Katja Eastbank

Background: I played Katja Eastbank in a Stella Clark deck with emphasis on Dilemmas. We played a two-player campaign of Path to Carcosa and Stella joined the campaign after the Asylum. My partner played Joe Diamond.

Katja Eastbank was a great addition to the deck. Stella Clark's character ability offset the action cost of Katja Eastbank when accessing cards beneath her. We were able to put dilemmas beneath Katja when the situation was not favorable and activate them later on. However, Katja was even more useful when drawing situational cards such as a second .18 Derringer or Old Keyring while the first one was still healthy. Here, Katja Eastbank basically saves that card for later and provides you with an additional draw.

I think Katja Eastbank is particularly good in decks which include strong but situational cards. "Situational" cards are not limited to high-impact Dilemmas such as Fickle Fortune but may also be cards such as End of the Road, assets with expendable charges for later use, and Alter Fate, just to name a few. Stick these cards to Katja Eastbank, building up a strong selection of cards for later use, and draw into your economy, skills, or general-use events earlier.

One thing everyone seems to have overlooked here is Katja's ability to speed up card draw, and her usefulness in discarding those cards when she departs for the great esoteric repository in the sky. Simply stuff your deck, then Katja's raincoat with improvised cards and the Moonstone then Tetsuo her out to improve resource expenditure, card draw, tempo, and test successes as all those cards are discarded. — Blitheharrow · 3
Predator or Prey

Background: I played Predator or Prey in a Stella Clarke deck with emphasis on Dilemmas and Katja Eastbank. We played a two-player campaign of Path to Carcosa and Stella joined the campaign after the Asylum. My partner played Joe Diamond.

Overall, we found Predator or Prey to be a difficult card to make good use of. More often than not the card was drawn without the option to stick it to Katja Eastbank and resulted in Hunter enemies moving an additional step or enemies considered evaded and moved-on became quasi-hunters. Due to our team composition, our capabilities to handle enemies was limited compared to a pure fighter-cluever setup. We rarely managed to make good use of either option of the card.

I think the card shines when you have the choice between both options, i.e. some investigators are engaged with enemies that they can't handle and some investigators are trying to get to an enemy. In our case we were often forced to take an option which hindered us more than it benefitted us. I expect Predator or Prey to become more useful with increasing player count, where investigators encounter a more diverse set of challenges at the same time.

Making Preparations

Background: I played Making Preparations in a Stella Clarke deck with emphasis on Dilemmas and Katja Eastbank. We played a two-player campaign of Path to Carcosa and Stella joined the campaign after the Asylum. My partner played Joe Diamond.

Drawn during the investigation phase, Making Preparations provided a welcome boost to when investigating locations with high shroud and / when handling enemies. When drawn in the upkeep phase, Making Preparations was generally used to boost and one of the stats we deemed most useful for our next turn.

In almost every situation Making Preparations provided a welcome boost to two of our stats while the drawback seemed neglectable. In my opinion, the card is particularly good in decks with solid card draw. Here, the card provides boosted stats at no action similar to a skill but for the entire investigation phase and the entire team. I suspect Making Preparations becomes less useful the more players you play with as your team will often face a more diverse set of challenges which require more than two skills to solve effectively.

Clean Sneak

At first look you might think this card is not so good, but let me change your mind; this card is not just not good, it is completely terrible. If this card costed 1 xp, you might play it once or twice and just be done with it, and realise that it almost never does anything. Not only do you need to have enemies exhausted on your location, you cannot even choose the same option twice lmao. So you need to spend 4 xp and exhaust 3 enemies and spend all of your actions, and then play this for fast and for example draw 1 card (which just means this card replaced itself), deal 2 dmg to one of them like Sneak Attack does, and get 2 resources? Wow. My group has our own tabboo list since the official one is always 2 years behind, and we don't wanna wait to change cards that are problematic, and we changed this immediately when we saw it to be 3 xp so that Finn Edwards and Rita Young can take it as they were the only ones who would even consider it, and dear lord did we regret it. We did not regret making it 3xp, but buying it and replacing our 0xp cards for it, as it was so underwhelming that i think nobody will ever buy it again. We might actually change it to cost 2xp, just so it is a bit better than Sneak Attack which we rarely play

Blood&gore · 417
It's rare to see two enemies exhausted at the same location, let alone 3-4. Even if you somehow get the perfect play opportunity and get all 4 rewards you're probably not getting 4xp worth of rewards. I am baffled what the intended use for this card is. — Pseudo Nymh · 54
I think, you are exagerating. "Sneak Attack" costs 2 and an action. (Although 5 XP Chuck could make it free and fast.) A clue from "Working a Hunch" also cost 2, at least it is fast. You could get the effects of both (level 0) cards for 1 card. The biggest issue is the opportunity cost of sinking evading actions to setup this card. Let assume, Fin could take this card. He could use his additional evade action on one enemy, and a "Breakinng and Entery" for a second one on an investigate action to grab a clue. He would not need to waste actions for a decent payoff. It is still too expensive in XP, and not in the range of the investigators, who might make it work. — Susumu · 362
Besides: "we changed this immediately when we saw it to be 3 xp so that Finn Edwards and Rita Young can take it". It's your house rule anyway, but according to what you wrote, you might have a missconception of how chaining on the taboo list work. It only alters the XP cost, not the level of a card. So it does not change, who can take the card. For example, Dunwich investigatores (beside Duke) can still not "Signum Crucis", because it's still a level 2 card, regardless of costing 0 XP with taboo. — Susumu · 362
Yeah i know how lvl and xp work, i just wrote that we changed xp since we just say it that way. Also, if Working a hunch required you to have an exhausted enemy on your location so that you can play it for fast, it would be awful, like this is — Blood&gore · 417
It is not completely comparable, because it is in seeker class, and rogues have (in general) the easiest way and most pay off to/ from evade, and second because it costs 2 resources. For "Clean Sneak" to be somewhat decent, you need it to reliably be triggered, when 2 enemies are down. Getting 3 down is something, you might achieve once or twice a campaign, when everything aligns right. (And then you still need the action compression to get out of the snake pit as well.) But if you have two exhausted enemies, "Clean Sneak" can save you 1 card, 1 action and 4 resources compared to "Sneak Attack" + "Working a Hunch", that's not that terrible, even though it is 4 XP, and the other cards are level 0. One issue with this card is, in solo it gets harder to trigger, because there are less likely multiple enemies on top of you. (Which is a good thing!) And the more players are in the game, the less efficient evading gets, you don't want to get swarmed with enemies. Most investigators, even if they are Rogues, want to do better things with their turn, than repeatetly evading. This card gives you a pay off for something, you in general want to avoid doing. And it is gated from the investigator, who have the lowest opportunity cost to go for it. That makes the card bad, not the effect of it. — Susumu · 362
I don‘t really understand why you argue against him, especially in this volume of text. Only to arrive at basically the same conclusion but with some different semantics… — niklas1meyer · 1
Probably because I'm reluctant to Blood&gore's "we taboo/ errata any card, we don't like on first sight" approach. — Susumu · 362
Yeah we are saying the same thing, i am just also adding that my group fixes the card right away because FFG is known for waiting 2 years to fix what is obviously not good, so i do not understand why not just change it right away, especially if the consensus of your group and almsot the whole community is the same? It was the same way when we first played Gene or Cyclopean Hammer when EotE came out, we saw it was broken right away and changed it immediately, and it turned out that we did the right thing, we made Gene 5xp and we made Hammer do the exact thing that FFG made do. So i guess we are doing what is right, which is not hard considering that we just do what common sense says, and we change it that way — Blood&gore · 417
maybe change the text to "for each exhausted non-swarm enemy at your location, choose TWO different options"? and leave the xp cost be. it would be still very situational but could be neat. — galge · 16
Dissection Tools

Dissection tools are an interesting mirror to Hawk-Eye Folding Camera, and are another example in a long line of cards which go to show how clues and kills are really not symmetrical at all, which holds back dissection tools in terms of value compared to its camera counterpart quite a lot, but which still can find some nice homes.

Firstly, lets get this out of the way, the problem with this card is not that its a card that asks you to kill things that is yellow. That is fine, plenty of seeker or seeker accessing characters kill plenty these days.

The two core issues with dissection tools are the relative value of hand slots for different roles, and timing issues.

Giving up a hand slot for a small investigation boost is a fairly standard thing to do. While handslot investigation items can get even more beefy than an effective +1, because you spam investigation tests so often, a mere +1 is fine. And because most handslot investigation tools can't get more than 1 clue without drawbacks or build around strategies, and clue gathering doesn't have critical windows you need to hit every turn to avoid taking a burst of damage due to the fact that the 'damage window' for failing to gather clues fast enough is the total length of the scenario in doom, its ok to just consistently grind away at them, using a small passive boost to be the equivalent of a fractional clue gathering rate increase is fine: Going from getting .7 clues an action to .85 is still something like an entire extra turn for the cluever per-player per-scenario.

For combat however, your combat assets tend to be providing a lot more than just a +1 to hit, both in the sense the value tends to be greater, and because damage acceleration is very important. If your hitting 85% of the time vs a 3 health enemy, statistically you will fail to kill them within 1 turn on almost half your combats, forget about killing more than one enemy, which is why weapons are so important. So you need to dual wield this with a weapon, which raises the question of why you aren't just using a two handed weapon. The value of one handed weapons is, traditionally, you can take a secondary utility item with them to find clues or help your team, in exchange for their performance being noticeably worse than two handed weapons. For the vast majority of gameplay scenarios, a +1 to hit, evade, and +1 to sanity is just not worth the loss in output.

The second issue of timing is also big: even if you theoretically could slot this alongside your weapon, say... if your Joe Diamond, clearing a location of clues is a lot less timing specific than killing at least 2 enemies. Clearing a location of clues happens any time you earn a victory point, it is your primary objective in any Arkham scenario besides actually clearing the scenario, and if you find your camera half way through a scenario, you still probably have quite a few investigations to go where the +1 investigation will be a difference maker. For combat, half way through the game may mean you have plenty of fighting left in a big 4 player game at a combat heavy scenario, but it could just as easily mean you are only going to see 3-4 more enemies in the game if your playing duo or at a more mellow scenario. You don't just constantly fight like the way you constantly investigate, and in that lower end you are only seeing that +1 for 4, maybe 5 attacks.

There are characters who can make use of this though. Finn, for example, enjoys even the first level of the effect, often will go out of his way to use a 1 handed weapon as his primary combat tool over 2 handers even as a dedicated combatant, draws extremely fast, and can use other methods of gaining team utility than hand slots. Roland and Joe have Bandolier and often will take enough items to be running Backpack as well.

But it definitely isn't a power option, at least right now. If there comes a point where a handslot bonus to fight (of which this and Boxing Gloves are the only options in the entire game) becomes more valuable, and the ability to force kills becomes easier, then this might become stronger just because its functionality is so unique, but unique doesn't mean good or special. Often times things are unique because no one really wants it outside novelty, and a static combat bonus in the hand slot just isn't that useful in the current state of the game.

dezzmont · 210
The one who might really be interested in this is Darrel since it's an easy way to get unlimited evidence. — Tharzax · 1
I believe this would see a lot more play if it took an accessory slot rather than a hand slot. — MaximilienQC · 1
It found an easy place in my Dirty Fighting Finn deck :) Rogues have no problem with extra hand slots now they have Hidden Pockets. — screamingabdab · 98