Clue Drop / Zero test Darrell in The Circle Undone

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

Giesman · 1

I've build a Cluever Darrel with some fighting options for a 2 player Circle Undone Campaign we are about to start. I never played Darrell and took a lot of inspiration from the Drop it like its hot Deck by Valentin1331. I didnt want to play with Resourceful and Scavenging though, so I made some changes.

Gathering Evidence

The goal for this 0 XP deck is to gather evidence as fast as possible to overcome the difficult tests using:

  • Darrel's Kodak
  • Hawk-Eye Folding Camera
  • Empirical Hypothesis
  • Research Notes

Spending Evidence

The evidence will be spend mostly on Darrell's ability to make all tests a lot easier, but can also be used on Empirical Hypothesis for getting some extra draw, on Research Notes to pick up a lot of clues for 1 action or adding an extra book and brain on the Hawk-Eye Folding Camera.

Clue Dropping

With XP I plan to add a lot more cards that tie into the cluedropping mechanic, but for now Research Notes is the key card of this deck that benefits from that. Cards that drop clues and fuel your research notes:

  • Dr William T Maleson: drops a clue AND helps protect you from the Encounter deck, which Darrell definitely needs with his 2 brain.
  • Captivating Discovery: An amazing card to drop multiple clues at once and get the cards you need.
  • Analysis: can drop multiple clues as well and helps you ensures the success of certain key tests.

Testing at 0

With Darrell's ability this makes for an obvious archetype, I decided not to go too much into the testing at 0 strategy, but I did add some cards that work off of that well:

  • Shed a light: picking up many clues for one event.
  • Exploit Weakness: seemed like a decent way to deal with enemies, a lot of them will have a max of 2 in at least one of either the brain or fist score.
  • Map the area: Reducing the difficulty of all tests by 1 on a location works well with this, but also seemed like a fun card to try out.

With some XP I would like to add 2 Gumptions to be able to get any test -4.

Encounter protection

Since Darrell only has a 2 for his brain and a personal weakness that can do 4 mental damage, he does need some cards to help him against the encounter deck:

  • Logical reasoning: Getting rid of some persistent treachery cards or healing some horror, also commits for 2 head if not needed for any of those.
  • Dr William T Maleson: Redrawing an encounter card while dropping a clue. This is a great card for this deck in both ways.
  • Arcane Enlightment: Although its in here for being able to get that extra hand slot for 2 Research Notes and a Hawk-Eye Folding Camera, it can be committed for 2 brains as well in a pinch.

Some other cards to complete the deck:

  • I've got a plan for some options to deal with 3 or 4 health enemies.
  • A research librarian to more easily find the Research Notes, since they are so important.
  • Shortcut to be able to move and drag an engaged enemy to a different location without getting attacked.
  • Deduction to speed up the clue gathering.
  • Knowledge is Power to use Research Notes without having to discard the evidence on it.
  • Inquiring Mind I wasn't sure about, maybe it should be a perception, but because you can drop clues so easily it looked like a card that could get its value.

The side deck contains the other cards I was considering and some of the upgrades I want later on.

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