"For my next trick..."

Molly was a lot of fun (especially if you’ve found ways to heal her or call in favors); this is the best signature in the CH2 core box, because it’s a copy of your best in-deck card. That means it’ll usually be as good as the best XP card Dexter can take (but two dollars cheaper). If mystics get exceptional cards, this is balanced to be worth 10 XP. Not sure the Barnes’ pistols can keep up with that.

MrGoldbee · 1566
This is also a spell, so the good old initiate can find it. — Tharzax · 2
Black Chamber Operative

Enemy weaknesses always scale well (from a player's perspective). If you're playing solo Trish, you better have the hammerless or the cane ready to go. In multiplayer, this just is the guardian engaging and attacking. 4/2/4 means it's not going to be a guaranteed hit in the first scenario, but when you're packing big guns, this guy is a speed bump in a way that "spend two actions or something really bad happens" isn't. Trap him with Restrained. Indirect damage with Cosmic Flame(5). Seeya.

MrGoldbee · 1566
The wording on the forced effect is so weird. Why would you ever attempt to evade this guy if you have no clues? It would have been cleaner to say « cannot be evaded unless you have a clue ». I guess it tells a story (makes him look scary) but mecanically makes no sense unless they are are planning for future cards that deal damage on successful evasion. — Ramun · 1401
You could start evading him while having a clue but then drawing a token that makes you lose it before the forced effect triggers. Niche, but possible. — AlderSign · 469
it's ultra niche right now, but it can still trigger successful evade effects like sticky fingers and covert ops. — Olimarrex · 6
Machete

A reminder that if you exhaust Machete to gain the +1 damage you can still spend an action using the Action trigger to gain +1 fight as this ability does not require exhausting the card. An important distinction especially for new players to chapter two as I feel this is not well highlighted in the rulebook.

GrimGuvna · 5
That's very likely true for new players. I recently watched a video, where somebody made this wrong assumption: https://www.youtube.com/watch?v=LDaSbVlWYRY — Susumu · 389
I'm a bit confused, because in the german version (2026) it is written that you may exhaust the card to gain +1 damage. — Biephi · 1
Isabelle's Twin .45s

I have a question regarding this card's ability: if you attack an enemy with the elusive keyword with the first attack, does the enemy disengage instantly so that you cannot trigger the second attack during this action?

warlock000 · 1
Both use the timing word “after”, so you decide which one to resolve. So yes, you can get in the second shot before resolving the Elusive keyword — An_Undecayed_Whately · 1444
I disagree. The rule “For any given timing point, all forced abilities initiated in reference to that timing point must resolve before any reaction abilities (see below) referencing the same timing point in the same manner may be initiated” prevents firing the second shot at an Elusive enemy. — Eudaimonea · 9
But the elusive keyword is not a forced ability. — AlderSign · 469
Nor is it a reaction. All of the rulebook allowances for players to order simultaneous resolutions pertain to effects of the same type with identical timing. This is neither. The rules suggest (but do not clearly dictate) that “must” goes before “may,” and it’s reasonable to infer that “immediately after” (Elusive) is before “after” (Twin .45s). So there are two leaps of faith you have to take before you start stacking these to your advantage. Go for it if you want to, but nothing in the rulebook allows it. — Eudaimonea · 9
Like you just said yourself, nothing in the rules reference prohibits it either. Your argumentation is a ruling, not a rule. — AlderSign · 469
The wording of elusive also is not "immediately after", but "after that attack resolves ... immediately" which does make a significant difference. Otherwise I would have agreed with you. — AlderSign · 469
I agree that my first response reads like “this interaction is conclusively prevented by the rulebook” whereas it’s more like “this interaction is not permitted by the letter of, and is prohibited by the spirit of, several rules in the rulebook.” — Eudaimonea · 9
I think one two punch was already ruled to fully resolve before the enemy runs away, so I think it isn't too much of a stretch to believe this would work the same way — HeroesOfTomorrow · 95
Indeed, following the ruling on One-two Punch, I would guess attacking an elusive enemy with the first part of the ability would cause it to move, but then you can still target it with the second one. Unless there is a difference between One-Two Punch and the pistol's reaction, but eh ... — MarTom · 2
Q: If I initiate a skill test at a given location, then trigger an effect that causes me to move before that test finishes resolving, what happens to that skill test? A: Once you initiate a skill test or ability, you’ll resolve that test or ability as completely as possible, regardless of your location (unless another effect cancels or interrupts it). For example, if you attacked an elusive enemy with One-Two Punch, you could attack that same enemy with the card’s second fight, even though it has moved to a connecting location. (Official FAQ v2.5, February 2026) — MarTom · 2
Prestidigitation

This card enables lots of interesting shenanigans, but the most obvious one is “reloading” an asset that’s out of Uses. As of 2026 it’s probably the M1903 Hammerless, but will soon apply to various rings and lockpicks, among other things.

Just remember to hold onto an item in your hand like a Cigarette Case or Magnifying Glass to enable playing this. I think that we might even have a use for the terrible Fedora: fodder for this card!