Sneak Attack

This old staple still doesn't have a review?

Testless damage is always good, and this one is a huge upgrade. While Sneak Attack (0) requires you to pass an evade*, this one doesn't as long as the enemy is engaged on someone else. That saves you a test and an action most of the time. Two testless damage that can hit aloof enemies is excellent. Chuck Fergus makes it fast and allows it to be used on other players turns, too. An auto-include in any Chuck deck and a generally strong event that Sefina Rousseau usually wants.

When it comes to contributing to fights, I've always felt it appropriate that this and Backstab are so much stronger than any of the rogue guns. That's how a Rogue's supposed to fight, after all — not head on, but sneaking in a punch while the 's got them distracted. Save your hands for picking locks and strange gizmos, don't try to be a worse guardian!*

* unless you use it in the player window after enemy attacks with Chuck Fergus.

** unless you're Tony, in which case you're actually secretly a Guardian

suika · 9549
Very good summary, but with one caveat: baring aloof enemies, it does nothing compared to the level 0 version in solo play. It is still not a strictly multiplayer card (like "Stand Together" or "Safeguard" would be). I did purchase it in my solo Carcosa run with Sefina (and Chuck), and it was indeed good for getting more than half of my tally marks "Chasing the Stranger" (combined with "Coup de Grâce"), but the second copy lacked usefulness compared to the level 0 version, even there. I would still consider it in any solo Carcosa run, in particular with characters not great in fighting, but certainly not in other campaigns. — Susumu · 385
I'm also not sure, if you can play it out of your turn with Chuck (except for with "Quick Thinking" and similar effects). His ability reads: "When you play an event...", this does not sound, like it allows you to play an event, you normally could not play. — Susumu · 385
Chuck absolutely can play events out of turn. Fast events are played during player windows and cannot be played as a normal action. Therefore, his ability must allow you to play events during a player window. It would not make sense to say that you take an action to play, then trigger Chuck's ability to somehow retroactively play an event in the player window before your action. — suika · 9549
The caveat I have is in "Appendix I: Initiation Sequence": to play a card, you first have to check, if it can be played, then pay it's cost, then (in step 3) actually play it. If any condition does not aply, the sequence is aborted before reaching step 3. The wording of Chuck sounds to me, like it would trigger in step 3. An event, which is not fast could normally, without Chuck, not be played out of turn. So therefore, the sequence could be abortet, before Chuck makes it "playable". Not 100% sure, but that's, how I would read it. — Susumu · 385
It's a minor thing, though. Even without the option to play it out of turn, "Sneak Attack" (2) wirh Chuck is bonkers good! — Susumu · 385
The problem is if Chuck works as if you described, the initiation would be aborted immediately after Chuck makes the card fast because you are now attempting to play a Fast event as an action during 2.2.1, which is actually not allowed. So it cannot work in thee manner you described. — suika · 9549
Besides, via the FAQ from Fence: Q: With Fence, can I play an Illicit asset (or appropriate event, such as Pay Day) in the [player window] after my last action? This seems a bit more prickly as I need to initiate a play action before I can give fast to the card... But then also fast cards don't use the play Action to enter play? A: Yes, you can. Fast assets can be played in any player window during your turn, including the one after your last action is taken. Fence gives the card fast before it is actually played, so this is taken into account during its initiation sequence. — suika · 9549
I wouldn't say, that it would be otherwise unplayable with Chuck. He would "need" the action in advance, but would not spend it with the event becoming fast. Regardless, the Fence F.A.Q. is a good catch! It shows, that "When you play..." actually triggers before playing a card. — Susumu · 385
Aloof enemies are not engaged with you either. — tasman · 1
While a bit situational, this can be a good combo with Hatchet Man on some of the Aloof 3 health enemies. Similar space to Dirty Fighting. — Time4Tiddy · 252
Galvanize

Galvanize is a card in need of good targets. Guardian assets that you want to use multiple times in a round are relative rare, most common targets would probably be Agency Backup, Beat Cop or Well Prepared. I've also tried this with Nathaniel Cho with Boxing Gloves to some success, since it can be found by the gloves as well.

Note that if you cannot make use of the ready effect, Galvanize is relatively inefficient for what it does; contrast Swift Reflexes, Shortcut, and Taunt. That two resource cost isn't cheap at all.

suika · 9549
Is this right? Enchant Weapon exhausts, not the Hammer. Galvanize can only ready an Asset. Since the exhausted card is an event, this wouldn't work? — acotgreave · 925
Oh darn, you're right. It doesn't work. — suika · 9549
Butterfly swords + Galvanise, fast speed 3 damage attack seems pretty worth it. but I agree you probably need the "potential" to ready a good asset in guardian to want to include this, I think 2 resource for an attack is fair, but it has to do more than that or you'd just use counterpunch. — Zerogrim · 299
Tony might like it with "Quickdraw Holster". Empty the 5 ammo from a "Colt Vest Pocket" in 0 to 1 actions. (You get 1 free action from "Galvanize", two from the "Quickdraw Holster" and possibly 1 from a bounty.) But that's a three card combo. — Susumu · 385
*1 to 2 actions — Susumu · 385
QUESTION: Must the extra fight action be a basic fight action, or can you also use a trigerred fight action? — jobib · 1
@jobib Any fight action, triggered or basic. — snacc · 1033
Blessed blade, Nephys... — MrGoldbee · 1520
Protective Gear

Here's another item that Lonnie Ritter can fix (along with the two Precious Mementos and Heavy Furs in this set), and in the two other factions likely to want the horror healing of Lonnie. But to get more uses of Protective Gear's ability, you'll need to heal the horror, too. That's a tougher task, since most card effects heal horror only from investigator cards or Ally cards. The exceptions are Ancient Stone, for which you'll need Seeker access, and Call for Backup, but for that one you'll need a Mystic card, too to do the horror healing. All of this points to just one investigator, Carolyn Fern, who can additionally run The Star • XVII to beef up this and Lonnie and just never die.

For other investigators looking to get extra uses out of this card, forget Lonnie, Call for Backup on its own will do the trick. This card already gives you the damage healing from being a Survivor card, you just need a Mystic card in play, too. Lily Chen and Diana Stanley don't need any more help since their investigator card counts. There's a good chance Sister Mary and Patrice Hathaway already have a Mystic asset out. For all other Guardians and Survivors, you'll need to run another multiclass card, which isn't a bad idea if you are playing Call for Backup anyways.

A more straightforward combo is just to use this thing up three times and pull it out of the discard. Anyone with Resourceful can do this, or anyone happy to take Scavenging like Minh Thi Phan or Agnes Baker.

Finally, the use of Protective Gear's ability depends on the campaign. A few campaigns so far have little to no specific Hazards. Canceling a Hazard usually lets you bypass an Agility test (sometimes a Willpower or Strength), but other times a nasty revelation effect.

dscarpac · 1307
So good on Essex Express. — MrGoldbee · 1520
Unscrupulous Loan

The best time to have a quick injection of a lot of money is at the beginning of the game, especially if you are asset-heavy. If you mulligan for this or it comes up within the first few turns, you're in for a good time. Play your expensive cards, and the rest of the game will be easier. If it comes up later, maybe don't play it. Anyways, you'd better have a plan to get the money back. The best way is to either play an investigator who makes the money back passively or is rewarded for having stockpiles of cash (Jenny Barnes, Preston Fairmont, Bob Jenkins, Monterey Jack (EDIT: Monterey Jack obviously cannot take Rogue level 3 cards)), or is asset/skill heavy where you just don't need to spend too many resources past putting down your key assets. Event-heavy Rogues are probably going to spend all of their money no matter how much they get. If you do need help getting the money back, the usual suspects like Hot Streak and Faustian Bargain are fine, and The Red Clock, Lone Wolf, and Investments will get you the money back eventually, but a special mention for Cheat the System, which cares about assets in play from other classes, and hey, this one is also a Survivor Card.

Speaking of, do any Survivors besides Bob Jenkins really need this? Survivor is, after all, the class that has Dark Horse. Wendy Adams can use this to pay for Leo De Luca, and with Pickpocketing (2) and other Rogue economy cards can make the money back. Rita Young can take Trick cards, so that means Easy Mark and Sneak By are on the menu, and she may want this to pay for an early Pilfer or two. Daniela Reyes may like this to put down some expensive Guardian assets or in Survivor, Aquinnah or a Chainsaw. But paying the loan back may be a challenge with Survivor cards. You can stop playing events or assets and build up your resource pool slowly. Maybe a key Drawing Thin or Take Heart will help. If you have time at the end of a scenario take the resources with the basic action yourself, or maybe get help from a friendly Guardian, Rogue, Seeker, or psychiatrist. Of course, taking Déjà Vu to mitigate the forced Exile may be the answer.

dscarpac · 1307
Jack can't take it. — MrGoldbee · 1520
Thanks -- It's too easy for the Edge investigators' deck-building requirements to sneak by. — dscarpac · 1307
Jack can take Sneak By. :D — Death by Chocolate · 1504
I am currently running it in a Patrice deck with cats & dogs, and first impressions are very good. She has often resource problems early on, which can be solved by this. And I don't think, she is the right investigator for "Dark Horse". — Susumu · 385
Besides, I'm pretty sure "Déjà Vu" won't discount this card, because "When the game ends" is not "during the scenario". Being defeated is just another way to end the scenario for the given investigator. — Susumu · 385
"When the game ends" is in fact during the game, since "when" means before, though. — Thatwasademo · 59
(to be specific, any "when the game ends" triggers happen between determining that the game is going to end and actually ending the game) — Thatwasademo · 59
Survivors who have lvl-0 Rogue access (Pete, Wendy, and Bob) might want this so they can pull shenanigans with Well Connected. With all the great Survivor econ available, it's a surprisingly strong archetype; I've built a really fun "Scrooge McDuke" deck that uses resources solely to power Well Connected instead of spending them. Since the whole point of the deck is to hoard your money, Unscrupulous Loan never gets exiled. — ClownShoes · 162
Geared Up

You just need two items to break even.

But there's an additional downside to taking this that neither of the existing reviews have pointed out: this card makes your mulligan feel terrible.

Even in the most item-heavy decks, you have other events or assets that you'd really like to open with. That Beat Cop (2) or Safeguard would be great to have in your opening hand, but if you've only a single item to put down, are you going to mulligan away your ally? Your tarot? That Stand Together or Enchant Weapon or Pathfinder? Sure, you can say you won't take those cards, but that's a lot of good cards you're leaving in your binder just because they don't play well with Geared Up.

Two copies of Studious and backpacks later, an asset heavy Joe Diamond can be fairly reliable at getting efficiency out of this card. The problem is how it cripples him before he gets those two copies of Studious and his Backpacks. Neither of those cards are high priority upgrades for any investigator, and yet they are mandatory for Geared Up to function at all. If it weren't for the "Purchase at Deck Creation", this would be much more playable.

Fortunately, most guardians can actually purchase this card after deck creation, where its just known as Stick to the Plan and Ever Vigilant.

suika · 9549
It's definitely not for every investigator, I'll give you that. Maybe not even for most. But for those that have a high item density anyway, you can sort of lean into this. I think the best candidate, actually, might be parallel Daisy. I've tried it a couple times with her and once managed to get down five tomes on turn one (with help from Backpack, Schoffners, and the tote bag). And that was without Studious. — Mordenlordgrandison · 475
It's not a card you can lean into, it's a card you have to build your entire deck around. It's a niche card that creates an interesting deck-building challenge rather than being a good card. Even parallel Daisy might be better off with a Milan and a single tome played than having 5 tomes down and no allies, and has far higher consistency without this unless you're specifically building around Geared Up, and decks built around Geared Up from 0xp tend to be generally weaker for their card choices. That Backpack (0) would be a completely dead card if you don't draw it in your opening hand, by the way of example. — suika · 9549
Even playing two items might be problematic. If you search for items you found many items with a cost of 3 or 4. So if you want to play this card and have no chance to get another day another dollar you should have an eye on the cost. — Tharzax · 1
If you find two items with a cost 3 and a cost 4, you can play them both with Geared Up. — Death by Chocolate · 1504
It's still dubiouse, if playing these particular items on turn 1 are worth it to be totally stripped from cash and need potentially several turns before you can play your ally. Not all items are equally important to play first turn. And by taking "Geared Up", you likely take more items into the deck, than you would otherwise, several of them probably sub par. I like suika calling this card a challenge to take. — Susumu · 385