Glimpse the Unthinkable

An under valued card for off class seekers. Off class seekers tend to have fair to middling draw and this card helps mitigate against "dead draws", at least a bit. I would say in particular Roland and Darrel will find this card quite useful.

drjones87 · 188
yea, I think I should try this card out more, this could be very easily cycle 5 cards, if that doesn't fix a hand don't know what will. — Zerogrim · 290
Cheap Shot

Cheap Shot / Cheap Shot has an incredible synergy for Kymani Jones when combined with Dirty Fighting and / or Chuck Fergus / Chuck Fergus.

Next to the Stealth-Combo on Kymani Jones, it is another option to discard almost every non-Elite enemy with one action.

  1. Evade an enemy and exhaust it
  2. Trigger Dirty Fighting which allows you to take a fight action which is Cheap Shot / Cheap Shot, you may Chuck Fergus / Chuck Fergus to reduce the cost by 2
  3. Start the fight test and use the of Kymani Jones to engage the exhausted enemy
  4. Resolve the test with at least 2 + 5 + 2 (Dirty Fighting) = 9, optional +2 (Chuck Fergus / Chuck Fergus) = 11; that should be enough to hit most enemies
  5. If you succeed, you automatically evade this enemy. If a skill test automatically succeeds, the total difficulty of that test is considered 0. Kymani Jones has at least 5 + 2 = 7 skill value and therefore succeeds by 7. That should be enough to discard (not defeat!) almost every non-Elite enemy you can come by.

With Underworld Market you only need 1 copy of Dirty Fighting and you will draw it within your first five turns. That is very reliable.

It is also a fantastic trigger for other effects like e.g.

So you can discard 1 non-elite enemy from play for a 4 card combo... This seems a bit overconvoluted — fiatluxia · 65
Also have a look into the rules for automatic success/failure. There is written that an automatically evasion is no skill check therefor it don't count for kymanis ability. — Tharzax · 1
As Tharzax pointed out, 'automatically evade' is not the same as 'automatically succeed' and does not work with Kymani's ability in the way the review describes. That said, it is still useful for the initial evasion (especially if the enemy is engaged with another investigator!), and since it deals a damage, it reduces how much you need to succeed by on the evasion attempt to discard the enemy. — Death by Chocolate · 1428
flipside use this in tony to trigger dirty fighting on a enemy engaged with another investigator, if you fail you don't do much damage, if you pass its as good as dead. — Zerogrim · 290
On the Trail

From the blue perspective, this is:

  • 1 of 5 events that gets a testless clue, each with a conditional requirement. This only requires there be an enemy to select and a clue available.
  • 1 of 5 events that moves the investigator, each with a conditional requirement. This only requires there be an enemy to select.
  • Allows the investigator to choose either.
  • Is insight and tactic traited allowing interaction with Stick to the Plan, Sleuth, or other cards outside of guardian.

For 1 xp and 1 credit this is playable for either option, for the flexibility to choose either, this is a bargain. This is also more valuable in lower player counts (solo or 2P) than in higher player counts (3P or 4P) as the value of 1 clue diminishes along with player count and investigators are less specialized.

From an orange perspective, this is a multi-class splash card that is likely more appealing to non-seekers than to seekers. Seekers generally prefer not to move towards an enemy. Seekers have better options available for either mode.

4649matt · 6
In low player counts, the circumstances to use the clue option seem exceedingly rare. — housh · 176
The math on the card is fine, but it's difficult to play, especially in lower player counts. The problem enemies usually spawn on top of you and as a guardian, you generally aren't evading. I took it through Edge of the Earth and even put it on Stick to the Plan and never, not once was it played. There was always something better to do with my turn. I like the theme, but this card is really unwieldy. — LaRoix · 1643
Disguise

Used this a few times and it's really good in Kymani Jones on hard difficulty.

The +2 puts you at a pretty good chance of success since most rogues have 4 or 5 agility and enemies tend to have low evasion.

And the payoff is really good. 1 extra full turn to do what you need to do any get away.

The cost is reasonable and comes with a lot of uses. Compare it to Slip Away which costs the same but it's easier to trigger the effect here and you get 4 uses!

fates · 51
Bolas

This is a fairly interesting card that, like a lot of SK, is trying to expand the scope of guardian beyond 'kill literally everything, spend all of your actions planning to kill everything, monopilize killing.' At first it seems fairly questionable, but it is actually a fairly potent event when you evaluate it.

Many dangerous enemies are non-elite hunters. They tend to be the biggest concern for your team in most scenarios to deal with. But sometimes we need to remember... murder is wrong.

...not because of any moral issue mind, but because some snake god will get pissed, or you will anger the cops, or whatever. You know, actually important things!

In those cases, as long as you are remaining even remotely mobile, Bolas can be viewed as an instant kill effect for 1 resource and 1 card. That is a pretty good deal when you compare it to other 'less lethal' options for handling enemies like waylay or being the coolest person ever (wait... is that a cost?).

It is competing with handcuffs, which should tell you its intended use: Scenario tech. This kind of effect can literally trivialize an entire scenario if you know what you are facing ahead of time.

And like handcuffs you already should probably know if you want it or not, rather than put it into your deck blind. But unlike handcuffs its far better both blind runs if you really want a non-lethal tool 'just in case' and in mid campaign 'gaps' of scenarios between its intended use case, because even if your not totally hosing something you can't kill, 1 card and 1 resource is a heck of a deal for instantly handling something you in theory could kill but don't want to right now because it has 4-5 health and you don't wanna spend 2 actions handling it when you plan to just move on anyway. So while it probably won't fit into every guardian deck under the sun, it will likely be more common than Handcuffs, because beefy scary hunters with lots of health and high fight values but low evade values are not exactly uncommon. Even the -1 to future evades helps there, because it isn't too hard to push them down to a 0 difficulty test or at the very allow you to get to a decent success rate with a single committed event you never intended on using.

Obligatory 'this is great in TFA' is obligatory. But the fact it is so good in TFA needs to be noted to showcase how this card is much stronger than it seems. It isn't even just the fact that TFA literally punishes you for killing some hunters (though that helps), TFA just has a lot of really annoying non-elite hunters in that campaign with very annoying HP totals (who also happen to often have vengeance) that using bolas on would really help with due to having much lower evade values than fight, because as we all know handcuffing a snake is ridiculous, but tripping one is A-OK!

dezzmont · 210
It's a great review. I write a tip when write a link when write review. It's fine to write [handcuffs](/card/04265). Then, the link will be autometically converted as https://arkhamdb.com/card/04265 (or https://**.arkhamdb.com/arc/04265 for translated page.) You can use card-search & link-generate tool by typing "#". — elkeinkrad · 484
Thank you for the tip! I will convert the links right now! — dezzmont · 210