Arcane Insight

Posting a clarification ruling here from Matt!

Question:

Arcane Horror reads, "[Free Trigger]: While an investigator is taking his or her turn, spend 1 charge: Your location gets -2 shroud until the end of this turn. (Limit once per turn.)" My question is, if I use this effect during my turn, and then I move to a new location, is it the old location or the new location that now has its shroud reduced? That is, does the phrase "your location" mean the location that I was at when I triggered the effect, or is "your location" continually re-evaluated by the game to be whatever location I'm currently at? Does the shroud reduction effect "stay" with the old location where I used the effect, or does the effect "move" with my investigator?

Answer:

Greetings, Since this is a triggered ability and not a constant effect, “your location” refers to the location you were at when you triggered the ability, and lasts until the end of the turn even if you move away from the location. In other words, if you are at Location A, trigger Arcane Insight, and then move to Location B, Location A keeps its –2 shroud; it does not move with you to Location B.

Cheers,

Matthew Newman

Senior Card Game Developer

Fantasy Flight Games

iceysnowman · 164
Otherworldly Compass

If one of your team members has a Lola Santiago, Otherworldly Compass can help the as the player playing Lola can trigger Lola's ability in the middle of your Otherworldy Compass investigate test! A nice and repeatable combo, as long as you have the resources for it :).

iceysnowman · 164
Ooh that's cool. So you're at a 4 shroud location, connected to 3 locations. You trigger an Investigate with OC, which reduces shroud to 1. Then you trigger Lola and pay 1 for another clue. Nice! — acotgreave · 887
Why stop there? Surely the same synergy can be achieved with the humble flashlight, or taken to the next level with The Skeleton Key? — Lucaxiom · 4524
Yes, Flashlight and Skeleton Key definitely work too, and have the advantage of [usually] being able to be in the same deck as the Rogue player. However, I think that Otherworldly Compass might be the most easily repeatable shroud decreaser -- Flashlight has 3 supplies, and Skeleton Key can be a little slow if you're moving the key around a lot (plus it's exceptional). I also have a soft spot for Otherworldly Compass though because the art is so pretty... — iceysnowman · 164
Trish Scarborough from the Innsmouth Conspiracy can trigger this combination by herself. — flamebreak · 25
Read the Signs

This card joins the ranks of a growing list of events that grab 1-2 clues. I think Read the Signs is not the best of these, but also not the worst. In general, events like this get one clue for 2 resources and a card (Working a Hunch or 2 clues for 2 resources, a card and an action (Scene of the Crime, for example). Some cost less but have limitations (Eavesdrop) or drawbacks (Drawn to the Flame). Most require skill checks but a few are test-less (Working a Hunch and Scene of the Crime.

Good things about Read the Signs include lack of limitations, special requirements or punishments, and a bonus that is better than all the other similar events that require skill checks. The ability to ignore a location effect is probably pretty limited (only works on keywords effects triggered during the investigation), but of note “ignore” triggers Diana Stanley’s power. However, overall Read the Signs is probably second only to Working a Hunch in terms of flexibility, and so is less likely to be a dead card sitting in your hand compared to many of the other similar events.

The main consideration when deciding whether to include a card like Read the Signs is that its effect should provide a major advantage over a regular investigate action. So it is less valuable with strong investigators like Daisy Walker and Norman Withers. Diana Stanley is a special case because it could activate her power. Sefina Rousseau loves it, as pointed out by others, since she needs events and since she would rather avoid possible enemies coming from Drawn to the Flame, so I think Read the Signs either joins DtoF or replaces it for Sefina. Many other mystics would at least consider this card, since they tend to have 3 or less intellect.

jmmeye3 · 631
I've got this in a Patrice deck I've been building - seems like a great fit for her. — acotgreave · 887
agree with your comparative evaluation. I like this with Luke — Lord Phrank · 76
Patrice, Luke, Sefina, Mateo, Akachi, Diana, we have a bunch of investigators that will be interessed in this card. — mogwen · 254
I love this card for Norman, especially on higher difficulties where the massive bonus to the skill test is relevant. — CaiusDrewart · 3185
Colt Vest Pocket

This gun has appropriately been maligned since its released. A gun that discards itself means at best you can get two shots off with this thing in a normal 3 action round, and that's if there's already an enemy at your location, so you either just took an Attack of Opportunity to play it or you're shooting at something engaged with someone else. Because of the discard clause, you often will be in the situation where you play it into an AoO, as you literally do not have the ability to play this ahead of time. Yes, judging this card in the same way you would judge a normal weapon does not put it in the best light. So let's talk about why the Colt Vest Pocket is actually pretty cool.

Let's get some synergies out of the way first. Fence makes this fast, so if you're running Fence you might consider CVP to go with it, but personally I think Fence is really bad. Action chaining helps you get more shots off the CVP- Borrowed Time, Ace in the Hole, maybe Quick Thinking if your is boosted high enough, you get the picture. Narrow Escape and Dodge can help you against the Attack of Opportunity, the former even giving you a little boost on the first attack you make. The all star card to run this with though every time is Sleight of Hand, especially if you're playing with Taboo where big guns like .45 Thompson and Chicago Typewriter are not so easily concealed. Keeping a CVP up your sleeve means you essentially have a .45 Automatic up your sleeve, except with the potential to fire off one more shot if you can make the actions for it.

And after all of that, even when you do actually play the card by itself, it's really not all that worse than a .45 Automatic. It's half as expensive in resources, and at its absolute worst fires for half the shots. Again, the big downside is the very likely Attack of Opportunity for not being able to play the card until the turn you need it, but aside from soak you can use other cards to mitigate this. Of course sinking two cards into a lite .45 Automatic starts to look bad again, and worse than that, 's don't have great scores. Most of them hover around 3 which is fairly mediocre, certainly not high enough to even want a .45 Automatic most of the time, and they're more than willing to shell out the extra two resources to pay for it over CVP (and usually they'd go for another two resources after that just for .45 Thompson).

Enter Tony Morgan. He gets an extra fight action a turn pretty much the whole game. His is 5, so he would love a .45 Automatic lite. His ability to fight makes him a natural fit for over-success which fuels Quick Thinking for more actions. His bounties can help him pay for Leo De Luca. With a single Sleight of Hand you could very feasibly fire off all 5 shots in Tony and actually land most or all of them. That's 10 damage. Lupara, .41 Derringer, even his signature colts at most do 6. And then you could play it again next round, and probably land another 3 or 4 shots. Sure, theoretically you could actually play a melee weapon like Kukri or Switchblade and land more damage in one of those than any gun, but CVP gets high damage in very few actions for almost no cost or effort on Tony's part. Even Knuckleduster carries a lot more risk given that most high health enemies tend to have high fight values.

Now all of that said, the big downside of using the CVP this way is simply that you don't always have a point where you'd even want to do 10 damage. There are some really big bads out there in this game, but they're not in every scenario, and it's very possible you'll upgrade CVP before you get to fight them. So here's what you can do to make CVP work for you. 1. Play in multiplayer where you can more easily make your shots worthwhile, 2. take Adaptable and throw in CVP in scenarios where you know a big bad is coming and you need to dish out the pain (in addition to your other weapons, not as a replacement; also consider "Let God sort them out..." for such a scenario), 3. stay close to your fellow investigators so that you're more likely to have to fight several enemies at once for them, and 4. make sure you load up on icons, as the last thing you want to do is fire off 5 shots at your friends instead of all the monsters. Crystallizer of Dreams can help with icons with cards like Act of Desperation or Scene of the Crime, but otherwise you have skills like Quick Thinking, Overpower, Daring, Steadfast, Stunning Blow, Inquiring Mind, and Unexpected Courage. splash also has Lucky! which is obviously solid insurance.

StyxTBeuford · 13049
"On the hunt" and "Let me handle this" can be great in 2-4 player to get the most out of this. But it's not a good card if you rely on others to make it usable. On tony, i instead started with kukri and upraded to Switchblade 2 (+2x reliable). — Django · 5155
In solo I do usually take Kukri for him as well. Note though that you can’t take Reliable as Seeker/Survivor Tony. — StyxTBeuford · 13049
Shocking Discovery

Mandy Thompson is quite a complex investigator to take, not only her deckbuilding options but also her weakness seems to have more to it than meets the eye. I am not completely sure, if I am doing it right, but as far as I do understand the rules as written ("When a player is instructed to search for a card, that player is permitted to look at all of the cards in the searched area without revealing those cards to the other players.") the target of the search for certain cards is the entire deck. This is true for the upgrade No Stone Unturned for example. So if you use such a card, than you will always find Shocking Discovery and by that set it of in a "controlled environment" so to say and don't have to worry about it any longer.

Having said that, as long as you do not have found Shocking Discovery yet, than a card searching the entire deck is pretty valuable for Mandy to have. So not only the expensive upgraded No Stone Unturned which you might probably not want to waste on this, but also cards like the 0xp Research Librarian all of a sudden look completely different to me. Even some encounter cards might help, like SPOILER or SPOILER from Path to Carcosa. The latter will also surprisingly be completely canceled as far as I do understand it.

thakaris · 199
That’s a great find on the SPOILER encounter cards. RAW I’m certain it cancels if you draw the card, but the later would still resolve if a different investigator draws it and is the one searching your deck. The basic weakness, Through the Gates, also. :) — Death by Chocolate · 1489
On the first SPOILER the horror will also be canceled i guess? — Django · 5155
Probably not. It’s does ‘horror and a search’, so I don’t think the horror falls under the ‘search and it’s effects.’ — Death by Chocolate · 1489
@Django: As far as I do understand it, the first SPOILER card will work like this: If you fail the test, you take 2 horror, also you search your entire deck. The latter will be canceled and you have to draw another encounter card. You still take the 2 horror but from now on you can use Rook as much as you want, you may uses upgraded No Stone Unturned and basically become the incredible card search machine that Mandy becomes ones here weakness is out of the way - so enjoy! — thakaris · 199
@Death by Chocolate: Regarding the second SPOILER from Path to Carcosa - you are right about that one in my opinion. If another investigator draws that card and searches you deck it does not trigger, since Shocking Discovery says "Forced - When you search your deck". Since it is essentially not "your deck" you are searching when a player besides Mandy herself draws that second SPOILER encounter card it will not be canceled. It is really a pity that there is not a card that allows you to temporarily take ownership of any given card since I really want to put "Shocking Discovery" under Diana :-) — thakaris · 199
I don’t think such a card would exist since SD is a treachery, so no player has ownership of it while it is resolving. — Death by Chocolate · 1489
Even if you could switch owner, Signature Cards have been errated that you cannot give them to other investigators (unless they'll publish some shapeshifter). — Django · 5155
What happens If you are told to search your deck for a card during the setup? — Taskonidis · 1
Well, that is a very good point. There are very few situations though, I can think of that makes Mandy search here complete Deck during setup. Just one specific situation during Carcosa come into my mind. I don't think, you can draw from the encounter deck or discard during setup, so I would rule per Grim Rule and decide that Mandies weakness would not trigger here. Maybe to file a rule question with FFG would be of help here. — thakaris · 199
It happens at least once during Dunwich and The Forgotten Age also. — Yenreb · 15
The very first scenario of Dream Eaters does it — PanicMoon · 2
So from this post what I understand this "When you search your deck and this card is among the searched cards" effects resolve even if card itself is not a valid candicate for search. This means if I find this with librarian it will be discarded and prevent librarian's effect is that correct? — Makaramus · 9
Yes, that is correct. — thakaris · 199