Three Aces

I use this card in my Mandy deck and it's promising. It's guarantee success once And you can use it only once per deck shuffle. The down-side is you need to collect many card to win big enough.

However, I summary some card which synergy with this card.

Recommend Combo with Double or Nothing

Recommend Combo without Double or Nothing

But keep in mind that this combo is not defensive. It's for winning big and require a lot of cards !

AquaDrehz · 130
Note that Mandy cant play Lucky Cigarete Case or All in. She's limited to Rogue 0-1 XP assets and skill cards. But i agree it's a strong card in her deck and 2 can be searched with "practice makes perfect" and her ability. — Django · 2383
Sorry, i meant she's limited to rogue Events and Skill cards. — Django · 2383
I've try "practice makes perfect" alerady. Doesn't seem great combo because 1 or 2 would be discarded anyway. These 1-2 card would not so effective after that. Django — AquaDrehz · 130
Ancient Stone

With the increasing amount of card draw in , both upgrades to the stone can be used more consistently and both of them have very powerful effects. Some examples:

All this requires a lot of secrets on the stones (yes you could have 2 in play for double the fun). There's also a few cards that add secrets like Astounding Revelation, Truth from Fiction and Enraptured, but i think they are very inefficient. It's much more effective to increase the difficulty as much as possible when identifying the stone and later replaying it, when it's secrets are used up. After all, card draw also has the advantage of going through your deck more than once, if you're not afraid of your weaknesses.

I wonder why no one mentioned this before, but enter Versatile. I think draw and tutoring effects more than make up for the increased deck size. Use 2 of them to add 1x Double or Nothing and 1x Drawing Thin to your deck. If you use both on a shroud 4 location, the difficulty will be 18, resulting in the same amount of secrets:

You might wonder how you could possibly beat that. If you got 1 xp left, take Three Aces or ask your mystic for Seal of the Elder Sign. Otherwise the best strategy I've found, have Mr. "Rook" look for Drawing Thin early and always take 2 ressources when possible, mostly on low shroud locations or encounter cards you're likely to fail anyway (but please don't increase the amount of horror from cards such as Rotting Remains). That should get you enough so you can resolve the stone mid or late game with Hyperawareness or similar cards, also netting you 4 clues. If you draw you won't be able to pull that off during the same scenario again. So asking your mystic to get Time Warp and keeping it for this test would be a good idea.

Alternatively your could pass the stone, maybe Mr. "Rook" and all of the groups ressources to the survivor with 2 Drawing Thin, while the commits his Double or Nothing. The should have Plucky to use the ressources. He could also use Mr. "Rook" to search for missing Drawing Thin or Plucky. So you'd get 22 shroud/ secrets on the stone.

In case your group has no or , use versatile to get missing cards or Teamwork, if there's no .

Django · 2383
Or just do it with Minh and Miss Doyle in play. Discard Augur for an auto succeed. — Sassenach · 90
Actually, ignore that, it wouldn't work. You need to do an investigate action on the Stone itself. Shame... — Sassenach · 90
Getting 22 charges is overkill. The most I ever got was 14 and I still was never able to empty the Stone — Alogon · 376
you cannot pass the stone around. "you have identified the stone" is valid for "you" = the investigator/player, that passed the test — Adny · 1
@Adny Source? It's written in the campaign log, which there is only one of. — trazoM · 1
It's called "campaign log" not "investigator log" and these cards arent limited to one person. So if you have a group of 4 seekers, only 1 nees to identify the solution, translate the glyphs,... while everybody can use them afterwards. — Django · 2383
Automatic success effects are counter productive with translating because, per the rules “If a skill test automatically succeeds, the total difficulty of that test is considered 0.” and the Stone will get 0 uses. — Death by Chocolate · 13
Pay to win with Higher Education is probably the best way to nail that 18 and get your money’s worth. — Death by Chocolate · 13

I wonder why they didn't call this card "stalker". After all it's mostly about those lecherous guardians going after good looking Seekers, save for Mark Harrigan who's more into Sophina.

Anyway, one guardian can also use this on another's safeguard. The result will mostly be the same as if both had stalked the same person, except the unlikely case she lied to the first about a Shortcut to get rid of both at the same time (so they could focus on a BBEG at an adjacent location).

Django · 2383
I don't see how you can safeguard a safeguard. The only legal Safeguard target is the investigator currently taking their turn (so you can't target the other guardian during the seeker's turn), and the effect expires at the end of that turn (so you don't get to do this by Safeguarding the guardian on their own turn before the seeker's turn either).. — TheNameWasTaken · 3
Nothing Left to Lose

Rules question about "draw cards until you have 5 cards in your hand". Do i resolve weaknesses that don't stay in my hand and keep drawing until i actually have 5 in hand? Or do i have to wait with resolving weaknesses until i've drawn up to 5?

Django · 2383
I believe cards are always drawn one at a time, so I think you would draw the weakness, resolve it, then continue drawing up to 5. — SGPrometheus · 189
Card are not always drawn one at a time- Patrice's investigator ability draws 5 at once. In fact, regarding NLTL, I'm 99% certain it chooses a number of cards you draw based on the difference (5 minus handsize) and you draw them simultaneously. So you would draw up to 5 (NLTL resolves) and then you resolve all weaknesses. In other words, if you get a weakness that discards after it resolves, you end up with a hand of less than 5 cards. — StyxTBeuford · 982
On a related note. I recently began my first run through of a campaign with Patrice and the basic weakness I drew was Insomnia. The first time I drew it was as the second of the 5 cards I had to draw in that upkeep phase. The way I interpreted this was that it meant I had to discard all but one card from my hand, but since there was only one card in hand at the time it completely whiffed and I then got to continue drawing up to 5 cards. This felt a LOT like cheating, but it did also seem the most logical interpretation of how to resolve the effect. Do we have any more experienced Patrice players who can confirm whether I cheated or not ? — Sassenach · 90
You resolved it incorrectly. You draw 5 simultaneously. Then, you discard to 1 due to Insomnia. The golden rule of this game is you resolve all effects in full before resolving anything else, and Patrice's ability is included here. — StyxTBeuford · 982
Correction: *Amnesia, not Insomnia. — StyxTBeuford · 982
Ah yes, Amnesia. Forgot about that one... ;) This does seem like a fairer interpretation, I'll do it that way in future. Still a pretty benign weakness for Patrice of course. — Sassenach · 90