Unearth the Ancients

What does this card really do...

For 1 resource, and a sucessful Investigate (X) action you get to play a Seeker asset of cost X for free. If the Seeker asset has the Relic trait you draw a card too.

There are only 3 Seeker asset at this time with the Relic trait.

  • Tooth of Eztli: Mortal Reminder, Cost: 3
  • Ancient Stone: Unidentified (1), Cost: 1
  • Disc of Itzamna: Protective Amulet (2), Cost 3

Assuming you choose a 3 cost Seeker Relic.

  • If you suceed the Investigate (3) check you end up saving two resources.
  • If you fail the Investigate (3) check you lose a resource, an action and a card.

Doesn't seem worth it, unless you are playing on Easy.

Additional Synergies:

  • Having Dr. Christopher Milan out. (+1 Resource and his +1 Book passive bonus helps with the test)
  • Playing Rex Murphy. (Suceed by 2+ to get a clue too)
  • Playing Ursula Downs. (Free investigate action after moving.)
Daerthalus · 16
Most seeker assets are pretty cheap (you don't have to play a relic with it), so it's not really usefull. And there's a chance of failing the test. However it may be useful for expensive off faction cards, like shotgun (roland) or leo de luca (rex murphy), when combined with Higher education, where you basically half the cost. — Django · 5155
This card may have some strange interactions with "comes into play abilities", as it adds a test where cards can be commited. If you play this card naming an "art student" and a "double or nothing" is commited, do you get 2 clues? — Django · 5155
the card can be used only to play seeker assets. the clue from art student is not the effect of the test, and you cannot put the same asset into play twice, since it is not in your hand anymore. — Adny · 1
True, forgot about "seeker assets" only. The card should work for lola if she changes from seeker to another class mid test, as the wording of the asset is "put into play". — Django · 5155
I can't say I'm too impressed with the interactions right now. But maybe there's a Rex/Scavenging/Disc of Itzamna deck to be made here. Probably not. — CaiusDrewart · 3185
I feel like this card and Markings of Isis are almost good, but not quite. The weakness of this one is that it can only play seeker assets, while Markings of Isis requires you to oversucceed by a lot for it to be useful. I suppose having to take a test is kind of inherently bad, but there are a lot of ways to boost yourself to where you have a good chance of succeeding in standard, even without wasting skill cards. Still, probably only useful with Ursula (free investigate action) or Rex (possibility to still get a clue). — Zinjanthropus · 230
Last Chance

Last Chance could work with "Ashcan" Pete after Duke ate all his cards. For other investigators, maintaining a healthy hand size is pretty useful toward having options against the menaces that comes up against you. If you have 3 other cards in hand, Unexpected Courage is a much better pick. I cannot imagine investigator wasting his or her limited off-faction card allowance on this.

Euruzilys · 14
There may be times in a scenario when you've run out of options and emptied your hand dealing with the encounter deck, at which time this card would shine. However, I agree with you that putting it in the deck for that fringe case is probably not as strong as putting in a card that directly helps you. — SGPrometheus · 847
Might be good for someone with the #Amnesia weakness. — Ezhaeu · 50
I've actually come around to this card after reading the other review; many investigators probably sit at around 2 or 3 cards in hand, at which point this is +2 or +3, so it's pretty strong. — SGPrometheus · 847
Dumb Luck

Dumb Luck’s usefulness seems really limited, but it might have use for your non-combat investigator. You have to evade and fail against a non-elite enemy, but not failing too hard. Then after you used this card, it will come back again next round.

In solo, maybe you can send this to the encounter deck, and then dont have to worry about which of the new encounter card will mess up your day. If the enemy is really tough, and if you have Alyssa Graham, by accepting 1 doom you can send the enemy to the bottom instead.

In multiplayer if you plan ahead and have your leading investigator be a combat orientated investigator, this could work well. You would know it is coming, so the investigator can get his or her weapon or other assets out, preparing to murder this upcoming enemy. Ambush would be a really good combo here as well.

If you dont use it for the card effect, this card could replace Manual Dexterity for the same 2, minus the card draw. But it will be more flexible when you absolutely need this enemy gone for the round.

Euruzilys · 14
Cost > 0 also means, it can't be used with Dark Horse. — Django · 5155
I’m thinking this would also combo with split the angle. — Greatsageishere · 141
If you have combat oriented lead investigator, he'll draw an enemy he can most likely deal with instead of drawing a treachery that might mess his set up. This is cheaper and probably better compared to Close Call. — Pianna · 1
Fantastic in multiplayer when Roland is the lead. The ability to plan and prepare can be invaluable, he sets up on a 3-4 Clue location, you chuck him a thing to kill, and he triggers #First on the scene and his ability to finish the location. — Tsuruki23 · 2571
Eavesdrop

Agility has perennially been one of the hardest skills to leverage usefully in gameplay, this card is one of several new cards printed that fixes that issue somewhat.

Since the game first released we've had cards that turn a skill into another, Rite of Seeking for example turns your into and "I've got a plan!" turns into . The only initial options to do that with were Backstab and Sneak Attack, and both of those were for combat only! Well since then we've gotten Lockpicks and Cheap Shot, an upgraded Sneak Attack and not much else. I.E. four different ways to turn agility into and just one way to turn it into .

.

So, Eavesdrop, this is the second card ever to turn into . players rejoice! Oh and Wendy Adams too!

Oh wait, the skill check used to trigger your net benefit is an check?! So the plan is to: Use your High stat to encounter and evade an enemy, this shouldn't be an issue for a Rouge, and then you use your, probably average 3, stat to try and net two clues? Two actions for two clues AND you spend a card AND you're still hinging all of this on a stat that isn't even your major stat?

So, when on earth is this useful? It's bad to review a card in vacuum like this. Obviously there can be a large difference between location shroud value and enemy evade value, pulling 2 clues from a Shroud 5 spot for example is pretty good, assuming that the evade value is pretty low. More importantly perhaps is the fact that you ARE playing so perhaps you can double up on the clue mayhem with a Double or Nothing?

I tried this card a bit with proxies, I tried it on "Skids" O'Toole and on Finn Edwards, the latter gets his free evades so that makes this infinitely better for Finn Edwards but even so, seriously consider taking just a humble Flashlight rather then this card, or take both and have them supplement each other.

.

If you take 2 Flashlights, 2 Eavesdrops and 2 Perceptions then you've got yourself a decent Clue-specialized package for level 0, supplement this with out-of faction cards as is appropriate ("Skids" O'Toole can gather Evidence! and Finn Edwards can be very clue efficient with "Look what I found!" and/or any number of different cards). As you gain XP drop the Eavesdrops for Lockpicks and hoover clue's like a Faux , especiially if your Investigators name is Finn Edwards.

Tsuruki23 · 2571
Honestly, if you cannot run either Finn or Hiding Spot, I would skip this card. — Myriad · 1226
Tooth of Eztli

A really interesting card. How many Will or Agility tests can you realistically expect to draw in a given scenario? Well, people have done the math about this. In an excellent post, The Strange Solution calculates that skill tests collectively make up significantly less than half of all encounter cards. Skill tests feature in about 40% of encounter cards in Night of Zealot, 36% in The Dunwich Legacy, and 32% in the Path to Carcosa (the vast majority of these being Willpower or Agility tests, with a handful of Intellect tests thrown in).

This means, if we assume the player is not drawing extra encounter cards (from Delve Too Deep, Overzealous, the exploration deck, etc), the odds are that you will probably not get that many treacheries that involve skill tests. Roughly three to five such treacheries per scenario is a reasonable expectation--and that doesn't leave a lot of room for Tooth of Eztli to turn a big profit. If your scenarios are taking longer or extra encounter draws are a factor, that obviously changes things.

There is the further difficulty that, on high levels, you will often be failing the treachery tests anyway, even with Tooth of Eztli's bonus, and even if further resources are invested. On Expert, even a Higher Education/Hyperawareness/Tooth of Eztli Ursula, which is probably the ideal situation, won't be able to pass all of these tests; and if you fail, obviously, Tooth of Eztli isn't doing much for you. (Although there are a handful of treacheries, like Frozen in Fear, that will almost certainly give you a draw sooner or later.) Daisy and Norman, meanwhile, are going to have a really hard time taking advantage of Tooth of Eztli's draw on Agility checks. On lower levels, where you'll get more draws, and it is just generally a more viable strategy to try to pass treacheries, this card is more attractive.

Generally speaking, Seekers are pretty well positioned to ignore treacheries. The most common outcome of treacheries, by far, is that you take horror; but Seekers can often just ignore this, as they have naturally high Sanity pools (as well as good in-faction horror healing and horror soak if they need it). While Seekers have some nice assets they'd rather not lose, compared to the other four classes, Seekers are the least asset-dependent, and consequently the least afraid of things like Crypt Chill. Frozen in Fear is a terror to Guardians and Rogues; but for a Seeker with Pathfinder in play, it often makes literally no difference.

My instinct is that for solo Seekers, treacheries are generally the least of their worries. Spending a big chunk of resources on a card that provides a small boost against them, and maybe a bit of long-term economy down the road, just doesn't make a lot of sense--not when enemies are such a big threat. For multiplayer Seekers, who don't need to worry about monsters, this is more playable. But I suspect its benefits will end up being substantially less impactful than a lot of other expensive first-turn plays a Seeker could make--and if Tooth of Eztli is delayed past the first turn, it's even less likely to provide profit. Of course, the various synergies related to the Relic keyword (Unearth the Ancients, etc.) complicate things further.

CaiusDrewart · 3185
Seems like it would be a lot more useful on Roland? — HollowsHeart · 17
Maybe, but there are a few issues there. Roland is cash-strapped compared to the other Seekers (he absolutely requires both a weapon and an ally), so adding a 3-cost asset on top of that is tough. Moreover, Roland will fail a ton of the Agility and Will tests even with this bonus if the difficulty is high (remember that he doesn't have Higher Education to help boost things further.) He can't realistically expect many draws from this. — CaiusDrewart · 3185
I'm thinking that it might work okay for Roland doing solo... even if Roland fails, the extra willpower will reduce how much he fails by. And in solo Roland may have less of a cash crunch. — FBones · 19427
This is probably obvious but I think that this card is better in TFA, given that the need to explore means that you'll often be triggering more treacheries (especially if you designate your Tooth of Eztli user to be the primary explorer). — iceysnowman · 164
unfortunately, this still isn't that good in TFA, I don't think. seems like you can't actually test out of most of the treacheries, still. it does make a decent place holder if you're building a deck around Elli Horowitz. that sort of deck is also more scared of Crypt Chill. Ursula is also more afraid of Crypt Chill due to dependence on Fieldwork and Pathfinder. Perhaps less afraid of Frozen in Fear, though, with Pathfinder and her extra investigate action. — Zinjanthropus · 230
I will say, poison is very scary in TFA, but +1 probably isn't going to help you that much — Zinjanthropus · 230