Ursula Downs - But it doesnt belong in a Museum! (for Dttf)

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StartWithTheName · 68641

StartWithTheName

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Substantial Spoiler Warning:

The below contain substantial scenario spoilers for the Miskatonic Museum scenario, including several encounter cards, narrative and act/agenda deck content. If you have not yet completed this scenario, I recommend playing through it normally before reading any further.

Context

This deck was inspired by Drawn to the Flame Podcasts thematic deck and scenario combo competition. I say inspired by, because I dont want to be considered for the competition per se. I consider both of the presenters to be friends, and I wouldnt want them to be put in a conflict of interest. Plus ive seen some of the other entries and frankly theyre brilliant. I wouldnt want my comedy offering to detract from them. I basically just enjoy writing decks and I wanted to offer a contribution :)

Also, the arkhamdb site doesnt allow people to publish decks using unreleased cards. For the intended experience swap:

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Introduction

They say discovery is easy. Understanding is the hard part...

The world is a vast and wondrous place full of mystery and diverse cultures. Humanity's collective history is richer still. Civilizations rise and fall, leaving behind little but stone and ruin. These 'colonialists' take the few remaining artifacts of their existence and imprison them in their Museums. Deny them to the world.

Men died recovering those relics... In hind sight we could just should stop hiring Leo Anderson... but anyway... the knowledge these relics represent is humanity's heritage! It must be liberated, it must be known.

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In this deck you take the role of Ursula Downs and her team, after returning from an expedition to discover that the relics they have been recovering are not been being studied for their mystic or cultural significance but rather put on display in Arkham's Museum to be forgotten "for the greater good". With the aid of some new similar minded contacts, Ursula and her team are seeking to rescue these relics and demonstrate their potential benefits for mankind.

Your objective is simple: Score as many points as you can by playing and using as many relics as possible, searching the museum thoroughly, recovering the The Necronomicon (its almost a relic... sort of.... look just work with me ok) and getting out alive.

Thats right! this deck is a solo mini game!

Scoring

You score 1 point for each relic in the victory display at the end of the game. Once a relic has been used (see below), it gains ": place this card in the victory display and if playing on easy or standard, gain 1 resource" (any relics that have been used that are removed from the game or discarded by abilities on them are placed in the victory display instead, (yes you still get the resource)). When placing a card in the victory display return any token it sealed back in the chaos bag.

For a relic to count as having been used, you must do at least one of the following:

  1. Take a skill test which uses a stat that the relic has provided a boost to.
  2. activate a , , on the relic, or
  3. Take a skill test while a token is sealed on the relic.

Relics put into play during the first act may not be placed in the victory display since that would imply you brought them with you.

You score 1 additional point for every 2 victory points achieved (round down) and 2 additional points if you clear the scenario and take the The Necronomicon.

You lose 1 point if you resign or 3 points if you are defeated.

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With that in mind, lets look at the deck

Your Partners in Crime

  • Charles Ross, Esq. Your previous expedition has left you with some minor liquidity issues, so you've had to bring in external investment. Lets just say that "Mr Acquisitions and Solicitations" has offered to accompany you to ensure things go smoothly... Notice that all relics are items and thus synergise with Mr Ross's ability. I like to think Mr Ross isnt actually providing a few coin from his pocket so much as just scowling at how slow things are going. Mechanically, this helps get relics into play despite a somewhat high cost curve for the deck.

  • Dr. Elli Horowitz The assistant curator clearly shares your desire to see these relics used. Or maybe shes angling for a promotion. All those thefts from under Harold Walsted's nose, wont go down well with the board! Thematically Dr. Horowitz is your insider. She knows the museum well, and is quite capable of fetching things on her own. Mechanically she is the slightly obvious deck tutor. Calling in Favors represents her dashing off to get the next one, (this promotion is a big favor).

  • Jake Williams Your ever faithful compatriot has had your back at every step of your journey so far. Hes not going to let you down now. Mechanically, Jake is a satisfying fit for the museum. His has synergy with the Museum Halls place a location ability, perhaps representing advice from Jake when we discover a new potential exhibit. Maybe he spotted a Shortcut or a particularly good relic. He also helps you deal with the Hunting Horror, distracting it and allowing you to move it to a safer part of the map before evading it. If you've let it become massive through aggressive use of the Bow he can even help you slip away altogether.

  • Charisma Is here to remove the thematic disconnect that would otherwise have meant you couldnt have the team all in the same place.

The Relics and Supporting Items

Thematically i imagine the relics being placed among a more general exhibit or in a dioramas not to draw attention to them specifically for any "powers". Mechanically these have been selected either for their synergy with the map, or their "fire and forget" nature, which synergises with both the challenge and the transient Dr. Elli Horowitz. I will also keep this section to a minimum to let you explore the challenge yourself and spare you the wall of text, but a few pointers:

  • Wait? just 1 Relic Hunter? Yep. I had to put one in for theme, but keeping with the "get them used", attitude intended in the challenge, I wanted this slot to be contested to stop you holding on to things too long.
  • Ornate Bow - This is the only way you are realistically going to be dealing damage. You didnt know the horror would be here, so you didnt "prepare a plan". Realistically however, the reload mechanic on this means it will work well, once specifically when it has 3 hp. After that, the fact you would need to reload means you will need to evade or take some attacks of opportunity to drive it off. Importantly, you will need to decide when you want to do this. Do you wait for it to have doom on it? It also means you are going to have to evade it for the best part of the game - Which is a WAY more interesting challenge, and of course it lets you use your:
  • Trench Coat - Which should give you enough to evade the Horror, or a Stubborn Detective. But also - what better to hide all these relics in if you get spotted.
  • Magnifying Glass - Used for checking inscriptions. The upgraded version lets you keep those handslots free to juggle relics into and out of play.

And the rest of the deck

  • Cryptic Research Your vast knowledge of these cultures and relics. A lifetime of experience and research paying off. Mechanically helps dig through the deck to find the relics you needs.
  • Eureka! "Whats that under the little ledge over there?" reperesents a chance to spot something. Mechanically its pip combo is a nice fit for Ursula
  • Unearth the Ancients - There are many ways to "bury" a relic. There are as many ways to "unearth" them. Tragically this cant be played on non seeker relics, but it can be used on several of the other seeker assets. You can go tell Dr. Elli Horowitz to "unearth them" for you. or you can use it to play Fieldwork representing a little forward planning to unearth them.
  • Emergency Cache - The funds our "investors" has provided us with to help with the "expedition". "Look, I dont like it either but it was an emergency ok".
  • Fieldwork & Inquiring Mind You have a good idea how to get through those Locked Doors and Arcane Barriers created by some of the other relics. Fieldwork represents your prep-work before you set off, and Inquiring Mind your adaptability and drive. Of course your only really motivated to do this when there might be information to be gained.
  • Higher Education There is no doubt that Ursula is well educated. Particularly on the matters which would arise in the museum. This also adds an element of risk/reward balance. With the deck's high cost curve, desire to keep playing assets, and absence of Dr. Milan Christopher, this is not as strong of a card as it might be in other decks. It does however provide some interesting trade off decisions about when to keep cash back to protect against encounter cards or grab clues on high shroud locations, and when to progress.

Not everything is going to plan

Yep. you werent going to get away with this easilly. Your Debts mean you came here a little less prepared than you would have liked and a Stubborn Detective knows something is up. Youve been seen consorting with some questionable figures, and lets face it you have a little bit of a reputation as a rebel. Thankfully hes easy to give the slip. but if you really want to send him something of a sinister message, im sure arrow narrowly missing his face, will be enough to drive him off... for now. Finally dont let your insatiable sense of wonder detract from the job at hand. Your prone to be Overzealous in your pursuit of these relics. You have your list of relics to liberate and you need to try to stick to the plan. Don't go searching for extras and drawing attention to yourself or setting off security features (arcane or otherwise!).

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Variant Game: Randomise the decks relics

Very simple variant. Simply remove all the relics from the deck. Take 1 copy of each relic in your collection that Ursula can legally take (apart from Charon's Obol, or anything else you dont shuffle into the deck). Select 8 at random and shuffle them into your deck without looking at them before playing. You may need to make up rule to determine when a relic has been used if it doesnt comfortably fit into the list above. the basic idea is that you should have seen some benefit from it. I suggest adding the following to the list:

  • Place damage or horror onto the relic.

For Disc of Itzamna, you simply need it in play at the end of the game since there are no non-elite enemies in the scenario.

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