Teamwork

EDIT: Grammar

Teamwork is a card that, on it's own, requires such a knowledge of the resource dependency of not just your own deck but each of your fellow investigators' decks as well to determine it's usefulness, that the effort involved in getting and analysing that information is better spent picking a different card and doing something more meaningful with your time. However, Teamwork also has the benefit of facilitating some jank, of which I'm going to detail three such instances below:

First, poverty decks, defined by decks that centre around Dark Horse, have an annoying catch-22; they need to have the resource expenditure to get your resources to zero in order to facilitate Dark Horse, but also be cheap enough to operate without resources once Dark Horse hits the field. The solution is usually cards that have additional avenues for spending resources, AKA Fire Axe and Dig Deep, but investigators that can take guardian and survivor cards have a third option; donating your resources away with Teamwork. So William Yorick, Tommy Muldoon, "Ashcan" Pete, and Zoey Samaras will probably want to including at least one copy of Teamwork, should they decide to go the poverty route.

Second, a deck archetype I call the Charity Gala, with none other than Jenny Barnes in a full support roll. Coupled with Charles Ross, Esq. and Joey "The Rat" Vigil, its main purpose is to bankroll the rest of your team, either by paying for their assets, for straight up giving them money with Teamwork. The Ally exchange part will actually see use as well in this deck; Joey "The Rat" Vigil is a stupidly expensive card, but his effect, and highest health/sanity values, are useful to any investigator, especially if Jenny foots the bill, and Charles Ross, Esq.'s discount affects everyone regardless of who's controlling him.

Third, and while I usually don't advocate begging, I'll make an exception for the poorest investigator in the game bar none; Mark Harrigan. I cannot stress enough how much Mark struggles with economy. Not only is he restricted to guardian, neutral, and lvl 0 tactic cards (AKA "I've had worse…", Emergency Cache, and Act of Desperation), but he also has the fastest draw-engine of all the investigators (which impoverishes him more as he loses out of the one resource stipend gained from drawing cards in the upkeep phase), AND he's disinclined from including the cheapest type of cards in his deck; skill cards, on account of having an on-demand Unexpected Courage most the the time. If you're willing to sell your dignity, then do take Teamwork when playing Mark, because Lord knows he needs every scrap of economy he can get.

Lucaxiom · 4512
I don't get it - why does Mark lose out on the upkeep resource again? — TheNameWasTaken · 3
Mark doesn’t struggle that bad with economy. His card advantage is the best out of all Guardians, and Stick to the Plan helps that even further. His resource gen as a result isnt bad either with Ever Vigilant, and Act of Desperation and Thompson 3 go a long way as well. I dont think I would take Teamwork in Mark just for resources. Play E Cache instead? — StyxTBeuford · 13043
I think skill cards are really good as Mark. They complement Sophie's boosts very well! — CaiusDrewart · 3188
Teamwork is strange with bonded cards, like hallowed mirror. It doesn't leave play, so the owner still keeps the bonded cards, but saves a slot. Regarding mark, you don't have to use his ability, if your hand is full but you're missing ressources to play them. — Django · 5148
Another reason why Mark might want to use teamwork: to take control of Jessica Hyde from a friendly Survivor. — Zinjanthropus · 229
With the sheer power of Hunters Armor and Runic Axe, this card is stronger than it used to be, yeah? A character like Carson can use this to hand nasty items like these off to allies more qualified to use them — The Nue · 1
You forgot the jankiest jank of all: Getting rid or taking control of Charon's Obol in juuust the right moment (: — AlderSign · 391
Absolutely love this card, as it truly shines in 2 handed solo, where you can really tune two decks to share many slots, and the imagination is the only limitation. So much deck building ideas. So much to love about this. — Quantallar · 8
Leadership

Leadership's inclusion in your deck is entirely dependant on your deck-building philosophy:

Using myself as an example of a deck-building methodology that will likely never take Leadership, I do not build campaign specific or party specific decks. Instead I build investigator specific decks; decks that are a complete package of synergy with themselves and the special ability of the investigator they are paired with, and adhere to a full-combat roll, a full-cluever roll, a full-support, or a half-and-half of the aforementioned rolls.

This philosophy, while good for forming multi-purpose decks, lacks the foresight to include cards like Leadership. On a purely theoretical level, two investigators committing Leadership to each-others test is strictly better than two investigators committing Unexpected Courage to their own test. In that train of thought, you trade away flexibility for max potential performance, probably at too high an exchange rate to be considered a good card.

But the extra icon reveals the main use of this card; as a safety net for your fellow investigators with low . If you know you'll be hanging out with a Finn Edwards, a Silas Marsh, or a similarly stated investigator, Leadership will very likely see play in most scenarios you draw it in. One way to think about it is you save them from having to commit two cards to get the equivalent amount of protection.

This is why, when building a party-specific deck, you should always consider Leadership. It's efficacy increases with the more players in your game, as you'll be in a location with another investigator more frequently. Alongside low individuals, mystics might also appreciate the extra boost, particularly Diana Stanley while she's still stockpiling cards underneath her.

And technically, there is ONE synergistic relationship with another card; Liquid Courage. Liquid Courage is very finicky, as the investigators that probably need the horror healing the most are also the ones that are most likely to fail the test that comes with it. Leadership can thus be used to get one good Liquid Courage test and heal 2 horror off of a 5-6 sanity investigator reliably. Not a bad investment, and right up Carolyn Fern's alley, though Leo Anderson can also take those two cards.

Lucaxiom · 4512
I disagree. Beyond deckbuilding philosophy, Leadership is a bad card. Steadfast and even Guts are usually preferable due to their higher level of versatility. If I’m Finn or Skids or any other vulnerable investigator, I’d rather my Guardian have more ways to kill things or heal the group instead of committing 3 Will to a test I will still probably fail anyway. There are so many better ways for these guys to deal with their low Will, and if Im playing one of them the last thing I want is for my fellow investigators to try and compensate for my low will. — StyxTBeuford · 13043
Lol, this card belongs in the last pages of the dusty binder where you keep the unplayable cards. Unfortunately deckbuilding sophistry can't change that — Alogon · 1144
Jessica Hyde

Looking to the future, at some point we should be getting Vincent Lee. If he can take Survivor level 1 cards, and his ability does something good when healing - which I assume it will - then this could be a pretty big card for him. If he can’t take survivor cards, I suppose there’s always Teamwork!

ksym77 · 91
That or similar to Carolyn he might be able to take any cards that "heal damage" which gives him Jessica access anyway. But yeah, much like Peter Sylvestre for Carolyn I can imagine Jessica being a good choice for him. — StyxTBeuford · 13043
Now that we've seen Vincent, Jessica is even better for him than Peter is for Carolyn. The Strength boost is more helpful for him, than the Agility is for Carolyn, and her starting damage gives Vincent two free On the Mends. She looks like a great card for him! — Jaysaber · 7
Springfield M1903

This card has a lot of advantages that get overlooked. First, you are going to see a lot more play out of those icons than the ones on a Lightning Gun. Second, this really takes the teeth out of a lot of treacheries. You will start to see the likes of Crypt Chill as a blessing if they can take the Springfield away. Last but not least, the ammo conservation of never being able to fire the gun puts Shotgun and the BAR to shame.

Sadly the two hand slots compete with the Kukri, but with bandana you can now take them both.

Kukri taboo when? — StyxTBeuford · 13043
That's pretty funny. All joking aside, I wonder what XP cost would make this thing worthwhile. As printed at 4, certainly not. The Taboo List knocked it down to 3--still not enough, I think. Maybe 2 XP is about right? I'm pretty confident that if it was only 1 XP (or certainly 0 XP) it would see quite a bit of play. — CaiusDrewart · 3188
I think it nees to come down to a level that off-class guardians can take it, because primary killers can never be restricted to only fighting enemies engaged with other players. This card was basically just a massive whiff, and the only card we've seen so far that attempted to synergise with it was even worse. A bizarre blind spot in an otherwise flawlessly constructed game. — Sassenach · 180
It would be indeed a good weapon for Skids! — mogwen · 254
Honestly for Skids I think it would be too expensive, and he wants a hand free for Lockpicks. I wouldn't take this in level 0 Skids honestly. — StyxTBeuford · 13043
I think 2XP is correct. Compare to upgraded .45 Auto and to upgraded .45 Thompson. For 2XP, it can be taken off-class, and works OK in multiplayer. — duke_loves_biscuits · 1278
I have one question, can Lola take taboo Springfield? — VitekS · 7
VitekS - unfortunately, no. Only its XP cost is changed, not its level - so it's still a level 4 card. — Prinny_wizzard · 251
Daring

Edit: shortened.

Great skill card for characters who have money and/or draw issues. characters take a lot of actions and resources to build a powerful combat engine and Daring will greatly help a Roland Banks or "Skids" O'Toole who are trying to branch out to do clues too still fight effectively despite empty pockets.

Note that the bonus applies to non-binary methods to fight and evade, making this card particularly interesting to characters that split their fighting capacity between and or or a character evading with . Case in point: Diana Stanley who might have Shrivelling in one hand and Enchanted Blade in the other or Finn Edwards who might have a Switchblade in hand and a Backstab in mind.

The Retaliate and Alert are rarely issues, since throwing a +3 at something is basicly a surefire way to pass a test.

Tsuruki23 · 2568
One minor thing to note is that this card does NOT seem to synergize with Double or Nothing, because you draw the card regardless of success. Hence not resolving the success twice. — 1337duck · 1