Arcane Insight

Now in Hemlock Vale survivors got the much better version of this card, Matchbox.

No xp, no slot, lower cost, is an item (can be found with Backpack and can be scavenged). If you combine two of them you can get the same effect as this 4xp card and you can just use one if you need less shroud reduction. Get them into play with Scavenging and you never run out of uses.

stefeef · 6
My natural answer to your's review would be: but those cards are from different classes. Or "why put them against each other, use them both to greater effect". While this kind of thinking applies here and there it does not here. I think it's just one of many examples how old cards are simply obsolete by new toys. Either direct similar mechanics, or instead of giving minus to shroud it gives bonus to some statistic. — bugiel_marek · 20
That being said, they still can leave binder, provided player caps his card pool to one released with campaign (or up to given campaign). Or somewhere in the future new card that comboes with old one will be released. — bugiel_marek · 20
I mostly agree with this review. But the advantage of beeing an item is not really one. Yes, there are numerous advantages of that, but beeing a spell also has its merrits (searchable with Arcane Initiate, accessible for Marie, ect.), and by nature of the game you normally get one or the other. (Only exception currently beeing "Eyes of Valusia ".) It would be a more valid point, if Arcane Insight was a ritual, as they have by far less synergies. — Susumu · 359
Also don't underestimate the higher reduction of arcane insight. Many locations have a shroud of 2, which means you get a clue whenever you don't draw the tentacle. Also the insight don't exhaust. Another point is while the recursion of the matchbox is possible with scavenger I found many survivors are not well suited to succeed by two or more. — Tharzax · 1
Arcane Insight has some good points, for sure, as you guys mentioned, but it's whooping 4 experience. For 3 uses (yes, you could add charges to it). — bugiel_marek · 20
I love going to bat for undervalued cards but I can't think of a single deck I would play Arcane Insight in. It was overcosted when it was first printed and any way you look at it (as a Seeker card, as a Spell asset, as a group investigation took, etc) there are several better, cheaper options. — Pseudo Nymh · 48
I suppose a crane insight is simply in the wrong class, since seekers have usually enough intellect for a successful investigation. So this card is in my opinion only useful if you play a support character or probably for some niche game effects. And for these cases 4 xp is a quite high cost — Tharzax · 1
On the Lam

Even if you are on regular On the Lam all along you can go Advanced for free on the final scenario since you don't have to bother paying Advanced Hospital Debts there! The added ninja smoke bomb effect seems useful for many such final scenarios as far as I've played this game.

5argon · 8886
I don’t understand what you mean about having regular On the Lam in your deck, then “going advanced for free” in the final scenario. Do you mean the Skids player should play his Challenge Scenario, “All or Nothing,” right before the finale and hope to win the right to upgrade On the Lam? — Holy Outlaw · 258
Agree with Holy Outlaw. There is no way to voluntarily change the sigs to advanced sigs in between scenarios. You have to keep what you picked at deck construction, with the exception of the Challenge Scenario. Sig cards have no level, so you can't change them with Adaptable (or by paying XP) either. — Susumu · 359
The rules in the parallel investigator missions specify that signature cards can be upgraded after any scenario during a campaign for no experience (as long as you upgrade the weakness as well), but they can not be downgraded after that point — azazeloth · 1
Yes, like @azazeloth said. "....if you choose to upgrade On the Lam, you must also upgrade Hospital Debts. Doing so costs no experience, and may be done after playing any scenario during a campaign. However, once this upgrade is made, it cannot be undone unless you are instructed otherwise." You can do the same with Roland Banks since you likely don't care about Advanced Cover Up in the final scenario. — 5argon · 8886
Oh, my mistake. I missed that rule. You’re right that for Skids and Roland there’s no downside to that strategy. How weird that the upgrade is legal at any time but the downgrade isn’t. — Holy Outlaw · 258
Bulletproof Vest

An extremely simple yet powerful card, Bulletproof Vest remains at the pinnacle of efficient defensive options in terms of cost, value, and flexibility. As a 3xp card, this can easily be slotted into any investigator's deck without much thought:

Need a way to circumvent Azure Flame (5) from burning your Father Mateo? Take Bulletproof Vest and watch those self-destructive flames turn to ashes. Your Norman Withers took a bit too much Physical Trauma over the campaign? Slap on a Bulletproof Vest and watch his effective health nearly double in one action.

In terms of action efficiency, Bulletproof Vest is a simple 1 action, 2 resource card, with no setup needed other than simply drawing the card and having a body slot open. For Mystics, this slot competes with Robes of Endless Night (which is only for Spell-Mystics), and Astral Mirror (for Arcane-Mystics), neither of which are highly used even in their own respective archetypes. As for Seekers, their alternative tends to be Lab Coat, which is a possible +1 on skill tests and is good if your Seeker tends to be doing more skill tests that are closer to DC match.

"Get over here!"

In Investigation Phase, Fast Engage gives you equivalent of redirection of enemy draw from clue finders, allowing them to go first anyway. Though more expensive than options like "Let me handle this!", Martyr's Vambrace, "Get behind me!", it has bigger location coverage.

Using it in window in Enemy Phase after Hunter enemy moves but before it attacks adds one more location away coverage (and can pull the enemy out of your clue finders that is about to get hit) if you could one-shot it. Otherwise you will get hit, which in that case you'd rather use it in Investigation Phase so you can perform follow up hits with weapons that have damage and bonus.

Since the card has no damage and accuracy bonus, commits and additional damage (e.g. Vicious Blow, Long Shot, Michael Leigh, ...) are handy to make a play in weird phases.

5argon · 8886
Sparrow Mask

Many Basic Weakness are all about dealing you damage/horror. (The longer it stays, or each time it came back.) The mask gives both and which are very useful if you are in some trouble that makes you can't fix the weakness in the first place. In longer fights over multiple rounds, my friend even keep the slip damage/horror weakness going so he always have an offering ready.

Or, for some relief from various signature weaknesses :

Simply making a mistake on Retaliate or Alert enemy would give you back some treats. It also replenishes repeatedly after getting attacked multiple times by Swarming enemy. And there are countless location and attachment treachery effects that deal you end of turn / end of round damage or horror.

This card is just so universal. Take a look at how much more limited Bangle of Jinxes was. Only enemy attack (big constraint since enemy attack hits too hard), take an accessory slot, 1 XP, higher cost, get start with only 1 charge. All in exchange of able to boost the other two stats and accumulate unlimited charges.

5argon · 8886
Spirit of humanity is great to either heal yourself or add more blesses and recharge the mask — Django · 5015
Nice! I'll have to wait for one last repackage to play with that.. — 5argon · 8886