Wendy's Amulet

Wendy's Amulet is a great Signature card that allows Wendy Adams to focus on an event-heavy deck. The Survivor faction has great event cards in the form of Lucky! and "Look what I found!", and Wendy's access to Rogue cards lets her play with very powerful events such as Elusive, Sneak Attack, and Backstab.

Wendy's Amulet takes up an Accessory slot, which is not a huge deal since there are not that many Accessories in the first place. Though it competes with Rabbit's Foot and the Elder Sign Amulet, it's genuinely not a big deal to overwrite those other assets with this powerful Relic.

With Wendy's Amulet in play, you can play the topmost Event in your Discard Pile as if it were in your hand (note that Play means paying the cost to play the card, you can't commit the card to a skill check!). The Forced effect of the Amulet states that playing an event requires you to place it on the bottom of your deck as opposed to your discard pile. The way these two interactions work, you generally want to play Wendy's Amulet only after you have played a couple of very powerful event cards, and then play them off the top of your discard pile.

This makes the order in which you play your events remarkably important! If you play a "Look what I found!" to Investigate and then play Wendy's Amulet, you better be sure that you want to Investigate again in the near future, or else you won't be able to dig through your discard pile for the other powerful events you just played! The importance of order makes it so playing generic events that are almost always useful, such as Emergency Cache or Will to Survive allows for greater flexibility moving forward. Of course, if you really need to focus down getting clues or evading or killing a monster or so, then you can time the Amulet well enough with those appropriate event cards.

Of course, as with all Signature cards that don't start the game in play, you can't guarantee Wendy drawing it. As such, unless it's in your hand or you have some way of ensuring you get it very soon, it's not worth fretting too much over the order in which you play your events (though, in the same breath, if you're going to play two or more events in a turn, it is worth thinking about which one you'd play last...). And, if you draw it at an inopportune time, you can always pitch it in to a skill check for the +2 Wild icons. Also, the fact that it is an Item makes it a great target for Scavenging.

An interesting part of the Forced ability is that the rules of "Instead" cause it to only place the Event card at the bottom of your deck at the point in time where it would resolve and then go into your discard pile. There are some event cards that have been revealed that do not place them in the Discard Pile but rather attach them to some location: #Lure is the example we have for now, but spoilers have revealed other cards... In the case of #Lure, after you finish playing it, it does not go straight to the Discard Pile but rather attached to your Location. As such, Wendy's Amulet Forced ability does not trigger as the "Instead" part of the text does not happen. At the end of the round, when Lure is discarded, it will go on the top of the Discard Pile (the Forced part does not trigger for this either, as it was not 'just' played). Consequently, next round, Wendy can play the Lure again from her Discard Pile! This allows Wendy to infinitely recur the Lure, and help keep monsters away from the other investigators!

EDIT: With Path to Carcosa out, Hiding Spot is now a much better card for Wendy to do some crazy shenanigans against the enemies out of the Encounter deck. With the ability to keep recurring Hiding Spot out with the Amulet, she could play it multiple times to help keep critical locations safe for their fellow teammates. This works because, like Lure, Hiding Spot does not go into the discard pile.

Darthcaboose · 285
Also note that even after Wendy's Amulet has been played, events committed to skill checks will go to the discard pile, not the bottom of the deck. So you don't necessarely have to wait with playing the Amulet until you've played a bunch of events. — Orange Devil · 1
Doesn’t this mean that Wendy’s deck will never run out? On our play, towards the end it the game Wendy’s deck was only full of events and there was no way to end the deck to shuffle it back in because the events were always put back into the deck, not the discard. — ollieh · 1
Newspaper

I've been using this in a few decks, and I've found it to be pretty handy. It's like a cheaper Flashlight, with some different restrictions.

I guess solo shouldn't mean you're empty of clues any more than in multiplayer games, but it does somehow feel that way, and the fact that Newspaper is cheaper, and not limited in the number of uses like Flashlight is great. It's not reducing the Shroud, though - so you can't get zero-shroud investigations (success, unless you get an auto-fail), but equally, you still get the benefit on Shroud 1 spaces.

It also seems to combo nicely with Burglary. That's an investigate action, but instead you don't get any clues - so it remains in effect for next time.

It definitely feels like an alternative, possibly improved, flashlight, and I quite like it. It seems to work well with Rex Murphy too; if he's without clues it makes the chance of him grabbing 2 with an investigation much greater.

AndyB · 955
I love the Burglary combo - that is thematically delightful (investigator reads paper, gets hint of where to rob) - and I like your notes. I think the other investigator who likes this is Ashcan Pete, as it's a static +2 intellect boost, which Duke enjoys! — zozo · 3000
There is a good reason you are without clues more often in multiplayer, the triggers that wipe you of clues occur more often and there are fewer clues to gather (not necessarily per person, but clue gathering isn't equally distributed in multiplayer) — Difrakt · 1319
This is one of those cards I need to use a lot to evaluate. It's situational for sure; and if you need a bunch of clues it's not going to help most of the time. But, it's really good in scenarios where you spend clues. I agree it's a good replacement for flashlight for Duke decks. Like Burglary; it's great in specific situations but does that outweigh the times when it isn't? — bigstupidgrin · 84
This card might work well with Rex when playing true solo, but with more than one investigator its going to count a lot less often. — shenaniganz11 · 40
I struggle to see the value of this card. Assuming 3 Acts that require clues to advance it, then Newspaper helps to investigate 3 clues, scattered over the scenario. That doesn't seem good, particularly in anything higher than solo play. What decks WANT this card? When is choosing this card the correct choice, over Flashlight or Old Keyring? — VanyelAshke · 181
@VanyelAshke: Well for one thing, Newspaper helps you out on investigate actions on other cards. For example, Flashlight doesn't work well with Ashcan Pete; he can use either Duke or the Flashlight, but not both at the same time. Ditto with something like Lockpicks. — ClownShoes · 160
The issue with pete taking newspaper is he can just take magnifying glass. — Zerogrim · 295
Bandolier

I think it is best to think of this card as an extra hand slot for most characters instead of 'just' for weapon. That way it doesn't make you feel like it is meant to hold extra weapons in your analysis. For instance, Zoe with a Machete can now hold a Flashlight and Ritual Candles in her hand.

Will you sac this for health? Maybe, but only if your low and the guardians typically dont need this stat boosted. This card seems somewhat mediocre to me.

Bronze · 187
This card is pretty terrible in my opinion as you have to draw cards in the right order. Lots of hand cards and no Bandolier? Bad. Bandolier but only 2 hand items? Waste. If it were free, it might be worth considering, but at 2 cost, no. As it stands now there just aren't any "killer combos" you need an extra hand for to make all the downsides worth it. — waferthinninja · 660
I think this is useful for investigators planning on using two handed weapons (e.g. Shotgun, Jenny's Twin .45's). You usually don't want to play those "big guns" early, so waiting for the Bandolier isn't as big of a deal. — TaranWanderer · 1
It does specifically say its for a Weapon asset though, so I don't think your scenario with Zoe works does it? I'm pretty new, so I'm always happy to be wrong — TheRZM · 1
Zoey holds a Flashlight and a Ritual Candles, and a Machete in the extra spot. — bricklebrite · 533
I really think it should've been cheaper. I think 1 Resource would've been fair, but 2? Ehhh... And taking up the Body slot too? Ouch. — ArkhamArkhanist · 10
Become a lot better in the recent meta in my opinion. With prepared for the worst, stick to the plan, a lightning gun and a machete my guardians can reliably despatch weak and tough enemies alike as efficiently as possible. At least by the mid point of a campaign — NarkasisBroon · 11
2-hander + backup weapon. No good with flamethrower, but makes perfect sense with any other dedicated killing-machine setup. I like this on Yorrick a whole lot. Baseball Bat + Survival Knife, works great on him early. Baseball Bat + Timeworn Brand, later, is reliable azz-whooping. — crymoricus · 252
With Joe and his Detective Colts does this effectively grant him 5 hand slots, one — AnyoneForSnakeStew · 1
Sorry about that... I will now continue. So can Joe have his colts, an Ancient Stone and 2 tools? His is effectively using the extra hand slot from the bandolier for one of the two hands required for the colts? — AnyoneForSnakeStew · 1
My second post hasn't appeared so will try this again. My question is can Joe use this to have his Colt Detective 1911's, an Ancient Stone and two tools in play all at the same time? — AnyoneForSnakeStew · 1
Yeah, the requirement should be that you have a weapon in play, not that it can only be used for a weapon. That way the order doesn't matter. — PrecariousSleuth · 19
Better still, it should read that it attaches to a weapon. That weapon doesn't take up a hand slot. Personally though, that is basically how I interpret this card anyways. I am not going to play it in order. I assume they mean what I am saying; It requires that you have a weapon in play. — PrecariousSleuth · 19
Cover Up

Poor Roland Banks. Out of all the Investigators seen so far in the Core Set and the Dunwich Legacy, Roland Banks is the investigator who suffers from an innate weakness which causes trauma to his lowest statistic (Sanity of just 5). Whereas others, like Jenny Barnes or Zoey Samaras have a bit more leeway to play with, Cover Up really emphasizes Roland Banks's pitiful Sanity.

Cover Up is one of the tougher Weaknesses to account for. As you need 3 clues on Cover Up, that's effectively 3 actions spent Investigating and not working towards advancing the Act Deck. There is also not a guarantee that you will succeed in Investigating; which would cause you to waste actions, and it may be especially hard to do so if there are only clues left in high Shroud locations. It's also quite possible that you might empty out all the available clues, and THEN draw Cover Up. If that is the case, you are out of luck, as with no clues on the board, it is impossible to trigger the Reaction ability of Cover Up.

As per the rules of cards in your threat area, fellow investigators at your location (and therefore, at the location of Cover Up), can help to contribute to adding clues to Cover Up by Investigating. This makes Cover Up less dangerous in multiplayer games, where other high Intellect investigators (like Daisy or Rex Murphy) can take care of Cover Up with less chance of failure. Additionally, cards that immediately discover clues like Working a Hunch, Evidence!, and Art Student can add clues to Cover Up. When it comes to deckbuilding Roland, you'll certainly want some of these clue-gathering cards to help him complete the Cover Up.

Darthcaboose · 285
Indebted

I haaaaaaatteeee this weakness. My brother and I have decided to ban this card from our campaign because frankly, it's overpowered, on top of the permanent keyword spoiling your fun if you like keeping your random weaknesses a surprise.

1) One of the big selling points of this game for me was the fact that you couldn't trust your own deck, and this card undermines that. It's never in your deck which makes drawing cards significantly less dangerous compared to decks with any other weakness.

2.) It's 1 less card in your deck. If there was a card in Netrunner that said "reduce your minimum deck size by 1, but start the game with 2 fewer credits" I guarantee that it would see play.

3) Most weaknesses are less devastating the earlier they hit you in the game, this weakness hits you at the very start of the game, where you'll have plenty of time to recover from its effects. Speaking of which...

4)... -2 credits is nothing. The worst this could do is screw up your plans of playing Leo De Luca or some other expensive card on turn 1, which is inconvenient but it's nowhere near as bad as the other basic weaknesses.

I'm not entirely against permanent weaknesses, but I think if we ever see any more of them in the future they should be a problem that haunts you for the entire game, rather than just a minor speedbump.

That said, taking this card AND another random basic weakness could be an interesting challenge.

N146 · 61