overpower, 1x Perception and 2x Unexpected Courage Events, which allow for a higher chance of succeeding Tests and Drawing Cards.

  • Added 2x Laboratory Assistant Ally Assets from The Dunwich Legacy Deluxe Expansion to help with Roland Banks's poor Sanity stat and to add card Draw.

  • Added 2x Shortcut Events from The Dunwich Legacy Deluxe Expansion to help with Roland Banks's poor mobility.

  • Added 1x Smoking Pipe Asset from The Miskatonic Museum Mythos Pack to help further with Roland Banks's low Sanity stat.
5 comments

Feb 22, 2017 FractalMind · 36

Great write up. Thanks for sharing!

Feb 22, 2017 DadouXIII · 10770

@FractalMind

You are very welcome!

I would love to hear about how the deck is performing with you.

Feb 23, 2017 JokerFromArkham · 1

A very good write up! I was thinking about starting a campaign with Roland and Pete, this deck is likely what i wanted for Roland! thanks for sharing!

Feb 24, 2017 FractalMind · 36

@DadouXIIII got a solo game in with this deck last night. The scenario was "The House Always Wins" set to standard difficulty. Several things stood out to me over the course of the game: 1) I bagged 6 VP by exploring all the locations and killing the mobsters and a abomination. 2) Shortcut is a great card; it allowed me to move to a location with a clue while bringing a mobster with me without suffering an attack of opportunity. Then I easily dispatched the goon with Roland's pistol scoring the clue at the same time. 3) Willpower checks can be a really problem for Roland. I had the misfortune of getting hit with both Cursed Luck and Frozen in Fear. The combination of these two cards really upped the difficulty because I couldn't pass the Will test to shake Frozen in Fear. You did included both Unexpected Courage and Guts which would have helped tremendously, but unfortunately I never drew those cards. 4) I also had the misfortune of drawing Cover Up after I had advanced to Act 3, so I had no way of getting rid of it. Now I'm going into the next scenario with only 4 sanity...

All in all I think you've built a great deck and it was a blast to play. With the 6 VP I scored, I think I'll definitely upgrade to at least one Elder Sign Amulet and Brother Xavier for the sanity soak and the +1 to Will.

Feb 24, 2017 DadouXIII · 10770

`@FractalMind

Sounds about right, I'm glad you found fun and success with it. It's also appropriate that you befell on the two reasons why this deck fares better with two players rather than solo (even though it still performs quite well): Cover Up and Willpower () tests.

Even with the two best tools available to Roland Banks in the deck against Willpower () tests (Unexpected Courage and Guts), sometimes you just don't draw them. A coop partner would be able to commit cards to your Willpower () tests, giving you better chances to pass them. Your partner could also draw those nasty Encounters instead of you, or use cards like Scrying or Ward of Protection to counter them.

Same thing with Cover Up, sometimes you get REALLY unlucky and draw it last which is almost impossible to counter, but any other time you draw it, your partner can actually also contribute to putting clues on top of it (source: the recently released FAQ).

I will update the guide with this info, thanks for the feedback :)