Ace of Rods

This is the perfect card for Amina Zidane. With her ability that 3 resource cost turns to 0, and the downside of her ability (adding doom to the asset) is entirely negated when you remove this. 0 cost, 0 action, 0 downside, +2 to all skills for this turn. This is especially good if you're playing Spectral Razor or Read the Signs, where it gives you a +4 to the skill test since you're buffing both skills.

But you still have to pay the action to play it, so you net loose a card for a +2 on a skill test (or at best a +4, say with "Cyclopian Hammer"), if you want to pay and use the card instantly. You have to gain something from delaying an action to another turn for the card to be of some use, and I don't see, when Amina is the investigator, who wants to do such a thing with her deck. — Susumu · 371
Spending a card for a +2 on a skill test: you can do this with "Unexpected Courage" at 1 XP less. — Susumu · 371
Why would you use it on a turn where you're only doing 1 skill test. You might as well say it doesn't work because you could spend all your actions in a turn moving and is thus a card spent doing nothing. — sirtommygunn · 7
Oh, it seems, one of us is reading this card wrong. I think it's you, but you make me unsure. "During which" referes to the "additional action", NOT "this turn", imo. — Susumu · 371
I don't see the point of this card ever having been printed if it only referred to the bonus action. I hadn't considered reading it like that but the way its written there's no way to be sure. I'll stick with the interpreation that makes this card have a purpose. — sirtommygunn · 7
Like other's had said: the effect is strong, if you get it into your opening hand and can play it free of resources AND without an action. Sefina has the best odds for that. But for Survivors, who had the weakest tarot before the Return-box it was also a bearable risk, because they can avoid it being a dead card with Cornered or (in case of Wendy and Duke) their gator ability. They might also setup a "Will to Survive" combo with this card, likewise rogues a "Payday" combo. It's not a terrible card, but on the lower end of usability. — Susumu · 371
If you are playing as a monster hunter being able to delay actions to later turns is value enough, the trick is you have to play this either at the start or end of an agenda to avoid the doom triggering an advance. — Zerogrim · 295
Kicking the Hornet's Nest

Somehow the child of On the Hunt and Scene of the Crime ended up in the Rogue cardpool.

On the Hunt the encounter deck, then get a clue and a few bucks if you hit something non-Elite. You would still have to deal with the enemy you drew in whatever way you see fit so this essentially gives you 1 testless clue and usually 1-3 resources for a card and around two actions. The best case scenario is of course drawing an enemy you can one-shot in one or fewer actions, making this card a worthy competitor to Scene of the Crime (2 resources + 1 card + 1 action for 1-2 testless clues) as long as you can find a suitable enemy.

Emphasis on that last part, of course. This shares a problem with 0XP On the Hunt in that it can miss. It hurts less in that this card is 0-cost but also more in that it's now a wasted action. You'd probably want to consider Crystallizer of Dreams to ensure that you at least get a or icon out of this thing. Alternatively, it is also possible to only hit an exceptionally tough enemy in your search and waste your actions dealing with it. Access to testless and/or actionless damage or extra fight actions are welcome additions, and try not to play this when, for example, you know a certain Carcosa enemy that tests your intellect is in the deck. In other words, what's stopping this card from being a better Scene of the Crime is its inherent uncertainty - perhaps that's why it has found itself in the Rogue faction.

Investigators I can see taking this:

  • Trish Scarborough - a decent pick for 0XP that will probably get upgraded into something else. Play it first and decide whether you want the extra clue or the auto-evade after you see the enemy.
  • Tony Morgan - Tony loves fighting, and he has no lack of actions to kill whatever he kicked out of the encounter deck. Getting some clues in the meantime is just icing on the cake.
  • Leo Anderson - At least in my experience, Leo is often starving for deck space because he has to slot in quite a few allies to put his own and Mitch Brown's abilities to good use, not to mention support cards for said allies and the big guns if you're playing them. Having a card that both finds clues and gives him money to fund his Assets really helps with his versatility, and his Beat Cops and Guard Dogs are more than happy to deal with the enemy.
  • Zoey Samaras and Mark Harrigan - Both are powerful enemy handlers with poor , so testless clues are appreciated. They may not need that resource boost that much (even less so in the case of Zoey) depending on how you build their decks though.
  • Parallel Roland Banks - Play it fast with Red Tape and get another card from Seek the Truth. As far as I know playing it fast does not count as your first action, so you can also punch the enemy in the face or grab 2 more clues from under its nose, though this combo costs you your entire Red Tape quota for the round. Parallel Roland likes fast and testless clues and this card delivers - some of the time at least.

At first this card looked quite janky to me, but on closer inspection it seems to fit in quite a lot of decks. Certainly not an auto-include by any means, but at the very least primary enemy handlers with access to Rogue cards will want to give this a look.

koaexe · 29
I would rather compare it to "Drawn to the Flame" than "First Watch". It draws an additional encounter card to whatever you would normally draw in the mythos phase. For one clue and some cash, compared to 2 guaranteed clues from DttF. — Susumu · 371
Yeah Drawn to the Flame is also a fair comparison. Just off the top of my head I think three investigators (Sefina, Dexter and Rogue Gloria) can choose between Hornet's Nest or Flame, and I think they'd all gravitate towards the latter. Mystics can ward treacheries and have high WP so limiting themselves to drawing enemies for a clue isn' — koaexe · 29
(hit enter accidentally, sorry) isn't ideal. Gloria can also stack the encounter deck in her favor. Hence my opinion that Hornet's Nest ultimately serves a different niche as a similar card but for enemy handlers. — koaexe · 29
Oh Jim, Parallel Back Roland and Jenny can also pick between the two. Jim is a Mystic so basically the same situation as Sefina and Dexter, while Roland is pretty flexible so he might even consider taking both for a while - DttF seems to win out in the long run though. I have no experience with Jenny deckbuilding so I'm not sure if she'd want to take Hornet, let alone use her splash slots for Flame. — koaexe · 29
In theory I like this card for digging out VP enemies in solo, or digging out an enemy to Pickpocket. Finn, for example, can easily float one enemy pretty safely. Trish can combo with Existential Riddle to get bonus clues for the rest of the game (some enemies are better targets for this than others. Looking at you Hunting Nightgaunts). IDK, though. I haven't really tested it to any real extent, yet. Oh yeah, don't forget that Mark can take it. Probably a good choice for him, at least at lower player counts. — Zinjanthropus · 229
theorycrafting this with On The Hunt and handcuffs for the first couple scenarios to manage pulling off a "Let God Sort them Out" exp gain. Would the experienced version OTH and this be enough economy to make a mythos hunter build viable? — techoatmeal · 15
I like Zinjanthropus' Finn idea. Not only can Finn float an enemy fairly safely, but in the right circumstances he can largely negate all the opportunity cost presented by putting an enemy out in doing so. If there's no other foes, then he wasn't going to use his free Evade anyway, and if he's got Pickpocketing(2) out, he actually comes out ahead for having them there. He can even choose the chonkiest Conglomeration he can find since if you're evading, what do you care about HP? (Also all of this logic is very short-sighted for how it could bite him later, which is totally on-theme for a bootlegger.) — HanoverFist · 739
Does this work with barricade(3)? Since staying engaged is no restriction on this card, I think this card is a testless clue and ressources while spawning something nearby. — Scythe · 1
It doesn't synergize because of the "Then". The "spawn the enemy engaged with you" part has to be resolved in full before you get the "1 clue and resources" effect. — koaexe · 29
Are we forgetting the character who’s in the actual card? Kymani loves this card. — Mandelmassiv · 25
Power Word

The evolution of that card over the course of its upgrade is the same as a wizard for a DnD campaign. It starts really, really underwhelming but reaches stratospheric level of power in its late stage. Be it enemy mitigation, sustain, getting clues, this card does everything and testless. It becomes so absurdly powerful that when you get to draw three of them in its fully upgraded form, it will trivialize a scenario on its own. Many ennemies spawn in the first few turns of a scenario when your fighter isn't set up yet? Slam them on the biggest threats, transform them into powerful allies, and distract the other monsters from hurting your friends. This card effectively reads: convert a bomb card from the encounter deck into a boon for yourself. Not only the fact that your allies can also trigger all the effects makes it so versatile, but you effectively remove the biggest threats from being a problem, and thus, instantly.

However the card really needs tonguetwister to get going, but when you get it with thrice spoken things start to escalate. You evade most monster you meet, testlessly get two clues, heal friends, and effectively, definitely remove any monster (except elite) in the game, in a class that has access to ward of protection level two. Congratulation, on your own, you disabled not only the most menacing treacheries, but also the most terrifying monsters the game has to offer. Anything else is just between your main fighter and the boss of the scenario, and your cluever who has all the time of the world to do his job. If you think that as a mystic, you ever needed a weapon, this card solves all problem you need, being slotless and fast. By the way, you don't need weapons when you convert any otherwordly abominations to your cause. This card is worth any xp point you can spend on it.

mugu · 223
The point about other investigators activating the command is incorrect. See the rules on 'Control of Attachments' and 'Abilities'. Players may activate triggered abilities on encounter cards at their location. You retain control of player cards you attach to encounter cards. Power Word has the triggered ability, not the enemy. Compare to Shrine of the Moirai and Shortcut (2) which are designed for other players to use. — Death by Chocolate · 1479
Kills Trish's weakness! — MrGoldbee · 1470
You can even thrice the thrice spoken with a pair of Sign Magick(3) — Escalir · 1
Power Word is an Event, not an Asset, so Sign Magick(3) doesn't work. — Arkandos · 1
Map the Area

Just a lore observation, not a real review: This is likely the Art Student mapping the area. Why? Because she is also left-handed. And left-handed people were quite rare in the 1920s, when they were generally forced as children to learn using their right hand instead.

Then again: Mark Harrigan is also left-handed. And this is a Tactic... :)

Susumu · 371
Wow, well spotted. It's almost definitely the Art Student... it's not just the left hand, it's the black sleeve cuffs, and that BOTH hands are in EXACTLY the same position relative to the drawing. In fact, I think it's the Art Student at the exact same moment in time as her original pic, just shown from a different angle. — HanoverFist · 739
I don't think, it is exactly at the same moment in time. There is too much revealed from the dark sleeve we see. It is more covered by the light blouse in the other picture. But you are probably right, that we see here the picture, she is also rendering on the "Art Student" card. It's not a first time, they did that. Like I mentioned on the "Pay Day"-site, that one was most likely Trish, after she opened the safe from "Manual Dexterity". — Susumu · 371
I remember from 'Drawn to the Flame' episode they noted that Art Student has a ring on her right-hand ring finger — Databased · 1
I'd buy that it's the Art Student, because she's going way overboard with this map. It's practically a landscape drawing. : p — Mogan · 1
Summoned Servitor

While the design and the flavor of that card is great, it is sadly underpowered imo. I've run it in a dedicated Luke deck with plenty of static book boost (magnifying glasses, st Hubert key, yellow tarrot card), enablers and even then, at most, the summon picked up three to four clues over the course of the scenario, even fully upgraded. Sure, sometimes, it came handy because it evaded a few monsters for my fellow investigators, but if you had to choose between that card and Powerword, the latter is far more useful and versatile, and doesn't require a build around deck to function (even if the comparison is unfair, since a fully upgraded Powerword is the most absurd card in the game).

You clearly don't run it for the extra bit of unreliable damage, but mostly for its evade and investigation ability (also its 3 health pool that counter balance the squishyness of most mystic investigators). It's also awkward to use since it cannot explore on its own, and can only navigate through explored areas. Most of the time, I just landed it on a location I was tasked to investigate, then joined the rest of my team while it picked some clues on its own. The best point of this card is it offers you a good presence across the board, no matter your location (your own dream world for exemple). I absolutely recommend it if you want to do a Luke run. It's really a lot fun to watch the little buddy lives its life to its fullest on its own but you should rather skip it if you plan to play anybody else.

The card would've been great if it wasn't considered "unique" and you had to fantasy to be able to run two of them at the same time. In its current state, it is a below-average/okay card in a dedicated deck, but it won't carry you your investigator on its own. It kinda fits a peculiar archetype (flexing) as an element of the whole, but not at the foundation of the archetype. The ability to go through uncharted locations would make the card far better than it is now, even if the owner of the summon would have to be hurt the revelation ability from those locations. Putting two extra xp as fee with a taboo on "Wings of Night" with this said ability would solve a lot of its problem, without hurting the balance of that card.

Here is the list I used for a return to Dunwich playthrough: Initial version: arkhamdb.com Fully upgraded: arkhamdb.com

mugu · 223