Sawed-Off Shotgun

The lack of combat boost really limits this card, especially on hard or expert level. If the original Shotgun is also an option, it is usually better, as in comparison it gives +3 twice for only 2 resources more. The sawed-off is only better if you can succeed by 6, which is very difficult indeed for most enemies that you might want a big weapon to fight. For s without access to cards, all but perhaps the most buffed Tony Morgan would prefer Chicago Typewriter and .45 Thompson over the sawed-off, both also capable of dealing 12 damage but much more likely to do so.

jmmeye3 · 630
you're forgetting that Sure Gamble exists and can all but guarantee hitting at 6. — Difrakt · 1319
Rogues have access to a lot more skill bumps than other classes. I don't think the lack of a +3 is going to hurt. — Calprinicus · 6291
I agree. The card would be challenging to pull off for a Guardian, but Rogue's are tricky. Although, if you have the Sawed Off and you don't have Sure Gamble or something similar, you may be waiting around until you can set up the shot. Conversely, getting a shot off with the regular Shotgun is easy enough for Guardians who have combat icons up to wazoo. — LaRoix · 1646
I just noticed this unexpectedly a one-handed weapon. That does make a little better! — jmmeye3 · 630
With Sharpshooter (in the Winifred Habbamock pack), the attack now tests agility and you can boost it with Streetwise, Cunning, Manual dexterity, ... — AlexP · 273
Another interesting point about the sawed-off is that you sleight of hand this out if you're playing with the taboo list. It also won't compete with Lockpicks, for instance. — Zinjanthropus · 229
Yes, I’m coming around to the sawed off. The fact that it one takes one hand slot helps it fill a really nice overachieving role. My review was published before it was clear that it was one-handed, which does make a big difference! Also, my comparison with Shotgun is a moot point because I don’t think any investigator could choose either of these (only one is going to be an option) — jmmeye3 · 630
Well connected friendly — Laerthes · 1
Extensive Research

It's really cool that we get a card art featuring 2 playable investigators, and we even get a little dialog between them.

Without any hand size buffs at it's best this card is a Scene of the Crime which is probably my favourite card and it will see more play than this one. Seekers already have access to so many ways to deal with high shroud value location that extensive research just doesn't feel reliable enough.

This card can work with Joe Diamond hunch deck because of the 2 resource discount. In other decks - not really

Squadcore · 20
If you want to get technical, you don’t need hand size buffs to get this to zero since you can draw cards during your turn (and don’t discard down until the upkeep), but in practice, yeah, you probably aren’t going to see it that cheap reliably without a handsize deck. — Death by Chocolate · 1488
Honorable mention: Dream-Enhancing Serum — Csys · 1
Could work in a draw focused seeker with following cards: lab assistant, above serum, lucid dreaming, stone unturned, cryptic research, prep sketches and its upgrade, eurek, any myriad cards — Django · 5148
Oh wow that’s cute I didn’t realize that Mandy and Minh Thi were on there. Wish there was a little bit more like that — Elecyan · 1
It’s good when you don’t want to deal with the locked door at your location because you have 1 combat and your grunt is clear across the map. — togetic271 · 5
Tommy Muldoon

Tommy Muldoon can use to great effect The Red-Gloved Man: just wait until you get engaged by an enemy (or force it with First Watch, "Let me handle this!", On the Hunt), play at fast speed RGM for 2 resources, get 2 skills to 6 base, choosing whatever you need most for the turn, do 3 actions taking attacks of opportunity so RGM is defeated in the enemy phase, then use Tommy Muldoon's reaction to get 7-8 resources and shuffling back RGM.

You net 5-6 resources every time, get free turns while engaged, 6 skill base value for 2 skills of your choice and you never lose RGM because its shuffled back to be abused again.

William · 625
This is downright sadistic. Poor glovey. :) — ratnip · 68
Lockpicks

This question is related to the FAQ question above: If I use Lockpicks, can I commit an agility icon card to the test, even if includes no intellect icons?

Apparently, I need 200 characters. Did I reach it yet?

Phelpsb83 · 215
Step 2 of Skill Test Timing says you can only commit cards with icons matching the skill tested, so no. Lockpicks adds your agility to the INT test, but does not change the tested skill. This also means that cards with INT and AGI icons only add their INT icons. — Django · 5148
Thanks for the response Django. This card now gets added to long list of cards I've been playing wrong...! — acotgreave · 887
I was playing cards like Slip Away and Spectral Blade wrong too, then. Thanks! — Yenreb · 15
"Let God sort them out..."

I assume, since the experience here seems to be a delayed effect created by playing the card, rather than an effect "while this card is in the victory display", that this provides experience when copied by The Painted World or played again by Double, Double (unlike, in each case, Delve too Deep).

Yenreb · 15
I think you are right about the painted world. But this cant be double double'd. Note that it can only be played during your turn and playing it immediately ends your turn, so the timing point that double double responds to, (after you play this event) is not a valid time to play this event again — NarkasisBroon · 11
On review of Play, Play Action, and Play Restrictions in the rulebook, I think you're right. This suggests Double, Double cannot be used on many events with play restrictions or instructions (only the ones which haven't moved on from the original timing point would be valid). — Yenreb · 15