Lockpicks

Don't get me wrong, Lockpicks are good. It's probably a good idea to buy them as Wendy, Sefina, and "Skids", and even Jenny might consider them.

They're a very welcome addition to the card pool, as the Rogue class previously had a severe dearth of investigation options. With Lockpicks, they at least have something, even if they do have to spend XP for it.

However, a couple things must be said against them. Lockpicks are both expensive and slow. The fact that they exhaust every time you use them is a really hurts. In solo play it's not quite so big a deal as lots of locations only have one clue. But if you're playing with, say, three players and you need to clear a 6-clue location? The once-per-turn limit is going to make Lockpicks extremely slow.

Even more critically, with Lockpicks you're still only getting one clue per action. That's why I think this card is nowhere near as good as something like Rite of Seeking. Being able to pass investigation tests more reliably is good, and that's why I often do run Lockpicks. But a really excellent investigation card would let you get more than one clue per action, and Lockpicks doesn't do that.

Once you hit Expert difficulty, Lockpick's charges will start running out, but on lower difficulties I'd imagine they stay in play for quite a long time.

Since Lockpicks can get you a very large modifier, it can be nice to use Double or Nothing with them as a kind of janky Deduction. This can help alleviate the tempo issue I mentioned earlier.

CaiusDrewart · 3185
You're right this card is way better in solo. However, if you're playing multiplayer, the Rogue investigator's role probably won't be to gather clue. Some other investigator will certainly do it better, and a 6 clue location is easily emptied by the Seekers — banania · 409
Lockpicks are a bit unique in how their use shifts between solo and multiplayer, but their power is still quite high in both: Solo, they allow you to investigate reliably as a rogue. Multiplayer, they let you support the clue hound or proc Burglary and Scavenging regularly. The insanely high skill value lets you combo with all kinds of things, including double or nothing. — SGPrometheus · 847
SGPrometheus they can't proc Burglary as Lockpicks requires you to use an ability on the card. Lockpicks and Burglary are two different action Abilities. — matt88 · 3216
Oh yeah, whoops. Still, they do combo with those other things. — SGPrometheus · 847
It's also probably the best way for most rogues to activate stuff like Quick Thinking and Lucky Cigarette Case — Zinjanthropus · 230
Yes, this is true. This review was written before the Rogue "oversucceed" archetype really got there. (I think we pretty much only had Quick Thinking and Double or Nothing at that point.) Lockpicks is great. It is still true that it is a little too slow to do all of the investigation work for a 3+ player faction, but regardless, one heavily boosted investigate per round is really valuable. — CaiusDrewart · 3185
Machete

Three campaigns in, and Machete remains the best level 0 weapon in the game. At the very least, for all five Guardians presently in the game, it is the weapon of choice. It could cost 2 or 3 XP and it would still probably be worth buying. At 0 XP, it's a steal. Getting a weapon that deals +1 damage into play early is vital, and there's no better option than Machete.

Compared to .45 Automatic, .41 Derringer and the like, the fact that Machete doesn't have to deal with ammo is a gigantic advantage. One Machete can last you literally the entire game. These other weapons will run out of ammo after killing an average of about two monsters, which is nowhere near enough to last a scenario. There's no contest here.

Compared to Baseball Bat (also a great weapon), the fact that Machete doesn't break and only takes one hand slot gives it the clear edge, in my opinion, even for Yorick.

Compared to .32 Colt, the Machete's to-hit bonus just makes it better, as far I'm concerned, especially when the difficulty level goes up. Guardians will often want to run both, of course, but there's no doubt which of the two I'd rather draw in the vast majority of situations.

Fire Axe may be better for investigators with very low Combat, like Wendy or Rex, who nonetheless want to fight with Combat. But for investigators with decent or better Combat, Machete will deal 2 damage much more efficiently and consistently.

As for Machete's "only engaged with one enemy" drawback, I don't see this as that big a deal. In solo play, enemies most often come at you one at at time anyway. In multiplayer, you can usually coordinate with your teammates such that the Machete wielder is only engaged to one enemy at a time.

Furthermore, if you are absolutely swarmed by enemies, the Machete still isn't necessarily worse than its competition. Will a .45 Automatic be better if you're fighting a bunch of enemies? Hardly, as it'll just run out of ammo.

Extra-damage effects like Vicious Blow, Beat Cop, and Zoey's Cross are also helpful for circumventing Machete's drawback, as if you are fighting two enemies you can use these to rapidly dispatch one, and then unleash the full force of Machete on the other.

Yes, there are occasional enemies, like Poltergeist and Conglomeration of Spheres, against which Machete doesn't work or doesn't work well. But so what? In the grand scheme of things, these enemies are relatively uncommon. The fact that the Machete isn't absolutely perfect isn't much of a criticism against it. Against the vast majority of enemies in this game, it's dominant.

CaiusDrewart · 3185
I was thinking recently about the weapons that Forgotten Age, a jungle-crawling expedition-based expansion, might introduce, and it occurred to me that the most logical thing would be... a Machete. Putting that aside, here's hoping that it gives us something to compete with this god-killing uber-weapon. — SGPrometheus · 847
Ritual Candles

I generally find the Ritual Candles to be an (cheap and less effective) equivalent of Dark Horse. Let me explain. The Ritual Candles gets you +1 on roughly a fifth to a third of the Chaos Bag, so at best, it's equivalent to +0.2 to +0.33 static boost to all your stats, for 1 resource, which is not bad. For example, it's 25% of the Core Set's normal difficulty chaos bag.

I tend to find better than any other class just because they are the only class capable of using so easily all their slots (hands, arcane, body, accessory, ally), they have a level-0 to enough cards of each slot-filling type.

As of today (end of Carcosa), I don't think there's much level-0 cards to fill in your hand slots to begin with. investigators can actually use the Flashlight and the Knife but most of them do not need more combat (Agnes) or clue-gathering (Marie) abilities. So If you're looking to optimize slot-filling your investigator, you should definitely consider the Ritual Candles, at first.

However, though I think it's an underrated card, it certainly isn't top-tier, that's why I recommend swapping them as soon as possible with the Spirit Athame, since you're usually performing Spell tests anyway.

banania · 409
Why is it so important to have cards of each slot type? That seems like a dubious criterion for establishing which class is the best. — CaiusDrewart · 3185
@caiusdrewart: While it is certainly a dubious metric, I think the point is that there is some unappreciated value in being able to use every one of your slots. How much value that really gives is hard to appreciate. — SGPrometheus · 847
It's only one way to look at it, true. I just really like that Mystics can have access to everything, it makes them more flexible. I don't think they are the best class right now because they don't have the best card pool. But mark my word, as the card pool grows, Mystics are going to become the unbeatable class. And there's high value in being able to use all your slots,. Just my opinion though. — banania · 409
This would turn Skulls into +1s for Jim Culver. So in campaigns where there are usually two Skulls in the bag, that is a very huge deal imo. — majer3raistlin · 23
To say that its +0.2 to +0.33 isn't the best metric. Its a +1 exactly when (sometimes) a +1 would matter. If it were a +1 in 50% of the cases when that +1 would make the difference, then it'd better calling it a +0.5 to all stats. — shenaniganz11 · 40
Wracked by Nightmares

I think the FAQ

Any investigator at the same location as "Ashcan" Pete with Wracked by Nightmares in his threat area may trigger the to discard it, as per the FAQ [V1.0, section 2.1].

Is wrong, first it's section 1.2 in the newly released FAQ (V1.2), and it does state

An investigator is permitted to use triggered abilities ( , , and abilities) from the following sources:

  • Any card that explicitly allows the investigator to activate its ability.

which it does not since Wracked by Nightmares reads

: Discard Wracked by Nightmare

and further

  • A scenario card that is in play and at the same location as the investigator. is includes the location itself, encounter cards placed at that location, and all encounter cards in the threat area of any investigator at that location.

which also does not apply here, since this is not an encounter card.

But... this is an encounter card; specifically a Treachery. Weaknesses in player decks are not investigator cards, even though they start in your deck. — SGPrometheus · 847
Also every weakness that has a similar effect works this way — SGPrometheus · 847
You missed something... The same section states: A scenario card that is in play and at the same location as the investigator. This includes the location itself, encounter cards placed at that location, and all encounter cards in the threat area of any investigator at that location. — KptMarchewa · 1
Ok, sorry, I got it. Two points from Weakness section: — KptMarchewa · 1
"When an investigator draws a weakness with an encounter cardtype (for example, an enemy or a treachery weakness), resolve that card as if it were just drawn from the encounter deck." and "Weaknesses with an encounter cardtype are, like other encounter cards, not controlled by any player. Weaknesses with a player cardtype are controlled by their bearer." It follows that weakness cards should be treated as a encounter card. — KptMarchewa · 1
Noticed another interesting point of view. "A SCENARIO CARD that is in play and at the same location as the investigator". Scenario card is not defined by rulebook. So, if this weakness is not treated as encounter card, not a scenario card and not controlled by any player, then there is no rule that allows us to activate this cards ability. Weakness paradox :) — KptMarchewa · 1
The original review is correct: — youjon5 · 1
Why? Thematics + Grim Rule — youjon5 · 1
A scenario card is any card not controlled by the player. EVERY card is under control, either by the player or by the scenario. This includes: — PanicMoon · 2
Treachery cards, enemies, locations, acts, agendas, assets, events, skills, investigators. If you want an easy rule if thumb On weaknesses, look for the “Treachery”; if it’s there, any investigator at the location can interact with it (Angered Spirits), if not, it’s solely for the investigator to deal with (The King in Yellow). — PanicMoon · 2
One last note: Narcolepsy. If the existence of this card doesn’t make the creator’s intent clear to you, nothing will. — PanicMoon · 2
Does this exhaust all assets, or all assets that possess 'exhaust' text on the card. I know the main target of this is our good boy Duke, but what about Dark Horse, which isn't a card that would normally exhaust? — MicNic · 536
It exhausts only cards that exhaust as a cost of action. Note the FAQ — shenaniganz11 · 40
Shell Shock

This may seem scary because it targets Mark's sanity, which is low. But I think that, on balance, this is one of the mildest weakness any investigator has. I would never trade this for Cover Up, The Dirge of Reason, or even Smite the Wicked were the option available.

Of note here are a few things:

1) Since it says "for every 2 damage," Shell Shock rounds down. 1 damage on Mark = 0 horror from Shell Shock. The great majority of the time, this card will deal 0 or 1 horror. Not scary at all.

2) Mark was already incentivized to keep the number of damage on him to a minimum because of how Sophie works. 6+ damage is the point at which Shell Shock starts to get awful, but Mark can avoid ever getting into that position. He should be aggressively killing monsters before they attack him, he should run healing cards, he should be playing assets to soak up damage for him, and he should be judicious in his usage of Sophie. If you're playing Mark sensibly, it's very rare that Shell Shock will deal more than 2 horror.

3) Shell Shock is extremely predictable (unlike, say, Final Rhapsody.) You know exactly how much damage it would do if you were to draw it. That means if you're ever in the death zone for Shell Shock you will know that ahead of time. You or a teammate can then heal some damage and/or horror (and most Mark decks are full of cards that do this), or Mark can play an asset that soaks horror.

4) Shell Shock doesn't deal direct horror (unlike Abandoned and Alone). All Mark decks are going to want to play horror-soaking assets, and quite possibly two or more of them. This means Shell Shock can still be manageable even if Mark has accumulated a lot of damage.

5) All in all, Shell Shock is one of the most likely of any player weakness to be discarded for no effect (other than wasting a draw, as all weaknesses do) or a very minor effect.

CaiusDrewart · 3185
Totally agree. The majority of times I’ve drawn shell shock it has had no effect. — Joethefish · 7
The fact that the horror is not direct is massive. Oh the off-chance you take some horror off this, you'll have have an asset to soak some or all of it. — SGPrometheus · 847