A little known fact: the person on the art of this card is actually Mandy Thompson!
She can run the card, and it has amazing synergy with her ability.
Actually, now I'm curious, do you get twice the recources and clues this way???
A little known fact: the person on the art of this card is actually Mandy Thompson!
She can run the card, and it has amazing synergy with her ability.
Actually, now I'm curious, do you get twice the recources and clues this way???
Perception, Guts, Overpower, and Manual Dexterity are by far most cost efficient and overpowered cards in this game. Usually a good card is something that gives us an equivalent of getting 1.5 actions per 1 action (example: 1 action to draw Emergency Cache, 1 action to play it, and you get equivalent of drawing 3 resources). But Perception only requires to draw as an action, committing is not action, as an example we'll take The Gathering scenario standard difficulty which has 16 chaos tokens:
How i calculated numbers above ^, example: assuming no ghouls in your location, taking one plain action to retry Lore 3 against Shroud 2 test without committing resources would give us a chance of drawing 10 success chaos tokens from 16 total tokens, or 62.5% of success, vs. Perception committed it's +4 tokens. How much does committing Perception costs in cards/actions_to_draw_a_card? It's the chance to lose Perception, which is the amount of losing tokens (2) against total tokens (16) = 12.5%. Multiply 12.5% by 8, and you get one action you will spend to draw a card, also multiply 4 tokens by 8, and you get 32 success tokens for one draw card action vs. 10 success tokens of taking another plain research action. 32 vs. 10 = 3.2 as efficient.
And that's not even taking into account its deck thinning ability, Underworld Support for example costs 1 XP (equivalent of 0.5 actions), but 5-8 of these cards instead will give you the same deck thinning 1) without XP cost, 2) without limiting good cards to one copy, and 3) you can commit these to other players.
The upgraded versions of these cards are not nearly as cost efficient.
I'll remove the review if my math is wrong.
Note that not all tools have a skill test on the card. For example, Magnifying Glass and Ice Pick. These are played for $1 cheaper, but they lack a skill test on the card.
Therefore Wilson will generally prefer things like Flashlight, Lockpicks, and Lantern in order to benefit from his bonus to skill tests.
If you’re running a Tool Belt and are specializing in clue-finding, then you might have room for both types!
Ancestral Token has given this card new life. It now makes it very easy for Guardians (who historically don't have much competition for the accessory slot) to generate the bless to power this card. And of course Sister Mary only loves the spear more now.
Press Pass is not a good card. Even clue drop decks may want to think twice before including it.
It's an accessory slot Leo de Luca. Except it's 2 resource cheaper, 2xp more, doesn't give any soak, and most importantly, is conditional on you playing out at least two other combo pieces to trigger.
An additional action per round is the strongest when you get it early, but when you get Press Pass early you get no benefit from it. Until you can play out your other combo pieces, this is a dead card. And after you've played all your other combo pieces, you still need to find 4 resources and an action to play it.
While seeker as a class is great with resource generation and cards, clue drop cards like Research Notes don't lend themselves to any sort of engine. So setting up and drawing through your deck to find your combo is slow and inconsistent, too. Unless the stars align (or you have a ton of XP), it's unlikely that you'll be getting actual acceleration from Press Pass until half the scenario is over.
Meanwhile, Eon Chart simply gives you 6 additional actions. Pathfinder gives you an additional move you can use every round, immediately. Farsight gives an additional event play every round. A Fingerprint Kit just gives 6 bonus clues. As far as acceleration goes, Press Pass compares poorly to just about every other way speed up game progress.
You can use it with The Raven Quill (Interwoven Ink) on Research Notes to ready Press Pass again and use it twice per round...if you don't mind dropping multiple clues per round for some reason.
The best thing I can say about Press Pass is that it's much better in specific scenarios that require you to drip-spend clues.