Versatile

So, now every investigator is able to blur the lines regarding classes not just those came with Dunwich Legacy, but there is a catch: The card has an experience cost attached to it so in campaign play you have to buy it later, you cannot start with it. The issue with that is, it also increases your deck size by +5 and deckbuilding rules have to be obeyed at any given time. Now, as far as I do understand it, this means you not only buy Versatile for 2 XP, but you have to immediately buy 5 level 0 cards for 5 xp as well ("Each card costs experience equal to the card's level, to a minimum of 1 (purchasing a level zero card still costs 1 experience). The number of pips beneath a card's cost indicates the card's level.") There seem to be no kind of "auto fill" like with cards lost due to exile.

So if I am right here, versatile increases your deck size, you have to spent all XP to fulfill the +5 deck size at once. I wonder, if am overlooking something currently, because evidently it would require hoarding XP and careful planning what seems to be a bit overdone just for a single level 0 card of any class.

thakaris · 199
Maybe applies Exlie rules from Dunwich: — Dark Oracle · 11
No way. I'm sure it will be considered similar to exile cards: " you must purchase cards so that a legal deck size is maintained (when purchasing cards in this manner, you may purchase level 0 cards for 0 experience cost until a legal deck size is reached)". But it needs confirmation, indeed. — Okami · 41
You are right, it should work like exile, but exile rules only apply to - well - exile. This is not the case here so as far as I do understand it, it won't apply in this case. — thakaris · 199
For now I'd play it like Exile, but you're right, rules as written you wouldn't be allowed to buy Versatile unless you have 7 XP to spare. — StyxTBeuford · 13049
Cards with Myriad will allow you to add up to three cards, for the price of one. — Csys · 1
This issue is technically ancient, but has never properly gotten included in the FAQ. Blood on the Altar resolution can bring you below the deckbuilding requirement without explicitly allowing you to purchase replacement cards without spending xp (i think this was informally answered outside of the FAQ however) — Difrakt · 1325
Father Mateo overrides this issue ;) — Balin · 33
Rules are very clear, you cannot be below deck size. So you can purchase Level 0 cards for 0xp each untill you reach correct deck size. — VARRAKK · 1
If you receive 2 exp from scenario and that is your only exp, when you buy this you are on 0. BUT you must make a legal that so there is no other way but to fill up the slots with 0 level cards. I don't see any other logical reason. The question however arises if you have some 4 or more exp at this time.. can you spend 1 exp on a 1 exp card and then fill out the rest with 0? I think you can. I don't however think you can decide to not spend any excess cards and still fill out the slots with 0 level for 0 exp. — ReiNijs · 1
I have asked Matthew Newman this question, and that is what he came up with, this seems to be very interesting: We’ll be adding this to the next iteration of the FAQ, but the rule about repurchasing cards when you exile a card and must purchase a new card to maintain your deck size applies here, as well. Essentially, anytime a card effect causes your deck size to be under your investigator’s required deck size, you may purchase new level 0 cards at 0 experience cost to make up for this. This includes both effects that remove cards from your deck (such as when you exile a card), and also effects that increase your deck size. — thakaris · 199
Preston Fairmont, meet Charles Ross. You'll get along brilliantly. — Wasindear · 1
I like this card (as i do with most of the permanent cards). Imo the bigger deck size isn't a disadvantage all the time. Atm i run my second campagin with Rita (first was Dunwich reloaded with lots of side-quests, second is Dreameaters) and i'm at a point, where i don't really know how to spent my xps, because the deck is so full of good cards, that removing cards is a hard choice. With this i have more space again to pack some xp-expensive and fun new cards into my deck....along with Tetsuo Mori, who fits perfectly into this deck and who got out in the same story pack. Great combo ! The old survivor rule: Crisis as opportunity ! — Darkangel23 · 1
Arcane Insight

Posting a clarification ruling here from Matt!

Question:

Arcane Horror reads, "[Free Trigger]: While an investigator is taking his or her turn, spend 1 charge: Your location gets -2 shroud until the end of this turn. (Limit once per turn.)" My question is, if I use this effect during my turn, and then I move to a new location, is it the old location or the new location that now has its shroud reduced? That is, does the phrase "your location" mean the location that I was at when I triggered the effect, or is "your location" continually re-evaluated by the game to be whatever location I'm currently at? Does the shroud reduction effect "stay" with the old location where I used the effect, or does the effect "move" with my investigator?

Answer:

Greetings, Since this is a triggered ability and not a constant effect, “your location” refers to the location you were at when you triggered the ability, and lasts until the end of the turn even if you move away from the location. In other words, if you are at Location A, trigger Arcane Insight, and then move to Location B, Location A keeps its –2 shroud; it does not move with you to Location B.

Cheers,

Matthew Newman

Senior Card Game Developer

Fantasy Flight Games

iceysnowman · 164
Otherworldly Compass

If one of your team members has a Lola Santiago, Otherworldly Compass can help the as the player playing Lola can trigger Lola's ability in the middle of your Otherworldy Compass investigate test! A nice and repeatable combo, as long as you have the resources for it :).

iceysnowman · 164
Ooh that's cool. So you're at a 4 shroud location, connected to 3 locations. You trigger an Investigate with OC, which reduces shroud to 1. Then you trigger Lola and pay 1 for another clue. Nice! — acotgreave · 887
Why stop there? Surely the same synergy can be achieved with the humble flashlight, or taken to the next level with The Skeleton Key? — Lucaxiom · 4524
Yes, Flashlight and Skeleton Key definitely work too, and have the advantage of [usually] being able to be in the same deck as the Rogue player. However, I think that Otherworldly Compass might be the most easily repeatable shroud decreaser -- Flashlight has 3 supplies, and Skeleton Key can be a little slow if you're moving the key around a lot (plus it's exceptional). I also have a soft spot for Otherworldly Compass though because the art is so pretty... — iceysnowman · 164
Trish Scarborough from the Innsmouth Conspiracy can trigger this combination by herself. — flamebreak · 25
Read the Signs

This card joins the ranks of a growing list of events that grab 1-2 clues. I think Read the Signs is not the best of these, but also not the worst. In general, events like this get one clue for 2 resources and a card (Working a Hunch or 2 clues for 2 resources, a card and an action (Scene of the Crime, for example). Some cost less but have limitations (Eavesdrop) or drawbacks (Drawn to the Flame). Most require skill checks but a few are test-less (Working a Hunch and Scene of the Crime.

Good things about Read the Signs include lack of limitations, special requirements or punishments, and a bonus that is better than all the other similar events that require skill checks. The ability to ignore a location effect is probably pretty limited (only works on keywords effects triggered during the investigation), but of note “ignore” triggers Diana Stanley’s power. However, overall Read the Signs is probably second only to Working a Hunch in terms of flexibility, and so is less likely to be a dead card sitting in your hand compared to many of the other similar events.

The main consideration when deciding whether to include a card like Read the Signs is that its effect should provide a major advantage over a regular investigate action. So it is less valuable with strong investigators like Daisy Walker and Norman Withers. Diana Stanley is a special case because it could activate her power. Sefina Rousseau loves it, as pointed out by others, since she needs events and since she would rather avoid possible enemies coming from Drawn to the Flame, so I think Read the Signs either joins DtoF or replaces it for Sefina. Many other mystics would at least consider this card, since they tend to have 3 or less intellect.

jmmeye3 · 631
I've got this in a Patrice deck I've been building - seems like a great fit for her. — acotgreave · 887
agree with your comparative evaluation. I like this with Luke — Lord Phrank · 76
Patrice, Luke, Sefina, Mateo, Akachi, Diana, we have a bunch of investigators that will be interessed in this card. — mogwen · 254
I love this card for Norman, especially on higher difficulties where the massive bonus to the skill test is relevant. — CaiusDrewart · 3197
Colt Vest Pocket

This gun has appropriately been maligned since its released. A gun that discards itself means at best you can get two shots off with this thing in a normal 3 action round, and that's if there's already an enemy at your location, so you either just took an Attack of Opportunity to play it or you're shooting at something engaged with someone else. Because of the discard clause, you often will be in the situation where you play it into an AoO, as you literally do not have the ability to play this ahead of time. Yes, judging this card in the same way you would judge a normal weapon does not put it in the best light. So let's talk about why the Colt Vest Pocket is actually pretty cool.

Let's get some synergies out of the way first. Fence makes this fast, so if you're running Fence you might consider CVP to go with it, but personally I think Fence is really bad. Action chaining helps you get more shots off the CVP- Borrowed Time, Ace in the Hole, maybe Quick Thinking if your is boosted high enough, you get the picture. Narrow Escape and Dodge can help you against the Attack of Opportunity, the former even giving you a little boost on the first attack you make. The all star card to run this with though every time is Sleight of Hand, especially if you're playing with Taboo where big guns like .45 Thompson and Chicago Typewriter are not so easily concealed. Keeping a CVP up your sleeve means you essentially have a .45 Automatic up your sleeve, except with the potential to fire off one more shot if you can make the actions for it.

And after all of that, even when you do actually play the card by itself, it's really not all that worse than a .45 Automatic. It's half as expensive in resources, and at its absolute worst fires for half the shots. Again, the big downside is the very likely Attack of Opportunity for not being able to play the card until the turn you need it, but aside from soak you can use other cards to mitigate this. Of course sinking two cards into a lite .45 Automatic starts to look bad again, and worse than that, 's don't have great scores. Most of them hover around 3 which is fairly mediocre, certainly not high enough to even want a .45 Automatic most of the time, and they're more than willing to shell out the extra two resources to pay for it over CVP (and usually they'd go for another two resources after that just for .45 Thompson).

Enter Tony Morgan. He gets an extra fight action a turn pretty much the whole game. His is 5, so he would love a .45 Automatic lite. His ability to fight makes him a natural fit for over-success which fuels Quick Thinking for more actions. His bounties can help him pay for Leo De Luca. With a single Sleight of Hand you could very feasibly fire off all 5 shots in Tony and actually land most or all of them. That's 10 damage. Lupara, .41 Derringer, even his signature colts at most do 6. And then you could play it again next round, and probably land another 3 or 4 shots. Sure, theoretically you could actually play a melee weapon like Kukri or Switchblade and land more damage in one of those than any gun, but CVP gets high damage in very few actions for almost no cost or effort on Tony's part. Even Knuckleduster carries a lot more risk given that most high health enemies tend to have high fight values.

Now all of that said, the big downside of using the CVP this way is simply that you don't always have a point where you'd even want to do 10 damage. There are some really big bads out there in this game, but they're not in every scenario, and it's very possible you'll upgrade CVP before you get to fight them. So here's what you can do to make CVP work for you. 1. Play in multiplayer where you can more easily make your shots worthwhile, 2. take Adaptable and throw in CVP in scenarios where you know a big bad is coming and you need to dish out the pain (in addition to your other weapons, not as a replacement; also consider "Let God sort them out..." for such a scenario), 3. stay close to your fellow investigators so that you're more likely to have to fight several enemies at once for them, and 4. make sure you load up on icons, as the last thing you want to do is fire off 5 shots at your friends instead of all the monsters. Crystallizer of Dreams can help with icons with cards like Act of Desperation or Scene of the Crime, but otherwise you have skills like Quick Thinking, Overpower, Daring, Steadfast, Stunning Blow, Inquiring Mind, and Unexpected Courage. splash also has Lucky! which is obviously solid insurance.

StyxTBeuford · 13049
"On the hunt" and "Let me handle this" can be great in 2-4 player to get the most out of this. But it's not a good card if you rely on others to make it usable. On tony, i instead started with kukri and upraded to Switchblade 2 (+2x reliable). — Django · 5162
In solo I do usually take Kukri for him as well. Note though that you can’t take Reliable as Seeker/Survivor Tony. — StyxTBeuford · 13049