Mafia "Skids", Fixer and Bodyguard (teamplay)

Card draw simulator

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Wolf · 74

This deck is made up out of 2 cores and Dunwich + its Mythos packs.

Deck is made around the Tommy Gun, or Chicago Typewriter, one of the best and most reliable guns of the 1920'. They tear flesh and bone even in AH:TCG, so there you have it. Two of those together with Adaptable are its first upgrades. Usually if you manage to that point you are golden, because "Skids" with his and Leo's extra actions is just insanely strong with Chicago Typewriter. You exchange them for Rouge favorite .41 Derringer ASAP and never look back.

First priority: - 2x .41 Derringer + 2x Chicago Typewriter = 8 xp

Second priority: +1 Adaptible = 1 xp

Together: 9 xp

So get one Tommy Gun and Adaptible for 5 xp or if you are especially lucky two guns and get Adaptible later (you NEED it though, because you and your deck are going to be evolving from a small time conman to the real 1920 mafia fixer). Try to grind the earlier scenarios so you get the combo ASAP, then it's a breeze from there on out.

Then we need Extra Ammunition and exchange Backstab for Contraband for free, to have enough ammo for longer scenarios if you feel there's too much bad guys. Everybody has preferences and there's always a reliable Machete to deal with some starting enemies before you bring in the big guns though, so you can exchange Backstabs for something else if you don's like Contraband. I too like Backstabs, but I don't like keeping them later on, because equiping our weapons and allies is expensive enough.

You won't need much of other cards in play than Tommy Gun, Leo (which is always auto upgrade for 1 xp - 2 total - if you can spare that much) and vs. bosses Physical Training for this strategy to work. So while pretty expensive, you can do it since you're a Rouge. If you feel you are poor and need more supplies help yourself with Emergency Cache or add in Hot Streak (if you get it with ammo and Tommy Gun in your opening hand you've pretty much won).

If you get more exp. later, take Ace In The Hole, Sure Gamble or Gold Pocket Watch, since these are some of the best cards in the game and are always useful no matter the build or scenario.

Special consideration Is Quick Thinking (free with Adaptible), because with high combat value you have at the end game, free extra actions are always welcome. If you like them, Leadership, Taunt, Emergency Aid, If It Bleeds and Teamwork are all cards you can take if you feel your friend needs more help or vice versa.

Dynamite Blast and Elusive are there to help you in the earlier scenarios, but when you get your inventory you certainly won't need Elusive anymore. Dynamite Blast can be useful every time, but it's very expensive and could easely be switched later with something resource-cheap like Ace In The Hole or maybe even Lucky Dice to win more. Bulletproof Vest, Elder Sign Amulet and Moment Of Respite always help so get them if you don't feel confident, it's too hard or you amounted physical or mental trauma (which is especially easy to get with Skids considering his low (2) Willpower).

Think On Your Feet is amazing but since you're the bodyguard, you need to face the danger, not run away from it.

[PROtip1: You can start with .45 if you like them more and help yourself in combat with Physical Training, but I prefer more Combat Value from cheaper .41, sice Skids starts with only 3, so this is more reliable while also 1 resource cheaper but with 1 less ammo. If you ask me, there isn't THAT much fighting in earlier scenarios, so I always manage]

[PROtip2: Of those shiny expensive Rouge cards Ace In The Hole can mean more Combat Value for Chicago Typewriter while in a pinch and Sure Gamble CAN turn - to + on the "face" tokens too!]

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