Nimble

Another rogue card that got a huge glow up when Scarlet Keys and Hemlock Vale re-wrote the whole Rogue playbook.

Up to three moves as a free action is a potentially crazy power level for a level zero card. People run Shortcut to move once. People run Scout Ahead to move three times, but that costs actions and resources. (Both those cards do have other utility, which helps them earn their spots).

But as the esteemed Snacc noted when this card was released, Nimble's value is very situational unless you put some work into unlocking it. By default, the only way to intentionally start an agility test is to evade an enemy. Moving away after an evade can occasionally be a really good effect. But often enemies engage me while I'm at a location I still need to interact with, so I'm not interested in moving immediately. Also, opportunities to take 2-3 moves at once for real value are uncommon in most scenarios, and waiting for an enemy to spawn at the right time isn't reliable.

(All the same problems apply to Agility treacheries)

These days, though, you can investigate with Thieves' Kit or Forensic Kit and use this to zoom around on your own time. (Investigate a location with no clues on it if you have to). We can murder someone with a British Bull Dog and zoom away from the scene of the crime. Or Grift an aloof enemy before doing the same. This card is also the best argument I can find for actually using the Bolstering upgrade on Friends in Low Places, which will give it a wild icon letting you commit it to anything.

OrionAnderson · 114
The Book of War

Some interesting or high-value Tactic events I came across:

There is Making Preparations, but Dilemmas are not played, so this doesn't work (also for this card, it wouldn't make sense to recur it).

It's funny that a lot of Tactics let you either avoid enemies or rough them up real good. Then again, it's sort of in the name.

AlderSign · 375
How does the "When your turn ends" stipulation work with Fast events outside of your turn? — vercingix · 217
Astral Mirror

I'm really enjoying this as a combo with Blood of K'n-yan, though I do have a question:

Can you use the extra action to play an asset that takes up more than one hand slot? Like a sledgehammer? Or more pertinently, an Enchanted Bow?

I think you can play a two handed asset, since it goes into two of your handslots, which also included at least one of your handslots. But this might be a question of how strict you interpret the rules — Tharzax · 1
Weird edge case, actually. I think if they would have wanted to allow it they had written "a hand slot" instead of "one of your hand slots", but I honestly don't see any balancing reason not to allow playing a two-handed asset with the action. — AlderSign · 375
Primed for Action

Maybe it's the card that will make me play Well-Maintained at last: I play a firearm, attach Well-maintained to it then a few other upgrades, use all the ammo, discard the firearm, get it back to my hand and finally use Primed for Action to replay it with a single upgrade in a single action at -2 resources.

Joey "The Rat" Vigil gives you a way to discard the firearm and get resources, Custom Modifications with Counterbalance checked gives you additionnal card draw.

AlexP · 265
The Book of War

I have re-checked the erratum on Wendy's Amulet but I don't think it prevents the below interaction to work.

In a 2+ game, give it to your main fighter in addition to On the Hunt: during the mythos play On the hunt, spawn the enemy, use The book of war, defeat the enemy, get your resources, and at the end of your turn get On the hunt back.
Replay each time you need an enemy (for Parley effects, Under Surveillance, Ambush, ...)

In a Zoey Samaras deck you can even kill the enemy when you engage it thanks to the Zoey's Cross. Especially interesting for Aloof or Cultist enemies: Acolyte, Whippoorwill, ...

P.S: if this combo doesn't work due to the fact that On the Hunt is not discarded right away, there is the inferior combo with On the Hunt / Kicking the Hornet's Nest (you need to find an enemy among the first 9 cards of the encounter deck.

AlexP · 265
I hate that this works. — AlderSign · 375