Persuasion

Might take some persuasion to get this into my deck right now.

This card is kind of in a weird spot, but it fills a very narrow niche for Seekers with a low(ish) evade value. Norman and Daisy in particular might consider this.

Also, all of the scenarios thus far have SOME humanoids and a few of them can be a big annoyance for guardians who might be busy elsewhere.

But lets be real, Mind Over Matter does almost the exact same thing but it can also let you FIGHT.

For now, I think it will need other support to be worth it, but it should be a lot of fun to Persuade the Ghoul Priest to just lay down for a round.

Myriad · 1226
Looks like it would be really good for The House Always wins, and possibly good anywhere else. Combos with Fine Clothes though. — SGPrometheus · 847
Nice catch with fine clothes! I like that. — Myriad · 1226
Marksmanship

Firearms get a shot in the arm.

There are a lot of good things to say about Marksmanship. To be concise, this card is an action saver. At its best, it can save you over a turn of actions (MOVE to connecting location, ENGAGE an enemy off an ally/an aloof enemy, FIGHT for 2ish damage and FIGHT to finish off a foe) and at its worst, it saves you two actions, which is still really good.

It is a tactic, so it can be played off of Stick to the Plan, meaning you will always have it in your back pocket.

And really, the only thing that this requires of you is to run guns... which have gotten a lot better thanks to Venturer and Stick to the Plan (with Extra Ammo).

Oddly enough, this card is probably best in Rogue who can double or nothing with this and really put the hurt on a boss, from afar.

A great card, well worth the xp!

Oh and don't be fooled by the art. Don't use this with barricade and the springfield (my heart wants them to be playable!).

Myriad · 1226
Wait a second. Can you activate a Fight ability if there is no enemy at your location?. — Sacrillegal · 1
It is not entirely clear if you can use it to do that at the moment, but my money is on yes. — Myriad · 1226
@sacrillegal Even if the answer is technically no, the correct answer is yes. It's obviously intended for such situations, so I'm playing it that way until Matt Newman says otherwise. Also, both Zoey and Leo are two Guardians who can take DoN, making this very very good for them. I like this card a lot. — SGPrometheus · 847
the support card Springfield wanted.. makes it somewhat useful now, being able to attack from a connecting location with 4 damage — oCCult · 8
Springfield should have bonded a event card like this! — AquaDrehz · 204
Great penguin tech in EotE. Wuk! Wuk! Boom! Looking ahead might see a glow up on Elusive enemies in Hemlock Vale. — TheTrueEpicureInTheTerrible · 1
Question for y'all... Would Nathaniel Cho's +1 damage apply to this, seeing as this is an event that does damage? — Quantallar · 8
Scene of the Crime

HEADLINE: Guardians can gather clues?

This card is a game changer for guardians. Almost every guardian deck is improved by including this card (especially if they run On the Hunt).

It costs a fair bit, but its effect is profoundly powerful.

Running this card next to on the hunt gives you the ability to really turn up the gas. You draw the enemy (REALLY good odds of it), engage it and now can use your first action to gain two clues at a location.

No test, no attack of opportunity. No nothing.

That is almost a flashlight worth of clues with only one action rather than THREE (play flashlight and investigate twice) AND it dodges investigation restrictions AND attacks of opportunity AND doesn't require a token pull from the bag.

Like... seriously!?!

A great card in decks that want to run on the hunt (read as MOST GUARDIANS).

In fact, the only guardian who might not want it right away is some Mark builds which can run Working a Hunch.

Myriad · 1226
Maaan... That card in solo gator's hand and Restricted Hall in Miskatonic Museum... Just say hello to Hunting Horror and take the book just like that. Even you don't need to play with searching a monster to uncage the full potential of that card! Aaaand +1000 points of style for linking both Act 2b flavor texts and Scene of the Crime theme :D Amazing card. — KptMarchewa · 1
Doesn't seem like I can add this to decks yet, but I'm not sure why. — TheUnthinkable · 402
Sometimes I think they use darts to determine the resource cost of events. This should cost 3 or more, Marksmanship (in the same pack) should cost 1 or less. Costing them both at 2 is crazy... — duke_loves_biscuits · 1278
Guardians have enough trouble with resources that I don’t like seeing this be more expensive. I would rather see this as a level 1 or 2 card with the same effect. — Death by Chocolate · 1489
Does this combo with On the Hunt? That is, would On The Hunt be considered a "first action?" I'm thinking no, but would like some backup on that. — crymoricus · 252
On the hunt is fast, so doesn't cost an action — Talex · 1
Does Scene of the Crime work with Diana Stanley's signature ability since it is ignoring a game effect, the attack of opportunity? Seems like it does. — McV0id · 8
To call out one more combo -- Alice Luxley becomes a much better ally if you're running two copies of SOTC. Not only do you swipe two clues from underneath an enemy's nose, but then you punch that enemy in the nose as well! That works out to 2 clues and a damage for an action and two resources. Yum! — Mordenlordgrandison · 464
Does not != Ignore, McV0id. — MrGoldbee · 1489
Not only for guardians, this event combined with I've got a plan! and Deduction (2) means 4+ clues and a 3+ HP monster dead in one turn.. — forever_seeking · 13
Another rules question, can this be played with Parallel Roland's directive to make insight's fast? That would seem to violate "Play only as the first action", since it doesn't take an action right? — TrisJ1 · 8
Venturer

(Edit: 12/1/19, Ornate Bow)

This card starts off fine and only grows better with time. Levelled up guns can be very powerful and this card keeps them around longer, whether its a Lightning Gun or just a .45 Automatic. Dont forget that "Skids" O'Toole can use this to fuel a Lupara or .41 Derringer. There's also the power combo of Venturer + Ornate Bow to get 2 shots without stopping to reload.

So the effect is good, worth the price even, 3 extra ammo tokens and a bit of expendable tank that you'll actually be glad to kill-off when he's empty, this means that the occupied Ally slot is less of an issue since you don't need Venturer to stick around.

To further integrate Venturer in a deck consider Inspiring Presence to speed up how quickly you reload a gun or even Calling in Favors to juggle him with Beat Cop and refund the charges. A charisma based Roland Banks deck with Beat Cop, Venturer and Dr. Milan Christopher actually plays very smoothly (And Leo Anderson similarly so with Leo De Luca).

.

Obviously you need targets if you pick this for your deck, firearms are the obvious target, the less obvious ones include: Strange Solution, Lockpicks, First Aid and Flashlight. There's also Painkillers, Smoking Pipe and Liquid Courage but those usually don't warrant Venturer charges.

Strange Solution is an interesting standout in that lineup, if you're playing Rex Murphy then keep this interesting interaction in mind.

Tsuruki23 · 2577
You can also put supplies on him with Emergency Cache (3) and then turn those supplies into more ammo. — SGPrometheus · 847
This card is one that makes me hope Guardians get a card like Uncage the Soul, but it can only be used on allies. It would increase Venturer's (and other allies) playability outside of rogue and Zoey builds. — Myriad · 1226
On skips you should also mention Typewriter (4) and .41 Derringer (2). You can also use him on assets of other players, so William Yorrick could use him on Mark Harrigans guns.. — Django · 5155
@Myriad Uncage the Flesh? That would be terrifically good. — SGPrometheus · 847
I thought bow is maximum 1 arrow, there was stated — vak36 · 1
@vak36 Yes it's maximum 1 ammo, but Venturer allows you to reload the bow without spending an action. — snacc · 1020
Backpack

After trying this card a bit i'm actually very impressed.

This is a hybrid sort of card, it's a Tutor that actually searches for cards in bulk. That makes Backpack a weird sort of cross between Preposterous Sketches and Prepared for the Worst. So, what exactly does it do?

First off, this is a tutor effect. If you have powerful items or supply cards like Lightning Gun, Key of Ys, Strange Solution or The Gold Pocket Watch then this thing greatly hastens the rate at which you get them in play. This effect can be absolutely worth it even if you have only a moderate number of targets in your deck overall.

Second, this is a "bulk" tutor, it doesn't just hit some small and limited pool of key cards, it hits a variety of helpful cards like Emergency Cache, Knife and Flashlight, this has the double effect of A: drawing cards and thus shrinking your deck. B: Getting chaff and gunk out of your deck, thus shrinking it. The latter effect is actually better than it sounds, often you're looking to draw an important event or asset (Rite of Seeking for example or "I've got a plan!") and getting all your Flashlights and Emergency Caches out of the way can be invaluable, especially since these cards don't occupy hand space and thus don't mess with you when you're drawing aggressively.

Third, if you're looking for particular cards (as is usually the case when you slot tutors), even if you don't hit all three cards it is still probably a decent play. If you hit just one card, if that card is something like Lightning Gun, then it was still probably a fine play. If you don't draw the thing you're looking for, or nothing at all! then it was still probably a good play because at least the deck is shuffled, thus your chance of drawing the thing you need quickly is refreshed. In other words: Either you get what you wanted or you get a "re-roll" on the odds of drawing it soon.

.

So, how many items/supplies do you need to warrant backpack?

I've tried some item heavy dudes like William Yorick and folks with just normal item amounts. Generally I lend higher priority to backpack when there's upgraded targets in the mix. As a rule I found that hitting just 2 targets is perfectly acceptable.

12-14 viable targets I think is the maximum in a viable deck, it'd be something like William Yorick with Cherished Keepsake and Leather Coat in his deck.

10-11 viable targets is the upper average for most decks, generally that assumes 4-6 hand items, Emergency Cache an accessory and/or some unique item like Decorated Skull or Investigator strengths.

8-9 viable targets is the absolute minimum and I'dd only recommend it if there's cards in there like Key of Ys, Strange Solution or The Gold Pocket Watch that are really powerful and can't be tutored with Prepared for the Worst for some reason.

Tsuruki23 · 2577
I think this is great for most Guardian decks since it can find your expensive weapons AND Emergency cache to play them. It can also find Extra Ammunition and Contraband for those fun Shotgun Leo decks. — SGPrometheus · 847
Just be aware of the slot conflict with backpack and bandolier in guardian decks. — Django · 5155
Does anyone know if it's possible to play Moonstone from backpack? The card text only forbids you from playing or committing it from your hand, but backpack states that you're playing it as if it were in your hand. The FAQ text on "as if" effects doesn't really clarify this, for me. — Zinjanthropus · 230
@Zinjanthropus The text on backpack states "may be played as if they were in your hand", so I think Moonstone would still not be playable. — snacc · 1020
Sorry I just noticed you said in your comment about the "as if" rule. I've looked it up here: https://arkhamdb.com/rules#As_If - I think the "as if" rule here means you are following all rules for playing a card "from your hand". This rule is definitely not the simplest one imo! — snacc · 1020