Laboratory Assistant

You start the game with 5 cards, 5 resources, and most scenarios are well over 6-7 rounds. This card will never take 4 actions to play and to suggest it would is absurd. The card has a pretty solid negative in my opinion: a single intellect icon isn't going to impress anyone. Losing a card for a single intellect point is pretty rough. But the benefits are quite nice.

First, she replaces herself and adds 1 card to your hand after she enters play, meaning you don't lose any skill test potential from committing. Second, she increases your hand size which, again, directly improves your potential skill test modifiers through committing cards. Finally, she provides an essential 2 Sanity for our mentally fragile investigator Roland Banks. Sure, Roland runs a little poor, so maybe spending money to draw cards isn't high on your to-do list.

Overall I think this card is a solid include for Roland. Keeping your hand size up and drawing cards is useful to make sure you have Vicious Blow, Evidence! and Shortcut in your hand for the exact moment that you need them. Sure, she is stealing the ally slot from Beat Cop and Guard Dog, but both of those allies have the potential to leave play when the situation calls for it. When your allies are more transient than someone like Leo De Luca (who you really don't want to die) then your deck has room for more allies. More allies with HP means you don't need to rely on evasion, and you can just take a hit once in a while. Who cares about your wimpy Assistant if you've got the police on speed dial?

PaxCecilia · 426
I have to disagree with your dismissal of the action metric for determining total card cost. Everything in Arkham Horror is relative, and it's a way to determining a single cost value for comparison purposes. The fact that you probably won’t have to actually spend all those actions is beside the point. — HollowsHeart · 17
Don't be fooled by her boobs, they're fake! — Django · 5228
She seems pretty good. You get a little bit of soak and also get to draw 2 cards. Also combos with Extensive Research, maybe, although that combo seems like it would be too much set up just to get 2-4 free clues. Of course, Maleson is cheaper to play (for slightly better soak), while Rook's ability is much more powerful. — Zinjanthropus · 233
Fire Axe

This card is curious to me. It seems to fit a similar slot as Physical Training or the other talent cards. By itself it does nothing but spending a box gives a bonus to a skill for a resource. The down side is it uses a 'hand' slot and only applies to combat. Spending all your resources for a plus one combat bonus is nice but risky.

Machete is obviously the best hand to hand combat weapon. But let's compare Fire Axe to others readily available to survivors (as of Dunwich).

Baseball Bat the other survivor card is powerful, cheap and gives a massive plus 2. Unfortunately it is subject to breakage with and uses 2 hands.

At the same cost Knife gives a simple plus 1 or can be thrown for plus 2 fist and damage! Cheap and easy for a disposal weapon which along with baseball bat synergies with Scavenging.

Kukri saves two skill checks required to do two damage over two actions. Its nice but perhaps gimmicky.

All the weapons have a downside however Baseball bat is obviously superior. If you have that hand planned for something else, say Agnes Baker with Ritual Candles it isn't a bad call. However i would possibly be more keen on knife with scavenging or kukri as Fire Axe does nothing on it own.

Pilgrim · 316
It's worth noting Agnes with Forbidden knowledge is in the best place to use Fire Axe. Spend all your resources, use forbidden knowledge using Agnes passive ability and attacking again. That's a potential 5 damage in two actions. — Pilgrim · 316
Am I right in thinking that if you take the action to initiate fight then spend say the ONLY 2 resources you have for +4 fight you would then also trigger +1 damage as at the point damage is calculated you have no resources? — Stebb · 2
Yeah @Stebb, that would deal 2 damage. If you attacked with no resources in the first place, it would also deal 2; the damage increase is contingent upon you not having resources, not you spending them. — SGPrometheus · 860
Sure Gamble

4 credits for 5 credits initial investment. But remember it also costs a click so it only puts you +3 over the regular click for a credit. Basically a must have in any runner deck though- for the sheer tempo build up it gives you; not much else compares.

Oh... wait a second...

gamblingworld · 107
My favorite review on this site — Cpt_nice · 86
I have to admit, I was a bit baffled and I couldn't make sense of your review at first. Then I realized... — dr31ns5mf · 1
I feel like I'm missing something... — mrjake1424 · 1
Another FFG card game called Netrunner has a card named Sure Gamble. https://netrunnerdb.com/en/card/01050 — Smashman · 1
Amazing review! Brilliant! — Quantallar · 8
Will to Survive

Combined with Leo De Luca, this card is even better. Or you can play Double or Nothing with it, if you can beat the increased difficutly.

Also don't forget, that you can reuse this card with Wendy's Amulet.

Django · 5228
I hadnt played much Survivor at all since the game was released but I was always see to get in on Ashcan, with me living alone with my dog (not as bad as it sounds believe me, the opposite was much much worse). I tried a few builds using ArkhamDB and it just didn't click. I seemed to run out of gas at vital moments. I swapped a few cards around and was getting closer to a decent feel to the deck I was playing. Then I put in Will To Survive, played it a couple of times during a scenario and can honestly say I felt good about it well into the next day at work. It felt like cheating. — FantasyMan · 14
Laboratory Assistant

If you have this card in play and play her again, do the reactions of both trigger because a card named " Laboraroty Assistant" entered play?

Edit: I have changed my mind about this card. If you got Charisma, she's pretty good, as you can have her in play with other allies (like Leo De Luca or Dr. Milan Christopher).

Depending if your deck/character (mostly jenny and rogue cards do this) is ressource focuced or not you may lose actions in playing her (she costs 4: draw her, gather 2 ressources, play card), but she's also a good damage/mythos defense (discard an asset or put X damage on your assets).

Django · 5228
Actually I've quite liked this card in Zoey or Roland decks as it A) let's them find their weapons faster B) provides them extra sanity and C) Their main allies (Guard Dog/Beat Cop) don't tend to last forever. — Orange Devil · 1
A wonderful ally in a Roland deck. — DadouXIII · 11835
This is a really weird analysis of this card. First up, you can easily go most (if not all) of a scenario without spending an action to draw or gain a resource, so the only action you should be considering is the one taken to play it. Even ignoring the hand-size increasing ability and the card draw, you also get a little horror/damage soak, which is nice as seeker too. — unitled · 2318
You're better off spending 4 actions to draw cards, than to play this one. Also all decks have better allies this this one (like the insecticist), so she's a dead card, if you can't play her. The rules about occupied slots are clear, in order to play a new asset, the old one has to leave. Also, if you really need her ability than your deck has too many dead (or circumstantial) cards. — Django · 5228
It doesn´t take 4 actions to play this card, does it? I see how you´re thinking, but as unitled said, that´s a weird analysis. It´s not a great card but in some decks she´s useful i think. To increase ones hand size might prove powerful in the future. Otherwise the designers could have left it with no upper limit, as in other LCG:s. — Vallandi · 1
It's just my personal opinion, but if you got more than 8 cards in your hand, you've got too many dead cards in your deck (like too expansive or situational). — Django · 5228