Sledgehammer

Humorously, possibly the best available weapon for Carson Sinclair.

With a measly 2 , you need to cram as much damage into a single test as possible. Reliably hitting anything with a Machete is impossible; you need buffs, and whether in the form of cards or resources, it's going to be expensive.

Stick a Jury-Rig on a sledge and suddenly frail old Carson is swinging at 6 for 3 damage, easily handling most of the enemies in the game. You hit a wall against 4+ health enemies, but you have a few options to squeak in extra damage in a pinch without additional tests, or to evade them with reasonable success.

And of course, playing as Carson you're going to be glued to other investigators that could pitch in occasional extra damage or evasion when you do hit those edge cases. If Carson is trying to play solo, something has gone terribly wrong.

Like most investigators, however, he probably doesn't want the upgrade. While the bonus on the second ability ensures you'll always hit and kill, six damage is usually excessive and three actions is much more prohibitive than two. The inability to step over to an adjacent location to rescue a fellow gator is crippling, and unlike most characters, his low combat means he can't primarily rely on the first ability. Potentially useful in a duo using Safeguard, if you're excited about not actually playing your character.

CombStranger · 287
"if you're excited about not actually playing your character" we are talking about Carson here already you know. — Zerogrim · 295
LOL — fiatluxia · 68
Underprepared

Played with a group with this card a few times now. I was not the bearer but I hate this card. It is not just because that the recovery condition is so hard, but the design is so bad : It goes against the fun of hidden information on hand.

Normal Revelation weakness requires the player to show that card right after drawing, not hard to do it correctly instead of tucking it on your hand. More advanced weakness card that stays on hand requires a bit more discipline from the player until the table knows for the first time that it is on hand, like Dark Memory, Arrogance, Whispers from the Deep, or Pay Your Due. But there is this satisfying flavorful reward when they do it correctly, even more so if they managed to keep poker face when drawing it up. Dark Pact is also good design, similar to Carcosa Hidden card. You can make up all sort of stories why you don't want to do something or even looking like you are doing your job normally, until the reveal, and it makes memorable gaming time.

Underprepared is the worst of such "cripples from hand" weakness. The owner can make mistake of committing cards normally completely forgotten about Underprepared and no one else is going to correct for him. When I am trying to help with : "You gasp just now drawing in Upkeep Phase. You sure you don't have Underprepared on hand?" it is just so weird to say every now and then they commit something.

Apparently to play this card the right way, the owner should commit and then say one of the icon mysteriously disappear. (Or in the case of single icon like Resourceful, only the effect remains.) This is not a digital game and the icons aren't going to blink away on their own. Underprepared does not say anything about revealing it, unlike Dark Memory / Pay Your Due, or not revealing itself elegantly as a part of punishment (and trying to fix it) like Arrogance / Whispers from the Deep. Not only it is prone to mistake, it also takes away from the impact of discovery. It's kind of downer...

But the suffering has just begun. The whole table would then have to keep checking for error each time the owner commit something, likely until the end of scenario because they loses all the will to get rid of it. And since the card is facing the owner's side invisible from others, it is a matter of time an entire table forgot about it since they are busy with their own calculations, at the same time owner also forgot to mention it since they are discouraged from committing for a period of time.

If the table forgot about it for some time then someone suddenly remembers it, now it also tiring to retroactively think about previous misplays whether the removed icon would change the outcome or not. It's a weakness that taxes actual willpower of all players. I would have to make a sign saying "I have Underprepared" that the bearer can choose to place on their play area after the first crippled commit the next time we got this dang weakness, or some kind of temporary insert to make it double-sided if the bearer needs help reminding.

A better design for the same effect would be a Revelation that put this card on threat area for everyone to see, and say hand size is reduced by 1 (weird by itself I know but I am trying to make an equivalent effect here), and with condition to pay 1 resource + no card on hand + only bearer can trigger to clear it.

Even then, it took too much imagination to link its mechanic to thematic sense of this card even in the original hides-on-hand version. (The awesome Oops! guys art is the only good thing that helps understanding this card.) Take the classic Dark Memory, it is easy to understand what is happening here. Her past memory from Hyperborea is acting up again and it is hurting her. By playing the event she released the thing with some effort (2 cost) and it causes some collateral damage, but she is fine for now. Dark Pact's moment of playing is the stabby-stab time, it probably took some effort (2 cost) to do so. When you play Pay Your Due you paid your due (duh), extra actions paid may meant you offer them some work to substitute the cash, and when not they get rid of your fingers or something. Event weaknesses are supposed to be designed like this. The moment of playing the event should be immediately understandable.

Now we are back to Underprepared. After getting this on hand, you have to deliberately go from very well prepared, to underprepared, to finally play this "Blunder Event" which seems to implies that up until now, while the weakness is (not so) hidden on hand, you were making blunder of being underprepared and you learned now to be more prepared, getting rid of the weakness. At this point it is already weird that the punishment of continuing to be properly prepared instead of playing your "man of blunder" role is lesser skill icon (while you can be perfectly armed with Asset cards or a lot of resources, looks very prepared to me)

Even weirder, you are actually underprepared after fixing it since you are left with nothing, you don't immediately go back to properly prepared, unlike most weakness that flavorfully implies you have won against your personal struggle and recovered, or just a singular "oh no!" moment like Darrell's Blunder weakness Ruined Film of the same trait, or Mark's Flaw weakness Shell Shock. The investigator in fact looked more prepared with spare Asset cards on hand and some spare resources to play them when decided to not fix this weakness at all.

The design is so bad and the flavor is also weird!

5argon · 11108
I'll be honest I don't see how losing track of something losing icons in your hand is any different from the Carocsa treacheries, which are equally easy to lose track of, and equally self-policed. Maybe they make sense a little more thematically, but it's certainly the exact same problem. — SSW · 216
The difficulty of tracking them is similarly hard, yes. I just want to compare that Carcosa Delusion has better design that their negative effect don't leak out in obvious way while hidden on hand right until the final fixing moment, unlike the unnatural reduced skill icon. If you suddenly move only once per turn or stop using free trigger, someone may or may not suspect you since those are perfectly normal thing to do too. — 5argon · 11108
Underprepared is second self-banned basic weaknesses (with all at Scarlet Keys due to its limit) for me. Of course, first one is Doomed. — elkeinkrad · 500
Sure Gamble

I recently play a rogue with some XP devoted for treachery defense. He can simply not trying at all to boost and tank horror from willpower tests with Elder Sign Amulet (skips about 1-2 tests), or make it go away with cards like "You handle this one!" or Counterespionage. But there is a hole in this defense, if Frozen in Fear already lands there is not much I can do.

Frozen in Fear is an example that this card is a good answer. Like Lucky!, you get to keep this card intact on hand while you try the recurring test again and again, until you see an appropriate chaos tokens, then like its name you surely pass with 2 resources. Much better than going for a big willpower boost (e.g. Moxie pump / Say Your Prayers / Savant) only for the chaos bag to laugh at you with a bigger minus and lose all your investments. You just wait and not waste anything with Sure Gamble. For the sake of variety and same XP budget, rather than doubling up 2x Elder Sign Amulet for consistency only for it to be powerless against Frozen in Fear, 1x Elder Sign Amulet + 1x Sure Gamble maybe better.

The "Striking Fear" set is special that it is somehow used in most FINAL scenario of the campaign. I say this card is not so situational if there is this prominent pattern in campaign design. In the final scenario you either win or lose the campaign and many things in Striking Fear set are BS against Rogue, and it will be sad if your character is on their knee unable to play after such a long journey. I think even 3 XP for one of this card added last minute before the final showdown is a good investment. It is a core set card for good reason.

To make good use of XP, an over-success card with situational benefit like .41 Derringer (2) which now comes together in Revised Core Set can give it an another duty. Unlike Lucky! which only works when you fail, this card sometimes let you choose between regular success or over-success. (In the case if this gun it has 3 kinds of success.) Breaking and Entering (2), Slip Away (2), etc. also has multiple kinds of success.

5argon · 11108
Waylay

Wait people actually think this card is good? Its terrible.

Lets look at all the negatives.
-Costs 3, a card and an action.
-Have to do a test with no bonus.
-No refund if you fail the test.
-Non-elite only.
-Your location only.
-Enemy must be exhausted.

Just kill the enemy normally or evade an move away. This thing needs to do like 10 damage for it to be worthwhile (and again only affects non-elites).

fates · 54
I almost always put it in Rita, but later i swap it for Sweeping Kick unless we are playing some campaign known for big enemies. It is nice to defeat an enemy with 1 skill test basically and with your AGI — Blood&gore · 436
If it was a trick, which thematically it avbsolutely could have been, I would too see this in Rita. 3 resources is a big ask for her, though, for a card, that can't be payed with "Crafty". — Susumu · 381
I once took it to Dunwich and killed Broods of Yog-Sothoth with it :) best feeling ever — Pawiu14 · 196
If you look at all the negatives of a card without the positives, yeah, it's gonna look bad. This card still has the fairly unique space of being a way to defeat enemies with evasion, which even Kymani can't do. It's easy to say 'why not just kill the enemy', but some evaders are unable to do that. — SSW · 216
Considering the icons I think it is OK to be this situational, if you have enough agi to include this card, you can always perform regular evade also with the commit. That said I would not add this card unless an another player can sometimes evade too to help with action economy (agi 3+) so you don't have to exhaust it yourself. — 5argon · 11108
Try it in Finn with Anatomical diagrams. 4 resources and 1 action for 4-6 hp enemy is worth it. — ambiryan13 · 178
It's highly situational, but I think terrible is quite the overstatement. It's a level 0 card that can defeat an enemy (regardless of remaining health) with a single test, so of course it comes with steep requirements. — Pseudo Nymh · 67
Dig Deep

Am I crazy or is this the coterie agent? Were they planned from the start?

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Flopus · 24
It's someone wearing a fairly common style of hat for the time. You know, if you ever find yourself having to get around the character limit, it's probably a good indication that you should take the comment somewhere else rather than posting it here. — SSW · 216
Whatever this is, a review it definitely is not. Can we get this removed? It forces a horizontal scrollbar, and that's annoying. — TheNameWasTaken · 3
You are right: This is the infamous Lady with the Purple Red Striped Boar. Alas, we won't get a Return To box anymore, where she was supposed to be officially released. — Susumu · 381
This post broke the entire page for me. Get this shit ouf of here please. — prezeden · 4