Innsmouth Troublemaker

I like this card. Well, maybe not like; I kind of hate it, but I like that I hate it so much. It's a well designed enemy. With 4 Combat, 3 Health, and 2 Damage, this is a beefy fellow that makes even combat-focused investigators wonder if he's worth the ammo, charges, actions, and/or cards to put him down. He's easy to evade, but the Hunter keyword means he's just going to keep dogging you around the map, making your life miserable. Then the card text offers a way out and forces you to do some calculations about whether dropping the clue and picking it up will speed you up overall, leaving aside the times when you actually want a clue on the ground for Inquiring Mind, Roland's weakness, or other shenanigans. And it's got a great flavor -- you're casing a gloomy, decaying town and some local tough keeps following you around, keeping an eye on you, and making you nervous. Can you afford to make a ruckus? Can you afford to not?

Oops!

Having finished a 2-player run of RttFA with a Chainsaw Yorick deck in the combat specialist role, I have some opinions about this card. I had visions of getting to regain chainsaw supplies while still doing damage and reveling in Survivor BS. The level-0 version was a disappointment for all the reasons listed in that card's page -- it's a bit pricey for most survivor decks and you have to have a copy in hand, 2+ opponents at your location, and 2 resources available, and have failed by 2 or less for the thing to land. Now, RttFA hands out enemies like candy in most scenarios, so this was a likely setting, but it never really seemed like the right time. The card does have icons, and it mostly got used for them.

The upgraded version, which only requires one enemy, has a 3 or less failure threshold, and, importantly, protects fellow investigators from your clumsiness, looks like a better bet, but, at the end of the day, I only used it twice in the campaign (although the use in the final scenario was very clutch), so it wasn't really worth the 4XP to replace both. Maybe a one-of?

For Stella, it's a bonus action too! — MrGoldbee · 1483
Oh, def. This is a Yorick-specific review. Stella's action generation makes all the "fail to win" cards worth a close look. — LivefromBenefitSt · 1075
This would have been a nice card for Yorick with Yaotl build but I agree that it is too situational to be a great card. One condition you left out was that the enemy needs to deal damage (vs some that only deal horror). And there are already plenty of 2Com icon cards that Yorick can use (Overpower, L2 Vicious Blow, L2 Shovel, AoD). — The Lynx · 987
Yu redirect your own damage, not the enemy's, I don't think. — LivefromBenefitSt · 1075
I made pretty good use of it in solo Rita. Turns out that you miss a lot when you're only fighting at 5 with the cleaver, but you don't usually miss by 3 or more. Also some combo potential with Live and Learn — Zinjanthropus · 229
It is the same. You redirect the damage that you would take from an enemy attack. So if an enemy only deals horror then their isn't anything to redirect. It might not be normal for an enemy to not deal damage but there seems to be an average of one (with multiples of that one sometimes) each scenario. There are just too many conditions for this useful in general though. — The Lynx · 987
TWWaterfalls, Oops redirects the damage that you would have delivered during a failed attack that you made. It does not allow you redirect damage received from an enemy's attack. Visualize this: You swing an axe or fire a gun. "Ooops", you missed. Darn! The level 0 "Oops" allows you to deal that damage to a different enemy at that location. This level 2 version allows you to still deal the damage to the same enemy, even though you "oops"ed. I imagine that you were aiming for his head, and instead you got the enemy in the torso. Oops... oh well! Still a hit. :) — VanyelAshke · 181
Anything You Can Do, Better

So, having played TCU with Wini; this card is good... but I found myself holding it in tow a whole damn deal for WP tests, which is unfortunate. Of course, you can recur it in varying ways like Opportunist, but it's not reliable, especially on harder difficulties.

Wini being WP1 really hurts her starter deck. There is of course Tennessee Sour Mash or (3); and tons of other cards other investigators can tote, but this feels like the Band-Aid of the deck for that particular problem.

In low WP-treachery campaigns this could probably let you pull off some big plays!

fiatluxia · 68
Honestly, WIni is motivated to overcommit anyway, so even without her sig, with enough draw (esp with lucky Cig Case) you should be able to comfortably overcommit to some will tests. You still have to be discerning, but you can beat Frozen in Fear without much trouble. And there is always "You handle this one!", which should be a staple for any low will Rogue at this point. — StyxTBeuford · 13043
Ah, I don't own TFA yet, but that's a great shout -- def a solid card! — fiatluxia · 68
WP1 = Wonky Player One? — MrWeasely · 42
will power 1, I think. — Olimarrex · 3
Breaking and Entering

So this isn't in the same vein as Seeker or Guardian cards that let you cheat 2+ clues at a location. But!

How often have you been playing as the Rogue and you need clues AND evade the enemy both? Well, I play exclusively two-handed, and in two-investigator games, this seems absolutely amazing.

Encounter deck got you bogged down? -- No worries, play this; many rogues aim to succeed by 2 or more anyway -- the upside is fantastic, saving actions!

INT and AGI icons are just gravy, the 2 cost is reasonable; I think I'll be trying this very soon.

fiatluxia · 68
I also see does not provoke attack of oppertunity tided to an investigate action as something I like alot, and I think trish agrees with me. — Zerogrim · 295
Yes, the fact you can avoid AoO makes this card way stronger! — fiatluxia · 68
Yes, Trish loves this card. Since the enemy is automatically evaded, she can just use her ability to grab an extra clue. — eapfel · 6
Skeptic

Skepticism is only relevant when there’s something to deny. So a plus one to a skill test isn’t that useful. But when you and your teammates have made Faustian bargains, tampered with the tides of fate, and filled the chaos bag with curses, this card is super good to help you clean up the mess. With the help of Jacqueline, Olive McBride, and the greatest statue, you can cast your doubts on a huge amount of the bag. At that point, succeeding massively at a skill test is secondary to making every subsequent one easier.

MrGoldbee · 1483
It's a shame this isn't level 0; Versatile Wendy with this would be hilarious! — fiatluxia · 68
Wendy can take 1XP Rouge cards. If this were an Asset, it would open up a design where you aim to flood the cahos bag with as many CB tokens as you can to dillute the more annoying tokens.... — LivefromBenefitSt · 1075
I don't know. Even with a heavy cursed bag, spend exp to maybe turn a curse in a minibless in just one test seems mediocre. — Venti · 1
I think this could have read "turn the modifier into 0" and this card would serve the exact same role, making sure you don't have to be at +20 to succeed with a test despite curses. — Zerogrim · 295
The +1 is a nice touch for oversuccess builds. — StyxTBeuford · 13043
This could be pretty good for a curse-based Amanda Sharpe. Get all your stats up to 3s and make the curses work for you for a full turn. — OrionJA · 1