Hidden Pocket

Turns out I shouldnt be posting reviews when Im having a bit of a manic christmas stress episode. Sorry y'all! Apocalypse averted.

So anyway, to properly review this thing.

Hidden Pocket does by itself a relatively weak thing, +1 hand slot. It does not change the board state but enables more flexibility with weapons and tools. Hand slot tools universally take 1 slot, so the point of extra slots is all about enabling greedy strategies with 2-slot weapons. Ornate Bow comes to mind. The illicit requirement is'nt much of a drawback, but "I'll take that!" can help with this issue.

In an older version of the game, or with a limited collection, this would be a very, very bad card. Card draw used to be a premium that only had. Wasting a draw to find Hidden Pocket with a core+Dunwick Jenny Barnes would be like shooting yourself in the foot. The reason it'd be so bad is that a card like this needs a strong, dependable flow of cards to find all the pieces. You need to find the clothing, find the weapons and tools, find the pocket, find money generation to pay for it, find the card draw. For a large swathe of characters this is a ridiculous stretch.

But the support does exist, and the synergy, particularly if you have Underworld Market which single handedly assays the card's downside of dudding a draw and the deckspace issue. Also of note is the synergy, not only can you use Pickpocketing to fund the expensive boardstate, you have good illicit hand assets like Thieves' Kit to put into the extra slot.

I misjudged this card first time around. Even so. It is -very- niche. I wouldnt reccommend it for most decks without careful planning.

Tsuruki23 · 2535
there's a certain "mechanic" who is actually a tailor who might have a few words for you about using armor as a soak without discarding it — Thatwasademo · 58
also, there's Fine Clothes and Stylish Coat which both do plenty for you not-as-soak, and if you're playing Rogue you probably have enough card draw to only include two copies of one of them and still find it in time to get value from the combo — Thatwasademo · 58
or, out of class, Lab Coat, Hiking Boots, or Track Shoes, if you have incidental seeker/survivor access (or incidental rogue access and a reason to use an illicit hand slot item, but that seems less likely) — Thatwasademo · 58
For me, it was a very effective way for Sefina to use the Ornate Bow and a Thieves' Kit simultaneously. And works well on a body slot that you're not planning to cycle - like Stylish Coat. — snacc · 982
There are three new Rogue cards in TSK that synergies super well with this card: Stylish Clothing, I’ll Take That, and Underworld Market. Stylish Clothing is a HUGE boon to big money decks, I’ll take that lets you hid any item you want in your pocket, and Underworld Market gives you a solid guarantee of having the card available when you needs it. — PanicMoon · 2
And it’s one thing to critique a card. It’s really another to use this as evidence that the design team doesn’t give a shit. No one needs your whole “Rome is falling” shtick. — PanicMoon · 2
Really weird to be this negative about a card that, while doing nothing on its own, has really obvious combos and is fast and incredibly cheap besides. Like missing Lonnie's entire existence, the fact that it can go on shoes, and the massive, massive acceleration that I'll Take That can provide, that's one thing, but even missing all that you're left with a decent enough combo card that's at level 0, so can be adaptable'd in or out if you need it, and has reasonable icons. Like, at worst it's still Arcane Enlightenment but it's a 2 card combo. Not great, but like, not worth getting angry about. Like, have you seen Clean Sneak? — SSW · 213
This card is also a great way to thin your deck, it is fast, gives you a slot and stays on the table pairs great with i`ll take that which gives more options to store something in that slot, is also fast and thins your deck even further. — Flatlin3 · 1
"Wasting a draw to find Hidden Pocket with a core/Dunwick Jenny Barnes would be like shooting yourself in the foot." - This is how you get a hidden pocket in your Track Shoes. — HanoverFist · 721
Analysis

OP, now theyre taking over mechanics too. Well, not just , looking at you, wannabe.

This card is awesome, but I feel like the class system structure is breaking down and, as allways, it's cards that allways come out on top.

I would REALLY like to see this thing on the taboo list with a "non-" clause, or maybe they'dd erase the "any number of times" text, because this is an extreemely strong card, the downsides to it are easily made up for with the new mechanics that reward you for dropping clues.

To properly review the card, this is a contender for being one of the best skill cards ever, comparable to Justify the Means with no XP cost and a different downside. If you have any relatively big tests you think you might need to do, you should consider this card, even in a vacuum without the cluedrop teck, especially if you're a with a good secondary stat like Joe Diamond or Ursula Downs who'se spread of important tests goes beyond just tests.

If you do plan to play the cluedrop archetype, this of course is an autotake.

Tsuruki23 · 2535
Justify the Means is an auto success, quite a bit more powerful than this single-icon card that still requires a token pull. I also think dropping a clue is a non-trivial cost, even with recent clue drop tech. I agree the card is potentially strong (and probably shouldn't let you redraw the tentacle) but I don't think it's anywhere near near the best skill card ever. — Pseudo Nymh · 54
Summoned Servitor

Summoned Servitor's niche. While the resource cost isn't bad, its asset discard cost means it's unlikely to be one of the first cards out of the gate, and its dual slot cost is another barrier. In practice, Summoned Servitor is going to cost at least 3 XP. Without at least 1 XP, all Summoned Servitor can do is hover around the map. And while 1 XP is enough to start taking some actions, it's hard to find someone who wouldn't want Dominance to free up a slot, one way or another.

From there, there are a few directions for the summon. The first and most apparent through the test actions. A 4-base test is okay, if not particularly impressive - you'll occasionally stumble onto a success, as long as you're willing to fail along the way. Of course, If someone runs Rabbit's Foot, Drawing Thin, "Look what I found!", or the like, even a failure can be good. And characters with easy boost access, like Charlie Kane or someone with Cornered like Patrice Hathaway, can turn those awkward checks into something that resembles a bonus action. Daemonic Influence can technically give even more 'actions', but it's one of the most expensive customizations around, and quite possibly one of the most difficult to build around.

The second option is to use Wings of Night as the equivalent to Pathfinder or Safeguard. While Summoned Servitor's movement isn't particularly mobile, it can still move one space a turn - and that means that if you don't need to move more than one space a turn, the summon can save that move action for you.

The third option is to use Armored Carapace to treat this as a source of soak. While a few scenarios may make you regret this decision, it's often a cheap plus. Armored Carapace allows you to share the soak, but it's worth remembering that investigators can assign damage to any asset under their control with health, and the Servitor is always under the investigator's control, no matter where its location is. It can tank for others sometimes, but it can always tank for its player.

And, of course, there are always a few incidental benefits to this. As one of the options, it's worth remembering that investigators who access this can boost it using Down the Rabbit Hole. And some people just want to squeeze a bit more XP through Refine.

On the whole, I don't think any of these single options is worth the total card, resource, slot, and XP cost. However, if you're looking at a couple of these, you might be breaking even or earning a bit more. Some classes may have better options, but for some or off-, you might just be looking for the combination of a bit of health, or an extra action, one way or another.

Ruduen · 986
If you're trying to use Wings of Night, the fact that the Servitor can't move into unrevealed locations starts to become really annoying. — Thatwasademo · 58
Yeah, I didn't notice that part until after I bought it. I had to ask my comrades to constantly go first to open locations for me. I can kinda understand why; imagine if a summoned servitor jumped first to the locomotive in Dunwich Express. But it's an pain and it makes a bad Pathfinder even worse. — olahren · 3431
Do you know how the summoned servitor works with attacks of opportunity ? "You investigate this location with a skill of 4" : the servitor is supposed to take the action, but the text says "you". What if I am engaged with an enemy while the servitor is at another location ? Does the servitor's action ever trigger AOO ? — Chakado · 16
@Chakado it doesnt. The wording of this card indicate that IT take 1 action, and attack of opportunity only work on Investigator — Shalone · 1
Moonlight Ritual

A solid upgrade on a very niche card. Stronger icons and fast turn this into a much better, tho still situational, safety valve for doom decks.

Fast makes this a situational answer to stacked doom enemies, but that still doesn't seem worth it on its own. Would have problems paying the XP for this outside a standalone deck.

(+) Strong upgrades (yay action economy!)

(-) Still very situational.

(++) Added Sailor Moon flavor text

MrTso · 11
One awkward point of this card: outside of "Down the Rabbit Hole" synergy, this is NOT a real upgrade card. If you use it for what you would use the level 0 version, you get zero benefit from the XP. So either, you take the level 0 card, because you have a "doom deck", which needs the removal from your own cards, then don't you would likely have something better to upgrade. Or you take a more or less "dead" card into your level 0 deck, if you just want it for the upgrade discount. You should not really need it for your "Arcane Initiate" or even (untabooed) "Renfield" alone, but the ability to remove from encounter cards is strong. In particular in TFA, which has locations with doom for multiple agendas and enemies, that grow stronger on doom. — Susumu · 366
You do actually get a benefit from the upgrade if you're using it on a player card, though. Moonlight Ritual (0) isn't Fast. — Thatwasademo · 58
Oh, you are right. I missed that. Still, an action for 2 XP is quite expensive, but there had been more expensive upgrades like Lucky (2). I can see it now as a late upgrade for spare XP, but in general you put this card into your deck for other reasons than level 0. — Susumu · 366
So, can it still remove Doom from your items? Since those would technically be at your location. — Merrlish · 35
Friends in Low Places

A question that’s come up is “does the Helpful upgrade allow both you and a teammate resolve the card, or just one or the other?” I lean toward one or the other, based on how cheap one check mark is, but it’s ambiguous enough that I could see it going either way. Thoughts?

PanicMoon · 2
You don't split the effect you just change the investigator who profit from the effect. — Tharzax · 1