Здобуток

Talent.

Cost: 3. XP: 1.

Шукач

Uses (3 secrets).

Spend 1 secret: Investigate. Investigate any revealed location in play as if you were at that location.

Julepe
The Path to Carcosa #27.
In the Know

FAQs

(from the official FAQ or responses to the official rules question form)
  • "As If": This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page here. (I'm adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)
Last updated

Reviews

A hand driving over a street map, toying with little black and red flags and smoking a cigarette in safety while other investigators do the dirty work... That is exactly the way i imagined Seekers to be like. In the Know emanates Seekers' blatant power, they just KNOW without ever having been on-site.

With the exception of one scenario where locations are revealed automatically, In The Know is a cooperative card for multiplayer games. While other investigators do what they would do anyway, they enable the bearer of In The Know to gather clues from the locations they have visited.

  1. One of the plain advantages of this card is the gathering over a distance. Each use saves the card's bearer a lot of precious actions: count the sum of required movements to get over there, include the estimated count of evasion attempts and finally add the potential threats the Mythos Phase generates while being on the way to get the idea.
  2. But there is much more to it! Some locations require skill tests on enter (spoiler), with In The Know you omit these.
  3. This talent can be used multiple times per round.
  4. In addition, if the bearer can squeeze out additional clues, they are all taken from the distant location, as approved by Matthew Newman: (start of quote) In the Know works a little differently from some other investigation cards (like Seeking Answers for example). Instead of just saying that you discover clues at a different location, it reads "Investigate any revealed location in play as if you were at that location” (emphasis mine). That means any clues you would discover “at your location” as part of this investigation are discovered at the location you are investigating with In the Know. So Rex’s bonus clue or any other additional clues from Deduction, etc, would all be taken from the location you chose when you used In the Know. (end of quote)
  5. Oh, and the biggest advantage comes as a conclusion. With In The Know Seekers can safely gather clues from the lion's den - any possible Attack of Opportunity fails, because it's target is not present!

There is no real downside with using In The Know. One could wish it had more than 3 uses, one could also demur that it does not change the skill test base to Intellect in locations which have different requirements, as in spoiler. One could also barricade oneself into oblivion, some people are never happy.

Pros

  • Big-time click-compression. Investigate crucial or tricky locations without a risk!
  • Comboes well with Rex Murphy and Deduction.

Cons

  • Rather useless in solo play. Exception see below.
  • As it does not boost any test, it is booked by investigators with high Intellect.
  • Certain obstacles at the target location prevent In the Know from being used: spoiler.
  • Does not circumvent any additional effects at the target location: spoiler's Revelation and Forced effects take place.

Recommendations

  • Lost In Time And Space will be a walk in the park with In The Know equipped.
Synisill · 795
How does it interact with Rexs ability and Deduction? — Plolock · 14
Just wanted to say that you could use this to satisfy Call of the Unknown i think. most of the time this probably doesn't make sense, but in TFA with the explore deck, this could allow you to investigate a location already in play without having to backtrack. — Zinjanthropus · 227
Does it really prevent AoOs? Because this action counts both for its " action triggered ability (activate a card)" and "investigate as if elsewhere" for all purposes, as seen when considering Haste effects. — RFreitas · 33
No it doesn't, see the added FaQ about "as if" regarding specifically here "The game state is considered to be altered throughout the duration of the indicated ability or action, from its initiation (including the paying of its costs, attacks of opportunity, etc) through the resolution of each aspect of its effect, and up until its completion." — screamingabdab · 98

In the Know is part of a suite of cards that I call 'remote investigation' cards, with Seeking Answers, Deciphered Reality, Connect the Dots, Interrogate, Sixth Sense (and it's upgrade), Intel Report, and Pendant of the Queen rounding out the rest of the suite. An obvious trait ties all these cards together; the ability to discover clues that are in a different location for where you are.

The advantages of remote investigation are threefold: first, you get to enjoy extra actions in your turn that would otherwise be used to move. This can significantly increase your action efficiency, as you avoid situations like:

  • Having to double back if there is an end location that you need to reach and clues have been left behind.
  • Having to move into and out of a dead-end for clues.
  • Having to move into the range of enemies, or having to wait until your resident guardian clears out the room for you.
  • Having to deal with difficult to move into, difficult to move out of, or just impassable locations specific to the scenario.
  • Having to move back into the location your were investigating because you were forced out of it by a scenario card.

Second, you get to keep the location with the resign action (if it exists) close at hand. Some scenarios require you to resign as an objective, and sometimes you botch the scenario and want to resign to avoid trauma. Remote investigation allows you to plant yourself at the exit and significantly reduce your risk of involuntary defeat.

Third, it makes the job of whoever's protecting you easier, as you aren't inclined to run off and get into trouble, you damsel-in-distress you. This is especially true if your party runs cards like Barricade (and it's Upgrade), Hiding Spot, Ambush, and Snare Trap.

Is it possible to build a deck themed around remote investigation? Obviously Luke Robinson's entire shtick is remote investigation (or remote anything really), but his ability is a replacement for cards like In the Know, rather than a compliment. Other than him, there are really too few cards with too few charges, spread over too many classes to feasibly build this archetype, yet. Until more remote investigation cards are printed, the likes of In the Know will remain a tech card, otherwise known as your 31st card, maybe taken when you have 1xp to spare, or in a solo campaign, where the few uses are less of a problem.

Lucaxiom · 4304
I think remote investigation can work in 1-2 player if you also use stuff to add secrets, like "Truth from Fiction" and "Enraptured". Also remember that "deduction" gets remote clues with "In the Know". On the other hand in 3-4 player, the required clues to win sometimes can be 20 over a scenario so some "open gates" with "shortcuts" (2) and "Pathfinders" (1) are much more effective (these also help the fighters to take out rogue cultists). — Django · 5070
I have a query regarding the "as if you were there" section. — Cake8ter · 1
I have a query regarding the "as if you were there" section. If you are in the middle of investigating another location, during the lightning window, could you play a fast card (open gate for example) to place the affects at this other location? Are you deemed at this location until the resolution of your test? — Cake8ter · 1
I think it is "as if" you were there for the duration of the investigation, so playing Open Gate during one of those player windows should place the Open Gate there, rather than at your (actual) location. However, we really need an official clarification on "as if" to be sure. — Yenreb · 15
Thinking it through a bit more, if it is "as if" you were there for all purposes, not just for the purpose of the investigation itself, this would open up things like Shortcutting to an adjacent location, and ready, unengaged enemies there (without Massive or aloof) should engage you, etc. All of this seems far beyond the intended function of the card. So I'm backing up to thinking it's only "as if" you were there for the purpose of the action itself. Open Gate would go to your actual location. But again: we really need an official clarification to be sure. — Yenreb · 15

I thought that I would add a review of this card because it has one particularly noteworthy use I didn't see mentioned. If someone wrote this already I apologize!

One of its best uses is in the Scarlet Keys when trying to expose concealed mini-cards at other locations. Sometimes the actions spent moving from location to location to try to find an enemy are really draining. With this card, you can sit tight at one location and expose concealed mini-cards from a variety of different locations without having to move to each of them. This can be a real action saver. In addition, if you successfully expose an enemy at a different location, it will not spawn with you, which reduces the risk of exposing at the end of your turn!

Sadly Pathfinder exists and does almost same thing but is more generally useful, up to and including the investigation without risking an enemy spawn (by moving during the player window during the test) — suika · 9389
That doesn't make sense. Why would you move before determining success/failure of the test? Also, Pathfinder only moves you one location. I think for this use-case, jesse.acaro has a point. — AlderSign · 236
Hello Suika. Yes, there are other movement tech cards and clue at range cards that can at times achieve the same result, but I would argue not in all circumstances needing no combos or help. Let's say there are concealed cards in many different directions so you couldn't pathfind your way to all of them in a turn, and perhaps some mini-cards are many locations away. This is the only card I can think of that can expose cards from all over the board in such a simple way, requiring no combos or using any other card or ability at all. I suppose Hyperphysical Shotcaster with the Telescanner upgrade could do this, but this does take a contested slot and cost more XP and resources. I think this is a decent one-off to offer a nice solution to a not at all uncommon occurrence in this campaign. — jesse.acaro · 2