Lightning Gun

Big shiny guns, big scary price tags. Lightning Gun is for the discerning Guardian who wants to never worry about enemies ever again. Well, at least until it's ammunition runs dry.

Upsides: +5 allows you to ignore nearly any token for most fights, and for high enemies even half of the bag usually is success. An easily overlooked upside of this is that LG shots almost never miss, making them more efficient than other ammo weapons.

3 damage will kill most enemies, eat up bosses and allow you to save your vicious blows to kill 4 health enemies. No other weapon can do that. The Shotgun can do more total damage, but you can't tailor it to a specific number which means risk.

Downsides: 3 ammo is sparing, making Extra Ammunition a good investment.

6 money is a tempo hit. Not, mind you, that much worse than .45 Automatic or Machete, but it is a hit.

5 exp is expensive, not much else to really say about this.

2 hands means you either need to ditch your other items or fish for a Bandolier. This isn't as bad as it sounds, as the bandolier only has to be in play before you play LG and your Flashlight but it's still a deck slot and some actions to put that together.

Personally I think it's effective. The ability to know enemies are almost certainly dead in one action is wonderful peace of mind. Still, you can't just purchase this on a whim, a number of support cards are required to make it particularly effective. It's also just plain fun.

Zap

Difrakt · 1319
Good review. I like Lightning Gun, but I've yet to try it in a solo deck. I went for the Shotgun in my Zoey Dunwich campaign because it is ultimately cheaper (1 exp or 1 resource can sometimes be the difference between a free action and not), and the ability to immediately kill anything regardless of HP saves me so much time in the end. Lightning Gun is good, but if it's not enough to take down some of the heftier enemies, thus with VP typically, then it really hurts to have to spend yet another action and another ammo to finish it off. At that point, you definitely will be packing Bandolier anyways. To each their own. — LaRoix · 1646
Song of the Dead

Song of the Dead - how I've tried to like you! When you came along I thought "Yes, another combat spell like Shrivelling, but with a more useful number of charges". But, here's the thing - you just don't do enough damage.

Just like Blackjack, this card has a major weakness in being very action-expensive to kill off most enemies. 1 damage just doesn't cut it next to Shrivelling (at any of it's various levels), and while there is a bonus for symbols, this is pretty unreliable.

The best investigator for this card is Jim Culver; with his abilities, he can get (slightly) more skulls, and he can make use of skulls that would be fails for other investigators. It does feel like it might fit with him.

However, for other spell users so far (Daisy Walker and Agnes Baker), it offers little. It does too little damage per action for Daisy, and Agnes already has other ways of dealing single points of damage.

It's only other use, as far as I can see, is that it does offer a way of doing an odd number of points of damage - thus potentially saving Shrivelling for the coup-de-grace.

So yes, I'm afraid I've more or less fallen out of love with Song of the Dead.

AndyB · 955
Funny enough, I lately more or less fell in love with Song of the Dead after initially dismissing it as a poor shrivelling substitute. You can get rid of annoying 1hp enemies (Whipporwills!) without wasting a shrivelling charge and you can deliver that odd damage to a 3 hp enemy. I found it very usefull in both Agnes decks (you offen can kill 2hp enemies with a single Song charge) and Daisy decks (can't really use weapons). — Scheckel · 107
I like it to fill the weapons-hole in Mystics for Akachi — Chobabot · 1
With Jim and a Grotesque Statue you'd have a 17% chance and then an 18% chance to pull a Skull. I'm not sure how practical this setup is, but at the moment its the best I can think of. I am quite interested in testing it. — cheddargoblin · 87
Yeah, Jim is the only investigator that I think this would maybe work with. Grotesque statue might be useful if it's out (it usually is), but it seems an expensive way to go to just make this work. — AndyB · 955
It's a huge work around to get small value, to be sure. It's almost Rogue-ish in the sense that you hope for the crit. — cheddargoblin · 87
Wouldn't this be good with Olive McBride and Song of the Dead on just about any Mystic? I'm no math scientist, so... serious question there. — crymoricus · 252
Kukri

I've been surprised by just how much I enjoy using this weapon. Yes, you heard me correctly, please hear me out! (I promise I'm not completely insane... yet.) While certainly not to be considered action compression, this card will let you get in a "second" attack while avoiding the Chaos bag entirely. This is not that big of a deal when playing on Standard or Easy where you can whiff a few times without much consequence, but as the tokens get nastier and the negative modifiers get larger (and the pile of committed cards grows) I find myself wanting to avoid that bag like the plague. Because sometimes your second attack misses AND a ghoul spawns. And that's just no fun for anyone.

I'd agree that this is an underrated card. It's no Machete, but there's a viable debate whether this or the .45 Automatic is better. And I definitely prefer it to the Knife, .41 Derringer, Switchblade, etc. — CaiusDrewart · 3183
I never manage to have the 4 resources to play the .45, not when I lean on my stat boosts so hard to hit +4 routinely. — cheddargoblin · 87
works nicely together with cards that grant more actions (Leo, police badge, pathfinder (in a way)) — Heyenzzz · 7440
Yep, it's a terrible weapon. Knife is a much better substitute until you manage to draw a "real" weapon. — Andronikus · 1
Cover Up

Playing Weakness cards in agreement with the rules is no trivial task. There are already some reviews regarding this especially complex card, Cover Up, but none so far that puts all pieces together to one whole image. In my review i will try to explain how this card is played according to the rules.

When a treachery card, like Cover Up, is drawn by an investigator, that investigator must resolve its effects. Please note the wording. Some cards only let you search or look at cards from your deck, in these cases the effect does not resolve!

The effect is initiated by the keyword Revelation, which means "When a weakness card enters an investigator's hand, that investigator must immediately resolve all revelation abilities on the card as if it were just drawn."

So you follow all the steps in the rulebook under "Appendix I: Initiation Sequence".

No play restriction, cost is zero.

Step 1. No modifier applicable.

Step 2. No cost to pay.

Step 3. The card commences being played, or the effects of the ability attempt to initiate. This means the card Cover Up leaves your hand at this point.

Step 4. The effects of the ability (if not canceled in step 3) complete their initiation, and resolve. The card is regarded as played, but not placed in its owner's discard pile, because the text states "Put Cover Up into play in your threat area, with 3 clues on it."

So Cover Up lands in it's bearer's threat area. But unlike other card types there, it is a treachery card, which is a subtype of of an encounter card. And because of that, other players can interact with it. You will find the corresponding rule under "Weaknesses": Weaknesses with an encounter cardtype are, like other encounter cards, not controlled by any player.

The text of the ability states to "When you would discover 1 or more clues at your location: Discard that many clues from Cover Up instead." This should be broken down into two parts. First, the "When"-clause. You can only trigger that reaction if the trigger condition is met, meaning there has to be at least one clue present at that location. (I continue to speak in the singular form, because the rules do not differ if multiple clues are gathered at once.) The way in which you aquired that clue, does not matter. Now the clue remains at the location, because of the keyword "instead", this interrupts the resolving process and the replacement resolves, "a clue from Cover Up is discarded." Second, the "you" keyword is important. As clarified in the FAQ [V1.0, section 2.1], the "you" and "at your location" within this triggered ability, refer to the investigator triggering the ability. And other investigators beside the bearer are allowed to trigger it, as already explained, because the card is not controlled by any player.

Irrespective of the clue count on Cover Up, the card stays in Roland's threat area until the end of the game(=scenario). It can not be discarded and luckily can not be reshuffled into the investigator's deck during the game. Of course it remains being a part of the deck for the rest of the campaign.

If Roland is eliminated (by being defeated or taking a resign action) while Cover Up is in play, Cover Up's Forced effect triggers, as per the FAQ [V1.0, section 'Rulebook errata', topic "Elimination"]: For the purpose of resolving weakness cards, the game has ended for the eliminated investigator. Trigger any “when the game ends” abilities on each weakness the eliminated investigator owns that is in play. Then, remove those weaknesses from the game.”

Recommendations

This weakness makes Roland the most difficult to play character from the Core Set. He has a low base Sanity value and a low Willpower, which makes him vulnerable to horrifying events from the Encounter deck. I would advise new players to put some means to prevent or heal horror from Roland into their deck.

Synisill · 803
Interesting situation that occurred during Blood on the Altar: with Cover Up out, I reached the point that says to put all clues in play on (spoiler) - seemed like that included the clues on Cover Up as it is in play, clearing it on one side, while increasing the difficulty of the scenario task on the other. — jd9000 · 76
Funny!!! — Synisill · 803
Another funny situation I had: drawing the Mob Enforcer weakness during the first stage of House Always Wins - he is a criminal! — jd9000 · 76
I don't think this game has so far used the term "reveal from your deck" (instead using "looking" at a card or "searching" your deck), and probably with good reason, as it would be rather strange to not trigger the "Revelation:" effect when revealing a card. The only cards that are ever "revealed" are locations. — Scheckel · 107
I am sorry for this mistake, Scheckel, i am apologetic, because i am a non-native speaker. It is not easy to use the right terms all the time. I corrected my mistake in the review. — Synisill · 803
Is there any office rule/FAQ specific mention that "treachery card is a subtype of of an encounter card" ? I don't think so as FAQ 2.15 says "Encounter card means any non-player card used in a scenario". I believe a weakness in player's deck (when building deck) should be player-card, right? And if it's not encounter card, all following deduction (such as other investigator may trigger ability) is false. — else · 1
Rules Reference P.28: "Scenario cards include act cards, agenda cards, location cards, treachery cards, enemy cards, and scenario reference cards. Player cards include investigator cards, investigator mini cards, asset cards, event cards, and skill cards." — metapone · 1
See also Rules Reference P.10: "The encounter deck contains the encounter cards (enemy, treachery, and story asset cards) the investigators may encounter during a scenario." and "An encounter set is a collection of encounter cards, denoted by a common encounter set symbol near each card’s cardtype." — metapone · 1
Fine Clothes

Okay, the Parley bit is interesting ... but - just how many Parley actions are there in the game so far? Not many, so let's ignore that...

1 cost for 1 health and 1 horror. And it's an Item, so Scavenging might work well with it. Also, it's the first body slot card to offer some level of horror protection, which is interesting too.

On balance, it's probably not as good as Leather Coat, but it's not disappointing for the cost, and I find horror is often more of a problem than health. It's also much cheaper than Bulletproof Vest in terms of XP.

I could imagine using this with a Rex Murphy Scavenging build, or perhaps Jim Culver Scavenging with the right ally cards.

One down-side - this has the creepiest card art in the game. Is that a mannequin? Scary.

AndyB · 955
Is really good for Carnevale of Horrors so far — jd9000 · 76
In the first two Dunwich scenarios the parley checks are kind-of important, so I tent to put Fine Clothes into deck with the intent to replace it later. — Magnificate · 1195
*Minor spoiler ahead:* In certrain scenario's where you encounter nasty treacheries that make you discard assets in play, this little neutral card i great as asset discard fodder. You're gonna cry when that treachery comes up after you just put your lightning gun as only asset into play — Heyenzzz · 7440
As of the release of Path to Carcossa, 8 of the 15 existing scenarios have a parley action on at least one card, and most of those require skill checks and have big payoffs. — Sechen · 53
Perfect for Eternal Slumber — ifergus · 1
Preston needs this, if only for the theming. — grenadillaGoat · 21
NIGHT OF THE ZEALOT *spoiler Alert* - does it work for those parley tests with the top cultists in Midnight Masks, please? — brennalex · 7
@brennalex *spoiler alert* Most of them don't actually involve tests, but a couple of the 'Return To' cultists are effected. Jeremiah's has a test, and Alma makes you draw encounter cards which may cause you to make skill tests nested within her Parley action. — Death by Chocolate · 1489