Intrepid

I think it is extremely specialized, because rarely would you want this instead of guts. Because you can't rely on drawing a willpower treachery, you need to find ways to make tests more frequently. Obviously, you then look to mystics for that.

Checking some deck building restrictions leads us eventually to Zoey and Rite of Seeking or Mists of R'lyeh. That definitely seems like a functional idea to me, depending on campaign and party make up. I particularly like Forgotten Age Zoey using mists (with Intrepid) to escape a vengeance enemy, moving to a new location, popping a Police Badge and then having 4 actions to use these increased stats (the badge gives you a +1 for mists as well, and if you had Xavier in play as well? Mmm-mmm!)

That's probably best case scenario, so depending on how hard it is to pull off that kind of combo probably determines if this card is playable at all. Would really like the power level of skill cards to be pushed in general.

This and Keen Eye lead me to believe that there could be a "power-turn guardian" deck that sets up to do massively effectual turns. Cards like Police Badge, Leo De Luca, and Double or Nothing all seem to fit that mold, so obviously someone like Zoey or Leo Anderson could pull this off. Intrepid becomes the least dependable part of that combo, however, because it has to lead off with a Willpower test, and on-demand willpower tests are hard to come by in-faction.

PureFlight · 782
Remember that in multiplayer you can always chose to act after your Mystic buddy who is pretty likely to make a Willpower test during their turn which you can use to activate Intrepid. — Death by Chocolate · 1489
Yeah, Leo Anderson with Keen Eye, Intrepid, Police Badge, .41 Derringer(2) & Leo De Luca is a fun build. And he can use Liquid Courage to create an on-demand willpower test for Intrepid. — Herumen · 1741
Additionally, Jim Culver can splash Intrepid, if you 're looking for more ways to make those on-demand Willpower tests. He can also splash Leo De Luca or Quick Thinking to extend those Intrepid turns. — matt88 · 3210
Barricade

I've never liked the 0-lvl Barricade, neither have I seen any necessity to add it in any investigator's deck. But this updated version seems to have some potential. Let's try to find out: does it? For a price of a one card draw and an action you:

  • avoid dealing with monsters drawn from encounter deck and enemy weaknesses right now. They still can cause you a lot of troubles should they be hunters;
  • help other investigators from the adjacent locations to run away from the monster they can't deal with right now (for a price of one attack of opportunity);
  • avoid non-Elite hunters lurking outside. The problem is that this effect is temporal since you usually need to move, and once someone leaves the location, the card effect is gone. And you have to cope with all the hunters at once (on practice, it's rarely a real pile of monsters, but nonetheless). You, however, still can try and manage to spread non-hunters so, that they don't prevent your further advance. The card can be useful for solo seeker who tries to avoid fight as much as it is possible, as well as for a group of 4, since it is a good chance someone of them will draw an enemy during a mythos phase, and with this card attached to the location it means that that investigator will have 3 free actions next turn without a need to deal with the enemy. And the more investigators are in the location, the better chance of that to happen, unless I'm really bad in math and odds. All above said seems pretty decent on paper, but there are many other issues with it:
  • there are plenty of other cool cards to buy in seeker's card set and 3 exp is not that cheap;
  • universal card >>> specific card. This card is almost of no use if you don't have a scenario location where you are expected to spend several turns. And it happens not that often;
  • you're still playing with odds: you don't know whether you will draw some monsters or not. It's not a guaranteed escape from them (well, partially it is, when you play it so, that another investigator from the adjacent location can leap to you). So the card is not good from the perspective of 'action economy' either. At the same time, I would probably add it to my deck closer to the scenario end, since it seems pretty fun to play when you can benefit from it. And it still has 3 different icons so you can improve someone's odds slightly (or significantly if you are Mihn).
chrome · 62
I have a doubt regarding the errata. It replaces the whole constant ability? So that enemies can move now into the attached location? Or it just replaces the "Each time..." part? — mborda · 1
the latter, I believe. Otherwise the card is even worse than the 0-lvl version. It looks like they just tried to fix the wrong wording they had initially, making it clear that the 2nd part, as well as the 1st one which is not excluded, also refers to non-Elite enemy. — chrome · 62
Just the latter. Several of the taboo changes have had the same format, where they only include the changed text. — Cityface · 7
Hunted Down

If there are unengaged Criminal enemies in play and they do move to the location of the player who drew the card, do all criminal enemies engage the player who drew the card or can you distribute the enemies between players if there are more of them at the location of the player who drew the card (if the enemies do not have the Prey keyword)?

jurcccy · 2
If there is another investigator at your location when you draw this, and they don't have a prey wording that would force them to only engage you, you can have every single enemy engage the other investigator. This card does not force the enemies who moved to engage you specifically. So, yes. — SGPrometheus · 841
@SGPrometheus : I think you are wrong. The card say "you" twice. So all enemies engage and attack the investigator who drew the card. — Therion · 1
Take Heart

This is kind of a thought-provoking card.

Normally you don't want to fail tests, because failing tests means you lose anything you contributed to the test (skills, resources, items, actions, etc.) in addition to suffering the consequences for failure. Does Take Heart make it worth failing a test?

I think failing a test is normally bad enough that it's not worth deliberately failing in order to get cards and resources. So, I don't think this card will see a lot of play on its own merit. However, I think it has good interactions with the following cards:

Calvin Wright is a natural fit for this card - his low stats guarantee that he is going to fail tests, and so using this card in the beginning will help him get his early-game engine going. Silas Marsh also may want this card because he can contribute it to a test and then pull it back to his hand using his ability if the test succeeds unintentionally. Lastly, Live and Learn can let you fail a skill test, collect the benefit of Take Heart, and then let you take the test again with more cards, resources, and a +2 bonus. That's really good.

I don't know if it's worth a card slot on its own - conventional wisdom is that playing cards to avoid failing tests altogether are normally better than cards that let you salvage something out of the failure - but there are some interesting interactions that I think make this card effective if it's used thoughtfully.

This card is actually good if you play it right. The only real con is that in some scenarios 1 or even 2 of the chaos tokens punish you for failing (the punishment can be allot worst in higher difficulties). I have been using this card on STANDARD difficulty and in my experience this is as good as or (depending on your deck) even better than Emergency Cache... And it is always more fun to play. — Alogon · 1144
Well... Take Heart analysis without even mention about cards like Look what I found? — KptMarchewa · 1
I'm thinking of splashing one for Finn. Just depends on how reliable I think it'll be. I can play it against any mythos card that's testing willpower, is that enough? Maybe evade something with high fighting, then try to attack it without a weapon/help. But that would cost an action. — bigstupidgrin · 84
"Failing" the test here is accidentally succeeding the test. Otherwise it means "spend an action", at least for investigation tests. 2 Ressources + 2 cards (3 with the rabbit foot synergy) is such a great ROI, I would regard it as one of the best cards in the game and not getting hung up on the "failure". — jcdenton · 10
Rise to the Occasion

Of the triple skills available at the time, I think that Rise to the Occasion is one of the more difficult ones to use. If the test is that much more difficult than your base skill level, then this card alone is probably not enough to guarantee a success - chances are you're going to need a little extra help.

Generally speaking, I'd normally rather have Unexpected Courage - it's one less icon, but it's much more flexible.

The exception, of course, is Calvin Wright. With base skill values that are all 0, he can use this card on almost every test. In most instances I think he's going to want to take this one with him!