Stick to the Plan

One of the absolute best things Tommy can stick to the plan at the moment is a flare.

If you manage to flare an agency backup into play early, you are set for quite some time.

But with enough targets in your deck, you aren't going to be disappointed to flare into play a beatcop or brother xavier.

pm86 · 7
Better: get 2 agencies with flare and Mandy — Django · 5148
Followed

This card appears to be an apology to rogues for the insult to their intelligence that was Eavesdrop. For the most part, rogues have had a harder time picking up multiple clues with a single action than other classes -- and Eavesdrop joined Intel Report as a means of correcting that. But it's an extremely situational card, requiring you to be at a location with clues AND an unengaged enemy. And even then, you're pitting your likely average Lore against the enemy's evade value without a boost.

This card is a quite a bit better. You still need an enemy at your location, but now that enemy can be in any condition -- aloof, exhausted, engaged with you, engaged with someone else. And it gives you a handy boost to your Lore as well if the enemy is damaged. It's easy to imagine a turn in which you need two actions to dispatch a 3-health monster. You could squeeze "Followed" between those actions, and give yourself a +2 to your investigate. Or, you hang out with your guardian while she's whaling on something fierce, and benefit from her toils.

This card isn't quite the equal of Scene of the Crime, Read the Signs, "Look what I found!", or Deduction -- other class's tools for multi-cluevering. Even among Rogue cards, Intel Report is probably better -- especially for well-heeled rogues like Jenny and Preston. But it's decent. For rogues with seeker aspirations, it's a worthy inclusion.

Eh, I actually think this is a fair bit worse than Eavesdrop. It’s more expensive, and Eavesdrop more easily fits in Rogue decks that care about evading and investigating, which is more common that Rogue decks that care about fighting and investigating. The boost is... there, sometimes, maybe. But if I’m engaged with an enemy I would say investigating is not a high priority in that moment. Scene of the Crime is an exception since the clues are testless, but wasting an action you could have used to deal with an enemy to fail an investigate test is an incredibly bad play. — StyxTBeuford · 13043
It's a fair point, StyxBeuford. If you're going to evade that monster anyway, Eavesdrop is nice to have. But even in that case, Followed only costs one more (seems like a crapshoot whether the shroud value or the enemy's evade will be higher). But Followed works in other situations, too. In multiplayer, monsters are going to be frequently engaged with your friends. If you're running Eavesdrop, you'll have to hope your likely non-rogue friends evade that monster so you can come in take a listen. Or you spend two actions to engage and then evade it yourself -- horribly inefficient. Followed grants you much flexibility and a possible skill boost for only a slight price increase. — Mordenlordgrandison · 462
I tend to agree with StyxTBeuford that Eavesdrop is the better of the two cards. Like it's a very niche card, but it does have a niche. If you're Finn and set up to evade more or less everything you encounter, you can use Eavesdrop to reasonable effect. Eavesdropping on bosses , for instance , is more viable than you might think. Extracurricular Activity , Curtain Call, The Untamed Wilds and The Witching Hour all have enemies that you may not want or be able to kill when they spawn, but that you might want to investigate around. Eavesdrop can do that. It also isn't an investigate action , so it circumvents restrictions on that. But Followed, I can't really see a niche for. If you're a Rogue and mostly fighting , you're Tony (or maybe Skids or Jenny) and Scene of the Crime is the card you want. If you're not, you're evading and Eavesdrop has all of the benefits of this card with none of the risk of getting stuck engaged with something you couldn't finish off because you spent your turn investigating. So , I don't really see what this card is for :( — bee123 · 31
Granted, Followed is easier to get working in multiplayer, but it’s still a lot of circumstances to fit together just to get two clues. Eavesdrop isn’t particularly good either, but it at least makes sense for Finn or maybe Skids. Followed at best fits with Tony and even for him the icons are quite bad if the card isn’t useful to him in the moment. — StyxTBeuford · 13043
I think Followed is designed to be used in Tony decks -- with his middling Intellect, he appreciates any extra intellect boosts, and Tony's extra action can be what you need to use Followed while engaged with an enemy before finishing off the same enemy on the same turn. I agree that it is niche though. Besides Tony, I think Jenny is the only investigator that might like Followed -- as mentioned by others, Skids/Finn likely prefer Eavesdrop and Finn himself also has better off-class options (e.g. Winging It or Deduction). — iceysnowman · 164
And the thing is Tony is plenty good at investigating without it, especially with Crystallizer. I would not want it in most of the Tony decks I’ve made- too specific and not really powerful enough to justify. — StyxTBeuford · 13043
Connect the Dots

Often in Arkham, the best strategy is not to gear up so you deal with anything, but to get stuff done before the "anything" actually shows up. That usually means snagging clues fast -- in particular with cards that give you nice two for one deals. Seekers are especially blessed in this regard. At level zero, they have Fingerprint Kit and Deduction -- both of which give you an extra clue for a successful investigation while also increasing the odds of the skill check. Connect the Dots has both a higher ceiling and a lower floor than these other two options.

Let's start with the floor. The nice thing about the Kit and Deduction is that they can be used any time you investigate. For sheer simplicity, nothing beats Deduction: as a skill card, you can attach it to any investigation attempt, and net yourself that extra clue. Connect the Dots, meanwhile, requires there to be at least two revealed locations in play with clues on them. In some scenarios, like the Essex County Express, this will almost never happen. CtD also gives you no help with the check, and requires you to do your investigating at the more difficult location. All heavy burdens. At 4 resources, it's also tied for the most expensive seeker event in the game.

But the ceiling is positively Sistine! Three clues for an action is an amazing yield for a level 0 card, and the savings often go beyond that. If the second location is located somewhere inconvenient, you may be saving move-actions as well. If there are enemies camping on your clues, you're saving fight or evade actions.

Sometimes these perfect situations will simply present themselves, but a little planning can help as well. If this card shows up in your opening hand, for example, you may want to nudge the party to fan out a bit so you can plot out how best to deploy it. Since you'll likely be investigating at a high-shroud location, stocking up on Lore icons isn't a bad bet either. But you needn't stress out too much. Unlike the dazzling but somewhat unwieldy Deciphered Reality, you don't play CtD until AFTER you've passed your investigate check, so there's no risk of wasting your four resources. If your check went sideways, simply try again.

Happily enough, this card doesn't have to replace your other multi-cluevering tools; in fact it synergizes quite nicely with them. Imagine this lovely scenario. You're at a three-clue location, and somewhere else on the board are a couple of clues that -- like a bag of Doritos in the cabinet -- you want, but don't want to have to go get. You use Fingerprint Kit to investigate, tacking on Deduction for the extra icon, and of course, the extra clue. You pass, thereby sucking up all three clues on your location at once. But you're only just getting started. You then drop CtD, and two more clues wing their way across the map to you like falcons to the arm of the falconer. Yes, you just snagged five clues on a single action, and you didn't need a single experience point to do it.

One of my favorite Seeker splash options for Tony. Especially now with Gregory Gry it’s easy to pay for. — StyxTBeuford · 13043
Father Mateo

Mateo's investigator ability is one of the most impactful in the game, because it will change the way your group plays, and even what cards they may put in their decks.

Every now and then, you will come across tests which you cannot afford to fail. Suppose someone draws Rotting Remains with 2 sanity left, or the guardian has one last action to take out a monster with doom. Some particularly nasty agendas have tests that add a weakness to your deck on failure. Normally, you can buff your skill test up to the point where you would pass on every token except the , and hope for the best. Mateo allows you to guarantee that test will succeed. And he can do it from anywhere on the map (except when he's napping).

It provides a similar benefit as cards such as "Eat lead!" and Grotesque Statue. However, unlike those cards, his ability

  • does not need to be declared before the test. Can be used to pass retroactively.
  • can be used on any investigator's test, even those not at your location.
  • is available right from the start of the game. Costs no resources to use, and no actions to install.
  • Costs no XP
  • not a card, so you don't need to draw it. Cannot be forced to discard it from hand.
  • cannot be blocked by cards such as Whispers in Your Head (Doubt) or A Baleful Welcome, although Stubborn Detective and Self-Centered can.
  • depending on the investigator, often gives a nice reward for drawing the

The first point is crucial - if you succeed on the test (and if you threw everything at it, it's very likely that you will), Mateo's ability does not get used up, and is available to use on the next test. Even though it is a once per game ability, it really protects your team all the way until you need to use it, and saves your defensive cards like Ward of Protection and "Let me handle this!" for when they are truly needed.

Mateo also enables the group to perform riskier strategies by making high leverage tests safe, such as grabbing multiple clues using Deciphered Reality, or gathering multiple enemies together to unleash a Storm of Spirits. Your guardian can now Shotgun the monsters without accidentally murdering the seeker. Notably, cards that becomes stronger the more you succeed by benefit the most. All In is now safe to play without risking your entire investment, and Archaic Glyphs becomes repeatedly abusable.

The fact that Mateo starts off with his ability ready to use shouldn't be overlooked. Even Seal of the Elder Sign, the ultimate combo card, requires you to both draw the card and be at the same location.

Of course, there are a couple of reason why he doesn't steamroll over every scenario - namely, boosting to pass every token in the chaos bag is expensive, and eventually, you will draw a that you can't accept.

Remember that his ability is a reaction, not forced - so you don't have to trigger it if you don't want to.

Deckbuilding

Mateo's relatively balanced statline makes him less reliant on using his willpower for everything, although you can certainly go that route if you want. Personally, I like St. Hubert's Key which buffs his willpower and lets him handle the lower shroud locations, freeing up the seeker. Shrivelling is a mystic staple, but if you have a guardian on your team to tackle tougher monsters, Enchanted Blade works very well too, with a fully charged stab having a good chance of taking out Serpents of Yig. It is also cheaper and has no risk of self damage. With his 3 , Manual Dexterity will get him out of most scrapes.

If the team is relying on Mateo to pull off his miracles, it makes sense to take cards that let him continue to do that. Seal of the Elder Sign is worth the two copies, and Premonition and Time Warp complement this role.

Mateo has access to Blessed cards. There aren't too many of them, but the stand out one is Alter Fate. The combo with Dayana Esperence is extremely powerful, and only accessible to Mateo and Marie Lambeau. If you want to abuse it, pack in Enraptured.

Other than Dayana, Arcane Initiate is a good ally choice, for fishing out the high XP spells.

The Codex of Ages is a good card that you will probably end up keeping it in hand until you need that , because the seal effect is too painful to keep up, especially in multiplayer. It's a little expensive, but part of the cost can be made up for by either of Mateo's abilities. Playing it triggers an attack of opportunity, making it not so great for monsters, but excellent on mythos cards like Locked Door or Entombed. Keep in mind that Serpents of Yig prevents you from playing the Codex (although the reverse is not true).

jemwong · 97
There's a lot of insightful stuff in this review, particularly in regards to Mateo's once a game ability. In my opinion that is by far the nicest thing about taking Mateo in multiplayer games- it really can be a lifesaver. However I disagree with most of what you said in regards to deckbuilding. Olive McBride is by far his most essential ally. The math on Mateo is weird in that he can take tests at +0 advantage or even below 0 and still pass because of his Elder Sign, and Olive McBride is a big part of that. You can use her on a test you shouldn't pass and possibly pull out an Elder Sign- because it's autosuccess, it doesn't matter what the other token you resolve is (sans Autofail, but you reveal 3 tokens, so don't choose that one). Blessed gives him Fortune or Fate and Eucatastrophe, which are very stand out in my opinion (Alter Fate is also good). The former is anti-Ancient Evils, and the latter is an easy way to turn a botched Olive test into a massive success. I find all of those more worthwhile than the incredibly expensive investment that is Seal of the Elder Sign. And while we're on the subject of Elder Sign fishing, it's weird to me you didn't mention Seal cards once. Seal is a fairly middling effect on its own, but with Mateo who is fishing for Elder Signs in the chaos bag, he needs any boost he can get. Sealing tokens makes it that much more likely you'll pull out the Elder Sign, so Chthonian Stone and Seal of the Seventh Sign are huge helps here. Unfortunately Protective Incantation is quite expensive, but if you can keep it in play and not miss the spell slots then it could be alright. Finally, the big problem all of this creates for Mateo: he's expensive. In XP (even starting with 5), in resources, in set up time. Making Mateo work takes a lot of resources, and it's personally why I would take Rosary over Key every time. Key is too expensive. Finally I don't see how Mateo could ever really justify Enchanted Blade. Shrivelling is just better for him, especially in a Seal build where spooky tokens aren't as common. Better to start at 4 or 5 base with Rosary than 2. — StyxTBeuford · 13043
I don't like the Olive + Seal combo for a few reasons. The biggest one is that Seal reduces the number of tokens remaining in the bag, making it more likely to draw each of the remaining ones. You draw the elder sign more often, but also the auto fail. Olive counters this, but she only works once per turn, and more importantly, she only works for Mateo. In a multiplayer game, all other investigators have a higher chance of drawing the auto fail, which hurts much more than the higher chance of drawing the elder sign. If you want to be able to guarantee high leverage tests by overcomitting skill icons, this is bad because you will likely be forced to use Mateo's ability much sooner. The seal combo also requires a lot of cards and resources to maximize success, so it is less reliable. With regards to the other cards, Ward of Protection is cheaper, even with the horror, and will counter enough sources of doom that I'd take it over Fortune or Fate. Eucatastrophe requires your final skill check to be 0 to work; the thing is that the two stats that are often involuntarily tested are Willpower and Evasion, and Mateo tends to do well enough on them, at least on standard. If you're testing the other 2 stats at their base values for fight/investigate, the payoff is probably not enough to use Eucatastrophe on. Shrivelling is definitely the better weapon, but for a support role Mateo, the blade is sufficient to handle smaller monsters without Shrivelling's drawbacks. You can spend 0/1 charges on a 2 fight monster, and 1-2 charges on a 3 fight monster, and have a good chance of hitting. Call the guardian or battlemage for 4+ fight enemies. — jemwong · 97
Even on standard you’ll get a test eventually where you will be able to use Eucatastrophe, and again Seal can actually help that by as you said making the autofail more common, but that’s not necessary- like Lucky! or Live and Learn, you will eventually be able to use it, and you’ll be glad you did. Mateo’s Will is effectively much lower than other Mystics since it’s only 4 and he has no Seeker access for Hawk Eye Cameras. As for seal hurting your teammates, while that is technically true it is also effectively not as bit of an impact on them as it is on an Olive using Mateo, and in fact it is why you have to use Seal of the Seventh Sign in such a build, since that does directly kill the autofail. Regardless of the merits of seal, it seems remiss to have a review of Mateo’s deckbuilding and not mention it in some way, positively or negatively. As for Fortune or Fate, I don’t see why you wouldn’t take that card AND Ward of Protection. I still don’t see myself taking Mystic E Blade for him since he’s very reliant on spells even without Seal of the Seventh Sign and his fight is low, but if it works it works. — StyxTBeuford · 13043
Here are some numbers on Father Mateo testing at parity with and without using Olive McBride. I am using the starting Hard Dunwich Legacy bag as an example. Probability of success WITHOUT OLIVE: 1/4 or 0.25; Probability of success WITH OLIVE: 3/16 + 37/455 or 0.269 . I am assuming that the symbol tokens have negative modifiers and no "reveal another token" effects, which is admittedly not always the case. But do consider that these numbers get smaller throughout a campaign as more tokens are added to the bag. — Spritz · 69
On the flipside most of Mateo passing using Olive at parity is also him getting an Elder Sign (0.2 chance in a bag of 15 tokens before seal). Seal improves these chances. — StyxTBeuford · 13043
This is better than just passing a test and also applies to being at any point below parity. Using Olive means he’s going to get about 3 times as many extra actions in a game as he normally should if he tests once a turn. — StyxTBeuford · 13043
Dayana Esperence + Alter Fate is available to Lola Hayes as well. — Yenreb · 15
Leadership

This is a purely aesthetic review. This has to be one of the worst card images in the whole collection. A dumb police chief spouting nonsense about cracking down on crime (or whatever) at some city hall meeting doesn't really convey a sense of either cosmic horror or pulp adventure... and it's very dull looking too.

Yeah, the card is a fail in all departments. — StyxTBeuford · 13043
It's Commandant Lessard from the Police a — shankfoo · 1
...academy movies. Not sure if it's also an inside joke about the card's playability — shankfoo · 1