Card draw simulator
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True Solo - Return to the Night of the Zealot (Success) | 10 | 9 | 0 | 1.0 |
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Voltgloss · 364
Roland Banks here is the latest in my achievement-seeking solo runs at Return to the Night of the Zealot. For this one, I'm focused on either (i) getting all 6 unique cultists in Return to The Midnight Masks; or (ii) the "Do You Get It Now?" achievement for interrogating Billy Cooper by defeating the Ghoul Priest at his location. That means I need to leave the Ghoul Priest alive (again) in Scenario I, so the plan here is to resign after hoovering up as much Victory as I can. After my latest no-killing-any-Ghouls runs with Jenny Barnes and Ursula Downs, it's somewhat cathartic to blast my way through the hordes again!
I've derived this deck from Uncle George the Farmer's deck here: https://arkhamdb.com/decklist/view/9882/true-solo-return-to-the-night-of-the-zealot-success-1.0. I have made some tweaks given the goal I have in mind. In particular, I am intrigued at trying to leverage Marksmanship in Scenario II to maximize efficiency in "interrogating" cultists from a distance; which means using guns, and only guns, so no Machete. I'm also hoping to synergize Calling in Favors with an idea of bringing in Charisma and Lita Chantler after this Scenario, so I added another Beat Cop and cut Fieldwork and Dodge instead. Finally, I added two copies of On the Hunt for further encounter deck manipulation and - if the opportunity presents itself - to pull the Ghoul Priest in Scenario II; I decided to cut one Logical Reasoning and one Working a Hunch to make room (thinking that with Calling in Favors I can recycle Art Students which sort of combine both effects (2 horror soak plus 1 clue).
My goal here is to accumulate as much Victory as I can and then resign. I want to leave the Ghoul Priest alive for the potential Billy Cooper achievement in Scenario II. So, here we go! (Side note: man, Indebted? That's annoying for resource-hungry Roland. But hey, when are basic weaknesses ever not annoying?)
SESSION REPORT
SCENARIO I - RETURN TO THE GATHERING
- Opening Hand: .45 Automatic, On the Hunt, Emergency Cache, Dr. William T. Maleson, Unexpected Courage
- Kept: all but Unexpected Courage
- Replacement: Shortcut
- Starting location: Study
I'm OK with this start. A weapon, an ally, extra money, and a means to pull an enemy early (to crack the 3-shroud Study).
R1 (0D, 0H, 3$, 0C): 0/3 doom
- Encounter: None
- Play Emergency Cache [+3$]
- Play .45 Automatic [-4$]
- Play Dr. William T. Maleson [-1$]
- Draw Shortcut [+1$]
R2 (0D, 0H, 2$, 0C): 1/3 doom
- Play On the Hunt [-1$]: Encounter: Ghoul from the Depths spawns and engages
- Use .45 Automatic [-1A]: Fight Ghoul from the Depths, 5 vs. 3 (-1): pass [+2D]
- Use .45 Automatic [-1A]: Fight Ghoul from the Depths, 5 vs. 3 (-1): pass [+2D, defeated, +1 Victory]
- Roland Banks [+1C]
- Move to Guest Hall
- Draw Inquiring Mind [+1$]
R3 (0D, 0H, 2$, 1C): 2/3 doom
- Encounter: Corpse-Hungry Ghoul spawns in Bedroom
- Move to Bathroom
- Draw Calling in Favors
- Investigate 3 vs. 1 (0): pass [+1C]
- Corpse-Hungry Ghoul moves to Guest Hall
- Draw Vicious Blow [+1$]
When the Corpse-Hungry Ghoul spawned, I thought about going to fight it straightaway, but without a means to get 6 I decided it was better to hit the Bathroom first and see if something useful turned up to help. And Vicious Blow appeared. Even though the Corpse-Hungry Ghoul then left the Bedroom, I can effectively drag it back there using Shortcut in order to nab the Bedroom clue when I kill it.
R4 (0D, 0H, 3$, 2C): 3/3 doom
- Agenda advances to 1b: [1H, 1H on Dr. William T. Maleson]; advances to 2a
- Encounter: Frozen in Fear
- Play Shortcut: move to Guest Hall [Corpse-Hungry Ghoul engages]
- Play Shortcut: move to Bedroom
- - Use .45 Automatic [-1A]: Fight Corpse-Hungry Ghoul, commit Vicious Blow, 6 vs. 4 (+1): pass [+3D, defeated, +1 Victory]
- Roland Banks [+1C]
- Move to Guest Hall
- Advance Act to 1b [-3C]: Hallway enters play; move to Hallway; Attic, Cellar, and Parlor enter play; 3 vs. 4 (-2): fail by 3 [discard Inquiring Mind, Calling in Favors]; advances to 2a
- Frozen in Fear, 3 vs. 3 (-1): fail
- Draw Calling in Favors [+1$]
R5 (0D, 1H, 4$, 0C): 1/7 doom
- Encounter: Ancient Evils [+1 doom]
- Move to Cellar [Ghoul Pits enters play]
- Play Calling in Favors [-1$]: Dr. William T. Maleson returns to hand, play Beat Cop [-3$]
- Frozen in Fear, commit Dr. William T. Maleson, 4 vs. 3 (-3): fail
- Draw Working a Hunch [+1$]
I was feeling all clever with my "I'll pull Dr. William T. Maleson back to my hand and commit him for a icon to clear Frozen in Fear" plan, but the chaos bag had other ideas. Ah well.
R6 (0D, 1H, 1$, 0C): 3/7 doom
- Encounter: Swarm of Rats spawns and engages
- Fight Swarm of Rats, 5 vs. 1 (-2): pass [+1D, defeated]
- Roland Banks [+1C]
- Move to Ghoul Pits, 2 vs. 3 (-1): fail by 2 [Swarm of Rats and Swarm of Rats spawn and engage]
- Frozen in Fear, 3 vs. 3 ( is -2): fail
- Swarm of Rats and Swarm of Rats attack [1D, 1D on Beat Cop]
- Draw .32 Colt [+1$]
R7 (1D, 1H, 2$, 1C): 4/7 doom
- Encounter: Ancient Evils [+1 doom]
- Fight Swarm of Rats, 5 vs. 1 ( is 0): pass [+1D, defeated]
- Roland Banks [+1C, +1 Victory]
- Fight Swarm of Rats, 5 vs. 1 ( is 0): pass [+1D, defeated]
- Frozen in Fear, 3 vs. 3 ( is 0): pass, discarded
- Draw Art Student [+1$]
R8 (1D, 1H, 3$, 2C): 6/7 doom
- Encounter: Rotting Remains, 3 vs. 3 (+1): pass
- Move to Cellar
- Move to Hallway
- Move to Attic [Field of Graves enters play]
- Draw .32 Colt [+1$]
R9 (1D, 1H, 4$, 2C): 7/7 doom
- Agenda advances to 2b: encounters reshuffle; Flesh-Eater spawns and engages; advances to 3a
- Encounter: Crypt Chill, 3 vs. 4 (): fail [discard .45 Automatic]
- Evade Flesh-Eater, 2 vs. 1 (-1): pass [evaded]
- Play .32 Colt [-3$]
- Use .32 Colt [-1A]: Fight Flesh-Eater, 5 vs. 4 (-1): pass [+2D]
- Flesh-Eater readies and engages
- Draw Take the Initiative [+1$]
Crypt Chill discarding Roland's weapon in the face of an enemy is never good, but I had a backup ready - and this particular enemy is one of the few that slow-footed Roland can reasonably evade.
R10 (1D, 1H, 2$, 2C): 1/10 doom
- Encounter: Frozen in Fear
- Use .32 Colt [-1A]: Fight Flesh-Eater, commit .32 Colt, 6 vs. 4 ( is -2) [1D]: pass [+2D, defeated, +1 Victory]
- Roland Banks [+1C]
- Move to Field of Graves, play Working a Hunch [-2$, +1C, +1 Victory], 3 vs. 4 (0): fail by 1 [discard Art Student]
- Frozen in Fear, 3 vs. 3 (-2): fail
- Draw Unexpected Courage [+1$]
I believe I ran the rules here correctly - i.e., that I could play Working a Hunch during the player window available at the start of the Field of Graves skill test, and thus leverage it to nab the clue there before having to potentially lose it to the location's discard-your-stuff effect.
R11 (2D, 1H, 1$, 4C): 2/10 doom
- Encounter: Ancient Evils [+1 doom]
- Move to Attic
- Move to Hallway
- Frozen in Fear, commit Unexpected Courage, 5 vs. 3 (0): pass, discarded
- Draw Emergency Cache [+1$]
At this point, I could conceivably spawn the Ghoul Priest and charge to the resolution. But I'd like to fish for the Icy Ghoul (either naturally or via my second On the Hunt) for its Victory point... and I don't really want to kill the Ghoul Priest this run anyway, as I want to save him for Scenario II. So, time to draw looking for On the Hunt. I have some time.
R12 (2D, 1H, 2$, 4C): 4/10 doom
- Encounter: Rotting Remains, commit Take the Initiative, 6 vs. 3 ( is 0): pass
- Draw Logical Reasoning
- Draw Flashlight
- Draw Art Student
- Draw Unexpected Courage [+1$]
R13 (2D, 1H, 3$, 4C): 5/10 doom
- Encounter: Obscuring Fog attaches to Hallway
- Draw Dr. William T. Maleson
- Draw Take the Initiative
- Draw Beat Cop
- Draw Cover Up [+1$]
Well. The prospect of Cover Up appearing certainly existed. And no clues to use to clear it. Fortunately, I have my second Dr. William T. Maleson in hand, to help me drop a clue for just that purpose. First though, the whole reason I delayed these two rounds is about to show up as well.
R14 (2D, 1H, 4$, 4C): 6/10 doom
- Encounter: Icy Ghoul spawns in Cellar
- Move to Cellar [Icy Ghoul engages]
- Use .32 Colt [-1A]: Fight Icy Ghoul, 5 vs. 3 ( is -2) [1D]: pass [+2D]
- Play Dr. William T. Maleson [-1$, Icy Ghoul attacks [1D, 1D/1H discard Beat Cop]]
- Icy Ghoul attacks [1D, 1D/1H on Dr. William T. Maleson]
- Draw Flashlight [+1$]
I want to have Dr. William T. Maleson out before next round and before killing the Icy Ghoul, even though it means eating a couple of attacks, so that I can potentially clear Cover Up next round. I know I'm not going to have time to resign and so am resigned to taking a trauma - but if I can clear Cover Up and finish by running the Agenda out, it'll at least be physical trauma (about which I barely care) rather than mental trauma (about which I care deeply).
R15 (5D, 1H, 4$, 4C): 7/10 doom
- Encounter: Grave-Eater, use Dr. William T. Maleson to reshuffle/redraw [drop 1C on Cellar]
- Encounter: Chill from Below, commit Logical Reasoning, 5 vs. 3 ( is -1): pass
- Use .32 Colt [-1A]: Fight Icy Ghoul, commit Beat Cop, 5 vs. 3 ( is -1): pass [+2D, defeated, +1 Victory]
- Roland Banks [-1C from Cover Up]
- Investigate, commit Flashlight, 4 vs. 2 ( is +1): pass [-1C from Cover Up]
- Play Art Student [-2$, -1C from Cover Up], discard Dr. William T. Maleson
- Draw Vicious Blow [+1$]
Good, Cover Up task completed. Now it's time to let the Ghoul Priest throw Roland out.
R16 (5D, 1H, 3$, 3C): 8/10 doom
- Encounter: Swarm of Rats spawns and engages
- Fight Swarm of Rats, 4 vs. 1 ( is -1): pass [+1D, defeated]
- Roland Banks [+1C]
- Move to Hallway
- Take a resource [+1$]
- Draw Roland's .38 Special [+1$]
- Advance Act to 2b [-3C]: reveal Parlor with Lita Chantler; Ghoul Priest spawns and engages
- Agenda 3a: +1 doom
R17 (5D, 1H, 5$, 1C): 10/10 doom
- Agenda advances to 3b: defeated, +1 physical trauma
No resolution
- Roland's house is still standing
- The Ghoul Priest is still alive
- Lita Chantler joins Roland
- 8 experience (6 Victory + 2 bonus)
- Total trauma: 1 physical, 0 mental
All experience I wanted to gain has been gained! I doubt highly that the 1 physical trauma received in exchange will become an issue. You never know, of course. On to Scenario II next - which will be the true test of Roland's Marksmanship!