Pelt Shipment

If I discard this card during Upkeep, resulting in my hand size not exceeding the limit, do I need to continue discarding or stop? I'm not native English speaker,have read the rule about upkeep phase and still not sure. For example, I have 8 hand after drawing, including this card and reduce hand size to 5, I need to discard 3 hand. Then I discard this, hand size reset to 8 and I have 7 hand, stop discarding now, or continue discard 2 hand?

Farevell · 1
Hunter's Mark

The theme of this card feels great, especially for Hunter investigators like Zoey. I've split my thoughts into a few quick-read sections:


Pros:

  • As it plays fast, can be considered action-less.
  • When you deal a point of damage it can deal an extra point as a and it stays attached to an enemy. This makes it fairly invulnerable to poor chaos bag draws, unlike Vicious Blow, and you don't need to take a specific action to make it work (e.g. you need to fight to commit Vicious Blow for more damage).
  • Provides a +1 boost on all actions fighting that enemy (so on high health enemies, you can get a +1 skill boost across all attacks, and then trigger the on the final hit).
  • Has a icon, so you're always going to find a way to use this even if it's not for fighting.
  • Is a Spell, so can be taken on the likes of Marie Lambeau or Agatha Crane (who may not benefit from the +1 , but can make use of the additional damage).

Cons:

  • Costs a resource, unlike Vicious Blow.
  • Only deals 1 additional damage, unlike Vicious Blow ••.
  • Can only be played in your own turn, unlike Vicious Blow which could be committed to fight actions of other investigators (allowing them to take the first turn).
  • As an event the additional damage is a one-off benefit, unlike cards such as Beat Cop •• which persist and can deal up to 3 points of damage (more if you heal them).

I guess you can see there are a lot of Pros and not many Cons - so why would you not always take Hunter's Mark? The answer is it's another card to fit into your deck and the competition (e.g. Vicious Blow, and off-class cards like Long Shot where applicable) costs no experience. For me a see a few possible use-cases…

It's best used on:

It's not really needed on:

  • Decks which deal +2 (or more) additional damage with an asset, such as Flamethrower or Lightning Gun. In cases such as these, 1 more damage is often a drop in the bucket, especially when you can use cards such as Vicious Blow for free (or purchase cards like Custom Modifications with Quicksilver Bullets, which provide persistent boosted damage for just a little more XP).

For me, it's a nice to have on flexy Guardians who want additional damage - but even in these cases it's unlikely to ever be an early XP purchase as that takes XP away from bigger and better purchases or upgrades. If you want to see it in action I've recently posted a Mark deck which makes use of it and Blessed Blade plus Crowbar, but even in that case I save the purchase of Hunter's Mark until I'm over 20 XP for the reasons stated. I like this card a lot, but it's just a little shy of an auto-include when faced with the many great options Guardians have these days.

HungryColquhoun · 8705
Seems great for bosses in 4p, which WILL require many hits. — MrGoldbee · 1473
Counterespionage

I slept on this card for too long. 4 resources just seemed like a lot to pay for a cancel, when most other cancel events cost 0-1, but when I thought more about it, I realized it's a pretty good rate.

Sure, this costs 3 more than Ward of Protection, but you get to draw a card and avoid a horror. Considering that rogues tend to fear treacheries in general and horror in particular, isn't that a good deal? (If you imagine that the card drawn is Emergency Cache, then the total cost to use this is 1 resource +1 action) Most cancels actually do have a significant other cost, or limitation, whether it's dropping clues, fishing for tokens, or being very delayed.

I don't think of this as a "big money" card, a phrase I now associate with hoarding. You probably don't want to spend 4 on this if you're trying to turn on The Black Fan or if that could be spent to crush two more tests with Well Connected. Instead, this is a classic "medium money" card.

Since this card's release, rogues seem to get richer every set. They've got tons of ways to generate resources passively while they are playing to win. This means that once they've set up, they're likely to accumulate a stash of 6-8 extra resources by the mid-late game kind of by accident. This isn't necessarily enough to make buying all the big money payoffs a priority, or you might just have other plans for your XP. But it makes running some Counterespionage totally reasonable.

Sleuth

I've always been skeptical about the tri-color talents. The idea of a card that makes resources and boosts any skill sounds great. But 3 XP and 3 resources is a lot of up front investments for an untutorable card. If you're trying to make a resource profit, it takes 3 turns to outperform Emergency Cache, and then only if you play suited cards on the correct tempo. If you want +2 to a skill test once per turn, there are many High Roller, other assets that will get you there, and that's before we consider the passive +1 stat cards or the +1 Lucky!-likes to be competition. The dream seems to be that you find it early and mix and match the two uses until it becomes basically a free to play skill booster in the long run. Nothing has changed my fundamental doubts here.

That said, with The Drowned City, prospects for Sleuth are looking better than ever. We got powerful new tomes in three non-seeker classes, including both the other classes on Sleuth. One of those tomes can bounce tactics back to your hand, letting your replay a One-Two Punch 4 times if you can pay for it (which, with Sleuth, you can!). We got a guardian who loves playing events. Even Agatha Crane has a very slight synergy, since she can replay ["I've got a plan!"](/card/02107) from the discard.

Boosting skills bores me because so many other cards do it, so let's look more into what expensive tactics we could look with The Art Of War. A support Marion could spam Task Force to give her team loads of movement and let someone else swing a weapon around, or she could just chuck tons of dynamite. Someone with two hands might instead hold Blessed Blade in one hand and Sun Tzu in the other, and zip around with free "Get over here!" every turn. Bonus points if it's someone who can throw one copy of the book away to get around the unique rule.

But the funniest answer is probably Rex Murphy using Sun Tzu to loop "I've got a plan!"s when he's not busy memoiring.

Stick to the Plan is a permanent. Never gets discarded. — MrGoldbee · 1473
Katana

When Katana came out, I speculated that it was meant for a future Guardian investigator. This is a weapon for characters who are comfortable attacking with it only once per turn, and either good with agility or with success manipulation. It's also two-handed which means you usually can't be planning to spend the rest of your actions swinging other weapons, nor investigating with tools. Thus, it seemed like a card waiting for a high-agility fighter who liked playing combat events. Or, perhaps, a token-manipulating fighter with extra arms.

Well, Drowned City indeed gave us a high-agility Guardian (3 is high, right?) who likes to play fight events. And she's often played with a once-per-turn weapon and then follow-up events. There's just one problem -- She doesn't have two arms!

It's not all bad for the weeaboos, though. Artistic Inspiration is probably the best way to control your success margin we've seen so far. And they even introduced a new way to get more arms, though it seems quite overpriced. So if you really want to make this work, it's more workable than ever.

But there's still no actual reason to try beyond morbid curiosity or sheer stubbornness.