Thermos

I've found this card pretty useful with Norman Withers as I'm running double arcane research. I knew I'd meet the 2x mental trauma threshold form the start and i quickly upgraded into two copies of Shriveling(5) which has a decent chance of popping me for 2 horror. Thermos will undo that with one action. Lastly when thermos shows up on top of my deck I can get it out for 1 fewer resources which helps mitigate the high cost.

Tacomental · 21
I’m a little confused why you would run double Arcane research on Norman. They permanently fill up two of his 5 valuable level 0 mystic slots and once he’s upgraded a spell, it costs an xp to get a new level 0 spell to upgrade later. Especially since shriveling and ward of protection are the only level 1+ spell that benefits from Arcane Research (and I don’t think most people upgrade lvl2 ward into lvl 5). For all other spells, the double Arcane research only saves 1xp each on him since you pay 1 to swap in the level 0 and then X-2 to upgrade it. You could just buy the higher level spell for X and still have all five level 0 slots to use for good cards. I’m not saying it’s unplayable in Norman, but I’m trying to wrap my head around how valuable it can really be. Especially since if you are ‘quickly’ upgrading to two Shriveling 5s, it sounds like you aren’t getting full value from the Arcane researches (which would take four scenarios to get full value as you upgrade them. — Death by Chocolate · 1484
Okay. I guess there is also mind wipe, so with two Mind Wipes, two Shrivileng, two Ward of Protection, that covers 6 of the 7 upgrade opportunities in a normal campaign to get full value from the Arcane Researches, but I’m still skeptical about committing 2/5 level 0 mystic slots for it. — Death by Chocolate · 1484
I'm trying Thermos out in a Jim Culver deck with a pair of Arcane Research. The jury's still out, as it hasn't come in handy yet. — cb42 · 38
Searching for Izzie

This is possibly one of the worst weaknesses in the game.

  • location furthest from you, which isn't the worst in multiplayer but can be devastating in solo, especially if you're in the final stages of a large scenario.

  • to trigger on top of what it takes to get to that location

  • it's an investigate test which means even if you have the fortune for it not to land on a 4 or 5 shroud location (which it totally can) you can still fail the test and end up having to spend an additional . I can't think of any other weakness which takes for a chance at discarding it.

  • trauma, especially mental, remains one of the more punitive negatives in the game. Sure it won't kill you, but it will put pressure on all further scenarios down the line.

The only real positive for this card is that it is 'effectively blank' in the final scenario (assuming you are not on 6 mental trauma already) which is right when you want to ignore it most. That is a fairly good upside actually.

So it's swingy, but even on a good day it's pretty darn bad. I'd say equivalent or right behind Cover Up in terms of severity for many of the same reasons (CU being usually much easier to handle, but mental trauma being a much bigger problem for Roland)

Nearly all Jenny decks will want two copies of Elusive at all times to mitigate this card.

Difrakt · 1327
I pretty much agree with the above. This, combined with the fact that Jenny's Twin .45s isn't the best weapon, usually means that I'll take her replacement cards every time. — cb42 · 38
Can Ursula use her special move + free investigate to attempt to clear this weakness? Or does it always take 2 actions? Or would it only take 1 action? — Cro · 19
Ursula would have to spend an extra action after moving to search for Izzie, so the move and search would be two actions total. — Ruskettle · 1
What if its attached to la bella luna and is discarded? treachery go to discard too? — toriano · 3
@toriano: I think so. This is what I determined in my playthrough. — Shiresan · 1
Though, if you think about it in terms of fluff: "Jenny thinks her sister might have been in the location that got utterly destroyed by a monster", you could easily say you'd get the trauma there. I'm pretty sure the rules support discarding it along with "La Bella Luna". — AmareZestasia · 83
Fence

I think this card is thematically great and that an evasion-first Finn deck built with Illicit cards is extremely fun to play and very formidable in solo standard and hard. I concede that you generally only want to bring one pair of mulligan-worthy economy cards and that most rogues will want to opt for Lone Wolf. Even with Finn, especially on higher difficulties, using Lone Wolf for consistent stat-boosting is a pretty tried-and-true strategy. That said, when played early, the additional actions and advantage managing opportunity cost provided by Fence is a huge boon, especially in a lean Finn deck where nothing costs more than 3 anyway and a couple of Pay Day or Emergency Cache is usually enough to play a few key assets and a stream of cheap events. While Fence does share the same drawbacks as other economy/set-up cards (bummer if you don’t draw it until late, bummer when you draw the second one), the cards it interacts with are quite good on their own and there’s nothing sitting in your hand waiting for a dependent combo.

Playing Fence early has generally provided me with three to six additional actions in the scenario. With Finn, they’re often used after evading an enemy when getting a few things done and moving on in the same round is crucial.

Some synergies with Fence and Finn:

Pay Day - upgraded from a more complicated Emergency Cache to an actionless 3+ resources

Smuggled Goods - from a somewhat lackluster draw to the same as drawing the Fenced-up version of Lockpicks, Lupara, or Pay Day

Lupara - obliterate the enemy and still move or investigate in the same turn

Lockpicks - this card just seems to love being fast; sometimes with a good opening hand, you can start on a 1-clue location, play Fence, draw a resource, then drop Lockpicks and get the clue before your first round is up

The interaction with Finn's Trusty .38 and Switchblade is less significant but helps to mitigate the initial cost of Fence.

The opportunity cost consideration is hard to quantify but feels very real when playing. The easiest example is when the encounter deck is throwing Corrosion at you and discarding Lockpicks feels a lot less painful when you didn’t already pay 3 resources for it. In smaller ways, it helps with managing resources and hand slots throughout the scenario.

As a side note, I don’t think the upgrade from Sleight of Hand is painful or that the card is particularly missed. The only really great SoH combo is with Lupara and I’d rather not wait on drawing both cards. (Lupara is still excellent with Fence, dependably performing its task of killing most enemies in one or two actions.) I know some rogues like Sleight of Hand for Lockpicks but with Finn investigating at 8, I’ve never run out of supplies before the scenario ended or the encounter deck ate the card. Just playing Lockpicks fast is the better option. I found that Sleight of Hand would often sit in my hand or get used for the heck of it and that I would rather have drawn one of the many available skills or events that more directly help me kill things or turn bad results into good ones (there are really so many to choose from for rogues).

There is definitely a fun factor element to this card but having Fence out provides a ton of benefits and feeds so elegantly into the Finn solo experience of rushing around and mostly leaving enemies in the dust except for a few big offensive rounds that I would highly recommend giving it a shot if that style appeals to you.

housh · 171
Note that drawing the second one isn't even bad, because it's not limited to 1. You can play the second one fast, then exhaust them both at once to make illict cards fast and reduce them by 1 cost. — mannerpots · 2
It definitely makes you feel like a badass to be fencing everything into play. Probably not a top tier card still, but very fun, and not bad as long as you get it out early enough. — Zinjanthropus · 231
Adaptable

The card is nuts! I always buy it if I can.

If your deck-building game is strong you can probably go without it. But when I play with my GF we never spend much time on building a new deck. We grab all the cards we consider good for the build and go with it without a second thought. Of course we never have clear idea about what upgrades we will make. This means rarely sub-par cards are taken with the idea they will shine once certain upgrades are done. And having to spend XP on level 0 cards we failed to take initially is a major pain.

Here comes Adaptable! You can start with whatever cards you want and once you grasp the dynamics of the investigator and the team needs , you can make changes accordingly. Last time I played Finn, I started with 25 unique cards (single copy). With Adaptable I easily got second copy of what proved good, and dropped the useless.

Why take Sleight of Hand from scenario one? Why not take the Luparas/Typewriters/Derringers first and swap cards that help more in the early campaign?

Lots of freedom to change your deck at little to no price. For me that card is pure value and if you are not playing it - you should!!! There is not a single drawback I see.

Bonus point: thematically it makes perfect sense rogues to have adaptable decks :)

vvi1g12 · 22
your first sentence is wrong, you don't buy this card in standalone. I agree with every other part of this review though — aurchen · 263
Flamethrower

Ok here my review on this one:

  • Pros

+4 fight

+4 dmg you may assign to every enemy engaged! with you.

+4 ammo which is a good number for a firearm

-Cons

This weapon makes standard dmg unless you 're engaged with a lot of enemies. So actually if you have only one enemy engaged with you make a total dmg of 1 against lightning gun that gives you +2 dmg.

In order to make a full potential of this weapon you need to be engaged with every monster. That means if another investigator has a monster on him you need to spend an action to engage that (-1 action if you dont have taunt in hand) but also the other monster will do attacks of opportunity. If you survive the attacks then you left with two actions remain to actually defeat the monsters and that is a normal scenario (there are worst out there)

It takes the slots of your hands and body and there are such great cards in there that takes place. Especially the new upgrade bandolier from Return to the Dunwich Legacy combined with Lightning Gun makes Roland a monster with 3 items and +1 willpower.

Now for the 5 xp and the 4 cost seems normal to me for a high end weapon. On solo if you 're engaged with more than 3 monsters usually you're dead. This weapon shines on multiplayer.

Final thought:

If i was going to pick i would prefer Lightning Gun over this any time because of its ability to kill a target in one action. Dont use it on Roland since the bandolier combo is better for him. Zoey can make a use of it (cause of her ability) but still only in multiplayer (as a chef first you burn them then you slice them ^^).

The slot usage really means that if you're building a Flamethrower deck, you have to commit to building a Flamethrower deck. There are cards like Taunt and Heroic Rescue that allow you to engage enemies without an action, worth picking up if you're leaning into a Flamethrower. — cb42 · 38
I think you have fundamentally misunderstood how this card works. You said, "So actually if you have only one enemy engaged with you make a total dmg of 1 against lightning gun that gives you +2 dmg," when the card says, " — Schielman · 38
instead of its standard damage, you may assign up to 4 damage among enemies engaged with you (any additional damage adds to this total)". You deal 4 damage to an enemy. If you commit Vicious Blow, you do more, but either way, that's more than Lighting Gun, which does 3 damage at base. The other advantage of flamethrower is that you can roast a whole room full of mooks (I've had a few situations where I wish I had the ability to kill 2 guys with one action). So no, I think in the vast majority of cases, flamethrower is much better than Lighting Gun. (I misclicked, which is why this comment is in two parts) — Schielman · 38
Schielman is right about how the damage works. That said, the reveal of Bandolier 2 does help swing some value back towards Lightning Gun and the BAR. — Death by Chocolate · 1484