Bounty Contracts

After my first scenario playing as Tony, I've learned something important about this card:

The resources aren't relevant; the actions are.

To put it more plainly, this asset works best if it gives you six (or more) free fight actions over the course of a scenario. In a vacuum we generally equate a resource as being worth an action, which would imply that you want to place as many bounties as possible on one enemy to convert one fight action into several resource actions. However, when an enemy is engaged with you (or even just at your location), a fight action is worth a lot more than a resource action, so the ability to place bounties is more important than placing more than one bounty.

In conclusion, I recommend putting as few bounties on enemies as possible. You're using this for free fight actions, not free resource actions.

SGPrometheus · 835
It’s not an A or B strategy imo. I have several campaigns with Tony under my belt now and I can say that while primarily you want to extend your bounties (by placing 1s often) there is merit to placing 2 or 3 sometimes. Notably your Long Colts get much larger combat boosts with more contracts, and they refund a bounty on kill. The resources early can also be relevant in the first several scenarios of the campaign. — StyxTBeuford · 13043
Getting Asset fast improve your Action efficiency too. — AquaDrehz · 204
Three Aces

I use this card in my Mandy deck and it's promising. It's guarantee success once And you can use it only once per deck shuffle. The down-side is you need to collect many card to win big enough.

However, I summary some card which synergy with this card.

Recommend Combo with Double or Nothing

Recommend Combo without Double or Nothing

But keep in mind that this combo is not defensive. It's for winning big and require a lot of cards !

AquaDrehz · 204
Note that Mandy cant play Lucky Cigarete Case or All in. She's limited to Rogue 0-1 XP assets and skill cards. But i agree it's a strong card in her deck and 2 can be searched with "practice makes perfect" and her ability. — Django · 5148
Sorry, i meant she's limited to rogue Events and Skill cards. — Django · 5148
I've try "practice makes perfect" alerady. Doesn't seem great combo because 1 or 2 would be discarded anyway. These 1-2 card would not so effective after that. Django — AquaDrehz · 204
Practice Makes Perfect puts the card in your hand after you succed at the test — PanicMoon · 2
Yes it put a card of "Three Aces" to your hand but 2 other are still discarded . Also the new taboo make it removed so it have less useful — AquaDrehz · 204
Noob question — Victor.b · 8
Sorry, that i was not i wanted to comment — Victor.b · 8
Ancient Stone

With the increasing amount of card draw in , both upgrades to the stone can be used more consistently and both of them have very powerful effects. Some examples:

All this requires a lot of secrets on the stones (yes you could have 2 in play for double the fun). There's also a few cards that add secrets like Astounding Revelation, Truth from Fiction and Enraptured, but i think they are very inefficient. It's much more effective to increase the difficulty as much as possible when identifying the stone and later replaying it, when it's secrets are used up. After all, card draw also has the advantage of going through your deck more than once, if you're not afraid of your weaknesses.

I wonder why no one mentioned this before, but enter Versatile. I think draw and tutoring effects more than make up for the increased deck size. Use 2 of them to add 1x Double or Nothing and 1x Drawing Thin to your deck. If you use both on a shroud 4 location, the difficulty will be 18, resulting in the same amount of secrets:

You might wonder how you could possibly beat that. If you got 1 xp left, take Three Aces or ask your mystic for Seal of the Elder Sign. Otherwise the best strategy I've found, have Mr. "Rook" look for Drawing Thin early and always take 2 ressources when possible, mostly on low shroud locations or encounter cards you're likely to fail anyway (but please don't increase the amount of horror from cards such as Rotting Remains). That should get you enough so you can resolve the stone mid or late game with Hyperawareness or similar cards, also netting you 4 clues. If you draw you won't be able to pull that off during the same scenario again. So asking your mystic to get Time Warp and keeping it for this test would be a good idea.

Alternatively your could pass the stone, maybe Mr. "Rook" and all of the groups ressources to the survivor with 2 Drawing Thin, while the commits his Double or Nothing. The should have Plucky to use the ressources. He could also use Mr. "Rook" to search for missing Drawing Thin or Plucky. So you'd get 22 shroud/ secrets on the stone.

In case your group has no or , use versatile to get missing cards or Teamwork, if there's no .

Django · 5148
Or just do it with Minh and Miss Doyle in play. Discard Augur for an auto succeed. — Sassenach · 180
Actually, ignore that, it wouldn't work. You need to do an investigate action on the Stone itself. Shame... — Sassenach · 180
Getting 22 charges is overkill. The most I ever got was 14 and I still was never able to empty the Stone — Alogon · 1144
you cannot pass the stone around. "you have identified the stone" is valid for "you" = the investigator/player, that passed the test — Adny · 1
@Adny Source? It's written in the campaign log, which there is only one of. — trazoM · 9
It's called "campaign log" not "investigator log" and these cards arent limited to one person. So if you have a group of 4 seekers, only 1 nees to identify the solution, translate the glyphs,... while everybody can use them afterwards. — Django · 5148
Automatic success effects are counter productive with translating because, per the rules “If a skill test automatically succeeds, the total difficulty of that test is considered 0.” and the Stone will get 0 uses. — Death by Chocolate · 1488
Pay to win with Higher Education is probably the best way to nail that 18 and get your money’s worth. — Death by Chocolate · 1488
Safeguard

I wonder why they didn't call this card "stalker". After all it's mostly about those lecherous guardians going after good looking Seekers, save for Mark Harrigan who's more into Sophina.

Anyway, one guardian can also use this on another's safeguard. The result will mostly be the same as if both had stalked the same person, except the unlikely case she lied to the first about a Shortcut to get rid of both at the same time (so they could focus on a BBEG at an adjacent location).

Django · 5148
I don't see how you can safeguard a safeguard. The only legal Safeguard target is the investigator currently taking their turn (so you can't target the other guardian during the seeker's turn), and the effect expires at the end of that turn (so you don't get to do this by Safeguarding the guardian on their own turn before the seeker's turn either).. — TheNameWasTaken · 3
You can play 2 :-) — Timlagor · 6