Quick Thinking

Does it work with Payday. Cuz it's write "this action does not count toward the number of actions you can take each turn" so that action could'nt count to Payday ? that text seem unclear to me. It's mean does not count to limit of actions, or jusst does not count.?

a12345vn · 3
It refers to the limit of 3 actions per turn, so it helps with payday, if you used it during your turn. The text you quoted is a clarificatoin, if you use quick thinking outside your turn, that action is not subtracted from your next turn. — Django · 5164
Fanatic

Sometimes having Fanatic show up isn't terrible as there may be one final clue in his location with a victory point, upon which he spawns, takes that clue onto himself, and then that location is now clear of clues for the victory point.

Nexus · 5
I like these guys, it's a free clue for the teams fighter. — Django · 5164
Ghastly Revelation

TCU's Seeker version of "I'll see you in hell!" Ghastly Revelation offers the promise of an extremely powerful and efficient action that could completely swing a scenario, but with the substantial cost of defeating your investigator and taking a trauma. Just like "I'll see you in hell!" Ghastly Revelation has the Spirit trait, and thus is available to Calvin Wright who is actually incentivised to take trauma.

When is Ghastly Revelation good? Being defeated is bad because it means your investigator can no longer contribute to completing the scenario or gathering xp from Victory enemies and locations, so its massive cost can be mitigated when it is played right at the end of a scenario - just like you might be able to ignore enemies and some treacheries drawn with Delve Too Deep when you're about to advance the final act. For this reason, Ghastly Revelation is only going to be good when discovering three clues at once is going to close out a scenario, and you didn't have some other easy way of gettining those clues (or if you were otherwise sure to be defeated before you could win).

But Ghastly Revelation is a Seeker card - the class already filled with high intellect investigators and many other ways to gain clues quickly - the same problem "I'll see you in hell!" has by being a Guardian card. Heck, Ghastly Revelation's two intellect icons would help you get at least one of the three clues playing it would. At least it's still good for committing to a skill test! On top of that, even if you do mitigate your investigator's defeat, you are burdened with a trauma for the remainder of your campaign. This is a tough sell, but it might be worth it to take a trauma to finish a crucial scenario - and unlike it's Guardian counterpart that can't defeat Elites, Ghastly Revelation will actually end some scenarios by discovering the last clues your team needs to advance.

All this means Ghastly Revelation is likely to only be played by everyone's favourite gay Survivor and I'll certainly try it in Calvin for those moments where I can help my team close out a scenario. Would've loved this for my Doomed Calvin run of Forgotten Age to keep me from advancing that weakness - alas, his final hour came during the very last scenario.

Trinity_ · 204
I'm running it in a Daisy deck currently. I've used it to bail out before taking a fifth damage. Even only gaining one clue, it was worth escaping a third physical trauma. — CSerpent · 126
Nice that you can also move your clues to a non-VP location with this as well. Being eliminated on a VP location suxxx. — Zinjanthropus · 231
I think it's a nice one-of card to take in Carolyn; with 9 base sanity she already has a huge pool to work with, and since healing horror is something she wants to do often anyway *starting* with 1 horror isn't really a bad thing. — Prinny_wizzard · 251
If you're going Beyond the Gates of Sleep in multiplayer, this card can help you stay on the path... — ArkhamArkhanist · 10
Tony Morgan

TONY MORGAN:

A JOB'S A JOB: BOUNTIES

Tony's permanent, Bounty Contracts, starts with 6 bounties up to 3 of which you can place on a spawned enemy of 3 HP or higher with its trigger. Enemy HP will limit how many bounties you can place on an enemy HP 1 = 1 bounty limit, HP 2 = 2 bounty limit, etc.

What do bounties do?: , $$$,

  • They give Tony's .38 Long Colt +1 for each bounty on an enemy that Tony fights with his Signature .38 Long Colts.
  • They also get moved to Tony's resource pool when an enemy with a bounty is defeated by Tony. (The enemy does not have to be defeated with Tony's Colts for this to trigger.)
  • Additionally they give Tony an extra action which can only be used to either engage or fight the enemy with the bounty.

How do you get more bounties after using them?

  • Tony's effect allows him to place another bounty on Bounty Contracts when revealed.
  • Tony's signature weapon Tony's .38 Long Colt allows Tony to place 1 bounty on Bounty Contracts after an enemy is defeated with the Long Colts. You may be able to double this effect with Double or Nothing, but that may or may not be optimal.
  • Alternatively since this is a co-operative game you could have a team mate Seal of the Elder Sign and Double or Nothing that effect. But again you can still only place 3 bounties on enemies with 3 HP or more, so that may not be that useful.

Combat: Getting Tony to Base 7

Without Teamwork or "You Owe Me One", Tony cannot reach a base of 7 like a typical Guardian can with Charisma, 2x Beat Cop, and Ace of Swords. Note that if you plan on playing "You Owe Me One" to pluck a Beat Cop or Tarot from a , you can return it with Teamwork, but if you did that then what kind of Rogue would you be really?

Getting Tony to 6/7 seems to be most consistent using Tony's .38 Long Colts for 6 fight actions by fighting an enemy with 1 bounty on them with Long Colts. Gaining that bounty back when that enemy is defeated with his Long Colts is also beneficial if you can add to your ammo with Contrabands, or Extra Ammunition.

Tony’s other increasing options are hired goons, and a handful of talents. The best option, however, is that Rogue staple: resources.

  • Two Hired Muscle out and Charisma. Costs him 2 resources each round. Install Cost: , 2 resources and 2 resources each round. Perhaps more useful as a set-up before a boss fight.

  • Well Connected certainly makes Tony's stats bloom. "Watch this!" + Double or Nothing, Dario El-Amin, and Lone Wolf. Tony really has excellent resource generation using typical rogue tricks along with his Bounties. His stats can go from normal to 7/8/9/6 for two tests with 20+ resources in your pool. This makes weapons like Switchblade and Knuckledusters useable in Tony's offhand to allow kills with his Long Colts without wasting ammo/Bounties.

  • Another Day, Another Dollar is probably the go-to permanent for a fighter build for Tony. As it makes getting to 7 quicker with Well Connected. Even faster with two of them. Going this route you may want to use your Colts to strategically earn yourself money for your pool to boost your and spend a portion of it on a weapons like the .45 Thompson, and/or Chicago Typewriter.

GUARDIAN EVENTS/SKILLS

apotropaic · 36
„Well Connected“ is „Limit 1 per investigator.“ If you don‘t have an effect to ready the card, you can only use it once a turn. — Astrophil · 1
Wow, I completely missed that. Thanks for the correction. It definitely makes a difference, but having one in play is still extremely helpful with treacheries. — apotropaic · 36
Unfortunately DoN doesn’t help either his elder sign or guns add bounties. DoN only doubles ‘effects of a successful test’. His elder sign is success independent, triggering when the token is drawn and not caring whether the test is successful. The guns are as well, the extra bounty clause says it happens ‘if the attack defeats an enemy’ - technically not an effect of the test being successful. — Death by Chocolate · 1484
That's correct, about DoN. And now it's 3XP. Anyhow High Roller is an obvious replacement for a second Well Connected. Thanks for the correction, Chocolate. — apotropaic · 36
How does he got a Mystic card? — AquaDrehz · 204
Lonnie the mechanic gets him to a +7. And she heals horror, it’s a completely amazing duo. — MrGoldbee · 1493
I've played through the first 3 scenarios of the Return to Dunwich with Tony, twice in a 2-player team. Both times, Tony got pounded by the encounter deck and our team struggled. We scraped by with approximately 10-12xp after 3 scenarios. I realize that Dunwich has very stingy on xp. Is it possible that Rogues just don't do very well in Dunwich because of the low xp? I enjoy playing Rogues, but man are they hungry for xp! Everything costs so much, and they need their xp to be able to perform properly. — VanyelAshke · 188
Enchanted Blade

Enchanted Blade(3) is truly one-of-a-kind. Its charges are never wasted, since you would only use a charge if you succeed the test. Card drawing and horror healing off defeated enemies are amazing. Having the flexibility to deal 1 damage on demand is nice. However 3 charges are simply not enough as a primary damage source, and it is better to save the charges for finishing blows anyway. I think the blade is ok-ish on its own, but amazing if you have an alternative damage source.

Pairing the blade with other melee weapons, i.e. Machete or Timeworn Brand, serves two purposes: 1. Temporary damage source and card draw before you draw the main hand weapon, and 2. efficient horror healing afterwards. This pairing is particularly good for Mark Harrigan (and to some extent Roland Banks), who can utilize the horror healing and relatively low boost well.

Pairing the blade with a big gun serves a third purpose, which is to kill 1-2 health enemies which would otherwise waste precious ammos of the big gun. This however requires Bandolier (or its upgraded version), which together with the big gun itself, requires quite a setup. This pairing works best in a deck with good economy.

There is a pairing I found particularly interesting: With Agency Backup. Agency Backup is really good for providing stream of constant damage (and testless clues), but when it comes to monster killing it is the burst that matters. The blade compliments it really well. Tab Agency Backup once (or more with Charisma and/or Mitch Brown), then finish with the blade would be a splendid way to kill a 3-4 health enemy. The blade is also not too expensive to play alongside Agency Backup. If you ever want to try to build a deck centered around Agency Backup, Beat Cop(2) and ally-buffing cards, I believe Enchanted Blade(3) is the weapon of choice.

Side note: Don't pair the blade with Double or Nothing. The "spend 1 charge to..." phrase is part of the "if you succeed..." effect, so you still need to spend 2 charges to deal 4 damage. Also only either the first time or the second time of resolving defeats the enemy but not both, so you still only get to heal horror and draw card once.

ak45 · 469
I think this is a good option if you need to have a hand free for other items like flashlight or whatnot (this will be the case mainly in true Solo). If you are playing as the enemy killer of an investigator team though, I wouldn't recommend expending 6 XP on a side arm. — Alogon · 1145