Discipline

I think this is the discipline you take unless you have a key and critical use for one of the other three, even if you are mainly going to focus on weapons and fighting with lily I would still advise taking this discipline first for one reason that trumps the other three.

Alignment of spirit can be flipped back incredibly reliably, being basically immune to your personal weakness is a good move to have before you get your XP. (made even more reliable with deny existence and other damage cancellation cards)

The other two side benefits are pretty plain too, healing on any turn where you take damage/horror and +1 to the most commonly tested defensive stat are both good for surviving longer on average, a fighter who survives longer and has more health can keep the rest of the team alive long and earn those juicy juicy victory points more consistently, which gets you to a more flashy discipline.

Zerogrim · 296
"healing on any turn where you take damage/horror": This is not a reaction trigger. You can't heal from it, when you take damage/ horror from other sources, like you would do with "Guard Dog". It's weird, that they put it behind the colon, but I suppose, it's still meant as a cost, like with "Beat Cop". Otherwise, they would have used the reaction arrow. — Susumu · 382
yea but if you take damage/horror thats the best time to flip it because it will flip back as soon as possible, thats what I meant by it, could have explained better. — Zerogrim · 296
I'm really confused as to why "it will flip back as soon as possible". It is dependent on taking damage and horror, not on a net amount of damage and horror that turn. — DjMiniboss · 44
right so on any turn you take damage you immediately use it and it flips back as soon as possible, if you wait to heal yourself you increase the odds you just end up taking damage on a future turn and delay you further. put another way given you typically don't control when damage happens you should use it on turn where you took damage anyway to maximise the odds it flips back. (since you don't control when enemies or encounters hurt you) — Zerogrim · 296
Daring

Great evasion card for Daniela Reyes no matter what her or her target's agility is. Built in auto-fail protection as the evade is guaranteed on success or failure. The three icons mean there's a decent chance you won't need to take an attack from failing. Guaranteed to draw you a card.

It loses some flexibility because of the restrictions on when it can be committed, but gains some back since three icons might be what one of your friends needs to turn them into a one-time fighter/evader.

It's basically the Toe to Toe for evading that replaces itself.

Defel · 4
Yeah. It's a pretty great card for most investigators, that can take it. But I agree, Daniela's ability is a nice security against the auto fail. It's more, that this ability plays nicely into the card, rather that the card plays nicely into the ability. — Susumu · 382
*rather than that — Susumu · 382
Sea Change Harpoon

LiveFromBenefitSt said: If only we could have a Moneybags Silas....

Well this is now the case: bring Bruiser x2 and you're set.

Take a Fire Extinguisher in one hand, Sea Change Harpoon in the other, and on the last attack to kill a monster, commit all your hand if you want to.

This includes:

Quick Thinking to get another action to play the Sea Change Harpoon back using the Bruiser money.

Daring/Overpower/Unrelenting

Resourceful x2 so that you can bring back Plucky to stay alive, or Brute Force in case you used it for the previous attacks.

Stunning Blow so that even if you don't finish the enemy this round, you still evade it.


All in all you could use for instance Brute Force during your Actions 1 & 2, and Commit Quick Thinking, Stunning Blow, Resourceful x2, Unrelenting, Overpower, Daring x2 on the last action with taking back your harpoon in your hand. Use the action from Quick Thinking to play the Sea Change Harpoon back.

This combo would result in: using 0 cards, 0 resources, drawing 5 cards, dealing 8 damages and automatically evading the enemy.

All the excessive draw can then be turned into extra for the Brute Force attacks.

And if you want to be sure to not fail the cycle with the , take a Nightmare Bauble with you :)

Valentin1331 · 81087
Brute force modifies BASIC attacks. Not asset attacks. — MrGoldbee · 1496
They're saying you can do Brute Force basic attacks *then* recur them afterwards with multiple copies of resourceful on the Harpoon attack, that then come back to hand themselves in addition. — SSW · 217
Haste

I'll jump in with a thumbs up for Haste with our favourite salesman Bob Jenkins. Sure, Bob could take Leo De Luca 0 or 1, but why when you have Gené Beauregard, Lola Santiago or Joey "The Rat" Vigil to choose from after scenario 1? Moreover, Bob becomes a sales machine with his free Item-buy action and spending just one regular action to play an item. All of a sudden one 'standard' action becomes three items, and when Shrewd Dealings is up those items can go to anyone. Haste lets Bob take that extra step on a long map - especially when he lucks out with Track Shoes, or investigate a bunch of times, or fight with .18 Derringer - especially good because with a middling Fight of 5 (3+2), he might miss once, and can try again for free. So gimme Hasty Bob any day of the week.

Krysmopompas · 367
Because Charisma + Leo de Luca (1) x2 only costs 1 xp more compared to Haste x2, gives you a 2/2 soak, and gives you far more additional actions than Haste while being only a bit more expensive. — suika · 9521
I know that’s your POV, I saw your argument in another review...and not the play style for everyone. I’d rather have more items in the pile than allies, and LDL is both expensive and popular, so someone else might have already laid claim to him. Furthermore why use the same cards all the time? Bob and other new investigators are meant to enhance enjoyment of the while card pool, not go back to the same ones all the time. To each their own, but Haste and Bob are a great combo that keep you involved in game strategy and keeps things fresh to boot. Plus it’s highly effective and most of all fun — Krysmopompas · 367
Sure, I'm not saying it's unplayable or bad if you're trying something new, I'm just answering that rthetorical question from an efficiency standpoint. — suika · 9521
@suika it might be more efficient to have more useful allies that Leo and have haste in your undisputed arcane slot. — Oriflam · 207
@Oriflam exactly - if you're clue-focused Bob and you wanted to run Charisma, a combo of Gené and Lola would be great to drag and buy clues all over the board, plus your Lockpicks would be off the charts — Krysmopompas · 367
...which in turn triggers Scavenging more effectively, distributing items everywhere...yadda yadda yadda :) — Krysmopompas · 367
Sleuth

All of the new triple class talents from Edge of the Earth are very neat cards that can grease your wheels and make you better at what you do. No matter who you are or what deck you're building, you're pretty likely to find what you're looking for between the 5 of them.

Sleuth however has a few peculiar things going on. The discount on playing those three traits is fairly universally good; the strange thing about it is that if you're about Charms and/or Tomes you have very few ways of continuing to use Sleuth once you've used it to play your stuff. Apart from literally 3 Tomes, the only staying power of the ability is in playing Tactics, a trait which only appears on Events, and therefore are hard to use more than once or twice a game each.

There are scant few cards with these traits which wouldn't benefit at least partially from the resource discount. To help save time on checking interactions for the ability, I've made this chart:

Charms

As of the release of Edge of the Earth there are no Charm cards with skill tests on them.

Tactics

  • Backstab / Backstab (3): Not likely to be used by most Sleuthers, but this has always been a bit difficult to pull off without boosts.
  • Followed: Equally unlikely to be used but still nice with a boost.

  • Flare: Funny to use to boost the Fight but might make your friends angry.
  • Waylay: Most Sleuth users probably won't take this to begin with, but this is a card you really would prefer not to miss on.
  • Improvised Weapon: All the Improvised events are great for the -1 difficulty but could all do with a boost as well.
  • Winging It
  • Impromptu Barrier
  • Act of Desperation: Generally doesn't need to be boosted unless you're throwing something tiny like a Flashlight.

Tomes

  • Abyssal Tome: Can help get that first hit off when you only have 1 doom on it.
  • True Magick: This takes us into "as if" hell but if I'm not mistaken this interaction works.

...Plus an Edge of the Earth story asset.

What about Grim Memoir? What about Research Notes? — An_Undecayed_Whately · 1338