End of the Road

Because it has no icons, this is probably best slotted in for fun in investigator with discard for benefit ability, like Wendy Adams or "Ashcan" Pete.

And I guess with this card it is now official that the amount of remaining agenda is an open information, AFAIK it was not anywhere in the rule. (In blind runs I used to not telling the rest of the table would the game over or not after the current agenda, I being the setup person.)

5argon · 11023
Couldn't they see the stack of Agenda cards? — MrGoldbee · 1477
I have a scenario set-aside area near me using an another chair, so they are not taking table space and lowered enough no one can see :P — 5argon · 11023
Too bad, personally I try never to check how many agendas are left as well (or at least try not to consider it). If you roleplay a bit, the investigators themselves would also not know how much more time they have. — fates · 54
Some rare scenarios pop in a new agenda when the stack runs out. However, most scenarios do have the sense of urgency make sense in universe, so I don't think it is too out of character to know 'we have almost no time left.' — dezzmont · 220
If this negatively impacts your experience you could houserule that no one can take this on a blind play of a scenario. — Pseudo Nymh · 67
How did you come to the conclusion that the amount of remaining agendas was hidden information to start with? You didn't notice the extra steps you were taking to obscure the information? — Lailah · 1
Martyr's Vambrace

Just here to note that location card is also considered an encounter card, which may contains a Revelation test. Though, hazard that triggers when going in/out/staying at the location that is not in the Revelation clause cannot get a boost.

Also, to get an encounter card is usable if it has nothing to do with Revelation ability or no skill tests. It is just that you don't get a boost. (e.g. if you have no clues, take some damage/horror) You can now tank with this card or Obsidian Bracelet.


Rule reference : "Encounter Cards" vs "Scenario Cards" : These two terms are used interchangeably to mean any non-player card used in a scenario, such as the contents of the encounter deck, locations, acts, agendas, the scenario reference card, etc.

5argon · 11023
While your ruling is correct, I could not find any locations that actually have a test during their Revelation. — Hylianpuffball · 29
Oh, you are right. I was thinking about a certain location interaction in EotE, but it was all a part of treachery revelation that make you move. I guess this design space is not yet used. — 5argon · 11023
Also, you dont draw locations — Jota · 7
You do in some scenarios. — AlderSign · 329
Glimpse the Unthinkable

An under valued card for off class seekers. Off class seekers tend to have fair to middling draw and this card helps mitigate against "dead draws", at least a bit. I would say in particular Roland and Darrel will find this card quite useful.

drjones87 · 195
yea, I think I should try this card out more, this could be very easily cycle 5 cards, if that doesn't fix a hand don't know what will. — Zerogrim · 295
Cheap Shot

Cheap Shot / Cheap Shot has an incredible synergy for Kymani Jones when combined with Dirty Fighting and / or Chuck Fergus / Chuck Fergus.

Next to the Stealth-Combo on Kymani Jones, it is another option to discard almost every non-Elite enemy with one action.

  1. Evade an enemy and exhaust it
  2. Trigger Dirty Fighting which allows you to take a fight action which is Cheap Shot / Cheap Shot, you may Chuck Fergus / Chuck Fergus to reduce the cost by 2
  3. Start the fight test and use the of Kymani Jones to engage the exhausted enemy
  4. Resolve the test with at least 2 + 5 + 2 (Dirty Fighting) = 9, optional +2 (Chuck Fergus / Chuck Fergus) = 11; that should be enough to hit most enemies
  5. If you succeed, you automatically evade this enemy. If a skill test automatically succeeds, the total difficulty of that test is considered 0. Kymani Jones has at least 5 + 2 = 7 skill value and therefore succeeds by 7. That should be enough to discard (not defeat!) almost every non-Elite enemy you can come by.

With Underworld Market you only need 1 copy of Dirty Fighting and you will draw it within your first five turns. That is very reliable.

It is also a fantastic trigger for other effects like e.g.

So you can discard 1 non-elite enemy from play for a 4 card combo... This seems a bit overconvoluted — fiatluxia · 68
Also have a look into the rules for automatic success/failure. There is written that an automatically evasion is no skill check therefor it don't count for kymanis ability. — Tharzax · 1
As Tharzax pointed out, 'automatically evade' is not the same as 'automatically succeed' and does not work with Kymani's ability in the way the review describes. That said, it is still useful for the initial evasion (especially if the enemy is engaged with another investigator!), and since it deals a damage, it reduces how much you need to succeed by on the evasion attempt to discard the enemy. — Death by Chocolate · 1487
flipside use this in tony to trigger dirty fighting on a enemy engaged with another investigator, if you fail you don't do much damage, if you pass its as good as dead. — Zerogrim · 295
On the Trail

From the blue perspective, this is:

  • 1 of 5 events that gets a testless clue, each with a conditional requirement. This only requires there be an enemy to select and a clue available.
  • 1 of 5 events that moves the investigator, each with a conditional requirement. This only requires there be an enemy to select.
  • Allows the investigator to choose either.
  • Is insight and tactic traited allowing interaction with Stick to the Plan, Sleuth, or other cards outside of guardian.

For 1 xp and 1 credit this is playable for either option, for the flexibility to choose either, this is a bargain. This is also more valuable in lower player counts (solo or 2P) than in higher player counts (3P or 4P) as the value of 1 clue diminishes along with player count and investigators are less specialized.

From an orange perspective, this is a multi-class splash card that is likely more appealing to non-seekers than to seekers. Seekers generally prefer not to move towards an enemy. Seekers have better options available for either mode.

4649matt · 7
In low player counts, the circumstances to use the clue option seem exceedingly rare. — housh · 171
The math on the card is fine, but it's difficult to play, especially in lower player counts. The problem enemies usually spawn on top of you and as a guardian, you generally aren't evading. I took it through Edge of the Earth and even put it on Stick to the Plan and never, not once was it played. There was always something better to do with my turn. I like the theme, but this card is really unwieldy. — LaRoix · 1645