Sledgehammer

This thing was made for Yorrick to turn enemies into a thin red paste. It pairs very well with On the Hunt and Scene of the Crime (you can use the single attack feature to do two attacks on the enemy in the above scenario, or galvanize to do it all in the same turn). Throw on some overpowers and a vicious blow or two and it's basically a one and done weapon for all but the most spongy bosses.

Definitely a monster slayer and if your survivor is focused on that, great. If you aren't though, pretty expensive and action intensive.

Edit: As FHV launches this card also got a strange new use... throwing it away. Wilson is able to ad hoc this for hilarious damage, and can recur it fairly easily with Pushed to the Limit. Both of these attacks completely ignore the three action cost, enabling him to do it fairly regularly and surprisingly for big hits. It feels weird buying a card to throw it away, but it is surprisingly effective.

drjones87 · 203
Opps 2 and live and learn turn this from "cool" to "laughably hilarious", having four prevented misses per game is just so great with it, minibosses beware. — Zerogrim · 296
Hard Knocks

Out of all the resource dump/pay-to-win playable assets in its suite of cards (Hyperawareness, Arcane Studies, etc.), I think this upgrade should see the least play for two reasons:

1.) Resource economy. I saw this mentioned in passing in a comment on a Hard Knocks (2) review, but wanted to more strongly state it here since level 4 would be more of a commitment and restricts it to mainline Rogues (watch there be some investigator that takes Talent assets up to Lvl 4 or something): Rogues have the easiest access to resources; don't underestimate that. Not just in class cards, but even in investigator abilities for some of them. If you're so strapped for resources that you need a resource discount on this card, as a Rogue, then you'd be better off investing in something that gives you more resources or a greater effect than just a +2 each turn. After all, you have 4 XP to burn.

Sidebar: Personally, I would even posit that Hard Knocks (2) isn't worth the purchase. It does have much more off-class potential, but so do a lot of resource-gain Rogue cards. The argument could be made that you're buying resource discounting in the same card slot with (2), and when it comes to off-class uses of pay-to-win cards, you can be using them for any number of reasons depending on the economy and card slots of your deck; I don't want to be stringent on that, but honestly I really don't think it's worth the XP in my opinion. Not as strong an opinion as for Hard Knocks (4), though, which brings me to....

2.) The price tag. Having replenishing skill buff every round is really nice, but as a Rogue, you have much better and much more EXPENSIVE XP buys than this to consider. The vast majority of Exceptional cards are Rogue cards, and only two of them (standard disclaimer: "as of this review") offer multiple versions for incremental upgrading, so you'll be needing to save and ration XP if you're interested in their purchases. Even apart from spending XP for resource gain, there are many other (sometimes pricey) cards that utilize resource hoarding/spending better than a Lvl 4 card that gives you 2 extra "resources" per round. XP budgeting is important in general, but especially as a mainline Rogue.

I'd steer clear of this variation of Hard Knocks. The upgrades to this suite are meant to save you resources and make the card trigger more often as a result, but this is just the wrong class for this sort of an upgrade.

TheDoc37 · 468
This is a fairly nice late deck purchase for dark horse Preston, but that's about it. — Zerogrim · 296
Probably a pick for skids with well prepared. — Tharzax · 1
I think the big thing holding back Hard Knocks is that even post-nerf, Streetwise (3) is just a very good card for flex rogues and this costs only 2 less than it for 1 copy. Pumping Intellect and Agility out of the gate allows rich rogues to essentially protect their entire team game start, and then solo cluever the entire game with a perfect ability to protect themselves and regroup with the team if need be mid game, while tanking bosses late game, all without playing a single card and at a premium exchange rate. This, combined with your point about the fact that effect of the upgrade is less valuable on rogue than perhaps any other class, keeps Hard Knocks (4) down. — dezzmont · 222
All the points above are valid, but I'd go further to say that fight + agility are probably the least complementary pairing of stats. You usually want one or the other, not both. I think even willpower plus agility could be better, although Hyperawareness is similarly difficult to justify. — DjMiniboss · 44
Its mostly only good for bosskilling yeah, though I could see a combat Finn wanting both for use with the .25 Automatic — dezzmont · 222
Too bad Finn can't take this card. — dscarpac · 1231
Probably also a pick for sefina, who get it for two xp with down the rabbithole and which can help with the Rouge events which often use agility and the spectral razor or the brand. This combo could also take arcane studies(2) to have the option pushing all abilities. — Tharzax · 1
Stirring Up Trouble

Heavily underrated card.

Partnering with a curse based Mystic, this card gives you testless free clues and fills the curse engine. It can be used to power a Tides of Fate to turn those into a bless and pull them out with favor of the sun. Or you can just deal with the curses and accept you can't pass tests, which on the higher difficulties you can't anyway.

Basically this card provides excellent curse generation, no additional mythos and two testless clues for only 1 exp.

drjones87 · 203
Family Inheritance

I'm surprised nobody's written a review of this card. I suppose that's because we're all unified on our thoughts on it: it's... well, it's really fucking good.

Oh right, there's a 200 character limit. Let's talk about why it's so good.

Decks need resources. Whether that translates to literal cash or lines of communication to whatever you think resources are, you need them to play your shit. And while the rest of the group is starting with five, our good friend Preston here essentially starts with NINE - enough to pay for even the stingiest of friends to help out on turn one without wasting an action making a buck. And that's just the tip of the iceberg, since you have those four resources available to you EVERY TURN, to do whatever you want with - none of those silly type restrictions like the triple class EotE cards have. Wanna take all of them on your last action and hoard your cash for later? Go ahead. Wanna live the poor life while still feeding your hobbies from behind the scenes? You betcha. Late on payments? A trifle.

So... uh... yeah. Is good.

supertoasty · 40
It is actually five resources every turn after the 1st round due to Preston's ability. His ability is also why this card can be "a burden" because you can't play resource cards and hoard money if you don't have the actions to use them or take them off. I feel like people haven't reviewed this card because it's so central to playing Preston. Regardless, I agree that it's a very good signature in a class that generates actions.10/10, would hide my money from the IRS and Cthulhu in an offshore account again. — Tay5967 · 20
I guess no one had reviewed this card yet since they'll review Preston instead. It's basically his ability. — Nenananas · 272
Tay5967, Preston's ability doesn't catch resources from upkeep. (or basic resource actions, for that matter) — Thatwasademo · 58
Dr. Milan Christopher

Even for groups that don't regularly observe Taboo restrictions, Dr. Milan Christopher's change to exhausting him (limiting his gain to single resource a turn) is one of the most fair rulings of the Taboos I have seen. It was the first I took into account after my first full playthrough of The Dunwich Legacy; Daisy was regularly ending scenarios with a dozen resources in hand. Zoey looked on in just a little envy.

Even with the new limitation, the good entomologist easily pays for himself in a couple turns, assuming you value a flat +1 Intellect and a little soak is worth 2 resrouces. Seeing as Seekers generally aren't leaping into danger, it's likely your Ally will stick around for some time, perhaps the entire scenario.

The biggest problem with Dr. Milan Christopher is that he exists. While deck building, players shouldn't have to consistently ask themselves "Is this new Ally better than Milan?"

Judicator82 · 28
I think the main question that should be asked is, "can my deck run without him?" I start him in a mandy deck, but quickly replace him with Mr.Rook once I get the exp, of course that's a special case. But everybody has an ally that fits a build, and Dr. Milan is just a solid ally choice. — Therealestize · 76
Too true. Every seeker needs resources and intellect. There might be (slightly) better options, but Dr Milan works in every seeker deck — fates · 54