Handcuffs

Looks really bad to me. Two actions, 2 resources AND a non-boosted test on a specific enemy type to lock down a unit. Locking down a unit is essentially killing it, but probably a bit better since it doesn't go into the discard pile to recycle and come back. It has also has a bunch of niche uses like Trish Scarborough or Tommy Malloy that others have mentioned. On the flip side based on the FAQ, there are few, rare situations where the enemy can still hurt you while in play.

Surprisingly in faction I think this card is most similar to Monster Slayer. Both require a Strength test, and some resources to insta-kill an enemy. Handcuff requires an additional resource and action but costs 5 exp less. Unfortunately Monster Slayer (5) is pretty bad and I'm guessing probably never used. I'm thinking it might see more play around 2 exp.

I say this because Fang of Tyr'thrha exists at 4 exp. That essentially kills the enemy at any revealed AND lets you teleport, AND gives you stat boost. Out of faction, survivors have Dumb Luck which also removes an enemy from the board after a skill test with a generous margin and that only costs 2 exp.

If you look at Heroic Rescue vs. Heroic Rescue, for 2 exp you pay 1 less resource and can use it in adjacent locations (which I'll indirectly proxy as 1 action to move). Going from handcuff to a hypothetical 2 exp Monster Slayer, it has the same upgrade value, you would pay 1 less resource and use 1 less action.

Personally I'm not a fan of Handcuffs though, 2 actions to 2 resources to kill something seems way too slow and inefficient. I compare it to Spectral Razor which only takes 1 action, has an easier test, gives you a free engage and will kill most things already. Guardians likely have better ways to deal with enemies and only targeting humanoids (and non-elites) really makes it hard to slot into your deck if youre going in blind.

fates · 51
Eh, I get the fun in pointing out how a card is bad, but I think it's generally more useful to look at a card and ask "when would this card be useful?" "What combo piece is missing?" In the case of handcuffs, you might want them in a game where paralyzing a huminoid enemy is useful -- I would see using them on Wizard of the Order, Tommy Muldoon, Mob Goons, Mob Enforcer, and others. Can you just kill them? Sure, although most of them will take at least 2 actions to defeat, and then they might be redrawn, pulled out of the discard pile, or whatever. Also, you might be palying Roland or Tommy and just want to handcuff a perp. It's not a card for all situations, but precious few cards are. — LivefromBenefitSt · 1049
Poor rookie cop, LifefromBenefitSt booked the wrong Tommy! I took them in a "Return to TFA" run as Nataniel (hence Tommy MALLOY), and was overly pleased with the card. "Vengeful Serpent" is probably the best enemy to use them on, due to action efficenty. And there are plenty of other Serpent or Cultist adversaries, against which they are less good but occasionally useful. — Susumu · 361
it's also quite strong in Innsmouth, where it can essentially remove an annoying enemy with a 4/5/2 statline. I like using If — PowLee · 20
"The Strange Case of Too Many Tommys" — LivefromBenefitSt · 1049
Interrogate

Not a fan of these cards that only target specific enemy types. I don't like having to memorize which campaign/scenario has what type of enemies, its more fun to go in blind.

This might've been more fun if it was able to target all enemy types, but is easier against humanoids (e.g. Strength test 4 vs non-humanoids, strength test 2 vs humanoids).

All in all, I think its not a great card anyways. Just take scene of the crime. Unless you're going solo, your guardian currently doesn't need to focus too much on clues (and gators like Carolyn Fern has other tools).

fates · 51
Pickpocketing

Even removing exhaust part away. this card would not even be close to broken.

might be wrong since I'm starting new with a new format but that's my bold opinion on this card so far.

The fact that this card trigger with Evade, Evade Action which is not a useful action or progressing action just multiplying how bad it is.

I'm about to build some deck base on this card but just realize it has to exhaust too so project closed.

Pawley · 26
The problem this card has is, you will never get your investment fully back, and it really only supports evoiding — Therealestize · 69
*avoiding enemies, which in campaigns like the forgotten age, is good. But most of the time, taking out the target is better. Mind you, the upgrade is fantastic. — Therealestize · 69
I disagree that evading is generally bad. Especially in 3 or 4 player games its a critical tool. While core+Dunwitch evasion support is bad, evasion has had a huge glow up in the last 6 years, with pure evasion strategies being very potent. Pickpocketing (0)'s problem is more that you are getting very little for playing it: 2 resources is about a card, and it costs an action you could use to draw to play it, meaning it puts you down 3 cards in a class that really needs to maximize power via resources or cards. Pickpocketing (2) is amazing however because its both fast and amps up the payout considerably to the point it may be the strongest single card engine in Arkham. — dezzmont · 209
Yeah, you are way undervaluing Evade as a tactic. I was once much like you, but I built a "evade and go fast" Ursula deck, and it was a blast. Ursula and Rita make a ridiculous pair for most campaigns, cutting through scenarios like nobody's business. Finn is also awsome at enemy management and clue-getting, likewise Trish. dezzmont is correct that evade was pretty second tier until Carcosa, but it's only gotten better with time. All that said, Pickpocketing (0) is pretty marginal, except maybe as a placeholder for Pickpocketing (2). Finn is about the only investigator who can get use out of the basic version, and he usually has better things to do with his card slots. — LivefromBenefitSt · 1049
I taked this card with Trish during the time travel scenario. I got it on my starting hand and evaded a lot during the scenario. I would take it again since it nets me surely 5-6 additional card over the scenario. — Tharzax · 1
Thanks for opinions! I'm starting new format eote and tdl so I do not know those card yet but definitely looking forward to. And even recently I start to get the gist of game design. most of investigator who benefit from draw would likely be Survivor class. which often use hand as resource instead of normal resource. — Pawley · 26
I agree this card has gotten better over time. There are scenarios where evading enemies is the preferred way of dealing with them. Examples include the vengeance mechanic and mini-bosses that never truly die. In a vacuum this card may seem bad, but its practical for investigators who already want to evade like Finn and Trish. The card is fine and I wouldn't judge someone for running it. — SpicyNugy · 2
I think this is a good include in an [Underworld Support](/card/08046) side deck for evasion-focused investigators, especially with [Fence](/card/04108). The former keeps it out of the deck and never too far away until you need it, while the latter helps the action economy (and cost once you upgrade to [Pickpocketing](/card/03195)). — vercingix · 186
Heavy Furs

"Non- symbol" mean things like , , , , , , , , ... and not any numbers. I believe you cannot re-roll numbers.

Unexpectedly handy for Jim Culver for fishing out . Didn't do probability math but 2 resets on Standard with Jim feels like it reliably allows you to pass test that you are equal or 1 higher as needed. Similar feeling to having Lucky! ready on hand but need to wear it first.

5argon · 9158
Not very thematic for a Jazz musican, but maybe you can imagine that it's one of those racoon coats that were popular in the 20s.... — LivefromBenefitSt · 1049
Also considering that Jim can play scavenging :) — Valentin1331 · 66498
Mob Goons

An enemy weakness that asks the question "why do mob goons cause horror?" Looking at the two elements, the effect and the discard condition, we get:

The effect: Daniela clearly has some history with these guys, and so she knows how do deal with them. About the only special thing about them is that direct damage effect, which turns off things like Bandages†, Guard Dog, Peter Sylvestre (2) as well as soak in general. The horror component of their attack is more worrying for Daniela, since she has less Sanity to use, but these bad boys aren't likely to get more than one hit in before she finishes them off, so it's not that significant. As hunters, this isn't an enemy weakness you can ignore, and Daniela isn't big on evasion, so the "mitigation strategy is doing 3 damage in one action. The obvious plan is to use Mechanic's Wrench to provoke an attack, then defeat them with Daniela's ability and a wrench attack. It's so obvious that it's a little odd that they don't have 4 health just to mess with it. If you'd rather not take an attack, many weapons + Vicious Blow will do the trick, as will Chainsaw. Brute Force might be the most direct solution, as Daniela would attack at 8 vs 3, making the 3 damage pretty likely to land, even without extra boosting. If you are worried, throw in an Overpower and get a card draw. I'd also like to endorse HanoverFist's janky solution, above. It's not efficient, but very satisfying if you can pull it off..

The discard condition: Beat them like rented mules.†† It's likely to take Daniella 1, maybe 2, actions to finish them.

Like most enemy weaknesses, this is below average, unlikely to end a scenario or campaign or, really, cost you more than one action.

† Thanks to Susumu, I realized that I meant Flesh Ward, not Bandages. Mea culpa.

†† Note: this should not be taken as an endorsement of beating mules, who are mostly hardworking and affectionate creatures.

How should they turn off Bandages? You can heal direct damage like any other damage. — Susumu · 361
You are absolutely correct. I was actually thinking of Flesh Ward. The Goons go up slightly in my estimation, since they also turn off a bunch of the Survivor "escape death" cards, although that would be a pretty rare situation. — LivefromBenefitSt · 1049
...Why DO the Mob Goons cause horror...? — dezzmont · 209
That is a question for the ages. Maybe they are epistimic goons, and, while they beat you up, they also cause you to doubt the foundations of your own beliefs and how they were formed. "Nice conception of God you have here; it's be a pity if something happened to it..." — LivefromBenefitSt · 1049
Thanks for the nod to my silly Handcuffs-Interrogate-FineClothes combo! It was inspired by Mordenlordgrandison's Handcuffs-review that suggested perp-walking a fishman around the board and interrogating it. That said, as a Humanoid enemy who will show up at your location, Mob Goons ARE one of those rare weaknesses that actually enhance the value of some great cards, esp for Guardians/Daniela, such as Evidence! and Scene Of The Crime. — HanoverFist · 711
I don't quite get why they turn off Flesh ward. Flesh Ward does not cancel their attack, only the damage/horror dealt by the attack. The rules about direct damage they it can not be assigned anywhere else but it doesn't say that it can not be canceled. — guybrush · 19
Sorry, guybrush, I've been away for some fairly weird reasons, but... note that Flesh Ward can soak damage and/or horror for you. Normally, you don't use that until the end of it's life, but.... — LivefromBenefitSt · 1049