Arcane Research

(Edit: 12/1/19, Return to Dunwich).

This is quite good, despite the risks involved. Take 2!

Each scenario finished with this on the table basically nets you +2 XP for every scenario throughout a campaign. To maximize profits the current ideal path is probably:

Shrivelling -> Shrivelling -> Shrivelling X2, this takes 4 scenarios and costs only 2 total XP total.

Then: Ward of Protection -> Ward of Protection -> Ward of Protection also for just 2 XP total.

Finally Rite of Seeking -> Rite of Seeking -> Rite of Seeking for 0 XP total.

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That nets you several incredibly powerful cards for just 6 XP, but it will take an entire 8 Scenario Campaign (With New Orleans. Cairo and Venice Thrown in) to make it all the way to this point, for the sake of sheer power in a deck as soon as possible you can choose to forego a few of these triggers to gain a stronger deck earlier, for example spending the 4 XP to finish up Shrivelling before scenario 3.

So, now that some of the most important tools in your deck will basically level themselves up for free, what to do with all the XP you earn?! This is the REAL fun of this card, now all the cool cards like Seal of the Elder Sign, Time Warp and Recharge can make MUCH earlier appearances!

So, when do you take this? On easier difficulties (Standard/Easy) I don't see no reason not to take this, but even so a few Investigators don't quite synergize with this card, Jim Culver for example is the most consistent dude in the game but he is also very very squishy, if you don't see the Jim's Trumpet very very early then you stand to suffer some unwelcome defeats at the hand of the very Shrivelling card's you took Arcane Research to upgrade. Grab Fearless asap to counter the extra horror.

Tsuruki23 · 2582
Agree, I see myself taking 1 or probably 2 of these for all my future Mystic builds. Ward of Protection V is a beast of a card that will probably start seeing a lot more play now that this is here. — CaiusDrewart · 3200
I believe it does not work that way. Upgrading a card cost a minimum of 1 xp, so e.g. Shrivelling(3) -> Shrivelling(5) still cost 1 xp in your example. It makes the second copy of Arcane Research a lot less attractive (but still worth considering). — ak45 · 469
Seems you can reduce upgrade price to 0. As per FAQ ruling: Additionally, the minimum experience cost for upgrading any card is always 1 (see Experience), so you would need to be paying 2 or more experience in order for the discount to apply. Ruling overturned: I will reverse my earlier ruling to suit the language in the FAQ, as this directly contradicts the minimum stated in the Rules Reference. The 1xp minimum does not apply to upgrading cards, and Arcane Research can therefore decrease the xp cost to upgrade a card to 0. — Daerthalus · 16
Fence

This is to Sleight of Hand what Pathfinder is to Shortcut. Dont let that fool you though. This card sucks.

These cards offer compound consistency when brought together, therefor strengthening both cards since now there are more windows for you to draw and apply the mechanics they offer. This means that you can either include both in a deck or upgrade Sleight of Hand into Fence (if the Fast keyword is the effect you indeed desire, I think Sleight of Hand is the better card of the two because of the fun interaction with firearms).

I don't think Fence is a good economy card, not at all. The actions saved and resources gained get outclassed by the classic Leo De Luca by a mile. What Fence does offer however is the circumstantial but powerful benefit of allowing you save yourself the cost on items you don't actually need, until you need them.

Think of it this way: How often has it gotten in the way that you need to spend an action here and there to play the gun, to play the Lockpicks before you run at the problem at hand? How often do your assets get burned by the encounter deck and how often do you wind up not actually needing the item you played? Fence lets you be very efficient with the where and when of the cards you play.

There is a rather terrible downside to this card. The later you draw it the more cards you miss out on the Fast or returns on. If you're playing the kind of deck that warrants this card then you probably have Pickpocketing, Lupara, Leo De Luca, Chicago Typewriter and so on and on, and as it happens, those cards tend to be "Mulligan Queens", a greedy player who doesn't mulligan this for the cards that it targets is taking a terrible and useless risk! I.E, this card must be in your hand Post-mulligan or drawn very early into the scenario, all too narrow a window.

One more downside, when I played this I had Leo De Luca in the deck, I discovered that all too rarely there was any sort of window for this card to be played, or else i'dd play it at the cost of getting out a major item like Lupara or Lockpicks. I can imagine that you wont be able to afford playing this alongside a certain incoming ally.

So, if it doesnt sit well alongside Leo De Luca or Lola Santiago, where does it work? Well according my experience, alongside Peter Sylvestre in a Finn Edwards deck. Perhaps if the lineup of allies we're cheaper, then Fence would be better. But after a couple tries I just don't see the benefit until some more powerful economy Illicit options are released, Burglary level 2 maybe?

Tsuruki23 · 2582
Yeah, it's really interesting, but way too expensive in the end. To elaborate a bit on the Pathfinder comparison: Pathfinder is expensive, but it's also useful right away. Fence is expensive, but only starts helping you if you play a lot of additional expensive cards. That's really tough to make work. — CaiusDrewart · 3200
In addition, moving (from pathfinder) doesn't cost ressources, while most illicit items do. Investigators only have 4 slots that can hold illicit items (hands, relic, body) so you're unlikely to (re)play more than 4 or 5 such items, which hardly justify this cards cost. — Django · 5164
@Django: Don't forget that fence works on all illicit cards, not just illicit items. So, you could play fence on turn one, then do two other actions (drawing cards, gaining recources, playing non-illicit cards, etc..) and then end your turn with "pay day" or (if your Finn) with "smuggled goods". — Corgano · 2
I’m playing a clue-gathering Finn in a 3-player Forgotten Age campaign. Fence was one of the last upgrades to the deck (you’ve got to have a critical mass of illicit cards first, obviously) but it has added tons of value. Once you’ve got your economy cards in place, what you really need are actions, and Fence provides that for an illicit deck. I’m running Milan and Lola, so Leo won’t fit. — Runic · 1
Out of curiosity, what clue hunting Finn deck did you play? — PanicMoon · 2
I disagree: Fence has a higher skill celling then Pathfinder given it is a free play action on some type of cards. But if you managed to play Illicit cards almost every round, this quickly becomes as good as Leo De Luca. While it is true that the action it interacts is one that usually costs resources, rogues have an easier time generating them. I wouldn't slot it in every deck I make, but if I have lots of Illicit card? Fence is quickly becoming a staple for those type of decks, especially the ones using Underworld Market — HeroesOfTomorrow · 62
Biggest weakness of the card is that it's mostly for asset heavy decks, rather than event decks, as Illicit is a rare keyword on events, but with the few events it interacts it's great: Does nothing with "I'll take that", but makes Contraband fast if you can stomach the resources, Hidden pockets cost zero to play even more assets down and payday pay you one extra resource when played at the end of the round, as it no longer takes an action to use it — HeroesOfTomorrow · 62
Lantern

The Survivor's Magnifying Glass. useful to a clue minded investigator who needs something to do with his/her hand. The net effect of +1 is not always a worthwhile bonus but depending on your character and other cards you may stand to gain a lot if you can hit the magic numbers (2 above the difficulty for Standard, 3 for Hard). Wendy Adams can put this to use till she gets her Lockpicks, the other survivors all suffer intellects of 2- or preferable alternatives. For them Flashlight is a better pure-investigation tool.

But Lantern has an extra use. Automatic damage! Autodamage is always good, a guaranteed dead Swarm of Rats or Acolyte can be absolutely critical, or as a finisher to a foe that you managed to tag with a punch or to end a foe that you've chipped at with a proper weapon. This is the real kicker for this card, say for example you hit someone with a .45 Automatic leaving them with 1 hitpoint, say you wanna avoid some particular tokens in the chaos bag, the Lantern got you covered.

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A note unmentioned in a review of this card insofar.

A -1 Shroud value will affect tertiary card effects, by this I mean Double or Nothing, Lucky!, "Look what I found!" ETC.

I.E, if you reduce a 3 difficulty location to difficulty 2 and fail, your minimum value (0) ensures that you can play "Look what I found!" on the test you just failed by 2 points.

Tsuruki23 · 2582
Charles Ross, Esq.

Correspondence with developer:

Q: How does Charles Ross, Esq. work? The card doesn't explicitly states its time window. Can you use its ability then in the next round use up the cost reduction? Maybe even use it twice before playing an item? It using at your location, does it mean your location when you use the ability, or when you play the item (if you use the ability and then move, where can you play an item at reduced cost)?

A: Correct; Charles Ross’s ability applies until it is used, so if you use it in one round you will still get the discount next round, and if you use him more than once before playing a card, you would get a –2 discount. As for your second question, if you move after using Charles Ross’s ability, the discount would apply to the next Item asset played by an investigator at your new location, not the former location.

So basically you can get one additional resource from it per round. Awesome for a 2 resource card!

vidinufi · 69
While I appreciate the templating consistency this is nightmarish from a book keeping perspective. Hopefully they avoid stuff like this in the future in favor of a reaction ability. — Difrakt · 1327
Huh, I had no idea you could use this guy multiple times to reduce the cost of an item multiple times. That makes him much stronger (although still probably weaker than Milan, who will get you much more than 1 resource per round.) — CaiusDrewart · 3200
@difrakt You're correct about it being annoying to keep track of, but why not just put a resource on him every time you use his ability? Obviously it's not exactly what the card says to do, but I'm not going to make things harder on myself just because the card didn't tell me not to. I did a similar thing while playing Minh; I used clue tokens to keep track of who I'd given my wild icons that round and it helped a lot. — SGPrometheus · 849
I put a dice on him to count cost reduction. — Django · 5164
Yeah, this should have added resources to him, and then the text "use resources on Charles to pay for item assets played at your location." — PureFlight · 783
The reason for the weird templating is that Charles was not intended to stack like he does. In the end though they decided to let it work rather than errata it. — HolySorcerer · 1
Well it is not yet as good as "use resources on Charles to pay for items", because you have to empty his ressources at the next played item. For example if Yorrick wants to recycle his teddy bear at your location, I think you would lose Charles' ressources. — AlexSand · 56
A good card if you have a teammate running Dark Horse — dlikos · 166
How does this work if he's discarded, does the effect continue until used? — Spagbol · 1
Abandoned and Alone

As cards come out that let you recurse from your discard, this card gets progressively worse. Resourceful, True Survivor now let you grab stuff in the discard and can become borderline (or totally) unplayable because of the risk posed by this card removing all the viable targets, Scavenging has always been a liability and these cards are only gonna grow in number. Thankfully Wendy is getting some solid cards like Waylay and Lucky Cigarette Case to slot next to Backstab and Rabbit's Foot and thus all 4 cards gain consistency.

Here'S hoping Wendy gets a novel though because I really would like to try True Survivor survivor on her.

Tsuruki23 · 2582
I've created a replacement weakness for wendy, which i posted on boardgamegeek for the same reason you said: https://boardgamegeek.com/thread/1950114/wendy-adams-replacement-weakness — Django · 5164
I think this issue will be less of a problem once upgraded lucky rabbits foot comes out. Digging for this weakness is already not a bad idea on Wendy, and once it’s in the discard you’re unlikely to see it again. — Difrakt · 1327
Yeah, I'm really excited for Wendy to eventually get alternate cards. This weakness really takes away deckbuilding options and makes her less fun to play (though I love the art and flavor text). Would be nice to have an alternative. — CaiusDrewart · 3200
Drawing cards makes it more likely to shuffle your deck and draw her weakness again... — Django · 5164