M1911

Chapter 2 review

This is a workhorse card, giving players a +2 +1 damage weapon at the reasonably low price of 3 resources. While the level 0 version already offers a +1 +1 damage boost, any additional combat boost you can get (on a card you want to be playing already) is worth consideration. Investigators with a stat of 4 and Guardian access can be transformed into 7 test value fighter by running this with Logan Hastings, and on standard difficulty that's usually enough to pass vs. 3 fight value enemies (-4 is typically the worst thing in the bag). Ignoring Retaliate is a little bit of icing on the cake - if you miss vs. a Retaliate enemy (usually things like bosses) then you aren't punished for it.

To understand where this fits in Chapter 2 a bit more then you need to look more into the context. The Machete - as the other main one-handed Guardian weapon - is no longer the powerhouse it was in Chapter 1, instead only allowing extra damage once per round and also being situational (you need to be engaged with just one enemy for the extra damage effect). All other Guardian weapons typically require two hands (Sledgehammer, Winchester Model 12, Thompson Submachine Gun), so while you can get more damage out of all of these they are more of a commitment. Notably, with both Sledgehammer and the Thompson Submachine Gun, some of their attacks do not receive a combat boost (the fight ability on the former, the fight ability on the latter).

In terms of where going one-handed is useful, you can play Machete to compliment you M1911 and so better conserve ammo. Additionally you can play an investigate asset, with even the humble Hand-Crank Flashlight appropriately serving this purpose on someone like Tommy. If you're talking about Joe, he has things like Magnifying Glass or Fingerprint Kit that you could be playing instead.

For firearm support in Chapter 2, the new Stock Ammo Reload is very valuable - with you potentially needing to only reload once over a scenario. There's also Right Tool for the Job and Protective Vest, both of which can tutor guns out of your deck and so make finding your upgraded M1911 more reliable. It's worth saying if taking both Stock Ammo Reload and upgraded M1911 that's 8 XP, certainly a good chunk of what a campaign would provide. Extended Barrel can also provide additional boosts (while providing comical mental images...).

Conclusions: Upgraded M1911 excels at transforming investigators into competent fighters, particularly if pairing to a further +1 boost like Logan Hastings. Most Guardians are likely to want to have a larger weapon in their hands however (Sledgehammer, Winchester Model 12) so perhaps the best use of the upgraded M1911 is to turn off-class investigators with Guardian access into damage dealers. Joe is one of the best examples of this, and can find assets like the upgraded M1911 more readily with his innate card draw.

HungryColquhoun · 17276
Name Your Price

Not the best card for its cost. Especially since the stuff you ACTUALLY want to do 10 damage in one swing are typically elite, ergo, only take 5 damage. Still, it is at least SUPER funny to see everyone else's face when you actually kill something with it!

Solo Preston can one shot most Elite enemies with scaling health with it, but that is about it — HeroesOfTomorrow · 95
The 10 damage might be relevant for enemies with the Swarming keyword. — AlderSign · 469
If only we had Marvel style Overkill... — MrGoldbee · 1567
Out the Door

Previous reviews didn't address the most important aspects of this card.

  • When committed, the performing investigator gains 4 resources (at ST.2).
  • The card has a (wild) icon.

You can commit it to another investigator skill test that they are sure to pass, instantly giving them 4 resources. Just imagine solving the economy issues of a during a skill test or a during a skill test. Two classes that traditionally have economy issues.

Additionally, it is possible to use some of those resources on assets with actions to increase the odds before ST.3.

And then, if and only if the skill test fails, that investigator loses those 4 resources.

This is bonkers!!!

Dash83 · 16
Easy Street

Very good card: if you didn't botch a Rogue's economy, they are gonna have at least 3 resources in hand at all time, so this is at least the same of an Unexpected Courage, with the potential to become much better. Getting it at full power requires you to get to 9 resources or more, which might be a little difficult to stay on in Current enviroment as of this review, but trivial in Legacy, especially with leveled up cards: one discharge of the The Red Clock is enough to give this one wild already. Having 4 wilds at level 0 is insanely good and protects you from so much the encounter deck throws at you, on top of helping with difficult scenario tests you may be forced to undertake.

Basically, if you print money, this card is part of your deck, period.

Marcus Sengstacke

In my opinion, playing Marcus is worse than just spending an action taking a resource.

Marcus costs a card, 3 resources, and an action to play.

In the best case scenario, if you play him on the final action of the turn, it will take 3 rounds to be a net positive and you don't see the benefit until Round 5

Playing Marcus

  • Round 1 (played on last turn) = -1 action, -1 card, -2 (-3 cost + 1 ability) net resources
  • Round 2 = -1 (-2 + 1 ability) net resource
  • Round 3= 0 (-1 + 1 ability) net resources (breaks even)
  • Round 4 = +1 net resources
Round End Actions R Cost R Gain Net Resources
1 -1 -3 +1 -2
2 0 0 +1 -1
3 0 0 +1 0
4 0 0 +1 +1

Taking a resource:

  • Round 1 = -1 action, 0 card, +1 net resource
Round End Action Card R Cost R Gain Net Resources
1 1 0 0 +1 +1
2 0 0 0 0 +1
3 0 0 0 0 +1
4 0 0 0 0 +1

Emergency Cache:

  • Round 1 = -1 action, -1 card, +3 (0 cost + 3 resources) net resources
Round End Action Card R Cost R Gain Net Resources
1 1 1 0 +1 +3
2 0 0 0 0 +3
3 0 0 0 0 +3
4 0 0 0 0 +3

The Value Proposition

You must keep Marcus alive for more than 3 rounds before his ability pays off. A typical scenario is 15 rounds long. Also, there's the opportunity cost. Instead of playing Marcus, you could have spent that 3 resource on something that could advance the game state. He is a net negative to play after round 10.

On his own, he's already not amazing with one extra resource a turn, especially in a class that can generate extra actions and resources easily (especially in the Legacy cardpool), but I can see it adding value to a resource hoarding deck as a win more card if it didn't have the biggest flaw - Marcus' Forced ability.

Marcus' Forced ability reads: After you fail a skill test: Deal 1 horror to Marcus Sengstacke.

In the 3 full mythos and investigator phases before it starts paying off, you cannot fail 2 tests. That's 9 investigator actions and 3 encounter draws, and potentially tests when the Act or Agenda advances.

He also has no soak ability: he's 1 health, 2 sanity, and the sanity is the buffer for his Forced ability. There are better soaks for fewer resources.

He also takes up a contested ally slot.

If you take a resource instead of including Marcus in your deck you can:

  • Take riskier tests
  • Play a different ally in the slot (Olivier Bishop, Gregory Gry etc.)
  • Immediately get the payoff
  • Hoard the 4 resources now (3 not spent on Marcus) instead to work towards triggering Well Connected immediately
  • Include a different card in your deck instead that can solve a different problem in the game
PestyDemon · 3
You got it all wrong. This card actually costs 0 resources and reads: "Fast. Play during a willpower or intellect test performed by an investigator at your location. The performing investigator gets +1 to their skill value." — AlderSign · 469