Dynamite Blast

This seems to be a staple in many protector decks, but truly this card is better used by evasive characters who can disengage or use teleportation cards (such as Elusive or Survival Instinct ) to launch Dynamite from an adjacent room.

While it certainly feels heroic to use Zoey or Roland to draw aggro then blow themselves up, it's often detrimental to the party's success to willingly subject them to 3 damage. Sure, it can sometimes save the scenario, but just as often it can place your best monster-hunter on death's doorstep.

It's far more effective to place it in the decks of the swifter investigators who have resources to spare (Skids, Jenny, Rex) and let them play with the explosives. If the enemies survive then the protectors job is to come back in the room and do clean up.

masonproulx · 70
I take Elusive on Zoey for this reason, and now Leo and Mark can also do it. In fact, poor Roland (and Carolyn) are the only Guardians who can't pull off this combo — Chitinid · 14
How does this work with swarming enemies? Does it do 3 to each separate instance? — Erdjo · 329
@Smeshnik It does! Each swarm card under the host counts as a separate enemy. Similarly Storm of Spirits works the same way. — SGPrometheus · 849
Guard Dog

Under the 'Asset Card' section of the rules it states if an asset card has health and/or sanity the investigator may assign some, or all, damage to it. This means if the investigator has other cards to soak damage, or is willing to take some damage themselves, the guard dog could do up to 3 damage to attacking enemies.

Be aware that most cards that boost damage either require 'Fight' or an attack, these will not boost the damage of guard dog.

I think You can only assign 2 damage instead of 3, because as soon as the dog soaks the third, it dies and is trashed, so it can't activate its reaction. — cybercujo · 1
You can use it even when you assign lethal damage to him. Since it's "when" rather then "after". — Yury1975 · 1
Understood. I did't see the difference between "when" and "after". Thanks for the clue :) — cybercujo · 1
Rite of Seeking

We're one core set and one deluxe expansion into this LCG and already certain paradigms are taking shape. Certain classes (like Guardian, or Seeker) are well equipped to focus on a specific task (monster hunting, clue seeking) and corner that task completely. Other classes, like Mystics, are not as clear. Cards like Scrying and Clarity of Mind suggest that magic can be used specifically to support your group by watching their backs, but there are alternative uses to mysticism.

Rite of Seeking and Shrivelling do something different, they can turn Mystics into makeshift clue hoovers or damage dealers. They won't be able to take on the role forever due to the limited charges, but in the meantime you can have Jim quickly suck up clues in low shroud places while Rex tackles the darker locations, or you can have Agnes pierce the mysteries that Roland Banks cannot.

Of course the card comes stacked with downsides that trip it up. First of all its expensive, and it takes an action to play it as an asset so the 'extra clue per investigate' isn't as strong as it sounds. If you're using this just to try and hoover up clues quickly you're trading 4 resources for 2 clues. Furthermore if you search multiple times in your turn (or as first or second action for any reason really) you risk triggering the end of your turn, which further adds to the chance that you will rob yourself of the action economy you're trying to save.

That being said if you're awash in resources, really need to move quickly, want to stay away from a dangerous clue ridden location, or need help piercing that 4 shroud location Rite of Seeking will allow you to get those difficult to grab clues. Probably the best use however is just allowing you to nab clues at the end of your turn while doing something productive with your other 2 actions. Combined with Drawn to the Flame you can those last sticky clues and make sure your team is done with the act before the threats really begin to mount.

Difrakt · 1327
Duke

Duke is a good doggie. An issue I have found is that investigator specific cards only being a one per deck means that the likely hood of drawing even after a hard mulligan is low. Duke mitigates this by starting in play.

The obvious points here is that Duke shores up "Ashcan" Pete's weaknesses, books and fists. However the best part of Duke is his fetch ability, moving then investigating. This action economy is increadibly useful, especially in solo play.

Solo play is where Duke and "Ashcan" Pete thrive. As noted he starts in play so "Ashcan" Pete is ready to roll turn one as you don't have time to get set up playing solo.

Some card synergies. The full range of neutral skill cards as Duke can't carry helpful items to boost skill checks and card draw. Rabbit's Foot, Scavenging and upgraded Lucky! for dog tucker. Ritual Candles also help with increasing chances for success without additional weapons.

Get out there and play fetch!

Pilgrim · 321
When "using" Duke, his actions replace pete's base skills, but he still affected by permanent bonuses and penalties, like holy rosary? — Django · 5165
@Django: Ayup. Anything that modifies your 'base' skill effectively overwrites whatever is printed on the top of your investigator card. Bonuses penalties, and modifiers then work off of that new base number. — Darthcaboose · 286
Best part about Duke IMHO is that he starts *in play* - so Pete always starts with a free +1 damage weapon, making him very consistent in the early game. Compare to other investigators unique cards - they are 1 of (so you can't rely on even seeing them in an average game) and have to be drawn, played and payed for. Duke is awesome. Whosagoodboyyesyouare. — waferthinninja · 660
A note about Duke as an "Ally" in case anyone else is confused (as I was): Duke has the Ally keywords, but not the Ally *symbol*. Practically speaking, this means that you can have another ally in addition to Duke. — micahwedemeyer · 62
A very important thing to note, Duke is a bloodhound. — Andronikus · 1
Can Duke move and investigate an unrevealed location? And if there turns out to be no clues there, does he still exhaust? — shenaniganz11 · 40
Yes he does exhaust. Nothing is stopping you from investigating an empty location, you just won't get any clues. — flamebreak · 27
@flamebreak - there is something that is stopping you: the rule in the Appendix I (Initiation Sequence) Check play restrictions: determine if the card can be played, or if the ability can be initiated, at this time. (This includes verifying that the resolution of the effect has the potential to change the game state.) If the play restrictions are not met, abort this process. — Wachtelmann · 6
@Wachtelmann you are still allowed to investigate a location with no clues, or evade an enemy that is already exhausted. The change in gamestate is that you are losing an action. See the Unspeakable Oath weaknesses from RtTPC. — Soul_Turtle · 495
Disc of Itzamna

I didn't think too much of Disc of Itzamna when I first considered its use in Daisy Walker & Roland Banks decks. Let's look at its upsides: First, it has 3 resource icons, giving it a lot of flexibility when used for skill tests. Second, it discards an enemy, meaning you probably won't encounter it again until the Encounter Deck recycles (though you also won't get its Victory Points, if any). Third, it can discard any non-Elite enemy spawning at your location, even if it another investigator draws that enemy. Fourth, its 2XP cost is not exorbitant and means Roland Banks can use it, too. Lastly, it uses the Accessory slot, which is, at present, under-used for Seekers & Roland.

Now for its downsides: First, it only works on a non-Elite enemy. Okay, not a big deal; it'll still work on most enemies you're likely to confront. Second, it only works when that enemy spawns at your location, so it can't be used on an enemy already in play or that moves into your location. Third, it is discarded when used. This seems to me to be its largest liability since, although its effect is good, its cost of 3 resources seems high for a one-shot item. Now, if it had charges...

For Seekers, who do not typically excel at fighting, Disc of Itzamna is a good option to remove an enemy. And, since Seekers are often in a support role, it's nice that it can affect any enemy spawning at your location, thus protecting the entire party. On the whole, though, I had pretty much decided that Disc of Itzamna was not generally worth leveling-up for. Maybe if it could be recycled with Scavenging but, unfortunately, neither Daisy Walker nor Roland Banks have access to that card.

Then, along comes Rex Murphy. Rex can use Scavenging and, given his investigative bent and his 4 , he can probably use it often and successfully. Now, you can almost always have one copy of Disc of Itzamna in-play and ready for use, especially with 2 copies of the Disc in your deck (though only 1 copy can be in play at any given time, since it's unique). Granted, re-playing it over and over can become expensive at 3 resources each time. But, with Dr. Milan Christopher and lots of investigating, Rex should be able to consistently gain resources. You could also consider giving him Burglary as one of his off-class cards.

Of course, Disc of Itzamna can also be used for its skill icons at no cost. With 2 copies in his deck, Rex can play one to have it ready to use for its effect, when needed, and use the second to aid a skill test with any of its 3 icons. No matter how Disc of Itzamna is used, Scavenging (consider including 2 copies) can continuously recycle it, providing Rex with consistent enemy control and skill test boosting. And, since one of those icons is , it can contribute to its own recycling by boosting investigation skill tests and, thus, helping to trigger Scavenging.

It just goes to show how new cards can give new life to old ones (er... cards, that is, not Old Ones). One of the great things about the LCG format.

Herumen · 1741
Are you sure you don't get the XP for a discarded enemy? — fistofyogsothoth · 44
See the FAQ above. Discarding an enemy is not the same as defeating them, so they do not go to your victory display. — PaxCecilia · 426
Nice little write up. I do think the Disc has a solid place in a Daisy or Roland deck as well, but really shines with Rex. — Amoon · 2
The whole logic behind the Discard Enemy vs Defeated enemy seems flawed, especially based on what is written in the Victor Display section of the Rules Reference. This limitation literally is detrimental in making me want to run the upgraded 2XP upgraded card over the lvl 0 card. It's much rather do 2 damage to any non elite, then finish it off for that sweet XP than risk discarding a 1 VP even due to a discard effect. That's so stupid. There's no logic there. The enemies are defeated and if they didn't have VP they'd both end up in discard pile, right? So what changed, just because it now has 1VP it's not defeated? It when his to the discard pile, with discarded cards, how is that not being dealt with just as much as damaging it. You paid 2xp to lose our on more potential XP, which is rated higher than liquid gold in Arkham Horror Lcg.... — Quantallar · 8