Eavesdrop

I like revisiting old cards that were once terrible/awkward and have gotten better with subsequent releases. I think this one is still awkward but the payoff is actually good if you can make it work.

It works well with Trish's In the Shadows and Skids' On the Lam. Stealth and Hiding Spot used to be basically the only ways to use this other than burning an evasion attempt beforehand, but now we also have Ethereal Form, Blackmail File and Existential Riddle.

There's trick synergies with Chuck Fergus and Bewitching, (and insight synergies with Eidetic Memory and De Vermis Mysteriis but these are questionable).

Blur lets you evade and refunds your action so you can use it to get 2 clues. There's a lot more support for evasion in general these days, and as evading becomes cheaper and more common, Eavesdrop gets better and better.

Overall this is a solid B-tier card in the right kind of deck, can be bumped up to A if you are really building around it, but shouldn't really be played outside of its niche. If only it was a parley test we could run Snitch alongside it to bulk scoop some clues. Alas.

Hand Hook

I played this card in George Barnaby and was left disappointed.

Only being able to do +1 damage once per turn is quite weak for a weapon. It makes dealing with 4 health enemies a pain and missing an attack against a 3+ health enemy means you won’t be able to kill it.

Furthermore, George wants to discard 1 card per phase. At level 0, his main way to do that during investigator phase is with Nautical Charts, so having Hand Hook or Anchor Chain to trigger his ability is quite useful in scenario 1. However, as you add cards such as Cornered, Bound for the Horizon, and Gift of Nodens to your deck, you really don’t want to be discarding a card to Hand Hook.

Overall, I have found Fire Axe to be a better card in George. It’s cheaper, has more consistent damage, and doesn’t “waste” a use of his ability.

RX78 · 1
Surprising Find

Pretty surprised the reviews for this are mostly lukewarm/negative when this is one of my favourite cards ever printed and is extremely fun. It essentially thins your deck by up to 6 cards per reshuffle, because you are saving 3 actions drawing the cards (if you find them in a search) and you get 3 bonus draws from the successful tests. In reality you might fail the tests or draw the card, but if you put some thought into it you will be thinning your deck by at least 4, and usually 5 or 6.

You do need at least some search support to make it work, but a lot of search cards are already very good and once you have even a handful of them in your deck. Cards that you might run anyway that also give you search synergy here: Practice Makes Perfect (anyone), Eureka! (anyone), Bewitching (Trish, Parallel Skids), Guided by the Unseen (seekers), Research Librarian (tome users), Arcane Initiate (Luke).

If you're already running some of these cards, which I frequently am, then Surprising Find turns into 1 xp for a 15-20% deck size reduction. Huge value. Compared to Astounding Revelation it's also more useful when you draw it because is better than . If you have enough search then you can even run them alongside each other, but devoting 6 cards to search payoffs does make it hard to fit all your other cards.

Overall just a really good and cheap way to smooth out your deck and get to your good cards more quickly.

Dowsing Rod

DISCLAIMER: Solo Review

I don't really wanna talk down on this card, because I love the idea, but in solo it doesn't do what you think it does, at least not well.

Let me explain: When you are the only investigator most locations will exactly have 1 clue on them. That means you can use the move option to dive in, but then have to find another location to discover the last clue from and get rid of the doom. In multiplayer, you can usually discover the last clue more or less in the same turn, especially when you are not the only one investigating (which is probable if you are running this card).

Also, since there is no one else revealing locations for you, you often have to use the move option "blind". This can cause you to drop doom for the resulting location to have 0 clues, face unknown investigation restrictions or nasty effects that trigger when you investigate. Of course, you could just move to a location to check it out and come back later, but I feel in solo you have to be even more action-efficient.

AlderSign · 453
String of Curses

Something I never considered but also cannot find anything against:

This card does require an enemy for option 1 at all. There is no "must" and no "then", you simply resolve as much of the effect as possible, which is discovering a clue.

AlderSign · 453
Rules reference guide under target "The term "choose" indicates that one or more targets must be chosen in order for an ability to resolve. The player resolving the ability must choose a game element (usually a card) that meets the targeting requirements of the ability. If an ability requires the choosing of a target, and there is no valid target (or not enough valid targets), the ability cannot be initiated." I'm afraid unless there is a valid target you cannot play the card at all, because it uses the word choose. — NarkasisBroon · 14
I learned something new, thanks for the reference! — AlderSign · 453