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 · 2587
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 · 313
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 · 855
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 · 382
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 · 2587
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 · 231
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 · 231
Against All Odds

Am I missing something? This seems like an underwhelming card even for Calvin Wright, whose base skill values are all 0, and completely useless for anybody else.

The ability to draw just one extra token for a card and two resources isn't exactly a bargain, so you'll want the difficulty to be at least two higher than your base skill. A few problems with that:

  • A difficulty two higher than your base skill? That probably means your investigator is working outside of their specialty. Why would you take such a test voluntarily?
  • If you're taking it involuntarily, then it's probably a willpower test - but don't all the Survivor investigators have at least three base willpower? How often do you run into a five-difficulty willpower test?
  • Don't you need at least a +3 boost alongside Against All Odds to have a reasonable chance of success? With three token draws you can be reasonably confident of drawing a -1 on most difficulties, but not a 0.

So if Against All Odds isn't a good way to win skill tests, what is it good for? Maybe it would be worthwhile if:

  • the investigator has access to amazing effects if he or she draws a special symbol, such as ; or
  • the investigator is trying to fail the skill test by as wide a margin as possible, for some reason.

The former possibility doesn't really work right now. There aren't any symbol-specific effects so good that they're worth playing this card for a slightly improved, but still slim, chance of drawing that specific symbol.

The latter possibility is interesting but I don't think there are any cards that can take advantage of "failing harder" at the moment - and certainly not well enough to justify 2 resources and 2XP. On top of that, the minimum adjusted skill-value is 0 anyway, so what you'd really need is an effect that plays off of large negatives on the skill token itself, like Sure Gamble. Except also not like Sure Gamble, because this would be a stupid way to use it and your investigator probably isn't even eligible to buy both cards anyway.

So what about for Calvin? Well, it's mostly just a drastically weaker variation of Will to Survive. Sure, you can't use Will to Survive on Treachery cards, but there are all sorts of Survivor cards that do work in the Mythos phase, which are both cheaper and more reliable.

Do you see how badly this is wracking my brain? Even my most feverish hypotheticals are riding a long trail of "even if" before I can arrive at a slightly useful application for this card. Bottom line, I might include Against All Odds in a Calvin deck if its combined XP and resource cost were less, and wouldn't include it in anything else even if it were free. Someone please tell me what it is I'm missing.

sfarmstrong · 272
No, I'm with you. I think this card is really bad in everyone outside of Calvin, and not that amazing in Calvin. — CaiusDrewart · 3200
Now, there might be some late-campaign scenarios where you know in advance that a really hard but really important test is coming up, like the Will (6) test in The Devourer Below. But this is pretty niche, and in any case Survivors have better cards for that, like Stroke of Luck. — CaiusDrewart · 3200
Against All Odds is one of the few cards that protects from autofail, although you need other bonus (static or not) to boost your skill and actualy pass the test. — Okami · 41
Worth noting that Silas Marsh is now a survivor with both <3 willpower, an exceptionally strong Eder Sign Effect - and very capable of commiting +3 to a skill test. The fact that this costs resources might be an issue though, but maybe not enough of one. — Death by Chocolate · 1490
FIreaxe Pete or Fireaxe Wendy against retaliating elite enemies. — FBones · 19505
It depends on your difficulty. On easy or standard, I probably wouldn't bother with this card. But on Hard mode, this card is a way better way to spend resources than just using them with plucky or scrapper. Being 3 over a 4-difficulty test on Hard Phantom of Truth gives you a 79% chance of success. Being 1 over and spending 2 resources on against all odds gives you an 89% chance of success, similar to how spending 1 resource on lucky is worth spending 2 resources with other stat boosters. — xeynid · 23
Revisiting this now, Preston could use it well. Double or Nothing and (double) drawing thin a test and you’re increasing it’s difficulty enough to go fishing for his elder sign, then you pay to succeed. Especially useful for a really important difficult test in a scenario he’s never going to pass. If you take the resources off two drawing thins, it doesn’t even cost anything. — Blurbwhore · 1
I don't think you understand this card properly. Base Stat is most of the time the printed stat. A Calvin with 4 Strength from its ability will have a 0 base Strength, so against a 4 combat monster you will draw 1+4 chaos tokens because of this. The same could be said of bonuses from weapons and assets. This is a really good card. — Ratadin · 1
Expose Weakness

In the review of Flashlight, reviewer Caius Drewart notes that using the Flashlight on a location to reduce it's shroud value to 0 basically guarantees a success regardless of what chaos token you draw (barring the dreaded tentacle token.) Similarly, this card can, potentially, guarantee the next Fight action against a baddy succeeds (again, barring auto-failure.) I think this card is in the same vein as the Flashlight, since it hedges your bets against the chaos tokens in this way. I might even dare compare it to the Grotesque Statue, Wendy Adams' special ability, Jim Culver's special ability, and Kukri.

Quick Rundown: Daisy Walker & Norman Withers both have 5 Intellect . Carolyn Fern, Finn Edwards, Marie Lambeau, Minh Thi Phan, Rex Murphy, and Ursula Downs all have 4 Intellect . If you succeed the Intellect test with flying colors, Expose Weakness basically lets you trade out your Combat icon for your Intellect icon for a single (the next) attack. And remember, if you reduce the enemy's Combat to 0, success is basically guaranteed, meaning you get a minimum of one damage in.

In some sense Expose Weakness helps Seekers deal damage, making it similar to Mind over Matter or "I've got a plan!", and even Strange Solution: Acidic Ichor. Let's compare these four cards:

  • Mind over Matter is cheap, Fast, and can be used in place of your Combat and Agility values until your turn is over. That still means three seperate pulls from the chaos bag.
  • "I've got a plan!" is more expensive than MoM and limits you to a single Fight action, but it can deal a massive +3 extra damage if you have the clues for it (which is harder than it seems, making it very conditional.)
  • Acidic Ichor possibly lets you deal 3 damage, possibly 3 times, but has a huge EXP cost and the labor pains of using the Unidentified Strange Solution, and despite the solid Combat value of 6 to work with, that's still three chaos tokens being draw from the chaos bag, which can be very nasty if you happen to fail.
  • (This is where the utility of Expose Weakness distinguishes it from those other three Seeker cards.) Expose Weakness is Fast, like MoM, meaning you get your full three actions, and it doesn't provoke an Attack of Opportunity, but more importantly it can be played right before your damage dealing buddy takes his turn. You can almost guarantee a successful attack for yourself or (!) one of your damage-dealing buddies packing the big guns and the big damage (Shotgun anyone?) That seems pretty powerful to me.

I also think it is a mistake to think Expose Weakness is intended to be used on boss monsters. Maybe it was, and you certainly can, but I think you'd be better off securing that guaranteed hit on weaker Strength enemies, letting your Guardian buddies take them out quickly and easily: save them ammo, actions, cards, and skill tests. For reference, I counted 45 out of 114 enemies with Strength 4 or greater. Also, even though we haven't seen it yet, I fully expect more Weapon with the "for each point you succeed by" clause, each one of which will combo with this card. Even Spell cards for combat. Expose Weakness may be a situational card, and I think it is definitely for Seekers wanting to play supporting role to their buddies (as they should), but is it jank? I'm not so sure. It's upgraded version is even better, of course.

I'd like to note that, if you were to reduce a test's difficulty to 0, you would still succeed if you pulled the autofail. From the rules: "If a skill test automatically fails, the investigator's total skill value for that test is considered 0." — TheDoc37 · 468
@TheDoc37 not true. Autofail always leads in failure of the test. The clause you mention is there for certain cases, such as Rotten remains. — Elvenwhite · 7