
Here's a handy link to a search of all the plans that can be stuck with: arkhamdb.com
Enjoy your plans. Plans are good. Plans are nice. I like plans. Am I over 200 characters yet?
Here's a handy link to a search of all the plans that can be stuck with: arkhamdb.com
Enjoy your plans. Plans are good. Plans are nice. I like plans. Am I over 200 characters yet?
I feel like this card is significantly weaker than Roland's gun. However, the associated weakness seems easier to handle, so it might worth it.
Though this card is not bad, its existence could leads to problems.
The possibility of creating 1 clue out of nowhere means that the scenario no longer has a full control on the number of clues available. It could mess up with the timing of the scenario and leads to "bugs / unwanted shortcuts / ..." in fan scenarios, and force the official designers to take in account this card when creating scenarios.
The "remove from the game" save it, so as long as they do not print other cards with that effect, it should not be a problem. But still, when I read this card, I feel like this kind of effect should not exist.
The following is a Question, not a review.
In our 2 player carcosa campaign, this card is part of Lola Hayes deck. If this guy is at Lola Hayess location, does this remove her restriction to only play cards from her current role? After reading related rules it seems yes, but i'd like some other opinions about that.
Generally, I would rate this card a bit weaker than Roland's .38 Special (at least until you have enough XP to be toting a Lightning Gun with some Extra Ammunition). That said, this card has great synergy with Roland's ability as it's fairly common, even with careful planning, to end up needing to kill an enemy on a location with no clues. Since this is a fast action, it doesn't provoke attacks of opportunity and can simply be thrown down right before the finishing attack, and not waste a Roland ability trigger on a clue-less location.
It also is the only investigator card to date that allows a clue from the token bank to be added to the total - this can be significant if the investigators end up 1 clue away from success and would otherwise need to travel to another location to obtain the last clue. The flexibility of being able to alternatively simply discover a clue as an effectively upgraded version of Working a Hunch ensures it isn't a dead draw on scenarios where you need to remove clues from a location rather than accumulate total clues (a common occurrence in the Carcosa cycle).
As a cute bonus, as an Insight it can be copied by other investigators who are using Eidetic Memory, though because it removes itself from the game it will be very difficult to actually use it very many more times by this method.
When playing Roland in an 8-scenario campaign, I'd always choose this card paired with The Dirge of Reason over the standard cards. Alternatively, since both this card and The Dirge of Reason have synergy with Roland's .38 Special AND with Cover Up, playing all four at once is also probably viable if you can tolerate the slight increase in deck size. Cover up is much less threatening if you pair it with cards that place clues on your location, since the real issue with Cover up is not so much the actions required to gather the clues as it is the possible lack of clues to gather, or the fact that they might be in distant or inaccessible spots. See also Dr. William T. Maleson and Forewarned for other cards whose clue-dropping can help Roland get rid of Cover Up.
Pretty weak card, still useful for a very specific purpose. And it's actually pretty flexible for that purpose!
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When you play a dedicated combat guardian, like a Mark Harrigan or William Yorick, you stick close to your clue specialists, you stick around picking up easy clues or beating down trouble that you or they find. This card helps you serve this role of tight-formation protector.
The trick to this card is that it works against voluntarily suffered attacks as well as enemy-round ones, this means, for example, that if you stick within one location of your buddy, if they draw an enemy, they can spend one action to move to your location, you intercept the attack of opportunity, and they carry on hoovering clues. If you're at the same location as an ally who's just drawn an enemy from the encounter deck that ally can just carry on as if nothing happened and keep digging for clues, you will intercept the attack anyway!
In other words, you need to not think of this card as a way for you to engage enemies and deal them damage, obviously this card does that job terribly! You need to think of this as a Fast auto-evade for your friends, who while you have this card in hand are able to do their jobs uninterrupted.
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William Yorick likes this card because he has a test-less card package that can deal respectable damage without risking the luck of the bag. This involves the use of cards like Guard Dog, Lantern, Mano a Mano and/or Beat Cop.
Mark Harrigan specializes in killing threats and mitigating damage, it's easier to heal oneself than others and this card lets your friends drop off a target to spend all that Ammo on along with a bit of damage to heal.
I can't see other characters having the sheer staying power to support this card, Zoey Samaras can bear with it since she's one of the toughest characters in the game thanks to her resistance to horror via her great but she may find it hard to find space for this card in-between her tech cards.