"Look what I found!"

I want to add to the other review that in my experience, having "Look what I found!" in hand and wanting to make use of the action-compression is a sure-fire way to just pass all your investigate tests. Seriously. Recently, I even opted as "Ashcan" Pete NOT to investigate with Duke for the express purpose of failing so I could grab both clues, draw a card with Rabbit's Foot, and get out of there. Nope, still passed.

HollowsHeart · 17
Like sparking a cigarette while waiting for a bus. — Mac · 1
This is especially an issue with Rita, because her Elder Sign is +2, so it's really hard to reliably fail tests. — Zinjanthropus · 230
I wonder if you can play Look what I found! for the 2 clues then then right after play Lucky! to pass it. — Lotharun · 2
No, that wouldn't work. Lucky has to be played when you would fail, so the +2 would make you pass. This card can only be played after you fail a test. Live and Learn would work, though. — Jaysaber · 7
"Look what I found!"

In my opinion, this card has one of the finest artworks of the core set and perfectly illustrates the survivor's feat: turning a bad situation into a good one!

You can play it after investigating in a location with at least 1 clue on it. There are plenty of chances during a scenario to trigger this event. It's greatest plus is that it is never wasted. You merely play it after the attempt, in comparison to committing cards to a skill test upfront!

Fast cards aren't subject to Attacks of Opportunity, so if you are engaged when playing Look what I found!, you only get hit once (for the investigation test).

Special note: if the location has a shroud of 2 or less (after applying all modifiers), you can even play Look what I found! after drawing the -symbol token and resolve the effect!

This card is so good in most decks that it is easier to summarize where it does not shine brightly:

Pros

  • Great click-compression. Gain two actions for the cost of one!
  • Comboes well with Rabbit's Foot.
  • In hard/expert difficulty propabilities shift and you frequently fail investigations by more than 2 points, the card becomes more appealing to investigators with high Intellect then.

Cons

  • One-time effect only. It should not be your only means for gathering clues.
  • Rex Murphy can not include it due to his deckbuilding restriction.
  • Investigators with high Intellect most often pass their investigation tests instead of failing on easy/standard difficulty.
  • A spoiler prevents Look what I found! from being played, while Working a Hunch and Drawn to the Flame bypass it.
  • spoiler is not discarded after Look what I found! is resolved, because the investigation is still considered unsuccessful.
Synisill · 803
That's interersting, if you collect the last clues with the last spoiler card active it remains even though no clues are present? — Django · 5154
@Django: Pretty sure, yes, it would stay, spoiler card "OF" could have been placed on a location with no clues initially, and also would stay. — Synisill · 803
There are two mistakes in this otherwise great review. — Plant · 8
@Plant: Couldn't afford a few more letters? — AlderSign · 391
Cunning Distraction

Cunning Distraction is more often included thanks to it's awesome artwork and the icons than for the ability it provides. Cunning Distraction causes all enemies at your location to be evaded and therefore exhausted, even Elite foes, without drawing a token from the chaos bag. This has a number of benefits. Now that enemies are exhausted, they can't take attacks of opportunity, they can't retaliate, they can't move during the enemy phase (if a Hunter), and they can't attack during the enemy phase. They also won't follow you if you want to move. Everyone gets this benefit. If you and/or a partner is swarmed with enemies, Cunning Distraction is a great get out of jail free card. The enemies will of course ready during the Upkeep phase, this buys you some time. But there is a rub in it.

How likely are you and your fellow investigators assembled at one spot and overrun by enemies at the same time?

How likely is it that you are at a location with three or more enemies at once?

No question, you can play the event when fewer foes pressure you, but five resources seem a steep investment for the short respite you are rewarded with. If you plan to use it against the big baddies, be warned, though: some of them have forced abilities that readies them prior to the Enemy phase; causing them to wallop investigators none-the-less!

There exist other situational cards with similiar impact but lower play cost, like Stray Cat, Survival Instinct, Manual Dexterity or Blinding Light.

Pros

  • Guaranteed evade. This can save you many conventional evasion attempts.
  • All enemies at your location are evaded and exhausted, this includes Elite and Aloof and may free other investigators from engagement, too.
  • You should combo Cunning Distraction with other cards to maximize it's value: Sneak Attack, Close Call, Pickpocketing.
  • Agnes would rather use this card for skill test commitment.

Cons

  • High play cost.
  • One-time effect only.
  • All current survivors have an Agility base value of 3, which is sufficient to evade most threats on easy/standard difficulty.

Recommendations

  • (spoiler) If you plan to win The Devourer Below by finding clues and there are some people blocking the path, this event could become useful.
  • (spoiler) In The House Always Wins there could be a situation where you want to save someone during a turmoil.
Synisill · 803
Best art in the core set am I right? Throw the bois a Thanksgiving turkey let them have some fun. "LOOKS LIKE MEAT'S BACK ON THE MENU BOYS!!!" — Andronikus · 1
This card is also good to achieve the new resolution in Return to the Witching Hour — General_Ferere17 · 2
Arcane Studies

Physical Training, Hyperawareness, Hard Knocks, Arcane Studies, Dig Deep - they all have something in common: all these cards give you temporary boosts to individual skill tests at the cost of resources.

The inclusion of these cards is closely related to your investigator's economy. With the new card, Dark Horse, you may plan to stay poor as a church mouse and cards like this can help you with that. Or, on the contrary, if you are living the dream, and some investigators proverbial float in resources, you can afford to bundle Hard Knocks+Arcane Studies or Physical Training+Hyperawareness to boost all your skills! In short, keep your hands off if you don't have action-free income!

If you are interested in the discussion, i would recommend this thread to you. Jenny Barnes most likely uses Arcane Studies with ease, but splashes in Agnes Baker, Daisy Walker and Rex Murphy builds aren't unusual, too, thanks to the willpower raise.

Pros

  • Reliant boosting flexibility. Depending on the difficulty level and the test's danger level, you can boost as much as barely is needed (roughly +2 over your baseline) or sink all your money in it.
  • Theoretically unlimited uses.
  • The asset stays in play. From the moment you play this, you are forearmed.
  • It does not need to be slotted.
  • Goes well along with Dark Horse. Also combines perfectly with cards that have an additional effect if you overfulfill: List

Cons

  • You have to find it in your deck, it lacks the Permanent trait.
  • Resource-hungry asset (install and activation).
  • Only helps the investigator who plays it.

Recommendations

  • There are several tough obstacles in The Devourer Below: spoiler, spoiler.
Synisill · 803
Hard Knocks

Physical Training, Hyperawareness, Hard Knocks, Arcane Studies, Dig Deep - they all have something in common: all these cards give you temporary boosts to individual skill tests at the cost of resources.

The inclusion of these cards is closely related to your investigator's economy. With the new card, Dark Horse, you may plan to stay poor as a church mouse and cards like this can help you with that. Or, on the contrary, if you are living the dream, and some investigators proverbial float in resources, you can afford to bundle Hard Knocks+Arcane Studies or Physical Training+Hyperawareness to boost all your skills! In short, keep your hands off if you don't have action-free income!

If you are interested in the discussion, i would recommend this thread to you. Lore has it that Hard Knocks is mainly used by Jenny Barnes, "Skids" O'Toole should take a closer look at Physical Training (or Dig Deep as an edge case).

Pros

  • Reliant boosting flexibility. Depending on the difficulty level and the test's danger level, you can boost as much as barely is needed (roughly +2 over your baseline) or sink all your money in it.
  • Theoretically unlimited uses.
  • The asset stays in play. From the moment you play this, you are forearmed.
  • It does not need to be slotted.
  • Goes well along with Dark Horse. Also combines perfectly with cards that have an additional effect if you overfulfill: List, e.g. Switchblade

Cons

  • You have to find it in your deck, it lacks the Permanent trait.
  • Resource-hungry asset (install and activation).
  • Only helps the investigator who plays it.

Recommendations

  • Consider this, if you are going for high-noon in The Devourer Below: spoiler.
Synisill · 803