Vantage Point

Long range clue manipulation is the new game in town. The suite includes cards such as Connect the Dots and Intel Report and while it's still all dependent on incidental Jank, it actually works.

First, what characters?

  • Ursula Downs with her ability to slam a location she just moved into with all 3 actions's worth of investigation can make full use of the shroud reduction.
  • Roland Banks can use this to move clues with him to cheat up.
  • "Ashcan" Pete can move a clue to ensure Duke picks up 2 at once.
  • Rex Murphy can hoist around clues to round things out to even numbers, he can do it reactively to null out a failure to trigger his and try it again elsewhere or ensure that something like 2 different 3-clue locations turn into a 2 and 4 clue location respectively.

Regardless of character, you can skootch a clue off of a location that you don't want to return to or onto an easier spot, or elsewise you might use it to "finish" a location for XP or a scenario requirement. There is also one colossal moving force in the strength/weakness of Vantage Point, player count. Depending on your other card choices you may be so and so able to pick up clues in a count of 2's or 3's, this is where multi clue cards and cards like Intel Report and Connect the Dots come in.

In 2 player you can play Intel Report or Connect the Dots to clean up a location completely, in 3 player you might move the clue from a 3-clue location and get the other two as mentioned before (style points for using Vantage Point to enable playing Connect the Dots).

Make note of the precise text on Vantage Point, you can play the card when a location is revealed, but also when a location enters play, this little extra window of use might be helpful in certain scenarios.

All in all the card is not particularly strong, moving a clue is an ancillary benefit, barely worth a slot on most characters. A primary clue gatherer in a large party might consider it to enhance their ability to react to clues all over the map via Connect the Dots or an Ursula Downs or "Ashcan" Pete who can move the clue, use the shroud reduction and pick up the moved clue in a flurry of investigation.

Tsuruki23 · 326
Crack the Case

Solid card. Have tried it in Joe and would recommend not putting it in the insight deck however. It doesn't benefit from the discount and it doesn't help you clear the clues thenlmselves, much better kept in hand so that he can use his other tricks to clear clues and then follow up with this as soon as possible.

The best thing about the card is that in solo it's always a good play regardless of the Shroud value, even 1 extra credit is an action saved and it scales from there. Since he's able to break Shroud 3-4 without breaking a sweat though this is a definite replacement for Emergency Chache in his decks.

skanedog · 10
Roland Banks also loves this card. His ability saves the action of getting the clue and this pays him for it; insane value. This card singlehandedly puts Roland's economy on par with the richer Guardians (Leo, Carolyn, Zoey). Sorry Mark; you're now officially the poorest Guardian. — SGPrometheus · 123
But Mark did get Act of Desperation to help refund midgame. — Death by Chocolate · 10
Mark probably needs the money the least as he has a base 5 fight and can punch above his weight when the chips are down. Act of Desperation gave him a way to gain some resources to keep fighting and well maintained means that he can keep the fight up. — Myriad · 562
What I love with this card is that it can be a solid support for the team. I think every Guardian will be happy to be gifted resources to play their expensive weapons! — mogwen · 78

This card has been disregarded as too expensive and ineffective. I will have to agree that at low player counts this might be truth for reasons already stated in previous reviews. At high player counts though it can be a strong asset (I mean event), specially on highly specialised investigator teams that rely mostly on 1 investigator to deal most of the damage in the mid-late campaign.

The more ammo/supply tokens you already have on an asset, the more value you get out of this card. For this reason it requires some good teamwork and planing to find the best window of opportunity to play this card. If you time it right you can be adding 10+ bullets to the big gun of your fellow guardian with Contraband. Here is an example how this worked in one of my 4 player games:

  • Mark Harrigan plays Lightning Gun, he uses one bullet to kill a snake-person but then he manages to add 3 bullets with Extra Ammunition. Then Wendy Adams plays Contraband transforming those 5 bullets into 10, then she plays Wendy's Amulet followed by playing Contraband from her discard pile adding 10 extra bullets to the Lightning Gun for a total of 20 bullets. Jenny Barnes also ran 2 copies of contraband and had one in hand meaning she could have transformed those 20 bullets into 40! but she thought 20 was enough and didn't use it, a decision she would later regret.

If used right Contraband is an amazing team combo card that can grant your guardian a big gun with almost unlimited ammo. Someone who doesn't have much experience playing at higher investigator counts may now be thinking "that's unnecessary, you don't need that much ammo". To that I will respond that at 4 players the encounter deck recurs very quickly, which can result in a constant flow of 3 hp enemies every round and if you are on the last scenarios of a campaign you will most probably be facing a boss (sometimes even multiple bosses with 20+ HP!) and maybe, only maybe, also one of those damn enemies that come back from the grave (I mean victory display)! So yeah the extra bullets are not only welcomed but sometimes even necessary.

In conclusion: The main function of this card should be to grant your guardian an almost unlimited amount of ammo for his big game gun. This is a powerful strategy at high player counts because of the constant flow of enemies and specially if you are relaying on a guardian to deal most of the damage for the team. Some cards that are not playable at lower player counts can be amazing at multiplayer...which makes trying different player counts a fun experience.

Alogon · 19
I run a copy of this under Leo’s Stick to the Plan in my all blue 3’s game. We love playing this on my Flamethrower or Caroline’s First Aid, especially if I’ve gotten to trigger Venturer a few times first! And yes, we use every drop! — Death by Chocolate · 10
Now, with the upcoming Sixth Sense, Sefina will not necessarily need her hands for Lockpicks, making Ornate Bow a more desirable option. — mogwen · 78
I agree...but what has Sefina and the Ornate Bow to do with this review of Contraband ? :P — Alogon · 19
Maybe because something strange happened because I was commenting on Ornate Bow! ;) I was surprised not to find my comment on Ornate Bow, now I found it! — mogwen · 78
On contraband I like your review, it shows how rogues can use their wonderful resource generation into something useful for the whole party! Rogues don't have to be selfish investigators, they can be good support characters. — mogwen · 78
Correcto :) — Alogon · 19
Ornate Bow

The Ornate bow has to have been one of the most impactful cards in the Forgotten age Cycle, simply because it is the only weapon that straight-up fights via . Here's my experience with it:

Ornate bow is fantastic. But bear in mind that it has severe limitations that drastically change the way you approach combat.

  • It has "infinite" uses but only ever one loaded shot at a time.

At once a big problem and incredibly flavourful. As an character sneaking around the periphery taking shots is exactly what you would be doing, the design of the bow achieves this in how carefully you must approach combat. You need to be ready to evade when you fight big threats, you take your time to load and plot shots.

To be effective with a bow, NEVER forego reloading it. The characters who put the bow to the best use need high , but more importantly they need a synergizing cardpool. A 3 character with the right cards is a way better archer then a 4 one without. The cardpools in question are: and .

The bow has a worthy bonus to hit, a 3 character is making shots at +5. The important part is being able to supplement the accuracy with cards that magnify the hit chance or "arrow efficiency". Live and Learn and Lucky! are HUGE backup cards for when you draw a really bad token while Sleight of Hand and Double or Nothing help you get a little more out of your bow. Narrow Escape lets you reload under pressure. Leo De Luca helps you get more shots inbetween evades. Lola Santiago, Peter Sylvestre and Track Shoes all help you net hits, not to mention several skill-pump talents, Cornered or High Roller. If you can play cards then Shrivelling covers you while the bow is empty and Premonition helps land big hits. The bow as an weapon cannot use Vicious Blow but Venturer will keep your bow loaded for you!

Watch out for the resource cost. 4 is quite a lot, but the bow is absolutely worth it. The double hand slot is much more a nuisance because it blocks Lockpicks.

So. Who can use it best?

Thats it. I've used the bow to dig through surprisingly densely packed hellholes, now you go do the same! Remember this mantra: Shoot - Evade - Reload.

Tsuruki23 · 326
Rex and Ursula (who I think is also a good candidate for the bow) can both field Eli Horowitz who provides a triple threat of helping find the bow, paying for it, and freeing up your hands. — Death by Chocolate · 10

I am always stumped when I see this card, because as much as this cycle toys around with the players, suddenly inverting difficulty levels at the very end of the campaign seems to be mean just for the sake of being mean. Playing the entire cycle on Easy only to suddenly have to deal with 10 Autofails is an absolute showstopper. Bad designers, bad! :)

ratnip · 7
I guess... make sure you have sanity remaining? I agree, I also dislike this version. — cb42 · 15
I’m fine with it. The entire scenario is designed to be mean to you when you have no sanity remaining, it doesn’t hit that hard, has Combat 3, and there are other ways to damage it besides attacking. — Death by Chocolate · 10
If you are playing on easy and are still unable to beat the Carcosa campaign maybe it's time to reconsider your deck building discussions instead of blaming the designers! :) — Alogon · 19
*deck building decisions — Alogon · 19
I managed to kill him with my timeworn brand+reliable Leo in 7 rounds, while the others evaded him. — elenneth89 · 9