Card draw simulator
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None. Self-made deck here. |
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Protolisk · 6
The great progression challenge: Roland Banks
In these deck series I wanted to provide deck ideas for true solo progression series where you can go through each campaign in order using only the investigator cards that were available when that campaign was (re-)released.
So this is for the core set.
Out of all characters, I think Roland is the best candidate to complete Night of the Zealot solo. Although, theoretically it should be possible with all core characters, Roland can complete the campaign I'd say about 50%~ of the time on standard. Truth be told, while Roland is the best suited for solo-play using ONLY the core set cards, he is I'd say, only the 4th best investigator available in core.
(Optional) While definitely not necessary for a win, for a less swingy experience, I recommend adding an additional +1 token to the bag. It smooths out the RNG a little, which can be a huge issue in solo-play.
Optimal opening hand:
Upgrade path:
- Add 1x Charisma (3xp)
- Replace 1x Guard dog with 1x Beat Cop (2xp)
- Replace 1x Physical training with 1x Beat Cop (2xp)
- Replace 1x .45 Automatic with 1x Shotgun
- Replace 2x Evidence! with 2x Extra Ammunition
- Rest is not important - feel free to upgrade an Emergency Cache or a Magnifying Glass, or replace 1x Flashlight with an Elder Sign Amulet)
FROM THIS POINT EXPECT SPOILERS!!! IF YOU PREFER A BLIND PLAYTHROUGH, STOP HERE!
Game-plan in The Gathering:
Ideally, you should flip Act 1 in the first/second round (Dr. Milan Christopher + magnifying glass makes it a breeze). Move to the Cellar. Perception/Deduction is your friend. A random monster can also help you get you 1-2 clues easily here.
Unless you draw your weakness (Cover Up) early, don't bother resolving it. If you get it while there are still clues in the attic and the agenda clock is less than 5 then take a turn to discard it. Getting mental traumas on Roland is one of the worst things that can happen, but luckily Night of the Zealot is only 3 scenarios and you should be (theoretically) fine.
Choose to discard a card instead of taking two horror, Roland is fragile enough in the sanity department as it is. Getting at least one of the VP monsters should be a priority before flipping the act, but at around 5-6 doom on the second agenda you should ignore it and just proceed.
In Agenda 3: Ignore Lita, she is more trouble than she is worth with Roland in solo. Just kill everything you can. Note: Machete while being an amazing weapon in this phase is not the best (still better than nothing if you don't have a gun) Focus killing smaller enemies first and then give it your all with Unexpected courage or Overpower boosting to 8 when you can when attacking ghoul priest.
Don't burn down your house! We won't need Lita and the mental trauma is not worth it. You will lose 1 action in Midnight masks, but gain an additional XP, which is more important than having Lita.
Game-plan in The Midnight Masks:
This is where the fun begins. Ideally, you should get at least 3 of the cultists, but more the better. (I only managed to get 5 once in solo with this deck, but it was just plain old dumb-luck instead of actually playing particularly well)
Go for allies in your opening hand, and move to Easttown ASAP. Play your allies here. (they cost two less! this is huge) Deal with enemies as they spawn. Time is of the essence here. Get clues --> Get cultists. After the first agenda flips you will have to deal with the masked hunter. Should be relatively simple. Kill him and move on.
Since there is a big random-factor in this scenario, I cannot provide all the details. If Ruth spawns, don't bother evading her. Just kill her (bit messed up if you read the novel). With the rest of the cultists, like wolf-man your approach should be simple - either take a hit from him after moving in as your last action, or start your turn one move away and try to kill him in two hits. With weapons and beat cops that deal additional damage it should be fine. For the rest, either satisfy their alternative parley options, or kill them whichever is easier/faster.
Game-plan in The Devourer Below:
One of the easiest scenarios if you cheese it, which I'll recommend. (Hey, the game ain't playing fair either, you are up against cultists, ghouls, elder things, and who knows what else) My recommendation is to just stay at the starting location. Get resources, draw cards, kill the occasional enemy that spawns on you and wait.
By the time the BBG shows up you should have the following:
- 1x Shotgun with at least 5 bullets from Extra ammunition
- 1-2x Beat cop(s)
- 1-2x Dynamite Blast(s)
- 1x Dodge
When Umôrdhoth spawns, use 2x Dynamite Blasts (6 damage). Wait. Hunter triggers and an attack. Use Dodge to negate it. Trigger your beat cops for ideally 2 damage (1 damage each) Refresh Encounter --> hopefully nothing bad. Investigator turn begins use two beatcops again - Umôrdhoth is dead without a single skill check. IF you don't get the ideal hand --> boost to as much as you can, pray for no crit fumbles and shotgun away.
That's it, I hope you enjoyed this deck! I'd appreciate your experience/feedback.
This is a great idea. Looking forward to how it fares.