This card makes the most sense with Cyclopean Hammer since its unlimited uses means you'll be flattening things like Rats with the Hammer so can get 2 bucks as a bonus. You also end up overkilling beefier enemies after softening them up with the first blow. Not saying it's a must-have but worth considering if your investigator is resource hungry or as a placeholder until you level up to better cards.
[EDIT: A few errors have been removed, hope you enjoy the refresh regardless]. The other review in this section is already great, but as there hasn't been a new review in a while I wanted to spotlight a few more interactions with Police Badge. A few commonly known current interactions are:
- William Yorick is the investigator which gets most mentions when it comes to Police Badge, as his ability allows him to play it from his discard pile after defeating an enemy. Scavenging can be used similarly to recur it on investigators who can take it.
- At the time of the other review there were no tutor cards which could draw this out. Now there is Backpack and upgraded Backpack as your primary options. Tetsuo Mori can be used on any investigator that can take Police Badge as well (and for anyone with access to Seeker cards, there's of course Mr. "Rook" and No Stone Unturned - and its upgrade for Joe - though I wouldn't recommend these options).
- Well-Maintained allows Police Badge to be recurred immediately once it's discarded.
What's more, Well-Maintained plays fast and for 0 resources - so whenever you play Police Badge again you can immediately set it to recur.[Note it's each other upgrade and the item that gets recurred, so you can't repeat this forever].
An interaction I've not seen anyone talk about is:
- Sleight of Hand (only Leo Anderson, "Skids" O'Toole and Zoey Samaras as of pre-Scarlet Keys). As long as you intend to discard Police Badge that turn, this is two free actions at the cost of one resource. This is also compatible with the Sleight of Hand taboo (i.e. that it can only be used on items level 0-3). On the whole though, this interaction is outshone The Red Clock which gives additional turns more consistently.
I asked FFG how to properly parse this card's Swarming X instruction (since the rules could be read as suggesting there is no "active investigator" outside of the investigation phase, creating ambiguity), and they responded as follows:
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The “active investigator” listed on Cats from Saturn is referring to the investigator that drew the card, assuming an investigator did. It would Swarm X based on that investigator’s alarm level.
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It would be possible for Cats from Saturn to enter play when it wasn’t drawn, so that is the case where it would Swarm X based on the highest alarm level among all investigators.
How does this work with Double, Double?
Let's say I play an event and attach it (both Double, Double and Crystallizer of Dreams are "after" the event so afaik, I get to choose). I then activate Double, Double and play the event as if it were in my hand. The rules say
Any time an event card is played, its effects are resolved and it is then placed in its owner's discard pile.
This leads me to these questions:
- Can I commit the event from beneath crystallizer to its own (Double, Double-)play action since it is not really in my hand, I am only playing it as if it were?
- Does the event get discarded from beneath crystallizer (Rules: The game state is considered to be altered throughout the duration of the indicated ability or action, from its initiation (including the paying of its costs, attacks of opportunity, etc) through the resolution of each aspect of its effect, and up until its completion.). One aspect of playing an event is, after all, discarding the card IMO
- Can I then reattach it by using the ability on crystallizer?
I personally think no - yes - yes…what about you?
I have a question about using this card effectively. I'm playing as Nathaniel Cho with Bandolier and Boxing Gloves and I think the card is a cool fit. I think the economy is there. I have Emergency Cache on Stick to the Plan and I used Versatile to cheat in a copy of Astounding Revelation to be able to effectively have 10 resources turn 1. Additionally, I'm running Clean Them Out, "I've had worse…", and Stand Together to help keep resources flowing without slowing the game down.
I've considered running Relentless as well since Nathaniel has a tendency to (or at least the ability to) deal overkill damage.
Setup-wise I don't mind waiting until Bandolier comes in. In the absolute worst case scenario this is a 2 will or 2 might commit in an otherwise perfectly functioning deck. In the best case, I kill something and teleport to an aloof an enemy with doom and engage it. Everyone cheers as Nathaniel the Flying Boxer kills a 1 health cultist.
My problem every time I try to run this in a deck, my friends say "I don't want to do the Guardians of the Abyss side quest". What can I do about this?