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Arkham horror tableflip
Arkham horror tableflip





arkham horror tableflip

You also need to accept that you probably won't "win" every scenario. Accept they you will fail the vast majority of tests. Say Your Prayers is there to take the sting of things like Rotting Remains and to (maybe) get rid of something like Frozen in Fear and Unhallowed Country. You can also fairly reliably kill a Conglomeration of Spheres using Backstab paired with a Double or Nothing. Guard Dog is your most reliable way of dealing damage to tougher enemies (maybe paired with Backstab) and you can play Calling in Favors to get extra uses out of it. Except for Backstab and Guard Dog, these are mostly useful for killing Swarms of Rats, Whippoorwills and Mobsters. 45s and Overpower are your ways of killing things you cannot simply avoid. 41 Derringer, Knife, Backstab, Guard Dog, Jenny's Twin. Elusive and Narrow Escape are your first line of defense, but as a rogue, Jenny has a lot of in her deck, so don't be afraid to pitch whatever cards you hold, if it will help you get away. Your first response to enemies is to evade and avoid. The only other thing, besides finding clues and moving, you actually need to do to complete the campaign. Later on in the campaign you can supplement with a combination of Lockpicks and Streetwise.

  • 3+ shroud, 2+ clue locations: Play Drawn to the Flame.
  • You can add Double or Nothing to get two clues for one action with no added difficulty.
  • 1-2 shroud locations in general: Flashlight.
  • 1-2 shroud, 2+ clue locations: Play Flashlight using Sleight of Hand (with enough actions left to empty the location).
  • 3+ shroud, single-clue locations: Play Art Student, or Calling in Favors if you already have an ally on board.
  • Naturally, things aren't always perfect, so you'll have to act according to the situation. These are the optimal plays, depending on shroud/clue-number. If you get two or more of these in your opening hand, you should keep them and mulligan the rest for Sleight of Hand, Calling in Favors and Double or Nothing. Hard mulligan for Art Student, Drawn to the Flame and Flashlight. See the "Scenario Guide" section for pointers on the individual scenarios. Accept that you will fail a lot of tests and conserve your strength for the ones you need to pass.īelow is a short generalized guide to playing the deck. If you cannot make those numbers, don't commit cards or resources to the test.
  • How much do you need to pass the test? If it's really important, you should aim for 5-6 above, but otherwise 4 above (3 in the first couple of scenarios) will usually give you a better than 50-50 chance.
  • At what point do the special tokens penalize you for failing and how much would it hurt you?.
  • Whenever you need to take a skill check anyway, you should look at two things to determine how much you need to boost: The overall philosophy behind the deck is to take as few skill checks as possible.

    arkham horror tableflip

    I've also made a similar deck for The Path to Carcosa. I've included my background notes at the end of the text if you are interested in my underlying reasoning. Rather, this represents my takeaway from going through the campaign - usually replaying each scenario a couple of times to make sure I didn't simply get lucky the first time. Since rogue decks can be very fluid things (thanks to Adaptable), this shouldn't be thought of as "the one true way".

    arkham horror tableflip

    In this guide, I'll give an introduction to playing Jenny on expert as well as a basic guide to this deck and the cards in it (including potential upgrades once you get some XP).Īfter that I'll give a rundown of the different scenarios as well as my recommended changes and upgrades to the deck for each. This is a deck I've used in a true solo playthrough of the Dunwich cycle on expert difficulty. Warning: Spoilers for The Dunwich Legacy campaign:







    Arkham horror tableflip