
Great card for a supporter to run when you have Dexter Drake in your team. It essentially grants him a free resource and play action. Additionally you might use it to boost Dexter's main ability by committing this card for the double pips.
Great card for a supporter to run when you have Dexter Drake in your team. It essentially grants him a free resource and play action. Additionally you might use it to boost Dexter's main ability by committing this card for the double pips.
Jim Culver is an investigator whose power level varies wildly depending on which difficulty settings you play with, and that's a big reason why Jim tends to vary so much in tier lists.
For most play groups on Easy or Standard difficulty, Jim is a Mystic investigator with a mediocre stat line and strong synergy with card interactions that involve skulls. Outside of Jim's 4 Will, none of his stats are particularly noteworthy, his signature Jim's Trumpet is a mediocre source of sanity healing, and Jim's primary appeal will probably be 5 level 0 cards outside his class. The ability to treat Skulls as "0"s isn't that attractive when the worst modifiers in the token bag usually cap at "-3" or "-4".
For play groups that play frequently at Hard/Expert difficulty, Jim becomes a functional god of the token bag. Skull tokens are relatively mild in most Standard/Easy Scenarios, but Skulls scale upwards at high difficulties until they're functionally auto-fail tokens, so Jim becomes one of the few investigators who can consistently pass skill test by fishing "0" tokens or skulls out of the bag (with cards like Dark Prophecy, Nksoi Mabati, or Grotesque Statue. When the token bag is full of modifiers like -5 or -8 and you have to overcommit by 2-3 cards to guarantee a success, Jim becomes a godsend. Jim doesn't need a great stat line or level 1-2 cards from other classes if he can near-guarantee drawing a "0" modifier on important skill tests.
You can also defeat an ally on demand with Forbidden Knowledge, slowly making back some/all of the play cost to put down again to reactivate their come into play effect, recharge uses, or clean up doom. (Art Student, Laboratory Assistant, Professor William Webb (3), Arcane Initiate, etc.) They just never stop giving!
Did you know that you can use bandages as a filter to reduce the harmful effects of smoking?
It's a good combo ... Effectively, you are paying 3 resources and two actions to heal three horror, which isn't terrible.
But it really shines with Bob, where you are paying zero actions and one resource (if you have Shrewd Dealings in play). Plus you can probably reuse them with Scavenging or even pass them to a friend in need.
Now you might be thinking that Bob has a lot of sanity, and that's true, but if you start building up trauma as a campaign progresses, swap these two in with Adaptable.
Maybe I'm missing something but this is pretty terrible card. Just take unexpected courage which always gives you +2 so you can at least succeed instead of failing. And if you happen to pass, you get +2 anyways.
The only benefit of daring maneuver is like Lucky!, you can play it after the fact to get guaranteed value. Unexpected courage gets wasted if you draw the auto fail token or you fail because your skill even with unexpected courage was just too low (should be somewhat rare).