Asset. Hand

Item. Tome. Science.

Cost: 1.
Test Icons:

After a player card ability places 1 or more of your clues on your location: Place that many resources on Research Notes, as evidence.

: Test (0). For each point you succeed by, you may spend 1 evidence to discover 1 clue at your location.

Pixoloid Studios
The Scarlet Keys Investigator Expansion #45.
No image

This card is insane. Why? Because you can have two of them out at the same time.

With two of these out, every clue you drop gets you 2 free-ish clues that you can discover off of any location, ignoring shroud values.

All you do is alternate between using one research notes, and then the other, so you're always using the one with the most evidence on it. So having two of these out is sort of like having a permanent The Skeleton Key, that makes shrouds 0 instead of 1, lets you pick up as many clues as you pass by, and doesn't have to be moved from location to location... provided you can generate enough evidence.

The limiting factor here, then, is in how many clues you can drop per turn, to fuel your Research notes. Thankfully, there's a few strong repeatable clue dropping effects you can utilize:

Quick Study is by far the best option. You can have two of them in play, letting you drop 2 clues per turn, and it gives you skill boosts on your research notes, allowing you to hit such high values that you could clear out a location in a single test late in the game, regardless of what token you draw.

Dr. William T. Maleson lets you drop an additional clue each turn, at the cost of taking up your ally slot. Given that the Research Notes action isn't an "Investigate" action, you can't use Dr. Milan anyways, so this isn't a huge deal.

Captivating Discovery lets you "prime the pump", so to speak - just slam it down once you have both research notes in play, drop 3 clues, and you can get a total of 6 evidence in play, which should be enough to keep you going the rest of the scenario. The fact that this card also draws 6 cards for you on top of that is ridiculous, and also lets you dig for key cards to enable your combo if you aren't quite there yet.

Forewarned only lets you drop a single clue one time, but treachery cancellation is an incredible effect, and this deck turns its downside into an upside. At only 1xp a pop, this is an auto-include.

The only question, then, is what investigator to use this combo in. All of the key cards are level 2 or lower, so you have a TON of options you can use. Personally, I like this card in a Geared Up Parallel Daisy Walker deck. You can use Backpack and Schoffner's Catalogue to fully set up your combo on turn 1, and then just... get to discovering clues! Plus, since Research Notes is a tome, one of your actions discovering clues each turn is free!

Honestly, I suspect this card might be get taboo'd, sooner rather than later. Being able to discover almost all your clues by testing 0 instead of a location's shroud is kinda bonkers... at level 0, no less! But I'm definitely looking forward to at least ONE completely broken playthrough with this card...!

Neofalcon · 8
Vincent can also run this alongside Geared Up and Schoffnwr's Catalogue. He has less synergy with tome actions and raw Int tests, and his Bonesaw would like a hand slot, but he has interesting options to consider as well. — Death by Chocolate · 1203
oh, and for even more consistency, yeah it may only be a level 0 tome, but it is an absolute build around, so maybe it's worth running Raven Quill to find your second copy, boost your test for more success, ready other assets (such as Quick Study!) and/or save a hand slot. — Death by Chocolate · 1203
You should probably also consider arcane enlightment for additional tome handslots — Tharzax · 1
There's actually a number of great choices for additional hand slots now. You have Arcane Enlightenment, yes, but you also have The Raven Quill, which can make one of your Research Notes slotless, while also helping you tutor for it, or the new Astral Mirror if you aren't putting anything in your arcane slots. — Neofalcon · 8
Get around Haunted! — MrGoldbee · 1265
With 2 Press Pass, you got a super solid engineā€¦ 100% going to try that out — Valentin1331 · 15258

Have you ever wanted to trivialize a few high-shroud locations? Look no further! Just drop a few clues for some cute effects, then pick them right back up with Research Notes! Got two on the table? Even better, pick up twice as many as you dropped! See a high shroud location? Drop the clues in a easy-to-reach location, bend over a couple of times to clean up your mess, then waltz over to the enemy lockbox and just pretend that you had the key!

Want to also ruin the entire experience and just win A LOT, while you're at it? Try including Knowledge is power!
Just ignore spending that evidence, and go straight to the "pick up clues" part. The best part? You don't even need to play this then, you can keep both of your magnifying glasses in your hands for those additional clues!
(This works the same way the interaction between Old Book of Lore and Knowledge is power which was ruled by Alex Werner to ignore the "spend 1 secret" cost to play the card immediately - this hopefully gets changed in the near future)

tokeeto · 3