Sawed-Off Shotgun

This card also deserves consideration in big money rogue decks! At some point Well Connected will boost your to astronomical levels, enough to make this a good tech card for times when you need to fight a big boss at the end of the scenario.

The introduction of Underworld Market makes this card especially good as you can make sure you have it on hand for when you need it (especially with a Fence also living in the market, letting you save playing it until you actually need it). You might even be able to fit a couple Contraband/Contraband in your market deck...

These two points put together means that a natural home would be in Jenny, who can put together a big money plan alongside being able to play Underworld Market. (Sorry Preston!)

Frost · 269
Sure Gamble + this in Hard or Expert can be a fun time. Also if you have access to One in the Chamber like Skids or Tony. — StyxTBeuford · 12985
Liber Omnium Finium

Not a review, but if anyone is wondering what this mean, I did study a bit of Latin

"Liber Omnium Finium" roughly translates to "A Book about the End of All Things".

Esentially, the implication is that Gloria accidentally wrote a novel chronicling the Apocalypse of her world

This is already hinted by her Weakness' trait, which is "Endtimes"

Devil's Luck

For Agnes, this card can be even better than simply canceling an attack. When you are up against a big baddie, she can choose whether to cancel their attack or allow 1 horror to go through in order to return 1 damage to them.

Dr. Mala Sinha

If you want the Friends Forever achievement for Edge of the Earth, play Mark Harrigan and take this lady along for every scenario. You’ll be absolutely unstoppable, since she synergizes perfectly with Sophie. That’s not to say she isn’t also an incredible asset for many of your Guardian allies either. Beat Cop, Guard Dog and Grete Wagner are all great examples of cards who will benefit greatly from her ability. Since you’re likely playing guardian cards if you’re bringing along Dr. Mala, feel free to pack a copy or two of Inspiring Presence for emergencies.

Mandelmassiv · 25
And she uses supplies, which means you can recharge her with venturer or emergency cache (3). Also Contraband can be useful. — Tharzax · 1
"Ashcan" Pete

Parallel Pete dropped a few days ago. He doesn't seem to be getting a challenge scenario so I might as well vent my thoughts here.

First off, the new signature, Pete's Guitar, grants you unprecendented control over enemies. Exhaust it to force a non-elite enemy at your location or any connection location to move in a direction of your choice. It of course synergizes with the parallel front ability, allowing you to push enemies into Snare Traps, Makeshift Traps and whatnot. It can also indefinitely keep one non-Elite Hunter away (extremely useful in TFA and still much appreciated otherwise) and you get 1 buck or 1 horror heal each round for the trouble. You can pull a nasty monster away to give your cluever valuable time. For pesky Aloof enemies or Acolytes, you can force them to move towards your team's monster killer so that they can spend fewer actions on moving and more on killing. The possibilities are endless. This is a signature so good that it could seriously give Best Doggo a run for his money.

The downside is that Pete's weaknesses are also supercharged. Wracked by Nightmares disables both of Pete's signatures so it must be dealt with as soon as possible. The replacement weakness, Hard Times, forces you to choose and discard the same number of cards after you draw any number of cards. Occasionally this may work in your favor by getting the Improvised suite into your discard but I wouldn't rely on it. It is still a crippling weakness, perhaps a bit lower priority than Wracked by Nightmares. God helps you if you draw them back to back though.

Parallel Pete himself actually seems a bit bland when compared to his new toys though. For Parallel front, starting with Pete's Guitar is nice but the ability to recycle attached cards seems situational at best. Duke is still a great first turn asset and the ready asset ability would see a lot more play - you can also dig for Pete's Guitar then double-tap it to practically trivialize enemies until you feel like dealing with them. On the other hand, Parallel front has 7/7 health/sanity instead of 6/5 so he would be a bit bulkier if he could get Duke out early, especially with the horror heal from his Guitar. Parallel front also has 3 Fight instead of 2, but it is not enough for Pete to fight without other boosts. These differences overall do not feel significant enough to detract from the real choice - whether you want to start with the dog or the guitar.
For the back, you aren't losing a lot by going Parallel - as of TSK, there are a grand total of 8 Level 4+ Survivor cards (11 if you count the customizables), none of which seem particularly suited for Pete. The real tradeoff seems to be losing the 5 splash slots for access to Tactics 0-4 (all Improvised cards are anyway) and up to 5 Guardian level 0 cards. This feels kind of baffling - none of the off-class Tactics work particularly well with Pete's parallel front (for example, Ambush only works for enemies spawning so good luck getting it to trigger twice; "Fool me once..." has the encounter card attach to it and not the other way around so no recursion at all), and if you really like Guardian cards that much you could've taken them with your original splash slots anyway.

Overall, Parallel Pete feels like his actual investigator card is overshadowed by his replacement signatures. Quite a shame he doesn't have his own challenge scenario, but as FFG said, it is simply impossible to improve upon Duke, forever the best among all good boys. Also I think Advanced Wracked by Nightmares would give me a stroke so there's that too.

koaexe · 29
"all Improvised cards are survivor anyway": sure, there is still one card, where it matters in "Makeshift Trap". With the inclusion of Improvised, he can tick 8 boxes, rather than only 6. — Susumu · 363
Fair point but it's probably better to use the original deckbuilding if you want to go all in on the attachments anyway. — koaexe · 29
A few cards come to mind for the access granted by the parallel back. — DrOGM · 24
(oops... enter too fast) Dynamite Blast (2) and (3), as well as the rarely used On the Trail (1) and (3), would greatly benefit from the Guitar's ability to move enemies around. Under Surveillance (1), while pricey, would also benefit and could be re-used with the parallel front ability. Shortcut (2) and Barricade (3) also fit the theme. And the parallel back allows access to 5 level 0 guardian cards AND unlimited "out of faction" Tactics, which can open deck building possibilities. Is it better than regular Pete deck building ? I don't know, but it does seem interesting. — DrOGM · 24
I think both deck buildings are powerful. With regular deckbuilding, 1-clicked-Net-Dynamite (5 level Makeshift Trap) can be thrown for each round; that is really powerful, IMO. With parallel deckbuilding, we have DT-Totem-TH-TATA-Unrelenting(=4cards+6resources with 1 test) combo for each round; the weakness can be held by "Fool me Once" (or Fend off for basic enemy weakness) for weakness-free deck. — elkeinkrad · 485
On the hunt 3 is another fantastic tactic. Breach the Door is another fantastic tactic that works with the elder sign. Low key I am a lot less excited by guitar than I am by the tactics 0-4 access Pete gets, because there are a lot of just generally powerful cards, but the parallel front's ability is a lot like Wendy's amulet or Carolyn's ability where its a mistake to think its about cramming your deck full of effects that overlap with it, rather than maximizing the value, especially when it comes to recursion. Even something as simple as guaranteeing every draw you make is an enemy draw once you get on the hunt into your hand is titanic in impact. — dezzmont · 210
"...but the ability to recycle attached cards seems situational at best" I completely disagree: the guitar is an ungodly strong signature card, but Pete's main ability is insane because many cards that attach themselves to something are balanced around being used once. Once you resolve one Ancient Evil, one "Fool me once" will prevent potentially ALL of them, Ambush makes locations a minefield for enemies to spawn on. Hell, even level 0 cards that are not that great become absolutely bonkers with parallel Pete. Hiding Spot makes you immortal against non-elite enemies and even Barricade, the much memed card for being so crap, cripples hunters completely because Pete can just put it down and completely lock down part of the map whenever he wants without worrying about any investigator leaving or entering ending the effect because he can just return it to his hand and play it again. — HeroesOfTomorrow · 49
And those are just some examples I can come up on top of my head: between the guitar, his printed ability and deckbuilding, Pete's 3 fight is honestly inconsequential, because he can just run circle around all foes without the need to bother actually enagaging them in combat. 0-4 Tactics gives him ludicrous coverage and versatility, NEVER understimate Event based decks — HeroesOfTomorrow · 49
I almost forgot to mention, but "Fool me Once" would still work on a treachery because it is ruled the act of attaching a card to another is mutual. If you attach a treachery to "Fool me once", you also attach "Fool me once" to a treachery: if you look at the FaQ of "FmO" you'll see people say the player card is attached to the scenario card interchangeably as saying the scenario card is attached to the player card. — HeroesOfTomorrow · 49
Great catch on "Fool Me Once" there, I completely forgot attachment goes both ways. On the other hand I think these attachment cards really require you to know the scenarios back to front (I imagine Ambush in A Thousand Shapes of Horror would be very good). I guess that's kinda the point of parallel investigators, to provide novelty for advanced players. On the other hand I feel the impact of some of the cards you listed are a bit overblown even if you can replay them. For two examples, "Fool Me Once" requires you yourself to draw that specific treachery a second time (useful in high player counts or scenarios with frequent reshuffles but otherwise quite hard to pull off); and there is a very brief period between Hiding Spot being discarded at the end of the enemy phase and the next player window at the beginning of the upkeep phase where enemies lose aloof and can dogpile you before you replay Hiding Spot (which doesn't say when you can play it, so I assume it's "any player window" like most Fast events). — koaexe · 29
It is true: there IS an high skill ceiling to Pete's ability: you need to know how cards that attach themselves work very well to make the most out of them, but if you do, what you can acomplish with them is nothing short than incredible. — HeroesOfTomorrow · 49
"Fool me Once" ONLY requires you to draw the treachery the first time to attach it, afterwards the card can be cancelled no matter which investigator draws it, and this version of Pete has access to First Watch and Let me Handle This, so he can force a particular treachery to land on him. What matters about Hiding Spot is that it prevents attacks if the enemy is not engaged with you already, even if it engages you immediately after the enemy phase, it doesn't matter because Pete's Guitar will send them away as a free action anyway, and if you are engaged with multiple enemies, Pete himself has still a decent 3 agility and has different tools to get away, like Survival Instinct or Cunning Distraction. — HeroesOfTomorrow · 49
And if you want to make use of Pete's 3 fight, here's the Level 3 version of On the Hunt, which allows Pete to draw NOTHING but enemies every turn, if he manages to defeat the foe he spawn the same round he played the card, and he (or whoever manages to defeat it) gets payed 3 resources for it every time! While enemies are admitedly worse obstacles than treacheries most of the time, a Pete acting as the designated fighter can just proactively kill enemies from the encounter deck every turn and get paid for it too! There is a reason I think this ability isn't overrated, it's actually genuily broken if you know how to use it. — HeroesOfTomorrow · 49
I just checked "Fool Me Once..." again and it would seem that attachment cannot go both ways - strange as I did remember seeing that ruling somewhere, but it's nowhere to be found in the Rules and FAQs. If two cards are mutually attached to each other, discarding Locked Door would mean you discard the location as well because an attachment is discarded when the game element it is attached to leaves play, and Locked Door's ability does not explicitly state that you detach it. As for the admittedly interchangble and outright confusing wording on "Fool Me Once..." and its FAQs, I would think it's a case of "FFG doesn't know how to play AHLCG" given how they have walked back on rulings and gotten self-evident rules wrong (see Burden of Leadership) before. Mutual attachment would create a bunch of counterintuitive and outright broken scenarios (picking a lock erases the entire room from existence, Elle Rubash cannot die as long as she's holding down Baron Samedi, you either accept Threads of Reality disabling one Asset or use its ability and lose two assets instead, etc.) Just saying maybe it's a good idea to leave FMO aside and focus on recurring On the Hunt (3) as you said. — koaexe · 29
Eye of Truth goes the other way (attaching itself to a treachery) and still uses the same "attached X" wording as Fool Me Once and Elle Rubash, when the two cards are supposed to have stuff attach to them. Could be that FFG thought attachment status would be clearly understood from context until Parallel Pete unearthed this problem. — koaexe · 29
Okay, next FaQ gonna be asking how "Fool me Once" interacts with parallel Pete — HeroesOfTomorrow · 49