Alton O'Connell

Having tried running Alton in two cluever decks (Monterey Jack and Seeker Agatha Crane), I feel that he doesn't really offer a lot for Seekers who already get a lot of in-class clue compression and very competitive Level 0 allies. On the other hand, Darrell Simmons benefits from pretty much every part of his package and the two should make a great duo.

As noted by other reviewers, Alton's evidence cost depends on the shroud of the location during the player window in which his is used, so the same shroud reduction tricks that worked on Lola Santiago will also work on Alton. Do note that difficulty reduction such as Gumption and Darrell's doesn't actually help because they interact with the test difficulty and not the shroud though.

Without shroud reduction, and with most locations in the game being between 2 to 4 shroud, you can think of Alton's ability as giving you 0.25-0.5 clues per precision success (which already takes some setup or luck in the first place), which is simply way too slow for the class who already excels at gathering clues. Without support, Alton's payoff takes so long to arrive you might as well run Working a Hunch if you want 0XP clue compression in Seekers that much.
Main class Seekers do have some access to shroud reduction, e.g. Arcane Insight (4) and Vantage Point, but then these are also pretty slow cards that don't see a lot of play, and I don't expect Alton to warrant a full built-around Seeker deck.
Another thing going against Alton is that Seekers probably have the best selection of Level 0 allies in the entire game. Dr. William T. Maleson offers better soak-for-money and encounter protection, while Dr. Milan Christopher and Jeremiah Kirby give a boost in a relevant stat for cluevers and either sustain economy or burst card draw, so on and so forth. It's simply too difficult for Alton to carve out a niche among such stellar allies.

On the other hand, look over to the Survivor cardpool and suddenly the possibilities open up significantly. Not only do they have more useful shroud reduction options (e.g. Winging It, Old Keyring, Matchbox), but also the recursion to repeatedly make use of said options and payoff cards for 0-difficulty investigations (Old Keyring (3) and Shed a Light). Darrell Simmons in particular would enjoy working with Alton (even though his innate difficulty reduction doesn't work with Alton as aforementioned) for the following reasons:

  • Darrell simply loves anything that generates evidence.
  • Darrell starts with 5 and doesn't need a static boost as much. On the other hand boosting his to a respectable 4 can certainly improve his encounter resistance and ability to work temporarily away from the team fighter.
  • Artistic Inspiration and Steady-Handed are both in Darrell's cardpool and can reliably enable the precise success. Notably you can also toss Winging It as fodder for Artistic Inspiration for even more tempo.
  • Empirical Hypothesis also works on a success by 3 as a side benefit.
  • Thematically, Darrell and Alton seem to share a passion in photography.

Such a scenario is pretty likely in a Darrell-Alton deck and pretty much involves only cards Darrell already wants to run:

  1. Darrell finds himself at a 4-shroud location.
  2. Initiate an investigation at -3 shroud with Old Keyring (3) and Matchbox.
  3. Further reduce the difficulty to 0 with Flashlight (3) or Darrell's own ability.
  4. Proc Alton and Shed a Light for a total of 5 clues (2 from Keyring (3), 1 from Alton, 2 from Shed a Light) in one automatically successful action and 1 evidence.

Oversuccess also gives an evidence on Empirical Hypothesis, and if Darrell at that moment is testing at his innate 5 , he can also proc both Artistic Inspiration and Steady-Handed to turn that into an exact success by 3 for another evidence on Alton, turning the entire action evidence-neutral or even positive.

Overall, I feel that Alton may struggle to make the cut in a conventional cluever deck, but he is far from unplayable and can become an early (if painfully slow) payoff for precision tech or a fast and testless source of clues in the appropriate decks.

koaexe · 34
Quick Shot

You know, looking closely at this card makes me realize... ins't this nut with Roland? Think about it, Roland with his 0-2 skeeker cards pool mean he can get a lot of money from just drawing, and this card can be played either as fast draw or stack money, so you can choose when you want to shoot.

So..yeah, good boy Roland eating good this expansion, Tommy can also use this, but he doesn't cycle deck fast enough to really abuse this thing, funniest combo is play as sister mary then turn your self in patrish for that sweet sweet 5 cards up keep, with a 30 deck (with 3-4 cards always in hand + 2-4 cards that draw more cards like glory) you can get 6-9 maybe 10-12 dmg out of 3 copies in a 8 doom clock game.

LoveApple · 9
The Book of War

How does this work with Winging It and Improvised Weapon when you play those Events from the discard pile? The texts conflict with each other.

If this works with those abilities, Marion loves this even more.

rodro · 212
This doesn't work, because you shuffle them into your deck after you played them and therefore you can't find them. For reference look at the faq for slip away (2) — Tharzax · 1
Thank you for clarifying, I needed some help because some of the cards of this sets like Gift of Nodens do the same and I came from playing Magic and its stack shenanigans. I've ruled it right in my playgroup then, since we usually choose the least beneficial outcome when a thing like this happens. — rodro · 212
Jewel of Aureolus

I played this in a Dexter deck and took it later in the Scarlet Keys campaign. By that point, half the bag is symbols, even without any of us using blessings or curses, and in 3-player this triggered almost every single turn. Dexter cares a lot about continual economy and this card was a life saver.

SenorBiggles · 16
Crack Shot

So this card is just worse than Overpower or Manual Dexterity (depending on if you're using Fist or Foot for your ranged assets).

What's the problem? Primarily it lies in the narrow use case for this card: 'Use it on a skill test from an ability printed on a Firearm or Ranged asset". Taking Fist as the obvious example, here are four things you can't commit it to that Overpower could:

  • A melee weapon attack
  • Generic fight actions
  • Miscellaneous skill tests requiring Fist
  • Another investigator's Fist check, including even when they use a firearm (as it has to be one you control)

Surely then Crack Shot is strictly better than Overpower on a firearm attack? Well, an extra +1 to the skill test is nice and necessary especially at higher difficulties. But Overpower makes up for it by letting you draw a card if you succeed. While I can't objectively say one is better than the other- though usually I'd prefer the card draw, even in it's one niche case Crack Shot is contentious.

To summarize, the extra skill icon is not worth the restrictions this card places.

CyanideLock · 10
Useful with Overpower + Underworld Support. — MrGoldbee · 1492