Jenny's Got a Gun

Card draw simulator

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seraphsong · 8

Jenny Barnes is probably one of the most popular characters in the game on account of her solid economy machine, access to "pay to buff" cards like Arcane Studies, Physical Training etc. etc. It seems that everyone wants a piece of the action - and a lot of the builds I see focus on making a true Jack of All Trades - capable of covering all the bases in a quest to become the end-all-be-all of Arkham's investigators. I was the same way for a while, until I realized the biggest problem with that approach - it just isn't PRACTICAL.

The fact of the matter is, this is a cooperative game - there are going to be other players who will be taking on actions of their own - you don't have to do it all, because someone else can. Instead of hoping you have the right cards to help yourself succeed at one of 4 tasks at the same time - if you temper that down to 1-2 tasks, Jenny can be a far more consistent ally.

I'm getting ready to start Path to Carcosa with my play group - and I've settled in on playing Jenny this time around. A strongly focused Jenny.

For the purpose of this exercise, I settled on fighting enemies as my primary focus - with a secondary task of gaining clues. For the first scenario my only clue gain piece is Flashlight - not bad but not amazing. My first two experience are already planned to switch them out for Lockpicks. The addition of that asset to my deck gives me a solid chance to become a clue gatherer on par with Daisy or Minh - so long as my luck holds out.

The rest of my pieces are tied together with a plan of getting weapons and taking out monsters while I run around trying to grab clues when/where I can. Switchblade will eventually become Switchblade - and I might even pick up a Chicago Typewriter for particularly tough enemies. I want to see how the first few sessions go.

Hard mulligan for a weapon and/or Leo De Luca. Leo's presence early on in the game snowballs hard as far as action economy - and you'll need something to hit the bad guys with.

I'll try and keep this updated throughout our playthrough - if you try out the deck, please post your comments below!

1 comments

Oct 31, 2017 Radiobrennt · 1

Hi, first up, great explanation! It really helped me getting into the game. I played Arkham Horror a year ago so I wasn’t really into deckbuilding or the game at all. But sadly only one “Lone Wolf” allowed So the decision for Jenny was more or less a “pick what’s left” thing with the focus on combat and something else. My group plays a Zoey, Akashi and Duke aka Pete. We are playing the Dunwich Legacy campaign and we have 3 Acts atm played.

How the Deck behaved

Game 1: -1x lonewolf, -1x hard knocks (don’t ask), - 1x overpower, + knife and some shit I was talked into.

First Scenario was perfect start with Luca and some money plus weapon. I didn’t really had to investigate much rather than fight a lot. The Deck always felt very solid and powerful although I like to play a bit more save and spend more money.all I had to do was fighting and the deck was great.

Game 2 (+3 exp): + 1x hard knocks, -2x flashlight, +2x lockpicks,

Mulligan all 5. Very hard game, but the lockpicks were there to help and got lonewolf, hard knocks and weapon from start on, sadly leo de luca never showed up. A lot of fighting but gained a lot of money (3 per turn) got very unlucky 3 times with the autofail… meh.

Game 3 (+5 Exp): upgraded both switchblades and one leo de luca (someone wanted the luca for his deck…)

Very good starting hand with lonewolf, upgraded springplade and hard knocks, plus money… again after mulligan 5. Leo showed up on turn 3. Very hard snowball with a lot fighting plus some investigate.

Fazit: Very strong fighter with finding a save clue every round plus the extra action every turn and huge money making. With the remaining xp I think I’ll go for another Bandolier as exchange for my lone wolf proxy or upgrading the second leo de luca or saving the spare 3xp for the Chicago typewriter gz