Magnifying Glass

This becomes really good with Kate Winthrop if you plan to do actions on an empty location. Having always a +4 bonus on any test if you got 2 magnifying glass is really awesome. A must in my opinion.

arvendor · 27
You drop the clues when you put'em back in your hand. — MrGoldbee · 1519
Task Force

Just want to point out that.

A) Playing this provokes an attack, so be careful with that. B) The "actions" on this aren't actions, so they dont provoke attacks.

This opens the door to be using assets that would normally put you in jeopardy or moving enemies around. For example if somebody else has an enemy, you can move the player and an engaged foe goes with them, which might have a variety of uses.

This card picks up a LOT of steam in a bigger group and at higher level, where more and more players are toting bigger effects on better and better cards, not to mention that higher level characters can pull off bigger and bigger stunts.

All of that said, I think this card could have used "Does not provoke" as part of it's text, simply as a means to be useful when all the enemies are on you.

Tsuruki23 · 2603
Baddies HATE a task force. — MrGoldbee · 1519
This card is very good for Marion Tavares. Using his ability, you still spend an action but there is no AoO. This card essentially let Marion moves, fights, and picks up a free clue for an action. — liwl0115 · 52
Obsidian Claw

This is easily the artifact that was most desired during my first Drowned City run. Everyone knows that Pathfinder is incredibly powerful - so what about a permanent Pathfinder that doesn't even have the unengaged requirement, and can move two spaces for good measure? Drag enemies around as you like, and be wherever you need to be!

Sure, the flip side is a little sad. The fight is of limited use. Finn Edwards or other Dirty Fighting users who can deal 2 damage with this. That still only puts this on par with 'okay' attacks, and most fighters have standard weapons that can be used more than once per turn for more consistent results.

But when you already have access to one of the stronger effects in the game, it doesn't matter if the 'bonus' effect is weak. The flip effect of this could not exist, and this would still see constant use - and if you happen to be on the path where you can get this on your second mission, it should be a priority objective to do so.

Ruduen · 1054
First Aid

It's possible that II Jenny Barnes has finally made this card halfway decent. Play it out as a reaction, costs 1, and can dump it for 2 resources as a fast action when supplies are gone. Now you've gone down to 2 actions for 2 heals and 1 resource. (Noted below you'll want to trigger after two uses so the card won't discard itself).

Time4Tiddy · 252
Keep in mind that First Aid does discard itself once it runs out of supplies, so not quite 3 damage but still worth picking up! — MaleficMarby · 35
Good point, thanks for the catch! Updating review. — Time4Tiddy · 252
Nautical Charts

How does this card work with Scavenging? If I play it from my hand by discarding instead of exhausting, does the discard happen before I make the skill test and perform the action? And because it's in my discard pile, would I then be able to get it back with scavenging if I succeed by two or more?

Yep, costs are paid before resolving effects. — AlderSign · 448
If I play it from my hand by discarding it, I should pay one action, or one action and 3 resource? — lbow · 1