Scooby Doo and the Midnight Masks

Card draw simulator

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Derived from
None. Self-made deck here.
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OldBen · 178

This is my first attempt (i.e. not tested through playing yet) of a fun, thematic deck rather than the one built to just be a strong build for a particular investigator. It's inspired by the Drawn to the Flame competition, although was not entered.

The core idea for the deck is to turn a game of Arkham into an episode of Scooby Doo. The DTTF competition was about matching up the investigator to a particular scenario, so what could be more Scooby-Doo than The Midnight Masks? It's got a big map to get chased aimlessly around and the villains are literally people in masks.

So let's start with the Scooby Gang itself. Well, Shaggy is obviously "Ashcan" Pete, with Duke as Scooby. That leaves Fred (an obvious Peter Sylvestre, Velma (a few good choices) and Daphne (a harder nut to crack). For Velma I went with Dr. Milan Christopher. She's smart, scientifically minded and the deck needs resources. I also looked at Dr. Elli Horowitz, Art Student and Laboratory Assistant, but I feel it needs to be a unique ally so there's no temptation to put out duplicates, and Elli doesn't really do anything to help the deck. As an old-timer who's grown up with the Scooby Doo shows from the 70s, Daphne's always been a bit of a mystery to me as to what she actually does, but in the more recent shows I've seen my kids watching she seems to be some sort of fashion guru, and, well, Aquinnah wears a nice dress..? But seriously, Aquinnah's ability is going to really help this deck, but she's expensive (both in XP and resources for the good level 3 version), so I'm just going for a one-of of her. After that 2 copies of Charisma so I can have the whole gang in play at some point.

After that we're looking for typical Scooby-Doo style shenanigans - lots of movement and evade to represent the running around, and some reasonable clue gathering skills. Fred and Daphne will help dealing with enemies, but Survivor is full of great tricks that can add a lot of fun to the deck. After playing the deck more I'll probably narrow this down to the work best, but for now I've just shoved them all in. Bait and Switch, Elusive, Hiding Spot, Think on Your Feet and Survival Instinct capture this theme perfectly. After that we've got Fight or Flight and Run For Your Life to just be better at evading. Infighting and Cunning Distraction are there to represent those daft dress-up distraction scenes that Scooby and Shaggy get into each episode, and there's also a copy of Snare Trap in there, because every good episode of Scooby Doo needs a trap, right?

As for gathering clues, Velma and Scooby should have that covered pretty nicely, and there's a couple of copies of Perception in there to help out on the higher shroud locations.

Finally there's two of Emergency Cache to pay for everything, some Improvised Weapons and a Guts in there to deal with some of the other crap the encounter deck can throw at you, and to deal with those cultists (both unique and generic) that just need killing.

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