Gravedigger's Shovel

I'm making a Hank Samson deck for FHV campaign and I was looking for an alternative for "Look what I found!", because his clue gathering skills are just that bad. 1 intellect is very rough. I found Gravedigger's Shovel and I think its not bad at all in my current situation.

A lot of other options I found are just very awkward on this character. For example, you want Peter Sylvestre, so you don't want to run Spectral Raven. You can't even effectively use Newspaper or any other clue gathering tool. I could run Flashlight or Old Keyring, but outside of 1 or 2 shroud locations, you are actually useless even with that due to 1 intellect. I also want to be exactly where my seeker is at all times, so I can tank for them. Thus, moving to a low shroud location isn't always feasible. I really I didn't like that.

Most importantly, FHV introduces some new fun combos that synergize with this. My deck is already doing the Pitchfork and Pushed to the Limit combo, so it made me seriously consider this card. I actually think this is a good flexible pick. I'm sure anyone who has played a dedicated fighter, knows the pain of having turns where you just do nothing.

If you are lacking enemies and need something else to do, you can just discard this from play for a clue, or use Pushed to the Limit to do the same thing. It's not the best, but the option is there, and its testless! It is a lot better than just gaining resources or drawing cards on dead turns. I do not think Hank has any problems fighting, so being able to turn your extra fighting cards into "gain 1 clue, testless" seems very appealing.

This is a card I'm likely replacing rather quickly when I upgrades, but it seems completely fine early in a campaign. I also can seriously consider the upgraded Gravedigger's Shovel for 2 clues!! I could be wrong as I haven't played FHV yet. I'll see after I do a few levels with it. I figure its more fun to use cards I don't normally use anyway.

Decoy Trap

I love this card in flex/support decks focused on evading.

It is common for scenarios to end up with the investigators gathered in a location trying to achieve something. I really like deploying a Decoy Trap there just to catch enemies as they spawn. It is a great way to handle enemies while everyone else keeps working towards finishing the scenario.

K_oroviev · 388
M1903 Hammerless

The Hammerless has the dubious honour of being the only damage-boosting combat asset in the entire Rogue Chapter 2 evergeen pool. The ability to fight using foot is appreciated but the requirement that the target be exhausted first means unless your name is Trish Scarborough you'll typically have to waste an action setting this up, making it unsuitable for a primary fighter.

Rogues ended up one of the strongest combat classes in Chapter 1 so it'll be interesting to see whether the class gains more traditional combat assets down the line.

Cthomas · 4
Evergreen, see what you did there... Chokes aside, playing with a full party makes the condition easier to fulfill. — AlderSign · 480
Ample Supplies

Ok lets talk about this a bit more. George Barnaby has become one of my favourite investigators and this card tends to be an early pickup for me. I generally run Lawrence Carlisle and Burning the Midnight Oil at lvl 0 and this is usually enough to get by but can feel just a little constrained on resources at times until I start getting my important asset upgrades like... Gift of Nodens, Cornered, Bound for the Horizon, and Scavenging.

to me the number 1 comparison card is Emergency Cache when it comes to resource gain. If George has any discard cards out then Ample Supplies essentially starts with 3 supplies on it. Instant 2 resources. Forced Learning is an auto resource on every upkeep so Ample Supplies is a 1 turn delayed Emergency Cache that gets stronger every turn. A 1 turn delay to me is nothing especially when it becomes more potent the longer you hold it. That to me is definitely an upgrade in my book...

BUT E-cache costs 0 xp. oof not as good... except no one would ever take Ample Supplies unless its a discard deck... and what kind of discard deck wouldn't have Resourceful or Do-or-Die in it? now you have recursable E-Cache++.

Now lets talk about the other comparison Nothing Left to Lose. solid comparison. 5 resources, 5 cards only 1 more xp. This sounds like a great deal! Thing is we gotta look at the fine print. You only get that much if you have 0 cards in hand and 0 resources. You're playing a discard skill deck 0 cards? Easy. but do you need the card draw? probably not. you're playing George Barnaby. you have Forced Learning and your passive. you draw 6 cards a turn consistently. And if you aren't you're trying to avoid drawing to not reset your deck. Resources? Well to get 5 resources you have to spend your resources the same turn you play it... that doesn't sound like a dire need. Ok well what about 4 or 3 resources? This is more likely for the immediate need people talk about when they say Ample Supplies isn't great because of delay but as previously discussed. this basically gets you 3 resources immediately. So you are saying for 1 more xp you are getting card draw you probably don't need and roughly the same resources immediately instead of a ton of resources over time.

Now don't get me wrong. when I run out of things I really want for george I'll still pickup Nothing Left to Lose but Ample Supplies is essentially E-cache if you need immediate cash and if you don't it solves all resource needs for the rest of your game when playing George Barnaby. And if you are planning on running Scavenging, You're gonna want those extra resources.

Having said all this George Barnaby and Patrice Hathaway are probably the only investigators currently in the game that would want this card... its very niche.

BakaWisdom · 6
George can also simply run investments for 0 xp over this if you really don't care about the main strength of resource cards, getting your money now. You're paying 2 xp over investments to start with two supplies on it. This probably only sees use in a discard scavenging deck as you can dump it every turn for 2 resources but even then, just play Schoffners at that point. George could also just play Faustian Bargain instead of trying to jump through hoops making this card pay off in 7 turns from now. — Spamamdorf · 5
Meat Cleaver

Why does this card cost 3 XP when all it does is give you 1 extra fight? Am I missing something?

The level 0 meatcleaver is a perfectly alright 0 weapon for those that want it at 0 XP but spending 3 on this thing seems like a waste of XP

countjondi · 22
It also costs 1 resource less and has more commit icons. If that is worth the XP is still debatable — AlderSign · 480
That +1 fight is worth more than you think. Compared to the M1911, the M1911(2) upgrade costs only 2 XP for the same bonus, but you have limited uses (ammo). On a melee weapon that does not exhaust, the uses are unlimited, so you benefit from the +1 fight much longer. In chapter 2 the devs seem to be cautious to balance melee vs firearms, so that the players have a reason to run firearms instead of always going for melee. I believe this is a good change, melee weapons have been OP for too long. Also, the 3 XP cost means off-class investigators cannot run this which makes sense as well, for the same reasons. — Ramun · 1776