Card draw simulator
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None. Self-made deck here. |
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Xulez · 144
This was my end-game deck using Jenny Barnes after a 4-player, standard difficulty Core and Dunwich campaign.
It follows the usual Jenny path: get rich, boost yourself, do shit. While the deck needs some set-up to get a fair amount of the 12 assets in play, it is extremely versatile. Usually Jenny doesn't need to rely on other team members.
Early Game
Hard mulligan for Leo De Luca/Hot Streak. Lone Wolf in an opening hand is pretty powerful too, keep it depending on the scenario. Usually you will be limited to either investigating or fighting in the early game depending on your draw.
Bulk up those resources
Jenny's passive skill is probably one of the strongest, but it does not mean that you will always be full of resources. Hot Streak and Lone Wolf will guarantee that you're in the 3-6 range at most times, enough to use Streetwise and Physical Training. Until you get those upgrades, Arcane Studies and Hard Knocks work well, but once you you get (or are close to getting) Streetwise use Adaptable to switch those out for other cards.
Fighting
While only 3 weapons (Switchblade/Jenny's Twin .45s) is a low-chance draw, my early deck ran on cards that would let you get out of sticky situations (Stealth; Think on Your Feet; Elusive). You also rely on a fighter to do the heavy lifting in the earlier scenarios. Keep Elusive for its amazing mobility perk (you don't need to be engaged to an enemy to play it).
Investigation
Lockpicks is one of the best upgrades for Jenny, no doubt. It allow a 6 base skill value investigation per turn. Use two resources with Streetwise for another shot and that's a consistent 1-2 clues per turn each time.
And don't get me started on receiving an Encyclopedia boost from Daisy and playing Ace in the Hole to sweep 6-7 clues in a single turn.
Skills
Overpower for Switchblade (or Derringer in early game), Guts and Unexpected Courage to survive the encounter deck. Quick Thinking is a nice addition to get an action.
Other perks
Leo de Luca's extra action is usually spent quite well in a Scrying. Our Daisy would not always draw Scrying so it was great backing her up in that sense. Zoey+Daisy+Jenny total 6 Ward of Protection so you can hinder the encounter deck's advance quite efficiently.
Sure Gamble is there to help counter the encounter deck. Save it for one-hitting things with Switchblade and for deadly skill tests. The Gold Pocket Watch is just insane once you get it.
Take into account this was a Core and Dunwich campaign, so you're starting Dunwich with 2 mental trauma (or 2 physical AND 2 mental traumas) as well as an extra weakness, that's why I needed to run Moment of Respite and Liquid Courage.