Robert Castaigne

Assets? Events? Robert is the guy with the gun. The gun you gave him, because you didn't want to pay 4 for that .45 Automatic to go into a hand slot you didn't have open, you just wanted a combat trick to defeat the ghoul that's engaged with you. So you discarded the gun ("played the event"), paid the "resource cost" of 0, and did a Fight at +1 for 2 damage. That's better than Monster Slayer. Imagine if every firearm in your deck could just turn into a buffed version of Monster Slayer as and when you needed it to? If the same cards that are your expensive, slow, sustained damage options are also your zero cost, instant, burst damage options? Robert can make that happen for you, and all on the body of a Beat Cop (0).

This can be build altering. The game only has three fundamental types of player cards, so letting one type stand in for another is strong. A reasonable first instinct might be to look at Robert here and think that he's only for the likes of Michael McGlen, or even a placeholder for his mighty, upgraded version. I would contend that he's a perfectly solid ally in his own right, even for flex characters. If an investigator would normally take 2 weapons and 4 fighting events, then they could go down the Robert Castaigne route and just bring six guns. On normal, a character with a fight as low as 3, thanks to Robert's static boost and the likely +1/2 from a gun's accuracy can be testing at 5/6 for both their gun-in-play shooting and their gun-given-to-Robert pseudo-events. And these events are reliable, because they're not really events at all; Dissonant Voices can't stop their use, Torturous Chords can't increase their cost. Think how much more likely are you to have a gun in your opening hand when there's six in your deck compared to just two. The fact that it's locked to one-handed guns is fine for Tony Morgan and Michael McGlen because that's their default style anyway, and flexible investigators can easily leave the other hand free for clue-gathering tools.

The trick is having access to enough decent firearms to be able to build your deck gun-heavy. Guardian access helps, but even Survivor/illicit/generic 0-level access is decent because Robert loves to fire a .18 Derringer. Even "Ashcan" Pete gets to base 5 with Robert backing him up, and Duke gets the static bonus. He'd have to use up all his out-of-class cards to make it to a "mere" 5 firearms in his deck as of time at writing but I think this goes to show how there's much more to Castaigne than meets the eye. He's willing to work with all kinds of different people.

One of the concerns that can arise from having many small guns is that it can spread your XP thin, but those who can take Robert Castaigne (4) don't need to worry about that so much; If every gun with base Robert can be a more-accurate Monster Slayer, then upgrading your Robert to his final form effectively gives all of those cards "fast" and "draw a card" when played through him as pseudo-events; That's gotta be an improvement of around 3 XP per firearm! And he buffs their use as actual guns just as hard.

Finally, Robert scores extra cool points for being a "Castaigne" - perhaps from the same Castaigne family as Louis and Hildred from Robert Chambers' "The King In Yellow"? All hail the new Emperor of America!

To be the cat, that crushes your dreams: the option to discard your weapon and drawing a new card on the upgraded Robert is fully optional. You can just shoot the gun every turn as a fast action... forever — Tharzax · 1
A cat that crushes my dreams is a perfect 'Repairer of Reputations' reference. Bravo! And yet... while Robert Castaigne (4) can certainly work with a small number of guns in the manner you describe, he remains friendly to a many guns approach. You still get the consistency in being able to find a gun to play and/or replay, but the extra guns that were fight consistency with base Robert now defend you against "hand hate" encounter cards that might disrupt the combo and can also be turned into deck-thinning cantrips that make the non-fighting elements of your deck more consistent too! In other words: he protecc, he attacc, but most of all... he still has your back. — RichardUptonDeckman · 39
Miranda Keeper

I’m a bit confused by this. It seems like an exhaust or a “max once per round” is missing somewhere. You can basically play her for 2, immediately drop 3 antiquities on your location, get +6 for your next skill test, very likely trigger the reaction on her to get 2 resources back immediately. Thoughts?

Although Leo exists, this still easily becomes one of the best level 0 Rogue allies out there. You're basically paying 2 to get 6 back while passing 1–3 tests. — liwl0115 · 52
As a special scenario reward rather than a card you can just put in your deck, I think that it's not too much of a problem. — spannertheodd · 1
She's a keeper! (Technically, not a level 0 card, though.) — AlderSign · 440
Locked and Loaded

This card looks bland on the tin but it does so much work on a gun focused deck, it is basically saving you actions, resources and potentially even XP, cause all your guns will stick for a longer time in play before you need a replacement and you may not even need cards that replenish your guns ammo. Also, it is very good with certain weapons that have super powerful singular shots, especially the ones with low ammo count inherently, like Shotgun (Sawed Off and not), Lightning Gun, Flamethrower and the Chicago Typewriter. Another gun that gets a surprisingly big boost from this is the .18 Deringer, that card is low costed and guarantees value for your investment as missing shots gives you back the ammo you used, having an extra ammo on those means an extra "guaranteed" hit, the LV 2 .18 Deringer becomes a 2 cost 4 ammo weapon wich is great value.

At 3XP it is costly but it’s worth it and being a permanent it will always be online. This card biggest weakness is that its impact diminishes with guns that have lots of ammo inherently specially the BAR and the Gatling Gun, as one extra ammo for those would only give you +1 damage.

"Viola" Case

The accessory slot this occupies clashes with Lucky Cigarette Case. The proposition of this card is to make Michael use his ability 3+ times a turn instead of 2 times, due to the "Limit once per firerarm asset" restriction on his ability. It also let's you search for and draw a firearm asset. The second part is only decent if you are not running Underworld Market because it completely eliminates the problem of not having a gun when a fight starts, making "Viola" Case less valuable. Holding more guns before drawing Confiscation is not ideal, so most of the time you would play this card late, and at that point you might already have missed out on getting a lot of value from "Viola" Case. I guess the main reason this item exists is a built in Bandolier which is a card that makes 2 handed weapons a much better proposition. The problem is that at this point of the game, 2 handed weapons are only necessary for nieche cases like scenarios where a lot of crowd control is needed, or extremely tanky bosses with very high fight values that need to be killed quickly. Most of the time, you can solve these problems another way, and if you are not running 2 handed items at all in a Michael deck, I would only use this as an Unexpected Courage.

Squadcore · 25
Even if you don't want to use the hand slots until after Confiscation has been triggered, it's fine to play this early just to find a gun, either because you need the gun immediately, or to hold it in hand so you can re-arm immediately after you get confiscated. Alternatively, you can hold this in hand until the confiscation hits and then drop this to try to immediately re-acquire your best weapon. — OrionAnderson · 138
Ascetic

I feel like I have been sucked into a parallel dimension or something. This card has some restricted uses but it isn’t good guys, what are you on about? "Not having to care about XP", like one review suggested is not a pro, you can “not care about XP” if you want and you will outpace Ascetic very fast just from incidental XP, there is no need to take this card for that. All the other XP cost reduction cards you can "combo" with Ascetics you can just run without it and you will outpace an Ascetic deck in one two scenarios max. Also 10 XP makes scenario 1 easier and then by scenario 2 you are level with the intended difficult more or less, so it does a super poor job of frontloading anything, you guys are jumping through some serious hoops to find value on a meh card. It's inventive, it helps groups going into the last stretch of a campaign after having an investigator go insane or die and its great for new players joining late into a campaign, and that’s it.

In my current TDC run we were so unlucky that our experience gains in the first 4 scenarios were 3, 1(!), 4, 8. In our case, not even the first 3 would have been covered by Ascetic. It can happen. What's more, not having to care about victory and therefore playing safer is one thing, but in many campaigns there is progression in addition to victory, which you can focus on more if you are not putting all your resources into clearing victory. — AlderSign · 440
You can do that regardless of Ascetic, that's a playstyle choice, has nothing to do with the card. Also, anecdotal evidence of bad luck does not make this card any better, Drowned City is a campaign that on average a group will get 6XP on scenario one and will have around 18XP at the end of scenario 3. You can get 8XP scenario one if its done perfectly, 10XP in exchange for never getting any other XP is a very poor value proposition. Again, you guys are just doing mental gymnastics to find hidden value where there is none. — DakonBlackblade · 18
What are you talking about? If it's a playstyle choice this card is good for me, thus it has everything to do with it. — AlderSign · 440
What are you talking about? You don't need the card to play that way, just play that way if you feel it makes the game better, or makes it easier for you to win or whatever. Even playing without going for XP you will still get XP, they are in locations you will grab clues from naturally, enemies you need to kill and that randomly pop out from the encounter deck, resolutions you get etc. Acetic is bad for that playstyle as well. That aside the card isn't enabling a new playstyle, playing that way was always a possibility. — DakonBlackblade · 18
What you are describing is still different from taking Asceting and avoiding danger. If find it ironic how you criticize "mental gymnastics" in a mental gym like Arkham Horror. — AlderSign · 440
Its 100% the same playstyle. Avoiding danger will net you XP because there are victory on stuff that you need to deal with, Ascetic does not help this playstyle at all, it ends up making you weaker. The only way Ascetic could be a plus is if you actively try to not get XP as a challenge or something, like instead of grabbing the clues you need in this victory location in front of me I will go out of my way and grab it from somewhere without victory, or trying very hard to never kill any victory enemies that show up, electing to always just evade them ad aeternum regardless of how much they are annoying you. — DakonBlackblade · 18