Cheat Death

Death prevention cards are probably worth a look in any build in the endgame of a campaign.

This one comes with a hefty cost, but I think most Rogues would normally consider 1x of this card regardless.

I kind of like it better than similar cards, like I've Had Worse because it provides healing after you take the damage, it allows you to disengage AND move somewhere else.

It also has a few edge cases for Rogues outside of just combat too, but they are pretty rare.

Anyway, I would always consider 1 and probably never run 2. I also don't consider it mandatory with the Obol, but it is nice to have 1. Some might say it lessens the impact of the Obol, but I think most rogues would try to take 1 anyway... so it kind of mucks with the math a bit.

Myriad · 1226
I feel like this card might look better than it really is. Don't get me wrong; I think this card is super cool. But thinking about usage cases, if you have 1 health/sanity left and take 3 damage/horror, it doesn't save you. Additionally, the forced move could actually be bad, or fizzle, which is annoying. I agree with maybe taking 1, and pairing with the Obol for synergy. — SGPrometheus · 849
Also it occurs to me that it discards Skids' weakness from play, as it discards all cards from your threat area and his weakness doesn't have a "cannot leave play" provision. — SGPrometheus · 849
Since it says remove cheat death from the game as the final provision... is that pertaining to that card... or all cheat deaths in deck? — Roakana · 2
I'm fairly certain you just remove the copy of Cheat Death. This is interesting, also, because Sefina could also use The Painted World to copy this, and theoretically play it as many as 5 times in a single scenario. I think you'd kind of have to be intentionally killing yourself off to be able to play it 5 times, of course. Probably worth it to get rid of those annoying threat area treacheries. — Zinjanthropus · 231
"I feel like this card might look better than it really is. Don't get me wrong; I think this card is super cool. But thinking about usage cases, if you have 1 health/sanity left and take 3 damage/horror, it doesn't save you." — GrandMasterJ · 3
That was annoying. But regarding this: "I feel like this card might look better than it really is. Don't get me wrong; I think this card is super cool. But thinking about usage cases, if you have 1 health/sanity left and take 3 damage/horror, it doesn't save you." — GrandMasterJ · 3
Okay, no line breaks or paragraph breaks, just endless text. Got it. That statement is not correct, however. You cannot overkill or be overkilled. Once you drop to zero, that's the sum total of the damage you will take. Cheat Death can be used to heal you back up to 2/2 and move you. — GrandMasterJ · 3
Congrats, you just took three tries to add something that is wrong to a 3 year old comment. — DerBK · 2396
Unfortunately I believe that @DerBK is correct (though the way he expressed it was rude and unpleasant). My reading of the rules is that you would place damage and horror next to your investigator card and it is entirely legit for it to have excess, at which point you are defeated. So playing this card will heal two of both, but only keep you in the game if you're then still above 0. Which is a shame, because it slightly undermines what's otherwise a beautifully thematic and interesting card. I'll still play it though. It makes for some truly memorably moments. — mythosmeeple · 473
Lupara

If you are a fighty rogue you should take this and sleight of hand.

Great for Jenny, fantastic for Skids (he has slight flexibility in actions) and probably not worth it for Sefina outside of some weird builds.

But this is a weapon that makes Guardian's green with envy. Drop it and unleash hell into a big enemy for maximum effect OR sleight it out and unload and pop it back for a repeat.

This is a perfect target for prepared for the worst! No longer is that card just a placeholder, but it can actually set up for some bigger damage later.

And it is only one handed?

Man, I think the only thing I don't like about this card is that it has two ammo. But even that isn't that big of a downside. You will probably want to ditch it after using it anyway.

Its good. Really good. And what a homerun for theme.

Myriad · 1226
Should be good with the new guy too, especially since his signature event can find it. Who else can run it? Just Wendy? — SGPrometheus · 849
At 3 XP, Wendy can't use it. Lola could. — AndyB · 957
Aw yeah; thought it was 2 for some reason. — SGPrometheus · 849
Lola can play it, but with her big deck it's unlikely she draws this and Sleight of Hand. — Django · 5165
Hello Tony! — MrGoldbee · 1495
Charon's Obol

A few questions about Charon's Obol.

1.)Are you playing a Rogue? - Yep? Okay good! Stick around.

2.)Can you take the pressure of knowing that any game might be your last for this investigator? - Awesome! Take some free XP!

3.) No number 3. That is really it. This card is a playstyle card, but I think every rogue should take it regardless. If you are worried about getting taken down, you might invest in a copy of the next card, but I still think EVERY ROGUE should play this.

Unless you are in an all rogue group... then it is really a matter of first rogue to it (or to stick around).

Also, don't buy this late game. You need to buy this in the first scenario for optimal gains.

Myriad · 1226
Wendy can take this, and she is exceptionally good at staying alive. — SGPrometheus · 849
Are you useing ultimatum of finality — Chaos1842 · 7
Not sure if this is the right place to ask, but can you take a permanent out of your deck in-between scenarios? The longer you have this in, the more it will hurt if you die and have to start with a new investigator. Can I use it for 3-4 scenarios and then drop it? — FutilityJones · 1
#FutilityJones: Outside of a formal ruling, I would say no. Under campaign play, when a non-permanent card would be added, a different card must be removed to maintain deck size. Since removing the permament wouldn't sastify the deck size limits, you cannot choose that to be removed, and must therefore choose something else (i believe). HOWEVER, if someone else can purchase and use the card, only one of you can have it in play, so only one of you takes the risks (and gets the benefits). Thematically, The Ferryman will always want his due; if you buy this, it is yours for YOUR life. — CecilAlucardX · 10
One major problem with this card is that, even if you find a way to consistently manage to stay alive, with or without Cheat Death, is that you might be defeated as a part of a scenario ending effect. A few days ago, me and my friends finished playing Scenario 6 of Carcosa cycle and didn't manage to reach a resolution, as the agenda advanced before we managed to advance the act deck (we were 1 turn away btw). As a result, all investigators were defeated. I wonder if Obol would trigger in this case, but I believe it would. — matt88 · 3229
It absolutely would. Defeated means defeated. — Death by Chocolate · 1484
No Stone Unturned

A powerful card with a supremely expensive cost. Most people will say "Why bother?" and if you are designing your deck in a vaccuum, it probably will be over looked for some other great toys.

But in multiplayer, you can be the supreme support character with a copy or two of this. If you can stomach the xp cost, this card will make your Guardian and Mystics more consistent, allow your Rogues to pull that game breaking combo or just save someone's skin at just the right moment.

Really, this card feels maybe 1 xp too much, but it also is pretty amazing. Fast, during anyone's turn find the solution to a problem for just two resources.

It is hard to argue with it. I think if you are leaning more into a support role, this is your endgame. This card will make your team love you and will allow you to pull some of the best tricks the game can offer.

So yeah, support/10. I think its a home run in multiplayer.

Myriad · 1226
Good for finding hidden watches. — SGPrometheus · 849
Notable: With Crafty to pay for Insight events it can be a life saver even if you have no or not enough resources. — Miroque · 25
I'm a bit surprised no one's mentioned Mandy yet. She gives two cards, doubling this cards power. Great for your friends! And, great for Mandy too, if you've already drawn her signature weakness (which you can pull with Research Librarian). — khoshekh · 8
Eidetic Memory

If you are seeker, you have a lot of great targets for this card.

Really, this card is probably worth a look if you are anyone who isn't splashing heavy on survivor. It is so freaking good.

Yeah, not much else to say. Play it if you are event heavy seeker and don't look back. Play it if you have allys with insight events. Or play it for both. Just do it.

Myriad · 1226
Some highlight Insight cards: Cryptic Research, Deciphered Reality, Mysteries Remain, No Stone Unturned, Shortcut, to name a few. Might be best as a, "I need a second copy of this card right now" card. — SGPrometheus · 849
Wouldn't copying Cryptic Research, cost you ALOT of XP, since both Eidetic Memory and the card you are copying are removed from the game. Copying a Cryptic Research would end up costing you 7XP (3 for Eidetic Memory and 4 for Cryptic Research) — Daerthalus · 16
"removed from the game" is not "exiled." Both Eidetic memory and the card you copy remain in your deck, you just can't use them for the rest of the scenario. — SGPrometheus · 849
On the other hand if you have Cryptic Research, you want to cycle through deck couple of times, so it wouldn't be the main target, but removing one card from your deck might help with consistency — Drostt · 152