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 · 14
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
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 · 21
There isn't any risk. If you're at 1 resource and commit this and you fail, you're at 1 resource. — Thatwasademo · 59
If you are at zero resources before you test, you can just spend the ones you have on stat boosters like Streetwise/Silver Tongue. If you fail, you literally lose nothing! — HeroesOfTomorrow · 95
Have I been reading this card wrong the whole time? I thought I was looking at it correctly — fishingbrogl · 21
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 · 21
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 · 1407
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 · 21
These can't be the worst signatures in the game, almost every signature asset that takes up a slot exists and these actually do something. — Thatwasademo · 59
@Thatwasademo If you are trying to insinuate Roland's .38 Special, Becky, Mitch, etc. are actually worse than the entire sleight of "Know The...", I will actually laugh — HeroesOfTomorrow · 95
Maybe Thatwasademo only plays Joe Diamond. — AlderSign · 469
Yes, sure. That was a brain fart in my post ragarding PMP. — Susumu · 389