One extra card in the opening hand sounds tame, but mulliganing with 6 cards is so liberating. The usual mulligan flow if your deck is with enough redundancy (not really having to hard mulligan for any key card, however hate to get the similarly tasked cards) is :

  1. You pick your initial role from what you see, this gets more varied if your deck is capable of flexing multiple tasks or play with "phases" of using 1H / 2H assets.
  2. Set aside cards that is not working out economy wise or has slot/task conflict (e.g. cards you included for redundancy ended up coming together)
  3. Same amount of cards are added back and hope you get a better synergising cards to what you keep, or more "light" cards that can be readily played from hand (Magnifying Glass (1) with its 0 cost and Fast, "I've had worse…", Perception, etc.) So the failing case at this step is when the new cards you get are still conflicting in task/economy/slot.

Step 1 is improved because you see 6 cards and there are many more possible asset pairings than 5 cards. Step 2 and 3 is improved since while mulliganing those cards are excluded out and guaranteed to turn into something else, the more cards you can exclude out the better you can tailor your opening hand.

My evaluation is that this card worth the XP the more a deck can flex (than getting it for the sole purpose of finding specific thing / hard-mulligan). How many ways your deck can flex, at start of the game you gotta be one thing first and do reasonably well at that before you transition to truly flexing. Mulligan mechanics + 6 cards can really let you choose what you want to be at first clearer.

So if you are planning to play investigators that can access Lv.3 and want to not just vacuum clues, reserve early 3 XP and give this card a try! (e.g. Joe Diamond of course, Daisy Walker with her access, Ursula Downs / Monterey Jack fighting with , Vincent Lee getting opening setup.)

5argon · 6232
Moonlight Ritual

It's noted that a card at a location includes the location itself. It's common to remember some scenarios as soon as that remainer is heard.

To avoid the spoiler, I hide the name of scenarios and just use link utility. Please avoid putting a mouse onto the hyperlinked text if you want to avoid spoiler.

elkeinkrad · 451
A isn't doom. — MrGoldbee · 1370
@MrGoldBee // what I want to talk is the second forced effect, and as I know that is doom. — elkeinkrad · 451

This card is extremely niche- but if you have the right space for it, it can become a powerhouse. I'm currently running an Extra Actions Dexter Drake and this might be the best extra action card in the deck - for 1 card and 1 resource, you get two free evades and extra actions, which you can stack into the same turn. This card doesn't solve any problems, and it's not going to be an early upgrade for anyone - but if you can get enough draws, resources, or play actions that the up-front cost becomes less important, it can be part of some silly recursion builds.

Walker · 28
Uses it in Akachi while playing a 4-player scarlet keys run. She can abuse the hell out of it with spirit speaker. It made dealing with concealed cards a joke. — Therealestize · 56
Every person I've seen take this card has dominated the game. As Valentin pointed out in his review, you do need consistently high test value but that's not a problem for so many investigators. To be honest though, I've never seen a rogue take this card, only mystics. Rogues just have so many ways to get bonus actions and evasions that I think it's not as immediately attractive to them. But gawdamn playing a mystic Cluever with this card just makes you feel so safe. It doesn't matter if a monster spawns on you or not, you'll just evade it and not even lose an action. — aNRana · 1
The Rogue who loves this the most is probably Kymani since they need to exhaust an an enemy anyway before using their ability to evade and kill. Finn also enjoys it. — StyxTBeuford · 12879
Joe Diamond

One thing that previous reviews didn't touched on yet is that the Hunch Deck revealed card is visible unlike cards on hand. (Thematically weird that his hunch is visible? The Insight so exciting it shows on his face?) If you play as play guide suggested that cards on hand are hidden information for immersion, Hunch Deck opens up some interesting table talk and essentially "upgrades" team-play cards.

If you got the new format The Circle Undone Investigator Expansion, it comes with cards that already can take this advantage : Delay the Inevitable (Allow others to request for it, discuss who needs it the most, and play first then move into Joe to take it once his turn begins. As opposed to you having to give it to them), Crack the Case (Can come in just to take the share or even finish the location and take the bounty).

Classics like Cryptic Research is an instant 3 cards for everyone to consider on their own, and request Joe to go first and give them cards to get more icons to deal with tests they are going to take (in normal use if you want to give someone 3 draws, Joe would only know about everyone's card count but don't know if they are good or bad), Shortcut which let Joe push anyone in his turn, but now you can discuss even before anyone take their turn how to use this Move. Emergency Aid / Logical Reasoning is similar to Delay the Inevitable that allows others to request for it as opposed to be in mercy of Joe. A situational Evidence! let you plan about exact damage to left for Joe to finish off and get the clue, like when playing with Roland Banks everyone knows he has the ability and can plan around it.

Designing the Hunch Deck around team-wide ability is fun and can improve the table's efficiency, similar to once you use Scrying and saw what cards are coming you do things differently than before. Some team-play cards don't have the luxury of pre-planning like Joe's Hunch Deck, like Bob Jenkins which only allows revealing Item asset (and not any other cards) to each other when at the same location, or Untimely Transaction that you have the opportunity to reveal only 1 Item card (which funnily might not sell!), or "You owe me one!" that you get to look only after playing it (and might find nothing interesting, it's a Gambit after all).

5argon · 6232
One of those PI's who always narrates his hunches. — MrGoldbee · 1370
Michael Leigh

Darrell Simmons would love Michael Leigh if he had access to him. He generates evidence for every successful investigation while pushing Darrell to 6 . 2-3 evidence per turn from a single card is better than anything Darrell can achieve on his own.

Yes, five experience is a lot to ask from a fellow investigator. But if you and your teammate think the reward is worth it, there are a few straightforward ways to borrow an ally in even without getting into Teamwork or similar effects:

This can even be combined with On Your Own to make either of the above events cheaper as long as Darrell isn't bringing his own allies.

blackjet3 · 5
Maybe in a team with Carson? He is already into support, so that's a way to even spent his XP for support. — Susumu · 315