Crisis of Identity

I don’t see why this card gets so much hate. At some point during a campaign I’ll be in charge of enemy management and wish I was a seeker clue getter. Sometimes as a clue getter I’ll wish I could just go back to being a guardian and hit things.

This card solves that. Up to twice a game you get to switch things up and break the monotony. How anyone could justify playing a flex deck but spit on a great utility card like this is beyond me.

SorryLaurie · 21
Maybe because you can draw this card in your seeker role if you want find clues? Also you discard all cards of your current class so hope you don't have some important or expensive assets out in play. For example with a. 45 magnum and beat cop you loose 8 ressources and 2 play actions which is much more than the usual 2 to 3 action/cards/resources which a weakness costs you. — Tharzax · 1
.45 Magnum & Beat Cop are great if you want to fight, but what if I don't want to fight? What if after shooting down that ghoul I realized it had a family? What if there was a better way? Maybe we can win the scenario without guns, maybe we can't and we'll lose, but we'll never know if we don't try to change. — SorryLaurie · 21
@SorryLaurie: Ghouls are the good guys, so thank you for your willingness to introspect. — anaphysik · 73
But why did you throw your new hiking boots after your trusted partner Dr. Christopher? Just because you don't know who you are? — Tharzax · 1
Deduction

I’ve heard say this card’s not as strong in true solo but I think it’s even stronger there. For swift resolution of game winning ”if there are no clues on location” locations it’s excellent. You can often survive one action of attacks of opportunity there, enough to clear it, but rarely two. Super card in either solo or multi player.

Skrattmas · 8
I think people probably look to Working a Hunch instead since it's fast and gets you a clue without a test; effectively turning a 2 clue location into a single action test. Which, as you describe, is the goal. — LaRoix · 1574
Since both are great, I play both, if possible. Thank you for your comprehensive reviews, LaRoix. — Skrattmas · 8
Pocket Telescope

For investigation focused Rogue doing campaign replays that can get to 4+ (Streetwise, Gené Beauregard, Monterey Jack, etc.) to succeed without depending on Flashlight shroud reduction, but not intended to remove Flashlight from the deck either, they can grab Adaptable and then use 2 swaps to go back and forth between 2x Flashlight and 2x Pocket Telescope depending if the scenario is in fog-of-war style or not. Now you have got a flashlight-telescope built with 1 XP!

5argon · 1256
Fang of Tyr'thrha

Eeeeeeeexcellent card.

So. Steep pricepoint, but lets review the effcts:

  • Add , that's generally a +2 or +3 for most characters who can use this. Not shabby but you'll often be using other boosts to guarantee the hit.
  • Omnirange. Hit any non-aloof target anywhere. That's a very lovely effect, picture this: You're drowing in bad guys in some ditch and your buddy ran off 4 locations only to draw into a Hunting Nightgaunt and be completely shut down. Chuck one of these at the problem and it'll be gone in one action, no moving required.

  • 4 Damage flat. Wonderful. These are worth their weight in gold. Usually to kill a 4 health foe it takes 2-3 actions not including movement and engaging, you'll be pressed for damage and typically the solution is a bigger gun, Vicious Blow and/or Beat Cop. 3 Cost is steep but it'll do it'S thing without costing you any bullets and you can further supllement it with Vicious Blow.

  • Movement option. I've seen this point fly over people's heads. The movement is an option! Chuck it at that aforementioned Hunting Nightgaunt and keep working on whatever you got going on at your own location. Alternatively one major challenge fighters face is action economy during high-stakes turns, a villain spawns and you've got to charge at it from 2 locations away, which means you'll get punched! Therefore you need to strategically approach to try and maximize damage and minimize pain. Fang of Tyr'thrha solves this issue by seamlessly crossing the distance while compressing damage into the movement. You know those turns in Night of the Zealot where you moved into Ghoul Priest to pop it twice with .45 Automatic? This card lets you move into it for 4 damage, and THEN you pop it twice.

TL:DR. good, strategic, card. Love it.

So why not put it in every, single, deck? Well frankly, it's the prices. 4xp gets in the way of filling out your weapon, defensive and economy options and 3 cost gets in the way of playing weapons and weapon support. By the time you've got your thing going, adding in Fang of Tyr'thrha is a final scenario capstone or altogether impossible because you're scrambling for card slots.

Of particular note, DO grab this card fast if you happen to know that moving, engaging, keeping your key co-characters out of trouble, if you know that these things are challenging perogatives, grab it fast.

Characters of note:

  • Nathaniel bonus damage.
  • Zoey can afford it, kill her weakness. Often you can recoup 1 resource immediately by using it to move to an unengaged enemy
  • Roland Banks, remote killing can trigger his ability. Also stacks with Grete Wagner.
  • Lily, event attack for "3 different attacks" and a probable 4 buff.
  • Marie Lambeau. Come on, it'd be hilarious.
  • Carolyn Fern. From a baseline total 4 to hit you need to boost it somehow, but with this you can have some bite.
Tsuruki23 · 2233
Out of reach for Carolyn, which is just as well. Gang Up outperforms this for her anyways (but no movement) — dscarpac · 74
Two copies of this plus two One-two Punch (5). Another very efficient way use events to end bosses! — liwl0115 · 29
Survey the Area

When i first saw this cycle of skills i was, like many others, not impressed. But a strange thing happened and i have to say that i changed my mind about them. Story time : my friend was playing Monterey Jack and i was playing Lily Chen and sometimes we would find ourselves at the same location during the mythos phase. There are many threacheries that require you to test AGI or INT and usually have some nasty effects, and while i was sweating how will i pass this damn INT test he just said "i can give you +7". What? I said "you know you can only commit 1 card right"? And he just flashed me with this bad boy and it all made sense. These cards are not like our normal skill cards that give us a small boost for a test and usually come with a bonus effect that is the main reason why we took the card (not the boost itself), these cards are go big or go home boost style where on standard that means that only the autofail makes you fail. Ever since then we have managed to squeeze them in here and there, and they have worked wonderfully.

Blood&gore · 84
Yes! I noticed this in Occult Theory's review too. These cards feels like it basically let one investigator take over the test in place of another using what they are good at, as the stats came from investigator committing it. Great for covering 2 will / 2 agility investigator against random tests as the difficulties are usually 3~4, getting from 2 to 6~7 would be right at Standard's sweet spot. — 5argon · 1256
The other thing these cards bring is consistency. Inquiring Mind is good, but requires a clue be around. While Survey the Area limits which skills you can use it on, it'll always give you the flat number bonus (which can be improved with allies and such). — LaRoix · 1574