Unaware

Just a fun fact, that I haven't seen mentioned anywhere: the guy on the artwork is either Danny Schaefer, lead designer for Star Wars: Unlimited; or Grubby (Manuel Schenkhuizen), a Dutch pro player; or, even worse: a triple of them, still UNAWARE of all this, whose identity is yet to be uncovered in a cosmic-horror paradox.

AlgumLucas · 1
Primed for Action

EDIT: Disproven (see comments)

Another philosophical one. If you are not into pointless discussions, skip it.

While it is surely not intended I wonder if RAW (rules as written) this allows Hidden Pocket to be attached to a gun. But wait, also other "non-Firearm" Upgrade events exist:

Explanation: The line "Attach to a Clothing or Armor asset you control." on Hidden Pocket is an effect of the card, not a play restriction. Without it (and ignoring the "needs to change the game state" rule) the card would simply do nothing and go straight to discard, but could still be played. RAW, Primed for Action circumvents the whiffing by specifying an attachment target.

The "if able" on Primed for Action is a bit of a vague phrase in my point of view, since it does not specify what qualifies that event to be "able" to be attached - and again, "Attach to a Clothing or Armor asset you control." is not a restriction.

To conclude: While I do not see much sense in playing this "combo", they could have simply added the word "only" to the sentence on Hidden Pocket to prevent brainfuckers like me from posting reviews like this. I dare to assume they omitted it mainly for layout reasons, as the effect would then have used up another line.

AlderSign · 469
Attach To is actually defined in the rules reference and it's not a simple effect the way you have described. You cannot attach a card with an Attach To phrase to any card which is not a part of it. I believe you *could* use Primed for Action to play Hidden Pocket though, as long as you had a valid target. (the "if able" clause on Primed for Action simply wouldn't fire) — Thatwasademo · 59
And then I thought I know this game... Thank you for pointing it out! — AlderSign · 469
Really good point with the (probably unintended) play of an unrelated upgrade event. That somewhat resolves the so far perceived issue of this card as there are very few non-fast upgrades for firearms. — AlderSign · 469
Confiscation

Its quite easy to design the deck around this with a few XP and i cant help but feel that some of the reviews are basically saying "if you design your deck without thinking about your signature weakness, then it will shaft you".

I've got Underworld Market so i just have about 6 or 7 illicit guns in my underworld deck, along with Fence. its just 5XP entry point into a deck that doesn't need all the cards out.

It means i can reliably guarantee to have Fence out after a maximum of 5 rounds, (average 3), and then every firearm in my deck becomes fast at no extra cost. sure you need some economy, but with fence Bank Job is a no-brainer, also in the underworld deck. A few more XP and you have Bruiser and you can reliably play and pay for your many guns easily, and fast.

The min-maxing approach of having 3 or 4 loaded guns out all the time is high risk, just keep the resources till you need to play a fast, illicit gun, and fence will do the rest. I'm tending to also leave the guns out where possible, and mid game i get 2 or 3 empty guns shuffled back into my deck for reuse.

The major added advantage of Underworld Market is also that getting a gun is effectively guaranteed, at the very worst you will get a gun by round 2. So you don't need to mulligan heavily for weapons; you can mulligan heavily for action (Leo De Luca and Haste); and/or resource generation (Lone Wolf, Bruiser or Stylish Coat).

Phoenixbadger · 208
I am of the camp that believes this weakness is more beneficial to Michael than harmful, as shuffling back the guns means he can replay them again later when fully loaded. One of my favourite tricks is, if I have upgraded Lucky Cigarette Case, to search for Confiscation with it after shooting the last bullet of a gun I have equipped to shuffle it back into my deck. — HeroesOfTomorrow · 100
Bonus points if it is the Remington. — AlderSign · 469
I think “more beneficial” overstates the case by a lot. If this weakness weren’t in his deck, he would slap down his “Viola” Case, load up on four guns and fire away from round 1, getting rich in the process. He really likes the Luger I’m two of his four hands and that thing has infinite ammo so it’s never a good thing for it to be shuffled back in. It’s true there will be times when this weakness is beneficial, but it really hurts if your number of guns is 0 and hurts more if your number is a lot. It prevent Michael McGlen from playing the way he’d like to until you find it, and it could be the second-to-last card. The “free reload” from Confiscation is definitely a thing that sometimes happens, but on net, this weakness puts a significant crimp in the investigator’s style. — Eudaimonea · 9
Insidious Truths

Talking just from a chapter 2 perspective, this is an exceptionally good card in new Joe Diamond (Hope I linked the right Joe...) His ability and card pool allow him to keep his hand up so he can fuel it, and a 3 dmg attack for 2r at level 0 is nothing to scoff at, especially since you can use this on Elite enemies. Even in Chapter 1 or in 'Legacy' lvl0 3 dmg fights (like Spectral Razor) were premium, and Razor only hit elites for 2!

That said, it's not a 1:1 as Razor doesn't require you to discard any cards and there are times where you just can't afford to drop 2 cards. I don't think it's that hard to keep your hand up in situations where it matters (Detective's Intuition and Intel Report )

So, for Chapter 2? I would call this a staple for Dexter, but Trish and Carolyn prooobably have better things to do. For Legacy? Use this with a Vicious Blow tucked under Amanda, or even in Roland Banks, and it can go a long way, especially because chapter 1 has much, much, much stronger card-draw options to just keep your hand perpetually full.

A neat card that I think gets around "Seekers are good at Everything!" (Unlike Occult Invocation) because it demands they use their fists to fight instead of BOOKS like NERDS. Except in Joe where its "Fight at 6/8 and do 2/3 dmg tee-hee." Which is pretty good for a level 0 card imo.

Neifarious · 159
I think you meant Joe, not Dexter — HeroesOfTomorrow · 100
Western Winds

Очередной косяк баланса от разработчиков в этой кампании: условием срабатывания ветров является вытаскивание любого жетона с символом, кроме Знака древних. Если у вас в группе есть сестра Мэри, Кохаку или любой другой следователь набивающий мешок доверху жетонами благосов/проклятий эта карта будет активироваться кратно чаще и играться сценарий будет совершенно по другому.

Rentgen · 1