Flamethrower

Move aside Lightning Gun the new king of weapons is here!

Comparing it directly to Lightning Gun, you save two resources, get one more ammo and do one more damage. Note the damage is multiplicative with the ammo so you get potentially 16 damage to Lightning Gun's 9.

The first drawback is the body slot. Notably this rules out Bandolier. Thus a flame wielding Guardian will have to fully commit to exclusively using the Flamethrower by using Venturer, Extra Ammunition and Custom Ammunition. Contraband is also interesting if it is available to you.

The other disadvantage is you must be engaged with the enemy. Normally you do not want to risk shooting your friends with your high powered guns so you would want to engage anyways but this weapon actively requires you to be engaged. This may mean a loss of an action for a harried investigator. Also you may want to engage multiple enemies so its a good idea to bring Taunt along as well to avoid attacks of opportunity.

It still has one less fight then Lightning Gun but both are usually sufficient to guarantee success on all but the tentacle and the super negative token you get on Hard and Expert.

Overall I think despite these weaknesses this is by far the most efficient purifier of xenos scum, err I mean mythos monsters available today.

The M1918 BAR is also a very fun weapon and may become more efficient against very low health enemies, but there are too few of those around to compete.

ArkhamPirate · 51
Definitely agree - this is truly a new king. I doubted that BAR is able to detronize LG, but here I have no doubt. Just mention that its synergy with Well Prepared rocks. — KptMarchewa · 1
Card links in this review are broken. — TheNameWasTaken · 3
Card links fixed — ArkhamPirate · 51
Also dearly worth considering: The Reliable card. — tercicatrix · 16
I honestly think this card is straight-up overpowered. I thought Lightning Gun was a fantastic build-around for the Guardian class, and this card just trounces Lightning Gun. What a card. — CaiusDrewart · 3247
Rise to the Occasion

Since no-one seems to have noticed, ill just point out that this card fits perfectly into any deck using Dark Horse, where it's restriction is suddenly "at least 1 higher". For Dark Horse Duke ("Ashcan" Pete), This is basically the perfect skill card to go with all your passive stat boosters.

Of course, Even for Dark Horse its basically a 3rd and 4th copy of Unexpected Courage.

Thornstromb · 65
No, the restriction doesn't change, and that's the problem; finding tests that are two-over the base value to use it on. His Intellect 2 and Fight 2 mean that you're looking for Shroud 4 locations and Combat 4 enemies, which aren't as common as you'd think. Of course, having Dark Horse does make passing that a lot more likely... — AndyB · 960
And if you use Duke (who traits your base as higher for tests he’s used in), you need to find Intellect/Combat 6 tests. That said, I think those tests are common enough, and Pete decks don’t really have ‘too conditional cards’, just dog food. MINOR SPOILERS: (You are 100% guaranteed to encounter a must pass test Pete qualifies for in every scenario in Night of the Zealot, and very likely to encounter more, especially with certain treacherous that impede investigations... and agendas that increase monster fight.) — Death by Chocolate · 1515
It's still a situational card, but Pete is where those shine, because you can always at least throw them at Duke — PartyTime · 1
At one point, I thought that it might good for Finn, to help him tackle the 3 willpower mythos. But even there, in 'normal', with 1 point over the test difficulty, you'll only succed 25% of the time or so... — Palefang · 79
AndyB: it is assumed that you arent performing skill tests if you cant reach a value of at least 0-to-win. Under these conditions, RttO is effectively +1 when applicable. with Dark Horse, it's +1. That's what that meant. — Thornstromb · 65
i meant with dark horse it's +2. whoops. — Thornstromb · 65
Seal of the Seventh Sign

Sealing specialist(s) - Can be splitted between two players, only the reloads should be combined on one player:

Events:

Qualified investigators:

Works well with:

  • Ancient Covenant + Blessing Generator
  • other mystics with spell assets and events with negative side effects on symbol tokens
It's leaving play, so i think it disappears. — SGPrometheus · 861
I agree, it should be removed. — Fullgrimm · 1
The hand is an out of play zone, so yes, putting it in your hand causes it to leave play. — Death by Chocolate · 1515
"Shining Trapezohedron" only pays for play costs of Spell cards, not for the forced effect to spend 1 resource on "Protective Incarnation". That's a different thing and won't work. — Susumu · 386
Also, Twila Katherine Price only places "spent" charges, but this one is "removed". — AlderSign · 456
Vantage Point

I had a friend play this tonight when we were playing the second scenario of Forgotten Age, and he had a pretty clever use for it: he took the last clue off of a high shroud location (shroud 5) and put it on a slightly lower shroud location that had just been revealed (shroud 4). Why was this clever? Because the location we took the last clue from was worth a victory point.

Now, you can obviously use this card to lower the shroud of a location and make it easier to investigate for a turn, but I don't think that's terribly relevant. Why? Because, except for a few corner cases where people have extra actions, you are, at best, going to get two investigations with -1 shroud.

I think the best use of this card you are going to regularly get to use is taking clues from locations you don't want them and moving them somewhere else. And I don't just mean from high shroud locations. Some locations inflict a penalty for trying to move on to them or for trying to investigate on them. And I can think of three locations from that scenario alone that would fit the above description.

But the times you will be most proud of yourself will be the times when you spent one resource and net your team a victory point.

Schielman · 38
This event can save a lot of move actions if there’s a lone clue at the other side of the map. This card had interesting interactions with the rougarou scenario. — Django · 5243
That's pretty much how I like using it: net a free VP from a painful location (such as spend 3 resources to investigate. Yar!) — Razoupaf · 1
Relic Hunter

Hypothesis: Backpack is what's finally going to start pushing this card into relevance.

Analysis: There are two major issues with Relic Hunter that have always left it in the shadow of Charisma.

The first is that allies are just inherently more useful than most of the accessories. Holy Rosary sits alone atop it's throne for 0 XP accessories, whereas 0 XP allies includes powerful staples such as Dr. Milan Christopher, Peter Sylvestre, and even allies like Alyssa Graham or David Renfield that provide a flat stat boost along with a modest amount of damage/horror soak. Even Beat Cop (0) puts in big work, soaking one damage and one horror while providing the same +1 stat and while also having a useful sacrifice condition.

Those are just allies that provide at least one damage worth of soak and a +1 stat bonus too. That's not mentioning the more disposable ones like Art Student, Research Librarian, or even Arcane Initiate (0).

The second is that accessories haven't had quite the same support that allies have for a good while. Calling in Favors may not have been around for that long, but it's still a massive boon to Charisma decks. Again, even though we've had A Chance Encounter (both versions) for less time than Scavenging they're also just easier to use. The ally support also seems to consistently put the ally into play whereas item/accessory support doesn't.

Now however, we finally have Backpack. It doesn't dig as deep, nor does it put your accessories straight into play, but it does do something else important. It finds you multiple types of cards--and no, I don't just mean it finds you the types item and supply. It will help you dig up Flashlights, Lockpicks, or Magnifying Glasses so you can investigate, maybe help trigger that Scavenging easier? It can also help you dig up a weapon with which to defend yourself--and this is all in addition to helping dig for your accessories to put into play.

The only problem? We still don't quite have accessories on the same power level as we do allies. We don't have accessories with upgrade paths the way we do with allies. We don't even have anywhere close to the same pool of unique cards to choose from that aren't signature cards. There are only three accessories that offer any amount of horror soaking, and one of them costs a fair bit of XP. None of them offer damage soaking, which admittedly is fair from a flavour perspective (that's what body slot items should do). Even with how nuts Key of Ys is when powered up, you still defend it with allies. That card isn't that unfair compared to The Red-Gloved Man given the support that it has from the rest of the card pool.

Conclusion: We have the support we need for accessories in cards like Charles Ross, Esq., Backpack, Relic Hunter, and Scavenging. What we lack are the accessories that are worth supporting with these cards. Until that changes, accessories will be relegated to set and forget all-stars like Rabbit's Foot and Holy Rosary, with brief appearances from Cherished Keepsake or Elder Sign Amulet to help patch up the sanity of investigators vulnerable to horror.

Swekyde · 69
I have to agree with this assessment. I've seen many decks that have used Charisma. But nobody that I've played this game with has ever been tempted to buy Relic Hunter. — cb42 · 39
I'd add that St. Hubert's Key heals horror when it pops, so it is a bit of a 'last ditch' soak. Personally, I have used Relic Hunter, in both Yorick (Keepsake and Police Badge) and Jim (Jewel, St. Huberts Key and, hopefully soon, Crystalline Elder Sign). But I agree, we're a bit short on accessory upgrade paths. — AndyB · 960
I’m a little surprised to see a recent review of Relic Hunter with no mention of St. Hubert’s Key. I’ve found it on par with level 0 unique allies. I’d be happy to in it alongside Key of Ys on Pete or alongside Disk of Itzamna on Daisy. — Death by Chocolate · 1515
My reason to pass more on St. Hubert's Key really is because investigators that care about both of the stats it boosts are few and far between (Jim, Daisy, and Carolyn -- others who can take it only consider it as copies 3-4 of Holy Rosary). Also, while it does heal some horror when it goes the fact it reduces your max Sanity at the same time means it's a lot more clumsy than Holy Rosary. You can't even get the boosts from St. Hubert's Key if you're already at 2 under your max. I played a Carcosa campaign as Sefina where I used Relic Hunter for Holy Rosary and SHK (which was later replaced by Key of Ys) and I almost always felt better about playing Holy Rosary than SHK. Maybe I'm just biased from having my Keys pop on me at inopportune times, leaving me short crucial Willpower when a Holy Rosary would not have done the same. — Swekyde · 69
Key + Crystaline? Seems worth to me. — crymoricus · 252