Card draw simulator
Derived from |
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None. Self-made deck here. |
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Calprinicus · 5780
ABOUT THIS GUIDE
Last Updated:
Conclusion of the Dream-Eaters Cycle.
How To Use
My "Perfected" guides for each investigator are updated at the end of each campaign cycle. These have all been tested against standard difficulty campaigns and standalone scenarios.
The deck listed shows the final build after spending about 25xp (campaign average). There is a section on how to build the starting deck and recommended upgrade order. Additionally, it lists a trimmed down 9xp standalone variant.
Enjoy.
SUMMARY
Norman is a very elusive primary clue finder. You'll be playing a lot of fast cards from the top of your deck. His and are both very low which is where Mind's Eye comes into play. You'll boost and to use for all skill tests. You'll mainly use intelligent to gather clues and secrets from mind's eye to fight or evade monsters.
PROS:
- A high & .
- Vengeful Hound is easy to deal with.
- You use for all non- skill test.
- No setup. He's ready to go at the start of the game.
CONS:
- Very low & . (You need to manage your Mind's Eye secrets carefully.)
- Split the Angle is bad. You'll often just commit it.
- His ability is not great.
- Deck building challenges. (In depth below).
HOW TO PLAY
TOP DECK
Norman Withers ability allows you to see the top card of your deck and play it for 1 resource less. This is essentially giving you a second upkeep each round as a psuedo card draw and resource. It's easiest to take advantage of this if the top card is fast or cheap, preferably both.
TIPS:
- Skill cards cannot be committed or played on your top deck, so remove all of them from your deck.
- If you don't like the top card, use a shuffle effect to reveal a new top card. I run Arcane Initiate, No Stone Unturned, and Word of Command.
- If the top card is Astounding Revelation, collect the research reward with Arcane Initiate or No Stone Unturned.
- If the top card is a spell, you can draw it with Arcane Initiate and get a new top card.
DECK BUILDING
At the start of the campaign, you only get 5 0-level cards. IMPORTANT: Don't waste them on cards you'll upgrade out of!
I choose the following:
- 2x St. Hubert's Key - This boost both your primary skills: and .
- 3x Open Gate - This is a great top deck card, is fetchable with Arcane Initiate and word of command. It's also provides a great get away after you evade a monster.
NOTABLE CARDS
There are a few cards that need to be explained in detail:
- Arcane Initiate - This ability not only fetches a spell but it also shuffles your deck, changing the top card!
- Mind's Eye - This allows you to use for or . You'll need to manage your secrets carefully. You'll have a maximum of 12 (average 6-7) skill tests per scenario if you use all copies of Mind's Eye and Astounding Revelation.
- Persuasion - (from starting deck) The parley is reduced by Fine Clothes. If your scenario lacks humanoids, swap for "I've got a plan!".
- Word of Command - This is most commonly used to fetch an Open Gate. It pays for itself with Astounding Revelation or adds a secret to Mind's Eye.
- Timeworn Brand gives withers a constant 4 to take out the small enemies. This reduces the need of using mind's eye on Kukri for 2 damage. Additionally, you can use Mind's Eye on the brand's big attack for a 12-14 skill test that deals 4 damage! (sadly limited to once per scenario). This can get Wither's out of sticky situations.
CLUE FINDING
With a 5 finding clues comes naturally for Norman! St. Hubert's Key & Hawk-Eye Folding Camera give you a stat boost. Working a Hunch helps speed up you clue finding.
DEALING WITH ENEMIES
The Occult Lexicon gives you Blood-Rite, which deals 2 damage for 2 resources. Blinding Light also deals 2 damage with a successful evade test. You can Mind's Eye a Kukri or Timeworn Brand allow you to deal 2 damage. Outside of that, you evade enemies with Mind's Eye. Open Gate is a great getaway card only Investigators can use. Occasionally, you can use Bind Monster to keep a nasty non-elite monster exhausted. The 3 is easy for Norman, especially with a boosted willpower.
MULLIGAN & SETUP
Keep:
- Only Assets. Mulligan the rest.
Exceptions:
- If you get 2x Open Gate or Word of Command on a large map. Use your first turn to setup helpful gates for the team. This can save each investigator 2-3 move actions. This is scenario dependant.
Setup:
- Simply play your starting assets, prioritizing anything that boosts or . Then start collecting clues.
- Arcane Initiate is the best single asset to play.
STARTING DECK
ASSETS
- 1x Kukri
- 1x Occult Lexicon
- 1x Hawk-Eye Folding Camera
- 2x Fine Clothes
- 2x Mr. "Rook"
- 2x St. Hubert's Key
EVENTS
- 1x Connect the Dots
- 2x Working a Hunch
- 2x Crack the Case
- 2x No Stone Unturned
- 3x Open Gate
- 2x Persuasion (Note: Persuasion is reduced by Fine Clothes)
- 2x Mind over Matter
- 3x Astounding Revelation
- 2x Shortcut
- 2x Seeking Answers
UPGRADE BY PRIORITY
- 2xp - Connect the Dots Mind's Eye
- -xp - Seeking Answers Mind's Eye
- -xp - Seeking Answers Mind's Eye
- 1xp - Fine Clothes Four of Cups
- 3xp - Mr. "Rook" Arcane Initiate
- 3xp - Mr. "Rook" Arcane Initiate
- 2xp - Shortcut Word of Command
- 2xp - Shortcut Word of Command
- 2xp - Persuasion Blinding Light
- 2xp - Persuasion Blinding Light
- 2xp - Mind over Matter Bind Monster
- 2xp - Mind over Matter Bind Monster
- 5xp - Kukri Timeworn Brand
ADDITIONAL XP
STANDALONE 9XP
ASSETS
- 1x Kukri
- 1x Occult Lexicon
- 1x Hawk-Eye Folding Camera
- 1x Fine Clothes
- 2x Mr. "Rook"
- 2x St. Hubert's Key
- 1x (1XP) Four of Cups
- 3X (2XP) Mind's Eye
EVENTS
- 2x Working a Hunch
- 2x Crack the Case
- 2x No Stone Unturned
- 3x Open Gate
- 2x (4XP) Blinding Light
- 2x Mind over Matter
- 3x Astounding Revelation
- 1x Shortcut
- 1x (2XP) Word of Command
Norman can't use the upgraded version of 'No Stone Unturned', can he?