Dario El-Amin

This guy is weird. He costs too much money to effectively generate the money and bonuses that he might seem like he is supposed to be granting. There are too many disadvantages. The highly competitive slot, the high cost, the high bonus threshhold.

But then when you add in a powerful resource generation framework for him to inhabit, some Hot Streaks, a few Burglaryes, a little Lone Wolfing, Jenny Barnes's natural ability, Dario will take off and fly you to the finish line like a magic carpet ride.

That really is the gist of it. If you can generate the kind of $$$ that Dario needs, he's really really good, but getting there takes a lot of cards and quite a bit of time, you better have some powerful resource dumps ready for the late game to make all this setup worth it.

Tsuruki23 · 2588
I think the Burglary is not recommended even here.. as Dario can provide very similar action just by himself. — XehutL · 48
Dario gets better when you've spend some XP on 2x hot streak, so i'd recommend to start your deck without him and instead add him later with adaptable. — Django · 5165
Couldnt agree more. — aramhorror · 704
Even if tou hit the 10 resource threshold, you aren't getting much. A +1 to two stats isn't goong to win you the game, and is easier to achieve other ways. — Tilted Libra · 37
Archaic Glyphs

Baffled and disappointed when you saw this card?

Lets put things in perspective:

-This card is an arcane item, it no longer occupies the hand slot.

-This card lets you investigate without provoking attacks of opportunity.

-If you succeed on your investigation check while using this item, an enemy is automatically evaded.

.

It is really easy to misunderstand the purpose of this card:

-This is not the card that lets you evade with your .

-This is the card that lets you totally ignore an enemy at your location while you investigate.

The scenario you need this card for: You're the clue-hoover, you pick up nearly every clue on the map while somebody else clears the way. An enemy spawns on you, it's some small fry with a half decent fight value and 2-3 hitpoints. What now? The fighter has to come running and deal with it right? Not with this card in play! You can just keep investigating, totally ignoring the threat, and if you happen to succeed in acquiring the clues you're there for (which is highly likely) you'll have evaded the enemy as well! Now if the location hasn't been cleared yet you can keep doing this for a couple more rounds if you need to.

.

By far the most powerful part is the fact that this card lets you investigate opportunity attack-free. If you find yourself hard pressed by a monster (multiple monsters even) at a difficult and important location (Difficulty 4 or 5), you can use this card to get the breathing room you need to throw multiple attempts at the clues you need to close out the game.

Tsuruki23 · 2588
I think this card lets you evade as an investigate test, but it does not give you any clues on it's test. It's like all those mystic cards, that let you do most stuff with Will instead. So this card is pretty bad because the enemy isn't dead yet. You should rather use the acid strange solution to get rid of enemies. — Django · 5165
@Django: I dunno. I was confused by this at first, but I think the reviewer's take is correct, since the text says neither "Instead of discovering a clue..." nor "Evade. This test uses Intellect instead of Agility." as one would expect it to if it were merely an evasion test using Intellect. I think it does let you investigate for a clue(s) w/o an AoO, then also evade an enemy (though, not all enemies) if the test successful. — Herumen · 1741
In short, Herumen's right. For example, Burgalry has investigation action that cancels clue gathering, but not this card. — KptMarchewa · 1
"Investigate" does not mean "Test Agility". If it was an Evade, it would say "Evade. Instead of testing . — CSerpent · 126
*ugh*, hit enter on accident. Anyway, "Investigate" does not mean "Test Intellect"; it means "Try to get clues". If the action of the card was "Evade", it would say "Evade. Instead of Agility use Intellect". Another way to look at it is: if it was Evade with Intellect, this would be more expensive, harder to get, and in every other way worse than Mind Over Matter. — CSerpent · 126
Since the card says make an investigate test, if you suceed you get all the benefits of having made one. If you used deduction you would get extra clues, etc. It's great action economy; you get two actions worth of effects for the price of one. — Daerthalus · 16
I see, so you get the clue. You get to evade ANY engaged enemy, which does not have to be engaged with you. — Django · 5165
@Django: I‘m don‘t think you can evade an enemy that‘s not engaged with you (except the text explicitely says so). — Astrophil · 1
... or maybe not. You could evade any enemy (it wouldn‘t even have to be at your location?). — Astrophil · 1
I really doubt that designer's intention was that you may evade enemy engaged with another investigator. Probably we should ask Matthew for clarification — Yury1975 · 1
You can only perform evade actions against enemies engaged with you. So, I think you can't use this card to evade an enemy engaged with other investigator. — shinotaku1412 · 1
"Unlike the fight and engage action, an investigator can only perform an evade action against an enemy engaged with him or her." -from the rules page — Ensign53 · 3
It is not performing an evade action, though. — Eruantalon · 104
Indeed, it's not an Evade action - no bold designator - and seems more like Stray Cat - which lets you evade non-engaged enemies. — AndyB · 957
This card is so good. With larger player counts Guiding Stones is probably better, but in solo this would be the one to take. In two player? IDK. It could probably go either way. — Zinjanthropus · 231
Or just play Trish. — MrGoldbee · 1496
Trish is cool but being able to apply a very consistently defend yourself on other investigators has a lot of uses. The main issue with this card isn't how useful it is (It is a lot easier to get out than pendant of the queen, which while it includes teleportation, is much harder to get out than this which can essentially make you perfectly safe for at least 2 turns), but its competition with guiding stones, which provide fairly extreme action compression. Stopping 3 attacks (or more, if you move after this or if the enemy isn't a hunter) for 2 and effectively no actions is no joke, but being able to get double digits worth of clues off one card can make a lot of challenges trivial.. — dezzmont · 222
Archaic Glyphs

An enormously strong card that encourages Seekers to build around it in multiplayer games. By itself, it will probably only net you one, maybe two extra clues at best, and that is assuming the chaos bag doesn't entirely hose you.

Enter Higher Education.

Every resources invested in Higher Education while using Guiding Stones essentially picks you up an extra clue (assuming you don't auto-fail) which is immensely strong in multiplayer. Rex especially, who has access to Burglary, can generate up to 4 resources and 1 clue with a single action (Burglary + Dr. Milan Christopher) and then follow it up by picking up 4 to 8 clues with Guiding Stones depending on shroud and chaos token drawn. Other Seekers can't generate resources quite as quickly as Rex can, but anyone with access to Dr. Milan should be able to have powerful turns with Guiding Stones.

Minh Thi Phan is runner up for using Guiding Stones well, as she gains +4 Intellect from Inquiring Mind and potentially +5 from Desperate Search. Playing at 3 or less Sanity is pretty dangerous, but a little more manageable for Seekers now that they have access to Logical Reasoning. And a Minh deck filled with skill cards will probably have more free resources to spend on Higher Education than a Daisy deck will.

Just don't bother playing it in solo games, as locations simply won't have enough clues at them to take advantage of the power of Guiding Stones.

menionleah · 80
One interesting interaction is that Book of Shadows (1) can be run put of Daisy alongside this card, allowing unlimited use of this effect. Could be a potent combination, if a bit janky. — Low_Chance · 14
You don't even really need Higher Ed. With Field Work and Inquiring Mind, you've got a pretty good chance of getting 3, maybe even 4 on some locations (Suppose it's a 3 shroud and you're already at 4-5 or so). When you enter Key of Ys / Double Mag / Death territory you can make some pretty powerful plays. Inquiring Mind combos well with this. — Zinjanthropus · 231
There is another reason, why this card is particular great for Minh: it makes her "King in Yellow" rather a non-issue. Just try to get rid of it, while doing a Glyph-enhanced investigation. You naturally want to overcommit for both tasks. — Susumu · 382
Fieldwork

This card pretty nearly reads: Whenever you enter a location with a clue on it. Draw a Perception card. Sept the card cant draw anything but more Perception cards.

You can expect this to net you 3+ useful triggers if you draw it in the first 2 turns. If drawn later then the returns will depend on the map.

This card has a short and simple learning curve, try not to explore new places as a last action, also your friends should get used to leaving you some clue scraps, they shouldnt be investing cards and time into clues that you get a bonus on picking up.

Definitely worth the slot for folks who can freely slot Yellow cards. Probably not worth the dip for the Dunwich Investigators.

The biggest downside is that this might be a dead draw if drawn lategame.

-EDIT: A lightning gun Roland Banks will really appreciate this card as a way to keep up his clue gathering prowess.

Tsuruki23 · 2588
This is can be very versatile, as the bonus is to ANY skill test, not just investigaion. So it's useful if the location forces you to use a different stat for investigation, fight, evade, use spells or other assets with skill tests,... — Django · 5165
Can you use 2 of these at 1 timw for +4 for your next skill check? — vosh · 9
Also remember that this applies to any skill test, not just investigating. For example, if you have a friend in trouble with a monster next door (with clues present), you can move, engage the monster off your friend, the evade with a +2 bonus to the skill check. — olvenskol · 1
Interaction between Fieldwork and Duke: I use Duke to move and investigate. I use Fieldwork as my new site has a clue. So does Fieldwork activate on Duke’s investigate, afterwards, or player’s choice? Can I investigate and then use Fieldwork? Is there a window of opportunity? — brerlapine · 19
@brerlapine: this is an old question, and I'm not actually checking my facts, but iirc, Duke's move+investigate isn't something that has a window in the middle, so I think you would have to wait until the investigate action is finished to activate Fieldwork (or you could activate before if you already moved once). meaning that if there was one clue on the new location and you picked it up, you can't activate Fieldwork there. on the positive side, your investigation action does happen before engaging any new enemies there. — Zinjanthropus · 231
@vosh to answer this 6 year old question: Yes you can trigger 2 Fieldworks at the same time for a +4 if you have them both in play. — flamebreak · 27
Does “after” mean immediately after, or any time after? If I use Safeguard to move with another investigator on their turn, am I still eligible to use Field Work on my turn - as a result of the move used with Safeguard? — Prototivity · 1
David Renfield

I really want to make this card work with Sefina Rousseau. I feel like Sefina's 4 Willpower is really not enough to use Mystic spells all that effectively, and her 5 health is obviously a problem. David could potentially kill two birds with one stone, while also providing a nice influx of resources. Jim would probably also be interested, as like Sefina he really needs Willpower boosts, and right now David is the only in-faction Ally who could provide that for him.

In practice, though, I've found David almost completely impossible to use. Obviously his benefits are not at all worth it if he costs the team one or more turns. And it's not like Arcane Initiate where you can just play it while the agenda is about to advance, the doom goes away, and that's that. This guy is no longer useful if the doom goes away. So unless there is a very long span until the agenda goes off, David doesn't work. That means that his ability is unusable the vast majority of the time in this game. I tried to use him over a number of different scenarios, and each time I drew him I either immediately saw that I couldn't play him and use him, or I did play him but ended up having to kill him off before I could benefit much from his abilities.

So right now I'd have to say this is a card that looks really effective at first glance, but in practice is just unmanageable. But maybe other people have figured out how to make better use of him.

CaiusDrewart · 3200
I think he is intended to be used with only one Doom token on him at all (and probably only when the agenda has four or more Doom level to advance in total). You may look on him that you can use him only if you could afford one less turn per Agenda. — XehutL · 48
For Sefina, once you have 2x Hotstreak in your deck, — Django · 5165
Sorry for incomplete and double post, but i can't edit my comments. David is a good card, as long as can control the doom. Meaning, you must have a general idea, how much doom each turn comes and remove his/kill him, before agenda advances. In 4 player games with "ancient evils" i wouldn't recommend him, as doom is too randm (up to 3 additional doom). For sefina, i replaced him with Dario El-Amin (through adaptable) once i had 2x Hotstreak in my deck. Dario is much easier to setup and maintain with his own ability. — Django · 5165