Card draw simulator
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pyagiela · 1
With the addition of the new Stealth Talent from Path to Carcosa, the Core Set's Pickpocketing really comes alive to generate long-term value. With that synergy as the impetus, I present a multiplayer focused "scout" deck that draws on the concept of the Rogue going first to explore locations, get themselves out of sticky situations that pop up and otherwise be the jack of all trades that we expect them to be.
Jenny being the resource-generating powerhouse that she is, was my first choice of this play style, but 2x Stealth and 2x Pickpocketing could be slotted into whichever investigator strikes your fancy.
Some of the synergies in this deck are the "succeed by" cards in the Rogue pool: Opportunist, Quick Thinking, Switchblade, and .41 Derringer. In campaign play, the upgraded Opportunists and Switchblades really domino your skill checks and allow you to be powerhouse you always wanted.
The resource synergy that Jenny brings to the table, to hedge your bets on skill checks though Hard Knocks and other "pump" Talents, allows you to use them wisely when your hand has no resource intensive options. Secondarily, the "pump" cards further synergize with Opportunist and Quick Thinking to get as much value as possible.
Elusive, Survival Instinct and Think on Your Feet are there to further the theme and the former pairs well with Pickpocketing also.
The minor theme of extra actions is here, just because extra actions are always helpful through Leo De Luca and his first-turn, upgraded self, as well as the potential freebie off of Quick Thinking in the middle of the action.
Lone Wolf, Backstab and the rest are there to enhance the existing themes and fill the deck out with more "good stuff" cards.
Upgrade priorities are up to you and what you find your play group needs more of. Opportunist, Switchblade and Leo De Luca are pretty obvious (as well as the upgraded Pickpocketing) but the Rogue pool has a lot of other fun options in: Ace in the Hole, Streetwise, Sure Gamble or Chicago Typewriter. I would also be excited to hear what amazing cooperative rounds occur with The Gold Pocket Watch.
What do you think? Does your play group have someone acting as the scout or does splitting the party provoke more fear than Cthulhu himself?
My group values 'map awareness' pretty highly, since knowing what each location has to offer is often crucial for success in a given scenario. We also concluded that the Rogue's best strength is to be the scout - forge ahead to reveal the locations, then use their in-faction ripcords to avoid danger. Lone Wolf makes all the sense in the world once we realized this!