Fieldwork

This card pretty nearly reads: Whenever you enter a location with a clue on it. Draw a Perception card. Sept the card cant draw anything but more Perception cards.

You can expect this to net you 3+ useful triggers if you draw it in the first 2 turns. If drawn later then the returns will depend on the map.

This card has a short and simple learning curve, try not to explore new places as a last action, also your friends should get used to leaving you some clue scraps, they shouldnt be investing cards and time into clues that you get a bonus on picking up.

Definitely worth the slot for folks who can freely slot Yellow cards. Probably not worth the dip for the Dunwich Investigators.

The biggest downside is that this might be a dead draw if drawn lategame.

-EDIT: A lightning gun Roland Banks will really appreciate this card as a way to keep up his clue gathering prowess.

Tsuruki23 · 2577
This is can be very versatile, as the bonus is to ANY skill test, not just investigaion. So it's useful if the location forces you to use a different stat for investigation, fight, evade, use spells or other assets with skill tests,... — Django · 5155
Can you use 2 of these at 1 timw for +4 for your next skill check? — vosh · 9
Also remember that this applies to any skill test, not just investigating. For example, if you have a friend in trouble with a monster next door (with clues present), you can move, engage the monster off your friend, the evade with a +2 bonus to the skill check. — olvenskol · 1
Interaction between Fieldwork and Duke: I use Duke to move and investigate. I use Fieldwork as my new site has a clue. So does Fieldwork activate on Duke’s investigate, afterwards, or player’s choice? Can I investigate and then use Fieldwork? Is there a window of opportunity? — brerlapine · 19
@brerlapine: this is an old question, and I'm not actually checking my facts, but iirc, Duke's move+investigate isn't something that has a window in the middle, so I think you would have to wait until the investigate action is finished to activate Fieldwork (or you could activate before if you already moved once). meaning that if there was one clue on the new location and you picked it up, you can't activate Fieldwork there. on the positive side, your investigation action does happen before engaging any new enemies there. — Zinjanthropus · 230
@vosh to answer this 6 year old question: Yes you can trigger 2 Fieldworks at the same time for a +4 if you have them both in play. — flamebreak · 25
David Renfield

I really want to make this card work with Sefina Rousseau. I feel like Sefina's 4 Willpower is really not enough to use Mystic spells all that effectively, and her 5 health is obviously a problem. David could potentially kill two birds with one stone, while also providing a nice influx of resources. Jim would probably also be interested, as like Sefina he really needs Willpower boosts, and right now David is the only in-faction Ally who could provide that for him.

In practice, though, I've found David almost completely impossible to use. Obviously his benefits are not at all worth it if he costs the team one or more turns. And it's not like Arcane Initiate where you can just play it while the agenda is about to advance, the doom goes away, and that's that. This guy is no longer useful if the doom goes away. So unless there is a very long span until the agenda goes off, David doesn't work. That means that his ability is unusable the vast majority of the time in this game. I tried to use him over a number of different scenarios, and each time I drew him I either immediately saw that I couldn't play him and use him, or I did play him but ended up having to kill him off before I could benefit much from his abilities.

So right now I'd have to say this is a card that looks really effective at first glance, but in practice is just unmanageable. But maybe other people have figured out how to make better use of him.

CaiusDrewart · 3185
I think he is intended to be used with only one Doom token on him at all (and probably only when the agenda has four or more Doom level to advance in total). You may look on him that you can use him only if you could afford one less turn per Agenda. — XehutL · 47
For Sefina, once you have 2x Hotstreak in your deck, — Django · 5155
Sorry for incomplete and double post, but i can't edit my comments. David is a good card, as long as can control the doom. Meaning, you must have a general idea, how much doom each turn comes and remove his/kill him, before agenda advances. In 4 player games with "ancient evils" i wouldn't recommend him, as doom is too randm (up to 3 additional doom). For sefina, i replaced him with Dario El-Amin (through adaptable) once i had 2x Hotstreak in my deck. Dario is much easier to setup and maintain with his own ability. — Django · 5155
Stars of Hyades

This weakness is quite a drawback. First any weakness that reads "When you draw shuffle it back into your deck" is cause for immediate concern. The ability to draw any weakness more than once creates that much less of an opportunity for you to draw powerful player cards. The problem is magnified when playing an event heavy deck with many one shots that mush be continually drawn. I conclude that even if the card had no other text than what I quoted above the weakness would be still somewhat of a liability.

To add to my concerns, Stars of Hyades whittles away at Sefina's greatest strength (the events underneath her character card). But the greatest problem is that Sefina takes damage (and horror) when she can't remove an event underneath her character card and with Sefina only have five starting health I see a huge a liability.

How do you over come these? Having access to these cards seems like a good start:
Alyssa Graham

Scrying

Bulletproof Vest

Azgadil · 36
Recharge

I think it's really interesting that most of the relics currently in the game don't use charges, the exception being Grotesque Statue. So with this card you could charges to a relic that doesn't use them, perhaps this could be an interesting way to subvert Akachi's weakness without wasting charges on a spell? Might be worth keeping an eye out for other interesting interactions in the future.

N146 · 61
The rules section about cards with Uses (X "type") says that you can't add Uses of the wrong type. So i don't think you can use "recharge" this way. I also don't think you'll need this, as in an all mystic deck, akachi should have enough spells. Plus more charges through her ability and signature item recharges spells... — Django · 5155
It doesn't work very well with Grotesque Statue either. The Statue discards itself when it's out of charges. This means using Recharge on a Gotesque Statue is riskier, because unlike other targets, you would need to use it before the Statue is out of charges and if you fail the still-good-for-one-more-time Statue will be discarded. — Daerthalus · 16
I have a rules Question about Recharge and Grotesque Statue. When i use Recharge and reveal a Chaostoken, can i use my last Charge of the Grotesque Statue to reveal 2 Tokens and if successful charge it up to 3? The Check needs to be finished first, before i discard the Grotesque Statue right? — ataniker · 7
Besides the above reasons, Angered Spirits also isn't a Spell or a Relic. — CSerpent · 126
@ataniker, "If Grotesque Statue has no charges, discard it." is triggered as soon as the charge is removed. Triggering conditions interrupt anything that is in the middle of resolving, so the GS's discard happens before the Recharge ability resolves. — CSerpent · 126
Logical Reasoning

I just used Logical Reasoning with Roland Banks in a run-through of the Night of the Zealot, and I was moderately impressed. The ability to heal 2 horror is more important to him any of the current seekers, and there aren't that many options for healing horror. Combined with double Willpower icons - which I found I used - it's pretty handy.

Probably the closest equivalent I could find was Moment of Respite, which costs 3 to heal three horror and draws a card - but requires 3XP. Compared to it, Logical Reasoning is 'Moment of Respite Lite', with the lower XP cost being the only real advantage.

The other part of the effects - remove a Terror card - is possibly occasionally useful, but at the moment there are relatively few Terror cards that go into a players threat area. Delusions and Striking Fear are the only relevant encounter sets at the moment, and all Delusions can be 'paid off' with 2 actions. Logical Reasoning is 1 action and 2 resources, so it's not a great bargain. It's decent against 'Frozen in Fear', but I wouldn't pick a card to counteract 1 encounter card.

I would say, don't underestimate the cost and conditions. 2 isn't exactly cheap (at least, for guardians who seem to have plenty of expensive cards), and you do need a clue too. You might not always have one. (Been there, done that).

In summary, reasonably impressed with this for Roland as a starting card to beef up his lacklustre sanity. With XP there are better options. I've taken to thinking of it as a better alternative to Guts for him, trading draw for, potentially, healing horror.

Other investigators? Well, seekers usually have better sanity anyway. Minh Thi Phan might have a use for it, and the Dunwich investigators can all take it as a splash card - though, to be honest, there are better choices, I think.

AndyB · 955
Its also incredible tech for parties, as its probably the next best thing besides rogues booze to heal horror. "Choose an investigator at y — Renmabo · 602
It is an auto include for multiplayer. Your monster Hunter will love being able to heal the horror. — Myriad · 1226
I usually take this in Ursula instead of Guts for treachery protection. Almost never actually play it (just commit it for icons), but every now and then you get turned into a Yithian and it gets way harder to investigate a new location every turn. It's also a good support card in multiplayer or two-handed. — Zinjanthropus · 230