Detective's Intuition

This card has the exactly same illustration as Establish Motive and that's kinda lame. In order to reach 200 characters I'm just gonna say I'm not surprised there is not another review for this card. It is simple and efficient. His main effect is a modified version of Emergency Cache and sometimes will even draw 2 cards without even spending 1 action. Nothing much too say. You don't need to build an entire deck around it because of Joe's ability and even when the drawing requisite is not met it is still a modified version of Emergency Cache (in other words: very good).

Dimerson · 15
Nature of the Beast

This card's flavor is amazing! You are studying the nature of the entity you are facing/will face. By looking at the top 3 cards of the encounter deck you can understand what kind of menace this scenario may bring and through that insight you discover 1 clue. That's why it activates upon REVELATION: you never know or control when this insight will come.

The illustration is the cherry on top. One of your friends must suffer a little bit in order to achieve a greater comprehension of the beast.

Dimerson · 15
Hunter's Instinct

It's interesting that the upgraded version of Hunter's Instinct loses the text "If there are no supplies on Hunter's Instinct, discard it." This is actually a significant nerf to the number of uses you can get out of it.

Because of the Limit 1 per investigator, you're stuck with the first copy you play and can never play a second copy, as per rule 2.3, Limits Pertaining to Play Areas: "Another copy of that card cannot enter the specified play area if this limit has already been reached."

You also lose all the recursion shenanigans with Resourceful and William Yorick, since you can no longer discard it from your play area.

The only way to get more than the initial 3 uses is through supply-manipulation effects such as Emergency Cache(3), Contraband or Cleaning Kit.

With all that in mind, I'd seriously think twice before upgrading your level 0 Hunter's Instinct into this version.

  • EDIT: Nevermind, I just saw that the card has actually been given an errata to add the self-discard text back.
Ramun · 1546
A Glimmer of Hope

One thing that hasn't been mentioned is just how good this fortune event is for Parralel "Skids" O'Toole. With his Additional Options, Skids can likely duplicate this glimmer of hope to have 6 copies of glimmer in his deck.

Unless I'm missing some rules... Skids should be able to pull all 6 copies out of his discard to commit however you wish, and those agility icons are the perfect thing to pump the numbers on his signature ability.

Olimarrex · 8
Lucky Dice

This card is best compared to level 0 Streetwise. For a similar median effect of (around) +2 skill value per 2 resources:

-This costs 4 additional xp

-This costs 2 additional initial resources

-This increases the risk of autofail

-This takes an extremely valuable accessory slot

-This removes itself from the game after an average of 10-20 uses.

A similar comparison can be made to Hard Knocks, which came out in the Core set and is still stronger. Level 3 Streetwise which came out in the same expansion completely blows this out of the water. The only argument left for this card is use in Willpower tests. However, even in an extremely limited card pool, any Rogue would be better off taking two copies of Guts and Unexpected Courage, or even Elder Sign Amulet for the icons before even considering this.

Therefore, even with just Core + Dunwich, this card is never worth taking except for purely roleplaying reasons, or with buffs from house rules.

SliFi · 7
Apparently I'm an idiot and didn't account for the fact that the activation is after the token draw rather than before. Still, not worth the other extreme downsides. — SliFi · 7