Roland Banks

In context of solo play Roland is very solid pick because his statline and cardpool allows him to get clues as well as deal with enemies. Roland´ ability is basicially a once per round use of evidence which can be used to clear clues of high shroud locations which he is unable to investigate with cards such as Flashlight and Magnifying Glass. This becomes especially important in solo play there the presence of enemies usually means that you need to waste actions on dealing with them. However, in context of Roland´s ability the presence of enemies is beneficial as they can be used in order to make progress towards the act deck. This theme is further developed by cards such as On the Hunt which spawns enemies at your locations and Scene of the crime which profits from the presence of enemies at your location.

Roland´s glaring weaknesses are his low willpower and sanity. Roland´s willpower of three makes him vulnerable to nasty willpower treacheries and the existence of encounter cards which can deal up to three (or even more) horror means that Roland is prone to go mad during the course of a scenario. What makes this situation worse ist that Roland´s unique weakness Cover Up forces you to either waste time in order to get rid of the clues on it or to take a mental trauma which makes it even more likely that Roland will go insanse.

While these weaknesses were huge problems at the beginning of the game when there were not a lot of good ways to deal with them, the growing card pool has mitigated them more and more: the dunwich cycle introduced cheap expendable allies such as Art Student and Dr. William T. Maleson who could soak sanity damage and provided additonal benefits for Roland. During the Path to Carcosa cycle Roland got access to cards such as Forewarned and Logical Reasoning which provided him with even more ways to deal with nasty treacheries or heal horror. At the same time Roland also got access to more and more cards which allow him to place clues on locations such as Quick Study from the current Forgotten Age Cycle. These cards allowed Roland to place clues on locations in order to mitigate a situation in which Cover Up came up and there were no collectable clues in play. All of this in mind I think Roland is a very beginner friendly investigator who allows you to play a guardian who contributes not only in regard of slaying the beasts of Arkham but also in regard of clue gathering.

Warforce17 · 1409
You don’t need clues on your location to deal with cover up. You can investigate empty locations for that purpose. — Django · 5154
No you can't — MoiMagnus · 63
That's stated in the FAQ section of cover up page. "You cannot trigger Cover Up if there are no clues on your location." — MoiMagnus · 63
Excellent review! What do you make of his replacement cards? — Myriad · 1226
I sadly do not have access to the replacement cards so I am unable to test them. My impression are: — Warforce17 · 1409
The replacement weakness is better than Cover Up because it forces you to drop less clues with the offset that it is repeatable. However, since Roland usually does not draw a lot of cards I do not think of this as a serious drawback. One of Cover Up´s biggest issues is that it can be drawn in a moment in which you would normally not need to collect clues. This can force you to invest actions in order to prevent trauma. The replacement card does not have this issue. The signature replacement cards is a powered up working a hunch. It can be useful but I think that the gun is better because it is a free weapon card in your deck. This opens a slot for other cards. — Warforce17 · 1409
s/b "had", not "has", int he quote — BremenRADS · 13
Roland's special power is deceptively strong. A clue usually costs an action, additional resources and even then isn't a sure thing. With come over here, or an ally with scrying not only can he eliminate threats, but at the same time get clues from high shroud locations. Properly engineered he is amazing in team games. — Titar · 3
Contraband

I think this card is gaining new life after the introduction of the M1918 BAR. Sure, it's ain't cheap. But in curent cardpool only 2 investigators can use this combo. Leo Anderson, who has access to a Lonely Wolf and Hot Streak(2), and Zoey Samaras, who gain resource when engage the enemy (and She can use Lonely Wolf as well). I finds M1918 as an excellent card for both trash mobs and bosses, but it requires a different approach than Shotgun or Lightning Gun. Both Venturer, and Extra are Ammunition pretty bad for M1918 BAR, and without Contraband, this card will not show its true potential.

Clash77 · 68
I agree. Custom Ammunition is probably the only guardian reload that is worth its salt because it can let you squeeze more shots out of the BAR. — Myriad · 1226
Sleight of Hand

Most people think guns when they think about this card, but imagine Rex Murphy pulling Strange Solution (Acidic Ichor) out of his sleeves, dealing 9 damage, and be ready to play that card normally the next round! Also great with a Flashlight.

Ezhaeu · 50
I have made a build for Rex containing this cards. https://arkhamdb.com/decklist/view/7301/acid-rex-1.0 — Clash77 · 68
Strange Solution

This card seems incredible at first glance. And it really is.

+2 damage is a dominant effect in this game, and cards that offer repeatable +2 damage are almost always outstanding. (Springfield M1903 is why I had to say "almost".) Compared to the other +2 damage weapons in the game, Acidic Ichor is way cheaper and more convenient. Think of Lightning Gun; Acidic Ichor is cheaper by 1 XP, 5 resources, and 2 hand slots. That's amazing. It's kind of bizarre that the faction that's the best at finding clues would get a combat card as sweet as this, but that's how it is.

Yes, you need to identify the solution. But that basically boils down to spending a couple actions and passing an Intellect (4) test. Even on high levels, that's not much hassle.

As icing on the cake, Emergency Cache III is a quite efficient (albeit XP-intensive) way to reload this card.

So what's the catch?

Well, on lower levels, I would say there really isn't one. On Easy, Acidic Ichor will basically perform like a much cheaper Lightning Gun. That's every bit as good as it sounds.

On higher levels, though, and particularly on Expert, Acidic Ichor is no Lightning Gun. This is because attacking at base 6 is nowhere near enough. If you try to hit a 4-fight enemy without boosting (and most good targets for this card will have high fight), your odds of hitting are going to be substantially under 50%. You need to be able to boost your shots by a good +3 or +4 to make this card rewarding. Since Seeker decks tend not to be naturally loaded with Combat icons, that's not always easy.

Of course, you do have some options for getting that Combat up. You could run Overpower, Inquiring Mind, Unexpected Courage, maybe even Scientific Theory. Minh (easily the best Seeker at running Acidic Ichor) can take Lucky!, which helps an awful lot. Daisy might be able to get Encyclopedia to work out in certain situations. Maybe your allies have the spare cards to boost you. You have options. But it's difficult enough to hit with Acidic Ichor that the card is no longer a slam dunk.

I think Acidic Ichor becomes more of a build-around card on Expert. It's not something you can just throw into any Seeker deck and get good results. If you're in a multiplayer group and your allies are doing a good job handling monsters, devoting a lot of deck space and XP to Acidic Ichor may not be worth it. It can absolutely do great work on Expert if you put the effort in, but you do have to put the effort in.

CaiusDrewart · 3183
Side note, another players venturer can also recharge acidic icor. — Django · 5154
If we ever get seeker investigator with t — Clash77 · 68
Rex can do thys combo, but beside, venturer is not a real great card for him. But if we ever get seeker 5/guardian 2 investigetor :) — Clash77 · 68
Its okay if you were on say flashlights and sleight of hand as an additional support card. — Myriad · 1226
As I said OTHER Investigators can use their venturer on your strange solution. — Django · 5154
Inquiring Mind

I believed this was a great card. I made the huge mistake to use it instead of Unexpected Courage

Location with clues are indeed plenty during the game, but what is the purpose of the Seeker class ? Empty them. And when it's empty, this card is a dead weight in your hand. You'll have to pay attention not to end your turn on an empty location, which requires too much planning and is often counter productive

Unexpected Courage will be enough in 80% of times, while half the time, Inquiring Mind will be completely useless, often at the wrost moment (Encounter deck draw)

Maybe in addition to 2 copies of Unexpected Courage, but even then, I'm not convinced.

NotSure · 22
It IS a great card, but yeah, not as a substitute of Unexpected Courage. It's great in Seeker class, especially if you have cards that like oversucceeding like Archaic Glyphs: Guiding Stones, or Deduction 2. Rex should especially consider it due to his special ability. Effects that place clues on your location also make this card more attractive. In my last run with this card I was playing a Roland Banks deck in the Carcosa cycle along with Quick Study and it almost never was a dead card in my hand. — matt88 · 3210
Quick Study might indeed change my mind. For the oversucceding bonus ? Yes, but only reliable for clue gathering if you don't a have clue dropping talent/ ally. In the end, It looks like the card is mostly used for 3xintelligence test (except maybe for Roland), while the real power should be it's versatiliy. — NotSure · 22
My thought process on this card when I put it in a Seeker deck (which is something I always do) is that I can always use it for investigations (which is the most common thing a Seeker does) and maybe I can use it for treacheries if I'm on the right spot, which is not totally necessary since you also have Higher Education (which is a priority upgrade most of the time). Then it can be useful against certain treacheries like Locked Door. For this one specifically it's especially useful since the location it will be attached to will always have clues, so you can always Inquiring Mind to help break it. — matt88 · 3210
Meant: You can always play Inquiring Mind to help break it (Sigh!) — matt88 · 3210
While some investigators can run this instead of Unexpected Courage, it can come back to bite you. I think with enough mobility, you can certainly run this over unexpected, or if you have effects that let you drop clues. — Myriad · 1226