Eavesdrop

This card came to mind when looking at Crafty from the Edge of the Earth pack but suffers from the continuing issue that one almost needs an Aloof enemy to make this work. The ridiculous thought ocurred that one could eavesdrop on everyone's favourite Aloof enemy from the Dunwich Legacy for clues - The Whipporwill

Thankfully it seems FFG had future proofed the card design of this venerable horror by making the darn things Evade 4 (effectively 5 with the -1 that the Whipporwill applies) which is not something i'd been able to recall due to always wanting to butcher the darned things or run away rather than evade them.

Still - it's nice to know that, even in a game of horrors beyond the wit of man and non-euclidean geometry to bend the mind, it is an awful lot of effort to get clues out of chirping birds even if you are very crafty indeed!

John Keel · 9
Bruiser

I've used it with success on Lily, paired with butterfly swords and Gang up.

Even with the proper discipline, basic butterfly swords are a bit low on strength boost for the first strike and a little nudge from this card goes a long way, but the real winner is gang up, since you'll be packing four classes and hitting with it at +4/+4!

Vathar · 3
Crafty

I like Crafty for its potential to boost investigation through Tools.

In particular, it could go a long way in a solo Daniela deck. Combined with Flashlight or Old Keyring, it allows her to investigate at the equivalent of 5 once per turn, while also paying for those Tools, her wrench, Scene of the Crime, maybe Evidence! and a spare Trick. Granny Orne (3) can push that to ~7 and add some consistency in case Crafty isn't drawn.

housh · 171
Forced Learning

Increasing your decksize hurts your mulligans, but being able to pick your cards in the draw phase negates the issue of diluting your deck pool with extra cards. Essentially, this card allows you to pick a lot more of those niche, great-in-one-situation cards, and then toss them aside for your normal good cards if that situation doesn't seem likely. Enjoy the power of Fine Clothes in Carcosa and when the Parleys aren't in the scenario you can shunt em. Have Roland bring Handcuffs to the dance and toss them right back in the trash where they belong when the tentacle monsters come out to play.

Notably you will draw your weaknesses faster since the rate of draw is higher than the rate of deck dilution, and in that highly improbable and inevitably Arkham fashion you can draw two of them at a time (which then leads to a choose and discard situation, which assumably means you keep them both).

Also notably, your upkeep phase will take longer than everybody else's and you'll have to make a higher amount of choices each round, a situation that is all fun for some players and sheer decision paralysis for others. But if you're up for that enhanced complexity, this is a permanent that gives you a higher quality draw at the expense of a slightly lower quality deck with a more inconsistent start. If you're taking the rounded approach, this card is perfect, and discard synergy and interaction make it more so. If you need a particular start: Tarot, key assets and signatures, weapons of choice - this is more likely to be a pass.

LocoPojo · 235
The math of this doesn't work out great for wanting to find that One Specific Card for most of the game. For example, this decreases your odds of finding your fancy clothing in the Carcosa scenario up until turn 8 assuming you never draw a single card outside of upkeep. So trying to use it to snipe 'once a campaign' cards is not a great use for it compared to just running those cards when you need it and upgrading out of them later. This card is good for filtering 'away' from things, more than 'towards,' them, if that makes sense. "I have 12 combat tools and 12 clue tools, this card lets me push away from one of those when I don't need them." — dezzmont · 222
1 draw out of 28 cards is worse than 2 draws out of 43, if you assume the deck is fully shuffled and each draw is random, you have a higher chance of drawing any one card from forced learning at any given time than you would normally. once you throw weaknesses in the math's gets a lot more tricky but feels like at worst you'd break even but have room for more situational tools. — Zerogrim · 296
@Zerogrim, the problem is that you start the game with 5-10 draws out of your 33 or 48 card deck. It takes a lot of upkeeps to make up for what you lose on the mulligan. — OrionJA · 1
Forced Learning works with Dream-Enhancing Serum, doesn't it? You draw 2 cards during upkeep, then the Serum's additional draw effect may kick in before you discard one of the two upkeep cards. That way you could discard the copy of a card you already have and also draw another one... — Miroque · 25
Yeah, it does. — puert · 48
Guidance

One of the more interesting things about this card is that it opens up the idea of a support seeker, someone who can donate actions and other tools to a member of the party that they are already helping in some way ex: Bob Jenkins with his item donations or Daisy Walker running Encyclopedias. Spend a book action as a secret, bump your Guardians fight up to 7, and then donate two of these and let them go running around the map cleaning up elites and bosses without having to commit cards. Maybe you're a secondary seeker like Minh or Roland and you want a higher book value character to do the dirty work at a big shroud location. Pair it with a Stella Clark to take maximum advantage of her Grit Your Teeth or, better yet, Quick Learner. You can even start copying it later with Eidetic Memory or play it fast off Cryptic GrimoireCryptic Grimoire, leading to massive turnstreaks stacked on top of allied cards like Police Badge and The Gold Pocket Watch. Obviously it's not as fun when you're not doing the cool things, but if it's your second time around on a character this is a fun way to switch it up and let your Spikes terrorize the encounter deck.

Beyond that, this is a card you want to take when you're teaching a game of Arkham to a friend and want them to have a bomb time. It's action neutral, costs nothing, commits for wild and probably makes you a hero to a friend, which is really what you're going for in Standard and below. It's niche, but Arkhams best decks and games all lie in niche ideas and going down a card is the lowest possible price to pay for having a worst case situation where it doesn't work that well.

LocoPojo · 235
Parallel Roland Banks can play Guidance as a fast action (with the right Directive). — olahren · 3586