Chuck Fergus
O'Bannion Driver

Asset. Ally

Ally. Criminal.

Cost: 4. XP: 2.
Test Icons:
Health: 2. Sanity: 2.

When you play a Tactic or Trick event, exhaust Chuck Fergus: Choose one -

- That event gains fast.

- That event costs 2 fewer resources to play.

- You get +2 skill value while performing a skill test during the resolution of that event.

Derek D. Edgell
The Scarlet Keys Investigator Expansion #72.
No image

This card seems really good for Leo Anderson. If you get this on turn one you can make ever vigilant fast which seems like a really great combo. Not to mention all the other tactics in guardian like One-Two Punch, Marksmanship, and Prepared for the Worst just to name a few.

tactis · 13

The kind of adition that I LOVE seeing added to a cardpool.

it's not a new card per-se but the issue with many XP cards is that they enable a playstyle all by themselves, a playstyle that may not fully exist without them. Chuck Fergus the 4xp version does wonders for an event based deck, but being 4 XP ensures that you cannot truly lean into the archetype until after a lot of upgrading. The 2xp version ensures that you can build the deck in a much more final form for the first scenario, bolstered by the fact that 2 copies of Chuck are no more then 1 scenario away, or even with In the Thick of It you can include the first copy and hope to draw/mulligan from the get-go.

So, a quick look at what Chuck actually does:

4 out of 5 classes have Tactic cards, all but mystic. Many of them are attacks or evades or else do some sort of damage. Multiclass characters can really have a field day with Chuck.

The vast majority of tricks belong to , even if onlyfor these, Chuck can be absolutely worth it.

  • Backstab and Sweeping Kick, Sneak Attack and Cunning Distraction, for many of these cards, cards that do damage or evade things, adding to squeeze in more actions or a bonus on the skill test is useful, expanding your window for usefully leveraging the card or increasing the hit chance. For example when youre in heavy combat, squeezing in a fast Sneak Attack at the end might be just what you needed to finish things off efficiently, or else a One-Two Punch to burn down a boss.
  • It only takes 2 uses of the cost reduction to fully pay for Chuck's own cost, playing a 3-cost card every turn is sure to bankrupt you immediately, and it makes the big cards like Dynamite Blast and Cunning Distraction much more palateable.
  • All the cards in the Breaking and Entering, Cheap Shot and Slip Away suite can really benefit from any one Chuck buff, and as a deck design they scale well with more xp down the line.
  • Cycle the deck and draw cards with Easy Mark, if you find just the one and got nothing better to do with Chuck, you get to cycle it like a freebie.

Altogether a great card.

Tsuruki23 · 2389
OG Chuck was 5xp... this seems like a crazy good "downgrade", saving 3xp by paying only 1 additional resource (and an icon on a card you never want to commit). I guess Chuck must have been way too xp intensive before, as I can't see that you would ever upgrade this version once you bought it. At 2xp he can even be picked up by Rogue-adjacent characters like Dexter or Lola. — Red_Rob · 1
The main difference between Chuck at 5 XP and at 2 is that the 5 XP version lets you choose *two* options. That means you can use the upgraded versions of e.g. Pilfer and both reduce the cost and add the bonus to more reliably oversucceed and get the card back for next round. — Staffan · 3