Ace in the Hole

Hard to argue against a card that gives you a free turn and doesn't cost an action itself by being Fast.

This combines well with Quick Thinking and Pay Day to produce a seven action turn, six of which are free to use for anything with one to action Pay Day's payout of 7 resources. For a Finn Edwards deck with his free evade, you can get eight actions into a turn: six again for anything, one for an evade, one to collect 8 resources. As well as a free turn, gathering up that many resources is a great boost early on. You can also use this without Pay Day during the endgame to rush to that finishing location in a single turn.

dehora · 413
The main issue with this card isn't so much the effect isn't good. It is that rogue tends to need more ways to get impact and consistency from its actions rather than more actions just due to how the class functions. That and 'action spam synergy' tends to not be great. Bonkers in Tony though! — dezzmont · 222
It is still great for Rita Young who can take this for the Trick trait. As a survivor, she usually has XP to spend. Plus a great synergy with survivor shenanigans like Will to Survive and Trial by Fire — Trady · 173
Dianne Devine

Evading this enemy won't prevent her from moving, since the effect that moves her is not the Hunter keyword. Even if she is stuck at a location with a bystander with 0 clues, she might still bother you if a clue gets placed on the location for any reason. You would be unable to discover that clue until there is another bystander with 0 clues to become a valid target for her forced move. Or until that bystander leaves play for some reason.

While you could fight and defeat her with little trouble (remembering to Engage first since she is Aloof) the actions are probably better spent working on the bystanders.

Signum · 14
Quickdraw Holster

For the gunslinger who wants to blast away with one-handed firearms, there is a sweet interaction with Galvanize. There aren't a whole lot of assets that you need to ready with it, but the Holster takes the cake in that it functionally turns Galvanize into TWO additional fight actions at fast speed. This combo is available, not just to Guardians, but to Tony Morgan and "Skids" O'Toole as well.

Glavin! — MrGoldbee · 1493
Abbey Tower

Since discovering clues is an effect of a successful investigation action, you are still able to investigate this location with any number of cards in your hand. This allows you to commit matching cards to the investigation skill test, which gets them out of your hand in the same action as investigating. And on top of that, you can commit as many cards as you want to your own skill test, which can empty your hand more quickly than the three per action ability on the location, as long as they have the right icons.

You will need to use some other means (such as the ability on the location) to get rid of cards that can't be committed to an investigate skill test.

Signum · 14
Similarly, if you comitted Perception (or similar Seeker skills) to your investigate to empty your hand, you'll need to choose to resolve the normal effect of successfully investigating before the effect of Perception. (Sadly, you can't order things in a favorable way for effects like Scavenging (0), you're going to have to miss either the recursion or the clue there) — Thatwasademo · 58
Through the Gates

This weakness has a lucky interaction with Lily Chen, who sports up to 4 copies of Burden of Destiny. When Through the Gates draws one of the Burdens of Destiny cards, resolve the Burden. Then Through the Gates' 'if' phrase has been "successfully resolved in full", so the last sentence kicks in, and all other copies of Burden of Destiny get removed for the game! Cull 5 weaknesses from your deck for the price of 1!

MrWeasely · 42
Similarly, it prunes Bloodlust from a The Hungering Blade deck, but that's maybe not a good thing in your book. — MrWeasely · 42
But Burden of Destiny is a weakness, so the 'if' phrase isn't resolved in full (it's not even resolved at all), which doesn't trigger the 'then' clause? — toastsushi · 74
Yeah, doesn't work — MrGoldbee · 1493
What part isn't resolved? You draw the second weakness. Some cards get special "if" treamtent. Others proceed on to resolution effects from being drawn. Nothing is cancelled. In both cases, all instructions have been resolved. — MrWeasely · 42
"If it is not a weakness, remove that card from the game" was not fully resolved. A card wasn't removed from the game, so that portion of the pre-then ability did not fully resolve. — PaxCecilia · 426
in general, a card preventing its own effect with an "if" clause doesn't count as that effect successfully resolving in this game — Thatwasademo · 58
this card's wording actually hints toward that, somewhat, since it says to remove the other copies "as well" — Thatwasademo · 58
I think it's more clear for you to check Kidnapped! encounter card. Kidnapped! has similar structure of a sentence (if ~~, do ~~~. Then, do ~~~). — elkeinkrad · 498
Notice that even if no "then" exists, it's arguable to perform second effect. Strange Solution (unidentified) is good example. It states "Test [intellect] (4). If you succeed, ~~~. Record in ~~~." Could I record in my campaign log even if I failed the skill test? In my opinion, nobody knows. — elkeinkrad · 498
@MrWeasely The 'then' here refers to the previous clause, not the full sentence. By your logic, if I have Recall The Future in play, I should always name a chaos token that isn't in the bag because then it will never exhaust but I will always get +2 on every skill test! — Death by Chocolate · 1484
and Three Aces would draw three cards and give me three resources even if I only committed one (and failed!) — Death by Chocolate · 1484
That's a very good discussion. I believe the key to interpret the weakness-situation are the last 2 words: "as well". You remove each other copy you found only if you have removed top card of your deck. Otherwise it would be the first removal, not a removal "as well". — Trady · 173
This card has three sentences. The first tells you to do a thing. The second tells you to do a thing. The third tells you to do a thing. Insisting that the third sentence pry into the internals of the second sentence, strip it of it's guard, and extract it without context is certainly a way to interpret it, but a simpler explanation of "resolve in full" is "do the first two sentences". Sentences are the building blocks of meaning, and short of pronouns or some other anaphor selecting the phrase buried in the bowels of the second sentence, I don't see why one would do that. — MrWeasely · 42
You can rules-lawyer this as much as you want, but we all know what the intention of the card is. The game designers clearly did not design this card as a means to remove additional weaknesses from the game, so it's probably best not to play it like that. — snacc · 1021
It absolutely does not work as the MrWeasely interpreted it. You resolve the weakness step-by-step. Step 1 - draw a crad (if it is anoter weakness, resolve it's revelation effect). Step 2 - if it is not a weakness, remove a card from the game. Step 3 - "then" clause which triggers ONLY if the pre-then aspect is resolved in full. "Pre-then aspect" here is removing a card from the game and it could not resolve if you drew a weakness. — chrome · 68
Come on, guys... If the "then" does not convince you that the third phrase is a direct continuation of the second, observe that it ends with an "as well". Remove all other copies AS WELL. If it is a weakness, you don't remove the first copy nor any other. — RFreitas · 57