The Red-Gloved Man

This card is awesome! And the best thing about him isn't the stats increase - which are brilliant - but rather the freedom he gives. You want to accept 3 attacks of opportunity while you investigate (probably at 6 ) - no problem. Move while under attack - fine. It's one turn where you can more or less ignore any enemies.

Disadvantages?

  • Expensive in XP (but worth it!)
  • Uses the ally slot.
  • Not worth using for combat without having a weapon that increases damage.
  • Small cost to play
  • Unique - so only 1 in play at a time. Not such a problem as he only lasts until the next Mythos phase.

Advantages?

  • Capability. Do what you want for a turn.
  • Fast. Don't waste an action using this, and don't suffer an attack of opportunity.
  • Works with A Chance Encounter, which is also awesome (though he lasts even less time if brought into play this way)
  • Use it with Police Badge or Ace in the Hole for even more over-powered actions in one turn!

Simply brilliant. Game winning.

AndyB · 955
He's also a great damage soak with 4/4 and he dies anyway. Use smoking pipe or pain killers, to move some of your damage to him. — Django · 5154
Pair this guy with a gold pocket watch and smile..... (bit heavy on xp though) Or with the unique ability on the soon to be released William Yorick — Heyenzzz · 7440
Great upgrade for Trial by fire or alongside it, especially in an INT challenged character. — Tsuruki23 · 2570
Daisy Walker

There's three ways to play Daisy Walker. Okay, possibly more, but these are the most obvious. :)

1) Detective Daisy! You can make her into Nancy Drew extraordinaire; backed up by a large amount of Seeker cards, Old Book of Lore, Dr. Milan Christopher and her amazing 5 Knowledge. In a campaign she'll probably eventually complete her Higher Education and figure out the Sordid Secret of the Strange Solution, giving her both great Willpower and some decent fighting skills.

PRO +The advantage of this build is that Daisy will be a great clue gatherer with access to both card drawing, extra resources and even a bit of combat. +It's a versatile and fun playstyle. Seekers tend to be a valuable party members and you can often help your friends (free cards! Medical assistance!) if you have spare time.

CON -Rex Murphy is arguably the better clue gatherer, while not being as versatile as Daisy. I personally think Daisy is more fun to play, but that's like, just my opinion, man. -Detectice Daisy doesn't have room for more than a few Mystic Cards. Ward of Protection, maybe even a Shrivelling and a Holy Rosary, but she can't really go Team Purple when so heavily invested in Team Brown. -Even with a few combat cards you'll never be a scrapper. Bring someone to babysit you and don't split the party (too much).

2) Witchy Daisy! You can play Daisy dual-class: part-time sorcereress, part-time detective. This will give her decent combat abilities in form of cards such as Shrivelling, access to plenty of powerful Mystic cards and still let her perform well in her role as a clue gatherer. You WILL need to add several support cards such as Holy Rosary and Higher Education to make up for her 3 Willpower, but it's doable.

PRO +So many options! You can Scry, you can Shrivel, blind your enemies and unravel the mysteries of the universe. And you can still investige better than most.

CON -I feel that the Mystic cards, while powerful and versatile, always have a high cost. They demand a premium of resources, actions and/or sanity. It's easier to cope with this if you specialize and Daisy will never be able to do that as well as her as her more arcane colleagues.

3) Helpful Daisy! Daisy is great at support - her Seeker/Mystic combination and free tome action ability is a really powerful combination. She can heal damage with Medical Texts and Horror with Clarity of Mind. She can let her friends draw cards with Old Book of Lore, she can Scry, she can use Ward of Protection. And if that's not needed, she can still investigate better than most.

PRO +No one can support as Daisy (at least not 'till The Path to Carcosa is released).

CON -The more support cards you'll include, the less useful Daisy will be on her own. -This game isn't really dependant on support characters. Time is of the essence, so why help other people do stuff when you can just do it yourself? You could argue that support-Daisy allows the other investigators to specialize more, but she's still spend precious actions on healing when she could be advancing the story.

In conclusion, I prefer option #1, as I think playing on Daisy's strength as a Seeker is the better choice. There's still room to dabble a bit in mysticism and support cards, so you have lots of variety. Options #2 is a completely acceptable way of playing Daisy as well; Witchy Daisy can be super-versatile, especially if she's the only spellcaster in the gang. PS: I would think twice before playing her in a Hard campaign - her 3 Willpower will cause problems.

Option #3 is a bit more complicated, as it's (obviously) multiplayer only. You'll need to design your deck to fit in with the group and your group need to design decks that actually need your support. It's a great option but for advanced players only.

If you're like me and tend to get bored with one-dimensional characters (looking at you, Zoey!), you'll love Daisy. Yeah, she's a seeker at heart, but access to a huge card pool and a free tome action each round gives her more options than most other investigators. And options = fun. :)

olahren · 3553
Nice review! Just wanted to add, that your option 2 (Daisy the spellslinger) makes Daisy a far more viable and more entertaining choice than Rex Murphey for true solo. — Scheckel · 107
Daisy cannot use Book of Shadows. It's a level 3 Mystic card, and Daisy can only go up to level 2 in Mystic. — MaxDamage · 1
Good point, MaxDamage! I've updated the review. — olahren · 3553
For option 2, if you play an old book of lore and an arcane initiate, you can "draw" 3 cards per turn. Use mind over matter for weak enemies and replace later with the fighting strange solution for bosses. — Django · 5154
All told, my most recent Daisy decks was a mix of the above 3 playstyles, each represented by what I'd call a 'core card'. For seeking, it's Dr. Milan Christopher; for spellcasting, it's Shrivelling (and later Higher Education), and for support, it's the Old Book of Lore. — MattyKaye · 7
Dammit, this is my first time commenting so I wasn't used to the controls : / As I was saying, I had a lot of fun playing the librarian, and it was especially satisfying for her to deliver the killing blow against Seth Bishop in the Dunwich Legacy . I was especially surprised by just how capable she was in combat, thus putting less pressure on the monster killer character (in my case, Roland) to pass every fight check. That said, my playthroughs gave me the impression that packing Shrivelling, Milan and Old Book of Lore was just too expensive, so I need to switch out one of these three core cards with something less expensive but equivalent. Shrivelling seems like the most obvious option to cut, but enemy management is such a core part of the game, and it's really helpful to have 2 characters who can reliably deal 2 damage per action. Removing Old Book of Lore feels like a non-starter given my hope to use Daisy's free action on tomes. So shock of all shock, if I had to do it again, I think I'll cut Milan and replicate his intellect boost with magnifying glass. It could have the added effect of unclogging Daisy's ally slot that will now consist of a platoon between Research Librarian and Arcane Initiate. But then again, I was really successful in my two-handed campaigns with Roland and Daisy, so maybe no changes to my original 'formula'? — MattyKaye · 7
Oops!

Oops! isn't half bad when used as a skill card. It adds +2 Fight; a rarity among Survivor cards. There are neutral cards that do the same and more, but if you're playing multiplayer with a limited card pool (one core set for example) this card might be worth it just for skill checks.

As an event however, Oops! is all kinds of crappy. There's just so many condititions: First you need to fail the skill check by at least 2 points while attacking an enemy engaged with you, with another enemy present at your location and THEN you have to pay two resources to play it. Ouch!

Low-Fight Survivors such as "Ashcan" Pete can make use of it in certain situations ("Attack the mobster in order to kill the Whippoorwill") but that's still highly situational. Overpower will be better in almost every case.

One could argue that the Oops! event gets better if you play on Hard or Expert. The counter-argument is that you also need a more finely tuned deck at higher difficulties, leaving less room for situational cards like this.

olahren · 3553
The other enemy does not need to be engaged with you. It's still a bad card, you can't use it to avoid hurting a friend. — Django · 5154
Roland Banks

Roland Banks is easy to like, maybe especially for new players. He looks great in his trenchcoat and fedora, he's has a beefy 4 Fight and a decent 3 in Knowledge and Willpower. Add his cool Roland's .38 Special to his ability to pick up clues when he kills something and you have someone who can really make a difference. After all, the whole game centers around picking up clues while killing off distractions and Roland can do both at the same time! He's versatile and thus fun to play; qualities too easily overlooked when designing hyper-optimized power-decks.

The real problem with Roland is that he can dish it out, but he can't really take it. He has the lowest Sanity of any investigator released so far, and his weakness card really preys on this. Roland also needs to kill stuff to use his special ability, so you have to put him in harms' way to get the most out of him. Several people have pointed out that this combination makes Roland one of the more difficult investigator to play in a campaign and I can only agree.

That's the short of it. Now for the longer analysis:

Statistics: 4 Fight is good. Fight is an easy stat to increase - most weapons do so as part of their function, so you'll easily reach 5, 6 or even 7. That makes him really good at killing stuff, which again makes it easy to activate his clue gathering special.

3 Willpower and 3 Knowledge is decent, really. You will need to use skill cards on the more critical tests, but 3 is a good start. It should be enough for Easy and Normal difficulty campaigns, especially since you want to include plenty of skill cards.

2 Agility is bad, but why evade when you can fight? There's quite a few Agility skill tests in the encounter decks, but they do stamina damage in most cases. And Roland has 9 Stamina! That's an insane amount of stamina, so no worries there.

But what he has in brawns he really lack in brains. 5 Sanity is the lowest of any investigator so far, so you really, REALLY have to nurse his head. There's several Treachery cards that inflicts multiple Horror if failed, so a single Tentacle autofail token can reduce him to a whimpering wreck.

The Roland's .38 Special is a decent weapon even if you're in a location with no clues. If there's clues around you almost can't miss with the +3 Fight benefit. It does +1 damage, so you can take out almost all lesser enemies with a single attack. You will need a few backup weapons, but as a Guardian you have the pick of the litter. The machete is great, and you can buy actual Lightning Guns when you earn some Xp.

Rolands weakness is really in character with his FBI theme; Cover Up. Basically, he has to cover up his (FBIs?) tracks by doing 3 successful investigations to complete it. If he can't do so before the game ends, he loses 1 sanity for the rest of the campaign. When you (and you will!) draw Cover Up late in a game, you can easily find yourself with few clue tokens within reach. In a worst case scenario you wont even enough clues left.

I might sound overly worried here, but remember that the each cycle has (at least) 8 adventures in them. Losing a single point of Sanity makes it so much easier to lose the next, and the next, and so on. No other investigator has a weakness so potentially debilitating as Roland Banks. I'm not saying you can't play around it, but you need to plan for it. Roland is probably the only investigator who should try to draw his weakness early on, just to get it over with.

(Note that the FAQ states: "Any investigator at the same location as Roland Banks with Cover Up in his threat area may trigger the to discard clues from Cover Up". That helps a little!)

You still want to play a half-crazed FBI agent? Good for you! Roland is a challenge, but a fun one. First you'll need to mitigate his mental problems by including plenty of Willpower and ? skill cards. Unexpected Courage and Guts are almost mandatory. Inquiring Mind is good too. You might want to take up smoking, since Smoking Pipe lets you trade stamina for sanity. "If it bleeds..." is also really good, both for you and for your friends. Dodge is also a lifesafer - it lets you avoid an attack; a common source of Horror, and it has a Willpower token when used as a skill card. Allies are nice dump-offs for Horror, especially if you eventually invest in Charisma. Elder Sign Amulets are bulletproof vests for your mind, so you might want to consider one early.

I'm not gonna go heavily into deck building in this review, but DadouXIII has a great write up here.

All in all - Roland can be frustrating to play at times, but I personally prefer him over Zoey Samaras, even if Zoey is far deadlier. He's always useful and his Guardian/Seeker combo gives him a lot of options for spending Xp in campaigns. And last but not least - Roland's nightmarish descent into insanity will give your campaign that extra little edge. :)

olahren · 3553
I cringe very severely every time I see someone on reddit recommend Roland for new players... — Difrakt · 1319
@Difrakt Nothing wrong with that, Roland is the best investigator for new players, and the FFG rulebook is right about that. He is the best fighter, and he finds clues while killing things. No other core investigator stands even close to that. Out of all 5 core investigators Roland was the only one I managed to beat the game (R1) with. — usrnm · 1
The Red-Gloved Man

Conspiracy theories about Nyarlathotep notwithstanding, this ally is a powerful bomb. There are two main barriers to entry: obviously its whopping 5 experience cost per copy, and it being an ally it bumps off your Leo De Luca or similar unless you invest in Charisma which further increases the effective XP cost.

Frankly though, you get what you pay for, because the effect is game-swinging. As Duke has been doing for ages, increasing an investigator's base skill stacks with other boosts thus making key checks much easier especially on higher difficulties. For example it lets Wendy Adams swing her Baseball Bat on her combo turn with 8. It makes all those +2 effects from the 2 XP versions of Deduction and friends succeed more predictably. It even lets investigators with their low values evade if they need to get away after losing a key weapon... and as a action doesn't cause attacks of opportunity. And it can do two of these in a single turn.

It is also worth pointing out that, unlike most other fast cards, you do not need to play him on your turn, so you can drop him in a pinch to boost your stats for a crucial check or nasty revelation. It can even save you from a poorly-timed Pushed into the Beyond or similar.

On top of all that he usually sticks around long enough to soak up a massive turn of hits with his 4 health 4 sanity.

If an investigator has The Gold Pocket Watch (probably another investigator than you given the extravagant XP cost) then they can skip the mythos phase so you get two turns of the power of crawling chaos. This is exactly the kind of end-game synergy between characters that will win campaigns.

The_Wall · 287
"It is also worth pointing out that, unlike most other fast cards, you do not need to play him on your turn" : rules : "A fast asset may be played by an investigator during any player window on his or her turn." — jd9000 · 76
@jd90: As you quoted yourselfe: you can play a fast asset during any player window *on your turn*, so you definitely cannot play this card during another player's turn. The fast keyword just avoids an action and attack of opportunity. — Scheckel · 107
I know, I was merely quoting his review. — jd9000 · 76
The gentlemen from the Drawn to the Flame podcast suggested using A Chance Encounter with this fellow. — cheddargoblin · 87