David Renfield

A strong build-around economy combo card for Ashcan Pete, who can use his unique power to activate him 2/turn for extra payoff (or sometimes more if you also splash Inspiring Presence, which works well with Duke anyway). Going T1: 2 doom (net +1 resources after his cost), T2: double-use up to 3 doom (6 more resources), T3: up to 5 doom (9 more resources) before killing him off via attacks of opportunity / bouncing him with calling in favors is quite an economic boost (on a 6 doom agenda) for one action and a few discards. If someone in the party has a golden pocket watch at the right time (e.g. Ursula with backpacks/Dr. Elli), you can double-tick up for two final turns instead of one for a massive payout (29R instead of 16R in the example above). Calling in Favors is more or less essential with him, as it does double duty to find him and to safely reset him.

Painkillers is a good way to get rid of him, healing at the same time. — duke_loves_biscuits · 1285
I think in a 6 doom agenda you only can overuse him twice: T1: 2 doom on Renfield; T2: 4 doom on Renfield + 1 on Agenda; T3: Agenda Advances. With the gold pocket watch I think the best use is to abuse Renfield to get way over the doom threshold, and skip the next mythos phase, abuse him again and remove it. — joster · 96
Guidance

This card is great in rogue because you can give your bonus actions to someone else who can actually make good use out of them.

I built a teamwork/guidance based Jenny deck based around this concept, haven't tried it out yet but hopefully it works out alright. You could also use this out of Finn I guess.

N146 · 61
A Talent Card like this would be great. When there are many enemies boost guardian. If not boost seeker. — Django · 5164
You could use "You Owe Me One!" to play it from a Seeker's hand. Very ironic. — Zinjanthropus · 231
Madame Labranche

It takes the right kind of deck to get this old gal going but when you do she is a POWERHOUSE.

.

What is the right kind of deck?

A: A deck that eats cash for lunch, dinner, breakfast and every other meal, but likes to stay slim. Fire Axe+Dark Horse actually likes the cash but doesn't want to stockpile it, therefore Madame Labranche will keep you covered by kicking you up from 0 straight to 2 credits at the end of a round or even juices you up mid-battle while you swing your axe.

B: A deck that depletes cards quickly, this is generally a bit less common bot certain types of Wendy Adams or "Ashcan" Pete really do go through cards quickly and having the Madame Labranche around to jump start you when you hit rock-bottom can be a lifesaver.

If you're the -A- kind of investigator then seriously consider this chick in your deck. Heck even consider Charisma rather then swapping her out for some XP ally like Yaotl or Peter Sylvestre later. If you're the -B- kind then pass this girl by unless you think you can trigger her for the cash part every now and then too, if you plan to sit on a payload of cash, for the sake of playing something expensive down the line, then this gal probably wouldnt be much help at all.

.

Some tricks to consider/Remember:

The icon means that triggering it is optional whenever you feel like, this means that you can simmer a bit at 0 resources or cards if you feel like it for some reason, for example during a combat check with a Fire Axe and Dark Horse.

When you're committing cards to a skill test, there is a player window between the cards being committed and the result known, this means that if a card like Guts is the last card in your hand, and you play it on a check, you can trigger Madame Labranche before the skill becomes successfuly and Guts triggers the draw effect.

Tsuruki23 · 2581
One trick from me: with that babe, Fire axe and 1 resource in play you may activate fight, burn that resource, take another one from babe and immediately burn it for +4 swing. — KptMarchewa · 1
Ran her with Patrice and she's fantastic. Combined with the Violin and 2x Cornered, you've got the baseline to have loads of flexibility with resource gains and card draw/swap. — Krysmopompas · 367
Graveyard Ghouls

Not a review, more of a question.

How does Improvised Weapon interact with this card while it is in your discard pile? Will it be forced to remain in your discard pile after completion of the attack, or it cannot even be played because you cannot fully resolve its effect??

I suspect you can still play it and it will be forced to remain in your discard pile after the attack resolves, but I'd like to see some opinions. If that would be the case, it would be a very interesting interaction.

This question, by the way, came up while trying to build a Yorrick deck using the upcoming Cornered card, in which Improvised Weapon would be a good addition as it would be great discard fodder for Cornered. I believe Cornered is going to be a great addition in William Yorick's arsenal and Improvised Weapon can find a slot or two in his deck. Looking forward to the release of the pack!!

matt88 · 3228
I obviously mean: how does Improvised Weapon interact with Graveyard Ghouls while it is engaged with you. — matt88 · 3228
I would say it can be played as normal, since the card remains in your discard pile even while you're playing it. Since improvised weapon's shuffle effect specifically says to shuffle it after all effects of the attack have resolved, it will stay there after the attack, unless the attack kills the ghouls. — SGPrometheus · 849
I'm not sure sure, but i believe you ~cannot~ play it from discard pile. When playing cards, you take it from your hand (or other location) and put it into a in-between state (not quite in play, not in your hand or discard pile, just sort of in limbo) *from the faq on Time Warp* Since you are putting the card into a different are than the discard pile, and it cannot leave the discard, you likely cannot play it. That's how I see it; clearly FFG can have a different ruling. — CecilAlucardX · 10
Well Prepared

Not a card to aim for early but it can be a very interesting skill test boost . It s even more efficient with the 4 icon talent from the night of the zealot reboot.

Too bad all permanent cards lack skill icons.

Susu · 36
This works with wild icons, correct? (Cf. Yaotl, which specifically excludes them--this doesn't have that language.) Not bad with signature assets, then, which tend to have a lot of those. Not that you can count on drawing those. — CaiusDrewart · 3200
Shotgun and Typewriter (Skids) are also a cool targets. Signature assets mentioned above are also a good choice, Zoey and Leo will like it a lot. From official FAQ: "A Wild ( ? ) skill icon on a player card may be used to match any other skill icon for the purposes of both card abilities and counting how many matching icons are committed to a skill test. When using Wild icons for the purpose of resolving a card ability, a player must state which icon the Wild is matching at the time the card is used. Wild icons committed to a skill test are considered “matching” icons for the purposes of card abilities." - so I would say: yes. Yaotl is a good example: if his ability specifically excludes wild icons then it breaks a general rule. — KptMarchewa · 1
Good insurance against treacheries with Dig Deep (2). — crymoricus · 252
The fact that this card can add the wild icons from assets is just huge. I guess I'm thinking of Zoey in particular, getting +3 combat to a Shotgun blast is killer. At that point, it really does compete with Lightning Gun or simply by targeting shotgun itself since you're literally going in with the same amount of combat but a much greater damage potential. — LaRoix · 1646