Quickdraw Holster

How does this affect the "spend one ammo" part of the cost? Do I have to pay the ammo because the Holster only affects the actual action cost or all of the activation costs?

200 characters. 200 characters. 200 characters. 200 characters

You answered your own question: the Holster only saves you the action cost, so you have to pay every other cost. Questions like that can only be asked in the BGG Forum for "Arkham Horror LCG". They get answered there quickly, and it makes less needs of 200 characters. 200 characters. 200 characters. 200 characters "reviews". — Susumu · 361
Sorry, I meant "also be asked", not "only be asked". — Susumu · 361
Thank you very much for you answer, I didn't know the forum exists. I will ask there next time :) — 10erRingscheibe · 31
Having an extra shot is very tempting, it would be one of the very few alternatives to cyclopean hammer (which is so overpowered that many 2 handed weapons will be rare on decks). Ranged weapons that spend ammo suffer a lot when compared to CC weapon such as enchanted blade or machete. This can be a very flexible card with a serious problem: cost is too high. Most good guns are expensive and don't last much. So you need 1 action and 4 resources to play this and then another 3-4 resources to play a decent gun and hope to be lucky and have both cards in the same game. Not sure if it's worth, no matter how cool it looks. Many guardian decks suffer a lot to get so many resources, others try to be flexible and will not have room for too many situational cards. — druchii7 · 1
I just saw Colt Vest Pocket (2) and thought that you can use Quickdraw Holster to avoid the discarding condition of this particular gun ("At the end of the round, if you triggered Colt Vest Pocket's [action] ability [...]"). But sadly I feel by "not paying its [action] cost" you still "trigger" the ability, right...? — Miroque · 25
Galvanize

This with Quickdraw Holster gives you three attacks for the price of none!

200 Characters filler text: Lets me think about playing Nathaniel Cho with a gun in the holster and his gloves on. Somewhat funny to imagine him fiddling frantically first to get the gun out of the holster, second struggling to pull the trigger and all that twice in a row. Maybe the enemy is damaged just by watching the process in agony. 200 characters done.

Discipline

This Discipline has a little cool trick with Brand of Cthugha. (For Discipline anti-treachery battle mage Lily) Normally there is a risk of hitting succeed by 0 and scald you hand. Making Cthugha desirable on your last action. But sometimes when you are fighting multiple enemies with varying even-odd HP and is trying to clear them out as much as possible, you may want to play with the "adjust gas" feature of Cthugha, want to use Butterfly Swords for multiple targets damage distribution, and lastly maybe evade the big remaining guy to have a go again the next turn.

Many times I don't really want Cthugha to be the last action, because its variable damage ability is great to setup a follow up with Butterfly Swords so multiple things dies exactly, or setup for an another investigator to last shot it, or adapt to situation should symbol chaos token shows up and do something weird mid-fight.

Instead of using Cthugha on the last action, use this Disciplined triple attack action on the last action instead. 2 actions prior can be anything except the Cthugha, like your EotE 2 handed weapon of choice (Dragon Pole (get a boost from Cthugha arcane slot), Butterfly Swords (maybe don't exhaust it), Cyclopean Hammer)

Now that you get to take 3 different fight or evade that are not really "additional actions". (Otherwise the wording should be like Daisy ability which gives you real action, but with "which can only be used on fight/evade") You can then position Cthugha anywhere inside this 3 sub-actions. Hitting succeed by 0 would hurt your real action counter outside which had already ran out. You gain flexibility of evading as the last one, or using your 2 handed weapon after Cthugha which is now allowed to safely get succeed by 0.

5argon · 9138
Improvised Weapon

This in Stella Clark with two Quick Learner lets you kill a 3 fight 3 health enemy in your third and fourth action, provided you don't draw the tantacle. Seems to be a nice combo for expert difficulty.

In your first action you can fail an evade or attack against the enemy to draw cards and/or gain resources to pay for two times Improvised Weapon and trigger Stellas extra action in the process. Of course you have to deal with one attack of opportunity while doing something useful in the second action before you fight the enemy. But have enough cards for tanking damage, even Stellas -ability can heal you later.

Quick Learner and Improvised Weapon only reduce the fight value by 2 or am i missing something? — Nallej · 1
Nevermind, you took two Quick Learner, I misread your review. — Nallej · 1
With [Parallel Roland Banks](/card/90024) this card is now looking pretty great as a [fast](/card/90026) self recurring 1 cost 1-2 dmg attack. Become a master improviser with [Sleuth](/card/08121) to unlock its true potential! — greenmantis55 · 93
Shazbots, posted the above ^ in the wrong place! — greenmantis55 · 93
Ice Pick

So, I just want to add that Scavenging + Ice Pick is still a fantastic combo. The review by elkeinkrad mentions that you can't use Scavenging in the same test as you use Ice Pick for an extra clue, which is entirely correct (as Scavenging is Step 6 of the test and Ice Pick step 7), however some people seem to have misunderstood that for the two cards not working together at all.

They do, obviously, you just have to use Ice Pick and then on a subsequent test trigger the Scavenging. It takes a bit more effort, but having played this deck in "Ashcan" Pete with Granny Orne and Plucky, I can guarantee you it is the real deal. Love this card, it is the payoff the Scavenging deck needed.

Veronica212 · 294
you can just use two ice picks and swap them constantly, this truly is an obscene card. Minh approves. — Zerogrim · 290