
Don't take it in TSK, it's a good card but seems to be terrible in that particular campaign. Can't target Elites, and usually you don't want to be with enemies in the same location or you prefer them to be dead.
Don't take it in TSK, it's a good card but seems to be terrible in that particular campaign. Can't target Elites, and usually you don't want to be with enemies in the same location or you prefer them to be dead.
I played Vincent for the first time recently and I had a BLAST. He is a capable clue finder and strong assistant. Mostly I just really want to share a phenomenal combo that I found to be very strong and easy to pull of
As many other comments and reviews have pointed out, Bandages are Vincent's friends. Other investigators (at your location) can trigger the healing on their turns and still benefit from your innate power to get On the Mend. But specifically, the other investigator you want to bring along is Mark Harrigan. He starts every game with Sophie in play, allowing him to inflict a damage to himself for a +2 to a skill check (also triggering his own innate to draw a card, at least the first time). If I'm not missing any timing issues, this self inflicted damage also puts his copy of On the Mend into his hand which he can throw into that same skill check that Sophie is boosting. The end result is Mark can burn charges off Vincent's Bandages as +4 to a skill check, or +2 to this skill check and a ?? card banked for the next one, and the free card draw is just icing on the cake.
Also, as a twist you might not have considered, Vincent is a great candidate for an item heavy deck. Running Geared Up, Backpacks (upgrade them ASAP), and Schoffner's Catalogue is a fun way to go all-in on items (not unusual to have 7 item assets in play at the end of turn 1). Vincent can play Scavenging, and while it's not an item and cannot be pulled with Backpack or paid for by the Catalogue, it does keep the critical items (like Bandages) coming back. Oh, and if you go with this Item heavy setup be sure to throw in the Segment of Onyx, it's a joke how often you can complete the set of 3 with this setup.
When do you start and stop having +1 to each of your skills when using this? Can you use this with a fast event to get the bonus when doing something unrelated to the action on the item this is attached to?
For example, let's say you attach this to machete. You activate your machete to take the fight action, and that causes a combat skill test. During the player window after committing skill cards to the skill test in the 8 steps of a skill test, you attempt to Expose Weakness the enemy you're fighting. Do you have +1 from reliable during your expose weakness test?
Like, clearly you have the bonus during step 5 of the fight test on the machete, but I honestly do feel like you are getting the +1 starting before step 1 and ending after step 8 because the entirety of the test is part of the resolution of the action taken on machete.
I needed to add a review to this card, Do you want to know if this pcard is good? this card is a 0xp non fast Cryptic Research, Save that Xp and buy more powerfull cards like Prophesiae Profana, the best part? 2 copies of this thing will save practically 8xp, the crazy part? can be used by every investigator that has acces to 0 lvl cards, maybe it is an auto-include for Roland Banks because this Directive can make it fast
I severely underestimated what values are inside massive 5 play cost of this "red Dynamite Blast" card until I get to try it in Preston Fairmont I just got in the repackaged The Circle Undone Investigator Expansion. (Which he is guaranteed to be able to play by combining Family Inheritance with Upkeep resource.)
I often play 3~4 players, and its ability roughly equals to "you all now able to do whatever you want". Dynamite Blast would do more harm at the ending state of scenario, and it need 4D chess planning to route enemies or Evade to stagger Hunter movement to group them up, and make sure no players or at least the Seeker are there when you are finally throwing the bomb. Something might not even die if it has 4 health, and someone that need refreshing soaks / Spell / Ally remains unable to do so. You have to craft the situation for Dynamite Blast. On the other hand Cunning Distraction's situation comes much more naturally. Enemies piling up and everyone are engaged with different things that they have no answer to. They wish they could trade enemies on their threat area freely or just move away.
After playing Cunning Distraction, everyone who is already setup can Fight with no friendly fire, no Retaliate. Anyone with middling stats that wants to contribute some punches also no longer have to worry about failing. Anyone who hadn't setup yet or need refresh can play any Asset. You can just walk away from the battle site or continue investigation. If really desperate you can all just repeatedly draw to find more solutions. Many Elite has challenging passive that disappear when not ready.
You can redistribute every non-Prey engagements once they came back from exhaust without awkward AoO to take to Engage one more when you already have one. Evader gets low agility enemy, Fighter gets low fight enemy, Seeker gets none. If there are too many enemies, while they are all exhausted you can team up to drop their HP down to 1 or 2 as opposed to defeating them. When they came back, distribute those with 2 HP left to those who have 2 damage options. Have those that can perform accurate 1 damage fight with commits have enemies with 1 HP left, and so on. The card is unexpectedly more offensive than "This should buy us some time" suggests. And I don't think the effect is just a short respite, the fixed engagement can work wonder for next few rounds to come and prevents snowballing.
Elite enemies often build up minions and problems on board because you are occupied and can no longer deal with them in a timely manner. No Elite restriction on this card is very relevant to how it Evade all enemies. (Elite with ability that only works when ready also likes to have Alert, so auto-success + Elite OK is a pretty good combination.) Often you are taxed more and more to do some required maintenance work, at the same time as slowing working on the boss to finish the scenario with remaining actions. By playing Cunning Distraction you can create a decisive Investigation Phase that could end it all when everyone can just focus down the exhausted Elite with all their actions regardless of their little health / sanity they have left at the end of scenario. (Which would be a problem if friendly fire / Retaliate is active.)
It doesn't change that the play cost is expensive. But I was not in the same mindset about this card compared to when including 1x Dynamite Blast in a Guardian deck which felt much more "swiss knife" and easy to add to the deck. I'll definitely try randomly including 1x of this in some Survivor deck from now on when playing 3~4 players, especially that character can make use of icon.