Winifred Habbamock

You won’t get Winifred by accident, because she’s sold in her own individual pack. So why would you like her and what should you watch out for?

First, WH is a triumph of theming. Each of the individually sold investigators expand their color, and green is about risk. Some characters, like Nathaniel Cho, are campfires. A few things to get you started, and you can keep it burning all night. Every animal you punch with your boxing gloves will get you more cards to punch more people. A few things to get you started, and you can keep it burning all night. Every foe you smash with your boxing gloves will get you more cards to punch more people.

Winnie is an industrial coal boiler. For every two cards you give her, she’ll usually give you back one. Opportunist, most of the time, will cover for you, but if you don’t draw it or you lose it, you’re out of luck. Manual dexterity changes the ratio, and so do other cards like the lucky cigarette case, but most of the time you’re going to need a runway.

There’s another downside: one will power. You will get screwed over by the encounter deck unless you and your teammates have mitigation. First watch, ward of protection 2, the usual players will need to be in full force to keep you from going insane.

But the rest is upside. Winnifred is one of the best evaders in the game, and unlike Rita or Stella, she can get massively rewarded for it. Pickpocketing is a way of life. Sneak By gives you money while doing what you were going to do anyway. Delilah damages your enemies or Cat Burglars let you strand non-hunters. Nimble will move you around the map, bringing your safeguarded guardians along with you. And once it’s running, your draw engine is one of the best in the game. No other rogue can mill their deck as fast, getting extra actions with quick thinking or dropping a “Watch this” for big cash.

You’re also incredibly flexible. “Anything you can do“ gives you viability in everything, even willpower tests, and with unexpected courage, it’s a success on anything but the autofail and a free card. Scenario cards that test books, fists and/or feet are much less of a challenge for you.

Just avoid failing! Unlike a survivor, you don’t get second chances at skill tests. Your engine can sputter out with a few bad pulls. When that happens, don’t be afraid to take a few actions to draw cards, knowing that when you’re on top again, you’ll have bonus everything.

The aviatrix has natural synergy with mystics who can help her predict the future. Jacqueline with premonition, scrying mirrors, or triple token pulls is great foil. So is Anyone who can fill the bag with bless tokens, turning even hard pulls into succeed by two opportunities.

MrGoldbee · 173
Compared to her other low will counterparts- Finn and Preston namely- she’s actually pretty resilient, as committing double to a will test, especially with her signature, makes them very passable. — StyxTBeuford · 2311
Preston can pay to win tho. — MrGoldbee · 173
Sharpshooter

By and large an iffy asset. It has a number of problems that make it inferior to some routinely good cards, even some straight up mediocre cards are better at doing the things this one is supposed to.

This card is...

1) Unwieldy! This is an asset that specifically targets a playercard type. Without a Firearm this thing is blank. It doesnt have Icons that lessen the impact of having a useless copy of this in your hand. When the time comes to actually use this thing it's an action and 2 resources to play, on top of the XP. Guns are already cost and generally XP intensive so these are steep costs indeed.

2) Ineffective! In general, swapping for or the enemy -Fight- for -Evade- is a net benefit of +1 or +2. You're getting this benefit because of an innate skill or difficulty difference, so you're paying the costs agove not to get a bonus on top of your good numbers, it's to replace bad numbers with good numbers. I.E, a character that doesnt have this thing in play either has a small enough difference between and that a similar benefit would be accessible via Hard Knocks, Delilah O'Rourke or Well Connected, or the difference is so great that without Sharpshooter in play the Firearm's you aim to use it with are outright unusable (for example if you play Trish or Sefina).

3) Useless! The only benefit of playing this thing is to get a statistical upgrade on attacks, something that a heap of other cards can do already, and do it better at similar or lower XP costs (Delilah O'Rourke, Hard Knocks, Well Connected). Worse still, this thing Exhausts! You only get to buff one attack per round!

I do NOT like this card. For this mechanic to be useful it ought to be a Permament card. Frankly I think I'dd be happy to pay 4 or 5 XP for this card exactly as written. Heck make it a 2xp exceptional permament!

Wishlisting aside, this thing is garbage, if youre looking to spend 3 XP on Sharpshooter, just save the 1 XP and get Hard Knocks.

Tsuruki23 · 1179
Fully agree. I think Sharpshooter is a trap. Dont take it. — StyxTBeuford · 2311
I'd say it's a very situational card. Most Rogues don't have a combat more than 1 point lower than their agility, with Sephina, Winifred, and Trish being the exception (Tony has a 3-point gap, but in the wrong direction). With Sephina, she might want to have a firearm option, but she's somewhat more likely to just pack more spells and leverage that willpower instead. So that leaves Trish and Winifred as the investigators where this would really shine, and both could use some enemy management boosting. If you use both abilities with either of these investigators, you could be looking at a +4 pretty often (since there are a lot of enemies with a 2 point difference between combat and evade). So, is this a must-include? No. Is this a useful tool for a few specific investigators/builds? Yes. I, for one, welcome the opening of new deck styles. — LivefromBenefitSt · 163
Oh, I do agree that it would be better as a Permanant -- having to dig for this as well as a firearm just makes the whole thing harder to pull off. — LivefromBenefitSt · 163
The problem is that there’s very little reason to run this even in the evasive investigators. Just take Ornate Bow, or if you’re really committed to having a once a turn boost, use High Roller. You could use both, sure, but at that point you’re investing heavily to make something suboptimal passable. Sharpshooter is just plain bad imho. — StyxTBeuford · 2311
We ran it in a Flex Finn deck and it was solid. Usually it was +3/+4 (sometimes much more) since he was already running Track Shoes and The Boyfriend for extra agility. And didn't have any of the resource conditionality/risk of High Roller (the only real direct comparison). As a Flex, he only needed the boosted shot once per round to help with the Fighter's damage and it paired will with the lower bonus 1h firearms that he wanted to hold alongside a Lockpicks anyways. — Death by Chocolate · 383
Agreed, should be a perm. — MrGoldbee · 173
Daring

When committing Daring to a skill test, you still get the card draw even if you pull it back with Silas Marsh ability. Which means you can use Daring once per turn for free while also drawing a card!

Daring sets up a lasting effect on the enemy, and a delayed effect "after this test ends". So if you pull it back to your hand, you still get the card draw. Even when pulled back to the hand, the retaliate and alert still work, so be advised to procede with caution.

EdTheMad · 5
It would also synergize nicely with Silas' "box" signature assests, since both can pull all cards committed back to your hand.... Of course, that gets resource-intensive, and Silas tends to run lean, but.... — LivefromBenefitSt · 163
Live and Learn

If I am reading this correctly, this card has a weird synergy with .18 Derringer, .18 Derringer (2), and Chainsaw. If you attack and fail, you get your ammo/supply back, but, since you don't repay costs on Live and Learn tests, you don't respend the ammo/charge. So the second test costs nothing, and, if successful, deals damage, and, if not, gets you an extra ammo/supply. I am not sure how you generate bullets and gasoline out of thin air by messing around, but you also can't kill birds by getting scared in the real world, either.

Yeah I'm certain this synergy is intentional. Also works with Look what I found/Dumb Luck/Oops and Old Keyring. — StyxTBeuford · 2311
So, I attack with a full Chainsaw and miss. I get the suply back. I use Oops! (2) to hit anyway, then trigger Live and Learn but fail a second time (maybe I trigger Drawing Thin to make this happen). I hit and end up with 4 supply on my Chainsaw.... — LivefromBenefitSt · 163
Yup, Survivor working as intended. — StyxTBeuford · 2311
Yup, see my Chainsaw 'review' for the logical extreme. — Death by Chocolate · 383
Death by Chocolate: if I could ever get that to work, I would be so happy. — LivefromBenefitSt · 163
Henry Wan

Here are some lookup table to check Henry Wan is useful or not (if no token ignore/cancel effect).

Strategy: I always reveal the same number of tokens. When I select the number, I choose for it to maximize the mean of success. Since I cannot choose to go ahead or stop when I fail, this strategy looks reasonable for me. But this does not consider the robustness of success.

Expectation table: the table shows the required number of non-symbol(non-,,,,) choas tokens to achieve the given success.

0
1
2
3
4
5
6
7
8
9
0.50 1 2 3 4 5 6 7 7 8 9
0.75 1 3 4 6 7 9 11 12 14 15
1.00 1 4 6 8 11 13 15 17 20 22
1.25 2 5 7 10 13 16 19 22 25 28
1.50 2 5 9 13 16 20 24 27 31 34
1.75 2 7 11 15 19 24 28 33 37 41
2.00 2 8 13 18 22 27 32 37 42 47
2.50 3 10 16 22 29 35 41 48 54 -
3.00 3 12 19 27 35 42 50 - - -
4.00 4 16 26 37 47 57 - - - -
5.00 5 20 33 46 59 - - - - -

Row(0.5~5): expected success, Column(0~9): the number of tokens. (-: required number exceeds the total tokens in game (44+20)).

Usage: Find your chaos bag (close one), and then move left (by sealing tokens) and/or down (by adding bless/curse) until you reach your goal. For example, standard NotZ (5 symbols / 11 non-symbols) may exist between 0.75 ~ 1.00. For avg 1(), it is necessary to add 2 blesses/curses tokens or seal 1 token.

Revealed number selection: In my strategy, I select the revealed number based on chaos tokens for maximizing average. Here is my selection number (which is maximizing average).

The trial number is expressed as simple formula: (reveal) = (# of total + 1) / (# of symbols + 1) (round down). If no remainder, you may choose 1 less value.

For example, standard NotZ (5 symbols / 16 toal) case, I'll reveal 2 (17/6=2.xx) tokens for maximizing (avg: 0.92). If I add 1 tokens (5 symbols / 17 total), I'll revel 3 (18/6=3) or 2 tokens (avg: 0.97); success rate is 48% for 2 revealed, 32% for 3 revealed.

elkeinkrad · 20