Underworld Market

After the 1st , the market deck is not ever shuffled again. Therefore you will slowly gain open information about the order of cards in your market deck (and able to nudge the ordering little by little), to full information in 5 rounds of consecutive 2nd use.

A trick that helps making use of this card to the fullest is to not face down the cards you arranged and put on the bottom, so in 5 rounds you have a market deck that is fully revealed and you can inspect the ordering at anytime. (I believe it is not cheating as it is equivalent to jotting down the moving order on scrap paper.)

Round 6 onwards you can selectively trigger the 2nd with clearer overhead view of the market :

  • Cycle the market without reordering to have a good card waiting on the top 2 of market deck. (You can browse the entire market where the good stuff is, having revealed them all.)
  • Try to arrange such that one of 3rd or 4th card combo with one of top 2 cards.
  • If you lack 1 resource or hand space to purchase, just stop using 2nd to have the market wait indefinitely.

Some more observation after having used this card :

  • 1 resource to purchase feels heavy enough, that I don't want too many of my Illicit key pieces to be all in the market. This card serves "tutor" and "situational skip" function. For tutoring, too many pieces you need to purchase consecutively from the market hurt the tempo, compared to having a half of combo coming up naturally from the deck. I have to focus on designing a combo between Illicit and non-Illicit cards too.
  • There is also a problem if you purposefully left some Illicit in the normal deck, since you need more Illicit to make up 10 cards to trigger the 1st to form the market on game's start.
  • Allow more Skill cards in the deck space after you offloaded Illicit Asset and Event onto the market deck, since Skill cards are better drawn normally and be ready for commit especially on late game.
5argon · 10717
Altough it seems to be implied by the word "reveal" it is nowhere stated that the market deck's cards are face-down. — AlderSign · 309
@AlderSign, it's also nowhere stated that the cards in any deck are face-down... — sacrelicious2 · 44
Hidden Pocket

Sadly cannot be combined with Quickdraw Holster, Bandolier, or Backpack... But for some Old One forsaken reason can be used with Improvised Shield.

Also... I'm not quite sure who technically owns the Straitjacket treachery, but I'd imagine a certain magician wouldn't mind keeping a little something up his sleeve when he preforms his next show at Arkham Asylum.

NorainJS · 59
Straightjacket is in your threat area, so you don't control it. Sadly, your review is funny. — Susumu · 371
Refine

This is a fantastic card if you are using custom cards.

While it seems extremely taxing at 3r, a card, and being a double for a mere 1 XP, its important to remember that the main way you get XP in this game is clearing victory locations or enemies, and mostly locations. In that context, is that a bad price?

No, not at all, its fantastic. Because this gives 1 XP for the player using it, and costs only the player using it actions and resources, you can compare it to how much it would cost you to get an extra victory point in a true solo game: You need to move into and out of a location that is otherwise superfluous, and need to pass 2-3 investigation tests or discover 2-3 clues, often times facing some sort of negative location effect. That is, in almost all cases, going to cost you MUCH more than 2 actions, a card, and 3 resources. Specific seekers might be able to get a VP for less with double pathfinder, assuming on their turn they didn't want to move anyway and were just 'popping in' to a location, investigating twice, and popping out, but in practice you probably are still spending time and energy in 99% of decks.

So when you look at it that way, its a fantastic investment of actions to VP, in multiplayer or solo, regardless of how many people run it, because it scales more aggressively for you than VP locations. You just play it during a turn your partially moving to a new location or any other 'administrative' turn where the team needs to just shuffle about and now your deck is stronger, which makes future scenarios easier, which gives you more time to get XP, which makes playing this card easier.

The other obvious benefit is that the XP comes from the aether, which matters if you are doing well and playing strong decks that tend to clear VP most or all of the VP of a scenario with some time to spare. At some point you can't get anymore XP from a scenario no matter how well you do, and Refine increases that max XP by 1, at least for you.

Also of important note is that you definitely should focus on VP locations over this card if your the cluever, because those pay out to the team. But it is very rare for you to literally not have 2 spare actions in the game as a cluever to cram in at some point. If you have custom cards and spare deck slots, definitely run this card for at least the first few scenarios.

dezzmont · 218
You can also look at this way: — tokeeto · 33
Trying again... You can look at it this way: In 4P, it often takes 8 clues to gain 1 victory. 1victory is worth 4xp thanks to player count. That means that you need, on average 2 clues to gain 1 xp. This card takes 2 actions and 3 resources, which could've been spent on investigate, investigate, and play Working a Hunch. This has the benefit of also progressing the game. — tokeeto · 33
I would like to point out that this card doesn't actually grant xp to the player, but instead it marks one checkbox on an upgrade sheet. It's a very edge case, but if you are only running one copy of an upgrade card and would like to get a second copy for free as part of purchasing an upgrade, the checkmark from this card will not fulfill that requirement. The problem is exacerbated if you also run Down the Rabbit because it reduces the cost to upgrade a card, it does not grant free xp either. It's not hard to get around these issues, but it's something to keep in mind when you plan your character progression. I'm not sure why you'd only run one copy of a customizable card, but I bet someone has. — cheddargoblin · 87
Rereading my comment I forgot to make clear that I'm talking about the need to spend xp when purchasing an upgrade to avoid the xp tax when adding a level 0 card to your deck between scenarios. — cheddargoblin · 87
Btw, is that Winifred Habamock in the art? If not is she a known investigator? — Quantallar · 8
Refine

I still can’t really figure out if this card is good or not. Scarlet Keys is extremely stingy with XP so far — I’ve played three scenarios and gotten a total of 5 XP. Yet, I’ve also taken Down the Rabbit Hole and so my customizable cards already have a total of 7 checkboxes checked, which is nice. Still, two actions and three resources is expensive, and it feels really bad to tell my teammates, “Hey, I’m gonna move once this turn and then give myself an XP.”

thadcar · 4
It’s a neutral card so everyone in your team can use it. Like delve too deep it’s a long the me investment. You need to find the right moment to use it without risk losing the scenario — Django · 5108
Posting an independent review that goes more in depth, but its good! Think of it like investigating twice in solo to clear a 2 clue per investigator VP location with a 3xp tax to do it testless and create the location from nothing. — dezzmont · 218
Trigger Man

Question about this card.

Does "without paying its -> cost” mean, we don't need to spend bullets/resources on cards with limited uses?

Also, does the attached card really take up my own slot? Where can I find such rule stated? Was really hoping to put a weapon on Trigger Man as my hands are already full with other tools.

castletime · 1
You just ignore the action cost to activate the ability. Each other cost like ammunition need to be payed additionally. — Tharzax · 1
Cards like Abigail Foreman and Elli Rubash state, that attached assets don't take up a slot, this card doesn't. Hence it's save to say, that it doesn't. — Susumu · 371
*Elli Horowitz of course. — Susumu · 371
I don't think you would pay and costs associated with the -> ability. If the card only removes the activate action, then it wouldn't need to say that at all because it's already triggering off of a free trigger. — Divitkid182 · 1
What about Sledgehammer with several actions cost to use? Is it also cost 0 actions with Trigger Man? — Pr1celess · 1
When they print multiple action arrows on a card it's shorthand for "as an additional cost to use this action, pay (extra actions); ignoring "the arrow cost" only ignores the first arrow, not the extras. "Ignoring all costs" will do it, though. — OrionAnderson · 79
It really is a bit ambiguous, because "resolving" is not the same as "triggering" an ability, but actually only the effect, i.e. the text after the ":". So unless they intentionally wanted to put redundant text on the card (and let you ignore all costs) I assume they meant in fact "trigger". This distinction is also important for cards like Colt Vest Pocket (2), which in my point of view demands a ruling regarding whether "resolving" counts as "triggering" in this case. — AlderSign · 309
is there an actual rules reference, if cards that refer to ignore the "arrow" cost don't ignore other costs like ammo? And in your opinions, is there a separate "arrow" cost to an action plus ammo cost, or is this viewed together? Then in theory, trigger man could shoot endless with no ammo, which just seems wrong to me. In my opinion, just the existence of "all costs" vs. "arrow costs" proves that they are different and therefore, ignoring "arrow" costs doesn't pay for ammo cost. — Khaleasi1110 · 1