Colt Vest Pocket

This gun has appropriately been maligned since its released. A gun that discards itself means at best you can get two shots off with this thing in a normal 3 action round, and that's if there's already an enemy at your location, so you either just took an Attack of Opportunity to play it or you're shooting at something engaged with someone else. Because of the discard clause, you often will be in the situation where you play it into an AoO, as you literally do not have the ability to play this ahead of time. Yes, judging this card in the same way you would judge a normal weapon does not put it in the best light. So let's talk about why the Colt Vest Pocket is actually pretty cool.

Let's get some synergies out of the way first. Fence makes this fast, so if you're running Fence you might consider CVP to go with it, but personally I think Fence is really bad. Action chaining helps you get more shots off the CVP- Borrowed Time, Ace in the Hole, maybe Quick Thinking if your is boosted high enough, you get the picture. Narrow Escape and Dodge can help you against the Attack of Opportunity, the former even giving you a little boost on the first attack you make. The all star card to run this with though every time is Sleight of Hand, especially if you're playing with Taboo where big guns like .45 Thompson and Chicago Typewriter are not so easily concealed. Keeping a CVP up your sleeve means you essentially have a .45 Automatic up your sleeve, except with the potential to fire off one more shot if you can make the actions for it.

And after all of that, even when you do actually play the card by itself, it's really not all that worse than a .45 Automatic. It's half as expensive in resources, and at its absolute worst fires for half the shots. Again, the big downside is the very likely Attack of Opportunity for not being able to play the card until the turn you need it, but aside from soak you can use other cards to mitigate this. Of course sinking two cards into a lite .45 Automatic starts to look bad again, and worse than that, 's don't have great scores. Most of them hover around 3 which is fairly mediocre, certainly not high enough to even want a .45 Automatic most of the time, and they're more than willing to shell out the extra two resources to pay for it over CVP (and usually they'd go for another two resources after that just for .45 Thompson).

Enter Tony Morgan. He gets an extra fight action a turn pretty much the whole game. His is 5, so he would love a .45 Automatic lite. His ability to fight makes him a natural fit for over-success which fuels Quick Thinking for more actions. His bounties can help him pay for Leo De Luca. With a single Sleight of Hand you could very feasibly fire off all 5 shots in Tony and actually land most or all of them. That's 10 damage. Lupara, .41 Derringer, even his signature colts at most do 6. And then you could play it again next round, and probably land another 3 or 4 shots. Sure, theoretically you could actually play a melee weapon like Kukri or Switchblade and land more damage in one of those than any gun, but CVP gets high damage in very few actions for almost no cost or effort on Tony's part. Even Knuckleduster carries a lot more risk given that most high health enemies tend to have high fight values.

Now all of that said, the big downside of using the CVP this way is simply that you don't always have a point where you'd even want to do 10 damage. There are some really big bads out there in this game, but they're not in every scenario, and it's very possible you'll upgrade CVP before you get to fight them. So here's what you can do to make CVP work for you. 1. Play in multiplayer where you can more easily make your shots worthwhile, 2. take Adaptable and throw in CVP in scenarios where you know a big bad is coming and you need to dish out the pain (in addition to your other weapons, not as a replacement; also consider "Let God sort them out..." for such a scenario), 3. stay close to your fellow investigators so that you're more likely to have to fight several enemies at once for them, and 4. make sure you load up on icons, as the last thing you want to do is fire off 5 shots at your friends instead of all the monsters. Crystallizer of Dreams can help with icons with cards like Act of Desperation or Scene of the Crime, but otherwise you have skills like Quick Thinking, Overpower, Daring, Steadfast, Stunning Blow, Inquiring Mind, and Unexpected Courage. splash also has Lucky! which is obviously solid insurance.

StyxTBeuford · 13043
"On the hunt" and "Let me handle this" can be great in 2-4 player to get the most out of this. But it's not a good card if you rely on others to make it usable. On tony, i instead started with kukri and upraded to Switchblade 2 (+2x reliable). — Django · 5148
In solo I do usually take Kukri for him as well. Note though that you can’t take Reliable as Seeker/Survivor Tony. — StyxTBeuford · 13043
Shocking Discovery

Mandy Thompson is quite a complex investigator to take, not only her deckbuilding options but also her weakness seems to have more to it than meets the eye. I am not completely sure, if I am doing it right, but as far as I do understand the rules as written ("When a player is instructed to search for a card, that player is permitted to look at all of the cards in the searched area without revealing those cards to the other players.") the target of the search for certain cards is the entire deck. This is true for the upgrade No Stone Unturned for example. So if you use such a card, than you will always find Shocking Discovery and by that set it of in a "controlled environment" so to say and don't have to worry about it any longer.

Having said that, as long as you do not have found Shocking Discovery yet, than a card searching the entire deck is pretty valuable for Mandy to have. So not only the expensive upgraded No Stone Unturned which you might probably not want to waste on this, but also cards like the 0xp Research Librarian all of a sudden look completely different to me. Even some encounter cards might help, like SPOILER or SPOILER from Path to Carcosa. The latter will also surprisingly be completely canceled as far as I do understand it.

thakaris · 199
That’s a great find on the SPOILER encounter cards. RAW I’m certain it cancels if you draw the card, but the later would still resolve if a different investigator draws it and is the one searching your deck. The basic weakness, Through the Gates, also. :) — Death by Chocolate · 1488
On the first SPOILER the horror will also be canceled i guess? — Django · 5148
Probably not. It’s does ‘horror and a search’, so I don’t think the horror falls under the ‘search and it’s effects.’ — Death by Chocolate · 1488
@Django: As far as I do understand it, the first SPOILER card will work like this: If you fail the test, you take 2 horror, also you search your entire deck. The latter will be canceled and you have to draw another encounter card. You still take the 2 horror but from now on you can use Rook as much as you want, you may uses upgraded No Stone Unturned and basically become the incredible card search machine that Mandy becomes ones here weakness is out of the way - so enjoy! — thakaris · 199
@Death by Chocolate: Regarding the second SPOILER from Path to Carcosa - you are right about that one in my opinion. If another investigator draws that card and searches you deck it does not trigger, since Shocking Discovery says "Forced - When you search your deck". Since it is essentially not "your deck" you are searching when a player besides Mandy herself draws that second SPOILER encounter card it will not be canceled. It is really a pity that there is not a card that allows you to temporarily take ownership of any given card since I really want to put "Shocking Discovery" under Diana :-) — thakaris · 199
I don’t think such a card would exist since SD is a treachery, so no player has ownership of it while it is resolving. — Death by Chocolate · 1488
Even if you could switch owner, Signature Cards have been errated that you cannot give them to other investigators (unless they'll publish some shapeshifter). — Django · 5148
What happens If you are told to search your deck for a card during the setup? — Taskonidis · 1
Well, that is a very good point. There are very few situations though, I can think of that makes Mandy search here complete Deck during setup. Just one specific situation during Carcosa come into my mind. I don't think, you can draw from the encounter deck or discard during setup, so I would rule per Grim Rule and decide that Mandies weakness would not trigger here. Maybe to file a rule question with FFG would be of help here. — thakaris · 199
It happens at least once during Dunwich and The Forgotten Age also. — Yenreb · 15
The very first scenario of Dream Eaters does it — PanicMoon · 2
So from this post what I understand this "When you search your deck and this card is among the searched cards" effects resolve even if card itself is not a valid candicate for search. This means if I find this with librarian it will be discarded and prevent librarian's effect is that correct? — Makaramus · 9
Yes, that is correct. — thakaris · 199
Historical Society

I'm not sure about the text on this card, we have managed to interpret it in three different ways.

First, after successfully investigating you take two horror and discover a clue and you are only permitted to investigate once per round.

Second, after successfully investigating you take two horror and discover a clue but you only take the two horror once per round and are permitted to continue to investigate for the remainder of the round finding clues as normal.

Three, after you successfully investigate you gain a clue as normal, take two horror and then gain a second clue, only taking the two horror and second clue once per round.

Any thoughts appreciated.

After you successfully investigate this location (e.g. you investigate and grab however many clues that investigate gives you), you then have the option of triggering the reaction here where you take two horror and discover an extra clue. You can trigger this once per round. Reactions are always optional. — StyxTBeuford · 13043
My group also made that mistake sometimes, mistaking a location reactions with "forced". First scenario of TCU has a location with a reaction to have all drawn enemies spawn there but they attack you. My clue focused marie did that all the time and i was so swarmed until we realized my mistake. We started over. — Django · 5148
Recharge

Hey, here is an official ruling about the interaction between the mystic player cards Eldritch Inspiration and Recharge.

Question:

Hello, I have a question regarding the interaction between the mystic player cards Eldritch Inspiration and Recharge.

So the question is: Does the word "Otherwise" from the card Recharge is referring to the revelation of the , , , or token or the resolution of it's negative effect? In other words, if I use Eldritch Inspiration to cancel the negative effect of Recharge (discarding the targeted asset) do I still get its positive effect (the 3 extra charges) or not? Thanks for the answear and your time.

Answear:

Greetings, If you use Eldritch Inspiration to cancel the “…if you reveal a ___ symbol…” effect on Recharge, it cancels just the “discard the chosen asset” effect. The “otherwise” clause doesn’t kick in because you still revealed the relevant symbol.

In other words, it’s not saying “if the asset wasn’t discarded, add 3 charges to it,” it’s saying “if you revealed any other token, add 3 charges to it.”

Still a great combo for ensuring that Recharge doesn’t get rid of your best spell [or relic] asset, though!

Cheers,

Matthew Newman

Senior Card Game Developer

Fantasy Flight Games

PD: In my personal opinion the combo is not worth it XD. I now use Premonition and/or Olive McBride to somehow mitigate variance when using Recharge on my Pendant of the Queen...so being there is no way to guarantee the 3 extra charges, you've got to ask yourself one question before you put Recharge in your deck: 'Do I feel lucky?'... Well, do you, punk?

Alogon · 1144
Aquinnah

EDIT: removed the cringy self-congratulations for finding an exploit in Arkham Horror.

Because I apparently need 200 characters minimum in a review, Step 4 could be either; turn the Watcher's attack on itself, or better yet, make it your attack dog and deal three test-less damage to any fool who dares step up to Patrice.

Lucaxiom · 4512
I don’t think you can deal damage to it when it’s in your hand, only ‘fight’ it as if it were at your location. — Difrakt · 1313
You can fail the test, let it spawn engaged with you and then take an attack of opportunity. Not sure this is the most efficient way to deal with it though. — Sassenach · 180
It's actually quite an ingenious plan, particularly the part about carrying the Watcher around and using it to kill other enemies. Don't think it's game-breaking though. Aquinnah is a 4 cost asset and Patrice only gets one opportunity to play her. Holding 4 resources in hand while you wait to draw her isn't exactly efficient. It's a fun exploit but probably won't be used much. — Sassenach · 180
I can see some use in dealing the Watcher's damage to other enemies, not back at the Watcher. But for this you need to have a viable target at your location at the right time and you also gimp yourself by having -1 card in your hand. So while the combo is certainly potent when it works, it is difficult to setup and has a few downsides. In my opinion it is a fun, but janky combo, not a gamebreaking exploit (like infinite Jenny for example). — PowLee · 15
You don't need to keep it in your hand; you can purposely fail an attack to spawn it at your location, and trigger the attack reflection 3 times on other enemies before using the forth reflect needs to be used on the Watcher itself. if you have another investigator at your location, you can have them engage enemies for you so you only get attacked once per round. Failing that, you can play cards like hiding spot or infighting to delay attacks as you position yourself for maximum damage output. Failing that, good enough evade options will achieve the same result. — Lucaxiom · 4512
@Lucaxiom Excet that Aquinnah exhausts, so you can’t simply trigger three or four times. You have to space it out across 3-4 rounds which means lots of AoOs that can’t be cancelled or actions getting lost, or TN 5 evade checks that need to be made. Yeah, converting TN 5 agility tests into 3 damage hits isn’t the worst, but it definitely requires more than just the one card combo. — Death by Chocolate · 1488
Relying on specific cards in your hand is quite the gamble with Patrice cause you'll discard them at the end of your turn. You could setup hiding spots in advance, but risking you're too far away when the watcher in play and enemy to reflect. Hiding spot and infighting are both rather useless, so i wouldnt recommend using them. Aquinnah 4 on the other hand is very helpful, even without the watcher. — Django · 5148
Tried this out on a whim on a Return to Midnight Masks solo run. I did get stuck under the watcher for a couple rounds, but Aquinnah made up for it by directing the Watcher at two masked cultists and one three-health doom accumulator. — Kergma · 11
Also, one key point: the Watcher is a hunter, so if you can evade it once and get the timing right, it’ll come to your targets. You don’t need to drag it around. — Kergma · 11