Defiance

This card got a big upgrade in the Path to Carcosa campaign. As it currently stands, you can play through to Echoes of the Past with the chaos bag only having one of , or along with . Since is usually an okay pull, you can use Defiance during The Path to Carcosa to ensure you avoid the only other ‘symbol’ token in the bag (except ) and know that you will almost certainly pass a particular skill test. This is especially good for Jim as he can ignore the negative modifier of as well - leaving only the token to prevent him from passing any test. If the rest of the scenarios in The Path to Carcosa continue the same theme of having only one type of ‘symbol’ token in the bag, this card will only get better as the campaign continues as the negative modifiers and penalties on those tokens will increase and avoiding them will become much better - especially on higher difficulties where the negative effects are worse and changing multiple tokens to 0s will help to reduce the average negative impact of the chaos bag.

ksym77 · 91
Ever Vigilant

I really like this card, although it really isn't for every deck.

This card plays well in decks that run about 1/3rd of their deck as asset cards and plays best with a mix of semi-permanent cards (like the machete) next to cards that are designed to get used (lantern/beat cop/knife).

It also alleviates the classic problem of the core set talents, in that it almost entirely negates the tempo hit for playing them out.

Its also good in investigators with draw (Mark).

It has synergy with Laboratory Assistant (play it first, draw two cards. Then play a few other cards).

Late game this card can be pitched to an investigate or parley test.

Really, my only problem with this card is that Guardian builds right now do not have all that many assets that are "expendable". Most guardian builds are expensive and use minimal actions to set up a weapon, an ally and maybe some other asset to help. In this classic build, you are pressed for time for anything else. Ever Vigilant gets you additional gear when you have those spare turns with an action but no idea what to play.

Watch this space. This card will certainly become more useful as guardians (and other classes) continue to gain new assets.

Myriad · 1226
Also worth noting that with the release of "Stick to the Plan", this card has become much stronger as it can now be guaranteed to be present in an opening hand. It also has great synergy with a Charisma deck that runs many expendable allies (such as Roland or perhaps Yorick). — Low_Chance · 14
Ever Vigilant

Note that if you're playing Lola this does not allow you to play non-guardian cards while you are guardian. You can play this card, and it can even target non-guardian assets, but since it makes you play them it doesn't work. This is different from Sleight of Hand.

Sechen · 53
Just got through testing this card in a Yorrick deck on Midnight Masks (twice) and Curse of the Rougarou. What an immense difference this thing makes if it's in your opening hand. Sick setup. I really like it. — crymoricus · 252
Poltergeist

Who knew that Fine Clothes would make Exorcisms so much easier?

In the card pool up to and includng Path to Carcosa Deluxe expansion, we've seen only 4 player cards (not counting different XP versions of the same card) that can harm the Poltergeist:

So unless you're packing very specific Mystic cards, your only option is to exorcise these ghosts via Parleying. The good news is that a decent intellect - or, as above, some Fine Clothes - make this process not excessively onerous, although one you'll almost certainly have to do twice.

As they say, dress for the job you want. In this case, that job is apparently Father Merrin.

LeonardQuirm · 33
William Yorick discovered that these evil spirits don't like stray cats. — FractalMind · 44
Does this Monster a Attacks of opportunity after you use his Parley Action? — leeatari · 1
@leetari No, it doesn't. — Telumbra · 4
@leeatari no enemy does AoO on Parley actions. — ratnip · 68
In the Know

A hand driving over a street map, toying with little black and red flags and smoking a cigarette in safety while other investigators do the dirty work... That is exactly the way i imagined Seekers to be like. In the Know emanates Seekers' blatant power, they just KNOW without ever having been on-site.

With the exception of one scenario where locations are revealed automatically, In The Know is a cooperative card for multiplayer games. While other investigators do what they would do anyway, they enable the bearer of In The Know to gather clues from the locations they have visited.

  1. One of the plain advantages of this card is the gathering over a distance. Each use saves the card's bearer a lot of precious actions: count the sum of required movements to get over there, include the estimated count of evasion attempts and finally add the potential threats the Mythos Phase generates while being on the way to get the idea.
  2. But there is much more to it! Some locations require skill tests on enter (spoiler), with In The Know you omit these.
  3. This talent can be used multiple times per round.
  4. In addition, if the bearer can squeeze out additional clues, they are all taken from the distant location, as approved by Matthew Newman: (start of quote) In the Know works a little differently from some other investigation cards (like Seeking Answers for example). Instead of just saying that you discover clues at a different location, it reads "Investigate any revealed location in play as if you were at that location” (emphasis mine). That means any clues you would discover “at your location” as part of this investigation are discovered at the location you are investigating with In the Know. So Rex’s bonus clue or any other additional clues from Deduction, etc, would all be taken from the location you chose when you used In the Know. (end of quote)
  5. Oh, and the biggest advantage comes as a conclusion. With In The Know Seekers can safely gather clues from the lion's den - any possible Attack of Opportunity fails, because it's target is not present!

There is no real downside with using In The Know. One could wish it had more than 3 uses, one could also demur that it does not change the skill test base to Intellect in locations which have different requirements, as in spoiler. One could also barricade oneself into oblivion, some people are never happy.

Pros

  • Big-time click-compression. Investigate crucial or tricky locations without a risk!
  • Comboes well with Rex Murphy and Deduction.

Cons

  • Rather useless in solo play. Exception see below.
  • As it does not boost any test, it is booked by investigators with high Intellect.
  • Certain obstacles at the target location prevent In the Know from being used: spoiler.
  • Does not circumvent any additional effects at the target location: spoiler's Revelation and Forced effects take place.

Recommendations

  • Lost In Time And Space will be a walk in the park with In The Know equipped.
Synisill · 804
How does it interact with Rexs ability and Deduction? — Plolock · 14
Just wanted to say that you could use this to satisfy Call of the Unknown i think. most of the time this probably doesn't make sense, but in TFA with the explore deck, this could allow you to investigate a location already in play without having to backtrack. — Zinjanthropus · 231
Does it really prevent AoOs? Because this action counts both for its " action triggered ability (activate a card)" and "investigate as if elsewhere" for all purposes, as seen when considering Haste effects. — RFreitas · 57
No it doesn't, see the added FaQ about "as if" regarding specifically here "The game state is considered to be altered throughout the duration of the indicated ability or action, from its initiation (including the paying of its costs, attacks of opportunity, etc) through the resolution of each aspect of its effect, and up until its completion." — screamingabdab · 100