.45 Thompson

So I quite like this card for it's ability on Standard to largely supplant Beat Cop (0). Don't get me wrong, he's a good guy but he doesn't perfectly solve the problems of each fighter at level 0.

6 is usually enough for all but the most dangerous of checks on this difficulty, and while it prevents you from keeping your off-hand free for Flashlight to help on clues there are alternatives. You can also just play some Perceptions if you have >3.

If you're at 4 like all Guardians (at this time) besides Carolyn Fern and Mark Harrigan, here is your one card answer to getting up to that magical break-point.

I like it in Zoey who doesn't just grind her economy to a halt by playing it, but I've grown quite fond of it already for Tommy. Becky is cheaper but requires more hoops to get the remaining 3 bullets, and is already a 2-handed weapon. There's not quite the same level of considerations other Guardians face when deciding if they should commit to a 2-handed weapon at 0 XP.

Also for these two it sets them free from the binding chains of Beat Cop, Zoey has amazing options in Leo De Luca and Peter Sylvestre, while Tommy can use Guard Dog to great effect. Like Leo Anderson he can also use Alice Luxley to help out on clues since you're not bringing a Flashlight.

It's not quite the set and forget ace that Enchanted Blade (0) is--mostly due to the ability to get +1 even when you don't need to spend a charge--but it's a fantastic stand-in until you grow up big and strong into a Flamethrower or some other nonsense.

Swekyde · 25
Yes, a nice card. On higher levels the innate +2 is even more useful. Of course, there you'll likely want to stack that bonus alongside Beat Cop's, if possible. — CaiusDrewart · 1498
Narcolepsy

So this card doesn't seem to work as it was probably intended!

The multiplayer-only nature of the card makes it seem like it is intended for other investigators to come and wake you up when you fall asleep. In that case, the should have the added text, "Other investigators at your location can take this action." You can't wake yourself up after all (since Narcolepsy prevents you from taking actions), and as written that action cannot be used at all.

The_Wall · 113
Other investigators can interact with cards on your threat area. It doesn't need to be specified. In fact there are several other weaknesses that other investigators can resolve for you, such as hospital debts — Weirdmarine · 1
Weirdmarine is right here. The card works as intended — Difrakt · 610
As a follow-up, i feel like this card was printed specifically to draw attention to the fact that other investigators can interact with cards in your threat area, as it's not well known. — SGPrometheus · 161
Entombed is one of my favourites for demonstrating this interaction. Love the image of multiple investigators working together to get you out of the rubble — NarkasisBroon · 1
Vantage Point

Luke Robinson loves this card. In conjunction with his Gate Box/Dream-Gate, it functions essentially as a second version of Working a Hunch, except that it's one resource cheaper and can grab a clue from literally any revealed location.

ClownShoes · 4
I might be missing something here, and Luke's ability is kind of complex to think about, but I'm not sure I follow how this becomes Working a Hunch. Would you mine going through the process in depth? — StyxTBeuford · 418
Nevermind, I see it now. Put Dream Gate in play, move a Clue to it from anywhere, it gets -1 Shroud so it's almost guaranteed to succeed if you investigate it. That's very neat. — StyxTBeuford · 418
You'll still need an action to investigate, which Working a Hunch doesn't, but yes, this combo is neat. — TheNameWasTaken · 3
I think overall I'd rather have Working a Hunch. more expensive, but it doesn't require me to use a charge on the Gate Box if I don't want to and it's fast. However if I want more easy clues outside of Hunch and Drawn to the Flame, this could be the next item on the list. Definitely worth checking out. You'll retreat to Dream Gate at some point, so you might as well get a clue while you're at it. — StyxTBeuford · 418
Would it remain there if you're not at the Dream Gate ? — Sassenach · 53
@Sassenach: The Dream-Gate leaves play at the end of the investigation phase, taking the clue with it, and Luke is the only investigator who can enter the Dream-Gate. So you'll want to grab the clue with him as soon as you play Vantage Point. — ClownShoes · 4
Yeah, I thought so. I think I just misread what Styx was saying though and assumed he meant that you could move the clue there and then grab it whenever is convenient. — Sassenach · 53
Of course, the fact that the clue disappears along with the Dream Gate means that this tactic is not devoid of risk. If you have a particularly unlucky couple of pulls on your investigate checks you could be removing a clue entirely from the game. — Sassenach · 53
Yeah I meant investigate it on the same turn, which you would want to do anyway as Shroud is 0. But yes, let's not have a clue fizzle out of existence if we can avoid it. If you can get three pulls, it's a very high chance at least one of those isn't autofail. — StyxTBeuford · 418
There are usually more clues, than you need in a scenario, so not to have to grab a clue for that Victory point is also neat — Adny · 1
There are also scenarios that only care about emptying locations but not where the clues go (e.g. Essex County Express), in which case you don't even need to spend an action to get the clue. — ak45 · 67
Tony Morgan

Tony Morgan is a very exciting Rogue. Not a single Rogue until now has has a higher than 3, which is strange when you consider than the class has had combat support since the core set (.41 Derringer, Hard Knocks). Before Tony, the most consistent way to build a combat Rogue was to take either "Skids" O'Toole or Jenny Barnes, upgrading into Chicago Typewriter and investing tons of resources into actions for the Typewriter or directly into Hard Knocks. Even more interestingly, Tony is the first Rogue with a stat of 5 in anything. This means the "succeed by X" suite of cards (Lucky Cigarette Case, Switchblade, "Watch this!", Quick Thinking) can trigger way more consistently in his Fight tests. And as if that weren't enough, Tony's an action economy Rogue. He gets a bonus action for fighting or engaging an enemy with a Bounty on it, which if you're conservative with your bounties will not be hard to keep up all game. Not only does that directly help with Chicago Typewriter, but it gives him the opportunity to run Colt Vest Pocket or Lupara even without holding Sleight of Hand all the time.

All of this is to say that Tony's suite of Rogue cards is fairly unique compared to his friends. There's a few Rogue staples that still work well with him, but you're not trying to turn your into damage. No Backstab, no Sneak Attack, no Ornate Bow, you get the idea. He might not be as versatile stat/test wise as Mark Harrigan, the other 5 investigator, but if you build him right, he can take incredibly long turns, fight really well, and get massively paid doing it. So with that, let me draw your attention to a few cards worth considering when building any version of Tony:

  • Kukri, Switchblade, Colt Vest Pocket, .41 Derringer, .45 Thompson - These are probably the top starting weapons for Tony. Kukri is my first choice level 0 melee weapon for him. Tony doesn't mind spamming actions at his opponent until it dies, and Kukri can let you do that in less tests. Combat boosts are generally more important than damage for him, both because of "succeed by X" cards and because closing out damage is not as critical if you have spare actions. Switchblade has the advantage of being fast and cheap, and is a good way to kill something with low fight and high health while saving ammo for important fights. The blade also acts as a good sacrifice to Crypt Chill while you have another weapon out. Colt Vest Pocket is sort of like a half as expensive .45 Automatic, and even if you only get half as many shots out of it before it leaves, it'll still save you in a pinch. .41 Derringer can be used on enemies with only 1 Bounty on them that don't benefit as much from Tony's .38 Long Colt, or to set up damage for a final Long Colt shot. Finally, if you're playing at higher counts and need to more reliably have bullets ready to go, the .45 Thompson is an easy 7 and unconditional 2 damage for 5 shots. It's harder to afford on initial set up, but it gives your deck longevity it otherwise might not have.

As a caveat here, I don't personally recommend Knuckleduster. It offers boost and the consequences for failure are quite high. Extra damage, as I said above, is not as valuable for Tony since he's fine spamming actions with his melee weapon until the monster dies. You simply can't do that with Knuckleduster without heavily paying for it in health or sanity, and there may be worse consequences than even horror in certain campaigns.

Phew! That's a lot to go through. But wait, there's more! Tony gets to pick between Guardian , Seeker , or Survivor as an off class, from which he can take up to 10 level 0-1 Skills or Events. The temptation of course is to go straight to Guardian and maximize his combat potential. The trick however is to understand that he's a fairly capable fighter even just as a pure Rogue. What you really want from this suite of cards is defense and versatility. Again, let's go through a few cards for each subclass that I think are worth looking at (note any double icon card also benefits well from Crystallizer of Dreams:

With so many choices, the hardest thing about Tony is pinning down a direction. If you're playing in a group, it'll be easier as you'll just take the path most open to you. One final tip: bring some way to track your remaining actions. You will very easily lose track otherwise.

StyxTBeuford · 418
We finally get a Rogue who can viably run knuckle duster and no mention of it? I take it over switchblade easily as I’d much rather risk retaliate at his native 5 than use switchblade to functionally swing at 3 for the bonus damage. And I’m still fine with the knuckles taking a chill to spare my guns. — Death by Chocolate · 12
Knuckleduster is solid also, probably a stronger choice than Switchblade on higher difficulties. Thompson is also a solid choice, especially with Act of Desperation. I had to narrow in on a few options. — StyxTBeuford · 418
I was considering doing an analysis of Tony but this review hits all the key points. I really think that seeker Tony is the best build by quite a margin, between that and some Lola Santiago / The Skeleton Key and he can be useful in any scenario under any conditions. You should mention Drawing Thin in the survivor pool because its the best red card in the game and has synergy with Well Connected and Streetwise; plus you'd want Resourceful to fish back your skill redo cards. Even with the possibly of the Chicago Typwriter I still think that he is yet another investigator who just rushes straight for Timeworn Brand as his first upgrade. — The_Wall · 113
Ah yes I’ll update and mention Drawing Thin, you’re absolutely right. I forgot about it because of the recent taboo, but I should still call it out. Timeworn is also a great Tony upgrade, you’re right. — StyxTBeuford · 418
Please don’t update to mention Drawing Thin. It’s an asset. — Death by Chocolate · 12
Jeez, yes you are right. This is why I shouldn't react to comments right as I wake up. — StyxTBeuford · 418
I'm not expecting it to be an optimal build or anything, but I'm really excited to use the upgraded .41 Derringer with this guy. That is a pretty cool card that has been waiting a really long time for a suitable investigator. — CaiusDrewart · 1498
It's a fun time. Borrowed Time, Quick Thinking, Ace in the Hole, Leo de Luca, Derringer, and then Pay Day just because. You'll never have to worry about chasing your Quarry again! — StyxTBeuford · 418
Easy Mark

This is an interesting one. Absent the reaction ability it’s already very close in function to Emergency Cache but with a draw ability in place of one card.

Now the set costs 1xp, the full set (which you will want) is 3 card slots and that reaction ability is pretty crucial. If you do not use the reaction it is effectively 2r for one action and a minor deck thinning. Begin to use the reaction and the card scales, 4r for an action as well as 2c thinning at two cards - 6r and 3c thinning at all three in hand.

Now the statistics are weighed against you if you’re trying to hold out for all three. Frankly you have even odds of even getting more than 1c in the first half of your deck, so that ability is quite unreliable. That’s mildly troublesome, as it means this is an economy card for the late game - generally when you want to be spending resources, not gaining them. The dream of getting all 3 is.... overly optimistic at best.

That being said a thin deck is a reliable deck. In addition this zero-cost economy card combos really well with certain recent additions to the Rogue pool. Double double makes even a single copy into a very potent card on its own, and crystallizer of dreams is happy to snap up extra icons for you.

I think it’s a good addition for an event rogue deck thats running double double and perhaps a bit sketchy outside. Probably pass on Sefina for whom it’s not a particularly high impact event, but slightly better for Tony, Skids, and Wendy.

Bonus points for anyone who get a Wendy deck to infinitely recur this for infinite cash.

Difrakt · 610
How does Wendy infinitely recur this? Her Amulet puts it on the bottom of her deck (not discard) so it’s not a valid target for itself? That said, you could still play it three times from hand, drop Amulet, and play it three times from discard for a total 12 resources and 6 cards in three actions (minus Amulet cost). — Death by Chocolate · 12
If you get to the condition where your deck contains 1-2 easy marks, have Wendy’s amulet equipped, and one copy of easy mark in hand you can keep playing the marks as you draw them. It’s actually not as hard to set this up as it sounds, if you get to 1 card in deck and three easy marks in hand it is almost guaranteed to happen. — Difrakt · 610
Okay, that’s fair. Run enough card draw to rip through your deck and then loop it. Nice. — Death by Chocolate · 12