Monterey Jack
The Archaeologist



Willpower: 1. Intellect: 4. Combat: 2. Agility: 5.
Health: 8. Sanity: 6.

At the end of your turn, if you started this round 1 location away from your current location: Either gain 1 resource or draw 1 card (if you started this round 2 or more locations away, do both instead).

effect: +1. If you started this round 1 or more locations away from your current location, gain 1 resource or draw 1 card.

Tony Foti
Edge of the Earth Investigator Expansion #7.
Monterey Jack

Monterey Jack - Back


Deck Size: 30.

Deckbuilding Options: Rogue cards () level 0, Seeker cards () level 1-5, Neutral cards level 0-5, up to 5 other Seeker cards () level 0.

Deckbuilding Requirements (do not count toward deck size): Trusty Bullwhip, Buried Secrets, 1 random basic weakness.

Young Jack traveled the world with his father's archaeological expeditions. Now a globe-trotting treasure hunter and an accomplished archaeologist in his own right, "Monterey" follows in his father's footsteps, securing the treasures of ancient civilizations and lost cultures. But after discovering a silver pendant with a familiar symbol on it, Monterey must explore his own past. Years ago, his father was found murdered with the very same sigil carved in his forehead. The image has haunted Monterey's dreams ever since. But he's getting close. He won't stop until he solves the mystery of his father's murder... no matter what it takes.
Monterey Jack

The reveal of his signature weakness may completely destroy my point, but I think Monterey Jack might become one of the best investigators in the game. It will take him some time before he becomes truly unstoppable though.

Mandy can also be built into a Seeker+Rogue combo, but Jack has better resource generation due to his ability and access to Lone Wolf. He should be even richer in solo as most locations have only 1 to 2 clues, allowing Jack to clear them out and move on within the same turn. Jack's signature also allows him to fight with (though the weapon's weak damage output makes it a last resort), making his similarly low less of a problem.

Resource generation is the key here, as Jack can likely fund two copies of Ariadne's Twine without pressure. He can make Mr. "Rook" essentially last forever, or add 2 secrets to The Necronomicon every round. While there are ways for others to recharge these cards, the Twine is certainly more consistent if you've got the cash. Pendant of the Queen is quite a good fit for Jack because he can liberally search for (with Rook) or draw (with his ability) the fragments and benefits from the teleport. The resource generation also means Jack can buy his way out of tests via Higher Education (or just burn a few secrets off the Necronomicon), so his low might not hurt as much as one may have thought.

Still, most of the cards that I think are essential to a fully fledged Jack (for example, Mr. "Rook" for extreme card draw consistency and Pathfinder which should really be his second signature) are tabooed, so he's probably also one of the investigators most affected by the list. Even without the taboo list, he still needs quite a bit of XP to get started with the insane combos.

Overall, I'm really excited to see him in action, and even more interested to see whether his signature weakness will stop him from becoming a formidable investigator.

koaexe · 4
Nobody at 1wp is unstoppable. — MrGoldbee · 1148