Out the Door

Overpowered as heck and without a doubt the best resource generation card since Faustian Bargain which was already bonkers. 4 fast resources is insane. If resources are like calories, then Out the Door (1) is pure fat. It's hyper-efficient AND you get to boot. Rogues are already testing their agility and more often than not utilise it a ton. For skills that you want to commit for just pure icons, 2-3 are the range you want and Out the Door (1) falls within that range.

So, you get good commits and four resources in exchange for some risk. But odds are if you're going to commit this then you'll be up enough to the point where really a -8(if you're masochistic and playing on Expert) or the beloved . You were already taking that risk with "Watch this!" and risking 3 resources, this just adds another resource to the risk. BUT it's EVEN BETTER! You don't have to spend the resources to risk them anyway! If you're at 0 resources and you commit this and you fail, you don't go into debt.

As of it stands, every Rogue and their mother should rush to take two upgraded copies ASAP in a scenario or even take In the Thick of It to start with them at the start of the campaign.

Broken as hell and will hopefully be hit by the first taboo to chain it for another XP or so for Chapter 2.

P.S. || "Skids" O'Toole, my favourite investigator in the game can take both copies of Out the Door (1) AND Out the Door (0) as it is a Gambit.

fishingbrogl · 20
Know the Exit

This review summarises my thoughts for Know the Exit, Know the Line, and Know the Scene as a whole.

I think these three cards are very, very weak signatures and are arguably some of the weakest signatures to exist in the history of AHLCG. Let me explain.

André Patel has an incredibly simple ability. Over-succeed, get an action. Rogues already want to be over-succeeding for the most part so it's not that hard to even accidentally get into that by just choosing cards like Lockpicks, Breaking and Entering, and a few other cards in Chapter 2 that double up on stats. With Lockpicks, you'll have a fairly reliable way to consistently activate your ability and get more of those precious actions we need in order to save Arkham and all that jazz. While the options are currently limited in Chapter 2 / Current to succeed by 2, in Legacy there are a ludicrous amount of ways to get past the threshold to activate this.

Even by Current standards I think these are bad. One is middling as a commit, but all three of them have a conditional way to get an additional which puts them at an above average for skills( is in my eyes premium compared to ). With Manual Dexterity, Perception, Overpower, Guts, and Unexpected Courage as the standards of simple boost and cantrip skills I think are better than these sigs. They give +2 to their respective skill which is decent and they replace themselves on success. Know the Something or Other don't replace themselves. You're always going to be committing them for the precious if you can help it and while that could help activate your ability or over-succeed, there are just plenty of other ways to do it.

The fact that they can't draw means you're bricking a draw three times with the signatures, at least once with your random basic weakness, and potentially multiple times with Weight of the World which makes me a bit concerned as to how his draw economy functions.

They'll also be getting worse and worse as the campaign goes on since you'll be improving your deck with additional ways to over-succeed and you'll probably be more and more disappointed to draw these. Out of the three, Know the Line is definitely the best as Rogues are known for being weak versus treacheries and this gives you a pretty good boost to help against that. Know the Exit and Know the Scene are fine skills, but they just don't seem to live up to a signature.

It's a damn shame because when these three were revealed I thought they were pretty cool. The black and white art with grain lines and the setting and the film noir aspect, just god! They're gorgeous. I was hoping that when these were revealed that he would function similarly to Essence of the Dream and Dream Diary, but no. These signatures are just here and middling at best. If they did SOMETHING other than be stat bonuses then these would be far more compelling as signatures. Maybe dealing an additional damage from Know the Exit, healing a horror or damage from Know the Line, or getting an additional clue with Know the Scene would compel me to play him. But with these signatures, I just feel off-put by trying to build a deck for him and sleeving up. Maybe they'll get tabooed with usefulness later on or maybe he'll get Replacements. Or potentially these signatures just serve as a way to keep his power in check. I don't know. It's just I know that these are all weak and unfitting of signatures.

fishingbrogl · 20
They are Practiced, though, in Chapter 1 the premium trait for a skill. Granted, André can't take PMP, but another investigator can play it on him, and since they all have wilds, they are easy to tutor for one icon and than reused for the full effect. We'll have to wait and see, how Practiced will be supported in Chapter 2. I agree, for now, they are not great, also because they dilute the deck with 3 copies. — Susumu · 389
How can another investigator play PMP for him ? Wouldn’t that investigator search his own deck for a practiced skill card? — Ramun · 1405
Ramun is correct, PMP says *your* deck, which is referring to the owner's deck who plays it. You could theoretically take Versatile for PMP but it's not worth it at all in my opinion. — fishingbrogl · 20
Bounty

Absolutely fantastic. During Chapter One, Guardians were notorious for being broke unless your last name was Samaras or Anderson. They were also very one-note for a while having very little supportive options or just ways to do anything aside from 'kill'. Chapter 2 so far aims to alleviate these issues at least a little bit. We are seeing a lot more options for clue-getting and general supportive cards in Tommy Muldoon's deck and that's leaving a wonderful impression on me.

Bounty as a whole is one of the two guardian-specific resource-generation cards in Chapter 2 so far, the other being Logan Hastings. They are basically the Crack the Case and Dr. Milan Christopher of Guardian, but are less consistent as a result due to the sheer nature of what Guardians do. You can always investigate, but you can't always fight. Luckily, it seems like so far that we're seeing enough enemies in Chapter 2 campaigns that it's working well. You can generally expect to get about 2-4 resources with a Bounty as you would seldom want to get 1 resource unless you were desperate. It's fine in a vacuum but you'll almost always want to take this in any combat-oriented Guardian deck as you're getting paid to do your job. It won't ever be on the level ofCrack the Case, but it's safe to say that this is an auto-include.

P.S. The man in the yellow suit(who the hell wears a yellow suit? Is he cosplaying The Man in the Yellow Hat from Curious George?) looks like young Philip Seymour Hoffman without a beard, at least to me. God, I miss him.

fishingbrogl · 20
The TV series From answers your P.S. question. At some point, at least. — AlderSign · 469
Lol. Those are two very different kinds of men in yellow suits. So it seems like men in yellow suits fall under one of three archetypes: children's book characters, rich folks with more money than sense(though honestly he pulls it off), and cryptic horror villains. That's quite a range. — fishingbrogl · 20
Who really knows which one of those the guy here is? — AlderSign · 469
The Gold Pocket Watch

I would simply like to note that you could use this to skip the investigation phase. Do with that information as you will.

It might be a good card to pair with other dubious cards. That being said, please troll responsibly and make sure that your group is fine with this chicanery. Ruining 2 or 3 other players' fun is a great way to seem like a massive loser and never get invited to the table again.

fishingbrogl · 20
There's got to be treacheries that trigger during (begin/end) the investigation phase and discard at the end of the round, though I can't put my finger on it. Still not worth for everybody to lose all actions, I'd argue. — AlderSign · 469
Oh, no, what I meant for this is that it's directly sabatoging your team. I don't think there is ever a case in which you want to skip the investigation phase in a multiplayer game. — fishingbrogl · 20
Faustian Bargain

I used to love Faustian Bargain. Don't get me wrong, it is a phenomenal card and I would argue the best burst resource gen in the game at level 0(Unscrupulous Loan is probably the best burst resource gen post level-0).

But that's the issue. It's TOO good. Rogues don't give a damn about adding 2 s to the bag. 9/10 out of the time when they want to pass a test they are aiming to overcommit for Lucky Cigarette Case, Quick Thinking, Lockpicks, "Watch this!", Gregory Gry, etc. It's never going to have any real downside except maybe failing a test. And even then, the s will come up later after you've set-up. The rate at which you get resources is so above the curve that it's absolutely insane.

I really don't enjoy playing with it anymore as it just feels too good to include in decks when there are plenty of other burst resource gen options out there that are still good but feels fair to play with. I won't complain if someone else at the table will run it, but as far as I'm concerned I'm not including it in my decks anymore for the sake of deck variety. Even in decks like big money || "Skids" O'Toole with Underworld Support. I just can't do it.

That being said, I don't think this card should be tabooed. Maybe a chain for +1xp but even then, the card is stuck as is. I don't think you can meaningfully taboo this in a way that curbs it while still keeping it's original purpose intact.

fishingbrogl · 20