Roland's .38 Special

Guardians with unique weapons have to build around them. Especially since those weapons, (Becky and Roland’s special) are guns. But Becky reloads itself as Tommy sends allies into his deck. The special requires effort. With a few copies of reliable, the special will take you through almost any bag standard can throw at you. On hard and expert, you’ll probably need methods to deliver clues to your location, but Agent Banks’s access to seeker cards can take care of that.

Unfortunately, contraband is innately not available to the Fed. And the maximum of two damage per shot will require other methods, like vicious blows, marksmanship, and custom ammunition, which are all within faction. Stick to the plan, grenades, and agency backup work around the fact that this is a one-handed weapon.

Edit: The advanced version is +4 sometimes. Worth building around! And it works with the Quickdraw Holster!

MrGoldbee · 1487
My problem with both this and Becky is that about mid-late campaign, 2 damage isn't enough to carry you, and i don't want to find both this card and custom ammunition. I'd rather spend 8-10xp putting two big guns in the deck for consistency. (Also, Tommy doesn't technically send his allies to the discard pile ;p) — SGPrometheus · 847
Well, he CAN (reaction triggers are optional), but if he does, then Becky doesn’t get any ammo. — Death by Chocolate · 1489
Promise of Power

A promise is a bridge to the future built on faith.

Promises are easy to keep if you know what will happen.

Jacqueline Fine can give you three options, or a bad option with no chance of automatic failure.

With this promise, she can evade the cagiest enemies, punch the deadliest foes, or pass truly remarkable literary challenges.

If she’s recalling the future, those heights go from extraordinary to ludicrous.

Perhaps you’ll fail a future challenge because of a promise. But as you draw three tokens, more than any other mystic, failure comes on your terms.

MrGoldbee · 1487
As an avid Jacqueline Fine player, I will not use this card with her. One thing I learned about Jacqueline the hard way - she hates adding unnecessary tokens to the bag. I played her alongside Sister Mary once, and when she drew her weakness, I was stuck with it for 5 rounds. Never before have I cursed at seeing so many blessed tokens. — eapfel · 6
Book of Shadows

I am a firm believer that this is the worst card in the game as of 2020. Sure, Henry Wan's ability is usually awful, at least he is 0 exp and he can soak for you. The Springfield M1903 is rightfully ridiculed but with support it can be a worthwile janky weapon. Book of Shadows (1) is slow, clunky, expensive and just feels bad to play. At least the 3 exp version gives you an arcane slot, which is somewhat useful for most decks that rely on spell assets, and it adds charges for no continuous money sink. And mind you, the upgraded version rarely sees play. So that tells you enough.

Absolutely awful.

Cpt_nice · 80
A few years back I played daisy with mystic focus for combat and used her book action for this, worked quite well. — Django · 5155
The problem is you could do so much better for her free action, even back then. And now, with tons of new tome support, the card has completely fallen of the wagon — Cpt_nice · 80
I'm planning a Daisy spell slinger using this as well, but I can't argue that it isn't a terrible card. Any house rule ideas that would improve it? — LaRoix · 1646
It should cost 0 or 1, IMO. — FarCryFromHuman · 1
Like I wrote in the comments of the other review: it should at the very least work on investigators at your location to make it a decent Daisy multipayer card. Daisy using her free book action to reload Agnes' "Shrivelling" (5) or "Rite of Seaking" (4), sign me in! But Daisy's own "Shrivelling" (0)? Not worth it. — Susumu · 381
"Rite of Seaking," use Water Gun! It's super effective! — SGPrometheus · 847
This book has its primary user - Dexter Drake. Since he loves Haste, Alchemical Transmutation and Shriveling, this is a half path item to the upgraded version to get one more arcane slot. — ambiryan13 · 178
Daisy with Archaic Glyphs: Guiding Stones and Higher Education ...in multiplayer you can empty out any amount of clues in one action ...and this fuels it the whole game ! Worst card in the game lol ...it caps my Multi-clue Fracking strat and easy to find with my 2 Research Librarians and 2 Old Books of Lore. I can do it for free every turn ...and those who say there are better things to do with your free action..I say ...what better thing to do in the game than win it ? And clearing clues in one action wins games and gets exp . With this gem of a card I can do that EVERY TURN lol. And if I do not find my Archaic Glyphs ? It just goes to fuel my 2 Earthly Serenity I use to heal the group and my squishy self . — Dugbo · 1
Tony's Quarry

As far as weaknesses go, Tony's Quarry is on the mild side. 4 fight would be an issue for many investigators, but Tony fights at 5 right out of the gate and often goes way beyond that. 3 health is pretty average and means that most set-up investigators can take care of this monster in 2 or even 1 action(s). An evade of 1 is laughable and 1 damage is standard. 2 horror is a bit scary since Tony has low sanity but as he can reasonably kill this in 1 turn, that often won't be an issue.

The biggest problem with this creature is that it spawns with a doom on it. That, admittedly, is pretty bad. Worst case, you draw your weakness with not enough time to go hunt it, and it costs you AND your fellow investigators an entire turn by prematurely advancing the act. Also, depending on the scenario, "furthest away from you" could mean in a place you can't reasonably get to.

However, since TQ gets a (free) bounty on it, you will have a bit more leeway in going after it, since you can engage or fight it for free. This also means that killing it gives you a free resource for your trouble. And if the act was about to advance anyway, this is essentially a monster that doesn't do anything beyond camp a location.

All these things considered, I think this signature weakness is not one of the weakest in the game, but it isn't far off. I would be more concerned with Tony's sanity and low willpower if you were to play him!

Cpt_nice · 80
In low player counts, that doom isn't worth too much. If it takes Tony more than three actions to move to it and kill it, you are barelly breaking even.... — LivefromBenefitSt · 1084
Yeah, I was thinking strictly in terms of larger player counts — Cpt_nice · 80
It being traited Deep One could be helpful in the Innsmouth Conspiracy, since most (all?) other Deep One enemies do something specific and mean that Tony's Quarry doesn't do. So that's kinda fun too xD — bee123 · 31
It's a weakness that looks much scarier on paper than it is in practice. Sometimes it'll spawn on the witching hour, which means you can totally ignore it. Sometimes it'll spawn early in the agenda, giving Tony plenty of time to work his way over to kill it. Certainly now there are many cards that can help Tony hunt it down faster, notably RIghteous Hunt which will conveniently also add 2 bless tokens to the bag (Seeker splash has quite a few move options as well). It's at worst a doom, and at best it can net you an extra bounty to place on something if you manage to kill it with your Long Colt. — StyxTBeuford · 13049
I've lost Agendas to it a few times! — MrGoldbee · 1487
For me the best answer is ... Dynamite blast. When I'm lucky I can even place it in a location with an other enemy I want to kill. Killing Tony's quarry and Josef Meiger in a single dynamite blast and then "Let God sort them out ..." is always very fun and satisfying ! — AlexP · 284
Mostly I agree, but anytime a weakness can literally end the game with no chance to react, I have to give it some respect. This can do that, but usually it doesn't, and your team can prepare for it pretty well, so it's not so bad. — SGPrometheus · 847
I'd give this weakness more credit, not every team has the luxury of just letting their main fighter spend 2 turns running of fighting a fish man instead of dealing with the enemies that are spawning on them. In a four player count (barring dynamite blast) this is a minimum of 4 actions and probably some ammunition for Tony to reasonably deal with, more if you get unlucky. Not to mention if you don't kill it and it advances the agenda you effectively lost around 12 actions. Unbearable? no, but anything that threatens to place doom on the board isn't something I'd call mild. — Vultureneck · 74
I mean Tony does have that luxury most of the time. He will get the free action to engage this thing, and then he just needs to hit it twice (usually). The biggest risk on it honestly is missing a shot and having it hit you for 2 horror while you're still engaged. 4 player teams might get swamped before this ends up being favorable to clear, but at worst it's just an ancient evils in an investigator who bleeds fights actions- the trade off for just taking this as an ancient evils (worst case) is well worth the tempo Tony gives you. Tony is an amazing fighter. — StyxTBeuford · 13049
Dexter Drake

So Dexter is the only player card that has a May effect that occurs before a Then effect, so now we enter a curious situation, does choosing "no" on a may effect not count as resolving the effect in full. So do you only draw if you return a card to your hard, or do you only draw if you have an asset to return. (and then choose to return it or not)

Yog leads me to believe choosing 0 still leads to the then effect triggers, the effect resolved successfully, you just choose a minimal value.

Zerogrim · 295
If the may is intended to be optional, there's no reason to have the Then. Which leads me to believe it is intended to be required to trigger the Then — NarkasisBroon · 11
The Then means you have to draw the card after resolving returning an asset, if it wasn't a "then" you could draw before deciding which asset to return, unles I'm mistaken there is no rule about ordered resolusition unless then is used. — Zerogrim · 295