
I wish he had extra ability to help him with action economy and push his high risk/reward playstyle. Something like "If you have 2 or fewer health and sanity remaining you may take an additional action during your turn".
I wish he had extra ability to help him with action economy and push his high risk/reward playstyle. Something like "If you have 2 or fewer health and sanity remaining you may take an additional action during your turn".
The Drowned city expansion actually added a cool new way to play Parallel Skids. You can now play 6 Glimmers of Hope since A Glimmer of Hope and A Glimmer of Hope are both cards with the fortune trait. I believe since Glimmer refers to the name of the card it will pull out all copies (the level 0 and level 2 ones both). This in turn makes it very easy to trigger his front +3 resource ability, and/or to go for overachieve cards such as Pilfer.
I'm thinking we can use Daredevil to get all copies to the discard pile and Friends in Low Places to dig out daredevil and/or other fortune cards to make this more consistent (or other card draw effects).
Let's talk about hunch deck. Of course you want to use it every turn, so the possibility to refill it seems great and it is surely if your hunch deck is made perfectly, so that you can use all the hunches each turn during scenario. But scenario usually have 14/15 turns and your hunch deck have 11 cards. So if you recycle i.e. 2 out of 11 cards, it means that there will be need for replenishing two more cards max and that is only if you did not reveal any . Therefore Detective's Colt 1911s ability is almost unnecessary and you can ignore it, unless you're certain that you have built perfect hunch deck and even if you did you have to deal with its low stats and high costs. Overall pretty disappointing signature.
I have now run through a campaign with this weakness and I can safely say that this is a new contender for the absolute worst weakness in the game (up against Agnes Baker of course). Flavorfully, it is a very good card, but shuffling each Firearm asset into your deck is absolutely devastating, even if you only have one or two in play (which you realistically always want to have at least 2). It is bad enough that I recommend taking Friends in Low Places just so that you can search out this weakness and draw it when you have a cheap gun, rather than later.
I've got a question: could Luke Robinson (+ adaptable) use this from his Dream Gate, discard the enemy and yet draw cards? Or will it fails as "Kicking the Hornet's Nest" does because of its "then"?