Swift Reflexes

TL:DR, nice effect, there is not a character around that doesn't want this in their deck. Problem is that a free action, at that cost and a cardslot, probably not be what the doctor ordered, therefore it'll rarely see play.

Swift Reflexes is a free action, it even gives you some leeway in when it happens, sneaking actions into someone else's round, useful for example to grab an enemy or snipe a persistent encounter card so that another character might do their thing better. An extra attack, a move, actions are good.

But the problem is the economy, you get 3 actions per turn for a dozen+ turns every game "for free", paying 2 resources and a card is steep but fair, but can you spare the card slot?? You need those slots to build that carefully orchestrated deck, how valuable is that lone bonus action over, say, an extra card draw from a boosted action with one of the neutral skills on it? Do you have enough weapons? Most cards are about generating extra success value from every action, "More success in less actions", a flat +1 action is therefore weirdly often unhelpful, at such a steep cost that is.

Swift Reflexes has 2 on there, so it might reasonably replace a Manual Dexterity, run them together with Backstab to have a pretty good range of options.

It's not a bad card, it's mostly a case of an effect that in of itself is so small that I wonder if it'll be worth it's slot, at that price too. I would be glad to see an XP version that grants some bonuses during that extra action.

Edit: Some more experience.

I started finding more use for this card, mostly outside the faction. folks tend to pay through the nose for stuff, especially , which is where non-repeating extra actions really shine. Characters with large bonuses already will find Swift Reflexes much more routinely useful then those with 3 or less. Tony Morgan and Leo Anderson for example.

Tsuruki23 · 2577
I testes this card in Preston Fairmont and it was terrible. Even with a round of Trial by Fire I dont recommend this. — StyxTBeuford · 13049
Tested* — StyxTBeuford · 13049
Agreed, Preston doesn’t want to buy actions since it costs him so much to use them. You want this on someone who already has high value actions, or who benefits from acting on someone else’s turn (such as by grabbing an enemy off their face). — Death by Chocolate · 1489
I think this could work well in a combat focused Jenny deck. She has all of the money too spend and getting an extra action during a critical round can be huge. I also like that it can sort of replace Manual Dexterity where the worst case is that you use it for 2 skill icons. — The Lynx · 993
Lantern

Pay 2 exp for the privilege of removing this from the game, preventing yorick from recurring them. Seems bad, but then I've never tried out the base versions of these cards, so maybe I'm terribly underestimating them.

mannerpots · 2
Also makes it one resource cheaper, so if you are planning to recur them it saves you a resource per time you play it. The way i see it this upgrade is "either recur this for half the price, or if you werent gonna recur it you can use it for double effect" — NarkasisBroon · 11
Or you get the best of both worlds and recurse it for -1 resources until the last time you use it and cash in that sweet bonus. No matter how much recursion a deck has, it only does so a finite number of times per game. — Death by Chocolate · 1489
A card that costs 1 can enter a Dark horse build. — AlexP · 284
Its 2 exp for a 2 Int icon card you can get back with scavening. — Zerogrim · 295
Ace of Rods

This card is pretty bad. Get that straight. Its bad. But its not irredeemable. A few characters are so action starved that theyll take what they can get.

If you find it in the mulligan, its a free action, nice, but, not groundbreaking. We already have Quick Thinking and Swift Reflexes.

If you dont find it, and have to play it... you pay 3 resources to -move- an action, bank it. That is so goddamn terrible that it begs belief that this is a printed mechanic, yet, even so. There is a demand for it.

Some characters are so damn hungry that they will take any old garbage card to sate that hunger.

  • Rita Young has some of the tightest rounds an investigator can have, its all those Engage actions that really muddle her rounds. She likes to bring tricks like Cheap Shot and/or Bait and Switch to circumvent lost actions. For her the ability to generate 4 action rounds is valuable. Typically that 4 action round reads: Dodge, Shoot bow, Reload, Shoot again.

  • Mark Harrigan can be hella action effective with big guns, Shortcut and Elusive, even so he might feel the need to make a 4 action round happen every now and then, probably to attack 4 times with his Machete or .45 Thompson.

  • Calvin Wright has very few options for action economy, and the bonus isnt bad.

You get the picture now, decks that lack access to action economy might want to teck a couple of these every now and then. If there's any other action Economy card in your cardpool, that one is better than this one.

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Another, small, consideration for using Ace of Rods is that it's not a bad tagalong tarot for Anna Kaslow, she's an ally with a deathwish and having tarots that self-discard solves some issues that might arrive when she kicks the bucket.

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Ace of Rods is not a good card, but i'dd like to say that it gets less credit than it deserves. I highly recommend you try it out, 2 copies, even if only to never try it again.

Tsuruki23 · 2577
I disagree that anyone should ever bother purposely pursuing two copies of this card. One is more than enough to know how terrible it is. — StyxTBeuford · 13049
It's the perfect card for the finale of Union and Disillusion (TCU). I won't say more to avoid spoiling. — Ezhaeu · 50
Ooh, good point Ezhaeu. That would be amazing. Might well be worth paying the XP to add it before that scenario. — gators gonna gate · 53
This card just became reasonable for Dexter Drake as he can effectively play it as a fast action for 1 gold less and there's a chance he can start with it in play. — LondonLeon · 32
Stealth

Almost identical to the level 0 version of Stealth, for 3 XP you get an additional Agility icon, and Finn Edward's ability to Evade as a free action once per turn. This is further bolstered by the - 2 evade, making this a solid pickup. 3 XP might seem like a lot, but any enemy with an Agility of 2 or less is automatically evaded, unless you draw the auto-fail. Yet another benefit is that seemingly ever present inclusion of "a non elite enemy.", is missing from the card. This means you potentially can evade some big elites, turn after turn. It can also be used aggressively with Waylay, if the investigator can take it, potentially turning Waylay into a 1 action kill, or with Sneak Attack, for a cool 2 test-free damage. Might be overkill in a Finn deck, but also turns him into a pretty great dodge tank with just a bit of support. I personally think it's a great card, with a lot of potential.

oCCult · 8
It doesn't work with Waylay, though. Waylay requires the enemy to be exhausted and this specifically doesn't exhaust the enemy - it just disengages it from you. It also can't trigger lvl 0 sneak attack. So it's a bit more limited than a free evade action, and I think it's only really great in solo. At higher players counts, you're not so much evading the enemy as you are pushing it off on whatever other investigators happen to be at the location and I think that's a bit less valuable. — bee123 · 31
In Multi it can be helpful for the cluer to move on their own or push enemies to the groups fighter? — Django · 5155
The enemy can't engage you until the end of your turn, if that means the investigation phase (as I would assume), then they can still engage you and attack you during the enemy phase. Makes it less useful, especially for hunter enemies. Still seems pretty good in some cases though (Especially solo) — Zinjanthropus · 230
Also a good way to trigger a slew of succeed-by-two effects — Zinjanthropus · 230
3 exp to have the action of Stealth(0) fast. I already find Stealth(0) weak. I suppose it's better in solo. — Mataza · 19
Not requiring an action is a substantial upgrade — Chitinid · 14
I had my doubts about this card, but it has been amazing with Trish! It works very well with her ability. Essentially disengage an enemy without taking an action, then investigate your location, which when you succeed you can grab a second clue (cause the enemy is there), or exhaust the enemy if you want. I'm definitely a believer in this card now. The free action makes a world of difference. — lockque · 1
With Kymani, this card finally finds its permanent home — Amante · 10
Kymani and also Exploit Weakness — Zinjanthropus · 230
Flashlight

TL:DR Grab Flashlight if your is low or mediocre, it's outright amazing solo but looses it's luster progressively with player count, it picks up again on hard and expert as a means to cheat low difficulty locations.

The ubiquitous Flashlight is at this point a legacy card, its one of the more decent cards in the core set, but it is a little specific.

When a difficulty test is (0) it's automatically passed regardless of what token you reveal (except if you get ), this means that a Flashlight outright wrecks easy locations, this is a good means for 1, 2 and 3 characters to help in the clue game. It has combo potential with some skills, netting you guaranteed hits with Double or Nothing, Deduction, Resourceful and so on.

In higher difficulty this ability to cheat some locations is even better, those -5's and -6's really don't impact you when everything but succeeds.

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Flashlight isn't a must have though, when player count grows and the clues start getting placed in bulk Flashlight just doesn't cut it anymore. A solo character who is bad at clues might be able to finish 2 easy locations with just 1 flashlight, and cheat the hard locations with other tricks, in 3-player it'd only get you through one location! Of course if the full team is doing their thing then beating one location isn't terrible rate, but specialization is the name of the game in multiplayer and a fighter spending 4 actions, 2 resources and the card slot to beat a 1 or 2 difficulty location isn't the best use of his time at all.

That said, Flashlight isn't bad for flex characters in multiplayer, dudes like Roland Banks who can pretty even-handedly do clues and combat, Wendy Adams until she gets Lockpicks, Sefina Rousseau as a means to conserve Rite of Seeking charges.

It's a fine card, but it's definitely better on higher difficulties and lower player counts (ideally: Solo).

Tsuruki23 · 2577