Tempt Fate

Tempt Fate is a weird event that really didn't quite find a home in any deck beside few odd ones using Paradoxical Covenant... Until Kōhaku Narukami joined the team, where this card is basically an auto-include in his deck. Why? Because of his ability to burn 2 curse and bless token to get an extra action. Basically this card on him reads:

"Fast. Play when your turn begins.

As an additional cost to play this card add 1 Bless token and 1 Curse token to the chaos bag.

Draw a card and take an additional action this turn."

It's incredibly good and effective at level 0 and gives a lot of flexibiliy to Kōhaku on how to act. The draw is basically a net gain of 2 actions, which is almost unheard at level 0 decks normally.

I love when niche cards find such an effective home in certain decks, like Opportunist on Winifred Habbamock!

Scrape By

The weird wording rose an eyebrow immediately after the card was spoiled. RAW, this can make you succeed on the , if another token was drawn before. People (like Travis from PBG) argued, this is not terrible relevant, because the cards are designed for current, and there are no , or frost tokens (yet). I would have said, that there is always the , which traditionally draws additional tokens, and does so in the new core, too. But well, the chaining of into is rather nieche. It will happen occasionally, but not that often.

Now we have the spoiler announcement for "Children of Blood", and guess what: they come with their own set of 12 (!) blood tokens, that draw extra tokens. Have fun with that interaction, until CoB falls out of current. (Or FFG is going into errata this card.) It was just a matter of time, unless this was really intentional, which I would not totally rule out. (Who was playtesting this card otherwise?) I guess, we will get again token manipulation in sooner or later, and probably and again. But I was not expecting to happen it so soon.

Susumu · 389
It's strange because it would be so easy to fix ("[...] a non-auto-fail token [...]" -> "[...] no auto-fail token [...]"). — AlderSign · 469
Agree, it would actually have been much more straight forward and sounding wording. This makes it even more uncertain, if the weird wording was intentional to allow canceling an auto fail, which is revealed after another token. — Susumu · 389
Old Shotgun

With Oops!/Oops! this card finds a place in a fail deck. Compared to other weapons Old Shotgun's damage scales with the amount you fail by, which makes it easy to get the 3 damage when built around it. Drawing Thin, being Preston Fairmont or Charlie Kane helps immensely with this (especially when cursing a lot), as well as packing some recursion via Salvage, Scavenging/Scavenging, Pushed to the Limit, Professor William Webb/Professor William Webb (and Sleight of Hand, which is a staple synergy with this card anyway). Sadly, both Resourceful and Scrounge for Supplies don't work on this one.

AlderSign · 469
"which makes it easy to get the 3 damage when built around it": The problem, I see is, that Oups (2) requires you to fail by 3 or less, while the old shutgun requires you to fail by three or more (for max. damage). So unless you fight against an enemy with exactly 3 combat, this does not seem so trivial. And Oops (0) will always ever do max. 2 damage anyway. — Susumu · 389
Yes, the +3 (and other limitations) are a "problem". I don't really think it's worth building a deck around this interaction, I just noticed that it could be leveraged if you are into fail synergies already. The good thing is Oops can be played in reaction. That this whole thing requires another investigator to work is a huge downside though. — AlderSign · 469
Actually, I now think, Oops (2) would not work at all with this card. OS states "if you fail and would damage another investigator", and Oops denies damage to the other investigator, so you would not deal damage at all, neither to the investigator, nor an enemy, imho. — Susumu · 389
Restrained

Remember when, as Nathaniel Cho you had to run one copy of Handcuffs to just disable Tommy Malloy for good?

Well, now for the cost of only 2 damage, a resource and this card, you can basically take Nathaniel's personal weakness out of rotation for good

This is a fantastic event: against humanoids they are good as basically dead if locked down with Restrained, if not even deader as much as someone hit with Bury Them Deep because they cannot respawn. As long as they don't get or produce Doom, you don't need to put them down.

Even against non-humanoids this is great, because the card only gets discarded after cards ready in the upkeep phase, which means it works as a longer stun like Slip Away and Disguise without a test. This is incredible tech and insurance against retaliate enemies just like Adapt and Overcome: if you trigger the counter-attack, you can ensure the enemy won't get a chance to strike you again if you fail your follow up attacks.

Very good card: so happy Guardians got great tools in Chapter 2.

Mauser Tankgewehr M1918

The Tankgewehr certainly isn't for everyone. As others have noted, on its own it's a slightly underwhelming 5XP weapon. However, when you look at who can take it and what else they can take, it starts to get very appealing as a synergy weapon.

This is Dexter Drake's favorite gun on the Citadel. Molly can pull it out of his hat with flawless accuracy. He can do Great Work In the Thick of It with Charon's Obol to Delve Too Deep and have his guns on the line by the second scenario. The tank gun is competing for the affection of Dexter's hands with things like a cane, some candles, or maybe an atlas or flute; even the good books, scrolls, and gang signs don't tie into his love 'em and leave 'em relationship with spell assets. Against those, it looks respectable on its own. Then his mafioso man Friday shows some Quick Thinking to help him defray that extra action cost. Because "Activate" is a type of action, he can even shoot off one of his spell assets, then shoot off his gun, and reload with a quickness—his face is even on the card. And when worse comes to worst, he can burn one of the baddies under his Binder's Jar to cancel the hit from a badly timed reload.

Speaking of Leos, Leo Anderson is right up there with Dexter on the list of guys who love this gun. He has all the same rogue tech and economy as Dexter to support it. He may not have Molly, but he has the classic line of Guardian gun tech: Prepared for the Worst, Marksmanship/Telescopic Scope, Custom Ammunition/Custom Modifications. And he can go On the Hunt or take First Watch to make sure there are plenty of things for him to shoot (in addition to the rogue moves for that). He can let his dogs tank the hits from inopportune reloads or call on cats to get him out of the situation. The apex of this gun is when Leo quicksilver snipes a big wiggly squid face or a sticky bubble bath in the next county, then reloads right in front of a doom-spewing science project (behind his Bulwark), letting him follow up with a hasty no-scope.

RampantC · 1
Be aware, that Dexter didn't remember his past in WW I in the new core set, so he isn't allowed to get this gun — Tharzax · 2
Cutstom Ammo would still attach, but won't give any extra shots: it adds 2 ammos, not shells — HeroesOfTomorrow · 97
But the extra damage still applies. — Tharzax · 2