Tennessee Sour Mash

Having not played this yet, let's do some theorizing: Who wants this card? Our first guess might be low Will Survivors and Rogues, such as Finn, Skids, Preston, or Calvin. While this may help them pass a Will test (especially so on Easy where the chaos bag is more mild), +2 Will doesn't raise their Will high enough that this will really change a failure to a reliable success. In short, you can use a supply from the card and still be highly likely to fail.

I think the characters who most benefit from the Will boost are characters who have 3 (or more) Will already. This effectively adds a Guts to a Will skill check. A lot of Will tests are against a threshold of 3, which means that if you have a Will of 3 already, Tennessee Sour Mash puts you 2 over the threshold to begin with, which is usually a safe test on Standard. If your Will is higher than 3, then you are even more safe to test with this card.

Once your supplies are gone, you may want to use this for the Fight bonus and maybe take out a small fry enemy. This is honestly the least beneficial part of this card, but at least it allows you to gain some value after this thing is empty (cough, cough, Mystic spell assets, cough, cough).

A lot of characters can take this card, but I think a few people actually like it. Let's review some interesting candidates. But first I want to add that we can eliminate all the people who get their out of class slots wrecked by dual class card rules, i.e., Zoey, Rex, and Jim:

-Agnes can test at 7 Will with this card. You might think, "why do I care about Agnes passing Will tests on treacheries? She's 2 up on tests against a 3 naturally." Don't underestimate this! Agnes regularly stacks horror on herself to activate her passive, deal with her Weakness, or (and this is the big one) use Arcane Research. Being able to all but guaranteed pass a Rotting Remains or similar test on a treachery is important. Plus, since she can deal 1 damage with her horror ability, the Fight on the bottle can help her take down a 2 health enemy in 1 test.

-Leo can test 6 on Will tests with this and refill it with Venturer. This combo makes him very hardy against treacheries and can help protect his low sanity pool.

-Yorick can ALSO use Venturer on this card, but not just that - he can put it back into play after using defeating an enemy. Which means, he can recur this card using its own Fight action.

-Finally, Rita can, just like Agnes, use the 1 damage from the bottle Fight action to take out a 2 health enemy if she combines it with an evasion. Rita also has a 5 sanity pool, so passing treacheries is big for her.

Those are my initial picks for this card: Agnes, Leo, Yorick, Rita. It will be interesting to see who the community ends up deciding actually uses this card once it is finally released.

Soloclue · 2608
I forgot to add a note!! Act of Desperation let's you throw this card at people once it's empty and get 3 resources back for it - which is pretty great! — Soloclue · 2608
Act of Desperation can only be used on items which use a hand slot, so it's a no-go with this card. — GreatGopher · 708
Oh whoopssss my bad — Soloclue · 2608
Synergises nicely with Contraband... — bern1106 · 2
The Skeleton Key
  • Can other investigators use the keys ability to move it to their play area when it's attached and later attach it themselves?
  • If not, what happens when this card is moved to another player's play area with Teamwork? Is the new controller the only one you can attach and detach it? Or is the owner the only one who could detach it, after the new controller attached it?
Django · 5154
This is all covered in the official FAQ under “(1.14) Control of Attachments”, and I recommend checking that out for details, but the short answer is: No other players can’t use the Key’s action ability. If control is transferred with Teamwork, the new controller is the only one who can attach/detach it. — Death by Chocolate · 1489
I should have included reference to “(1.2) Triggered Abilities” which specifies what triggered abilities people can activate - relevant here: NOT triggered abilities on player cards which you don’t control. — Death by Chocolate · 1489
Thanks — Django · 5154
Do we know what happens to the SK if a location leaves play? — PanicMoon · 2
Attached cards are discarded if the base card leaves play. — Django · 5154
Coup de Grâce

Worth noting that this card can situationally combo with Quick Thinking (especially in a multiplayer game when you have more chances to commit Quick Thinking outside of turn). If you can use Quick Thinking to get an extra action when it’s not your turn, e.g. during the Mythos phase or during another investigator’s turn, you can use Coup de Grâce without worrying about ending your turn prematurely.

iceysnowman · 164
That is probably the best combo for the card I have seen so far. Either that or hatchet man, do a thing or two and off your enemy with this. Nice catch. — Myriad · 1226
Mr. "Rook"

Bug card!

If you have already drew all of your weakness, it's a 2-2 ally cost 3 and 0xp but provide 3 search 9 for 1 effect, bug card.

if you still have some weakness in your deck, so what? For my experience, about 80% game I can draw all my weakness.So eventually it's almost same weither you use Rook or not. Is draw weakness early or on a specific time a bad thing? It's right for some weakness like Amnesia. But for most weakness I don't think so, because it means your is controllable, it won't appear on a inappropriate time that bother your crucial plan.

Amarthiul · 8
Been tedting it in a Lola deck (forgotten age) and its been amazing. Even if you hit your weakness you still got a 9 card tutor, drew a card and removed one crisis for 3 resources. First turn i only search 3, then 9 afterwards. Obv doesnt work too well if you are running heavy yellow assets. — Daerthalus · 16
I think this card is really good and even better with calling in favors. I think of it as no stone unturned for 3/6/9 on a stick for three uses. Yes, you will more consistently draw weaknesses, but this adds consistency to seeing more cards and drawing the best option or key card. — Gyara2020 · 1
Jake Williams

Overall probably the worst thing about Ursula downs is her special card. The bonus this cards is nearly non existent because you move and the enemy is still on you at your new location. Maybe helps get enemies closer to allys so they can fight sooner. Jake is a good damage soak though at 3/2. Overall id say hs is easily replaced by dr. Milan. However if you have him out before you get one let him tank a few hits first.

vosh · 9
While Milan is definitely better, Jake's abilities are extremely useful for Ursula. The first one allows her to either leave locations with massive monsters without getting clocked or move closer to allies who can kill her enemies, and she should be able to evade after her move. The second ability is consistent card draw if you get him early, which is also strong. I'm not saying he's on par with Zoey's cross or Roland's .38 even, but i think he makes Charisma an even better first upgrade. — SGPrometheus · 841
The 2nd ability is great in Forgotten Age. Every time you explore successfully you get to draw a card, then you auto-move to the newly revealed location and Ursula can use her free investigate. After getting the Expedition Journal, it gets even more powerful: free explore, free card draw, free move, free investigate. And you still have 3 actions left... — Ezhaeu · 50
He is also support for fieldwork, which you can use to pump an evade or bow shot. — Myriad · 1226
I think I've kinda slept on Jake Williams a bit. being able to move without an AoO combos pretty well with Fieldwork for enemy management. Even better if you use your free action to investigate with Prophecy Foretold. Still not enough for some situations, of course. Sadly, being a 1-of in a 30+ card deck makes him pretty unreliable. — Zinjanthropus · 230