Sherlock Holmes – Geektopia Games

Sherlock Holmes

Minor(s): Dr. Watson

Main Unmatched page

Thanks to Matsu Takedo for the art!

Sherlock Holmes
by Restoration Games (Rob Daviau and Justin Jacobson)

Sherlock Holmes
16 HP
Melee

Dr. Watson
8 HP
Ranged

Move: 2

Special Ability:  Effects on HOLMES and DR. WATSON cards cannot be canceled by an opponent.

(Effects on ANY cards can be canceled.)

Sherlock Holmes – 19 cards

3x COUNTERPUNCH
A/A3. AFTER COMBAT: If Holmes is adjacent to the opposing fighter, deal 2 damage to that fighter.
BOOST: 1

3x DEDUCE STRATEGY
A/A 3. DURING COMBAT: You may change the printed value of the opponent’s card to its BOOST value.
(If a card does not have a BOOST value, it is treated as 0.)
BOOST: 1

2x THE GAME IS AFOOT
A5. AFTER COMBAT:  Move Holmes up to 3 spaces.
BOOST: 2

2x ELEMENTARY
D3. Play this card face up. Predict the printed attack value of the opponent’s card.
DURING COMBAT: If you predicted the correct value, cancel all effects on your opponent’s card and ignore its attack value.
BOOST: 3

3x CONFIRM SUSPICION
Scheme
Choose an opponent and name a value. Your opponent must choose and discard one card matching that attack or defense value. Their hero takes damage equal to the BOOST value of the discarded card. If they do not have a card of the named value, they must reveal their hand instead.
BOOST: 1

2x ELIMINATE THE IMPOSSIBLE
Scheme
Choose an opponent. Look at their hand and choose 1 card for them to discard.
BOOST: 2

2x MASTER OF DISGUISE
Scheme
Choose an opponent. Holmes swaps spaces with their hero. Deal 1 damage to that hero.
BOOST: 2

Dr. Watson – 6 cards

2x SERVICE REVOLVER
A5.
BOOST: 3

2x FIXED POINT IN A CHANGING AGE
A3D3.  AFTER COMBAT: If Dr. Watson is adjacent to Holmes, they each recover 1 health.
BOOST: 1

2x ADMINISTER AID
Scheme
Place Dr. Watson in a space adjacent to Holmes. Holmes recovers 1 health. Draw 1 card.
BOOST: 2

Basic – 7 cards

3x FEINT
A/A 2. IMMEDIATELY: Cancel all effects on your opponent’s card.
BOOST: 2

2x STUDYING METHODS
A/A 3. AFTER COMBAT: If you won the combat, look at your opponent’s hand.
BOOST: 2

2x EDUCATION NEVER ENDS
A/A 3. AFTER COMBAT: If you won the combat, your opponent draws 1 card. If you lost the combat, you draw 2 cards.
BOOST: 1

Notes:

– While STUDYING METHODS and EDUCATION NEVER ENDS appear unique to Sherlock Holmes, they’re basic enough.

 

2 comments

  1. Raistlin says:

    Great deck this one. It depicts the characters very well, thematic and strong.

    In the end I tweaked one card (at least for now): COUNTERPUNCH. I limited its direct damage to only 1.

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