[Multiplayer] [Guide] Norman Perfected

Card draw simulator

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Derived from
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Calprinicus · 4986

SUMMARY

Norman Withers ability allows you to see and play the top card of your deck for 1 resource less. This is best abused with fast cards, giving you a free action, or cheap cards of that only cost 1-2 resources. You'll save roughly 10 resources each scenario from this.

This version of Norman focuses on encounter deck and chaos bag mitigation and manipulation. This is done by substituting most seeker cards for:


PROS:

  • 1 - A 5 means Norman is a great clue finder.
  • 2 - A 4 means Norman is well suited to cast spells and dealing with the encounter deck.
  • 3 - Norman signature weakness Vengeful Hound is easy to deal with.
  • 4 - Norman is great at mitigating the encounter deck and chaos bag for the entire party.
  • 5 - No setup. He's ready to go at the start of the game.

CONS:

  • 1 - Split the Angle is a pretty bad signature talent. You'll often just commit it to a test.
  • 2 - His is on the weaker end.
  • 3 - Norman's 2 & 1 means he will need help with combat.
  • 4 - No access to any upgraded Seeker cards.

DECK BUILDING

At the start of the campaign, you only get 5 cards to start with. Don't waste them on cards you'll upgrade out of!

FIVE STARTING CARDS

UPGRADING with Arcane Research:

Norman is going to buy a LOT of spells. So he's starting with two #Arcane Research as his starting cards! This gives Norman 14xp (!!) over the course the campaign. The single Logical Reasoning is for him to recover that lost sanity.

When upgrading, buy ONE expensive card first! Shrivelling and Seal of the Elder Sign will be high up on your list. Then With all the left over XP, buy cheap the 1xp cards Mind Wipe, Premonition, Deny Existence. Then move to the 2xp spells.


EARLY GAME

Norman is very easy to play. There is essentially no setup. The only cards you're looking for in your mulligans are The Chthonian Stone and Arcane Initiate. Norman is ready to start finding clues right out of the gate! If possible, play Arcane Insight the turn before the agenda advances, so the doom has no effect.

The single Logical Reasoning is to remove the two horror from both starting trauma from both Arcane Researches.


MID AND LATE GAME

Normal will spend his turns finding clues then mitigating the encounter deck and chaos bag with fast actions. Use Arcane Initiate to keep your hand full of spells.

If you don't like the top card of the deck, use Arcane Initiate first. This will shuffle the deck and show a new top card.


UPGRADE BY PRIORITY

3xp - Kukri --> Shrivelling (2)

3xp - Kukri --> Shrivelling (2)

5xp - Unexpected Courage --> Seal of the Elder Sign

5xp - Unexpected Courage --> Seal of the Elder Sign

1xp - Anatomical Diagrams --> Mind Wipe

1xp - Anatomical Diagrams --> Mind Wipe

1xp - Eureka! --> Premonition

1xp - Eureka! --> Premonition

1xp - No Stone Unturned --> Deny Existence

1xp - No Stone Unturned --> Deny Existence

2xp - Shortcut --> Ward of Protection

2xp - Shortcut --> Ward of Protection

2xp - Deduction --> Time Warp

2xp - Deduction --> Time Warp

2xp - Connect the Dots --> Counterspell

2xp - Connect the Dots --> Counterspell

BONUS UPGRADES

2xp Mind Wipe --> Mind Wipe

2xp Mind Wipe --> Mind Wipe

3xp Ward of Protection --> Ward of Protection

3xp Ward of Protection --> Ward of Protection

2xp Shrivelling --> Shrivelling

2xp Shrivelling --> Shrivelling

5xp Deny Existence --> Deny Existence

5xp Deny Existence --> Deny Existence

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