Lita Chantler

Lita is bonkers with One-Two Punch! Because, it provides two fight actions within one action, you also get her extra damage twice.

I was facing Narôgath, covered with the Mask of Umôrdhoth as Nathaniel Cho in a 2 player game, so he had 12 health.

  • 1st action: Mano a Mano (1) for 2 damage (including Cho's special ability)
  • 2nd and 3rd action: One-Two Punch (0) for 5 damage each

Note, this would not have worked out with the (double) Masked Hunter, because he lacks the Monster-trait and would have had 10 health with the second mask!

Susumu · 381
Nothing Left to Lose

Despite surface similarities (both give cards and resources), Nothing Left to Lose serves a very different purpose from Drawing Thin.

Drawing Thin is sustained economy. It's for a deck that constantly spending resources for expensive events or asset recursion. It takes an install cost and actions to trigger its effects. Track Shoes can make it actionless at times, but there's the install cost of Track shoes to consider as well and you need to find both cards and play them. In exchange for an early tempo loss, you get a steady flow of cards and resources every round to fuel your expensive cards.

Nothing Left to Lose is the premier burst economy card. It's for a deck that needs some money to play out its starting assets, then no longer needs more resources, either because the deck is cheap or the assets will provide enough economy. Dark Horse builds are the archetypal example, but it's by no mean limited to Dark Horse builds. For example a Yorick build recurring Rite of Sanctification once set up no longer needs sustain economy from Drawing Thin. All he needs is the starting economy and cards to set up in the first place. In such decks, Nothing Left to Lose will outperform Drawing Thin in set-up tempo and in deck consistency.

The remove from game effect is actually beneficial, since you should only need to play this once per copy in your deck. If you find yourself cycling your deck and still need to play Nothing Left to Lose, you probably should have taken Drawing Thin instead.

It's also an auto-include when when you get Paranoia or Amnesia or Tower as your random basic weakness. Also as existing reviews point out, there's no need to wait to get full value out of it: gaining 5 resources is already better than Emergency Cache (3) even if you're not drawing any cards, as long as you can put the resources to good use.

suika · 9497
In Patrice's deck, I'd also highlight the importance of a question skill icon. This means that if you get this card but don't need resources (or lack actions), you can commit this card to any test effectively. If you're running grisly totem, as Patrice decks sometimes do, that's two question marks. I've found cards without skill icons to be very risky in a Patrice deck, especially if you're doing a Cornered / Grisly Totem build. For her, this is definitely superior than having an iconless emergency cache (3) cycling. — Achire · 563
Lt. Wilson Stewart

There are obvious synergies here with survivor, with Yorick being the best partner for Lieutenant Wilson (although Wendy can have fun too, getting additional benefits from her events). Patrice digs him because she always has the cards to toss. And Norman Withers will absolutely love him, because you know exactly what you’re going to discard.

There are some edge cases where Wilson Stewart becomes neat, like when you scry your own deck and can put your weakness on top… then discard it. Or combine have with the upgraded seeker scroll of secrets, with the potential to discard one weakness, put another on top of your deck, and then discard it, and drawing a card you might actually like.

Or you have a draw heavy character like a rogue with the lucky cigarette case. Know that the bottom of your deck is mostly dregs? Toss it! Or pair with Yaotl!

MrGoldbee · 1484
How does he work with Wilds? I guess, not at all? Even though, they are not specifically excluded like on the Yaotle-card. — Susumu · 381
"A Wild skill icon on a player card may be used to match any other skill icon for the purposes of both card abilities and counting how many matching icons are committed to a skill test. When using Wild icons for the purpose of resolving a card ability, a player must state which icon the Wild is matching at the time the card is used." Wilds are whatever you want, it seems. — suika · 9497
So toss a Last Chance at this and pick 5 effects of your choice. — suika · 9497
I guess you are right, but "Last Chance" would still loose icons for cards in your hand. — Susumu · 381
That's not true. Last Chance only loses icons if it were committed. Per FAQ on Yaotl: Q: How does Yaotl work in combination with Steadfast, Curiosity, Cunning, Prophesy or Able Bodied, or other skill cards that gain icons while committed to tests? A: The abilities on skill cards are only active while they are being committed to a skill test, unless otherwise specified. In this case the skill cards will only have their printed icons while they are in your discard pile, hand, or any other state other than while they are being committed to a skill test. (This includes an effect that says something like "discard a card from your hand with at least X icons...") — suika · 9497
Ups, you are right. — Susumu · 381
Mi-Go Weapon

This gun.

This goddamn gun.

Have you ever wanted to play pinball with a boss? Well, look no further, because this gun will send enemies flying every which way around the map, leaving your teammates with more time to run around looking for clues!

Of all the investigators, Mark with his base 5 can probably get the most bang for his buck with this nice piece of alien tech - and, with a perfect combination of The Home Front and Vicious Blow, deal a whopping 6 damage while also acting as a personal chauffeur for any unlucky bastard to be on the receiving end of that deal and still be standing. I think, though, that any combat investigator worth their salt really wants to pick this one up for their own decks.

supertoasty · 40
It is kind of funny that this card actually works on Elite enemies. Probably not intentional. Tony might be a good choice for it because he can trigger other succeed-by effects at the same time as this one — Zinjanthropus · 229
If you are very successfull, are you mandated to move the enemy away of 2 locations? — el_kloklo · 1
Yes, because you are told to move the enemy away, not that you "may" move the enemy away. — Signum · 14
Third Time's a Charm

A great addition to the Survivor class that looks like something out of the Mystic suite. I'm happy to see such a powerful card effect that doesn't have "Exile" attached to it. Since you've paid the steep price of two XP for an insurance policy on one single skill test, you'll definitely want to recur it with Resourceful and keep it coming back again and again. Too bad it's not an Innate card, because True Survivor would be just what the doctor ordered.

This card really lets you push the envelope for a skill test that's a long shot. Three tries to fish out that almighty token, with the ability to stop as soon as you see something that will pass your check. I feel like Third Time's A Charm really gets better when the bag is pumped with tokens...playing this hot on the heels of Keep Faith or Tempt Fate is some awesome risk mitigation. The problem with that approach, though, is that for the same XP cost, why not get the fantastic Ancient Covenant instead? I'd probably pick this up AFTER that Permanent powerhouse, with the two combined being greater than the sum of their parts. That's 4 XP for a combo that will take your bless-heavy deck to the next level.

Pinchers · 132
I have not tried it yet, but I'm not so sold on this card. It sure can be worth it to use on the one, game winning or loosing final test. But in general, you have to spend the card and resource upfront on a test, which might as well end with pulling a perfectly fine token on first attempt. Compared with level 0 "Lucky" I would take that card over "3rd Time's" any day. — Susumu · 381
Also worth noting this card’s competition with Eucatastrophe and Lucky 3 for Survivors. — StyxTBeuford · 13043
@Styx Eucatastrophe is nice, but costs +1 resource and +1 XP, and only helps with totally spectacular failures...so while they certainly compete for the same deck slot, I see a pretty big difference between these two. Sitting on two resources and waiting for the perfect moment to play Eucatastrophe always seems like a tall order for such a money-starved faction. I see Lucky! as being bigger competition for 3rd Time, but I only like the lv 0 version since paying that extra XP for a card draw never seemed worth it to me... — Pinchers · 132
Lucky (3) from Stella provides more than a card draw. It's +3 instead of +2, and opens the use on other er investigators at your locations. — Susumu · 381
Sure, but for one less XP, 3rd Time also works on any skill test at your location. Lucky (3) is very useful, especially since it's free to play, but it's a lot of XP to pass one single skill test! — Pinchers · 132
Also, as good as it may be, Lucky (3) is never going to pull you an elder sign, or cancel a tentacle token. 3rd Time has multiple chances to do both of those things — Pinchers · 132
If your goal is to trigger an Elder Sign, it's much easier to use, say, Unrelenting to engineer that failure and Euca it (Survivors usually have 2 intellect, so take out the +1 and two 0's and you have to avoid any other 0 or -1 to guarantee the Elder Sign, so you only need to dodge usually two -1s and a 0 plus maybe one or two skulls which typically have low magnitude modifiers) . I mostly use Euca in this way in Survivors that have desirable Elder Signs, which includes Silas, Yorick, and Stella. The biggest problem that's being missed on this card is you have to decide to cancel AND return a token before you know what you'll pull next. In a 16 token bag, this will land you an Elder Sign only 17.6% of the time assuming you always return a token that isn't the Elder Sign (which you might not do if the second token passes for you and you really just want to pass). If you do just want to pass, even Lucky 0 gives you better odds at no cost- It's not as favorable of odds as simply responding to and modifying the token itself. Doesn't mean it's not good or doesn't have a place in that kind of kit, but I think it has some major downsides that makes the XP cost a bit tricky to justify over some competitors. — StyxTBeuford · 13043
And as Susumu pointed out, I was referring to Lucky 3, not 2. I should have been more clear when I said for Survivors, I meant level 3 specifically which locks it into mostly just in class Survivors. — StyxTBeuford · 13043
The point being this card might have some interesting applications for off class Survivors since it's level 2. — StyxTBeuford · 13043