Foresight

I made some mistake with this card and wanted to remind others. I was playing it with Norman, as he could see a card on top of the deck, when 2-cost card came up I would play Foresight in an attempt to get the best deal of -2 cost and it is even Fast.

However, this Fast has "when". It could be used only when you are about to draw that card. You cannot just pop an Asset card on top of the deck to the field Fast like that! (Luckily Norman has a lot of Skill cards with drawing effect to synergize with, and this card itself has wonderful .)

5argon · 11159
You can play it during the draw from upkeep. — yinwhite · 19
You could take a draw action and play foresight — Django · 5154
Yeah, that's how I play it now (either use draw action or wait for upkeep). I was trying to save the draw action and play Foresight Fast during the turn in Investigation phase. Waiting to play in Upkeep is fine, but having to survive one more Enemy Phase is sometimes rough. — 5argon · 11159
Personally prefer foresight as counter for weaknesses and enc cards. Alyssa really helps with that and has +1 int for norman so he can investigate without spells — Django · 5154
Draw action foresight is basically worthless as Norman - the strength of foresight is that you can play something fast, with the discount being less necessary. With Norman, taking a draw action to Foresight a card means you get a -1 discount to that card, since he could already play it from deck for -1 cost. That's it. — SSW · 216
Unavoidable Demise

"Oh boy I can't wait to draw my encounter I hope it's not too bad! Man I enjoy playing an investigator with less than three evade."

RTTCU sees us guardian enjoyers, us low evade fans, and tells us to eat this 4 damage overhead lmao, and you best not pass it either cause then the agenda deck is thinned by three cards and IT'S VICE AND VILLANY TIME BABYEE SAY GOODBYE TO YOUR ASSETS!

ironbrw · 17
I do like the flavor of the encounter cards, but yeah.... vice and villany is the worst — Therealestize · 74
4 damage from the third of these is less than 2 from 3 of them. However it’s all at once so it could killl someone with low health. — Django · 5154
It's only 2 scenarios that pairs these encounter sets: "Secret Name" and "Wages of Sin". And V&V didn't leave a huge impression in our RtTCU blind run. UD much more so, because we were less prepared for agility treacheries. Still, I played Patrice and got much milage out of "Alter Fate" with these sticky treacheries. — Susumu · 381
it's free money if you have "I've Had Worse" — Zinjanthropus · 229
"Hit me!"

"Hit me!" is a great one-off "Hail Mary" card to slot into your initial campaign deck, that really combines the seemingly contradictory risk-taking nature of a Rogue, with the anti-chaos bag BS safety of a Survivor.

For a Survivor, think of it as another Lucky! you use when you have failed a test by around 1 or 2, and just barely need to scrape by a bit more. Once you get some XP, you can consider replacing "Hit me!" with other cards that fulfil a similar nature such as with the incredible Eucatastrophe, another great single "emergency" kind of card.

For a Rogue, think of it as a placeholder for Sure Gamble. It's a good option to consider if your deck also has big-pay-off-with-single-test cards such as Backstab or Pilfer.

Cards like "Hit me!", Sure Gamble, and the like, are arguably better deck options in solo or 2p games where versatility is more prized, as you don't really have a pool of specialists (and additional "chances") to smash down nonsense such as Locked Door or random scenario must-pass kind of checks. Every little bit helps, and "Hit me!" can just be that little gamble that tilts the odds in your favour.

Which segues quite nicely into how I've found this card great for Lola Hayes, the Queen of versatility. Not only does "Hit me!" fulfil the deck building criteria for 2 classes, is an event and thus not vulnerable to Crisis of Identity, but it's also available for use when she's in 2 different roles.

All in all, "Hit me!" is a fun one-off card to consider that can augment most deck archetypes out there, and which value rises in lower player counts, and perhaps even higher difficulty levels where minus modifiers are more prevalent. Think of it as an unreliable 3rd Lucky! or 3rd Unexpected Courage, which you upgrade into something better as you progress in the campaign.

Sojourne · 97
O hey I didn't see you there .35 Winchester, o no I'm not doing anything special, just making all* tokens non-negative. — Zerogrim · 295
Only the first token revealed after hit me counts for it’s effects. So curse and -4 is still-2 total. However curse and skull is not an autofail. — Django · 5154
This is still a fine interaction with (tabooed) Winchester. (-2) is a modifier, you should be able to cover in all tests. And for the bonus damage to trigger, you just have to reveal a token with a non-negative modifier, not to be zero or above in total. — Susumu · 381
Hello, "hit me" works like "Sure gamble" on chaos token cultist, elder thing... ? - become + — Dorianna · 1
Persuasion

I’m on a solo trip to the jungle with Dapper-Harvey right now. His fine clothes, alongside this card, has gotten us out of many a tight spot with inquisitive Brood of Yigs. Together with Crafty it gets even better.

Skrattmas · 9
Stirring Up Trouble

To synthesize other reviews (and then add to them), I think we can say this card is "not great" in general :)

It might be good if you're playing in Hard/Expert (to avoid the Chaos bag) or a Curse deck. But it might be really bad otherwise (even 2 curse tokens can destroy an important skill test at the wort moment).

BUT,
no other review considered this card when you Investigate on a 0-shroud location ! Then it becomes one of the best investigating card : 2 clues for the cost of only 1 action (and synergies in your deck).

Cards like Arcane Insight or even Vantage Point might completely negates the cost of Stirring Up Trouble.

So you could easily take 2 clues from a 2-shroud location (or reduce the price to investigate a 4-5-shroud location but not ideal).

captainfire · 265
Interesting idea. You could also do the same thing with Farsight, investigate with either flashlight or cryptic grimoire, then during the investigation play stirring up trouble. — NarkasisBroon · 11
*not cryptic grimoire, cryptographic cypher* — NarkasisBroon · 11
Indeed, that's a good idea, I always forget Farsight exists but it could work here if your deck uses a lot of events ! :) — captainfire · 265