Kukri

After 4 years, I finally spent some time figuring out how this card works. The maximum damage you can deal is the same as with basic attacks: 1 damage per action. But attacks only deal damage when they hit, and the Kukri increases the odds of hitting, in some situations more than others.

This would be easier with a chart, but lacking that option, here is the INCREASE in average damage per action that the Kukri gives you over a basic attack, using the standard difficulty Night of the Zealot chaos toke pool with one ghoul at your location:

A. Only 1 action used (attacking once only and not using the extra action effect)

  1. -2 BASE combat advantage over enemy (e.g. 2 combat investigator against a 4 fight enemy): 0.0625
  2. -1 advantage: 0.125
  3. 0: 0.375
  4. +1: 0.1875
  5. +2: 0.0625
  6. +3: 0.0625
  7. +4: 0

B. 2 actions used (attacking twice and using the extra action ability when possible)

  1. -2: 0.117
  2. -1: 0.219
  3. 0: 0.492
  4. +1: 0.264
  5. +2: 0.117
  6. +3: 0.092
  7. +4: 0.029

C. 3 attack actions

  1. -2: 0.131
  2. -1: 0.234
  3. 0: 0.482
  4. +1: 0.248
  5. +2: 0.104
  6. +3: 0.083
  7. +4: 0.021

D. 4 attack actions

  1. -2 advantage: 0.138
  2. -1 advantage: 0.245
  3. 0 advantage: 0.50
  4. +1 advantage: 0.265
  5. +2: 0.118
  6. +3: 0.092
  7. +4: 0.029

As you can see, with this example the extra damage over basic attack tops out at around 0.5 damage per action. The extra damage is mostly due to the +1 combat bonus, and is maximal when your base combat is equal to the enemies fight. The extra action ability does add a bit more average damage (compare A. to B. above), especially when you are at a bigger skill test disadvantage. These statistics are specific to the Night of the Zealot chaos token pool since there are lots of -1 tokens, so this needs to be modified for each situation, but should give you the general idea.

How do these statistics compare to other weapons? The most reasonable comparison would be against another 1-handed weapon with only non-expendable uses, such as the level 0 switchblade, which deals the following extra damage per action over basic attacks:

  1. -2 combat skill advantage: 0
  2. -1: 0
  3. 0: 0.0625
  4. +1: 0.125
  5. +2: 0.25
  6. +3: 0.625
  7. +4: 0.8125

In this comparison, the Kukri deals a bit more damage (up to about 0.43 extra damage per action) when your base combat is equal to or lower than the enemy fight value (where you are dealing ~0.2-0.8 damage per action), while the Switchblade deals more damage (up to about 0.8 damage per action more) when your combat is higher than the enemy's fight value (where you are dealing up to 1.75 damage per action). So the switchblade is more useful in the hands of a high combat fighter, while the Kukri helps the low combat investigator more.

Others have often compared the Kukri to the Knife, which is more difficult since the knife has a one-time effect. I will just summarize by saying that the extra action ability on Kukri does increase the average damage slightly over knife, so the choice depends on whether you want to have the single powerful knife effect or slightly more damage over time and a weapon that stays in a hand slot.

jmmeye3 · 630
Unscrupulous Loan

I wish they'd made this Campaign Mode Only.

For standalones, this is a no-brainer. 10 resources with no consequence is broken. In standalone any other Rogue economy card is pointless compared to this.

I've played a few Rogues in standalone since this card came out and decided I'd house rule it to be Taboo in standalone.

acotgreave · 887
I'm pretty sure the precident is to only have that clarifier on Basic Weaknesses. You can always choose not to run exile cards in Standalone because they will always be undercosted for a single scenario without drawbacks. For the most part, Exile cards are worth twice their xp value for a standalone. So how does this compare? Considering Hot Streak gives 5/7 resources for an action at 2/4 experience, a 3xp version would give 6 for an action and a 6xp would give 9. This gives 10 and you aren't allowed to put a second one into play - which can be a real drawback for some truly expensive rogue decks - plus there are no icons on it so the second copy is totally dead if you run it. In short, I think you'll find exile cards to be fine in Standalone if you just double their xp cost. — Death by Chocolate · 1488
It's not totally dead with Cornered. But other than that, I agree. — Susumu · 381
Also, in the same vein: shouldn't Roland, Skids, Zoey, Jenny, Akachi and Preston be "campaign mode only" investigators? Because their signature weakness is also just a lost draw in standalone mode. — Susumu · 381
Jake Williams

Jake Williams saved me from bad starts already two out of the four scenarios that I played with Ursula Downs. I bought Miskatonic Archaeology Funding first, so I can run Dr. Milan Christopher and Whitton Greene at the same time. Last scenario I had all three of them out at the same time. One move action yielding two cards, a clue and a resource? yes please!

The first ability just adds security in multiplayer games. Often I would say "Don't worry about enemies spawning at me, I'll bring them to you!" This saved quite some actions where one of the fighters might have come over to safeguard. The ability is good with Archaic Glyphs to also investigate and evade after a move. Great flexibility there.

Weges · 93
How does he make bringing the enemies over efficient? Once you spend an action on that you still have two where his ability doesn’t help. — Whitemage · 3
An enemy *might* spawn, where the fighter would otherwise move with me. This depends on your play style of course. — Weges · 93
Pendant of the Queen

Since the errata, it's hard to work out who the real Queen to use this pendant is.

Currently I think it might be Amanda Sharpe.

Using Enraptured behind Amanda Sharpe, you can try to keep your pendant topped up with charges and preventing it from removing itself from the game. Also, with Amanda's additional card draw (or rather card filtering) from her ability, she can see those Segments of Onyx faster than other investigators, without even trying.

KakuRainbow · 97
Anyone who can run The Red Clock, Eldritch Sophist and the pendant is the best use of it, I think. — FarCryFromHuman · 1
While I agree with you, I think Amanda would much rather fill Eon Chart with Enraptured, no? — Valentin1331 · 78072
Trish is the true queen, for the reasons FarCryFromHuman gave. Along with the fact that it can trigger her investigator ability as well, 2 clues from a location with an enemy or get a clue and automatically evade an enemy at the same location — NarkasisBroon · 11
I think Winds of power is a great way to recharge it, especially if you play a fast-drawing deck. — AlexP · 271
Luke Robinson is a very strong home for this. He can run the Eldritch Sophist to move charges around, plus all of the usual Mystic tools to throw charges on things, with Eldritch Sophist then transfers over to the pendant. — clarionx · 251
I'm going to say Mandy. With her various search options, she can assemble it quickly, and with Sophist, Twine, and various sources of secrets she can keep it in play... — AndyB · 955
@AndyB, just letting you know that you can't move Secrets to an Asset that uses Charges. (Maybe you can but it still does not become a Charge, so it's the same for this case) — Sleben · 1
This works great in Luke - Whitton Greene (2) + Gate Box is a nice combo to assemble the pendant. Enraptured & Recharge keep it in the game. — loglady · 20
"Ashcan" Pete

TLDR: David Renfield and Well Connected are good level 0 card options

The Dunwich investigators just get more and more complicated to build decks for. As more cards come out, the possibilities for their 5 level 0 cards just keeps increasing. Two fun ones to consider are David Renfield and Well Connected.

Ashcan's ability lets you ready an asset once per turn. Now of course most of us see Duke as the 'real target' for that ability, but it does work for any asset. David Renfield is a very powerful way of piling up money, and even better when you can use him twice a turn to really fine-tune the amount of time before the doom threshold goes over.

Once you've amassed loads of money, you can now use well connected to easily be at +4 to any test, twice a round. Considering Duke gives an effective +2 skill, once you hit 15 resources, then well connected becomes a better option in a lot of cases. This doesn't mean Duke does nothing though, they're still useful for a 2 damage attack or a 'Move-stigate', and they still also give you that +2 skill.

There are many level 0 card options, here's a couple I tried together, enjoyed, and wanted to share :)

KakuRainbow · 97