Lupara

Of course we're all thinking of Bob Jenkins using his additional action to play this during his turn, not taking an AoO, and getting that extra damage and boost. But if you're running Joey "The Rat" Vigil and Shrewd Dealings (and of course you are) , you can also play this for any investigator at your location, during their turn. The downside is that no one can sell the empty gun back to Joey, but this could save a character struggling with ammo, actions, or resources while engaged to an enemy.

Pinchers · 132
I love the theme of this combo. — clarionx · 251
"Hey, there, Roland. Looks like you're having some ghoul trouble there." "Bob, just give me the gun." "You know what I find helps with ghouls? Guns. Do you like guns, Roland." "Bob hurry up and give me the gun." "This puppy here can-" "GIVE ME THE DAMN GUN." "Sold! To the cranky detective. You won't regret-" [Blam Blam] "Hey, Roland, looks like that gun is out of ammo. Could I sell you on-" "Shut up, b — clarionx · 251
After scavenging the Lupuara: "Hey Roland, do like shiny and slightly used guns?" — Django · 5148
Three Aces

Now that this card has been tabooed, it is worth another review.

Cycling your deck will not help you anymore to use this card multiple times per Scenario.

Is it still worth it then?

1xp for 3 cards that make you draw 3 other cards: they replace themselves. They also provide you with resources (1 per card), and an auto success. The success can be really helpful, especially in a class that often runs really low on .

Compared to Easy Mark, you get 3 fewer resources, you need to find the 3 of them to play them otherwise you're stuck, but it gives you an auto success.

The 2 questions to ask yourself are then:

• Do I draw enough to see the 3 copies during each scenario? If yes, then go to the next question, if not, then it is wasted XP and deck space.

• Do I have enough space in my Deck to play this? This is not really a good deck thinner as there are chances that you see the last copy quite far in your deck and therefore in the Scenario.

•• It also counter-synergises with Versatile that you may use to add Track Shoes as it makes just fewer chances overall to find the 3 copies consistently.


TL;DR: This is good for a 1xp set of cards: it fits in some decks (high draw + Deck space available), not a lot, and is welcome for tests but doesn't change the course of a scenario.

Valentin1331 · 78112
"This is not really a good deck thinner as there are chances that you see the last copy quite far in your deck and therefore in the Scenario." I think, this depends on how fast you cycle through your deck. If getting OP cards on repeated runs through your deck is your goal, you likely will assemble the 3 cards earlier. If you don't, "deck thinning for after the reshuffle" isn't something you are concerned about anyway. — Susumu · 381
Discipline

I think this is the discipline you take unless you have a key and critical use for one of the other three, even if you are mainly going to focus on weapons and fighting with lily I would still advise taking this discipline first for one reason that trumps the other three.

Alignment of spirit can be flipped back incredibly reliably, being basically immune to your personal weakness is a good move to have before you get your XP. (made even more reliable with deny existence and other damage cancellation cards)

The other two side benefits are pretty plain too, healing on any turn where you take damage/horror and +1 to the most commonly tested defensive stat are both good for surviving longer on average, a fighter who survives longer and has more health can keep the rest of the team alive long and earn those juicy juicy victory points more consistently, which gets you to a more flashy discipline.

Zerogrim · 295
"healing on any turn where you take damage/horror": This is not a reaction trigger. You can't heal from it, when you take damage/ horror from other sources, like you would do with "Guard Dog". It's weird, that they put it behind the colon, but I suppose, it's still meant as a cost, like with "Beat Cop". Otherwise, they would have used the reaction arrow. — Susumu · 381
yea but if you take damage/horror thats the best time to flip it because it will flip back as soon as possible, thats what I meant by it, could have explained better. — Zerogrim · 295
I'm really confused as to why "it will flip back as soon as possible". It is dependent on taking damage and horror, not on a net amount of damage and horror that turn. — DjMiniboss · 44
right so on any turn you take damage you immediately use it and it flips back as soon as possible, if you wait to heal yourself you increase the odds you just end up taking damage on a future turn and delay you further. put another way given you typically don't control when damage happens you should use it on turn where you took damage anyway to maximise the odds it flips back. (since you don't control when enemies or encounters hurt you) — Zerogrim · 295
Daring

Great evasion card for Daniela Reyes no matter what her or her target's agility is. Built in auto-fail protection as the evade is guaranteed on success or failure. The three icons mean there's a decent chance you won't need to take an attack from failing. Guaranteed to draw you a card.

It loses some flexibility because of the restrictions on when it can be committed, but gains some back since three icons might be what one of your friends needs to turn them into a one-time fighter/evader.

It's basically the Toe to Toe for evading that replaces itself.

Defel · 4
Yeah. It's a pretty great card for most investigators, that can take it. But I agree, Daniela's ability is a nice security against the auto fail. It's more, that this ability plays nicely into the card, rather that the card plays nicely into the ability. — Susumu · 381
*rather than that — Susumu · 381
Sea Change Harpoon

LiveFromBenefitSt said: If only we could have a Moneybags Silas....

Well this is now the case: bring Bruiser x2 and you're set.

Take a Fire Extinguisher in one hand, Sea Change Harpoon in the other, and on the last attack to kill a monster, commit all your hand if you want to.

This includes:

Quick Thinking to get another action to play the Sea Change Harpoon back using the Bruiser money.

Daring/Overpower/Unrelenting

Resourceful x2 so that you can bring back Plucky to stay alive, or Brute Force in case you used it for the previous attacks.

Stunning Blow so that even if you don't finish the enemy this round, you still evade it.


All in all you could use for instance Brute Force during your Actions 1 & 2, and Commit Quick Thinking, Stunning Blow, Resourceful x2, Unrelenting, Overpower, Daring x2 on the last action with taking back your harpoon in your hand. Use the action from Quick Thinking to play the Sea Change Harpoon back.

This combo would result in: using 0 cards, 0 resources, drawing 5 cards, dealing 8 damages and automatically evading the enemy.

All the excessive draw can then be turned into extra for the Brute Force attacks.

And if you want to be sure to not fail the cycle with the , take a Nightmare Bauble with you :)

Valentin1331 · 78112
Brute force modifies BASIC attacks. Not asset attacks. — MrGoldbee · 1484
They're saying you can do Brute Force basic attacks *then* recur them afterwards with multiple copies of resourceful on the Harpoon attack, that then come back to hand themselves in addition. — SSW · 216