Card draw simulator
Derived from | ||||
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Joe's Tarot Reading #4: The Wages of Sin | 1 | 0 | 0 | 1.0 |
Inspiration for | ||||
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Joe's Tarot Reading #6: Union and Disillusion | 2 | 0 | 0 | 1.0 |
Magnificate · 1177
Pre-Mulligan Hand: Take the Initiative, Magnifying Glass, Strange Solution, Ever Vigilant, Take the Initiative, Strange Solution
Opening Hand: Strange Solution, Ever Vigilant, Mr. "Rook", Hawk-Eye Folding Camera, Magnifying Glass, Astounding Revelation
1-Card Tarot Draw: Reversed Two of Wands
In one word, an anti-climax. There’s nothing to suggest Joe will lose the scenario, but the game might not be planned too well, or just a bit too mundane. In all likelihood you, as the reader, shouldn’t expect too much flair from this log and I, as the writer, shouldn’t expect too many likes. A reversed Two of Wands can indicate indecisiveness, but indecisiveness isn’t showcased in text. Perhaps I’d be much better off recording this scenario in audio form? Now, on the assumption that the game itself is not too important, it could be that the reversed Two of Wands refers to the most recent deck update, specifically to Pathfinder. I’ve got an aversion towards Pathfinder. I just don’t like using it. But, I’m taking it here because it’s so useful. It’s definitely a safe choice. In this context, I wonder which reversed Two of Wands interpretation will apply to Extensive Research? Is it going to be too limited by its resource cost or is it going to be boring, but practical?
#1
- Hunch: Scene of the Crime
- PLAY Ever Vigilant (Mr. "Rook", Strange Solution & Hawk-Eye Folding Camera)
- Mr. "Rook" (2 secrets left, Paranoia, lose all resources, Astounding Revelation, 1 secret on Mr. "Rook", draw Crack the Case)
- Lobby
- MOVE to Lobby
- Upkeep: draw Daring, 1 resource total.
#2
- Mythos: 1/8 doom, Locked Door (at Lodge Gates)
- Hunch: Unsolved Case
- Mr. "Rook" (2 secrets left, Astounding Revelation, 2 resources, draw Pathfinder)
- PLAY Unsolved Case
- MOVE to Lodge Cellar ( key)
- PLAY Magnifying Glass
- INVESTIGATE (commit Astounding Revelation, , )
- Upkeep: draw Take the Initiative, 1 resource total.
#3
- Mythos: 2/8 doom, Evil Past
- Hunch: Working a Hunch
- Mr. "Rook" (1 secret left, draw Fine Clothes)
- Working a Hunch (1 clue from Lodge Cellar, take key)
- Crack the Case (3 resources)
- Hawk-Eye Folding Camera (1 evidence)
- PLAY Pathfinder
- Pathfinder to Lodge Catacombs
- MOVE to Inner Sanctum ( key)
- INVESTIGATE (-1, 1 clue from Inner Sanctum, take key)
- Hawk-Eye Folding Camera (2 evidences)
- Upkeep: draw Ever Vigilant, 2 resources total.
Once more I'm able to get rid of Unsolved Case without dropping clues. I wonder if this is common to frequent Joe players. In any case, round #3 is an example of sheer action compression available to Seekers. Joe found 2 clues, took 2 keys, gained 3 resources and bumped both his Intellect and Willpower by 1. Exceedingly efficient.
#4
- Mythos: 3/8 doom, Expulsion, Centuries of Secrets (-1, no curses)
- Hunch: Extensive Research
- Mr. "Rook" (no secrets left, draw Ace of Swords)
- Pathfinder to Lodge Catacombs
- MOVE to Sanctum Doorway (Holding Cells, Lodge Jailor, key)
- PLAY Ever Vigilant (Ace of Swords & Fine Clothes)
- PARLEY (0, remove 1 doom from Lodge Jailor)
- Upkeep: draw Daring, 1 resource total.
#5
- Mythos: 5/8 doom, Call to Order (Lodge Neophyte at Lodge Catacombs)
- Hunch: No Stone Unturned
- PARLEY ()
- PARLEY (0, remove 1 doom from Lodge Jailor)
- PARLEY (-2, take key from Lodge Jailor)
- Pathfinder to Lodge Catacombs
- Upkeep: draw Eureka!, 2 resources total.
#6
- Mythos: 6/8 doom, Expulsion (Lodge Neophyte attacks, 1 horror to Mr. "Rook", keys lost)
- Hunch: Scene of the Crime
- PARLEY (-2, remove all doom from Lodge Neophyte)
- FIGHT (commit Daring, , 0, defeat Lodge Neophyte, take , & keys, draw Timeworn Brand)
- Pathfinder to Sanctum Doorway (Ceremony Room)
- INVESTIGATE (, recover Working a Hunch, 1 clue from Ceremony Room)
- Upkeep: draw Crack the Case, 3 resources total.
I'd say Joe was thankful to momentarily drop the facade and bonk that Lodge Neophyte on the head. He now knows that the Lodge are criminals who hold prisoners under their manor with the intent to shed their blood. I think this is the moment Joe made the decision to directly oppose them.
#7
- Mythos: 6/8 doom, Lodge Neophyte (at Lodge Catacombs)
- Hunch: No Stone Unturned
- INVESTIGATE (-2, 1 clue from Ceremony Room)
- Crack the Case (3 resources)
- Hawk-Eye Folding Camera (3 evidences)
- Pathfinder to Lodge Catacombs
- PARLEY (, remove all doom from Lodge Neophyte)
- MOVE to Lodge Cellar
- Upkeep: draw Strange Solution, 7 resources total.
#8
- Mythos: 7/8 doom, Ancient Evils, advance agenda (Knight of the Outer Void with 1 doom at Lobby, Ends and Means)
- Hunch: Scene of the Crime
- Pathfinder to Lobby
- PARLEY (-3, 1 clue from Knight of the Outer Void)
- MOVE to Lounge ( key on August Lindquist)
- PARLEY (spend 2 clues, 1 damage to Mr. "Rook", take key from August Lindquist)
- Upkeep: draw Eureka!, 8 resources total.
#9
- Mythos: 1/10 doom, Mark of the Order (defeat Mr. "Rook", lose 3 resources, discard Daring & Timeworn Brand), Keeper of Secrets (at Library)
- Hunch: Extensive Research
- Pathfinder to Vault
- PLAY Extensive Research (1 clue from Vault)
- MOVE to Lounge
- MOVE to Library
- Upkeep: draw Vicious Blow, 2 resources total.
As in the previous rounds Joe is efficient with hardly an action lost. This is in part due to Fine Clothes. What does Joe actually wear? I'd say the latest 20s fashion, so a striped three-piece suit. I'd go as far as to reveal that his wife bought it for him. He's married and happily so. No kidding.
#10
- Mythos: 3/10 doom, Evil Past
- Hunch: No Stone Unturned
- INVESTIGATE (commit Eureka!, -1, draw Mr. "Rook", 1 clue from Library)
- advance act (Nathan Wick, Obtaining the Device)
- PARLEY (commit Take the Initiative & Eureka!, 0, defeat Nathan Wick)
- advance act (take Puzzle Box, The Four Keys)
- R1.
Done. Joe swept the manor without too much opposition and made a positive impression the Lodge. He could join the Inner Circle and go for an earlier campaign end. But, our detective's decision will align with the reversed Two of Wands prediction. Stay the course!
Campaign Log:
Disappearance at the Twilight Estate: Jerome was taken by the Watcher. 6 pieces of evidence were left behind.
The Witching Hour: Joe has rejected his fate. Joe identified the solution. The witches’ spell was broken. 8 XP (Anette Mason, Abandoned Mine, Cairn Stones, The Lonely Tree, Tainted Well, Hermit’s House, 1 bonus XP), Mementos: Mesmerizing Flute & Ritual Components.
At Death’s Doorstep: Joe is on Jerome’s trail. Joe escaped the spectral realm. Joe rescued Josef. Joe is a member of the Lodge. Joe is deceiving the Lodge. 6 XP (Office, Billiards Room, Master Bedroom, 2 bonus XP).
The Secret Name: Joe told the Lodge about the coven. 4 XP (Twilight Abyss, Physics Classroom, 2 bonus XP), Mementos: Gilman’s Journal, Keziah’s Formulae & Worn Crucifix.
The Wages of Sin: 2 heretics were unleashed unto Arkham. 4 XP (Haunted Fields, Abandoned Chapel, 2× Unfinished Business), Mementos: Wisp of Spectral Mist.
For the Greater Good: Joe discovered how to open the puzzle box. Joe kept his mementos hidden. 5 XP (Nathan Wick, Vault, Library, Ceremony Room).