Contraband

This card has been disregarded as too expensive and ineffective. I will have to agree that at low player counts this might be truth for reasons already stated in previous reviews. At high player counts though it can be a strong asset (I mean event), specially on highly specialised investigator teams that rely mostly on 1 investigator to deal most of the damage in the mid-late campaign.

The more ammo/supply tokens you already have on an asset, the more value you get out of this card. For this reason it requires some good teamwork and planing to find the best window of opportunity to play this card. If you time it right you can be adding 10+ bullets to the big gun of your fellow guardian with Contraband. Here is an example how this worked in one of my 4 player games:

  • Mark Harrigan plays Lightning Gun, he uses one bullet to kill a snake-person but then he manages to add 3 bullets with Extra Ammunition. Then Wendy Adams plays Contraband transforming those 5 bullets into 10, then she plays Wendy's Amulet followed by playing Contraband from her discard pile adding 10 extra bullets to the Lightning Gun for a total of 20 bullets. Jenny Barnes also ran 2 copies of contraband and had one in hand meaning she could have transformed those 20 bullets into 40! but she thought 20 was enough and didn't use it, a decision she would later regret.

If used right Contraband is an amazing team combo card that can grant your guardian a big gun with almost unlimited ammo. Someone who doesn't have much experience playing at higher investigator counts may now be thinking "that's unnecessary, you don't need that much ammo". To that I will respond that at 4 players the encounter deck recurs very quickly, which can result in a constant flow of 3 hp enemies every round and if you are on the last scenarios of a campaign you will most probably be facing a boss (sometimes even multiple bosses with 20+ HP!) and maybe, only maybe, also one of those damn enemies that come back from the grave (I mean victory display)! So yeah the extra bullets are not only welcomed but sometimes even necessary.

In conclusion: The main function of this card should be to grant your guardian an almost unlimited amount of ammo for his big game gun. This is a powerful strategy at high player counts because of the constant flow of enemies and specially if you are relaying on a guardian to deal most of the damage for the team. Some cards that are not playable at lower player counts can be amazing at multiplayer...which makes trying different player counts a fun experience.

Alogon · 1145
I run a copy of this under Leo’s Stick to the Plan in my all blue 3’s game. We love playing this on my Flamethrower or Caroline’s First Aid, especially if I’ve gotten to trigger Venturer a few times first! And yes, we use every drop! — Death by Chocolate · 1484
Now, with the upcoming Sixth Sense, Sefina will not necessarily need her hands for Lockpicks, making Ornate Bow a more desirable option. — mogwen · 254
I agree...but what has Sefina and the Ornate Bow to do with this review of Contraband ? :P — Alogon · 1145
Maybe because something strange happened because I was commenting on Ornate Bow! ;) I was surprised not to find my comment on Ornate Bow, now I found it! — mogwen · 254
On contraband I like your review, it shows how rogues can use their wonderful resource generation into something useful for the whole party! Rogues don't have to be selfish investigators, they can be good support characters. — mogwen · 254
Correcto :) — Alogon · 1145
Also combos well with the M1918 BAR. Get 16 ammo for one and then multiply that to 32 ammo with the second one O_O — Zinjanthropus · 231
Oh my, I missed the Supply trait. This is perfect for Leo! — thinsilver · 14
Ornate Bow

The Ornate bow has to have been one of the most impactful cards in the Forgotten age Cycle, simply because it is the only weapon that straight-up fights via . Here's my experience with it:

Ornate bow is fantastic. But bear in mind that it has severe limitations that drastically change the way you approach combat.

  • It has "infinite" uses but only ever one loaded shot at a time.

At once a big problem and incredibly flavourful. As an character sneaking around the periphery taking shots is exactly what you would be doing, the design of the bow achieves this in how carefully you must approach combat. You need to be ready to evade when you fight big threats, you take your time to load and plot shots.

To be effective with a bow, NEVER forego reloading it. The characters who put the bow to the best use need high , but more importantly they need a synergizing cardpool. A 3 character with the right cards is a way better archer then a 4 one without. The cardpools in question are: and .

The bow has a worthy bonus to hit, a 3 character is making shots at +5. The important part is being able to supplement the accuracy with cards that magnify the hit chance or "arrow efficiency". Live and Learn and Lucky! are HUGE backup cards for when you draw a really bad token while Sleight of Hand and Double or Nothing help you get a little more out of your bow. Narrow Escape lets you reload under pressure. Leo De Luca helps you get more shots inbetween evades. Lola Santiago, Peter Sylvestre and Track Shoes all help you net hits, not to mention several skill-pump talents, Cornered or High Roller. If you can play cards then Shrivelling covers you while the bow is empty and Premonition helps land big hits. The bow as an weapon cannot use Vicious Blow but Venturer will keep your bow loaded for you!

Watch out for the resource cost. 4 is quite a lot, but the bow is absolutely worth it. The double hand slot is much more a nuisance because it blocks Lockpicks.

So. Who can use it best?

  • Wendy Adams, Silas Marsh and Rita Young all have good cardpools for it and great stats, especially Wendy whose accuracy is unmatched thanks to her ability.
  • Agnes Baker has a good cardpool for archery, once you combine the bow, spells and her ability she's easily the strongest combat in the game and very flexible too.
  • Sefina Rousseau, "Skids" O'Toole and Finn Edwards all have great cardpools and stats for the bow, it really shines in Sefina who can supplement it with spells and attack events and can afford to land headshots every now and then.
  • Rex Murphy, while the cardpool has next to no synergy with the bow, Rex can just borrow some cards, his limitations block Lucky! and Double or Nothing but he can do Track Shoes and Live and Learn. The shoes are pretty great for a .
  • "Ashcan" Pete and Jenny Barnes both have nice cardpools for archery but both also have other techniques to fight, bringing in the bow is viable but will result in rather complex decks that double-dip and .

Thats it. I've used the bow to dig through surprisingly densely packed hellholes, now you go do the same! Remember this mantra: Shoot - Evade - Reload.

Tsuruki23 · 2581
Rex and Ursula (who I think is also a good candidate for the bow) can both field Eli Horowitz who provides a triple threat of helping find the bow, paying for it, and freeing up your hands. — Death by Chocolate · 1484
This weapon is serving me quite well with Preston Fairmont. As Rogue weapons are all (or nearly all) Illict, Preston is forced into neutral to look for good weapons. He also can't use Lockpicks anyway, so this item occupying two hands is not a big issue. The cost is easily paid for by his trust fund. Since he is terrible at doing skill checks when he doesn't spend resources or cards to boost them, it is quite good for him that the weapon deals a lot of damage when it is actually used - even if it requires an additional action to reload. — kalmakka · 1
I agree that Preston bow is really cool. Inheritance + Streetwise, plus the fact that he can't run Lockpicks anyway. — Blackhaven · 9
Really hope FFG gives us a neutral Quiver (body slot) with maybe 3 arrows, that doesn't discard itself, so it could be refilled with various cards, depending on whether they wanted to count arrows on it as supply or ammo. I'd love me some quiver builds. — Quantallar · 8
Hastur

I am always stumped when I see this card, because as much as this cycle toys around with the players, suddenly inverting difficulty levels at the very end of the campaign seems to be mean just for the sake of being mean. Players who choose the Easy difficulty setting may cruise through the campaign only to suddenly have to deal with 10 Autofails in a bag which is quite possibly an absolute showstopper. Harsh.

ratnip · 68
I guess... make sure you have sanity remaining? I agree, I also dislike this version. — cb42 · 38
I’m fine with it. The entire scenario is designed to be mean to you when you have no sanity remaining, it doesn’t hit that hard, has Combat 3, and there are other ways to damage it besides attacking. — Death by Chocolate · 1484
If you are playing on easy and are still unable to beat the Carcosa campaign maybe it's time to reconsider your deck building discussions instead of blaming the designers! :) — Alogon · 1145
*deck building decisions — Alogon · 1145
I managed to kill him with my timeworn brand+reliable Leo in 7 rounds, while the others evaded him. — elenneth89 · 84
Just faced off with this punk last night, until 6am in the morning, 2nd blind playthrough of Carcosa. My first attempt was solo Chen Li which ended up incarcerated for those who know... My second attempt was 2 handed Winifred and Jenny with both being able to fight. He sucked down 2 initial Dynamite sticks from Jenny, then a full clip of Wini's Beretta M1918, in full sniper mode, and was finished off at 20 damage taken. To those saying it's extremely harsh on your sanity, I started this scenario with 6 out of 7 sanity, but was prepared to drink the Liquor like ladies do, and packed a bunch of soak and resiliency through Previous momento on Wini, Lonnie healing horror, and actually ended this Hamburger with zero sanity damage on the board, completely cleared all sanity damage. It's possible, it got close on beginning, but so where many of my scenarios through Carcosa, hanging on by a razor's edge. Gotta say, amazing campaign, beautiful design, still heaps of replayability, for sure. — Quantallar · 8
Honestly, I think the autofail mechanic is fine. With how the map is structured, it's pretty easy to just stay away from him and thus avoid attacks. Imo this is the least problematic version of Hastur, i'd much rather deal with this one than the King in Yellow variant — SmileyVandal · 40
Olive McBride

The artwork of this card is sooo cool. And here you are an interesting tip: the woman painted on this card is a real ffg employee. Does anyone know any other card with such background? Let's gather collection!

s5una · 2
Anyone know how does Olive interacts with the dynamic of blessed/cursed tokens? She reveals just 3 tokens anyway or (if it's the case) she has to draw more and at the end just choose 2 of them? — tom · 14
Premonition

I've been using this card with Daisy Walker rather than with one of the main Mystics which makes this perspective slightly different. The short version is that I really like the card, though I appreciate that it's not awesome.

So let's start with the basics. I think the icons are better for Daisy Walker than they are for the Mystics, particularly the Agility, so that's something. It's also important to point out that it's both fast and so it doesn't cost you an action as well as it costs 0 resources. This means that the only cost to it is the slot is takes up. The ability to play it at pretty much any point in the game regardless of location or turn order really increases the odds you can use it at a good time.

Now for the more complex stuff. There's lots of times you can use this, but the times that provide a good benefit are much fewer. Reacting to things like nasty encounters haven't turned out well for my group. Typically we've drawn a terrible token and so there's little else to do than suck it up - no amount of committing will help. In fact various of the uses of the card are for nought when you draw a bad token - all that happens is you know the inevitable and so either just fail or end up wasting an action.

There are times when you find out how much you need to commit (or not) and those are nice, but they're often pretty niche. On the one hand you might be really likely to fail so there's a question about why you're doing it anyway and typically you'll just find out that up you're going to fail. In another case you might be pretty likely to succeed and so you just confirm that that works too with no real value. The ideal situation is that it's a challenging but not insurmountable test for which you have enough cards to commit but would ideally save them if you can. However, you must consider that you're spending a card to save cards so you'll need to save at least two cards to make it worthwhile. Hmm. that's a pretty niche case in my opinion. I suppose you might find out how much to boost with something like Higher Education though.

So where does this leave us? Well, it really starts to improve when:

  • you have charges on things that you want to avoid wasting
  • you're using cards you want to make sure you get the positive effect from (e.g. extra clues or damage)
  • when you're about to perform actions where certain tokens cause drawbacks.

When reading the other review here I saw that this perhaps has a lot more use in a Mystic deck than with Daisy Walker. This is because most spells fit two of these criteria. With Daisy Walker you're generally just smashing out clues so it has less use, but we have been using it with Old Hunting Rifle on another investigator nicely. Some uses are random chances - using it essentially unnecessarily before Archaic Glyphs meant I avoided an autofail that would waste a token - and those are nice but not exactly strong. You can get some utility by using it early on as well - ideally before anyone has started their turn - and essentially help plan your turn. If you get something cool you or someone else can do good stuff, but generally you learn "yup you will fail the test" and so plan around that accordingly.

As I said at the beginning, I like this card and it's fun, but in my opinion its use cases are more situational than I at first thought. It's almost useless for encounters as well as for many of the Big Moments that appear in this game. It's most useful things with limited uses such as spells, items and cards, and things you control that may have bad side-effects on certain pulls.

Octo · 104
Interesting review! I've been running it in a Sefina deck and I'd say it pulls its weight. In fact, I might say Sefina gets more out of it than anyone else who can take it. I've run it alongside Double or Nothing, which encourages you to invest heavily into one specific skill check. Premonition then guarantees that investment, which I think is pretty decent synergy. Sefina's ability means that if you have Premonition under her card , you can be sure you'll have it available when the time comes for the Double or Nothing check. You don't even have to wait for the perfect time to use it. If a good-but-not-great opportunity shows up, then you can play it via the Painted World and save the actual card for the monster check. I'd also quibble a bit that it does nothing for you if you end up drawing a token that would have passed, especially in a double or nothing build. When you're weighing up the idea of a giant monster check with Double or Nothing , Quick Thinking , Vicious Blow etc , you have to weigh the payoff against the consequences of failing and maybe that leads you to spread the various resources across a few checks where both the benefits and costs aren't quite so huge. But having Premonition ready changes that risk-reward calculation quite a bit and I'd say that's a meaningful effect. — bee123 · 31
In my opinion this is almost entirely a multiplayer card, and best played in the window at the start of the investigation phase, before anyone has yet taken their turn. Seeing what token will come up for the first test this round lets you decide whether the first turn should go to someone who can pull off something huge and now be certain that that huge thing will succeed, or to whoever can overcome a huge penalty with the least effort, or to whoever can afford to burn an action on an autofailed test. — TheNameWasTaken · 3
"I've been running it in a Sefina deck and I'd say it pulls its weight." — Octo · 104
Oh... that didn't do what I expected .... can't undo it either. Anyway, yeah, sounds like it's ticking a lot more of the boxes in a Sefina deck - both the Rogue super combos and the precious Mystic spell resources. — Octo · 104
There's actually a player window before every taken action, so it doesn't have to be the first action of the first investigator. — Nils · 1
Yes, but before the first turn allows you to look at the token and decide whose turn it'll be. — Ektheleon · 223
My buddy runs this, while i play Keen Eye Leo Big Actions. Knowing what I'm going to draw opens up so much rediculous actions with double or nothing. — CecilAlucardX · 10
What would happen if you used Olive McBride to seal multiple tokens here, then used her ability again (after readying her somehow) when resolving those tokens? — Runic · 1