Handcuffs

This is a good card in campaigns with Wizards of the order, Captive Minds or a keeper of secrets (basically any cultist that will drop doom every phase and gets recurred).

Being Fast certainly helps it, and the removal of doom and banning doom from being placed effectively neutralizes these as threats.

It would also work on Harbinger of Valusia and allow you to deal with that enemy without invoking vengeance.

However at 2 experience it seems a pretty significant investment for such a nuanced card for most campaigns.

So tldr... probably a good card for The Forgotten Age and Circle Undone. Limited benefit elsewhere.

drjones87 · 189
The Harbinger does not accumulate doom and is Elite. So while you could evade her for one round, she would ready and handcuffs seem pretty useless. — Susumu · 362
One turn of evasion out of a guardian as a use for handcuffs when you aren't on a cultist level seems fine to me, its not useless, just not a permanent solution. — Zerogrim · 292
Seems the best thing about these is the Doom removal in addition to the sound of more doom on cuffed suspect. I'd really love to see a 1 pip, version or heck even 3XP version that is reusable, for example when enemy is defeated, return to play area or if that's too powerful, returns to hand. If it wasn't fast you'd have to use actions to keep putting it down which I'm all for. Only having 1 target for cuffs per game seems so limited with these current 2 versions. — Quantallar · 7
Summoned Servitor

I would like to add a bit about the □ Jaws that Snatch command. Both Fight and Evade have perks (Ignores Aloof, Retaliate / Alert) but the Evade one still has a bit more advantage that you can attempt the Evade even without engaging the enemy first. (e.g. While you can always Fight unengaged enemy and risk the friendly-fire as per normal game rule)

I was playing 4 players and this was useful to remotely, repeatedly peel off an enemy from Seeker, or from Guardian which would like to play some Asset before going back to fight or would like Retaliate disabled. I can left the servitor as a bodyguard around those in need. □ Armored Carapace is also handy to take treachery failing damage for that Seeker. So if you want to invest minimal XP, I think just Armor + Jaws is quite a serviceable combo that can mitigate a lot of hurt.

5argon · 9597
Hmm that's a nice strategy, I played a much more remote Servitor but swapping it around to guard a fragile team mate and go be a lone wolf sounds very useful. — Zerogrim · 292
Unsolved Case

This weakness can be mitigated with the suite of "drop a clue in your location" cards, if you play it while on the highest shroud location. So, you could use this to gather evidence for Research Notes, and/or gain extra actions with Press Pass.

Typhen · 25
You need nevertheless the 2 resources and the action to play it. — Tharzax · 1
The Necronomicon

This card is worse than The Necronomicon to be sure, but Daisy's Tote Bag is worth it. But no need to spend 5XP on a cat for protection, when Heavy Furs does a better job at 0XP. I doubt that card was designed with cancelling tokens in mind, but it works perfectly well.

xemxi · 12
That's a nice catch. Oddly enough, it would not work on the core set version of this card. I do think, they had the option to cancel the elder sign in mind, though. In addition to John Dee edition, Jackie's spell suite punish an elder sign pull as well, and this might or might not be worth canceling, depending on circumstances. — Susumu · 362
Dawning of the Truth

Brutal treachery.

In this scenario, you may easily find yourself carrying 3-4 keys around (especially in low player count), and there might still be one on your location, which means that you could be testing against 6-7. This should give pause to even high mystics, and the odds of failing by 3 even worse for low investigators.

Pray that the same investigator does not draw all three of these...

DrOGM · 24