Trish Scarborough

Chapter 2 Trish Scarborough is Chapter 1 Finn Edwards with a facelift, with everything good and bad that implies. They might have the same card pool, but they operate in very different ways.

On the upside, if you enjoy Finn Edwards, Trish Scarborough is functionally identical. In exchange for a slightly worse Elder Sign that provides free movement rather than free clues, Trish Scarborough gets a better signature than Finn's Trusty .38 and a joke of a weakness than joke of a weakness compared to Caught Red-Handed that actively punishes you for evading enemies. Her card pool is also much better than Finn's --- an illicit card pool outside of Rogue never materialized during Chapter 1, whereas new Trish Scarborough still retains access to Seeker 0-2. I'd be hard pressed to justify playing Finn when new Trish exists.

On the downside, new Trish occupies a slightly different niche than old Trish in ways that might provoke some frustration. Old Trish Scarborough can take advantage of enemies to discover additional clues each turn and use clues to automatically evade enemies. Her signature lets her disengage from enemies at fast speed and her elder sign lets her investigate any revealed location, giving her a lot of opportunities for creative applications of her abilities. By contrast, New Trish Scarborough is an Evasion Matters Rogue with extremely powerful fundamentals, a free evasion action each turn, and a free copy of Pickpocketing as her signature. Her ability is more restrictive and less creative, but a free action paired with cards that trigger on evasion can add value rapidly. New Trish takes better advantage of the Rogue card pool, but old Trish is better at using the Seeker card pool. It depends on what flavor of Trish you plan on building.

Telosa · 86
Thieves' Kit

I ran this recently in a Trish (2026) deck through The Forgotten Age, and I was shocked at how much extra money it was printing compared to the level zero version. It probably helped that I was stacking static boosts. The synergies for Item, Tool, and Illicit are appreciated.

If this is in your deckbuilding options and you're playing a or character and you need more money, this is a reasonable pick.

CitizenFry01 · 123
Jim Culver

As of the release of Chapter 2, Jim Culver is the default ally in for Level 0 Mystic decks.

First, Jim is the only Level 0 Mystic Ally since David Renfield) to provide a passive bonus to Will. That alone makes Jim playable. There are only a couple of situations where a pure Mystic would not want to run him:

Second, Jim Culver draws cards. A LOT of cards. At a minimum. Jim replaces himself the first time you take damage or horror. If you get him in play early enough, you can expect to 4-5 cards across the scenario.

Telosa · 86
Deciphered Reality

My partner and I just beat Carcosa for the first time yesterday. In Dim Carcosa, my partner's Akachi picked up the first 4 clues and a pair of fanatics spawned to pick up 2 more. I (as Minh) got to pick up the other 15 clues with this and deduction and wipe the entire board in one go.

I didn't draw my keycards for quite some time so it was in fact already act 3 with Hastur Lord of Carcosa on the board before we got anything going, so I can't quite recommend this as like. Optimized playing. But it is the most satisfying single action I have ever taken in this game.

Especially cause the two locations that didn't start on their damage version got got by me playing deciphered reality and deduction again on my second cycle through the deck. Truly a beautiful, beautiful scenario to take this into.

Edit: still think this is a good scenario to take this into but this is my reminder to myself that if I am not reading the FAQs on a card before playing it, I should not subsequently post about the experience before reading said FAQ.

Note that deduction only gets extra clues from your own location, not all that this card effects. — Django · 5268
I mean, "Dim Carcosa" is among the scenarios, you want to try out this card naturally. It sure is a lot less bad than usually, if all locations start revealed in play, in particular if it's the campaign final, when you don't have to consider it a waste of XP for later scenarios. Yet, I did this once, drew it in the first upkeep phase, then drew "Realm of Madness" in the first upkeep phase and had to discard it. That sure was painful. — Susumu · 393
*"Realm of Madness" in the first MYTHOS phase — Susumu · 393
Gravedigger's Shovel

I'm making a Hank Samson deck for FHV campaign and I was looking for an alternative for "Look what I found!", because his clue gathering skills are just that bad. 1 intellect is very rough. I found Gravedigger's Shovel and I think its not bad at all in my current situation.

A lot of other options I found are just very awkward on this character. For example, you want Peter Sylvestre, so you don't want to run Spectral Raven. You can't even effectively use Newspaper or any other clue gathering tool. I could run Flashlight or Old Keyring, but outside of 1 or 2 shroud locations, you are actually useless even with that due to 1 intellect. I also want to be exactly where my seeker is at all times, so I can tank for them. Thus, moving to a low shroud location isn't always feasible. I really I didn't like that.

Most importantly, FHV introduces some new fun combos that synergize with this. My deck is already doing the Pitchfork and Pushed to the Limit combo, so it made me seriously consider this card. I actually think this is a good flexible pick. I'm sure anyone who has played a dedicated fighter, knows the pain of having turns where you just do nothing.

If you are lacking enemies and need something else to do, you can just discard this from play for a clue, or use Pushed to the Limit to do the same thing. It's not the best, but the option is there, and its testless! It is a lot better than just gaining resources or drawing cards on dead turns. I do not think Hank has any problems fighting, so being able to turn your extra fighting cards into "gain 1 clue, testless" seems very appealing.

This is a card I'm likely replacing rather quickly when I upgrades, but it seems completely fine early in a campaign. I also can seriously consider the upgraded Gravedigger's Shovel for 2 clues!! I could be wrong as I haven't played FHV yet. I'll see after I do a few levels with it. I figure its more fun to use cards I don't normally use anyway.

My issue with Gravedigger's Shovel on Hank is the hand slot. But your review sounds correct to me. I'll give it a try next Hank. — Frickenator · 26