Apoyo. Ally

Ally. Conspirator.

Cost: 2. XP: 5.
Test Icons:
Health: 4. Sanity: 4.


Después de que El hombre de los guantes rojos entre en juego: Elige dos de tus habilidades. Mientras El hombre de los guantes rojos esté en juego, aumenta el valor básico de cada una de esas habilidades a 6.

Obligado - Al final de la fase de Mitos: Descarta El hombre de los guantes rojos.

Ryan Barger
Perdidos en el tiempo y el espacio #310.
El hombre de los guantes rojos

This card is awesome! And the best thing about him isn't the stats increase - which are brilliant - but rather the freedom he gives. You want to accept 3 attacks of opportunity while you investigate (probably at 6 ) - no problem. Move while under attack - fine. It's one turn where you can more or less ignore any enemies.


  • Expensive in XP (but worth it!)
  • Uses the ally slot.
  • Not worth using for combat without having a weapon that increases damage.
  • Small cost to play
  • Unique - so only 1 in play at a time. Not such a problem as he only lasts until the next Mythos phase.


  • Capability. Do what you want for a turn.
  • Fast. Don't waste an action using this, and don't suffer an attack of opportunity.
  • Works with A Chance Encounter, which is also awesome (though he lasts even less time if brought into play this way)
  • Use it with Police Badge or Ace in the Hole for even more over-powered actions in one turn!

Simply brilliant. Game winning.

AndyB · 329
He's also a great damage soak with 4/4 and he dies anyway. Use smoking pipe or pain killers, to move some of your damage to him. — Django · 1813
Pair this guy with a gold pocket watch and smile..... (bit heavy on xp though) Or with the unique ability on the soon to be released William Yorick — Heyenzzz · 1580

Conspiracy theories about Nyarlathotep notwithstanding, this ally is a powerful bomb. There are two main barriers to entry: obviously its whopping 5 experience cost per copy, and it being an ally it bumps off your Leo De Luca or similar unless you invest in Charisma which further increases the effective XP cost.

Frankly though, you get what you pay for, because the effect is game-swinging. As Duke has been doing for ages, increasing an investigator's base skill stacks with other boosts thus making key checks much easier especially on higher difficulties. For example it lets Wendy Adams swing her Baseball Bat on her combo turn with 8. It makes all those +2 effects from the 2 XP versions of Deduction and friends succeed more predictably. It even lets investigators with their low values evade if they need to get away after losing a key weapon... and as a action doesn't cause attacks of opportunity. And it can do two of these in a single turn.

It is also worth pointing out that, unlike most other fast cards, you do not need to play him on your turn, so you can drop him in a pinch to boost your stats for a crucial check or nasty revelation. It can even save you from a poorly-timed Pushed into the Beyond or similar.

On top of all that he usually sticks around long enough to soak up a massive turn of hits with his 4 health 4 sanity.

If an investigator has The Gold Pocket Watch (probably another investigator than you given the extravagant XP cost) then they can skip the mythos phase so you get two turns of the power of crawling chaos. This is exactly the kind of end-game synergy between characters that will win campaigns.

The_Wall · 108
"It is also worth pointing out that, unlike most other fast cards, you do not need to play him on your turn" : rules : "A fast asset may be played by an investigator during any player window on his or her turn." — jd90 · 11
@jd90: As you quoted yourselfe: you can play a fast asset during any player window *on your turn*, so you definitely cannot play this card during another player's turn. The fast keyword just avoids an action and attack of opportunity. — Scheckel · 62
I know, I was merely quoting his review. — jd90 · 11
The gentlemen from the Drawn to the Flame podcast suggested using A Chance Encounter with this fellow. — miggydoh · 43

Playing as William Yorick. I was so flush with experience points that I sunk 10 into two copies of The Red Gloved Man right before Shattered Aeons just to spend the experience. Was not a fan of him before then.

But a few turns in I wondered why I hadn't made him one of my first purchases. With Yorick... he just kept coming back! And when he did he was always helpful! We're still not through the scenario but he's so cheap and good at what he does that he is basically a natural fit with Yorick.

I still don't know if I would want to play with him in a deck that did not have some way to get cards out of the discard pile, but this is a card that I've underrated, especially when coupled with Yorick. My partner also was watching and he (who recommended I play Yorick) also discovered that this was a natural fit.

NTGuardian · 6
Survivors can revive RGM up to 4 times with chance encounter and Ressourceful, though you'd spend an action on that each time. THis could be compensated with Leo de Luca. Oh and you could return him to your hand before the end of your turn with Calling in Favors, but thats another action. — Django · 1813

How does The Red-Gloved Man (RGM) interact with Monstrous Transformation? Both set base skill values to a specific value but which one takes priority? The one that entered play last (which will almost always be RGM)?

Django · 1813
The Red-Gloved man *raises* the base value. Whereas Monstrous Transformation *sets* it. AFAIK, *set* takes precedence over pretty much everything. Thus a location with Obscuring Fog and The Skeleton Key still has a shroud value of one. — YorickPlays · 1