Apoyo. Mano

Objeto. Herramienta. Ciencia.

Coste: 2.

Buscador

Después de que un Enemigo que esté en tu Lugar sea evitado con éxito o derrotado, agota el Microscopio: Coloca 1 recurso en el Microscopio, como prueba.

: Investigar. Recibes +1 para esta investigación por cada prueba que haya en el Microscopio (máx +3 ). Si tienes éxito, puedes gastar hasta 2 pruebas para descubrir esa cantidad de pistas adicionales en tu Lugar.

Jason Caffoe
La fiesta del Valle de la Cicuta Expansión de investigadores #42.
Microscopio
  • Microscope (4) (La fiesta del Valle de la Cicuta Expansión de investigadores #58)

FAQs

No faqs yet for this card.

Reviews

After some play, Microscope is quite an interesting card. It's a level 0 seeker card, meaning there are a number of characters who have access to it. For those who can consistently hit high-difficulty investigate attempts, Microscope isn't necessary - after all, it takes a while before it can compare to the efficiency of Fingerprint Kit, or the less conditional nature of Magnifying Glass. However, for those who want to assist with an investigation once in a while and who can spare a hand slot, or those who are filling a more flexible role, it's an inexpensive tool to fill that niche.

To start with the obvious, this probably isn't the go-to tool for those who already have high . Rather than risk a single draw that can go haywire, most primary cluevers will be able to boost their with more reliable tools including a stat-boosting ally and Magnifying Glass. This is probably overkill for those with 5 , though it can help bridge a gap for those who have 4 and don't want to dedicate themselves towards boosting it.

If you are taking this, you want to get it out early if possible. However, the condition for evidence isn't too bad - it's still reasonable when you draw this later game, and can bring this out during your turn before someone else fights on their turn. And one fight or evasion alone is enough for Microscope to break even on investigation attempts. It only needs 1 evidence to do its job - and two evidence is enough to push it to getting, scoring 3 clues with 2 actions. That means you only have to be near a few enemies when they're evaded or go down for this to be efficient. If you're the fighter, you'll likely get enough evidence on this to sweep a location every few rounds. If you're not the fighter, if an enemy spawns on you, chances are, the fighter is coming in and there'll be a dead enemy at your location soon. And if your fighter isn't there not, you might be buying time by evading the enemy - in which case, you'll still get the evidence.

And once that evidence is built up, it's potentially giving a +3 bonus on the test. That raises the investigation reliability to numbers that would normally require concerted effort. Even an off-investigator with 3 in a stat is able to make a check with 6 - that's enough to cover most common locations, and handle higher shroud locations with a minimal boost. With those numbers, even Roland Banks, Jim Culver, and Jenny Barnes can hit investigation checks with limited other support. Since this doesn't have a cap on the evidence it can gain, it can go wild for a number of turns, then be useful through a number of slow turns.

I think the ones who are most interested in this are characters with 3-4 int who don't want to dedicate more than one item for investigation. In addition, there are a few characters with particularly interesting synergy, Joe Diamond can slap these on along with the Detective's Colt 1911s to nail some difficult investigations between shooting things. Wilson Richards can use these as a source of a strong investigation, a bonus from his innate boost, and will likely use Tinker to reduce the overall slot concerns. Trish Scarborough is scoring future bonus clues off of those moments where she's helping through an evade. And, while it's hardly necessary for investigation purposes, Darrell Simmons can use this as one of the easiest sources of evidence this side of Empirical Hypothesis.

This isn't a tool that slots neatly into every cluever. However, for those who only want to grab clues once in a while, or for those who can only spare a few cards in their deck for investigations, this is worth a second look.

Ruduen · 974
I played it with Kate as her main investigation tool. It is ok, and it gets bonkers when you upgrade it, but depending on the campaign and scenario, I feel Fingerprint Kit would have been more useful. In Hemlock Valley, because of the sheer amount of monsters you'll encounter, this can get fueled ASAP because of evasion checks or because a fellow Guardian goes full Rambo, but in TSK, for example, there are scenarios where there aren't that many enemies and half of them are out of reach, in the shadows. It is a Science/Tool card, so it will be instantly useful in Kate because of Flux Stabilizer (Active). — rodro · 195
Other potential users for this card would be Marie Lambeau and Luke Robinson, who could use their arcane slots for fighting / evading and can easily spare a hand slot for the microscope. — DrOGM · 25
Microscope (4) is a fairly different beast, because it's high enough level that only those with dedicated access can get it. That being said, pretty much anybody can use it as their only investigation tool and do well with it. — Ruduen · 974
Yes, Marie and Luke definitely fall into that "3-4 Int and spare hand" space that make them very solid options for it! It's actually a fairly wide list to include everybody - when looking at non-Seekers, I noted Carolyn, Roland using a smaller weapon/Brand of Cthuga, and Trish as well. (Not counting Monterey as well, due to him being a Seeker in disguise.) — Ruduen · 974

(Non-mechanical review) Evidence-based cards offers connection from one thing to the next different thing. Because of this 'gluing' effect, they are great to make emergent stories come alive. Each evidence has a source : You can sort of remember where / how you got each evidence from, then that drives the story why you are better at stuff now. (In other words, evidences are fungible in mechanics just like ammo, but not necessarily in the player's head.)

Hawk-Eye Folding Camera / Dissection Tools connects location / enemy with anything your investigators do. Michael Leigh connects location to enemies. Research Notes connects player card effects with locations.

This Microscope connects enemies with locations, like inverse of Michael Leigh. You collect the samples then to sit down and making connection of enemy pieces to understand more about your current location. What I like about this card is that it works effortlessly consistent in theme, because both enemies and locations came from scenario design. The story often make sense and doesn't miss.

Michael Leigh which is the other way around is not only XP expensive that you'll get to play with him less (or never see him because you get 1 copy), but it's sometimes weird that everything I found out from any location benefits destroying the enemies. (e.g. I just investigated drawers in secretary office and now I'm good at killing all sort of abominations.)

5argon · 9631

Finally a (relatively) cheap and effective answer to Roland Banks's terrible, terrible weakness. Play it out early, load it up with charges, and clear Cover Up with one test in one round.

Synergizes with Hand-Eye Coordination, which also combos with Chuck West 3 to let you investigate while engaged for free damage.

CombStranger · 263
Sadly, <a href="/card/10030" data-hasqtip="1" aria-describedby="qtip-1">Hand-Eye Coordination</a> only ignores the first <span class="icon-action"></span> according to the FAQ, so that wouldn't work. My freescopin' dreams are shattered. — Groovinator · 1
Er, sorry for the above comment, thought that would work. Basically, Hand-Eye Coordination only ignores the first action cost according the the FAQ, so it wouldn't synergize very well with Microscope. — Groovinator · 1
Great point, CombStranger. Roland's weakness is ludicrously harsh, and this is a good enough card in its own right to warrant inclusion in most decks that are a bit on the cluey side. — Dr_Shigogo · 1

I'm running this in Vincent Lee, 4 player, Forgotten Age run with Guardians of the Abyss as a side scenario. I went in with modest expectations, and Microscope met those expectations.

Microscope promises to let you spend 2 actions for 3 clues, and only 1 test which you will take at +2 or +3. This is quite a lot for one card to do.

In return, there are hoops. You need to collect evidence by dealing with monsters. You want to spend 2 at a time, but can only gain 1 per round. Overall I hope for about 9 clues for 7 actions and 2 resources, with good bonuses. Even 6 clues for 5 actions isn't terrible, and it comes with the upside that if you do somehow fail the boosted investigate, you at least keep the evidence.

My overall rating of this card is... it's fun! It's fun getting evidence when you or a buddy deals with a monster. It's fun getting a big clue turn on your usually more humble investigator. The card is well balanced and serviceable and I recommend trying it.

The obvious comparison would be Fingerprint Kit, which costs 2 more to play, but can net you 8 clues over 5 actions, with a smaller skill boost. Fingerprint Kit also doesn't require you to keep it out for the entirety of the game to get it's max benefit, or find 2 turns during your turn to get extra clues instead of 1.

Redwardian · 10