William Yorick
The Gravedigger

Survivor
Investigator

Warden.

Willpower: 3. Intellect: 2. Combat: 4. Agility: 3.
Health: 8. Sanity: 6.

After you defeat an enemy: Play an asset from your discard pile (paying its cost). (Limit once per round.)

effect: +2. If this test is successful, return 1 card from your discard pile to your hand.

"I am but a simple player in this drama, but if I am lucky, I'll live to see the curtains fall."
Jake Murray
The Path to Carcosa #5.
William Yorick

William Yorick - Back

Investigator

Deck size: 30.

Deckbuilding Options: Survivor cards () level 0-5, Neutral cards level 0-5, Guardian cards () level 0-2.

Deckbuilding Requirements (do not count toward deck size): Bury Them Deep, Graveyard Ghouls, 1 random basic weakness.

William Yorick never wanted to be a gravedigger. He had trained to be an actor and had worked for years in Boston, taking whatever parts were available. Shakespeare was the best stuff, of course, but after many years and hardly any roles, he was forced to admit that the stage was not his destiny. Digging graves was tedious work, but the dead made for an excellent audience, and William always did love a soliloquy. The job took a dark turn when he found degenerate creatures eating the dead in their graves. Ever since that night, Yorick has kept the creatures at bay, using whatever means he can to protect the dead.
William Yorick
Reviews

[Chorus]

I lost my teddy and I want to bring it back

Not in play anymore, I want to bring it back

I see the ghouls walk by dressed in their tattered clothes

Just have to turn my head and whack them in the nose

__

[Verse 1]

I see your discards but you haven’t got the knack

That badge and knife you spent, they’re never to coming back

I see people turn their heads and quickly look away

I cannot help it, I just need something to slay

__

[Guitar solo]

I look inside to see what’s in the latest pack

I see some red cards, I must have them to bring back

Maybe I`ll throw this spade away and face up to the facts

you get complacent when your whole rig just comes back

__

[Bridge]

Whats more my red trail can return a deeper blue

Ive used machete to recur a dog or two

__

[Bridge]

If I dig long enough into the setting sun

They wont be coming back after my job is done

__

[Chorus]

I used my red gloves and I want to bring him back

No low books anymore, and he’ll soak that big attack

Theres endless lanterns, baseball bats and Leather Clothes

Just have to hunt the deck and find myself some foes.

__

[Outro]

I wanna take it, take it back,

Back that’s right, good as gold

Dont wanna see the sun blotted out from the sky

I wanna take it, take it, take it, take it back

Simply amazing. Clever, informative, and..... catchy. I’m going — Lastris 1
.... to forever hear these lyrics in place of the Stones’ — Lastris 1
Hehe cheers, I had alot of fun writing it. — StartWithTheName 5882

I am really struggling to see why you would want to play as Yorrick currently. Firstly, his is terrible so even with some Survivor shenanigans I don't see him being able to really contribute to clue finding. Sure, he has access to Evidence! and can potentially recur Gravedigger's Shovel to find clues but the former is shared by all Guardians and the latter is extremely expensive for what is a heavily resource-starved combination of factions. He does have solid , which is nice, but he is extremely restricted by his main class. Whilst he does have access to a good selection of starting weapons he is going to fall off rather spectacularly later on as he cannot upgrade to more powerful weapons such as Lightning Gun, Shotgun or even Chicago Typewriter so will be attacking the late-campaign power enemies with around +2 and +1 damage which is nowhere near enough. Survivor's main strength is consistency and mitigating unfortunate Chaos Bag draws which will certainly make Yorrick effective at dealing with weak to medium power enemies but an actual Guardian can do this almost as well whilst also being able to upgrade their deck to deal with the more powerful enemies the encounter deck will spawn. His ability is definitely strong, but it forces him to play the card he wants to recur and since he lacks any real economy options he is almost guaranteed to be poor a lot of the time and unable or unwilling to take advantage of it. Recurring Lantern and Beat Cop for additional damage seem like they are probably his best options but since better damage output could be achieved with better weapons this is really just an expensive way to bring him up to something approaching parity with better combat characters. If Survivors gain access to a Shotgun or better weapon then he is suddenly much improved but I don't really see that happening as Survivors don't seem thematically to fit with the firearms that Guardians and Rogues have access to. Of course, maybe I am just way off on this evaluation so if you disagree please let me know!

ksym77 38
You make some excellent points ksym77. I definitely think he is more suited to multiplayer rather than solo due to his abysmal intellect. I think to set him apart from the guardian class we must play to his strengths. Recycling assets like Elder Sign Amulet, Leather Coat, and the Red Gloved Man is so strong. Throw in "Let Me Handle This" and I can start to see how William could tank a lot of enemies if not kill them outright. — FractalMind 5
His signature card is also pretty strong. In dunwich, you'd have 8 extra XP for the final mission, that don't cost any action or encounter cards, unlike "delve too deep". — Django 1373

William Yorick is the one that I am excited about playing out of the box along with Sefina Rousseau (who reminds me of the way that Andromeda was played and provides you with so many options in the early game).

I think that he will play differently, and I can see him focusing on weapons that normally don't see a lot of play such as Knife, Baseball Bat and would likely also carry around a Gravedigger's Shovel or Lantern. He should be designed to stay resource light, but probably shouldn't be playing Dark Horse since he will need resources at a moments notice.

I think 2 good assets for him to consider would be Leather Coat and Stray Cat. These will be great cheap assets to retrieve after defeating an enemy when your Baseball Bat hasn't broken. He could even later be setup as a serious tank with Bulletproof Vest and Elder Sign Amulet if you so decide to go that route, but I probably won't do that myself.

I think he is one of the best people to take advantage of The Red-Gloved Man. He can recur him consistently after defeating enemies if he would like and has the resources to go grab him and bring him into play from survivor cards like A Chance Encounter or Flare even outside the turns where he defeats something. The only downside to bringing out The Red-Gloved Man with his ability is that it won't be for all 3 actions of his turn.

I do think he plays differently and I am excited to try him out.

Bronze 52
Leather coat is awesome with him; I recycled it 4 times in curtain call. Stray cat is a interesting idea. Might try that. — AndyB 301
All these concepts are still a bit untested to me, but I do like the idea of using the stray cat as a backup mechanism to get out of a situation or just put off dealing with a monster when it isn't necessary. It is also appealing to me in that if we are to take advantage of his recursion then we need to be able to afford what we are putting back into play. Stray cat is one of those easily disposable and retrievable allies. — Bronze 52
If I had to choose I would go with fine clothes over the leather coat. The 0 costs of the coat is nice, but for a measly 1 resource you get both a damage and horror soak, and an ability that will serve you well if parley tests continue to be a theme for the rest of the campaign. — FractalMind 5
Well, the fine clothes isn't always a horror and a damage soak, it's only that when you suffer both at the same time whereas the leather coat is always 2 damage soak. It's true though. Fine clothes is currently pulling some weight and might be a good alternative given the current path they are leading us down right now. It could easily be substituted in for leather coat. — Bronze 52
Agreed - I'm also a fan of Fine Clothes for this. — AndyB 301
Red gloved man sounds nice in theory, but you'll need at least 1 action to kill an enemy and maybe another to move to one. So he'll only remain for 1 additional action and mythos phase, i'm not sure that's really worth it. — Django 1373
His ability may also save you actions by commiting assets early and playing them through his ability later. — Django 1373

William Yorick was a blast to play, and I recently won a two-player Dunwich Legacy campaign with Daisy Walker so here are some observations for people considering our favorite actor-turned-gravedigger. This will be a slightly biased review towards multiplayer implications, as I exclusively play in 2-player or 4-player games. Yorick has real issues with consistent clue-gathering (i.e. investigating when he doesn't have tricks up his sleeve), so I think he's a better fit in multiplayer anyways.

This is going long, so here's a TL:DR:

Pros: ability provides flexibility and value, the combination of guardian/survivor can provide great burst potential, good enough stats (in a purely bodyguard role).

Cons: not a consistent clue-gatherer. Resource economy is an issue. Card draw comes down to drawing Rabbit's Foot or using off-turns with nothing to kill (in a multiplayer game).

Now for the long version (you've been warned)

Front of the card: Yorick has fine stats except for a lack of investigation; and a decent 'fighter/bodyguard/tank's healthy and sanity of 8/6. Whether you'd rather have 9 health and 5 sanity instead of the 8/6 split is up to you and your playstyle. His ability is incredibly impactful; letting you replay assets from your discard pile when you kill enemies. This gives him tremendous flexibility to meet different challenges any given scenario can present. At 0XP; this lets you recur Leather Coat and Cherished Keepsake for defense, First Aid for healing/support. Gravedigger's Shovel gives him guaranteed spot clue-gathering, Baseball Bat can be recurred after an unfortunate chaos bag pull. Lantern is an option, but I'm not sure if it's a great one (-1 shroud isn't great, and Yorick is well set up for dealing damage). Later in a campaign, you have access to Police Badge for bursty turns. Key of Ys because... it's the Key of Ys. Yorick's ability even synergizes with the Key's penalty of making you discard 10 cards off the top of your deck if it goes away. If you aren't satisfied with Teddy bears to protect your sanity, Elder Sign Amulet is a reasonable choice, especially at a resource cost of 2 and XP cost of 3. The only downsides of the ESA are that Cherished Keepsake is free (and it turns out saving resources is really important for late-game Yorick), and Police Badge takes up an accessory slot.

And that doesn't even cover allies. You can go in many different good directions with allies with Yorick. The upgraded Aquinnah can act as his 'boss-killer', along with the combination of baseball bat + Will to Survive. Baseball Bat + Will to survive + Police badge can deal 10 damage in a turn! Brother Xavier is a great sanity soaker and chaos bag-free damage source. Both Beat Cop varieties are reasonable choices. Charisma can be a great way to go with him.

Elder sign effect: +2 and if you win you get to return a card from your discard pile to your hand: +2 is nothing to complain about, and the bonus is great for grabbing Emergency Cache, which you're going to need to keep using his ability to the fullest.

Back of the card: Guardian 0-2 gives him access to great allies as previously mentioned. You don't get access to the best guardian weapons, but Yorick has alternate boss killing options at hand. Shotgun and Lightning Gun aside, you still have a great assortment of weapons. Both .45s, Machete, shovel, and baseball bat do work, and Yorick won't have to settle for inferior options like knives or kukris. Of course, Survivor 0-5 has benefits. Lucky!, "Look what I found!" (although his low investigate skill means he can easily fall below the requirements), Will to Survive is one of the best 'clutch' cards available. And for later scenarios Survivor brings some high-powered Exile cards such as Flare, Devil's Luck to help prevent backbreaking hits to health or sanity, and A Test of Will as a form of a Ward of Protection.

Signature cards: Another place where Yorick shines. Bury Them Deep removes an enemy from the encounter deck. This is handy in several scenarios to remove a particularly annoying baddie. And extra XP are always welcome. His weakness Graveyard Ghouls is not that big of a deal; usually just another enemy to add to the pile. There are worst-case scenarios to draw it, but you can say that about most weaknesses. As long as you have a weapon out, and especially with a good ally or two, the Ghouls are very manageable.

Mulligan strategy: It's very important for him to start with a weapon, so mulliganing events (minus emergency cache, probably) and skill cards for weapons is advised. Having an ally in your opening hand is an important secondary goal. It's hard to overstate just how good Leather Coats/Cherished Keepsakes are for him; if I have a weapon in my starting hand it's a good idea to mulligan for those.

I've already gushed about his strengths, so now I'll talk about weaknesses. As previously mentioned, he's no investigator. He can dig up the odd clue or two in a pinch, but it's night and day compared to a dedicated cluver, or even most 'generalist' investigators like Rogues and Wendy Adams with Lockpicks or Mystics with Rite of Seeking. So as a solo, probably not a good choice. But in a multiplayer campaign, his biggest weakness is his resource economy. His allies and assets aren't cheap, unless you want to run with Peter Sylvestre and/or Stray Cat. Madame Labranche as a secondary charisma ally may be a consideration; I wouldn't want her over a beat cop however. A real plan b (or plan a) for allies would be to save up for The Red-Gloved Man. You could kill something and play Red Gloved Man from the discard pile to boost investigate for some sneaky weakness mitigation. Graveyard shovel and Baseball Bat aren't expensive, but replaying them can be. In multiplayer, if you're not killing something, you're often going to be trading actions for resources, instead of helping to gather clues and advancing the act deck.

You have limited card draw as well; it's just Rabbit's Foot and Prepared for the Worst. This means Yorick isn't well-equipped for poor opening draws. I found this out the hard way, mulliganing 5 cards without finding an ally nor a weapon during one scenario. It's really important in this game to get set up in the opening turn of a scenario.

In conclusion; Yorick is well-positioned in a specialist role for a 2-4 player group. You can cover for his weak investigate potential much better in that setting. Turns out the combination of guardian/survivor is incredibly good for fighting. His ability really elevates specific disposable cards, and is one of the better abilities in the game IMO. For people who want to play the monster killer/bodyguard role but want something a little different than a Guardian, Yorick is both fun and effective.

See my review about "backpack", it can be used to fill your discard pile with items, if you discard it without playing the cards below it (by playing another body slot item, for example). — Django 1373
Haven't played with backpack yet, but I'll look into it! — bigstupidgrin 3
Keep in mind that due to timing windows, you cannot trigger his ability to recur a baseball bat that breaks during an attack. — Daerthalus 4
For example. If you sucessfully attack an enemy with 2 remaining health and draw a Skull token, the baseball bat breaks at the end of the attack action after the window to trigger Yorick's ability has closed. — Daerthalus 4

What do you do if you draw the elder sign chaos token and the only card in your discard pile is your weakness?

The character card says: "If this test is successful, return 1 card from your discard pile to your hand." It doesn't seem to be optional, yet, what do you do with a weakness in your hand? Is this effectively "drawing" the weakness, meaning you have to resolve it? Or does it just sit in your hand until you're over your hand-size limit and then you can discard it? Or do you just ignore the elder sign effect in this situation?

“If a weakness enters hand through a method other than drawing the investigator must resolve the weakness immediately as if they had drawn it.” — Difrakt 335
It's not a triggered ability, it is a chaos token effect like any other, so if you do succeed, you must return a card to your hand (if able). Since you can return a card to hard, you must return the weakness. And as Difrakt posted above, its resolved as if you have drawn it. So yeah. Sucks to be you. — CecilAlucardX 2