Old Book of Lore

Just to underline how powerful this card is in a Daisy Walker deck. There is an interesting note on how card draw and randomized decks work.

Whenever you draw a card from a randomized deck, say a deck of 20 cards, there is a 1 in 20 chance to draw any one particular card. In an environment where you draw cards regularly, there is a 100% chance that you'll draw each card in the deck eventually. This means that even though there is a, say, 1 in 20 chance of seeing your weakness on each draw, there is a 100% chance that you'll draw it eventually. To be more particular, there is a 100% chance that you'll draw it at the point that you find it in your deck, say for example if it's the 4th card from the top, then there is a 100% chance you'll draw it once you've drawn 4 cards.

Old Book of Lore has a really funny interaction here. Whenever you shuffle your deck you refresh each cards randomized location, so long as you shuffle every turn the cards will have a new randomized location every turn! This has the effect of changing when you draw your weakness from "100% once you've drawn 4 cards" to "100% so long as the Weakness is the topmost card after a shuffle."

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TL:DR. So long as you use Old Book of Lore every turn, the chance to draw a weakness is literally "1 in however many cards are in your deck". The only Weaknesses will be those that you're unlucky enough to top-deck after a shuffle.

I.E, Daisy Walker is very unlikely to draw her weaknesses with this card in play.

BTW the same is true for Eureka! and No Stone Unturned but neither of those can minimize weakness odds indefinitely..

Tsuruki23 · 2568
Hate to say it, but this analysis is wrong. You're confusing probability with expectation. While it's true that a deck's draw-order is set only when it's shuffled or reshuffled, and the probability of your card draws is technically set in stone in-between, that has no bearing whatsoever on the EXPECTED probability of drawing a specific card. Your chance of drawing a specific weakness is 1/n each time you draw. When you reshuffle the deck, the next time you draw a card your expected probability of drawing that card is also 1/n. Reshuffling to move the weakness away from the top of your deck is just fine, but just as often a reshuffle will move that weakness from the bottom of the deck to somewhere nearby. — sfarmstrong · 271
(Obviously, the distinction between probability and expectation is actually meaningful when you actually have information about the order of your deck, such as with Scrying. In that case, a reshuffle ability could actually be very useful, although effects that let you discard cards off the top of your deck would be even better, at least for avoiding weaknesses.) — sfarmstrong · 271
Scrying + yaotl to discard weaknesses? — Django · 5154
Or Alyssa Graham + Yaotl! Only possible for the moment with Ashcan Pete, not a fantastic play. — mogwen · 254
You could also manage it by discarding Key of Ys, which is an even worse play! I'm not actually saying that discarding the top card is practical with the current card mix, so much as I'm saying that I'd probably WANT that ability if I were serious about using lookahead abilities to their full advantage. — sfarmstrong · 271
The Alyssa Graham + Yaotl combo is alsi available for Agnes, but what would she want those allies for except for the combo itself?? — matt88 · 3210
The combo is usefull for Lola. — Django · 5154
The combo is harder to use in Lola since it requires switching from Mystic to Survivor (so every other turn) and interferes with which other cards you can use. I think you’re much better with Marie or Agnes using Scrying every 3 rounds or so and Yaotl as needed, and probably only if you have really nasty weaknesses in your deck. — Death by Chocolate · 1489
Magnifying Glass

Superb card.

Not many items make it straight from the draw to the table, Magnifying Glass does just that. A 1 cost permament boost to while investigating is crazy value. it can let you hit the ideal sweet-spots of difficulty for several game modes and once you start layering more bonuses you'll be able to brute-force clues very quickly.

The fast mechanic is a huge deal here. often you might hesitate to play a Flashlight not knowing if you need it right away and when you finally do play it it might set you back one of the actions you'dd rather have used to actually start investigating, Magnifying Glass is out on the table exactly when you feel like playing it and generating value immediately.

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The only drawback is the slot. A wont mind, they typically don't have much competition in the slot and might even supplement the Magnifying Glass with Flashlight to raise the odds of drawing helpful hand slots faster. Non characters however might have some competition, mostly from weapons.

Ultimately it depends on your character and difficulty. A 4 is much more useful in standard then hard, so a Magnifying Glass wielding Roland Banks is a solid plan, but on Hard you'll need a lot more support to warrant the Magnifying Glass card slots.

The grand test for usefulness is how great a number you can hit with just the one Magnifying Glass on the table (Drawing 2 is not impossible, but the hand slot might be occupied and if the card is'nt useful with just 1 copy of it in play then it's probably a bad fit for your deck). Netting 3 isn't worth the trouble, 4 is good on Standard but needs more support for Hard, 5 is definitely powerful in all modes and 6+ is an outright autotake.

When you decide to go with Magnifying Glass in your deck make sure you have more support to supplement it with, Perception, Fieldwork, some icon cards, stuff that might buff your investigates to hit the comfort numbers.

Tsuruki23 · 2568
Evidence!

A classic card by now. Evidence is the premiere "Turn your into clues" card. it's been a while since core however and there's some competition out there now, so lets have a fresh look:

Evidence! grants a clue for killing an enemy, this can be a tricky circumstance to set-up since there will not always be a clue at your location when you kill something, but it's still common enough. The net benefit of this card is one saved action to investigate, and an "automatic" success that does not depend on a skill check (other than killing the bad guy!). For this you pay 1 card and 1 resource.

The optimal way to play this card is by prioritizing where you end your rounds, if you can end rounds on locations with clues you can hope for an enemy spawn on you (or force it with On the Hunt). Note that this playstyle synergizes with Shortcut and Narrow Escape, where you can move the enemy to where you want to kill them. You can still do this and just suffer the attack, but these cards turn a desperate play into a value one.

Other cards that that do a similar job are: Working a Hunch, does the same thing, with the same icons, condition-free but 1 more expensive resource wise. Scene of the Crime, costs an action and requires an opponent, but grabs 2 clues. Drawn to the Flame, condition-less and double the clues at the cost of an action and extra risk. Eavesdrop, a tricky card to pull off that costs multiple actions, can net you a drastic reduction in difficulty compared to investigating a high-shroud location, test reliant. "Look what I found!" costs an action and an extra resource, but nets an extra clue, test reliant. Evidence! competes with these cards for slots in a deck.

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"Test-less" effects are good, test-less clues are good, but all of these effects will cost you cards and resources. Not to mention that the benefit sways with player count and difficulty. There's also the unique characters to keep in mind.

Roland Banks single player has little use for Evidence!, most locations have just 1 clue and he can cover that with his innate ability. He can take Evidence! for double-clue locations but Working a Hunch can cover those and free's you from having to kill things first. It's way better in 2+-player where near every location has 2+ clues and he can complete those in just 1 killed foe.

Zoey Samaras, Leo Anderson and Mark Harrigan can have difficulty getting clues, Evidence! is obviously good for them solo. In multiplayer however you might be better served leaning on your friends for clue gathering and going full-. They benefit greatly from Scene of the Crime however and Zoey Samaras can grab Rite of Seeking and/or Drawn to the Flame to truly break her -only mold.

"Skids" O'Toole and William Yorick can pull some tools from their respective factions to net clues, An evasive "Skids" O'Toole might not want Evidence! but if you build them as fighters then both can put Evidence! to use. Fighters or not Scene of the Crime is great on them in multiplayer, arguably better then Evidence!. The icons are especially useless to William Yorick.

Evidence! is a terrible card for Carolyn Fern, she can just use her to complete most locations and Scene of the Crime for clue-tempo.

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Final verdict: Evidence! is a decent card, generally worth a slot for investigators whose is high enough to put the icons to use, but too high an score makes this card redundant, the golden number here is >3<. It's great on multiplayer Roland Banks but generally less useful then Scene of the Crime on other investigators (in multiplayer). It's very useful on any focused character who can bring it in solo.

Tsuruki23 · 2568
For Zoey I definitely prefer leaning into things such as Drawn to the Flame and Flashlight. Evidence isn't super reliable, which can make it sit in your hand for a while, with icons that aren't really useful for her. — Blackhaven · 9
Shrewd Analysis

This is a very unusual card.

Permanent cards are, by their very nature, kind of strange in that they start off in play, so taking the card doesn't dilute your deck. Normally with cards like Scrapper, the level and experience point cost are barriers that keep every eligible investigator from immediately taking it. Arcane Research, the other level 0 permanent card besides Shrewd Analysis, inflicts mental trauma when you take it, so you have to consider the consequences of using the card before you acquire it.

Shrewd Analysis is different from both of these cases because there is, in most instances, no drawback for taking it. There is no experience cost, no trauma... you just get it.

The ability on the card is not mandatory (since it is phrased, "you may upgrade a card") so taking this card does not commit you to using its ability. It simply gives you an option that wasn't there before. In my opinion, it is really not a good ability, since you sacrifice deck consistency for a discount, and I normally don't consider that a good trade. However, the option is there. In a way, taking this card kind of future-proofs your deck a little bit; if there is ever a card released like Strange Solution with upgrade paths that have a negligible difference between versions, you'll be thankful you grabbed this permanent. However, if you never use this card's ability, that's fine too, because it doesn't cost anything. The only potential drawback is if there's an encounter card that punishes you for number of assets or number of permanent cards. That second situation seems pretty unlikely, but you never know...

For investigators that have limited Seeker cards or out-of-class limitations, I think you should probably never take this card. I don't think it's normally worth it.

Otherwise, I think you should always take this card.

For reference...

Investigators who should always take this card:

Investigators who should never take this card:

Conditional:

  • Lola Hayes can take this card if she wants to use it to take up a Seeker slot without taking up a card in her deck.

Is there a functional reason to justify not taking this card if you have no Seeker slots restrictions? I really can't think of one. Very curious to see if we'll get more level 0 permanents like this one in the future.

Now that Ancient Stone (Minds in Harmony) has been anounced I think carolyn will definitely want shrewd Analysis! — mogwen · 254
I agree! Carolyn Fern definitely wants this card now, but only if she's running Ancient Stone. — ArkhamInvestigator · 305
You say there's no XP cost, but that's not true. Even level 0 cards cost 1 XP. From the rules reference, page 5: "Each card costs experience equal to the card’s level, to a minimum of 1 (purchasing a level zero card still costs 1 experience)." — ddbrown30 · 3
Sorry, I take that back. I didn't realize you could start with permanents in your deck. — ddbrown30 · 3
While Roland could take this card, it would literally just be a waste of your time to find and sleeve it, since he can't use any of the upgrades (they're all Seeker level 3+). — SGPrometheus · 841
I'm trying to figure out how this would be worthwhile for Carolyn in place of 1 (or 2) Delve too deep. Other than getting the second upgrade sooner? — Claire Voyant · 1
@Clair Voyant, this card costs nothing and does not occupy a deck slot. She spends 2XP for two copies of Ancient Stone(1). Then, after solving it, she upgrades one to Ancient Stone(4) and gets the second one upgraded free, saving 3XP. The trick is that only the horror healing version of Ancient Stone is valid for Carolyn's deck, so she's guaranteed to get two copies of it when "randomizing". — CSerpent · 126
Correction to previous: it does take one of her 15 Seeker/Mystic slots — CSerpent · 126
I know this comment is coming 3 years late, but wouldn't Norman Withers never want this card too? He only has access to level 0 seeker cards, so there aren't any "translated" or "identified" cards he can take, right? — Viycktor · 1
He would never need it, but it wouldn't harm him either. Dunwich investigators outside Rex however now get an incentive to maybe take it: cards with the Synergy trait. — Susumu · 381
I think Lola should always take this. There’s no downside to taking it, it helps with her deckbuilding restrictions, and helps her should she ever decide to take synergy cards. — MindControlMouse · 45
Sure Gamble

This core-baby needs a review, so here's my 2-cents.

Sure gamble belongs in a small group of elite cards that allow you to mess with the success of a token draw after the fact of drawing it. other members in this group include Lucky!, Counterspell, Wendy Adams, Nautical Prowess and a few others.

The ability to look at a token (mid-test) and just say "No thank you" or "Ah, I'll increase my skill a bit" is tremendous, often the bonus is just a bit extra, 1 or 2 more than otherwise, but the retroactive bonus to turn a lost check into a success is tremendous. More powerful even that the actual bonus is the freedom that having this card grants. if you've ever played with Lucky! then you know what i'm talking about. Risking tests at moderate skill values and not spending resources and cards to max out every test, safe in the knowledge that Lucky! got you covered for the worst tokens you might draw.

Some differences between Sure Gamble and Lucky!:

  • Sure gamble has a swingy bonus, and can cover against even the very largest and worst tokens. (Example: Taking tests at +2, and drawing a -6, you can still play Sure Gamble to succeed on the check while Lucky! wouldn't help at all). It does cost 1 more resource and 3 Xp however.

  • Sure Gamble is in a faction where large success can be turned into extra benefits. Sure Gamble has the compound benefit that you can try tests at +2 and guarantee the overkill benefits (barring ). Don't make the mistake of trying tests at +1 or +0 only to actually draw a benign token!

  • Lucky! does not cost XP and is 1 resource cheaper, for this reason Lucky! is a near-autotake for characters while Sure Gamble is just a powerful but not mandatory upgrade. I do think that any competent should take this at some point before the end of a campaign, especially on harder difficulty, but unless youre Sefina Rousseau you should probably prioritize some useful cards that make the big successes enabled by Sure Gamble worthwhile.
Tsuruki23 · 2568
One thing that's nice about this is that you can do a test at +2 and guarantee that you'll succeed by 2 (barring a tentacle). That way you have a very good chance of getting your — Zinjanthropus · 229
Getting your Quick Thinking + Watch This + Lucky Cigarette Case + whatever other effects off all at once. Especially good if you can manage to still get +2 after Double or Nothing. — Zinjanthropus · 229