Enemy weaknesses always scale well (from a player's perspective). If you're playing solo Trish, you better have the hammerless or the cane ready to go. In multiplayer, this just is the guardian engaging and attacking. 4/2/4 means it's not going to be a guaranteed hit in the first scenario, but when you're packing big guns, this guy is a speed bump in a way that "spend two actions or something really bad happens" isn't. Trap him with Restrained. Indirect damage with Cosmic Flame(5). Seeya.
Inimigo. Fraqueza
Humanoid. Coterie.
Hunter. Prey (Trish Scarborough only).
Forced - After you evade Black Chamber Operative: Place 1 of your clues on your location. If you cannot, this enemy readies, engages you, and makes an immediate attack.
FAQs
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Reviews
This is a surprisingly rough weakness and I think it's a competition between this and Breaking Point (Isabelle) for the worse investigator weakness in the 2026 core.
I've already seen it cause some very negative game states/experiences. You can (and should) obviously build your deck to prepare for this card, but there are plenty of common board states where you can draw this and end up completely stuck. In larger player counts with a proper fighter it's less of a problem, but it doesn't magically disappear. Trish can't do damage to this on a basic attack even if you draw a zero and evading just causes you to get attacked. It's also resistant to all the Rogue damage options which target or get boosts against exhausted enemies. In short if you have no clues and no weapon then you can't interact with this card and get action locked. So your best course of action is ... skipping your turn and hoping to be rescued.
Imagine drawing this end of T1 in true solo - I guess you either walk to the nearest location with clues and investigate or start drawing to try and find a way to damage this (taking opportunity attacks the whole way and likely being defeated in the next turn or so).
I understand why they didn't want to give this card a lower fight number, because it makes it trivial to deal with in multiplayer but I really wish the forced ability here was limited to once per round to give players ways to interact with this card with basic game actions (even if it's painful and inefficient).