Ineffable Truth

Completing the "Good Token" trinity, we have a replacement for Mists of R'lyeh. It

  • costs 1 more
  • has 1 less charge
  • doesn't give you a free move
  • does a point of damage
  • costs you a resource instead of a card if you draw the wrong token

Losing a resource instead of a card is a definite plus, the extra cost and lost charge a definite minus. Whether the move or damage is better depends too much on play style, enemy, and scenario. Mists can help you escape a bad enemy (if there is a safe space to move to) , Truth can help set you up for a 3-Health kill with a single attack charge same turn or next. Or a 4-Health kill if you are Agnes with a Meat Cleaver and a bit of combat boost. Or it could accidently kill of Vengeance enemy you would have preferred to just Evade. Let's call it a wash.

Otherwise, most of the comments Ruduen made under Azure Flame apply here -- at lower bag difficulties and earlier in a campaign Mists is favored, higher and later, Truth is less likely to hit bad tokens. If you have a Crystalline Elder Sign or 2, maybe there are no tokens that can trigger the negative side of the card.

I'm liking this new design space. It's not that the new set are better than the old set, they just hit slightly differently, and that gives some room for deck design that is a lot more nuanced and tailored to individual campaigns and scenarios, and that feels pretty exciting.

Dark Future

This has been updated to match my "Signature Weakness Project." I have done my best to make sure that the original content isn't altered too much, out of respect for any comments.

Another flavorful Signature Weakness from the Starter Decks. Looking at the two elements, the effect and the discard condition, we get:

The effect: It severely limits Jacqueline's special ability by making it impossible to cancel "bad stuff" tokens, effectively shutting it down until this can be cleared. It also shuts down Dark Prophecy, Defiance, Defiance (2), Grotesque Statue (2), Grotesque Statue (4), Olive McBride. It appears not to shut down Seal of the Elder Sign, Tides of Fate, Ward of Radiance, Voice of Ra. It would not affect either of the Will to Survives and probably other non-Mystic, non-Neutral cards, but Jacqueline can't take them, so let's not worry about that.

The discard condition: Draw a in a random pull of 5 tokens. Jacqueline can use her ability on this, along with cards like Olive McBride, Dark Prophecy, etc. to increase token pull.

All things considered, this might be the worst of the Starter deck Signature Weaknesses. Nathaniel's just takes strategy and effort (or a whole turn of basic Fight), Harvey's could kill him at a bad moment, but it's one and done, Winifred's is more a roadbump than a Weakness, and Stella's, while a problem, can be cleared with . Jacqueline's Weakness could hang around for the entire game, although that's not all that likely, with 2-4 turns being average.

I disagree; I think Nate's is worse. The bottom line here is that this might not lose you any actions at all; Malloy can lose you quite a few, and eats resources no matter what. You can continue to do things pretty much as normal with this, just being a bit more careful. One "benefit" of this is that you won't be tempted to use her ability during your turn, meaning you'll have it at end of turn for this. — SGPrometheus · 821
It is super dubious to say this will hang out all game. Even in a 16 token bag without using your ability, you’ll clear it 31% of the time. The chance that it sticks around for 8 rounds is already less than 5%, and as soon as you start using your ability on it it becomes much more likely to clear. — StyxTBeuford · 13028
Nathaniel's is a turn of actions, maybe less if you have a Beat Cop or some other way to ping damage. Malloy hits hard, but his Combat of 2 is child's play for Nathaniel at most difficulties. It would generally take more cards to beat the Mob Enforceer. Dark Future shuts down Jaquiline's central ability and a good chunk of her core card; swhich feels like more of a pain to me. — LivefromBenefitSt · 1067
StyxTBeuford -- OK, you are right, assuming Father Mateo or Crystaline Elder Sign hasn't locked the token up, but 3-6 turns isn't out of the question, unless you use all your tricks. I mean, Jaquiline's ability makes it a 7 card draw, and Olive would take it to 9. You could play 2 Dark Prophecies to get it to 17, and maybe a charge off a Statue to pull the whole bag, but that's a steep cost in charges and cards. Additionally, for me, losing access to abilities somehow hurts more than taking damage/horror or getting a nasty enemy or losing a couple of actions. Your mileage, of course, may vary. — LivefromBenefitSt · 1067
If you have Jacqueline Fine in the party and you’ve chosen to buy CES or bring Mateo, you’ve made a massive mistake. — StyxTBeuford · 13028
Yeah having used this a fair amount this is a super gentle weakness. It usually has very little impact, and it clears itself. I generally have 2 dark prophesies in the deck and just hold onto them as insurance. But your investigator ability + a dark prophesy or two + olive McBride is all but guaranteed to get rid of it. — NarkasisBroon · 10
Like, as long as you’re willing to save your ability on it, it should be gone pretty soon. It shuts off your ability, but not the fact that you’re a 5 Will Mystic, and you still can use your ability, if need be, on bad numbers. I think this is the tamest weakness except for Arrogance. — StyxTBeuford · 13028
FWIW, you can also seal the +1 for Crystalline Elder Sign. Strictly speaking that means that the Elder Sign is more likely to be revealed. Mateo can choose to cash in the book after Jacqueline draws — Zinjanthropus · 229
*after Jacqueline draws Dark Future. Not to say that Mateo + Jacqueline is a dream team or anything. — Zinjanthropus · 229
On Easy and Standard sure. Hard and Expert dont have +1s. — StyxTBeuford · 13028
It doesn't prevent Defiance (0) or (2). This card says you cannot cancel or ignore those symbol tokens. Defiance ignores the effects, not the token. (See also Defiance + Shriveling/Baseball Bat) — Yenreb · 15
Are we positive that Dark Prophecy helps with this weakness? As far as I can see, when you're about to draw the chaos tokens, you will say: I'm going to reveal 5 chaos tokens, +2 per Jacqueline's ability; the last of the 7 will be substituted by 5 tokens per Dark Prophecy. You proceed to reveal 6 tokens + 5 for DP. You cancel all but 1 of the tokens of Dark Prophecy (keeping a symbol token except elder sign) and then canceling 2 more (or 1 tentacle) for Jacqueline's ability. What happened is that you basically screwed yourself, because if you drew the elder sign with dark prophecy you had to cancel it in favor of an other symbol. Isn't this how it's supposed to work? — Vittek · 1
@Vittek - Discard condition is bound to "if elder sign was revealed", so maybe it is true even if this symbol was not chosen. — johniez · 3
I just finished A Thousand Shapes of Horror with Jaqueline and this weakness lasts till the end (like 12 rounds), not using Dark Prophecy. Pretty anoying that this rare token is so hard to get on light. — johniez · 3
I don't think it shuts down Olive....... you just have to be aware of what tokens you are going to ignore. If you ignore a say, 0 or -1 for instance, and one of the other tokens revealed is an elder sign, you would be golden, right? — tasman · 1
@Vittek — Dark Prophecy does help with this weakness. Remember that the entire point of Dark Future is that you cannot cancel or ignore tokens, and that includes the ones revealed by Dark Prophecy. So you would 11 tokens, not be able to cancel any of them, then toss Dark Future if you hit an elder sign. — Whimsical · 29
Yeah, the design choice, that "Dark Future" does not allow to ignore the elder sign was probably less to prohibit card draw, but more to give "Dark Prophecy" the possibility to get rid of it. Still, in the one "half" campaign I played Jaqueline, I had DP + her ability wiff at some point. And it always took me at least 3 rounds to clear it, and once literally 8 rounds. I didn't have Olive, which was probably a mistake. But I'm glad, nobody from our group had "Day of Reckoning" as a basic weakness. (Wasn't even out back then.) It can stick around long enough even without, just with bad luck. I agree with the review, that this is probably the worst of the starter set signature weaknesses. Sure, Jackie is a 5 brain mystic and still works fine without her ability. But her ability is really strong, and it has big impact, if you turn it off. — Susumu · 371
Arbiter of Fates

Another simple and clear Signature card which makes Jacqueline's special Ability better. If messing with the Chaos Bag once per Round is nice, doing it twice is 2x nice, especially as she can use her ability on any token draw by any Investigator (at her location) in any Phase. About as simple to deploy as Randall Cho or Vault of Knowledge and easier to get a beginner's head around than Anything You Can Do, Better or Neither Rain nor Snow (not that the last two are hard, exactly, but you need to think more about timing and how to maximize them in any scenario).

Farsight

It's a bit pricey at 4 XP, and it takes up an Arcane slot (precious to at least some Seekers), plus requiring 8 cards in hand. Is it worth it?

This card essentially makes one event Fast each turn. About a third of all events are already Fast, but the ones that aren't often trigger Investigate (or, occasionally Fight) actions, so this card could theoretically give Seekers 4 actions/turn fairly regularly and allow for some "no Attack of Opportunity" actions to get things done while under Enemy pressure. Play Burning the Midnight Oil to get 2 resources and maybe a clue, avoiding the Attack of Opportunity, then using the resources to pay for "I've got a plan!" (2) or Persuasion to get rid of an Enemy? As Ursula, getting a "Fast" Seeking Answers (2) to clear a location, then running a couple of locations away for a Special Ability Investigate?

Who likes it? Harvey has the hand size and Draw. He doesn't start with a ton of Events, but there's no reason you can't change that. Mandy has Draw, ways to increase hand size, and access to a lot of Events. Daisy probably doesn't, unless she's going with Spell Events over Assets, and poor Norman can't take it at all. Does Joe Diamond want it to make his entire Hunch Deck Fast?

Yes, Joe does. Plus he has the added benefit that playing cards from his Hunch Deck doesn't reduce his hand size, so it is easier for him to maintain his hand size. — Death by Chocolate · 1485
Farsight explicitly plays cards "from your hand", not from the hunch deck — OrionJA · 1
Surely that combos with his "Until the end of the phase, you may play that card as if it were in your hand, at -2 cost," right? — LivefromBenefitSt · 1067
For the purpose of playing the cards (and only playing the cards) the hunch deck cards are treated as if in your hand. Thus, for Farsight effect, you can play a Hunch Deck card. Contrast it with Joey "The Rat" not working with Backpack since he says to 'choose an item asset from your hand and play it'. While the backpack cards are available 'to play from hand' they aren't available 'to choose from hand.' — Death by Chocolate · 1485
I would consider this interesting for Joe but I would need to build around this card to an extent in order to have 8 cards. I use some card draw with Joe but usually have 3-5 cards in his hand plus the Hunch. — The Lynx · 980
TWWaterfalls -- Yeah, I'm not sure it's agreat idea for Joe, but it's possible, and, as you say, "interesting." Is it 4/8 XP + however many support cards (Feed the Mind (2) maybe for a "Full Arcane Joe" deck) level interesting?) — LivefromBenefitSt · 1067
Maybe Farsight will finally make Guidance playable. — Zinjanthropus · 229
I realised that in a Mandy deck Farsight can be used to re-shuffle Occult evidence in your deck as a free action. Which, in turn will give you chances to have a testless clue during your next search. — AlexP · 252
Farsight Joe Diamond as discussed above is back on the table with the latest faq right? — NarkasisBroon · 10
I've been enjoying event-heavy Crystallizer of Dreams builds for a couple of my Rogues, so I found that this sits right at home with an event-heavy Jack with both his card draw momentum and resources to pay for the events as quickly as Farsight shells them out. — TheDoc37 · 468
Nathaniel Cho

I've been playing through a duo Carcosa campaign with a friendly Harvey Walters, and Nathaniel has quickly become my favorite investigator in the game. He is perhaps the most efficient investigator at the game at dealing with monsters, with his ability letting you easily deal with the annoying 3 health menaces that would annoy every other Guardian (until they can grab their big guns, at least) because they would always be one health short of death, and packing enough burst and longevity with Boxing Gloves and the occasional recursion from to take care of any of the big tough bosses (he can manage alone in 1-2 player, but in higher player counts a helping hand from another investigator proficient with enemies is probably greatly appreciated). Let's get down into the nitty gritty of what makes Nathaniel Cho such an efficient Guardian.

Boxing Gloves and a base 5 means he will often be taking fighting tests at 6, improved to 7 with Grete Wagner or Beat Cop (7 and 8 respectively with upgraded gloves). Whenever you defeat an enemy, the gloves allow you to search through your deck for another Spirit event, meaning you replace the one or maybe two cards you used to defeat that enemy.

• This base value applies to all of the events Natty Cho fights with, meaning even if some don't give you bonuses he matches or even exceeds most Guardians with a decent weapon (he doesn't surpass something like a M1918 BAR without a bonus, but he almost matches every other Guardian but Mark equipped with a Lightning Gun, and Nathaniel's strength is in the fact he doesn't have to worry about running out of gas in the same way other Guardians do). Speaking of which..

• All of his core events cost 0-2 resources, and his only really important set up asset costs 3 resources (2 when upgraded) so with the help of a couple of Clean Them Outs he never really suffers from the lack of resources that comes from playing big guns on other guardians. He can skip out on Ever Vigilant if he takes Stick to the Plan, which I find to be basically an automatic upgrade whenever SttP is involved. He may have a little trouble getting down something bigger like a Grete Wagner, but I've also had games where I've been sitting on 8-9 resources for most of the game. The draw from Boxing Gloves, the recursion from his and a Glory or Taunt can basically keep him going for the entire game in terms of cards, but it can really hurt your overall longevity and fighting ability if you miss both gloves and Randall in the mulligan. Try to get either of these out as soon as possible and Nathaniel will last you the whole scenario. A friendly seeker with No Stone Unturned or OBoL can go a long way if you miss the mulligan; if you're playing in solo or really paranoid, consider Prepared for the Worst. Crucially, if something like Crypt Chill comes by and leaves you gloveless, your brother can get them back for you.

• And finally the reason we build Nacho like this is his ability, which once per phase allows you to do +1 damage with an event. While that doesn't seem like much, it means the world when you can plan out your hits to be as action efficient as possible. 3 health Preying Byakhee annoying those Guardians with weapons that do +1 damage? Simply become the best Monster Slayer with a single punch. Or maybe you just don't want to deal with the bag at all and go Mano a Mano. Maybe you had other things to do during your turn, socking Tommy Malloy because he doesn't know how to take a hint. (On a side note, I've been running a copy of Handcuffs to deal with him more efficiently, but punching him three times at +4 from his fight value is just as feasible, it just takes more actions and risks more autofails. All in all it's a pretty tame weakness, and I can see it becoming even tamer if you have someone on your team who can easily evade him.) Just wait until the Swift Byakhee tries to come at you before making him see black stars with a nasty Counterpunch. You could've even used the boost during the investigation; if that Maniac comes charging at you during the enemy phase, Nathaniel has a mean +1 right hook ready to go. For this reason, Counterpunch and "Get over here!" are standout cards, because they allow you to attack outside of the investigation phase, and get full use out of your ability. Shoutouts also to Taunt, Dynamite Blast, Heroic Rescue and Ambush which are more niche, but provide similar out of turn damage. The variety that Nathaniel has in his fight/damage events to pick and choose which one he needs in the moment is what makes him stand out amongst all other Guardians. Of course, sometimes your deck doesn't provide, but generally even just having a couple events to choose from like Monster Slayer and a Clean Them Out can get your chain started, so long as your Boxing Gloves are in play.

Spoilers Ahead: To provide some solid numbers, Nacho Libre did 42 out of the 45 damage needed to defeat Subject 8L-08 in our two player detour to The Blob That Ate Everything, doing 9 damage to the heart both times it spawned. This was before he had upgraded his One-Two Punch or Vicious Blow, so his potential damage output can be pretty extreme (a double Vicious Blow One-Two Punch can do 10 damage in a single action). He took care of the Royal Emissary twice in Curtain Call with time and cards to spare, and could deal with Young Psychopaths without having to tank horror with ease. We were playing on Standard, but even on higher difficulties, starting at a base fight of 6-8 is nothing to sneeze at, especially if you have skills like the Guardian staple (and enabling even more efficiency with fighting by adding more damage) Vicious Blow, the appreciated draw of Overpower and Steadfast, which is not only helpful for attacking, but also dealing with the encounter deck which often targets .

Of course, no investigator is perfect, and Chopunch certainly is no exception.

His 2 means that clues are hard to come by without the help of Grete Wagner and cards like Evidence!. Even if Grete Wagner can boost you to 3 you're going to have trouble with high shroud locations, and you can't afford to take Flashlight when both your hand slots are filled without the help of a Bandolier.

The other most common trait tested in the encounter deck is and with a base 2 , you will find yourself just tanking the damage that usually comes with these tests more often than passing them. Most of the "event suite" doesn't have icons, apart from the Dodge you may be taking along with your Counterpunch and the that is on cards like Monster Slayer. For the same reasons, evasion is often not an option, and if there's something particularly nasty engaged with you and you don't have your gloves, or events ready in your hand, you may be in for a world of hurt. Randall can help you mitigate your damage if you're not using him as a delivery boy for your gloves.

Base 3 is standard as far as Guardians go, but his also standard Guardian lack of sanity means you'll feel it more than others would should you fail. Once again Randall comes to the rescue, giving you up to 3 extra sanity points if you have him in play. Also consider Physical Training to help you pass the more dangerous treacheries, or First Watch to avoid them altogether.

A weakness that doesn't come up often with Guardians is hand size. Nathaniel, if he is playing events with regularity, usually still has about 3-5 cards in hand. However, especially on lower player counts, there are definitely turns where no enemies spawn, and Nathaniel can be left with nothing to do other than gain resources or draw, as his low base doesn't lend itself to investigating very well. Unlike other Guardians, Nathaniel does not necessarily have many assets to lay down during these moments of peace, meaning there is very little he can do proactively if he doesn't see any action. If you get particularly unlucky and have nothing to fight for 2-3 turns, you can be stuck with a lot of events in hand with no use, forcing you to discard cards like skills that could help against treacheries, or events like One-Two Punch before a particularly nasty enemy comes out. Cards like Glory and Evidence! are also dead in your hand in this situation, though they have icons that can be committed to help investigation attempts. You may want to consider a copy or two of On the Hunt just to make sure that you aren't stuck with a dead hand and nothing to do.

The other classic Guardian issue is resources, but Clean Them Out is usually enough to carry you through a scenario. Emergency Cache is an option if you're playing expensive cards such as Grete Wagner or Dynamite Blast (and there's a fun Dynamite and Relentless combo, more on Relentless below). Stand Together is less selfish than Cache if you play with other investigators who need some money. Nathaniel in general isn't great at supporting fellow investigators, beyond a First Aid to patch them up every now and then, a "Let me handle this!" to potentially save a friend, or a Leadership to help someone with a test topped off with a sprinkle of cash. There is potentially an interesting tank build that could be built with him (more on that later) if you want to lean on supportive aspects of the Guardian card pool.

In short, One-Two Punch Man is very good at fighting, and is often reliant on fighting to get through other aspects of the game. He is mediocre at best outside of his element, and for that reason is probably very challenging for solo play. When left with nothing to fight, he often languishes and takes resource actions in a turn, or simply fails at trying to grab clues.

In summary, I think Nacho Man Randall Savage is one of the most unique Guardians to exist at the moment, swapping out the Enchanted Blades and Flamethrowers for ol' lefty and righty. He trades the video gamey feeling of grabbing a big gun and mowing down monsters for the absurdity of allowing others to ask you, "Did you just punch out Cthulhu?" The event suite he runs lends itself to a swiss army knife approach to enemies, almost always having the right tools for the job, and a unique build that feels unlike any other investigator (though Chuck Fergus and Tony Morgan can certainly try, and I look forward to seeing that build eventually come to fruition). Next time you're feeling particularly like you want to punch the encounter deck for drawing you three Ancient Evils in a row, give Nathaniel Cho a try. I promise you won't regret it.

Small note about certain cards:

I think Relentless is a trap. Your goal with Nathaniel is to deal with enemies as efficiently as possible, not to overkill them for resources. I did not activate it once during the 3 scenarios I had it in play from the beginning, though if you plan on using Dynamite Blast frequently by attaching it to Stick to the Plan, there is potential for a large payoff.

I personally prefer Grete Wagner for my ally slot over Beat Cop, as Nathaniel often doesn't need the extra ping and it allows you to help your cluer by defeating enemies, but Beat Cop can be taken if you are the only damage dealer in your group and you want to have the extra hits. Edit: Thank you to Death by Chocolate for mentioning this one! Tetsuo Mori is an ally worth considering as well, due to his ability to fish out your gloves if you missed them and Randall in the mulligan, or to recur them after a treachery like Corrosion discarded them. He's also a more supportive option, since he can tank any damage at his location, and allows your allies to use the search or recursion.

Cards like Grete Wagner, Evidence!, Scene of the Crime and Lesson Learned can be taken in solo mode to help you find clues. Edit: I somehow forgot about Interrogate

Galvanize has not been mentioned in this entire review, but it is an amazing card that both reactivates your Boxing Gloves for another use and gives you an extra action to do what you do best.

Never upgrade Monster Slayer. It's not worth 5 xp.

Safeguard is a great option to keep your less enemy inclined allies (Seekers in particular) safe by moving with them.

Versatile for Crystallizer of Dreams has great synergy with Nathaniel, with One-Two Punch (5) in particular giving an extra +4 after you use it. Just make sure you're packing a couple more draw cards than usual to offset the increased deck size.

Well Prepared is good if you can find the room for it. +2 every turn when used with gloves or Physical Training, which can also be tapped for its +2 during the mythos phase. Also a potential icon every turn with Empty Vessel, which is also a generally good card for Nathaniel if you can find the space.

Alternate builds: While I think the most fun way to play Nathaniel is a rough and tumble boxer who punches his way through every obstacle (as long as it's vulnerable to ) it is definitely not the only way. His limited cardpool (like every other starter deck investigator) somewhat limits his options, but Guardians do have some interesting cards to play with.

The tank build that was mentioned above would use Flesh Ward and allies such as Guard Dog and Tetsuo Mori to keep enemies off of others and focus attention on to himself. Mano a Mano could take out engaged enemies with ease along with pings from Guard Dog, and Counterpunch would probably be the card you'd like to recur most. Of particular note is that Boxing Gloves search for spirit events, so cards such as Stand Together, Delay the Inevitable and Heroic Rescue could be found to help allies after taking out enemies. Tommy Muldoon gets resources back for playing similarly, but Boxing Gloves can keep your hand full of support events as you take the blows and punch back.

A base 5 makes Nathaniel a great candidate for something like the .32 Colt, which is often held back by its lack of boosts, if you want to use weapons other than fists. On higher difficulties, it means something like a Flamethrower has a better chance to succeed if you're not feeling Mark Harrigan. Big guns in general are great on Nathaniel with his higher than average . It just leans toward more standard Guardian builds, and means ignoring his ability in favor of firearms. If you do choose to go this route, definitely try to Stick to the Plan, grab some Extra Ammunition, be Prepared for the Worst and Ever Vigilant. This route is rather expensive exp-wise, especially in comparison to most of the fighting events which only require 2 exp to upgrade (with the exception of One-Two Punch or a cheeky Dynamite Blast). Of particular note is that Randall Cho can pull out any weapon from your deck, so he's essentially an extra copy of Prepared for the Worst but even better, as he searches the whole deck and can even recur an expended weapon from the discard pile.

There's a completely goofy build I thought of to make sure Relentless triggers as often as possible, with the Mk 1 Grenades, Dynamite Blasts and Flamethrower being used to overkill anything and everything as much as possible, then cashing in that excess damage for things such as Agency Backup to help you get clues, and potentially more excess damage. Perhaps you even take Shotgun and Well Prepared to boost as much as possible and then put 10 excess damage on the talent. Nathaniel's higher than average makes those Vicious Blow and Shotgun thresholds easier to achieve.

A pleasure to read, and I agree! He's been great for me as well. I haven't had much luck getting Grete into play and I'm abandoning her for the last scenario against ol' Nyarly in favor of a red gloved partner (Jacquie should be able to clear the clues with Sixth Sense anyway). He has no trouble keeping a Calamitous Blade supplied with offerings either (as long as the enemies keep coming), since his fight is so high to begin with. — Yenreb · 15
Double Vicious Blow (2) One-Two Punch (5) can do 10 damage in a single action. 4 from VBs, 5 from OTP, and 1 from Cho's ability. Otherwise, I've had much the same experience with him, although I prefered to bring Tetsuo Mori for more reliability finding gloves and protecting/supporting my partners. — Death by Chocolate · 1485
That point about playing events out of turn since his ability works by phase, not by round, is really critical I think. Great review, I've had doubts about Nacho Libre, but you make me want to give him a try. — StyxTBeuford · 13028
I have seen the Wushu Nathaniel build that gained some popularity here that uses blade, and that seems like a ton of fun as well! Red Gloved Man basically fills in the same purpose, just sticks around for less time, so I can't say it's a bad replacement at all. I have to admit I don't get much use of Grete's reaction most times, I mostly just use her as soak and an extra point of combat. I'm really glad to hear you enjoyed the review! I put a lot of work into it and I hope it's helpful for anyone who wants to know what he's all about. — sonicknight15 · 88
@Death by Chocolate oops thank you for checking my math. It's been fixed! — sonicknight15 · 88
@StyxTBeauford That's exactly what I hoped to hear. I hope you have fun with him! I certainly have been having a blast. — sonicknight15 · 88
Great review! I really want to make Nate work solo without ditching the Gloves and I believe using Well Prepared with Grete/Randall/Alice is probably the only way to pull off enough clues. Would be curious if there are any other ideas. — housh · 171
There's cards like Scene of the Crime and Interrogate, which you could use in conjunction with On the Hunt to make optimal use of them. Well Prepared with Randall is probably your best option if you can get them out early. Take the Initiative is much better in solo than it generally is in multiplayer, so you can use it as a free + 3 to any investigate. In general for solo, it's usually 1-2 per clues per location, so Grete and Evidence can probably take you most of the way if you run On the Hunt. — sonicknight15 · 88