Tennessee Sour Mash

Wow, they really went out of their way to make this card overpriced.

The basic purpose of this card is to boost will tests. In my opinion, if there were such a thing as a skill card which just boosts a will test and nothing else, it should give a + 3 bonus to be competitive with Guts. This card gives a + 2 bonus twice, so at least the bonus you get is better than the value of a single card in your hand. But once you factor in that you have to spend an action to play it, I think this card would be overpriced for the value of the will tests if it costs 0 resources, much less 3. The difference would have to be made up by the value of the combat ability. But I think the value of that is really very marginal. First of all, a combat test which does not give bonus damage is rather specialized, occasionally it will be useful but mostly it is not something you want to do. But the real hidden problem is the ordering problem, not only do you have to wait for just the right situation to come up where you need that kind of combat bonus, it also might come up before you have used the will bonuses, forcing you to sacrifice one or more of the will bonuses if you want to use the combat bonus. If you don't want to waste the will bonuses, you may have to wait for a really long time before you can use the fight bonus. This all comes together to make the card really quite marginal. If the card had a resource cost of 1, I would consider it to be not that amazing but at least interesting to try in appropriate decks. But a resource cost of 3 is just insane.

Now, the above analysis discounts the fact that this is an Item, and thus can be used as part of a combo with other cards that only work on Items. However, you had better have a pretty great combo for this to work. Merely having a deck that plays Scavenging is not enough of a combo, the degree to which this card is overpriced is just too great. Maybe a William Yorick deck could somehow put together a good enough combo for this, but I can't think of one.

ChristopherA · 113
wait it exhausts! you can't even play it to get +4 versus frozen in fear, why wouldn't you just run guts!!!! (I think if the level 0 version did +1 damage I could see a place for it) — Zerogrim · 295
Such a shame that this card is overbalanced. It's got amazing flavor and could have been something special. — Soul_Turtle · 494
EDITED: I had originally suggestion maybe Act of Desperation could somehow save this card, forgot it can't be used on items that don't take up hand slots. — ChristopherA · 113
I really want to put this in my Yorick deck I'm about to run for Carcosa, but it feels so hard to justify at this resource cost. Even with the help from the janky combination of Geared Up, Backpack, and Schoffner's Catalogue. The 3XP version helps make this look more useable, but then I still need to budget 3XP for that over other excellent choices. If this card cost just 1 less over all versions it would maybe be alright. — rockmaninoff · 3
Enchanted Blade

Wait... is Enchanted Blade just three Knives duct-taped together?...Or perhaps the arcane slot it being used to super-impose three knives into the same hand slot?...Nah, I'd prefer to think of duct-tape as a arcane asset.

Lucaxiom · 4512
Yep, that's canon. — SGPrometheus · 841
Sneak Attack

After the enemy attacks at enemy phase, it's exhausted. Before that enemy is ready, the player has the chance to play fast event (between 3.3 ~ 3.4). Thus, if you give Sneak Attack to fast, you can play this without evading. As I know, Chuck Fergus and Directive can do.

elkeinkrad · 500
'When you play a tactic or trick event... The event gains fast'. I could see this implying that you have to have the action to play the event in the first place before you can make it fast. I certainly hope that's not the case, because if it isn't, there's a player window in the upkeep phase, before cards ready, that would allow this sick interaction to go through. Truly a sneaky attack. — Lucaxiom · 4512
@Lucaxiom In Fence FAQ, no action is necessary, and Chuck's text looks same as Fence. — elkeinkrad · 500
You take into account a cards resulting costs after modifiers to figure out when it can be played, I forget the exact wording but yea chuck does work here for the same reason fence does, so yea 0 cost fast 2 damage, its almost like chuck should be worth XP or something. — Zerogrim · 295
As per the latest Chuck Fergus FAQ of March 2024, you can't do it. — Gsayer · 1
.25 Automatic

I think this would be a lot of fun with Trish and enchant weapon. It’s XP heavy, and costs a lot, but every turn it’s out, you can turn a clue into an evade AND an attack. Winnifred can also have a lot of fun with pickpocketing(2), and since both cards are fast, she can set them up as soon as she needs them. What’s in your pocket? Bullets? It was bullets.

MrGoldbee · 1486
Thing in the Sarcophagus

This enemy is one of the factors that make Guardians of the Abyss hard. Not the biggest of course but it has 5 HP and it can potentially spawn very first round and dealing 5 dmg is not an easy task in the early stages of the scenario. It can be evaded, sure but that requires investigator with at least decent evade.

I'm not sure if I understand forced ability correctly. If I attack it with a knife then it immediately attacks me back and by doing that it gets exhausted afterwards and does not attack during enemy phase? Or it does not exhaust?

bugiel_marek · 24
Enemies only exhaust after attacking in enemy phase. That's a mere mechanism to mark, which enemy has already taken their turn, like flipping the investigator card. (Although it can be taken advantage of with some card effects.) For instance, an enemy, who makes an attack of oportunity also does not exhaust. — Susumu · 381
But it's clearly written in rules that attacks of opportunity do not make enemy to be exhausted afterwards. Here it's not aop. — bugiel_marek · 24
v — bugiel_marek · 24
Please don't get me wrong, it's not like I want to force this understanding of cards wording, I've played it like you suggested all the time. But I stumbled upon this card yesterday and read it's text carefully and wasn't sure what to make of it. — bugiel_marek · 24
The only mention of enemy exhausting is after they make an attack in the enemy phase. In no other occassion do enemies exhaust after making attacks. — suika · 9511
So since there's a place that says when we exhaust (and it's mentioned only there) then it explains it all. Thanks guys. — bugiel_marek · 24
In addition, this enemy attacks before your attack is resolved, because of "when" timing sequence. Therefore, even if you defeat this enemy, this enemy will attack you one time. — elkeinkrad · 500
Thanks @elkeinkrad for reminding, this makes it even nastier. — bugiel_marek · 24
Why this enemy doesn't get a VP is beyond me. It certainly is worthy of one. — Soul_Turtle · 494
If I were to guess why that is then I'd say that most likely whole scenario could potentially give too much exp. — bugiel_marek · 24
This. Plus the game might end up with to few enemies in the encounter deck otherwise. This is still relevant with one or two players, as Agenda and Act advancements reshuffles the discard pile into the encounter deck frequently. It sure is an enemy, that would be worthy a victory point, but there are others in the game, that aren't worth one either. I think, the difficulty of an enemy is one, but not the main consideration in design, if it is worth an XP. — Susumu · 381
How do you resolve the spawn? If no location has any clues, I would say it doesn't spawn att all. — RickH · 1
If no locations has any clues, the location with the most clues has 0 clues. In other words, you can choose to spawn it in any location. — suika · 9511