Healing Words

This one looks like a decent target for True Magick, since it is not something you want to put down for real ended up having nothing to do until the situation comes. By keeping it in hand you can now also commit like Guts.

5argon · 9151
On its face, I agree, but I don't think it's truly worth three experience to put in your deck in the first place. — DjMiniboss · 44
I agree with DjMiniboss. On top of, what he says: if you can take True Magick, it will always be 3 XP. You will want other spells more than this for your AR upgrades, possibly other cards more for DtRH. And leaving the level 0 card until scenario 6 or 7 in your deck is also no viable option. — Susumu · 361
Ice Pick

I think the real combo would be to pair this along with Well-Maintained. Just infinite recursion for 1 resource, and everything is fast, right? Investigators who can take this: Joe Diamond William Yorick and of course... Lola Hayes

Correction: No infinite recursion at all, as Well-Maintained doesn't return itself to your hand

joster · 39
This is not going to work unfortunately, Well-maintained only returns the attached item and every "other" attachment, meaning well-maintained itself will still be discarded — niklas1meyer · 1
As soon as I wrote the review I realised that Well-Maintained doesn't return to your hand... — joster · 39
Turning Well Maintained into a vicious blow/deducation still a neat use here. — Zerogrim · 290
So this has me thinking of something that I don’t know if anyone else has tried. What if I paired the level 3 ice pick with the level 3 old keyring to reduce difficulty by 2 for the shroud on a 2 shroud location? The +1 bonus from ice pick doesn’t get to factor in to the success, but I could still discard it to pick up 3 clues in one action, yes? It’s not super efficient but I think just splashing one of these in a deck with 2 other weapons and 2 old key rings would give some flexibility if you can’t draw the cards you would really like to. I feel like the options are pretty good for only one deck slot. — Staticalchemist · 1
Evidence!

"enemies", "combined total" and "this turn" fixes some inflexibilities in the original version about the location of fighting.

Simple scenario maybe fighting 3~4 health enemy near the location with weaker, dormant enemy with Spawn instruction like Acolyte. (Choose it to spawn on high shroud location.) The 1st action finished off the big enemy, 2nd action to move, and 3rd action to one-shot the weaker enemy and play Evidence to grab 2 clues. (In the case of Acolyte, then the big enemy need at least 3 printed health.)

Or perhaps if you are planning to take AoO in order to stand at location you want when you are engaged with 2 enemies (combined HP to 4), you can finish the one with stronger attack first, move and take AoO from just the weaker one, then finish it to make combined health to 4 to play Evidence getting 2 clues.

5argon · 9151
Sorry maybe dumb question but what original version? do you mean like evidence level 0? — Zerogrim · 290
Yeah, the level 0 version, without the clause in parentheses. — 5argon · 9151
Protecting the Anirniq

While an excellent card to play for either of its effects, as with all reactive cards of this sort, you need to have this card in hand at the time your ally is discarded (and be able to play it). You also have to be at the correct location, if you are planning to use it on a friend.

...Except if you have A Chance Encounter. A cheap, level 0 card that lets you pull an ally from any discard pile, long after their untimely end, and put it into play, where it will either get defeated or self discard by the end of the round, unless you do something silly like bump it out with another ally.

Card draw is always useful, being able to resurrect an ally from your discard pile is great. But most survivors have access to the level 2 A Chance Encounter and Resourceful, so this benefit is not particularly special. Where this combo truly shines is in multiplayer, where you grab an ally from another player's discard pile, get to use it for one turn, and then either give that player 3 cards or their (preferably) high XP ally back. You can do this all the way across the map - there is no need to be anywhere near each other.

If you can force that ally to be discarded during your turn, that's even better because then the other investigator won't have to wait till the end of the round to get the bonuses. An investigator bogged down by enemies getting a quick infusion of cards, or another one on the brink of defeat suddenly receiving a soak in hand, are great tricks you can play with this combo.

Minh, Agnes, Patrice, Lola have unrestricted access to both cards, while Marie, Jim and possibly Mandy will have to burn one of their splash cards. You don't need both of them on a single investigator to pull this off, but it definitely helps.

jemwong · 95
I may be wrong but since "Edge of the earth", the multicolor cards do not count toward Splah when you have the rigth color available.. — Lilan · 82
Unscrupulous Loan

This is a great card for helping to enable big money builds. Other people have said all the reasons that it is good. Only thing I would add is I wish for fluff reasons they had made the forced ability check for like 12 or 15 resources. After all how can a loan at 0% interest be unscrupulous?

Maybe if your money givers second name is O'bannion. But then I would rather expect to shuffle an enemy into your deck (who could satisfied with money) rather than exile the card — Tharzax · 1
I agree. It feels odd, that you don't have to pay more back, that you got. — Susumu · 361
You had to pay a flat fee in advance to get the loan (3xp) and if you don't pay it off at the end of the day (the current scenario) you have to pay them again (another 3xp to get it back.) Sounds pretty unscrupulous to me. — Robax · 1