Pet Oozeling

Currently playing return to forgotten age with William and Trish. We played the blob after the second scenario and William got the small blob. I must say, it's totally OP!

Not being eaten (avoiding autofail)

Making it smaller (Remove ressources on it)

Other combos

Side note, Calvin likes trauma so does he like being eaten by it?

Django · 5142
Also side note: it doesn't take an Ally slot, so you can take it with the permanent On Your Own to help pay for Flare and A Chance Encounter. — Death by Chocolate · 1488
Can also be used in conjunction with a Pocket Telescope for some cheeky blobbing from one location away, during the investigation test, same as the 3xp Dynamite Blast ;) — Quantallar · 8
Sharpshooter

I've been looking at the "Big Guns" that Rogues have available in their class. There are currently 4:
1) .45 Thompson
2) Chicago Typewriter
3) Beretta M1918
4) Sawed-Off Shotgun

Big Guns are useful to kill bosses and mini-bosses.
After reading through the reviews on this website for each of these 4 cards, it appears that the summary is:
The .45 Thompson and the Chicago Typewriter are better served in the hands of investigators with a naturally high Strength. Sharpshooter is helpful, but not a "must include".

The Beretta M1918 and the Sawed-Off Shotgun are probably better served in the hands of investigators with a naturally high Agility. Sharpshooter is very helpful, quite possibly a major contributor to the success of these guns.


Let me explain:
.45 Thompson and Chicago Typewriter
Neither of these two guns have a "succeed by" motif, so you don't need to aim exceptionally high. Assuming a 3 Strength Rogue with Lonnie Ritter and Delilah O'Rourke in play, they are already at a 5 base fight. If they are fighting a 4 Fight enemy, and the worst modifier in the bag is -5, then they need to be testing at a difficulty of 9. That means they are missing 4 more skill to beat the test. That can be garnered in different ways: Hard Knocks, Well Connected, High Roller, skill cards, etc.

Beretta M1918 and Sawed-Off Shotgun
These guns have a "succeed by" motif. The Beretta wants to over succeed by 4, and the Sawed-Off Shotgun wants to over succeed by at least 4, but ideally 6 for maximum value. Keeping with the same math as above (3 Strength Rogue, vs 4 Fight enemy, worst modifier is -5), then testing at a difficulty of 9, if you pull the -5 token, gives you an over success of 0. So, the Beretta wants you to test at 13, whereas the Sawed-Off Shotgun wants you to test at 15. WOW! Those are BIG NUMBERS!

Sharpshooter can help in these instances. Of course, cards like Well Connected, High Roller and Hard Knocks are helpful. But Sharpshooter can have a bigger impact, in just one card.

So right there, Sharpshooter is giving a bonus of +4 to +5, depending on the investigator.

Sharpshooter is capable of giving even more bonuses than that.

  • your attack now uses Agility instead. Rogue cards have a lot of Agility icons, more than Strength icons. This means you are more likely to have cards with Agility pips to commit to boost the test. There are a handful of double-Agility icon cards in Rogue.
  • you can choose to use the enemy's Evade value rather than their Fight value. I have not done a thorough search through bosses and mini-bosses stats, but I will estimate that enemies generally have equal or lower Evade values, compared to their Fight values. So Sharpshooter can possibly give extra bonuses from this difference in values.

TLDR: Sharpshooter can be a very strong card for a Big Guns Rogue who wants to be able to effectively kill bosses. If equipping the Beretta M1918 or Sawed-Off Shotgun, then Sharpshooter is a strong enabler to land those over-succeed by targets.

VanyelAshke · 181
Sharpshooter works decently well for a big gun rogue as a low priority upgrade after your Deliahs, your Sure Gambles, and Swift Reloads. The problem is that in almost every situation, a big gun rogue is less effective than a big gun guardian. — suika · 9497
...with the obvious exception of Tony, who can't effectively use Sharpshooter — suika · 9497
Tony could still benefit from the second effect of the card. How often do you see an enemies evade value higher than its fight? With that question in mind, would depend on the campaign for sure. — gmmster2345 · 2
Reliable

I noticed that in the comments section, a few people have asked/speculated whether 2 copies of Reliable can be attached to one item (ex: a Weapon + Reliable + Reliable). I figured I would ask the question in the Reviews section, so that it's clear for future readers.

Can you double-stack Reliable on one item?

VanyelAshke · 181
Nothing prevents you from attaching more than 1 copy of Reliable to an Item asset. I've frequently attached 2 copies to Joe's Detective's Colts to get him up to 7 combat. — iceysnowman · 164
Two for Becky! — MrGoldbee · 1483
Note that some upgrade assets, such as Custom Ammunition specify "Limit 1 per asset." This card has no such clause. — Death by Chocolate · 1488
Lonnie Ritter

This card needs an FAQ.

Question 1: To be able to heal Lonnie Ritter, is it mandatory that you select an Item asset that has at least 1 damage on it? Or could you choose an Item like Lucky Cigarette case and get the 1 horror healing on Lonnie?

Question 2: same, but in reverse. Can you heal 1 damage from an asset that damage on it (ex: Leather Coat), even if Lonnie Ritter has no horror on her?

VanyelAshke · 181
Um not part of the cost, and no Then in the text. I think the answer to both is yes — NarkasisBroon · 10
That is interesting, I hadn't thought of that :-P — NarkasisBroon · 10
My instinct is that you would need an iten with damage on it, but LR would not necessarily need to have horror for the damage to be healed. — LivefromBenefitSt · 1075
I recall an FAQ, perhaps in Wini's pamphlet that came with her deck, that said it worked as you suggest; you can heal either without the other being damaged. — SGPrometheus · 835
If the effect may changes the target's state, you need to choose the target whose state could be changed; you may check rule at "target" section in RR. Thus, the answer of Q1 is no. — elkeinkrad · 500
oh, "no" is too ambiguous.. you need to select an item that has at least 1 damage on it. — elkeinkrad · 500
So then, to be crystal clear: — VanyelAshke · 181
So then, to be crystal clear: Question 1 answer is no. On page 20 of the Rules Reference guide, under "Target", it states that a target that is chosen must have their game state changed. So, Lonnie must choose an Item that has at least 1 point of damage on it. Can someone please confirm. — VanyelAshke · 181
What about Question 2: Can Lonnie choose to heal 1 damage from an item even if she has no horror to heal on herself? — VanyelAshke · 181
Yeah, I'd say healing an item with damage when there's no horror on LR is fine. That part isn't covered by the "target" rules, because it's the word "choose" that makes something a "target, so it seems to me that it just falls under the general "when resolving a triggered ability, you must resolve as much of that ability as you can". If LR can't heal horror, you can't resolve that part so you just don't. — bee123 · 31
Ok, so we agree that Lonnie can heal 1 damage from an item, even though she herself does not have any horror on herself to heal. But she cannot heal herself 1 without also healing 1 damage from an item, correct? To try to understand the ruling via flavour to make it more "logical": when Lonnie fixes something (heal 1 damage on Item), it restores her sanity (heal 1 sanity). She can't just heal horror on herself without fixing something. Am I understanding how Lonnie works now? — VanyelAshke · 181
Yep, that's how I'd say she works. If you want to think of it in flavour terms- it calms Lonnie down to fix something but she has to actually fix it. She doesn't find it relaxing in the same way to mess with something that isn't or can't be broken. But she can still fix stuff without needing to calm herself down in the process- it's her job , after all, and you're paying her a resource to do it :) — bee123 · 31
Rogues usually suffer with sanity issues, so it's unfortunate that she can't heal herself a horror. I've played a few scenarios with Lonnie + Item. It's finicky... you need to draw both cards and play them, and ideally you want to assemble the 2-card combo early. Then, you need to be able to take damage without dying. It happened to me where Tony Morgan assembled the combo 3/4 of the way into a scenario, and he still died, suffering a Mental trauma because the encounter deck kept beating him with horror, but there was no damage-taking opportunities present to be able to require mending for Lonnie. — VanyelAshke · 181
From a purely rules perspective I think that the answers to both are yes. This is because the only cost (what comes before the ":" ) is exhausting her and spending a resource. The rest is "resolve as much as possible", and since there is no "then" before the second sentence, she would resolve as much as possible. In the case of question 1 you couldn't heal the item but you could heal lonnie, and for question 2 you would just skip healing horror from lonnie. — jonklin · 515
Having no item to heal is still perfectly legal. Honestly, so many people are arguing whether or not it's legal based on whether the item is a valid target but they're ignoring the first bullet point in the rules reference. Target: "If an ability requires the choosing of a target, and there is no valid target (or not enough valid targets), the ability cannot be initiated." Nowhere does it say that choosing an item is required so it doesn't matter if it's a valid target or not, she'll still heal the horror. — Vultureneck · 74
The answer is 1: NO 2: YES. An item with no damage on it is not a valid target (game state won't change), and since there is the "choose" keyword, you cannot initiate the action ("target" rules). This is also on par with the flavour of the card : Lonnie will always be able to fix your stuff, but if there's nothing to fix, Lonnie won't gain sanity — NotSure · 22
@NotSure. I had to scroll back and forth multiple times, but (assuming I am getting your meaning) you are saying 1. YES, 2. NO — stm08007 · 1
The FAQ is clear. The people confidently sayin gyoud8nt need — Grahamers · 1
The FAQ is clear. The people confidently saying you don’t need a damaged item are just plain wrong. I had to come here and post this because multiple people are still arguing the alternative in real life. — Grahamers · 1
Blackjack

In Innsmouth engaging enemies is punishing - I've seen guardians get dangerously low just from that. This long ignored weapon might just be good there as a backup weapon to get those fish off your clue getters.

Erdjo · 327
Interesting! — MrGoldbee · 1483
Blackjack (2) has long been fantastic as a backup weapon for Fighters or a main weapon for Flex in 3&4 player games where enemies are just statistically more likely to be on a friend's face rather than your own. — Death by Chocolate · 1488
Nailed it. Cannot say enough good things about Blackjack (2) in Innsmouth. — EmmeBGG · 15