Stirring Up Trouble

Heavily underrated card.

Partnering with a curse based Mystic, this card gives you testless free clues and fills the curse engine. It can be used to power a Tides of Fate to turn those into a bless and pull them out with favor of the sun. Or you can just deal with the curses and accept you can't pass tests, which on the higher difficulties you can't anyway.

Basically this card provides excellent curse generation, no additional mythos and two testless clues for only 1 exp.

drjones87 · 203
Family Inheritance

I'm surprised nobody's written a review of this card. I suppose that's because we're all unified on our thoughts on it: it's... well, it's really fucking good.

Oh right, there's a 200 character limit. Let's talk about why it's so good.

Decks need resources. Whether that translates to literal cash or lines of communication to whatever you think resources are, you need them to play your shit. And while the rest of the group is starting with five, our good friend Preston here essentially starts with NINE - enough to pay for even the stingiest of friends to help out on turn one without wasting an action making a buck. And that's just the tip of the iceberg, since you have those four resources available to you EVERY TURN, to do whatever you want with - none of those silly type restrictions like the triple class EotE cards have. Wanna take all of them on your last action and hoard your cash for later? Go ahead. Wanna live the poor life while still feeding your hobbies from behind the scenes? You betcha. Late on payments? A trifle.

So... uh... yeah. Is good.

supertoasty · 40
It is actually five resources every turn after the 1st round due to Preston's ability. His ability is also why this card can be "a burden" because you can't play resource cards and hoard money if you don't have the actions to use them or take them off. I feel like people haven't reviewed this card because it's so central to playing Preston. Regardless, I agree that it's a very good signature in a class that generates actions.10/10, would hide my money from the IRS and Cthulhu in an offshore account again. — Tay5967 · 20
I guess no one had reviewed this card yet since they'll review Preston instead. It's basically his ability. — Nenananas · 272
Tay5967, Preston's ability doesn't catch resources from upkeep. (or basic resource actions, for that matter) — Thatwasademo · 58
Dr. Milan Christopher

Even for groups that don't regularly observe Taboo restrictions, Dr. Milan Christopher's change to exhausting him (limiting his gain to single resource a turn) is one of the most fair rulings of the Taboos I have seen. It was the first I took into account after my first full playthrough of The Dunwich Legacy; Daisy was regularly ending scenarios with a dozen resources in hand. Zoey looked on in just a little envy.

Even with the new limitation, the good entomologist easily pays for himself in a couple turns, assuming you value a flat +1 Intellect and a little soak is worth 2 resrouces. Seeing as Seekers generally aren't leaping into danger, it's likely your Ally will stick around for some time, perhaps the entire scenario.

The biggest problem with Dr. Milan Christopher is that he exists. While deck building, players shouldn't have to consistently ask themselves "Is this new Ally better than Milan?"

Judicator82 · 28
I think the main question that should be asked is, "can my deck run without him?" I start him in a mandy deck, but quickly replace him with Mr.Rook once I get the exp, of course that's a special case. But everybody has an ally that fits a build, and Dr. Milan is just a solid ally choice. — Therealestize · 76
Too true. Every seeker needs resources and intellect. There might be (slightly) better options, but Dr Milan works in every seeker deck — fates · 54
Mauser C96

What 2XP of an upgrade can buy varies a lot from card to card. What do we get here in comparison to the Level 0 Mauser C96?

  • Costs 1 fewer to play (3 rather than 4)
  • Has a icon as well as an one
  • Has an addition +1 when firing (for a total of +2)
  • Has a bonus on succeeding by 4 or more.

The first of these is always nice but is completely standard.

The second (a bonus skill icon) isn't much to write home about - "you can now discard your 2XP investment for a +1 in two out of four skills instead of just one" is pretty much the most meagre possible boost you can give a card

The extra +1 while fighting is actually more beneficial than usual, because of the succeed by ability. Most equivalent upgrades e.g. .45 Automatic to .45 Automatic (2), in gaining +1 , basically say "there's one value in the bag that changes from fail to success" (or "you need to commit one less to this to be at everything-but-autofail"). For the Mauser, the +1 does that but also gives you a second value in the bag that goes from "succeed but no bonus" to "succeeds with a bonus". This can actually cause the effect on a good number of tokens, so it's pretty valuable.

In contrast, the additional text (the bonus on succeeding by 4 or more) is actually a bit lackluster. Passing by 4 isn't a trivial task with a +2 weapon, even for a character with decent base skill. Moreover, you generally know whether you need to ready the gun with it's oversucceed bonus in a turn or not, and in cases where you don't, getting to ready it in addition to the resource you were already getting for oversucceeding by 2 is basically pointless. So the only time this meaningfully triggers is when you oversucceed by 4 in a fight where you still need to fire your gun again this round, in which case you now gain a resource as well. Personally, half the time that sort of situation occurs is when I'm fighting the boss of a scenario and throwing everything in to a test anyway to be sure of hitting before drawing a 0 - which is exactly the sort of time I usually don't need an extra resource!

So overall - it's not a bad upgrade for only 2XP, but the most valuable parts of it are actually the -1 cost and +1 when firing. In a class with a wealth of XP options such as Rogue I'm not convinced it's likely to be a first choice upgrade, unless you're playing an odd Down the Rabbit Hole build.

Excuse me, I need to go and check Dexter's base combat value...

LeonardQuirm · 33
I'd say as Tony hitting the succeed by 4 can be done often enough that its relevant but still the +2 skill bonus is still the money maker. — Zerogrim · 296
This came with wini, who is quite comfortable oversucceeding :) — Therealestize · 76
Abandoned and Alone

If I am reading this correctly, the direct horror is only taken if Abandoned and Alone wasn't shuffled in. If so, it might have been a little clearer to word this card as:

If there are no non-weakness cards in your discard pile, shuffle this card back into your deck. Otherwise, remove all non-weakness cards in your discard pile from the game and take 3 direct horror.

mordequess · 95
You take the horror if and only if a card was removed from the game. In the exceedingly unlikely event that no cards were removed but you were unable to shuffle Abandoned and Alone back into your deck, you don't suffer the horror. (probably meaning your deck and discard are both empty except for this, which seems ... bad) — Thatwasademo · 58
the alternate wording you provided appears valid, but I don't think it's actually clearer — Thatwasademo · 58
Isn't that an option? You either remove all of your discard pile of the game or suffer three horror? In the very unlikely event that you don't have anything on the discard pile, you get an almost gett outta jail free pass and just shuffle the weakness back in your deck? — RFreitas · 57