Kymani Jones

As far as solo play goes (and maybe group play) Kymani Jones seems pretty overpowered once their Grappling Hook is in play. Add Gené Beauregard and Eon Chart and I wonder just how bad things could ever get for them in AH LCG. At this point, I don't think there's much of a threat! Aside from OP concerns my only 'complaint' about them is their title - "Security Consultant". Not a very 1920s term at all. I have a feeling KJ is going to be a very popular choice for investigator especially solo.

Krysmopompas · 363
Also you can start with an upgraded backpack to find that Hook (if you don't have something even better in mind for your free xp)) — Timlagor · 5
Kymani Jones

I don't like to write this type of review, but I have no patience with writing this. Kymani Jones is one of the most powerful investigator in AHLCG.

Statline is good: 5 for means they could do many things via rouge card effects like Backstab, Pilfer, Lockpicks. Unlike other rouges, they have 3 ; it means that they have good encounter resistance. One problem is that with no cards, nothing can do due to 2 & 2; they is not recommand to the beginner.

Ability is powerful: Someone may think Waylay. Here is huge difference, however. Waylay requires 2 action & 3 resources. Kymani's ability requires 2 action only. Moveover, Stealth (3) makes this ability 1 action-only discard ability.

The common support card make Kymani very powerful: Stealth (3) + 2 Pickpocketing + Lucky Cigarette Case. You can discard most of the enemy only with one action earning 3 cards (and 2 resources with high level pickpocketing). Moreover, you may perform 2 times if you setup two Stealth. In general (for normal difficulty), first evade may have some trouble (if, commit or boost), but Stealth test don't have trouble since -2 difficulty and +2 skill value.

Someone may think that discarding the enemy is the penalty since Victory enemy doesn't go into victory area. However, if you prepare some other fight method such as Backstab, it does not matter. Instead, discarding enemy detours Vengeance and Swarming enemy. Very powerful in some campaign. (If you discard Vengeance enemy, they do not go into Victory area, so that they do not contribute to the Vengeance points. You can discard host of swarming enemy even if there exists any swarm enemy, and all other swarm enemies goes out of play.)

Signature weakness is under average: For basic evade action, 5 vs 3 means that -2 token is successful. In standard difficulty, it's not hard work. Of course, discarding with their ability may be hard. You just fine to evade sometime and move to other location. Otherwise, here is Backstab. 5 vs 2 is usually successful.

Tool deckbuilding is not good, but enough: I think that there are few or none of non- tool cards, currently (since spoiler season, not all Scarlet Keys cards are considered). However, 0-5 is enough. They can access all key cards unlike Finn; Stealth, Pickpocketing, Double, Double, Well Connected, Hot Streak...

Starting xp is really cool: The main problem of class (and ) is starting deck is especially worse comparing other classes with high potential. Starting 5XP perfectly solves this problems. You may start with Stealth (3) for single action enemy discard + Charon's Obol. You may start with In the Thick of It + Double, Double.

elkeinkrad · 483
My goodness, Kymani Jones + signature Grappling Hook feels overpowered enough - add Gené B. + Eon Chart and are we talking really OP, especially in solo? — Krysmopompas · 363
And as in the other comment stealth don't exhaust the enemy — Tharzax · 1
Stealth is for the second evade, on the exhausted enemy — guy · 6
@Tharzax: their ability requires "evasion attampt" and "succeed by X or more". That's all. Although Stealth doesn't exhaust the enemy, it is still evasion attampt (since it has evade designator), so that it works. — elkeinkrad · 483
Unless you get the elder sign token. Then the special ability sucks... — Laerthes · 1
Calculated Risk

Disclaimer: Pre-Scarlet Keys release review.

Skills that only bring icons are generally less interesting to me. I would much rather have a side benefit like "Watch this!" or Quick Thinking.

This being said, Promise of Power is considered excellent and sees a lot of play, so what about Calculated Risk?

Pros:

Cons:

  • It does not synergises well with .41 Derringer's extra action or ready in case of oversuccess cards like Beretta M1918 or the Mauser C96.
  • It does not help with one of the main weakness of : the encounter deck. While Savant brings a lot of to the table for many Rogues, Calculated Risk simply cannot be played at all during the Mythos Phase.
  • Daredevil (0) and (2) will now randomly end your turn if you commit it during your turn.

Conclusion:

This is a well-balanced card that can be good if you plan on having an investigator that cares for Oversuccess, especially with cards like Lucky Cigarette Case (3) and will want to increase the number of Actions available each turn. It also comes at the right time since we now have enough Encounter mitigation cards to be interested in other types of tech.

Valentin1331 · 66602
it could help with the encounter deck if there are treacheries that enter play. not sure if it works with Frozen in Fear, but there are a lot of treacheries in TCU that take an action and a test to remove. — Zinjanthropus · 227
Just going to add: this totally works with Frozen in Fear (recently came up in an FAQ) and that makes this a fantastic Frozen in Fear answer, especially since at level 0 Rogue you can Adaptable this in for most people who want it. — Veronica212 · 294
I don't know if you're the one who made that Tony Morgan deck, but from what I can tell you can easily get to 36. First of all, Blur can be used more than once per round, so you can get 2 additional actions from Blur. Second, the second Galvanize played with Double, Double only has one action attributed to it, while it would give you two (the fight and the extra Quickdraw Holster use). So that's up to 30 already. Next, I don't know why you'd run Underworld Support. Sure, it's full of exceptional cards, but the deck is not made to be good, it's made to do a gimmick. And in this case, dropping Underworld Support would allow you to put in another copy of Galvanize (2 more actions) and another copy of Blur (4 extra actions). That brings us up to 36 icons. And then of course, if you useda different taboo list, you could get another action by Double, Double-ing Ace In The Hole instead of Galvanize, do an extra Quick Thinking, and I'm not even gonna count how many you could get with Double Or Nothing. — Qemdo11 · 1
Kymani Jones

Disclaimer: at time of writing (August 15th), I have not seen the deckbuilding for Amina or Carson, and we have not seen Vincent at all yet.

Kymani Jones is quickly shaping up to be my favorite investigator in the Scarlet Keys and perhaps a new favorite for the game in total. I've done multiple videos about them already, here for the first reveal and this deep dive once we had their deckbuilding. I'll try to keep this review brief to not repeat myself too much.

Kymani's ability essentially lets you evade an enemy twice to get rid of them. There's a bunch more nuance to it (like discarding a Guardian of the Crystallizer with a single evade when it spawns exhausted), but in essence, this is what our Security Consultant does. But Kymani is more than just their and abilities.

Their statline is incredibly powerful. Getting 5 is fantastic with the new Thieves' Kit to get clues, and Backstab et al for enemies you'd rather not evade. 3 on top of that makes you so resistant to the encounter deck. Run some Guts or similar to deal with treacheries. You probably won't need or , and if you want to use those anyway, there are a bunch of different ways to boost those. Or you could just automatically succeed.

Then on top of that, you get 5 XP to start with. Charon's Obol from scenario 1 gives you a bunch more XP over the course of the campaign. Easy Mark makes your deck more consistent. Another Day, Another Dollar means a better starting position for the entire campaign. I could go on.

Their Tool 0-4 access isn't the most exciting, but there are some interesting options there. Fire Extinguisher can let you automatically evade a bunch of enemies. Pocket Multi Tool can help you with various skill tests. And if you're sick and tired of Agent Fletcher, a Sledgehammer can solve a lot of problems.

Signature-wise, the Grappling Hook opens up some interesting play patterns, though I think you'll really want to have some extra actions to be able to use it without giving up most of your turn. Fortunately, gets some good options.

As for their enemy weakness, Agent Fletcher, it doesn't seem like too bad a burden? Just make sure you have some kind of plan that doesn't involve repeatedly evading them until you succeed by 3 (keep in mind that Alert, unlike Retaliate, does work while the enemy is exhausted). Stealth can help, so can Daring Maneuver.

Kymani is a very flexible and versatile investigator, and I look forward to playing them tons.

Veronica212 · 294
Field Agent

Disclaimer: Pre-Scarlet Keys release review.

Field Agent is to what Beat Cop (2) is to .

Similar cost, similar static boost and mirroring icons/ability: 1 horror = 1 test less clue. One thing to note is that they come with 1 less activation before being defeated.

Together they form an Agency Backup. While the Agency is cheaper than having both in terms of deck space, resource and XP (since you need Charisma), it is important to note that they do not come with static boosts.


Who would be interested?

  • Joe Diamond comes to mind immediately. Add Alice Luxley and you have +2 and a good action compression kit. Add Beat Cop (2), Motivational Speech, Calling in Favors and Hallowed Mirror and you have a solid testless engine.

  • Carolyn Fern will be interested for sure since she loves about just as much as healing Horror from Allies.

  • Leo Anderson loves non-unique Allies. With Mitch Brown, he can have 2 in play, bringing him to 5 , which is enough to start reliably testing stat vs. shroud.

  • Roland Banks is also likely to use his 3 to flex, and the testless clue is good when there is no enemy at his location.

  • Tommy Muldoon loves Allies that are able to defeat themselves without any external needs. With 2 Charisma and Beat Cop (2), he becomes a formidable true solo investigator.

  • William Yorick as he can cycle Allies and is happy to gain some clue tech for true solo/flex. The icons may be wasted though, unless you also invest in Plucky (3) and some Old Keyring or something.

  • "Skids" O'Toole also has 3 and would appreciate a +1 to his Lockpicks and testless clues when needed. It is interesting here to point out that the 0-2 access gives "Skids" O'Toole more and more a flex role rather than a fighty role.


What cards to consider if you want to take the Field Agent onboard?

Valentin1331 · 66602
Remember ancient stone ? This seems like a match made in heaven for a Carolyn Cluever Build — aurchen · 1
Also someone else's solemn vow could move the horror to a soak like peter sylvestre. — Django · 5063