Sixth Sense

Other people than I should likely weigh in here, but ok, Ill go first!

I thought this was a pretty crap card compared to an upgraded Rite of Seeking, and in many decks that will remain to be true. However, if you are going on a token manipulation deck; a deck that utilizes cards like Olive McBride, or Eldritch Inspiration which give you multiple "If X is revealed during this test" triggers, things start to change dramatically. Already, this card gives the same +2 testing buff as an upgraded rite, but the sneaky ability to trigger the "investigating as if you are the chosen position IN ADDITION to your location" trigger makes this card at least as good as the first upgrade of Rite of Seeking, and the occasional time to trigger it twice, netting you at least 3 clues from 3 locations utilizing the most favorable shroud value. That last point isn't to be understated. When resolving multiple nasty tokens makes for some complicated math if you can't get something like 2 shroud as your base.

Also, the negative ability on rite is just brutal sometimes. Turning it into a plus has the ability to supercharge some builds. For a deck that is going full-on token manipulation, consider this card at even or maybe even better than an upgraded rite. Rite has limited ammo and costs a 2 more to boot. This card really shines in multiplayer, too, as you have other people unlocking locations for you. The drawback, like all combo decks, requires a very picky set of conditions. With Olive only able to trigger once per round, without other token manipulation, you might find Sense rather wanting.

In the end, more stable cards like Rite will likely continue to be the mainstay for most clue/mystics. But don't overlook this very interesting build path.

Father Mateo +++

Being that Father gets superpowers on resolving Eldar symbols, going token manipulation already is a very clutch strategy that gets turbocharged by adding this upgrade path.

Jim Culver++

While Father benefits FAR more than Jim, being able to "0" out the skulls really allows this card to shine more if Jim is manipulating the bag!

Diana Stanley+

A lot of the problem with setting up a deck manipulation strategy is getting the right cards at the right time. Few base characters in the game can churn through their deck faster than Diana. While you have to dedicate a huge number of slots to exercise this churn and burn, there are likely enough slots to throw-in a few token tricks *stairs longing at Eldritch Inspiration. Of course, if you resolve it twice rather than cancel it, you don't get the same churn and burn ability, and other cards give up more looks at tokens are generally items or assets we would rather not see leave play, which def makes Diana the least suitable to lean heavy into this path, but it is still at least slightly more powerful than other mystics abilities line up for.

All other mages might actually be actively bad to try this path. Though others might have more to say about synergies that I haven't considered as a relatively new player. So don't overlook Sixth Sense, it might just help you see the way forward!

BeCurieUs · 14
This is a great card even if you're not doing token manipulation. By the time you're in position to purchase this card then you're probably deep into a campaign and the bag will be filling up with extra tokens that would trigger the ability. But really that's just an added bonus. The real reason you take this is that it allows a mystic to reliably investigate at whatever shroud level without needing to spend any charges. Mystics are not usually the primary clue-gatherer anyway so don't necessarily need to be grabbing multiple clues in a single action. — Sassenach · 53
That's fair, and I made a mention of that. For me, ammo charge in Rite haven't been to much of an issue, and we have had mad dashes to get clues! I end up always playing a bit of a flex mage with an equal part clue and fight. Perhaps if I REALLY leaned into the fight, though, and just took a card like this to kinda sorta get a clue when needed that might work out well, too!? — BeCurieUs · 14
Durn, beat me to it, I was working on a writeup :P you make lots of fine points. — Tsuruki23 · 794
"Eat lead!"

How does "Eat Lead!" affect your chances of success?

Using the standard difficulty Night of the Zealot chaos token pool:

+1, 0, 0, –1, –1, –1, –2, –2, –3, –4, skull, skull, hood, tablet, auto-fail, elder sign; with 1 ghoul at your location and assuming the elder sign gives at least +1

Here are the odds. For each, the numbers give your stat versus difficulty, percent chance of success without "Eat Lead!" --> percent chance with "Eat lead", relative risk reduction (how much it decreases chances of failing), absolute risk reduction (how often it makes a difference):

  1. 4+, 93.75% --> 100%, infinite (can't fail), 6.25%
  2. 3+, 87.5% --> 99.6%, 30, 12,1%
  3. 2+, 81.25% --> 97.5%, 7.5, 16.25%
  4. 1+, 62.5% --> 87.5%, 3, 25%
  5. 0, 25% --> 45%, 1.36, 20%
  6. -1, 12.5% --> 24.2%, 1.15, 11.7%

(Sorry about the error with the first post, my new analysis changes my impression significantly.)

As you can see, "Eat Lead!" decreases your chance of failing considerably, especially when you're already at a disadvantage. This means that if the penalty for failing is really bad, "Eat Lead!" can almost guarantee you don't get burned. However, the effect usually doesn't do anything, since the absolute risk reduction is never more than 25%. So the analysis confirms the intuition that the best use is for really bad penalties.

Is "Eat Lead!" worth using? I think most investigators won't use it, because they don't have extra bullets to spare. Personally, I also think that the chances of failing are part of the fun of the game and I don't like the uber chaos-bag manipulating strategy (e.g. Protective Incantation, Seal of the Seventh Sign. So I think I will only use this in versions of Diana Stanley that have firearms, since she also gets the resource/card/willpower bonus that puts the card over the top.

jmmeye3 · 183
Wait, how can you fail if you are at +4? — trazoM · 1
That would be my question as well. — Soemann · 1
(First time writing a comment and immediately muck it up by pressing enter too early. -.-) In addition to my previous comment: If I understand 'Eat Lead' correctly, you would reveal both tokens at the same time, not draw one, put it back and reveal a second one. That means at +4 with 'Eat lead' you would succeed at 100%, since you could only fail by auto-fail token, which you could then ignore. At +3 chances would be 14/16 (87.5%) to succeed without 'Eat Lead' and 99.2% with (2/16*1/15 to fail). — Soemann · 1
Whoops, that’s right thank you. I will see if I can edit the review. — jmmeye3 · 183
Fortuitous Discovery

Must admit I'm struggling to think of many investigators who would want to take this card. It does look very tempting when you think about the potential action compression you can get from grabbing 3 clues for 1 action, but there are some pretty substantial drawbacks too. On the positive side, running three of these nets you 3 clues more than you could get from normal investigating, always assuming that you pass both of the skill tests. It can also be recurred with Resourceful two more times for a potential net gain of another 4 clues. Seven extra clues ? Sign me up. The issue though is that you're spending 7 resources to achieve this, so it's not exactly cheap, and in addition to that you're forced to use up 10% of the average deck solely for these cards, so there's an obvious opportunity cost involved. There are no skill pips on the card either, so the first one that you draw is a dead card in your hand that you need to find a way to discard. Wendy and Pete can both do that with ease, but they have base intellect of 3 and 2 respectively so they're unlikely to want to play this since they most likely need to boost the skill checks with other cards to ensure successfully investigating. Yorick obviously doesn't take it for the same reason, likewise Rita. I guess you could make a case for Calvin since most Calvin builds try to focus on getting horror up to 4 as soon as possible, but I still don't think this is a natural fit for him.

The standout of course is Patrice. She can guarantee seeing all 3 of them, has a ready-made way of getting them into the discard pile and has no issues with committing cards to the skill checks. She also has a larger deck size so the opportunity cost of having 3 of these is minimal. The lack of pips on the card itself is still a bummer for Patrice though, and she also has the problem that she needs to be on a location with multiple clues on the turn that she draws the card in order to get any tangible benefit from it, and if she doesn't have any book pips in her hand at the same time then she probably can't pass the test.

Off-class survivors who can take it include both Minh and Mandy. I suspect this is where it's most likely to find a home. High base intellect and the ability to pick and choose when you play it makes it a potentially powerful option for them, and in Mandy's case it should be pretty simple to find them all. That said though, there are better options available to seekers for getting multiple clues. A single copy of Archaic Glyphs would most likely net you more additional clues than you'll get from having 3 copies of this card in your deck, albeit at an xp cost.

I'm certainly going to try this card out in a few decks and see if I'm completely wrong, but as it stands I suspect it's going to fizzle.

Sassenach · 53
Cornered exists. Also, the real problem with this card is to get to the third one in a timely manner. Only Patrice can do that reliably, and i wouldn't run it even there because of her mediocre intelect. — Adny · 1
Actually, discarding the first card isn't an issue, now that I think about it. It's an event, you can just play it as a normal investigate action. — Sassenach · 53
Luke Robinson

I think that Luke Robinson is an interesting investigator. I'm not sure about his power level, but starting in play with such a powerful asset greatly increases his potential during the game. Gate Box essentially gives him 3 uses of Elusive which is super powerful given that Elusive costs 2 XP with the Taboo List, so he basically gets 3 uses of a 2 XP card for free. To be fair, the effect he gets is a little worse than Elusive, as it actually costs an action to move to another location, while Elusive is actionless, but if he waits until the end of his turn, he automatically moves away for free. But that's already great power level anyway, so the action cost can't even count as a disadvantage. And what's more than that, he can add even more uses to his Gate Box with Enraptured and Recharge making that asset even more powerful!

His deckbuilding options are a bit weird, but interesting. Seeker class for a 3-Intellect investigator isn't great but offers him interesting options. I think he might fall in the same category as Roland Banks when it comes to investigating, arming himself with Flashlights and Working a Hunchs and clearing low-shroud locations with regular investigations and using auto-clues for the harder stuff. He can always use Rite of Seeking and Sixth Sense of course, but if he wants to use more physical means for investigating, I think his options are kind of limited.

His ability is also interesting. I think the engagement part is mostly useful for multiplayer, but he can generally equip himself with the right events to make it count. Banish, Storm of Spirits, Drawn to the Flame and Working a Hunch make some examples of some options he can include to make use of his ability, and I think he should also lean on events heavier in order to make it more worthwhile. What's interesting here is that he can combine his ability with Gate Box. Dream-Gate is connected to every other location in play, so he can use the Gate Box to move to Dream-Gate and deal with some enemies or get some clues from any location he wants and then move to any other location he likes! I think that's super neat!

Luke Robinson's weakness is relatively mild in my opinion. With his 9 sanity, I think that the 2 horror it deals to him is a minor punishment. It can even benefit him in some situations, by letting him move to any other location he wants. I believe the worst part of it is that it can lock you down and detach you from the rest of your team for a turn and that can be very punishing in certain situations. That's, of course, assuming that he can't take a successful 6-difficulty investigate test, which I believe will be the case most of the time, but if he somehow can, he can mitigate this problem. If he runs Mr. "Rook", though, he can use this weakness to his advantage, as Mr. "Rook" will give him more control of when he draws it and possibly turn this downside into a benefit, by letting him draw it at an unimportant time and allow him to move to any other location he wants for free.

As a final note, I think De Vermis Mysteriis becomes a lot better with Luke Robinson. All those mystic spells that fight or evade can now be used against enemies at a connecting location and let you avoid the attack of opportunity that De Vermis Mysteriis would cause. Correct me if I'm wrong, but I believe that the cost is paid BEFORE the ability is initiated, which makes De Vermis Mysteriis usuable while you are at a connecting location and when you initiate the ability you can choose to use Luke Robinson's ability and play the event as if you were at a connecting location, therefore making it usuable with events that fight or evade enemies while you are not engaged with anything. And, as a bonus, his combined access to Mystic and Seeker cards gives him good options to fuel the book, making it possibly a viable choice for him.

matt88 · 774
interesting write up.. I think Barricade could be a weird janky option that could be fun. i was wondering if anyone know what would happen if you use the gate box to move to the Dream gate and then played vantage point to move a clue there. More importantly, What would happen if you failed to gain that clue. — Invisiblecam · 1
Nice review. Im still waiting for the ruling regarding AAOs and didnt play him but I think that starting the game with 3 slightly worse elusives is amazing. I assume that if the ruling is that Luke doesnt take AAOs he might be the best investigator in the game, even better than tabooed Rex. — Pgpgpg · 2
Also very very fun. — Pgpgpg · 2
I can confirm that Barricade is an amazing card for Luke to run. You can easily lock down a hunter's path in most scenarios, and you don't even need to evade them. Just yeet into your Dream Gate, play Barricade, and call it a day. — StyxTBeuford · 418
In what interpretation of the rules would Luke not take Attacks of Opportunity? (unless I’m misinterpreting what you mean by AAOs) He plays the event ‘as if he is engaged with each enemy at the location.’ If he does something that would provoke an attack from an engaged enemy, he takes the attack from an engaged enemy. Re:vantage point, when a card leaves play, all tokens and effects on it are removed, so the clue would return to the token bank. That’s bad if you needed the clue but great if you were just clearing off a VP location. — Death by Chocolate · 12
@Pgpgpg Thanks! Regarding Gate Box, it's a free trigger ability and it specifically states that you disengage from enemies, so I have to assume it doesn't provoke attacks of opportunity. @Death by Chocolate If you are asking me, I am assuming you re referring to the De Vermis Mysteriis part and my answer is that in order to use the Tome to play sth like Banish without getting AoOs, I am assuming that Luke isn't engaged with any enemies, but he can still play it because there is an enemy at a connecting location (using his ability). — matt88 · 774
@matt88 I was responding to Pgpgpg’s comment (interpreting it as about Luke using an event remotely to a space with enemies). I agree with your DVM interpretation. — Death by Chocolate · 12
John & Jessie Burke

Just as Monstrous Transformation is the dream rewards of a few investigators (Calvin, Preston, and arguably Diana), this might be a side scenario reward that Tommy, Leo, Zoey, and Mark salivate over.

Mark adds "draw a card" to the activation of this ability, Leo massively reduces the cost of playing them and is likely playing them alongside a whole host of allies who have means of dealing one damage. Zoey can combine this with her cross to just smite enemies where they stand.

Though for Tommy, most allies do not have more damage+horror than they do initial cost. Brother Xavier and similar cards reach +1 on the total, meaning you eventually profit if you max them out perfectly. However, you usually break even. The Burkes break even fairly easily, and have the potential of 2 resources of profit. In my experience you often get to cash out an ally for -1 their max, which means the Burkes are capable of breaking even and loading Becky more often than not.

Just have to deal with Egypt being pretty spicy. At least unlike the other two rewards, it doesn't matter how bad dealing with the cultists goes as long as you managed to wake everyone up. No fighter hates the Khopesh of the Abyss either, so if you think you can take the heat, visit Egypt. If you do well on your first excursion you might be able to score a nice weapon for clearing generic monsters.

Swekyde · 25