Springfield M1903

PROS

  • Moderately priced in terms of resources, at least compared to other Guardian weapons (4 resources, same as .45 Automatic)
  • +3 Combat and +2 Damage, so the Springfield will kill most monsters with a single shot
  • Great against aloof enemies

CONS

  • Expensive in terms of Xp
  • Cannot be fired at monsters engaged with you
  • Two handed
  • Massive enemies needs to be exhausted before you can fire at them

Say hello to the sniper rifle of Arkham Horror. It's a fantastic weapon if you're firing at a distance and a fish bicycle if anything comes within hands reach.

So, is the Springfield a good weapon or a bad one? Well, it's not awful but its situational as heck. Since its twohanded, you'll either stick to this gun alone or invest in Bandoliers. And by the time you have paid for those bandoliers, you might as well have just bought a Lightning Gun or a Shotgun.

Who can make best use of the Springfield, then? Zoey probably, since she's not that reliant on weapons. She can use her fists and Cross to murder monsters engaged to her, and then shoot anything else from safe distance. It's a really bad fit with her ability to gain 1 Resource when she engages an enemy, however.

olahren · 3559
To me it's as simple as this: Don't play this card when playing solo, it sucks in solo play. But is does fit a playsyle in wich you plan on babysitting a dedicated cluehound in a multiplayer game. — Heyenzzz · 7441
But why not just use another weapon and engage the enemies yourself..? Yes, you can let the cluehound engage every spawn/hunter, but you have to stay at her location each encounter phase and you risk friendly fire. Daisy can't take much friendly fire. — olahren · 3559
Even if your goal is merely to protect a "dedicated cluehound," the Springfield is massively inefficient compared to the other big weapons. What if you draw a high-health enemy yourself? Then your options are 1) evade it and then shoot it (even in the best case scenario this wastes an action), or 2) have your Seeker buddy come take the enemy (this wastes one of their actions and they risk massive damage on friendly fire unless they waste another action evading). Sorry to say it, but this card is just worthless. Fork out a little more cash for the Lightning Gun. — CaiusDrewart · 3184
Also, a correction to OP: the Springfield is NOT effective against aloof enemies. It cannot attack them when they're unexhausted and unengaged any more than any other weapon can. It's actually worse against aloof enemies, since you'd have to spend an action engaging it and an action exhausting it, and THEN you can use the Springfield. — CaiusDrewart · 3184
Worse than that - Aloof enemies can't be attacked at all when they're unengaged, whether they're ready or exhausted. So aloof enemies are completely untargetable by the Springfield (barring losing aloof e.g. with Mind Wipe) — LeonardQuirm · 33
Ah yes, that's absolutely correct. Ouch! — CaiusDrewart · 3184
Caius: You are totally right about Aloof! I really misread the rules there. Wish I could edit the review, but that's not possible :( . — olahren · 3559
I Said the Springfield "fits" a certain playstyle, I didnt say its currently the best option for that playstyle. In the early state of the lifespan of this game the developers are laying the foundation for different build-archetypes and this card fits the archetype I described. Not the best card at the moment, but with the card pool ever growing, this could turn out to be a more solid archetype in the future. — Heyenzzz · 7441
Honestly, i feel like this weapon needed a FAQ/Eratta to be worth taking: Fight. You may attack an enemy up to one location away. Cannot be used to attack enemies engaged with you. — CecilAlucardX · 10
This not only makes it worthwhile, it actually fits thematically; the M1903 has an effective firing range of about 1000 yards. That should be well within most location distances. If i can chuck Dynamite that far, surely this gun can shoot that far... right? — CecilAlucardX · 10
"Honestly, i feel like this weapon needed a FAQ/Eratta to be worth taking: Fight. You may attack an enemy up to one location away. Cannot be used to attack enemies engaged with you." - Yes, exactly. I'd also like to see it able to attack non-aloof enemies at adjacent locations, or aloof enemies at your own location. Then we have a real niche for this weapon to fill. At least there's (faint) hope that they will release a 5-xp version with this text at some point. — Low_Chance · 13
This card got a smidge better with the release of Marksmanship. Still, 2 Resources and 1 XP just to be able to reliably use the Springfield ONCE is not a great deal. What we really need is a weaker talent (asset) version of Marksmanship or an upgrade to the Springfield that would allow you to shoot 1 zone away. — Daerthalus · 16
Aloof enemies can be damaged from effects that damage enemies at your location such as Dynamite or Agnes' free trigger ability. I think the rules do confirm that you can't shoot them with the Springfield, but it seems nonsensical when there are effects that do damage enemies at your location, Aloof or otherwise. — LaRoix · 1646
The Necronomicon

Generally speaking, this is probably one of the most forgiving special weakness cards in the game so far. You don't have to take the horror off of it if you don't want to, and let's be honest, how many times do you actually pull that blue token out of the bag anyway? That particular portion can be quite swingy in its effect, I have lost at least one scenario where I drew the blue and then the red token and we lost. But overall I find the worst part of John Dee's Translation to be how it usurps a hand slot. You didn't need that Magnifying Glass, right? Daisy's Tote Bag is insurance against losing that hand slot to The Necronomicon. On a more positive note, it's a much better translation than the Simonomicon or whichever version was in that cabin in the woods that summons a demon horde AND you can use it's ability as a free action thanks to Daisy Walker's special ability.

I usually ignore the Necronomicon. Assuming I have Old Book of Lore or Encyclopedia out in addition to it, forfeiting three free uses of one or the other of those and taking three horror merely to clear the Necronomicon rarely seems worth it. — CaiusDrewart · 3184
It really isn't all that threatening. I never feel pressed to get rid of it either. It's mostly just been a minor nuisance. — cheddargoblin · 87
It's a bit worse if you're playing on easy/standard where you can often boost your checks enough to succeed on "all but tentacles", where this doubles the risk of failure. That can be bad if you're getting ready to play a high-impact single card such as Deciphered Reality, or the Guiding Stones version of the glyph. I'd consider using a turn to clear it before attempting one of those. — Low_Chance · 13
http://www.cardgamedb.com/index.php/CoC/CoCCards.html/_/revelations/the-unspeakable-pages/the-necronomicon-john-dee-translation-tup — BremenRADS · 13
Is this art by Shane M. Tyree or by Jesse Mead? — BremenRADS · 13
How does this interact with Seal of the Elder Sign? It both says “do not reveal” and “treat the symbol revealed” on the text. — krzhang · 7
krzhang I think year later this respond means nothing to you but I belive elder sign is not effected by it since you are not revealing a chaos token and this card specificly says it triggers when you "reveal" — Makaramus · 9
What happens when I draw this card while bout my hands are already full of other cards? Do I have to discard one to make space for the necronomicon? — Neph · 1
@neph yes please, it is the worst part of this weakness — vulinhchelsea · 1
@vulinhchelsea thx for explanation:) — Neph · 1
I don´t think it occupies a hand slot at all. The instructions tell to have it put on the threat area. — knightcvel · 19
@Neph You would draw it on step 4.4 of the upkeep phase. You don't have to check your hand-size until step 4.5 of upkeep phase, so you should be fine. — tercicatrix · 16
One question, how rules if you have the necronomicon in play and draw dendromorfosis?? — Terrol · 1
The "it cannot leave play while" condition is absolute, so the hand slot limit yields to the "cannot." See the FAQ for Straitjacket. — Signum · 14
It's a tome asset so you can choose it for the raven quill. If you attach the raven quill to it with the Spectral Binding upgrade, you even get your hand slot back! — belphagor · 8
One question: with this weakness having the same name as another necronomicon("Petrus de Dacia Translation") and "Limit 1 per deck" on that card, can I have these two cards in my deck at the same time?" — newdaylqt · 1
Heirloom of Hyperborea

There is a lot to like about Agnes Baker. However, the Heirloom of Hyperborea is not one of those things. In fact, I'd say it's the weakest investigator-specific card in the game.

Think of it this way: you have to spend an action to put the Heirloom into play. It costs three resources. And when you play it, you're giving up a card. How many cards does it have to draw to start before it generates real value above and beyond that 3-resource, 1-action, 1-card investment? I would say about six. Are you really going to play six spells over the course of the game? Even as Agnes, I would say that's a tall order. Bear in mind that several Agnes staples like Drawn to the Flame and Forbidden Knowledge do NOT have the spell keyword.

Moreover, playing the Heirloom will massively slow you down in the early game. Agnes has more strong assets she needs to get into play early than any other investigator. There's Shrivelling, of course, and Agnes really wants Peter Sylvestre as well. She probably needs Rite of Seeking or Flashlight to do some investigation, and lots of Agnes builds use further things like Fire Axe and Ritual Candles, among others. Can she really afford to invest critical early-game time and resources into a card that might, if everything breaks right, turn a very small profit over the course of the game? (But more probably will end up in the red?)

The Heirloom's effect only gets worse if it's drawn later in the game. If it's not played in the first couple turns, it has basically zero chance of paying back its cost.

It also eats up an Accessory slot, which is inconvenient because Holy Rosary is typically more powerful for Agnes.

Of course, the Heirloom is by no means a crippling thing for Agnes to have in her deck. She just uses it for +2 to a Strength or Will test. But all the other investigator-specific cards are at least occasionally worth actually playing. (Daisy's is a little borderline, but you can imagine scenarios where it would be worthwhile.) Agnes's is basically only skill test fodder.

CaiusDrewart · 3184
Agreed. Better used for its skill icons, even if drawn early. Used as such, it could work well with Scavenging--since it's an Item--for a re-usable +2 Willpower or Combat. — Herumen · 1741
Agreed too! The Spells themselves are rather expensive, and Mystics resources are not so frequent you would want to spend 3 resources just hoping to draw a couple of cards in a game. Basically, if you don't draw it in your opening hand, it's useless. It's always 2 skill icons to commit to a test though. Moreover, playing the thing fill in the Accessory slot, and there are much better option for this slot, starting with Holy Rosary. — banania · 409
Holy rosary is so far superior, it's the death knell for this card. You can usually tell a veteran Agnes player by whether they include Holy Rosary or not. — Low_Chance · 13
I used to feel guilty for not playing it, opting instead of Holy Rosary (and now Moonstone). But yes, if I'm going to spend 3 resources in a Mystic Deck, the effect better be great, and it better not have the potential to draw what's arguably the worst weakness in the entire game. — LaRoix · 1646
Zoey's Cross

I would say this is the second-strongest investigator-specific card in the game, behind only Duke.

Zoey's Cross might not seem too amazing at first glance, because it inflicts a seemingly modest 1 damage per activation. But the 1 damage is guaranteed and action-free, and guaranteed, action-free damage is incredibly strong in this game. So, every time you fight an enemy with odd-numbered health (and there are plenty of those), you can kill the enemy in 1 fewer action than would otherwise be possible. That is amazingly useful and lets you win scenarios far faster than would otherwise be possible. If you combine it with something like Vicious Blow or Beat Cop, it will let you buzz through even-health enemies faster, too. And it works great with something like Lightning Gun--now you can kill 4-health enemies in just one shot!

And remember, every time the Cross saves you a fight action, you are not only saving time; you're spared a draw from the chaos bag, the necessity of committing skill cards to boost your odds, the chance of drawing the autofail or suffering a bad special token effect, and so forth. The Cross basically lets you skip a ton of skill tests and saves you a ton of actions over the course of a typical game. For an initial investment of only 1 resource, 1 action, and 1 card to put the Cross into play, that's incredibly powerful.

Unfortunately for Zoey, her odds of drawing the Cross are not so great, even if she mulligans for it. But when the Cross does make it into play, it makes Zoey an incredibly fast and efficient monster hunter.

CaiusDrewart · 3184
I especially love the way it trivializes Acolytes. Just move into its location and it's dead. No more doom! — Zinjanthropus · 230
Much easier to find post-backpack. — MrGoldbee · 1487
With the printing of Occult Reliquary, I'd love to see this tabooed to a Blessed card. — vercingix · 217
Beat Cop

I think this is a very strong Guardian upgrade. Most people think the level 0 Beat Cop is already a pretty decent card. For 2 XP, you add the ability to do 2 additional automatic, action-free points of damage whenever you want.

This is simply amazing. You can pretty much always find situations where it lets you kill enemies in one fewer action than would otherwise be possible. And you're really saving even more than than that, because otherwise you would have had to take a fight action--which might have failed or at least required boosts to succeed. This guy, in contrast, is automatic.

And there are lots of further little benefits Beat Cop can deliver. He saves you at least two actions if he guns down a Whippoorwill (since you don't have to spend an action engaging.) He can finish off an enemy that would otherwise have survived into the enemy phase, thus saving you a lot of damage. Or maybe there's an enemy who absolutely must die this turn (an Acolyte with about-to-go-off doom, for example), and then it's wonderful to have a card that can get that done absolutely guaranteed.

He combines wonderfully with Zoey's Cross to let you gun down a 2-health enemy in zero actions. Awesome.

Compare all this to other upgrades like Lucky! or Emergency Cache, which also cost 2 XP. Those give you 1 extra card. The Beat Cop gives you 2 extra automatically successful actions. An action is stronger than a card, and an automatically successful action even moreso. The Beat Cop gives you far more bang for your buck.

This card will be even more crazy efficient for the upcoming Mark Harrigan (so much so that he probably wants to run Emergency Aid to recharge it), but it's the in-class ally of choice for Zoey and Roland, too.

CaiusDrewart · 3184