When using Duke's Investigate ability, you pay costs first (exhaust Duke), then suffer attacks of opportunity in your current location (if any), then move to a connecting location, and investigate it. Enemies in the new location will not perform attacks of opportunity.
If you have Frozen in Fear in your threat area, using Duke's first ability would require spending an additional action, as it is a bold action matching Frozen in Fear's restriction. Using Duke's second ability is an action that does not match Frozen in Fear's restriction, so it does not require spending an additional action.
Q: Some investigators' Signature Cards (e.g. Mark's Sophie, Pete's Duke and Diana's Dark Insight) are put into play or into your opening hand at the beginning of the game. My question is "You begin the game with..." is "when"? In which step of "Setting Up The Game"? Before or after draw opening hands (ST8)? Will these cards be shuffled into your investigator deck during setup? Or set aside? Will I draw these cards in the "Draw opening hands" step? Can Diana Stanley mulligan Dark Insight in the "Draw opening hands" step? A: Duke, Sophie, and Dark Insight should not be shuffled into your deck during Setup. The expectation is that you set these cards aside while you set up your investigator and deck. For Dark Insight specifically, it’s added to your hand at the end of Step 8; this would be after you’ve drawn your opening hand, and after you’ve taken or skipped the mulligan.
"Ashcan" Pete deck only.
Exhaust Duke: Fight. You attack with a base skill of 4. This attack deals +1 damage.
Exhaust Duke: Investigate. You investigate with a base skill of 4. You may move to a connecting location immediately before investigating with this effect.
Duke is a good doggie. An issue I have found is that investigator specific cards only being a one per deck means that the likely hood of drawing even after a hard mulligan is low. Duke mitigates this by starting in play.
The obvious points here is that Duke shores up "Ashcan" Pete's weaknesses, books and fists. However the best part of Duke is his fetch ability, moving then investigating. This action economy is increadibly useful, especially in solo play.
Solo play is where Duke and "Ashcan" Pete thrive. As noted he starts in play so "Ashcan" Pete is ready to roll turn one as you don't have time to get set up playing solo.
Some card synergies. The full range of neutral skill cards as Duke can't carry helpful items to boost skill checks and card draw. Rabbit's Foot, Scavenging and upgraded Lucky! for dog tucker. Ritual Candles also help with increasing chances for success without additional weapons.
Get out there and play fetch!
Duke is a good dog. No body is going to kill my Duke! Duke and Guard Dog are friends, and I have two dogs! Don't put any damage on Duke or Guard dog on my watch! They are good doggies. They are very brave. I love Duke!