Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for | ||||
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CarCo(r)sAir Joe Diamond | 2 | 1 | 0 | 1.0 |
FBones · 18768
This is a deck in a new series I'm publishing: the "Air" series.
The theme of this series is to play extremely lightweight builds (relatively few assets) that focus on action efficiency and consistency---avoiding reliance on combinations. They are intended to be playable on the Hard level of difficulty.
Warning: these decks will require some degree of hand management. With few assets boosting your skills, you will need to think about the relative importance of each pip. The goal is to see as few treacheries as possible rather than get strong enough to crush whatever is sent your way. With this in mind, they should thrive in shorter scenarios but find longer scenarios challenging.
This deck epitomizes those ideals with lots of skill cards and fast events. It has tremendous card-draw and lets Jo do a B+/A- job of both finding clues and killing monsters. It should be perfectly viable in both solo and pair play.
If you are playing Taboo, I'd sub in two 45s for the machetes. Joe needs the +1 on Hard.
In terms of specific guidance, only put things in your hunch deck that are likely to be useful whenever you get them:
- Shortcut
- Preposterous Sketches
- Working a Hunch
- Emergency Aid
- Logical Reasoning
- No Stone Unturned
- Unsolved Case
The rest of your insights go in your deck so you can choose when to use them. Keep your horror low so you can use the fantastic Anatomical Diagrams
No Stone Unturned is a bit marginal... it is mostly there for consistency sake as one additional method of getting Milan. I could see it getting switched out for something else.