.45 Thompson

Leo Anderson wants you to say hello to his lil friend... OK, he's reloading!

This upgrade (featuring more bullets in the artwork than the original) seems like it might be the real reason why Sleight of Hand made it onto the mutated list of taboos.

By itself, we now have a quality +2 weapon that will almost pay for itself over its 5 shots. This lets us use it early in a scenario to wipe up mooks without losing tempo in the long run, and those click savings mean it can get seamlessly replaced later on for a boss-killer gun.

An obvious combo with Venturer means that the ally essentially ends up costing 1 resource (0 in Leo). Likewise it turns Extra Ammunition (from under Stick to the Plan) into even more resources. It also turns on Bandolier in case you're Roland Banks with a couple Hawk-Eye Folding Camera or something.

This is the Dr. Milan Christopher of weapons. That should speak volumes...

The_Wall · 289
Agree with you but I think Sleight of Hand + the BAR was probably the reason SOH is in a taboo list:) — Krysmopompas · 380
It's SOH legal again! — MrGoldbee · 1520
Just how would Reliable work with this? I mean, is there any benefit other than the +2 fight?? — tasman · 1
Tennessee Sour Mash

I don't know how good this will turn out to be, but I wanted to point out that the art changes from the original on these upgraded cards; apparently 3 XP buys you a little shot glass ( survivors just get more whiskey).

The main changes here are the addition of the fast trait, an extra +1 on the defensive buff, making your molotov cocktail attack deal +1 damage, and the card has a icon in case you're in to pitching your XP cards for checks.

I can see an argument for Jenny Barnes taking this at some point because miss moneybags plays it easily, hits 6s on her stats, and it represents a nice slot-free attack that leaves her hands free for her guns or Lockpicks or wotnot.

I tried Tennessee Sour Mash in Finn Edwards and have been mostly unimpressed, although it is another illicit card to search out or recur with Smuggled Goods. The small changes here just don't feel worthy of 3 XP that could be better spent on a Lola Santiago or something.

The_Wall · 289
I'd disagree, because getting Finn to 4 is much better than getting Finn to 3, and fast means you don't actually have to play it until you need to use it — Chitinid · 14
Although never mind, I forgot that fast assets can still only be played during your turn — Chitinid · 14
Survivor folks drink straight from bottle, there is no need for classy shot glass — 5argon · 12298
I want this card to work, I love the theme, and after three years trying to do so with Finn- arguably the investigator who'd gain the most benefit- and it just never makes the grade. It feels like this here would have been appropriate for the 0XP version. But for 3XP, I think I'd rather have Moxie(3) every time; it gives nearly everything, with more versatility and less up-front investment. — HanoverFist · 772
Enchanted Blade

Enchanted Blade has been hailed as a decent backup weapon to Machete because its damage buff goes off under different circumstances, its relic trait splats pesky Poltergeists, and it uses an arcane slot that wasn't ever getting filled anyway. So how much better is the straight guardian version?

Rather than extra copies of Machete, it might be more apt to think of this 3 XP beatstick as a miniature Timeworn Brand. The constant +2 makes fighting easier in general, and the timing on the charge trigger is simply perfect. Ensuring that charges will not be wasted is fantastic. Then there is that horror heal & card draw rider that might actually tempt you into overkilling something just for some tempo or to help mitigate the traditional blue investigator sanity defecit.

This card also marks the first time that guardians legitimately have multiple paths to weapon upgrades, because previously the big two-handed guns outstripped melee weapons in performance at high XP totals, whereas now it would be perfectly reasonable to dual-wield this and the Brand (especially with Ever Vigilant helping setup). Big guns will still do better in bursts but melee weapons now have multiple +2 options and no ammo constraints so at last the power gap is lessened.

The_Wall · 289
Swarm of Rats

A card most often seen as encounter filler in an early campaign scenario. On all but the weakest fight value investigators most likely to just consume an action to dispatch, or two if unlucky. At least it has hunter.

Also Often exploited to trigger specific — The_Wall · 289
Also often exploited to trigger specific interactions; for example Roland dragging one over to a high shroud location to splat it for a tough clue. — The_Wall · 289
Very good point that I missed. Never underestimate a guardian dragging a monster in handcuffs or otherwise to where they need it. — DoodleRaccoon · 3
You cannot cuff rats (and most monsters), they are not humanoid. But since they deal only one damage and no horror, the AOO is easy to take, even for Roland. — Susumu · 385
The Necronomicon

Amazing for Daisy, awful for everyone else

You know how Dr. Milan Christopher is an amazing card, one that you essentially want to get out IMMEDIATELY in any seeker deck? Well, if you're Daisy Walker, this is basically another copy of Dr. Milan Christopher in your deck, except it counts as a tome and thereby improves your eldritch sign ability instead of taking up an ally slot. The Necronomicon shouldn't be thought of as a replacement for the good doctor so much as as an additional copy. If you hard-mulligan for Dr. Christopher, you have a 55% chance of drawing him in your opening hand in a 31 card deck. Adding in The Necronomicon vaults the chances of drawing one of those three cards in your now 32-card deck up to 69%! {nice} The card pays for itself first turn, costing you 1 action and a hand slot for a permanent assurance of never running out of resources.

Given the utility of Higher Education, having some sort of resource-drawing engine in play is critical for Daisy. While it's no replacement for Dr. Milan Christopher, it dramatically increases your chance of survival. And if you have both out, you can pull a whopping 6 resources/turn for the cost of...a free action. Encourage your partners to run Teamwork so you can share the bounty, and watch as resource intensive cards like Streetwise and Keen Eye suddenly become a lot more valuable.

If you're not Daisy, then this card becomes terrible. Obviously, this is a story asset, so taking it for plot reasons is always an option, but if you're asking if you want it in your deck, the answer is a pretty clear no. It takes an action to put in play, and an action to use. The first use just covers its cost to play, so you're down 2 actions for no gain. The second use gets you two resources, but you could have just gained two resources instead of playing & using it, so you're still down a net one resource. You have to use five actions to have more resources than someone who just used the last four actions to gather resources! Alternatively, it's an action and 2 resources for a +1 into boost, which is pretty crap compared to just playing a Magnifying Glass.

Compare: Player using the Necronomicon

  • Character starts with 2 resources
  • Action 1: Plays Necronomicon, down to 0
  • Action 2: uses Necronomicon, back to 2 resources
  • Action 3: uses Necronomicon, up to 4 resources
  • Action 4: uses Necronomicon, up to 6
  • Action 5: uses Necronomicon, up to 8

Player without the Necronomicon

  • Character starts with 2 resources
  • Action 1: gains 1 resource, up to 3
  • Action 2: gains 1 resource, up to 4
  • Action 3: gains 1 resource, up to 5
  • Action 4: gains 1 resource, up to 6
  • Action 5: gains 1 resource, up to 7
dharladay · 80
surely the +1 int compensates for how long it takes to pay for itself? — fistofyogsothoth · 44
Errr, ok, fine, this review makes sense, but please don't forget that this necronomicon also comes with a pretty severe drawback - adding an Elder Thing to the Chaos bag, usually the worst one on the Dunwich Legacy (sometimes even worse than Tentacles - U&U, I'm looking at you!) — Lettucefolk · 1
That's a good point, but unlike the mag glass, this +1 will also help you with False Leads or some parlay actions. Compare to Hawk-eye folding camera, which costs the same, but you won't get the int boost until you've cleared two locations of clues. It also gives you a wp boost with the first location, and +1 sanity with the 3rd, but seems like the necronomicon is at least comparable in power — Zinjanthropus · 233
Also if Daisy takes this (which she should IMO), she can upgrade into Protective Incantation to seal the new token, using the Necronomicon to cover the upkeep cost! — MiskatonicFrosh · 368
It actually gets worse than that - remember that Necronomicon costs you a card to play (this is a card game, cards are resources too), so you actually need to spend 5 actions _and_ a card to get 1 more resource over the player without necronomicon. If you instead compare the necronomicon user with someone who played emergency cache instead (a more fair comparison since now both players are down a card), the necronomicon user needs to spend a total of 7 actions before they are up 1 resource over the emergency cache user — EthnicSmoke · 1
Can you have can have "The Necronomicon Petrus de Dacia Translation" and "The Necronomicon: Olaus Wormius Translation" in one deck? I think "no", because "The Necronomicon Petrus de Dacia Translation" say: Limit 1 per deck. — CarolusRex · 1