Evidence!

One full expansion in, Evidence! remains one of the strongest level 0 Guardian cards. One card and one resource for one clue is a very strong trade that will speed up your progress considerably. The event is pretty easy to trigger, as most locations in Arkham Horror have clues on them, and it is a rare scenario indeed in which the Guardian isn't killing a few monsters. It is sometimes worth it to take an attack of opportunity to move with a monster to the right location (or, better yet, use Shortcut), but most of the time you can trigger Evidence! without any such hassle. If for some reason the monsters aren't showing up, the two Intellect icons on this card are also useful.

I usually include this card as all three Guardians. Zoey and Skids, otherwise desperately short of clue-gathering options, are very grateful to have an efficient one like this in-class. I think Evidence! is particularly strong for Roland; his plan of attack was already to kill monsters on spaces with clues, and Evidence! rewards this further. Clearing a high-shroud, two-clue location merely by killing a monster (something you probably would have had to do regardless of the clues) is excellent.

CaiusDrewart · 3198
I have to say that I disagree with it being useful for Roland. I quickly found that it sat in my hand all too often and the once per phase/round with his built-in ability was already enough. — Bronze · 187
That depends on your player count, its very good in multiplayer ;) — Tsuruki23 · 2578
Cover Up

This may seem obvious, but as someone that doesn't play standalone mode often and prefers campaign play instead this fact had escaped my notice: Cover Up really has no effect in standalone mode. And perhaps I'm being petty, but it feels pretty good to draw it and not have to pay any sort of attention to its presence. I think the word I'm looking for is empowered. It is is a wasted draw, but other than that its harmless. Heck, The Necronomicon is worse to pull in standalone. So spread the Good News! There are times when Roland just doesn't care about his weakness. (If only he had more Sanity...)

Defiance

Defiance seems a low value card but it shows its strength in two independent conditions:

  • Defiance is obviously useful when the issue of a chaos token may be dramatic. For instance if you’re playing The Miskatonic Museum and Harold Walsted is your one and only asset, you really don’t want to endure an effect (which would add a token for the remainder of the campaign). It is very situational, but you may encounter many of those specific situations during the campaign.
  • In Easy mode, we can demonstrate (see below) that Defiance is equivalent to Unexpected Courage in most scenarios when you play to maximize the odd of success of skill tests so, if you play this way, you can safely put it in your deck instead of Unexpected Courage and benefit from its situational value when it appears. Or include both to have the best of both worlds!

Demonstration (for readably purpose, I ignore token):

Say you’re playing The Midnight Masks and you’re about to make a skill test with a skill value of 4 for a difficulty of 3. If you play Unexpected Courage, you will pass the test in all cases. If you play Defiance and choose , you will also pass the test in all cases. It’s the same for The Miskatonic Museum (if you have in Chaos bag OR there is an Hunting Horror at your location), Essex County Express (before agenda #3), Blood on the Altar and Carnevale of Horrors.

With The Devourer Below, Defiance is even better than Unexpected Courage as you need a skill value of 2 above difficulty before playing Defiance (then you play Defiance on and you pass the test in all cases), where you need a skill value of 3 above difficulty before playing Unexpected Courage (then you play Unexpected Courage and pass the test in all cases… if there isn't any Ancient One in play!). Curse of the Rougarou offers a similar analysis (unless you’re in Bayou location).

With Extracurricular Activity with , Defiance is better on all difficulties, as it’s really complicated to ensure success without it. Without , Defiance is equivalent to Unexpected Courage as soon as you have 10 cards in your discard pile.

With Undimensioned and Unseen, Defiance is slightly better, as Unexpected Courage can’t protect you from the additional effect.

On the contrary, Defiance is worse or slightly worse than Unexpected Courage for The Gathering and The House Always Wins (because of the positive effect of that you won’t want to cancel). Only 2 scenarios in a total of 13 published scenarios.

For Where Doom Awaits and Lost in Time and Space, it depends on the exact situation.

In conclusion, not a terrific card, but it can make sense including it in a deck, especially if you play in easy mode. You also may want to include it in hard or expert mode because the situational effect can become very strong.

Note that if you use player cards that take advantage of success margin as .41 Derringer, Unexpected Courage will be preferred.

Okami · 41
Thanks for the detailed write-up and also for mentioning the way the card plays differently based on the difficulty of the Chaos bag. — cheddargoblin · 87
It does seem as though defiance is straight up better than unexpected courage in most circumstances as you pointed out and it took me a while to come to that conclusion. Even though it is 1 less while '?' it will likely remove 1 or 2 tokens of failure in several circumstances just as well as the extra '?' on unexpected. And it also has the added benefit of straight up ignoring an effect on top of it. — Bronze · 187
What about the -3 and -4 icons? Unexpected courage is better against those. — alercah · 1
I'm a total, so I apologise if this is a stupid question: how do I play this card? Can I add the "?" to a skill test and that then includes the cards text? Or do I use the text alone for a skill test, ignoring the "?" pip modifier? Also, i feel like this _should_ go under Diana because it doesn't say it ignores the token, therefore not "cancelling anything. It says ignore the "effects" of the token. So the token is still drawn, then the effects cancelled. Or is that wrong, too? — Deadlykipper · 1
*"I'm a total *noob*, so ..." — Deadlykipper · 1
Burglary

I found it a little strange that the only review of Burglary was positive, because I consider this one of the worst cards in the Core Set. In the abstract, spending an action for three resources is sometimes good, because three resources are (very slightly) more valuable than an action. But Burglary brings along with it a host of problems and complications.

Most significantly, there's the up-front 1-action, 1-resource, 1-card cost of playing Burglary. This means the card takes forever to generate a profit. If you successfully Burglarize once, you've swapped 2 actions, 1 card, and 1 resource for 3 resources. Terrible. If you do it twice, you've swapped 3 actions, 1 card, and 1 resource for 6 resources. Still terrible. If you do it three times, you're getting close to breaking even. At 4+ times, you start generating a small profit. For this to really generate enough upside to justify the deck slot, you'd probably need to successfully activate it 5+ times. That is a lot of time to spend Burglarizing--a lot of time in which you're not advancing the Act deck and actually winning the game.

Burglary is even worse than that, of course, when you consider that you might fail the test. The three investigators with in-faction access to Burglary have a base Intellect of 3. That means that unless they're hanging out at a 1-shroud location (which may or may not be there) on Easy, they'll likely fail the test a good chunk of the time. That makes Burglary take even longer to pay for itself, if it ever does. Voluntarily inflicting a ton of skill tests on yourself, by the way, also will expose you to a host of bad special token effects.

Arkham Horror is a rush game. You have limited actions in which to get your objectives done, and you've got to get moving quickly. You simply do not have time to sit around at a low-shroud location for multiple turns doing nothing but amassing resources. And if you play Burglary and only use it a little bit, then you've gotten a terrible deal.

I will grant that Burglary is better for Rex Murphy than it is for other investigators. However, I think it is still not worthwhile even for him. In my opinion, even for Higher Education Rex, picking up 2 clues is slightly better than picking up 1 clue and 3 resources. That means the only real use for Burglary is to clear out locations with 1 clue more efficiently. But Rex has a huge number of ways to get that last clue without sacrificing efficiency (Working a Hunch, Deduction, Seeking Answers, having a teammate do it, etc.) When you consider the up-front cost of Burglary, and the fact that Rex probably has to invest cards and/or resources to succeed by 2+ to get the resources and the clue, I think Burglary is still not paying for itself.

Moreover, Burglary takes up a splash card slot for Rex. That means that instead of a dubious efficiency gain when investigating 1-clue locations, Rex could have had one of the strongest cards in the game: Ward of Protection, Fire Axe, Dynamite Blast, Elusive, etc.

CaiusDrewart · 3198
There's argument for it in harder modes Rex because higher ed means you can commit +6 to a test and still generate a *profit* with Dr Milan. On lower difficulties Milan's +1 resource and the natural drip are enough to never worry about it. Still, however, not a great card in most any other circumstance. — Difrakt · 1325
While the above is certainly impressive, on Expert I find that I want to be getting multiple clues per action as much as possible. I find that Burglary just slows Rex down a little bit too much. If the goal is to fuel Higher Education I'd think Emergency Cache would usually be stronger. — CaiusDrewart · 3198
Is the goal of any given card to make it pay for itself? You could look at this card as an opportunity to smooth out resource flow if used in an opportunistic way. Get one resource for sure or risk the Chaos bag for 3. If you have a 5 cost card, let's say Dynamite, but only 2 resources a successful Burglary attempt would let you play it whereas taking one resource per action would not. It definitely reflects the gambling nature of the Rogue class. And I'm by no means saying it's useful, rather, I'm trying to see what opportunities it provides if played. — cheddargoblin · 87
For the situation you described--wanting a lot of resources in a hurry--I think Burglary is not that great. First of all, if you hadn't played Burglary in the first place, you'd have more actions and resources free, and more flexibility to respond to situations, not less. Second, if you've already got Burglary out and you need resources fast, what if you're on a 3+-shroud location? Then it's no good at all. Emergency Cache is the card you want for that situation. I'm not claiming Burglary is 100% useless, and there are no situations whatsoever where it can work, but on the whole it usually won't help you win scenarios. — CaiusDrewart · 3198
The biggest problem with Emergency Cache is that you can only run two in a deck. Assuming you are running two, does Burglary satisfactorily augment resource generation? I'm not attempting to suggest that Burglary replaces other cards, rather, I am trying to understand what opportunities it provides on its own. That may still be not enough of a boon to include it in a build. (We'll see what other resource generation cards come along next cycle, can't wait!) — cheddargoblin · 87
I wrote the other review. Yeah, with the Dunwich Legacy campaign we've seen better/alternative ways to gain resources appear (or things like Dark Horse so you don't want them). Though I have had success with Rex and burgling, it would be fair to say I've cooled on it somewhat. — AndyB · 956
Readinf the review and comments, it made me think about an interesting article I read on the mythosbusters blog. https://mythosbusterspodcast.wordpress.com/2017/06/24/mathos-busters/ . It kinda adresses the way cards are often rated. — Heyenzzz · 7468
@Heyenzzz: The author of that review very strangely recommends Burglary as a good card, probably because he or she did not stop to take the up-front cost of Burglary into account. The overall point seems to be that actions are really valuable, and we shouldn't equate actions, cards, and resources. Certainly I would agree with that--the main point of my review, I would say, is the fact that actions are so much more valuable than resources is why Burglary is typically bad. — CaiusDrewart · 3198
The linked article is apt, but I think what you are missing is in terms of the author's point is that Burglary is efficient when considering that using standard basic actions, it would take 3 actions to generate those resources (and even adding in the fixed cost of playing burglary, action efficiency kicks by the 2nd time you use it. But that's not really where this discussion is interesting, its in the concept of consistent / repeatable economy vs temporary economy (a concept core to most euros). While both Emergency Cache and Hot Streak are great resource generators, they are draw dependent and temporary. Rogue decks offer the most consistent capability to gain resources, which connects to their ability to consistently use tools like Streetwise, Hyperawareness, Hard Knocks and other free action core stat buff cards that trade resources for effectively guaranteeing checks. And that connects to the points above about generating a clue+ per turn. Other than cards like deduction or the Talent card that lets you fail your way into 2 clues, the most efficient clue acquisition is making sure your investigates don't fail, and using an engine like Burglary > Streetwise > Lockpicks is a great way to end up with 9 or even 12 intellect on a check, which is the holy grail of Roguish investigation. I'm not saying I 100% believe Burglary is essential or even good, I need to play more before I could come to such a conclusion, but I'll say it has been seriously helpful in games I've played, and that it pairs extraordinarily well with Double or Nothing (find a 1 or 2 shroud location, use the right buffs, 6 resource boon). — ShintaSaito · 1
I appreciated this analysis and would supplement it with two pieces of info as of recent releases. — jblade · 19
Turns out I'm bad at commenting, so I just wrote my own review. :-) — jblade · 19
I love Burglary in Rex and I aggressively mulligan searching for it. It gives a tone of resources while still being commited to searching for clues and pushing the game forward. Between this and Milan I have more resources than typically I can spend which made me even play Team Work to spread the riches around. — bazyn · 8
I think Burglary can combo well with Leo, since you tend to be using up lots of resources/turn with Leo. The extra action from Leo can be used on Burglary when you happen to be at a low shroud location, and the resources gained can power a few rounds of extra actions. — Leviat · 2
Burglary-Rex(Others are terrible at burglary) — Investigator Zoey · 143
Vicious Blow

Vicious Blow basically amounts to spending a card to get the equivalent of a successful fight action. As it turns out, a successful fight action is way more valuable than a card, so Vicious Blow is great.

Killing a monster in one fewer action than would otherwise be possible is terrific. It's always useful to save an action, but Vicious Blow is at its very strongest when its action compression allows you to kill a monster you otherwise would not have been able to kill until your next turn. For instance, Vicious Blow can save you a lot of damage if it kills a monster that would otherwise have survived into the enemy phase. It could even save you an entire turn if it deals that last point of damage to a boss.

Moreover, by killing a monster in one fewer action than you otherwise would have, you're also reducing the number of skill tests you have to take. This is great. If you need to pass 1 skill test instead of 2, or 2 instead of 3, that allows you to concentrate your boosts, giving you much higher odds of a successful kill. And each skill test you avoid reduces your risk of drawing the autofail or some other nasty special token.

Of course, assuming you have a 2-damage-per-action weapon like Machete out, Vicious Blow won't necessarily be an action saver if you're facing an even-health enemy. Fortunately, though, there are plenty of enemies thus far printed with 3 or 5 health. Plus, you only need to add in 1 additional damage from some other source--maybe Beat Cop, or Zoey's Cross, or even a second Vicious Blow--and then this card can also work against even-health enemies.

Of course, there's a chance that you fail the test, in which case Vicious Blow obviously amounts to spending a card for nothing. But a) Vicious Blow itself gives you +1 to the test, and b) you can and should combine it with other boosts so you are very likely to succeed and get the bonus damage.

If an investigator has in-faction access to Guardian cards and plans on fighting with Combat (in other words, 99% of Zoey, Roland, Mark, Leo, and Yorick decks, plus the majority of Skids decks), I would basically always run this. It is a fine choice as a splash card for the likes of Pete, as well.

CaiusDrewart · 3198
why this card is limited only one in deck? — haze097 · 1
It is not limited to one per deck. If you get to choose only one on arkhamdb, then it is related to only one being in the core set — flooze · 8