Vicious Blow

I've been playing this game for more than 2 years, but I recently made a disadvantageous misplay where I attempt to basic Fight an enemy engaging on others with 2 HP left with a Vicious Blow commit. If the test fail, the investigator will hold back and not viciously punch the friend for 2 damages, just 1.

So this card could be seen as a safer alternative to perform such a play if you already have a lot higher than the enemy, rather than risking the +1 damage regardless of success on most weapon cards.

5argon · 9125
Try "Strong-Armed". — MrGoldbee · 1440
Antediluvian Hymn

Rating: unplayable, not even on Gloria.

Encounter card reordering is only useful in low player-counts. This is because in low player counts:

  • controlling the variance of the encounter deck is more important (when you don't have other players to bail you out),
  • looking cards means knowing 2 turns ahead in 2p and 5 turns ahead in solo, but only slightly more than a turn in 3p/4p
  • moving a card to the bottom of the deck can mean it never shows up, while in 3p/4p you'd usually draw through the encounter deck

However, at low player counts actions are also much more precious. You cannot afford to spend 2 actions 2 resources and a card to trade an encounter card for a weaker one. Most encounter cards don't even cost you 2 actions 2 resources and 1 card.

This is one of those cards that makes you wonder if the designers playtested it before release.

yinwhite · 17
"Skids" O'Toole

The parallel version of "Skids" gives him a few distinct advantages that help him stand out from other rogues:

Deck Size

His small deck size of 25 makes him much more consistent at finding important cards in his deck. Bewitching can reduce that by a further 3 cards. With Underworld Support, you can reduce it by another 5 for a final total of just 17 cards! That last one does slightly decrease consistency as you can no longer run duplicates, but significantly increases your chance of finding one-ofs, including the powerful Exceptional rogue assets.

Below are some examples of how likely you are to find specific cards in your deck based on deck size. Note that each deck is actually one card larger than listed to account for Skids' signature card.


Hard Mulligan target 30 cards --25 cards --22 cards --20 cards --17 cards
1 copy of an Exceptional card (e.g. The Red Clock) 32% 38% 43% 47% 56%
2 copies of a Build-around card (e.g. Well Connected) 55% 63% 69% †47% †56%
4 copies of two similar cards (e.g. two different weapons) 81% 88% 92% †74% †81%

These probabilities are lower because of the singleton rule

Because his small deck size is one of his strengths, his parallel back deckbuilding ability to keep additional copies of Fortune or Gambit cards can be a trap.

Gambling winnings

Skids' innate gambling ability lets him gain an inconsistent trickle of resources. The odds of gambling depend on the chaos bag contents, but generally gambling 3 vs 1 will on average net you ~0.75 resources per turn. If you boost your skill value by committing skill cards or using effects like Well Connected to get at least +2-3 skill value, you'll be netting closer to ~2.5 resources per turn. Add a Stylish Coat and you're making almost as much money as The Millionaire himself!

High Roller looks like a natural fit, but the possibility of drawing the auto-fail token and losing 3 extra resources ends up lowering the expected return in most circumstances.

You do still have to consider how bad the symbol token effects are before gambling. Failing a gambling test and losing 1 resource is okay, but failing and getting attacked by the boss is a lot more punishing.

Gambling skills

After Winifred Habbamock, Parallel Skids is the best user of the Rogue skill suite. He can commit every skill with or during any player window. This allows him to use Nimble, "Watch this!", or Manual Dexterity to move, gain resources, or draw cards at any moment, while also increasing his odds of making money.

Skids' gambling test can also be set to 0 difficulty when he needs to oversucceed at a test to trigger cards like Lucky Cigarette Case or Quick Thinking. This can also be used to create a test that other investigators can use to minimize the chances that their important skills like Resourceful are wasted.

blackjet3 · 11
Don — Django · 5050
Sorry for the cut off comment. Dont forget trick to the plan (Bewitching). For 6xp you can reduce his dick size by another 3! — Django · 5050
Good point! I updated my table to take that possibility into account. — blackjet3 · 11
@Django WHAT SIZE??!! — OnThinIce · 24
Poor Skids — Foodie_Monster · 102
Strong-Armed

The early reviews of this card bury the lede: TOKEN MANIPULATION FOR GUARDIANS IS FINALLY HERE!

Re-drawing a bad token is an incredibly powerful. And being on a skill card instead of an event means that it's a no-action effect. For a single experience point you get all of that plus an extra point of damage. Furthermore, it can stack with Vicious Blow, not just replace it.

In order to re-draw you need only accept some damage. Given the lopsided stats of all the serious fighters, this is a small price for the usual suspects like Roland, Zoey, Mark, Yorick, Leo, Joe, Tommy, Tony, Nate, Silas, Vincent, and Hank. The only investigators who miss out due to faction restrictions are Rita and Daniela, both of whom would love this tech. As consolation they can try out the new Long Shot...

Verdict: it's really important that if you're engaged in an important combat and committing cards for extra damage that you actually hit the enemy. And this card makes that a near certainty. Instant staple.

Crack the Case

I’m calling “bullocks” on that decision to apply crack the case between step 7 and step 8 of the skill test. Applying crack the case after that skill test ends should be considered immediately after getting the clues. That’s bogus that flashlight, old keyring, etc. punish this card. I’m not buying it. Is that even an official ruling?

Seems reasonable to me. The trigger condition on Crack the Case is discovering the last clue, not ending the test in which the last clue was discovered. So it happens during step 7, and not between 7 and 8 - if the skill test has any other effects besides discovering clues, you could choose to resolve those after Crack the Case. For example, if there was some effect that required you to pay resources, you could get those from CtC. — TheNameWasTaken · 3
Since you’re already peeved, I won’t mention that although Flashlight and Old Keyring drop the resources from this card, Obscuring Fog does not raise them. — Eudaimonea · 5