Live and Learn

Finally, this card found its place in a new investigator, Stella Clark. Because otherwise, this card is just not worth it. There're only two situations in this game, either you want to fail or win a skill check. And this card falls right down the middle. Yes, it's cheap, but you'd better get a successful check with one token pull, rather than two! Especially, if you resolve a non-number one.

Edit:

As the cards come out - opinions change, slightly.

I found where this card was supposed to be. It was always Patrice. Mind's Eye made it a lot more useful.

From now on you can start an investigate test (the least harm in failure), fail it - "Look what I found!" some clues - Live and Learn - then switch to your willpower and make a pretty solid investigation with + 2.

It's a bit niche, you might never find them together, otherwise you'd use it to insure more investigating, just not to lose those precious spell charges.

ambiryan13 · 178
I use this card as a third or fourth Unexpected Courage or Lucky. The goal of this card (like Lucky or Unexpected Courage) isn't to push your already failing stats into +1 or +2 of the test (e.g., taking your 3 willpower to 5 in order to pass a test of 4), it’s to give you almost guaranteed assurance that you’ll pass the test after you just happened to have failed a test you were already over (e.g., failing a willpower test of 4 despite having willpower of 6). Obviously there’s possible triggers for failing the test, and you have to take it over again...but I’d rather spend one action on a failure+success than spending an action on a straight up failure. Looking at it this way, it helps save other cards you might have thought about throwing into a skill test. — jdk5143 · 98
It's got synergy with Look What I Found as well. Fail by 2 and get 2 clues, then retry at +2 and get a third clue for passing.. — bee123 · 31
I hugely disagree with this review. — Tsuruki23 · 2554
Live and Learn is a crazy amazing card. It’s not Lucky!, but often functions similarly in letting you attempt tests you have no business passing without commits, and has amazing synergy with cards that play off of failure- Take Heart, Dumb Luck, Look What I Found, even Drawing Thin. It being 0 resources also makes it better in Dark Horse decks than Lucky oftentimes. It’s a beautiful card, and while Stella will probably be the best home for it, I take it in most investigators that also want Lucky. — StyxTBeuford · 13028
Truly spoken as someone who's never tried to get clues as solo Rita :P Also, it's worth mentioning that basically all 0xp Survivor (taboo) card draw requires failing (Rabbit's Foot and Take Heart), and even Drawing Thin makes you more likely to fail, so being able to redo a test with +2 is pretty strong. Gotta dig Peter Sylvestre out somehow. — Zinjanthropus · 229
While I love this card, and often find it to be a 2 resource cheaper Swift Reflexes with an unexpected courage attached in many decks. However, I'm not a fan of it with Drawing Thin because the 'redone' test is still at +2 difficulty for no additional gain. — Death by Chocolate · 1479
That’s true, but it’s still a possible synergy if you’re trying to engineer failure by letting you fail and then take the test at even. The larger point is that Live and Learn has a lot of uses and I struggle to not include it in the majority of Survivor decks. It’s particularly great in solo Yorick/Rita for clue getting. — StyxTBeuford · 13028
@Death by Chocolate: Yeah, I probably wouldn't bother redoing a Drawing Thin investigation with Rita, though maybe with someone who has better int. My point is just that, if you want to dig out your key assets for most Survivors (or even get clues at all with some), you're probably going to need to redo some tests, Live and Learn is a great way to do that without wasting an action. — Zinjanthropus · 229
StyxTBeuford I deeply disagree that it has a synergy with Take Heart, Dumb Luck, Look What I Found, Drawing Thin. Full disclosure, I play on Expert and a +2 bonus almost always isn't enough to beat a check. And getting a +2 for your 2 intellect (Patrice or Yorick) is going to make a huge impact on the test. You would fail it the second time with the chance of getting into more trouble. — ambiryan13 · 178
Basiclly what i saying is - this isn't an Expert Card! — ambiryan13 · 178
ambiryan13 If you are playing expert, yes you’ll need more than a +2, but that’s two closer to hitting the breakpoint you need. AND it just let you trigger a fail by card which is reliable value on expert for ‘success-less clues etc.’ - if your concern is fail penalties and you don’t see value in that package of cards in expert - that’s a different issue all together, and may very well be the case. But for a boost based deck like Silas who can use skills to succeed rather than a suite of assets. It’s pretty reasonable to be sometimes aiming for successes and other times aiming for failures, and this helps you do both in a single action. — Death by Chocolate · 1479
I also think an assessment of a card based on Expert is a relatively poor one as most people dont play on Expert anyway. This card functions brilliantly Easy to Hard that I’ve seen, and if you combo it with effects that trigger on failure it’s like getting Unexpected Courage plus another effect in one card. It’s definitely worth it and I take it in most of my Survivor decks along with Lucky! — StyxTBeuford · 13028
Arcane Enlightenment

This card is due to come out in the new Harvey Walters starter deck, and it benefits him in two obvious ways. It increases his max hand size, which Harvey really likes, and it lets him tote around some of his premium tomes, while also brandishing a magnifying glass and some other seekerly asset. And if he doesn't happen to need it, the two will icons are handy.

But there's another investigator who'll like this card -- the brand new parallel Daisy. If you haven't checked out Daisy's trans-dimensional alter-ego yet, you should. She's a hoot. She starts weaker (1 Will, 7 Sanity), but gets rewarded for packing as many tomes as possible. +1 will and +1 sanity for each one she has in play. And two of Arcane Enlightenment, she can REALLY work that bonus. Two hand slots, plus two copies of Arcane Enlightenment, plus the tote bag, and she can have six tomes in play, for a Will of 7 and a Sanity of 13. Unfortunately, she'll have given up both arcane slots in the process, so you won't be able to use those insane numbers on Shrivelling.

What can Daisy do with all those tomes? Once per game as a free action, she can trigger an ability on each tome she has in play. If you do manage to get those six tomes into play, you'll unleash a bibliophilic bonanza that will have even Ace-in-the-Holing rogues in awe. That's the fun pay-off of Arcane Enlightenment.

Beyond Harvey and Parallel Daisy, I don't see this card getting much love, but maybe other Arkhamites feel differently? Maybe a bow-wielding Ursula would consider taking it, so she can rock some Pnakotic Manuscripts at the same time? Maybe regular Daisy has a use for it? I doubt it, given how little play the Tote Bag gets -- which gives you TWO extra tome slots for the same price. The measly bonus to max hand size, meanwhile, doesn't seem particularly interesting to anyone but Harvey. So, it has decent functionality for one investigator, and sets up some fireworks for another: at this point in the game's development, that seems like enough to justify a new card.

I could maybe see taking it in Bow Ursula in order to use Dream Diary. In terms of the hand-size bonus, there are a few investigators other than Harvey who can do some big hand shenanigans, but it's competing with Dream Enhancing Serum for the arcane slot, and DES probably enables more degeneracy than a mere +1 hand-size, even with the extra hand-slot. You could use 1 of each, though. — Zinjanthropus · 229
Yeah, my go-fast Ursula deck doesn't have the Bow but likes Dream Diary a lot, and having an extra hand slot free for a second camera or a bonus tome would be nice. — LivefromBenefitSt · 1067
Minh would like this too, as it gets her a hand slot back that would otherwise be lost to the King in Yellow. — suika · 9483
Enraptured

As a card, it's natural to associate Enraptured with spell recharging. But I actually don't think that's where this card shines. The problem is that to trigger the effect, you have to succeed on an investigation attempt. Mystics, the people who could do with some extra spell charges, do poke around for clues reasonably often. BUT, when they do, they usually test Will instead of Lore, thanks to an asset like Rite of Seeking or Sixth Sense or perhaps the upcoming Clairvoyance. Enraptured, meanwhile, only has a lore icon, which doesn't help in any of those cases. You sort of have to go out of your way to trigger it, maybe by taking a basic investigate action with a small boost when you're all set up to take a buffed investigate action from an asset.

But that's not to say the card is a dud! See that tome on the dude's lap? Could it be the nice translation of the The Necronomicon? Has our starry-eyed dreamer been dipping into some Pnakotic Manuscripts? Does he enjoy updated versions of old classics? My point is: there are quite a few powerful tomes that use secrets. Most of these are in the seeker class, which means that the ideal taker of Enraptured, in my view, is a tome-loving seeker -- Daisy, basically, though Amanda and Mandy might take a gander at Enraptured as well. Amanda could potentially trigger it three times on a turn, and pump her Pnakotic manuscripts like a pair of old-school reeboks!

I think you could also add a charge to The Pendant of the Queen. Seems like a pretty strong use of the card. Also Rook. — Zinjanthropus · 229
Nice! Forgot about that one. — Mordenlordgrandison · 456
Or Mr Rook — Django · 5108
Don't forget Luke's Gate Box! — Death by Chocolate · 1479
I actually run this in my Father Mateo deck with Alyssa Graham and a Summoned Hound. 3 Intellect is not impossible to work with; you don't need much more (if anything) to combine with Enraptured to make a simple investigate action and get not only a clue, but a spell charge for whatever you like. As the dedicated clue hunter for my group, this works especially well with lvl 4 Rite of Seeking in a 4 player game since there's often a single clue left lingering. It might seem silly to play it in a deck with a willpower investigation spell, but Alyssa also helps protect from weaknesses and the Unbound Beast, and the Summoned Hound can, like I said, help you nap the last clue or fend off an enemy in a pinch. Enraptured is not the best card ever, but every time I draw it, it always gets played and I always use the extra charge from it. And if it can save me from having to spend more actions or resources to do it, then that's just icing on the cake. — LaRoix · 1645
I would agree that this is worth considering in any of the 3 int Mystics. Particularly if combined with Flashlight, Alyssa Graham, or Saint Hubert's Key. Needless to say it's quite good in Marie (4 intellect), as well. — Zinjanthropus · 229
Any Mystic with "Read the Signs" can reliable trigger this. Sure, that's a 2 card combo for a good but not amazing effect. II Agnes with a couple of spell assets might be most interested in that, as she has a smaller deck and uses RtS likely more than twice a game regularly. — Susumu · 371
Zoey Samaras

Zoey looks straightforward. A statline of 4/2/4/2 leaves very little room for interpretation. You don't fear the mythical, you're not interested in gathering clues, you kill things and you don't run. You get money for engaging enemies, so you get rewarded for what you do anyway.

Therein lie a few pitfalls I fell for. Sometimes, running is the better option. For example after you depleted your last shot on your lightning gun, but before you could play your extra ammunition. Sometimes you need to pass a book test anyway and your inflexibility hurts you. And most of all, you're not gonna be rich. Especially are you getting more money after entering combat repeatedly. But you do want money to get ready for combat in the first place. It's hard to fight an unspeakable monster with your bare fists, and it hurts to play your beat cop after engaging the head cultist.

Guardian is a pretty money hungry faction, as most of their powerful cards are assets costed at 3+. A few of them cost 5 or 6. And you don't get much access outside of the faction cards. And guardian cards reflect Zoey's investigator card. You're bad at clues and bad at running. Rejoice though, as guardians do get some great economy cards. Stand together, "I've had worse", Ever Vigilant are card that can alleviate all this money hunger.

Take great care what you do with your 5 other class slots. It's the same as for all Dunwich Investigators, but Guardian cards are, like Seeker cards, very inflexible in what they're goot at. You get better at fighting things, protecting others and somewhat better at willpower tests. That doesn't mean that you should try Rite of Seeking, since:

  1. It is expensive at 4,
  2. You cannot upgrade it to get a +2 willpower boost and
  3. It's even more expensive to increase your willpower with assets like Holy Rosary at 2, Police Badge at 3 or Brother Xavier at 5.

Additionally, a lot of Zoey's unique power is in her signature card. Yes, that is a bad thing. Zoey's Cross can do 1 damage at will, since you get spending money for it the very moment you can activate it. This is incredibly useful, it deals with 1 health enemies like Whippoorwills and Rat Swarms better than any other investigator and gives you flexibility to deal that 1 extra damage tha would be left after you swing your Machete, or that 1 extra health left after you shoot your Lightning Gun. And if that is not the case, you can still take the 1 resource. The problem is, YOU HAVE TO DRAW IT FIRST. Unlike Sophie, which starts in play for Mark Harrigan, or the text written on Roland Banks or Tommy Muldoon or anyone else, you may spend half your games without access to the best part of your investigator.

Mataza · 19
I really like Zoey. A guardian who can resist will treacheries is a great guardian, indeed. Spectral Razor is a great fight option for herf, i you're not playing Taboo, Drawing Thin can be an answer to your resources troubles. — mogwen · 254
Mr. Rook worked out great as a meatshield/weapon&cross-finder in my last campaign with Zoey. You just have to pry him out of the cold, dead fingers of your designated seeker first. And you need to hurry before he's tabooed to oblivion, of course. — olahren · 3476
Like all guardians ever, Zoey should be using Stick to the Plan. And if she is, a single Astounding Revelation is an excellent use of an out of class slot. — TheNameWasTaken · 3
Astounding Revelation no longer triggers on turn 0. — MrGoldbee · 1470
Counterpunch

The temple guardian breathed down the heavyweight’s neck, but the brawler didn’t stop rubbing chalk on the wall. The patterns were familiar, and familiarity meant safer when you were three miles underground.

The creature was surprised, of course, when it swung a halberd the size of a telephone pole and missed.

When one of its fangs cracked, it retreated into the mists. Humans were tricky.

MrGoldbee · 1470
No way Cho qualifies as heavyweight. — durah · 1