SPOILER for Curtain Call

Introduction

This is the deck we used to beat The Path to Carcosa expert.The / duo of Leo Anderson and Finn Edwards were perfectly equipped for the horror of The King in Yellow. The only really hard scenario was "Curtain Call"and the last 3 were not a pushover. Scenario 2-5 were a breeze. You can find the Finn deck here.

Investigator-Choice

We decided for a Fighter and a clueer, to go towards a conviction Dim Carcossa. Generally Flamethrower is so powerful that we had to play a guardian. We decided for Finn Edwards, as he is capable at doing his own investigation without babysit and Adaptable allows us to adjust to specific scenarios.

We excluded Roland Banks, as the scenario is quit horror-intensive. We thought that Leo Anderson 3 give us a higher chance at hailmarry investigates and handling Poltergeist and Parley's with Fine Clothes over Zoey Samaras. Mark Harrigan is definitely the best choice for the first scenarios and we actually just rated Adaptable and his lower sanity the reaons, to why we did not chose him.

Planing and Playing Scenario 1

We had a second try, as our first try hit us both with a Frozen in Fear immediatly in the first Mythos Phase, so we did not get far and restarted the campaign (This was the only fail we had, luckily at start).

Leo went into Backstage, as Finn drew Flashlight for Balcony and Trap Room is amazing for Scene of the Crime. Act 1 was quit ok, as we kept Horror low for and got the clues before the Agenda could advance. The The Man in the Pallid Mask appeared in the Dressing Room which meant Leo has to fight him. Meanwhile the Royal Emissaryspawned and Finn was hiding in the Box Office. Leo beat the man to advance to The Final Act. Finn Edwards evaded your royal heinous in Lobby. Final important turn looked like this:

After that Finn Edwards resigned, so Spires of Carcosa and Ancient Evils cannot show up to erase our 2 XP. A turn Later Leo Anderson resigned and we won the very hard scenario with a lousy 4 XP.

The other scenarios require mostly smart upgrades and smart pathing. You can get some tipps to how to handle them in those 2 excelent guides:

Card Selections

Core:

These are the cards you could always bring in your expert guardian run. Ask me for details if you disagree or are not convinced.

Carcossa Tech:

This cards are included to deal with the Royal Emissary, Poltergeist and The Man in the Pallid Mask in Curtain Calls. Fine Clothes should be kept for the second scenario, and coupde grace is always nice if it is only for its pips. I kept one dynamite blast for the campaign and swapped one away with Adaptable, but it was not important.

The rest and why certain cards are not in:

Leo De Luca I need Dynamite Blast for Scenario 1, so I do not have cash for Leo. I swapped him in for a Dynamite and a Beat Cop in scenario 2.

I need Dynamite Blast for Scenario 1, so I do not have cash for Leo. I swapped him in for a Dynamite and a Beat Cop in scenario 2. Lone Wolf As we split up quit a lot and guardian cards are expensive, I tried it. It wasn't that fantastic.

As we split up quit a lot and guardian cards are expensive, I tried it. It wasn't that fantastic. "Let me handle this!" Finn was the clue-gatherer and this was a precaution

Finn was the clue-gatherer and this was a precaution Prepared for the Worst I usually run this over a 4th weapon, as I try to fetch a flamethrower as early as possible.

I usually run this over a 4th weapon, as I try to fetch a flamethrower as early as possible. Dodge This was an auto-include that did nothing the whole game. It is some insurance though.

Upgrades

Priority 1:

1x Adaptable As you tech quit hard for scenario 1&2, Adaptable allows you to adjust your deck later.

Adaptable As you tech quit hard for scenario 1&2, Adaptable allows you to adjust your deck later. 2x Flamethrower This is the the card that will make fighting monsters trivial. Lategame enemies are usually 4/4/x stats, and on expert you need no avarage a +4 to pass a skilltest. You should calculate the odds for very important skilltests with the symbol tokens and the content of the bag, but for deckbuilding purpose, having 8 fight vs 4 fight enemies and 4 damage against 4 or lower hp enemies is amazing

Flamethrower This is the the card that will make fighting monsters trivial. Lategame enemies are usually 4/4/x stats, and on expert you need no avarage a +4 to pass a skilltest. You should calculate the odds for very important skilltests with the symbol tokens and the content of the bag, but for deckbuilding purpose, having 8 fight vs 4 fight enemies and 4 damage against 4 or lower hp enemies is amazing 1x Charisma Once you end up with 5 allys, it will be very good.

Charisma Once you end up with 5 allys, it will be very good. 1x Stick to the Plan Make sure you have Emergency Cache, Extra Ammunition and Prepared for the Worst under it.

Stick to the Plan Make sure you have Emergency Cache, Extra Ammunition and Prepared for the Worst under it. 1x Extra Ammunition Flamethrower is so strong, that you want as many shots as you can.

Priority 2:

All solid cards, but are not really important.