Ace of Rods

This card is pretty bad. Get that straight. Its bad. But its not irredeemable. A few characters are so action starved that theyll take what they can get.

If you find it in the mulligan, its a free action, nice, but, not groundbreaking. We already have Quick Thinking and Swift Reflexes.

If you dont find it, and have to play it... you pay 3 resources to -move- an action, bank it. That is so goddamn terrible that it begs belief that this is a printed mechanic, yet, even so. There is a demand for it.

Some characters are so damn hungry that they will take any old garbage card to sate that hunger.

  • Rita Young has some of the tightest rounds an investigator can have, its all those Engage actions that really muddle her rounds. She likes to bring tricks like Cheap Shot and/or Bait and Switch to circumvent lost actions. For her the ability to generate 4 action rounds is valuable. Typically that 4 action round reads: Dodge, Shoot bow, Reload, Shoot again.

  • Mark Harrigan can be hella action effective with big guns, Shortcut and Elusive, even so he might feel the need to make a 4 action round happen every now and then, probably to attack 4 times with his Machete or .45 Thompson.

  • Calvin Wright has very few options for action economy, and the bonus isnt bad.

You get the picture now, decks that lack access to action economy might want to teck a couple of these every now and then. If there's any other action Economy card in your cardpool, that one is better than this one.

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Another, small, consideration for using Ace of Rods is that it's not a bad tagalong tarot for Anna Kaslow, she's an ally with a deathwish and having tarots that self-discard solves some issues that might arrive when she kicks the bucket.

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Ace of Rods is not a good card, but i'dd like to say that it gets less credit than it deserves. I highly recommend you try it out, 2 copies, even if only to never try it again.

Tsuruki23 · 2547
I disagree that anyone should ever bother purposely pursuing two copies of this card. One is more than enough to know how terrible it is. — StyxTBeuford · 13027
It's the perfect card for the finale of Union and Disillusion (TCU). I won't say more to avoid spoiling. — Ezhaeu · 50
Ooh, good point Ezhaeu. That would be amazing. Might well be worth paying the XP to add it before that scenario. — gators gonna gate · 53
This card just became reasonable for Dexter Drake as he can effectively play it as a fast action for 1 gold less and there's a chance he can start with it in play. — LondonLeon · 32
Stealth

Almost identical to the level 0 version of Stealth, for 3 XP you get an additional Agility icon, and Finn Edward's ability to Evade as a free action once per turn. This is further bolstered by the - 2 evade, making this a solid pickup. 3 XP might seem like a lot, but any enemy with an Agility of 2 or less is automatically evaded, unless you draw the auto-fail. Yet another benefit is that seemingly ever present inclusion of "a non elite enemy.", is missing from the card. This means you potentially can evade some big elites, turn after turn. It can also be used aggressively with Waylay, if the investigator can take it, potentially turning Waylay into a 1 action kill, or with Sneak Attack, for a cool 2 test-free damage. Might be overkill in a Finn deck, but also turns him into a pretty great dodge tank with just a bit of support. I personally think it's a great card, with a lot of potential.

oCCult · 8
It doesn't work with Waylay, though. Waylay requires the enemy to be exhausted and this specifically doesn't exhaust the enemy - it just disengages it from you. It also can't trigger lvl 0 sneak attack. So it's a bit more limited than a free evade action, and I think it's only really great in solo. At higher players counts, you're not so much evading the enemy as you are pushing it off on whatever other investigators happen to be at the location and I think that's a bit less valuable. — bee123 · 31
In Multi it can be helpful for the cluer to move on their own or push enemies to the groups fighter? — Django · 5093
The enemy can't engage you until the end of your turn, if that means the investigation phase (as I would assume), then they can still engage you and attack you during the enemy phase. Makes it less useful, especially for hunter enemies. Still seems pretty good in some cases though (Especially solo) — Zinjanthropus · 229
Also a good way to trigger a slew of succeed-by-two effects — Zinjanthropus · 229
3 exp to have the action of Stealth(0) fast. I already find Stealth(0) weak. I suppose it's better in solo. — Mataza · 19
Not requiring an action is a substantial upgrade — Chitinid · 14
I had my doubts about this card, but it has been amazing with Trish! It works very well with her ability. Essentially disengage an enemy without taking an action, then investigate your location, which when you succeed you can grab a second clue (cause the enemy is there), or exhaust the enemy if you want. I'm definitely a believer in this card now. The free action makes a world of difference. — lockque · 1
With Kymani, this card finally finds its permanent home — Amante · 10
Kymani and also Exploit Weakness — Zinjanthropus · 229
Flashlight

TL:DR Grab Flashlight if your is low or mediocre, it's outright amazing solo but looses it's luster progressively with player count, it picks up again on hard and expert as a means to cheat low difficulty locations.

The ubiquitous Flashlight is at this point a legacy card, its one of the more decent cards in the core set, but it is a little specific.

When a difficulty test is (0) it's automatically passed regardless of what token you reveal (except if you get ), this means that a Flashlight outright wrecks easy locations, this is a good means for 1, 2 and 3 characters to help in the clue game. It has combo potential with some skills, netting you guaranteed hits with Double or Nothing, Deduction, Resourceful and so on.

In higher difficulty this ability to cheat some locations is even better, those -5's and -6's really don't impact you when everything but succeeds.

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Flashlight isn't a must have though, when player count grows and the clues start getting placed in bulk Flashlight just doesn't cut it anymore. A solo character who is bad at clues might be able to finish 2 easy locations with just 1 flashlight, and cheat the hard locations with other tricks, in 3-player it'd only get you through one location! Of course if the full team is doing their thing then beating one location isn't terrible rate, but specialization is the name of the game in multiplayer and a fighter spending 4 actions, 2 resources and the card slot to beat a 1 or 2 difficulty location isn't the best use of his time at all.

That said, Flashlight isn't bad for flex characters in multiplayer, dudes like Roland Banks who can pretty even-handedly do clues and combat, Wendy Adams until she gets Lockpicks, Sefina Rousseau as a means to conserve Rite of Seeking charges.

It's a fine card, but it's definitely better on higher difficulties and lower player counts (ideally: Solo).

Tsuruki23 · 2547
Something Worth Fighting For

Anyone who doesn't see the use in this card has never played the 5-Sanity investigators on Hard or Expert. Part of playing Mark Harrigan on high difficulties is being able to survive losing four Sanity in the mid game. Allies are great, but plenty of Guardians are limited to guardian allies which will only go so far. Roland Banks is in a slightly better place with his selection of throwaway allies, but is still very interested in this card. Guardians are ultimately fragile and more liable to die off mid-scenario than most other characters. Despite being the class most hard up for resources, cards like this can go a long way toward winning a campaign.

LordHamshire · 822
Seems like an obvious choice for the just spoiled Tommy Muldoon. — StyxTBeuford · 13027
Archaic Glyphs

I think The Skeleton Key should definately part of the conversation. I played a duo game with Daisy Walker and Preston Fairmont. Preston moved the key around & Diasy and stripped the clues from every location with Deduction, this card, and Perception.

Calprinicus · 6005
This card is just silly, it should be banned. I once took 38 clues with it in a single test: rex murphy, higher education + 16 ressources, double or nothing from other person (milan + burglary to gather 4 ressources +1 clue) — Django · 5093
@Django This sounds gamebreaking but how on earth did you find a location with so many clues on it?? — matt88 · 3178
I'm assuming it was 38 theoretical clues? — Talex · 1
This guy's a lying dick. Don't listen to him. — PatrickCS88 · 1
Got those locations with "2 clues per investigator", in your... 19 investigator games..? xD — victor.keirion · 1
4P Blood on the Altar could get to 38 clues because of the final act, if on hard, with a large number of clues added from the scenario card. It's not likely in a single run but not unreasonable to have happened considering that a huge number of people play this game. It certainly doesn't qualify for this much vitriol from Patrick in any case. But I'm not surprised someone with a homophobic profile description is being unreasonably vitriolic :) — roi · 77
DoN is banned now, so — MrGoldbee · 1468
ROI will die — ReturnOnInvestments · 1