Amnesia

As the two "draw, resolve, then immediately discard" weaknesses in the Core, Amnesia and Paranoia are obviously meant to be parallels. Their effects mirror each other, one discarding all but 1 card from your hand, the other discarding all your resources. However, this mirroring obscures the truth, that being that Amnesia is a far greater threat than Paranoia. Why? Because cards are, to quote a trend from 2020/2021, NFTs.

No 3 non-Myriad cards are the same; .45 Automatic is slightly different from .32 Colt, Dr. Milan Christopher provides resources where Whitton Greene provides cards, and Amnesia attacks the cards in your hand while Paranoia attacks the resources in your pool. What this means is that, technically, cards in your hand are non-fungible tokens, or NFTs, items that are not mutually exchangeable with each other. If you want Glory, a substitute won't work: you need Glory itself. Of course, cards can have similar effects and thus occasionally stand in for each other, like a deck running Enchanted Blade and Machete to provide a Melee weapon, but this only pushes my argument back, not defeats it; if the cards themselves are not, strictly speaking, NFTs, then the functions they fulfill are: if you want a Weapon, you need a proper Weapon, not something like Magnifying Glass.

Resources, by contrast, are fully fungible tokens; one resource is no better than any other. You don't need a Weapon resource to pay for Weapons or a Tool resource to pay for Tools; resources are resources are resources.

Therefore, while Paranoia clears your board of fungible tokens, Amnesia (almost) clears your hand of NFTs, something much more devastating. Losing 5 fungible tokens is bad, but possible to quickly recover from; the resources you generate in the following upkeep phases are functionally no different than the ones you just lost. With NFTs, though, if you lose them, you lose not just the tokens but the function they fulfill. You're not just discarding 4 cards, you're discarding a Weapon, a Tool, and 4 total skill icons, and if you want to recover those functions you need to find other cards that fulfill them; you can't just generate any random card during upkeep, you need it to be a card that does a specific (sometimes very specific) thing. And if one of the cards you discarded was a one-of, intended as tech against a certain scenario card, that can be very difficult.

I understand what Amnesia is trying to do, help slow players' card draw down. However, I believe that, as is, Amnesia is far too punishing and variable (the draw-heavy might never end up with this as their weakness while the poor gets it every single time) for it to be considered as fulfilling its purpose.

What on earth are you talking about. — fiatluxia · 65
Discarding resources isn't as impactful as discarding cards because resources are freely interchangeable (one resource is exactly the same as another resource) while cards can only be substituted in a limited way (if you want a Weapon, you need a Weapon, not just any old card off the top of your deck). Paranoia targets something that can easily be replaced, Amnesia targets something that requires a lot more work to recover. — NightgauntTaxiService · 405
Firstly, the metaphor falls apart because NFTs are essentially all interchangeable becauss they are all equally worthless. Second, this isn't really how it plays out in practice. While two given cards aren't the same barring specific decks you can't fully build around a single specific card, and even if you do it's unlikely to stay in your hand for a turn. Important cards naturally self select out of your hand because you play them. Amnesia IS worse, but its because cards are harder to get than resources and you tend to lose more cards (even before factoring that cards are more valuable) than resources. — dezzmont · 214
I will grant that you're right about NFTs in real life, and that the example I gave wasn't the best. Let me offer another one, one that hopefully does a better job of illustrating my point. You're playing a scenario with Ancient Evils in the encounter deck. In your hand, you have Ward of Protection to cancel Ancient Evils and Spectral Razor in case you draw an enemy. During upkeep, you draw Amnesia. Which safety net can you safely get rid of? Yes, if you had Paranoia as your basic weakness, you'd be in the same situation, but only for the next turn; you would be able to rebuild your board state to what it was pre-weakness quickly, whereas with Amnesia you would either have to get lucky with your draws or cycle through your whole deck. You’re right in that Amnesia doesn’t (or at least shouldn’t) hit your crucial assets, but it can still cripple you by forcing you to get rid of your very helpful or niche skills and events. If you’re Preston and you draw Amnesia while you have Alter Fate in hand, do you lose the Alter Fate even though it’s your main defense against Frozen in Fear or do you sacrifice the rest of your hand for a “break glass in case of emergency” button? Of course, I understand that that’s what a weakness should do, disrupt a player’s turn, but I personally feel that Amnesia’s disruption is a bit too much. Even if it were just changed to “Choose and discard all but 2 cards from your hand,” I would be much more positive towards it. — NightgauntTaxiService · 405
It gets worse since cards gain even more value in upgraded decks. — AlderSign · 298
Improvised Weapon

With Parallel Roland Banks this card is now looking pretty great as a fast self recurring 1 cost 1-2 dmg attack. ||Roland has enough card draw options to see this cycle a couple times and passive strength boosts to put the test at anything but tentacle territory too.

Become a master improviser with Sleuth to unlock its true potential!

Word of Weal

Regarding the FAQs on this site, precisely the paragraph:

She uses High Roller on the test (it could be Teamwork'd over). [...] Adding High Roller’s bonus would only add +2 Willpower one time. She’d still test at 8.

That's not entirely true. There might be some card in the future are some cards in the pool, enabling that combination (although rather at random, see the comments below), but Teamwork is not that card. It allows to trade Item assets, Ally assets and resources. High Roller is none of the above, but a Talent.

Susumu · 366
Versatile into "You owe me one!" does the trick — Nenananas · 257
Yes. That's an incredible non-sense jank to do. And would only happen at random, after all, you don't know, if the other Player has high Roler in his hand. But I give you credit, that this in theoretical possible. — Susumu · 366
Black market high roller would also do the job pretty easily, if for some reason you wanted to make this happen — NarkasisBroon · 10
Yeah, I edit the review. — Susumu · 366
Jacob Morrison

Jacob Morrison is a good card if you are taking a lot of bless tech (like Keep Faith, Spirit of Humanity, & Favor of the Sun).

However, he does need to compete with other cards for deck space and there is one card in particular that is very similar to him: Granny Orne

Both cards are 3 XP.

Granny costs 1 more.

Granny gives a static +1 to 2 stats while Jacob has no stat boosts.

Granny gives a +1 to a failing test every round. Jacob gives a +2 after every time you draw a bless token but needs help generating those bless tokens.

Granny can soak more horror but less damage.

Conclusion: Granny is more versatile and can be powerful in a lot more decks. Jacob can be very good but needs a deck built to his strengths and even in the best of situations is only a little better than Granny.

david6680 · 65
+2 to change a failed test is much better than +1. Just think of a 2 shroud location where you can't fail if Jacob is ready (except the tentacle?). There might also other options to ready him outside of bless tokens like Pete's ability. — Tharzax · 1
No, Tharzax. The +2 from Jacob gets applied in conjunction with other modifiers, so you might still end up in failing a test. It's the same as with Lucky. (See the "Danny" example" in the RR for clarification.) I would say, though, that Jacob has an ability for any stat, not just willpower and intellect. If combat and agility are more relevant for your build, you will certainly prefere him. — Susumu · 366
I think the reason I so often prefer Granny is that the static +1 to Willpower is useful in every campaign and will sometimes prevent you from having to use the reaction to get a +1 so you can use it elsewhere. If you are building an enemy management character with bless tech, Jacob is better. In every other situation, I'd take Granny first. — david6680 · 65
Favor of the Sun does not only not work with Jacob, but even anti-synergizes with him... — AlderSign · 298
Friends in Low Places

Another review tells details about FiLP and it is really helpful when you read it! In this review, I'll talk about some parts easily overlooked.

First, rogue class has really few tutor cards, and FiLP is second rogue tutor card and first 0 level rogue tutor card; first one is Lucky Cigarette Case (3). In fact, survivor class is almost similar, i.e., they has only two tutor cards: Flare (1) and Rabbit's Foot (3). IMO, Preston Fairmont is really love FiLP.

Second, Bolstering gives icon. It means added card can be commited into any type of the test, regardless of the icon it has. For example, we can commit "Watch this!", Manual Dexterity, or Overpower into Lockpicks test. Moreover, non-icon card can be commited into the test, such as Dark Memory, The Devil • XV or Pay Your Due. (note: only player card type of weakness can be committed using this method.)

Third, Prompt + Shift make us play any non-fast event at any window. It is useful between 3.2 and 3.3 or during the test of the encounter card. Outside of that, it is also useful when making the example with the non-fast event playing as fast speed.

Lastly, FiLP states "look" and "add" cards. Thus, it does not interact with lots of seeker cards, such as Mandy Thompson, Astounding Revelation or Cryptic Writings.


Traits note for skill cards (Bolstering)

  • Most skill cards have either innate or practiced. None has both traits. Thus, it's recommended to choose either innate or practiced.
  • ALL developed cards are innate. ALL expert cards are practiced. Choosing developed or expert for default trait is useless, and that for Versatile trait may reduce 1 resource cost. Only one exception is Seal of the Elder Sign. It is Expert but not Practiced.
  • Here is list of the skill cards neither innate nor practiced. arkhamdb search link
  • Another candidates for Versatile is Gambit, including "Watch This!", Copycat, and Calculated Risk.

Traits note for event cards

  • The traits for events are variable, but here are the main type of event traits not considering classes: tactic, insight, spirit, spell, supply, fortune, trick, favor.
  • In many cases, it depends on your deck or the investigator's subclass.
  • Considering rogue class, trick is great candidate for Prompt target. Also, favor is also good target, but most of them in the deck are fast.
elkeinkrad · 492
"Third, Prompt make us play any non-fast event at any Fast window" I think you need 3 XP more for Swift too to do this right? — 5argon · 10213
Oh, it needs both Prompt + Shift. Thanks for your correction! — elkeinkrad · 492