On the Hunt

I wrote on Reddit that this card is a new staple and ZeroGrim asked why. Many reasons are mentioned here already, but let me summarise:

  1. You get resources just when you need them (and cards if you have Glory), to buy Extra Ammunition, or replace an empty Gun, or finance a Team Effort or a Teleport (taking the spawned enemy with you, before Blasting them all). If it was 2xp without the resource gain, it'd be still worth it, but getting 3 resources for your favourite task? Shut up and take my XP!

  2. You avoid spending 2-3 turns yawning between 2 enemies because you're too good. Make your own little side story while your Seeker is doing the job. Especially true in 1-2 players.

  3. You do not draw a Frozen in Fear this turn or any other annoying Treachery Card.

  4. You can fish a Victory Point enemy when you decided to, and not when you already have 3 other enemies on you, or on the opposite helps you trigger "Let God sort them out...". You can also fish a Vengeance enemy if you like a challenge.

  5. Lets you choose a 5 shroud location before you trigger Grete Wagner, Scene of the Crime and Evidence!.

  6. Attaches to Stick to the Plan: Turn 1: Find your weapon with Prepared for the Worst, Play it with Ever Vigilant. Turn 2, during the first Mythos you play On the Hunt, kill a small enemy to replenish your resource pool and play Beat Cop (2). Congrats, you're fully set up.

  7. Ignores the Spawn requirement saving you potentially 2-3 move actions with these annoying Acolyte, Priest of Dagon and their friends.

  8. It makes you sound cool when you pretend to follow a Chicken that went a wee bit over the limit with steroids. Pretend at least that you're also helping, even if we all know that your is the one doing all the work.


On the Downside, because of course every drug comes with a hangover, the Icons are a bit useless (but tbh, who would commit such a good card??), and the 3xp makes it unavailable to William Yorick and a 2nd priority after your weapon upgrade.

Valentin1331 · 69202
Also it lets you spawn anouong enemies on you (cultists and master of the order as an example) — LordWolfen · 1
Something real quick, in point 6. you mention 2 events that I assume are your Stick to the Plan targets. STTP exhausts. You wouldn't be able to play Prepared for the Worst + Ever Vigilant in Turn 1 if both are on STTP. — synkout · 1
What about this card + Ambush? If the enemy spawned with this card is defeated by Ambush, I gain 3 resources? Thanks. — yuna1979 · 1
Daredevil

I desperately want to love this card. The Artwork, the Flavour text, the Name... It's all I want to be, and especially Wini.

But to be fair, it is terribly underpowered, especially compared to Practice Makes Perfect or Astronomical Atlas.

I would buy this card if it said: "If you succeed by 2-3 or more, add the skill to your hand."

But now, the way it is, it actually makes your Deck worse on many occasions. What if I want to succeed a test and I play Daredevil hoping for Anything You Can Do, Better, only to find out Quick Thinking and waste it? Or even worse for Wini, you pull your Opportunist (2) and it goes to the trash immediately.

What if I have only card to commit to an test and I want to draw another one to proc my and end up finding Anything You Can Do, Better...

It becomes even worse when you take Three Aces into consideration, these cards simply can't cohabit. Which is a shame because Winifred Habbamock Desperately needs an Auto-success for tests.

As is, unfortunately, this card is just a pretty wallpaper in my Binder, but damn I wish it was more... much more.

Valentin1331 · 69202
Practice Makes Perfect is what this card should have been. For a lvl 2 card, Daredevil should have added the card to your hand if you succeed, and for lvl 0 PMP should just commit it and that's it lol. But this card came out when Rogues were doing busted things with Double or Nothing and Three Aces etc. so i guess that is why this is underpowered. — Blood&gore · 421
The list of cards-worse-than-Practice-Makes-Perfect is nearly as long as the list of cards-in-Arkham-Horror-the-Card-Game. Daredevil in Wini is a cantrip Unexpected Courage, which is already decent, plus a random bonus effect. You're gambling (it's called Daredevil), but with cards still in your draw pile — with cards you don't have. It's like cheating, but legal. — Spritz · 68
Daredevil with Three Aces is a combo (albeit one best used outside of Wini). Run those cards with no other Rogue skills. You now have five aces in your deck. It's like cheating, but legal. — Spritz · 68
Yeah comparing it to PMP is a bit unfair because that card is taboo worthy. And like Spritz says, this is a cantrip in Wini which I'd say is never binder fodder. — Nenananas · 257
Guided by the Unseen

So this is one action to play, 2 resources for 4 card commits over 4+ tests.

It seems somewhat comparable to something like. Hyperawareness or Arcane Studies.

Talents
-cost 1 exp more.
-only for 2 skills.
+are unlimited use (but only 2 icons per turn).
+guaranteed to work.
+have a side benefit of letting you spend your resources.

If it's for items, you also have survivors also have Jury-Rig which also boosts by 2 three times at 0 cost and 0 exp.

It might be ok as a late game addition once you have your high exp skill cards (or at least cards with high number of icons). Maybe a case can be made for survivor seekers that want to search for valuable cards like The Necronomicon, commiting it to a test then getting it back from the discard with recursion.

Seems a bit similar to Astronomical Atlas which is better since it's unlimited use and lets you draw the commited card but that costs 1 more and uses a hand slot.

Has obvious synergy with Mandy Thompson and Minh Thi Phan. Possibly good for Amanda Sharpe since she runs lots of icons/skills as well.

Edit: Just realized this is also very similar to Ancestral Knowledge. It's essentially the non permanent version.

Pros
-3 less exp.
-secrets synergy, search synergy.

Cons.
-2 cost.
-have to draw it then spend an action to play it.
-sometimes fails to draw.
-only 4 uses instead of 5 (good exchange for half the exp).

If possible I'd go for ancestral Knowledge first. The Permanent trait is just too good, you always get it every scenario so it's like a free draw at the start. (Studious alone costs 3 exp).

fates · 53
You can also support other investigators at your location with this card. — Tharzax · 1
It cannot be overlooked that the once per test use means the odds of ever drawing your research cards plummit once this card is in play. — Death by Chocolate · 1447
Crazy good for [Minh Thi Phan], to make sure she has a card to commit (and boost) in tight situations. — Carthoris · 20
Heavy Furs

Seems like it would be good in...

Mark Harrigan who gets cards for his cards taking damage

Tommy Muldoon which gives him 2 free rerolls at the cost of an action to play the fur in the first place

Diana Stanley counts as an ignore for her ability. 2 rerolls for net cost of 1 action and 1 resource. Not bad compared to Grotesque Statue which costs 2 exp.

Dexter Drake it's an asset that he can cycle in for only 1r but can only use it once if he wants to replace it with something else.

Minh Thi Phan and Patrice Hathaway might want it to deal with their signature weaknessess.

fates · 53
Nkosi Mabati

I think this is a trap card even for Jim Culver. The Cultist, Elder Thing and Tablet tokens are usually worse than Skull tokens only by a bit; usually its around 1-2 points harder. Sometimes they even has the same difficulty and only rarely is it more than 1-2 points. I'd rather take a +1 to all skill tests from a different ally (so you can nullify high negative numbered tokens as well).

The benefit Nkosi has is that you can ignore the effects of the other special tokens which sometimes helps. I don't think this small benefit is worth the cost of 3 (6) exp and a very expensive 4 cost in the ally slot. Seems like you'd be better off taking an ally that gives you +1 Willpower or sticking with Arcane Initiate for more consistency and use your exp for something that'll make a bigger difference.

Might have some really exotic use with naming bless/curse tokens but needs a really dedicated build for it.

fates · 53
For Jim a skull is a flat 0, so obviously better than what you give it credit for. On hard/ expert some tokens punish you just for revealing, not just failing. Like "Doom of Etzli", where the elder thing places 1 doom on your location, costing you two rounds during the first agenda. (Though to be fair, I think paying 6 XP from "The Untamed Wilds" for him is really expensive.) Other investigators (Sister Mary) might take him if they go full into Blessing. I agree, that there are better options in most cases, but suppose you could build a deck with him, where his is far from a trap card. If the black cat is on your side, he looks like an auto include. — Susumu · 366
A lot of people take cards that give them +1 to stuff over cards like nkosi and don't consider how valuable his effect being able to trigger on your teammates is. I'd say Nkosi isn't as strong as granny orne but probably not too much weaker. — Zerogrim · 292
I never assume I'm going to draw a 0. Hail married seem like a waste of action and many special tokens are nasty only on fail. — fates · 53
"many special tokens are nasty only on fail." — DjMiniboss · 44
That statement is less true on Hard and Expert, as Susumu pointed out above. I also think that this makes testing at +2 or 1 more viable, which is nice. — DjMiniboss · 44