Dr. Milan Christopher

Even for groups that don't regularly observe Taboo restrictions, Dr. Milan Christopher's change to exhausting him (limiting his gain to single resource a turn) is one of the most fair rulings of the Taboos I have seen. It was the first I took into account after my first full playthrough of The Dunwich Legacy; Daisy was regularly ending scenarios with a dozen resources in hand. Zoey looked on in just a little envy.

Even with the new limitation, the good entomologist easily pays for himself in a couple turns, assuming you value a flat +1 Intellect and a little soak is worth 2 resrouces. Seeing as Seekers generally aren't leaping into danger, it's likely your Ally will stick around for some time, perhaps the entire scenario.

The biggest problem with Dr. Milan Christopher is that he exists. While deck building, players shouldn't have to consistently ask themselves "Is this new Ally better than Milan?"

Judicator82 · 26
I think the main question that should be asked is, "can my deck run without him?" I start him in a mandy deck, but quickly replace him with Mr.Rook once I get the exp, of course that's a special case. But everybody has an ally that fits a build, and Dr. Milan is just a solid ally choice. — Therealestize · 69
Too true. Every seeker needs resources and intellect. There might be (slightly) better options, but Dr Milan works in every seeker deck — fates · 53
Mauser C96

What 2XP of an upgrade can buy varies a lot from card to card. What do we get here in comparison to the Level 0 Mauser C96?

  • Costs 1 fewer to play (3 rather than 4)
  • Has a icon as well as an one
  • Has an addition +1 when firing (for a total of +2)
  • Has a bonus on succeeding by 4 or more.

The first of these is always nice but is completely standard.

The second (a bonus skill icon) isn't much to write home about - "you can now discard your 2XP investment for a +1 in two out of four skills instead of just one" is pretty much the most meagre possible boost you can give a card

The extra +1 while fighting is actually more beneficial than usual, because of the succeed by ability. Most equivalent upgrades e.g. .45 Automatic to .45 Automatic (2), in gaining +1 , basically say "there's one value in the bag that changes from fail to success" (or "you need to commit one less to this to be at everything-but-autofail"). For the Mauser, the +1 does that but also gives you a second value in the bag that goes from "succeed but no bonus" to "succeeds with a bonus". This can actually cause the effect on a good number of tokens, so it's pretty valuable.

In contrast, the additional text (the bonus on succeeding by 4 or more) is actually a bit lackluster. Passing by 4 isn't a trivial task with a +2 weapon, even for a character with decent base skill. Moreover, you generally know whether you need to ready the gun with it's oversucceed bonus in a turn or not, and in cases where you don't, getting to ready it in addition to the resource you were already getting for oversucceeding by 2 is basically pointless. So the only time this meaningfully triggers is when you oversucceed by 4 in a fight where you still need to fire your gun again this round, in which case you now gain a resource as well. Personally, half the time that sort of situation occurs is when I'm fighting the boss of a scenario and throwing everything in to a test anyway to be sure of hitting before drawing a 0 - which is exactly the sort of time I usually don't need an extra resource!

So overall - it's not a bad upgrade for only 2XP, but the most valuable parts of it are actually the -1 cost and +1 when firing. In a class with a wealth of XP options such as Rogue I'm not convinced it's likely to be a first choice upgrade, unless you're playing an odd Down the Rabbit Hole build.

Excuse me, I need to go and check Dexter's base combat value...

LeonardQuirm · 33
I'd say as Tony hitting the succeed by 4 can be done often enough that its relevant but still the +2 skill bonus is still the money maker. — Zerogrim · 292
This came with wini, who is quite comfortable oversucceeding :) — Therealestize · 69
Abandoned and Alone

If I am reading this correctly, the direct horror is only taken if Abandoned and Alone wasn't shuffled in. If so, it might have been a little clearer to word this card as:

If there are no non-weakness cards in your discard pile, shuffle this card back into your deck. Otherwise, remove all non-weakness cards in your discard pile from the game and take 3 direct horror.

mordequess · 55
You take the horror if and only if a card was removed from the game. In the exceedingly unlikely event that no cards were removed but you were unable to shuffle Abandoned and Alone back into your deck, you don't suffer the horror. (probably meaning your deck and discard are both empty except for this, which seems ... bad) — Thatwasademo · 58
the alternate wording you provided appears valid, but I don't think it's actually clearer — Thatwasademo · 58
Isn't that an option? You either remove all of your discard pile of the game or suffer three horror? In the very unlikely event that you don't have anything on the discard pile, you get an almost gett outta jail free pass and just shuffle the weakness back in your deck? — RFreitas · 45
Beloved

I'm a little amazed that no one has pointed this out in the other reviews, so hopefully I'm not missing something here: 2x Beloved + 1x Favor of the Sun = 2 auto-succeeds, making this one of the best skill cards in the game for only a 1xp investment 2-card combo. Before anyone says "but Favor of the Sun doesn't actually reveal a bless token", per the "as-if" rules: "Other card abilities or game effects resolved during this duration are also resolved with the altered game state in mind."

This is a legitimate combo, and Beloved is a strong skill, but it does quickly get overshadowed by Ancient Covenant which similarly turns Favor of the Sun into several guaranteed successes. However I'm practice these are more than two card combos because you ALSO need to use a card to generate the Bless tokens. — Death by Chocolate · 1447
Ace in the Hole

Hard to argue against a card that gives you a free turn and doesn't cost an action itself by being Fast.

This combines well with Quick Thinking and Pay Day to produce a seven action turn, six of which are free to use for anything with one to action Pay Day's payout of 7 resources. For a Finn Edwards deck with his free evade, you can get eight actions into a turn: six again for anything, one for an evade, one to collect 8 resources. As well as a free turn, gathering up that many resources is a great boost early on. You can also use this without Pay Day during the endgame to rush to that finishing location in a single turn.

dehora · 314
The main issue with this card isn't so much the effect isn't good. It is that rogue tends to need more ways to get impact and consistency from its actions rather than more actions just due to how the class functions. That and 'action spam synergy' tends to not be great. Bonkers in Tony though! — dezzmont · 212
It is still great for Rita Young who can take this for the Trick trait. As a survivor, she usually has XP to spend. Plus a great synergy with survivor shenanigans like Will to Survive and Trial by Fire — Trady · 167