Fight or Flight

An absolutely excellent card and powerful in a variety of classes and decks.

What have survivors, historically, lacked since the launch of the Arkham Horror lcg? Whether its Wendy with a Fire Axe or Backstab or Pete with Duke and Fire Axe or Shrivelling, Survivors can bring the pain at choice moments, but loose momentum as the threats escalate and the bosses come out. Yorrick though probably breaks this mould now that he is bringing the upgraded .45 Automatic to the table.

In other words, survivors tend to lack reach, Fire Axe is only good for one buffed attack per round, event attacks are obviously severely limited in their use and Duke is still just a 4 strength attack. This problem is classically solved through teamplay and trickery and perhaps by playing Will to Survive, but getting two copies of that power card takes time and until now there has been no 0xp equivalent placeholder effect.

So, time to talk about Fight or Flight. Damn is it good, I'm surprised its not a 1 or 2 XP card. Dont be greedy with this card, if you can play Fight or Flight for a +2 bonus on every attack in a round it's still a great bonus! If you can net +3 or +4 for two or three attacks then that's even more amazing. Use the benefit to brute-force a boss or to disentangle a pileup of spawns. Perhaps a bit less effective on Wendy than the other two simply because of her limited reliance on the stat, it's still a useful one-off for her. Zoey Samaras might even find a use for it out of faction.

Edit: A side note, Both Ashcan and Wendy can find a use for this card if the yget it when their Sanity is untouched by discarding it for their special abilities.

Tsuruki23 · 2588
Also for hilarity's sake: Agnes can use this. Hulk out after using your trait a bunch of times. Pretend you are Mark! — CecilAlucardX · 10
Meat Cleaver Agnes is definitely the highest ceiling for this, but i think it works pretty well with Meat Cleaver in general — Zinjanthropus · 231
Leadership

Compared to Unexpected Courage, you lose a Wild icon when you commit it to your own test, but you gain a Will icon when you commit it to another investigator's test. This is not really a great deal. One of the big strengths of Unexpected Courage is its great flexibility: it provides a pretty substantial benefit basically no matter what the game situation is. Leadership loses a lot of that. You're giving up 50% of the ability to boost yourself in exchange for the fairly modest upside of one extra Will icon. In the ideal situation, Leadership is a little bit better, but on average Unexpected Courage is going to be more useful.

So I wouldn't run this over Unexpected Courage, even in a high player count game. But of course, Unexpected Courage is a pretty good card, so "slightly worse Unexpected Courage" does not equal unplayable. You could viably run both in a 3 or 4 player game, if you could find the deck space for it. It would probably make the most sense to do so if you were playing alongside a Mystic and/or a second Guardian, as those are the classes that typically need Willpower boosts the most.

CaiusDrewart · 3200
Your explanation of this card is incorrect. If it is committed to another investigator's test, it will have 1 will and 2 wilds total. — Soloclue · 2622
You are absolutely right Soloclue. The card gains those icons - they are additional to its base icon. The OP is a classic misread of 'gain' as 'becomes', so easily done with these cards (done it plenty times myself). You have to read these things real carefully, read again then read once more to be sure! — smutcher357 · 104
@soloclue and @smutcher357: no, you both misread my review. When I said "you gain a Will icon when you commit it to another investigator's test", that was preceded by the clause "compared to unexpected courage." — CaiusDrewart · 3200
As in, committing Leadership to another investigator's test grants you one more Will icon than committing Unexpected Courage could have. I can see how my wording might have been confusing, but I think it's perfectly clear from the rest of the review that I properly understood the card. — CaiusDrewart · 3200
Honestly I might look at this card if they switched the benefits. 1Wil + Willpower if used selfishly and +1 Wild for allies. At least then youre coming out even on Willpower tests, sacrificing fexibility, but gain the raw power for allies. — Tsuruki23 · 2588
Leo + Finn + this for sure. — crymoricus · 252
Reckless Assault

For the right investigator, this lineup of cards is fantastic. Getting a lot of cards that wait around until you take some damage is counter-intuitive in many decks, so you can never take more then a couple, three at the very most. This is especially true if you got a nice stash of Sanity to tank through before triggering these cards, but what about the low sanity investigators? Roland, Skids, Lola, Mark, Yorric, Zoey and especially Ashcan can fairly reliably expect to put these cards to good use, relatively early.

At 5 sanity, Roland and Mark can bet on gettign these cards into play quickly, which makes Reckless Assault and Say Your Prayers very good for them.

Reckless Assault because turning horror damage into fight potential is extremely effective (Give Fight or Flight a chance, it's awesome). Say Your Prayers because it's like a bulwark to hide your dwindling sanity reserve behind.

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My favourite investigator to use desperate cards with is "Ashcan" Pete. He has 5 Sanity so he can reach that breakpoint as fast as Roland can, but he has the added safety of Duke to hide behind, and then his repertoire of useful desperation cards is bigger too. Desperate Search links with Duke to become a whopping 8 strength investigate check, or a 6 strength test to follow up the regular Duke test and secure the second clue on a difficult location. Run For Your Life isn't half bad on him either since a 7 value evasion attempt is very nearly guaranteed success against most foes. Also, Ashcan has access to Mystic cards, Rite of Seeking and Shrivelling being obvious targets for Say Your Prayers.

Finally for Ashcan, if the desperate card is burning a hole in your hand, just chuck it at Duke.

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As a final note, I find Desperate cards to be the perfect placeholder for an upgrade, especially if you intend to take some permanents. Gonna get Scrapper or Keen Eye immediately after scenario 1? Well Physical Training or Hard Knocks is probably gonna become a dead draw and who knows if you'll even manage to make use of them in the first scenario anyway? Try some desperation cards instead! My route of choice for "Ashcan" Pete? Scrapper after scenario 1, then replace the desperation cards with Will to Survive.

Tsuruki23 · 2588
This card is a dream come true for Calvin Wright.. — bern1106 · 2
Indebted

Just to underline a key point in this weakness's power, as has already been mentioned. This weakness hits you every single game.

Trying to list every possible way a weakness (even this one) can mess with your game is impossible, but all the basic weaknesses share one, essentially the same, game effect , you loose a round (With the notable exception of Amnesia, Paranoia and Overzealous, all of which can cost you a good deal more). The way Indebted differs? Instead of "When drawn, loose a round" it basically reads "You loose the first round each game".

The first round each game is usually where the team sticks together and drops the assets they mulliganed for on the table, indebted slows this down so you're still setting up on round 2, or entering the fray underprepared, Indebted can wind up on itself, especially if you draw a bad starting hand, imagine the scenario where you get all of your support stuff on the opening hand and no main gear, mystic drawing their holy rosary, blinding light and Arcane studies on the opening hand for example but no Shrivelling or Rite of seeking, playing these cards and paying their costs makes actually playing for your main cards that much harder when you finally draw into them.

How to deal with this weakness? Depending on your investigator you might just ignore it, you might spend your first actions getting back the lost resources, you might start tecking out costly cards. The key positive factor about indebted is that it reduces a lot of pressure and add's a little bit of predictability to your deck. Even so, do not make the mistake of underestimating this weakness. Depending on which Investigator you are playing, Hypochondria and Psychosis are still probably easier to shrug off.

TL:DR. Indebted is the most mitigatable weakness, it is unique however in the fact that it must be mitigated every single game (whereas other weaknessess only show up 2 out of 3 scenarios) and that it always hits you in the very first round.

Tsuruki23 · 2588
Part of the difference opinion on this card may boil down to playing style. If (like me), you try to win by zipping through scenarios as fast as possible, Indebted is really rough. The fact that it hits every game and significantly slows you down hurts a lot. If you are a player who takes a slower approach and draws a lot of cards, Indebted starts to look better relative to other weaknesses. — CaiusDrewart · 3200
Pickpocketing

EDIT: Complete review overhaul. The old one was just wrong and 8 months later and several decks trying it out later it's time to rewrite it.

So. Evading. A strategy that may or may not be very useful depending on your investigator and campaign. The old Pickpocketing grants cards on successful evades and isn't fast. The cost, action to play and the slow pace at which it returns on it's commitment is just too damn slow, thus Pickpocketing "classic" is a terrible terrible card, another downer for a strategy that didnt have too much support when the game was brand new.

Things have changed quite a bit since then, the full campaign maps are generally less claustrophobic than the core campaign and less populated with stuff that you need or want to kill, cards like Lockpicks, Lola Santiago and Ornate Bow exist now, making based characters more powerful, more consistent and all-round better (not that every would pick the bow but the option is there). In fact the latest campaign greatly rewards sustained evasion.

So, back to Pickpocketing. Here are some strong points in the cards favor:

  • The fast keyword means that you never need to play this until the exact moment that the benefits would be useful.

  • The flexible choice between Resource or Card means that you can shift gears depending on what you need at the moment, not to mention the double benefit from overkilling the test.

  • The card enables sustained spending on evasion checks in the same way Dr. Milan Christopher enables sustained spending on Higher Education. You can use the cash from Pickpocketing to fund the use of Streetwise, and in turn the success bonus/overkill bonus might actually net you your investment back. Unlike Dr. Milan Christopher however you may have 2 copies of Pickpocketing in play at once!

  • Like Rabbit's Foot, a card that turns risky tests into Win/Win situations, Pickpocketing turns evade attempts, which to some might be considered "lost" actions, into far far more useful actions that simultaneously keep you safe and help fund your future actions. Imagine a card that said " Exhaust: You get 1 resource when you hit something." Said card would be in every deck.

Note that the option to gain resources from evades is the mechanic that really makes/breaks this card in comparison to the 0xp version. The ability to fund successful evades with past successful evades give you sustained test-effectiveness. it's impossible to predict exactly how many evades you will succeed on in a scenario, but I bet a dude like Finn or Wendy might be required to evade 6+ times in a given scenario, not counting failed tests, with this in play that'd net you 6+ resources and/or 6+ cards. A, fast, 2 cost card netting you so much returns is obviously terrific.

Do consider Pickpocketing when you build an based investigator, especially if you have stuff like Lola Santiago, Trench Coat or Peter Sylvestre in it to raise your base value into 5+ territory. Lola Santiago + Pickpocketing is a good combo in of itself since the evade actions can now fund your clue gathering like never before.

Tsuruki23 · 2588
Ok lets end with that falacy, 1 action is not equal to 1 resource or 1 card. Frist of all, you get 5 of each for free at the star of the game and one more each turn, let stablish that the game is more or less 12-15 turns long so you have 36-45 actions that means that if you use all your actions to get resources/cards you will get 5+36+11=52 or 5+45+14=64 resources/cards and if we divide it by the number of actions we hace done we have that an action give you 1,44 or 1,42 each. That mean that card really put you down 2 actions maybe, at worse because we haven't consider that you have emergency cache or more eficiente drawn efects in your deck. — Botas · 8
So you need to use it 3 times or 2 with the full effect to get an advantage. Lets think the investigator that could get and advantaje for this card, Wendy Adams and Sefina Rousseau are the greater candidates both have a high agility, both need cards/resources to play their event heavy decks and both don't want to waste resources in weak monsters that their guardian companion could easily kill. It is obiously not a card for all the green boys, and maybe is not the best for a solo-deck but it feels quite nice for they two events queens of the game in multiplayer game in with your investigator should be rather be a especialist than a toolbox kid. — Botas · 8
"Playing this sets you back 3 actions. 1 to-Draw, 2 for-2 resources." - Why would you count the cost of drawing this card? Every card has to be drawn from your deck before it can be played so it's pointless to consider that action. — kingofyates · 26
"Why would you count the cost of drawing this card?" It is more that drawing a card has an opportunity cost, the cost of not drawing any other card from your deck (or from outside your deck if you had not played this card). This opportunity cost can be "regained" by drawing another card, thus using an action. — Alleria · 116
This review was written before Delilah, but just feel like it's worth mentioning that Delilah allows you to convert a successful evade action into 2 damage (for a cost, but Rogues have great economy cards). Put down two of these babies and a Lucky Cigarette Case, and you can most likely draw 3 cards and gain 2 resources with every evade (The card draw helps ensure that you can commit enough to keep succeeding by 2). Then you can kill them off with Delilah once you're done with them. It's especially good with Winifred, because her innate ability gives her an additional card, and her high base agility makes her already pretty good at this. You can draw your whole deck pretty fast and get all of your key assets out. — Zinjanthropus · 231
This is also really good in Finn! It's virtually free to use with his extra action. I was able to get up to 30 or 40 resources with only this and Pay Day in Murder at the Excelsior Hotel. I think this kind of shines if you have a relatively harmless enemy on the board who you can keep evading rather than getting swarmed with enemies. By the time I started pulling enemies I wanted to kill, I was already able to Contraband my Chicago Typewriter a few times. — Zinjanthropus · 231