Eureka!

This card is a fantastic deck-cutter.

As skill cards go, +1 icon on a single test is low, the variety helps a bit, most characters can muster a use for either or , and anybody can use .

The benefit, the mini tutor, is just crazy for an action-less and cost-less effect. Use it to pull out key cards a little faster and/or obtain solutions to standing issues.

The low boost and useful success benefit means that you should play Eureka! on low risk tests, use it to push for a +3 or +4 advantage to secure the test. On standard/easy pushing for +2 is fine in early scenarios.

Any character with innate access should give Eureka! at least a passing thought.

Minh Thi Phan and Silas Marsh really like skills, this is obviously true for a strong one like Eureka!.

Eureka! is uniquely good for Norman Withers (for whom skills are low priority) since it bypasses his revealed top card and shuffles his deck, this gives him two chances to dig useful cards out of a deck with something unhelpful revealed on top.

Tsuruki23 · 383
Mr. "Rook"

Using him during turn 1 is a great risk for drawing an enemy, while the group's fighter couldve already taken their turn or may not have enough actions to kill whatever you draw.

I think the best moment to use him (assuming you still have weaknesses in your deck), is the player window at the start of the investigation phase. No matter the weakness you draw, this will give you the time to with the consequences (Amnesia and Paranoia will always screw you). If your fighter is already busy from encounter deck or a boss, you might not want to use him this turn, unless you have other options to deal with them.

Django · 1807
Good card for Joe Diamond as his signature weakness is in another deck (hunch). — Ezhaeu · 16
Scientific Theory

Joe Diamond

I was talking to a friend about potential upgrades to his Joe deck when, with a flash of insight, I remembered that this card exists. Aside from the obvious point that Scientific Theory boosts the two stats Joe uses to win the game, there are a few reasons it sits well in a Joe deck.


Composure cards can be protected from horror by assigning that horror to other assets with sanity values, like allies. Joe Diamond, with his low and unremarkable sanity, already benefits from multiple high-sanity companions. Charisma works well, as does a Miskatonic Army style of deck, which runs Calling in Favors and series of cheap allies with abilities that trigger after entering play -- all such allies have two sanity. They may not allow Scientific Theory to say in play forever, but they will let it last longer than it otherwise would.

It is worth noting that The Circle Undone gave us Mr. "Rook", a very powerful, disposable ally -- he only needs to stay around for three turns. Mr "Rook" improves any Miskatonic Army he enlists in. Though he lacks the Miskatonic trait making it more of a Mr "Tonic" Army.


Mr Diamond can pony up the resources to get use out of Scientific Theory. His cycle also gave us Crack the Case, which is one of the best level 0 economy cards, and he frequently spends an action playing an event for free. If you go without taboos you have access to Milan money (ideally with Charisma), and if you go with them Scientific Theory shoots up in value because its biggest competitor, Higher Education, is a harder sell.

Spritz · 14
"I've got a plan!"

This card is pretty cool because it is a seeker card that actually lets a seeker fight for real, landing a gigantic blow that can defeat a 4-health monster in a single action.

However, this card is very, very undependable. Unlike Mind over Matter, you absolutely cannot expect this card will be usable when you need it. It isn’t a big deal for most seekers to pick up 3 clues when they are available. Unfortunately, most scenarios don’t let you keep those clues, they force you to spend them in order to move to the next Act. So you can’t use this card at the start of the mission, you can’t use it right after advancing to the next Act, you can’t use it when you are still trying to find the place where the clues are located or otherwise busy dealing with something before you can collect clues, you can’t use it when the Act requires you to spend clues a few at a time as soon as you collect them, and you can’t use it during the many Acts that don’t involve collecting clues at all. And when you do have a lot of clues, it is not uncommon that you are on a roll collecting clues and would rather collect more and end the Act, rather than go off and fight a monster. There are definitely plenty of times you can use this card, but a lot more when you can’t.

On top of that, the card is quite expensive for a one-shot event and you need to be willing and able to spend the money on it. And while you hope you have enough Lore and other cards to hit the target, that may not always be the case, especially if your base Lore isn’t 5. And it could be embarassing if you miss since you likely have no other fighting abilities.

To summarize, this isn’t really a self-defense card that you can hold in your hand and rely on to get you out of trouble. It is more of an extra card you throw into your deck so you can occasionally do something awesome.

As with all combat events, in case you draw an auto fail, you might be out of options to deal with the enemy. So combat events are generally very risky. — Django · 1807
Duke

Duke is a good dog. No body is going to kill my Duke! Duke and Guard Dog are friends, and I have two dogs! Don't put any damage on Duke or Guard dog on my watch! They are good doggies. They are very brave. I love Duke!

nimonus · 4
I love Duke! — nimonus · 4
Run Stray Cat so he has more furry friends to play with! — StyxTBeuford · 147