Old Compass

With the original flashlight is chapter 1, I think this is a solid improvement over the hand cranked one. Especially if you want to fail (like Stella), this gives you access to easy shroud reduction for look what I found. Then, an extra action for failing, and they retake of the test, theoretically commit to and pass. Not an everyday item but for investigating survivors and people who like tools, this is a great way to spend two XP.

MrGoldbee · 1559
Loner

For a very long time, Ashcan Pete was considered an amazing solo investigator because he had action compression. If you needed clues, he had a free move (or two) every turn. Now, he can double dip! He can even ready this with his power.

I can think of very few scenarios, even in four player, where you wouldn't at least consider this card. $2 and a play action for a free move action every turn of the game (with the conditional often being "you move before the rest of the party"). Surprised if this won't be errata'd to two XP.

A fun difference between this card and Pathfinder is that you can use it while enemies are on you. So if you leave a trap behind, loner and immediately move an enemy on to it (getting perhaps a free damage, investigate, attack or evade, or some combination of those with makeshift trap.) Even better, combine it with track shoes, and possibly get two free moves. It's expensive, but so is being trapped in the corner of a map because you can't get away from an enemy!

MrGoldbee · 1559
Hunting Dog

This card might be worth some consideration, maybe, in a scenario where enemies spawn ahead of you and you have to catch up to them, or a world where a loner doesn't exist. Minimal soak for the most competitive slot, with five conditions needed to be useful (an enemy spawns, but far away from you, after you've played this card, before it dies, and you want to go towards it.) Even in scenarios where this would be useful (like The Longest Night, where theoretically it could trigger every round) I would rather have Daniel Jameson so that when I get to the monsters, I have a better chance of dealing with them. "Sometimes conditionally useful in one scenario assuming you don't have other movement tech" is lot to ask. Which is a shame because guard dogs are so much better.

MrGoldbee · 1559
I think, it might be worth it in campaigns, if enemies spawning on empty locations are common enough. Looner won't help you getting to them. It still depends on other allies, you might consider over the dog, if they make the cut. — Susumu · 389
Hank and other combat-focused survivors really wants this effect for team play. It's one Charisma away! — Frickenator · 26
I think Hunting Dog isn't bad on his own, especially as people pointed out, a fighter can benefit from the free movement it offers to close the gap and beat the crap out of an enemy sooner. The issue is that Survivors have among the best selection of allies among any classes, so he gets overshadowed very easily. Even if you limit yourself to chapter 2, he is going against Jameson and Aleksey — HeroesOfTomorrow · 93
It'd be ok if it was slotless. — MrGoldbee · 1559
@MrGoldbee So basically, same as the Extravagant Ring. — HeroesOfTomorrow · 93
Daniel Jameson

Daniel is the first ally since Peter Sylvestre (from 2016!) to seriously deserve Rita’s ally slot. Assuming you have someone to keep you sane, Daniel solves the problem of the bow: missing.

There’s something meditative about shooting at +8 and getting a retry if you fail, taking down annoying aloof enemies and stubborn gangsters. It’s not as powerful as the ornate bow, but I still love it, especially for people who are going to use their hands slot to perforate nogoodniks.

Autofail protection is rare in CH2 and that, WITH A STAT BONUS, is A+ tier.

MrGoldbee · 1559
This guy is nuts: he is so good I would even consider him on original Tommy in place of Logan — HeroesOfTomorrow · 93
On Tommy, the agility boost is wasted. It is nice, that he is net +1 resource for his ability, but there are other allies, like Tetsuo or Rookie Cop, who are better suited for this job. — Susumu · 389
@Susumu I mean Tommy can very easily get his agility sky high, between stuff like the two masks he has access to, Moonstone, Track shoes, Combat Training, etc. So I don't think it is a waste at all, especially when Agility is one of two main stats used for saving throws — HeroesOfTomorrow · 93
I’m not sure if I understand this card correctly. Do you repeat the skill test including all the cards and other bonuses you committed, or do you start the skill test over and get to commit cards and add other bonuses again? — highko · 1
@highko I'm pretty sure bonus skill value and commited cards do not carry over, but the skill counts for the same activation or usage of a card. Like if you commited Brute Force and autofailed, you wouldn't have it for the second test, same if you used something like "Well Connected", but if you spent ammo on a gun or attacked with an event like cheap shot, you would be considered as still using that card for the test. — HeroesOfTomorrow · 93
Decoy Trap

This card has a lot of intriguing niche cases. First, if you have survivor access with a low dexterity but high intellect (like Darrell the photographer or Minh the non-photographer), this is a fast evade at +1. Dodge an enemy with your best stat without taking an action.

This is also a favorite of mine with Rita. If you suspect (or know) an enemy will spawn at a certain place under a certain condition, and they have one hit point, you get a chance to instant kill them. And that doesn’t even discard the card! OR just autotap a boss spawn.

In four player, when people can be all over the map, or enemies with doom can spawn far away, this card is insurance. This trick used to cost 2XP in rogue; now survivors get it for 0. Plus, a free teleport. On huge maps like in End of the Earth, this can help you cross the map and save entire turns. That used to only be the purview of mystics with portals.

The most normal use case is with the Trapper Miguel. Playing this and other traps adjacently (with his backpack) means that your team can set up a crude headquarters, an area where hunters or people that spawn adjacent simply start tapped. And if you’re moving steadily, multiple enemies can move into your trap over the course of a game, piling on the free actions.

I also see this as extremely useful in the Innsmouth conspiracy, which combines large maps with enemies you don’t want to engage. Leaving these behind you in a car chase guarantees enemies are going to have to deal with them.

Great symbols, too.

MrGoldbee · 1559
I know this is meant to make the card better, because if it costed an action to play it would be much, much worse, but I think a problem with these traps being fast is that they don't synergise at all with Miguel's ability (though they do with his signature). What I noticed is a lot of Survivor events are either fast or very contextual, which makes it hard to get the most of his extra action regularly. Granted, you can just have an extra action for emergency cache, and that is still great. — HeroesOfTomorrow · 93
He wants to loop Ecache for economy. Few other options in Ch2. — MrGoldbee · 1559
What do you mean "autotap a boss spawn"? — AlderSign · 462
A boss spawns (when you advance an act, maybe) and you can get a free evade for 0 actions. — MrGoldbee · 1559