Bruiser

When you see this card, your mind probably immediately jumps to Guardians. After all, they love their guns and fight boosters. And they tend to have expensive guns, win-win right?

Well... not so fast really. Guardians already have fight pretty darn well covered, and this isn't going to be a better option than most tools they can take to serve as a fight booster, especially at 3 XP. Between your base stats, Tarot Cards, Friendly Local Officers, and Evidence on a stick a guardian can easily sit at a fight value of 6 before their +4 from their Flamethrower comes into play.

Guardians also have expensive weapons, but they tend to play a singular weapon due to both how powerful their 5 xp suite are, their ability to keep it topped off with reload cards they can ensure are sticky and the strength of their tutoring. Guardians with the right mulligan policy can force their big expensive 5 XP weapon on the first two turns. So you really can't view this as a discount card for them.

Charisma to run more of your +fight allies, Reliable, Ace of Swords, heck, even Physical training (4) all kinda low key do what this card does but better? If your looking at this as a chance to really boost one attack with one card (say... you are running Shotgun for some reason and you really want to make that initial hit slam someone), you even have stuff like Enchant Weapon which for most guardians is just better and blows this utterly out of the water for weapon usage.

I am sure a guardian deck is out there that may want to spam niche weapons with huge burst swings and plays lots of armor cards too (Old Shotgun decks with pocket fulls of grenades maybe?) but overall this is just questionable in the guardian pool. Some of the tri-class 'pick a tribe' cards are economy cards, but these 3 assets are not spammable in guardian, so it really comes down to being a booster card in guardian, and guardians just do this better, and while this can stack with them, are you really going to need more than 8 deckslots dedicated to passive boosting?

I would say the most compelling case for this card is in the rogue class, though some survivors may want it as well.

Rogues can get really good at fighting, but struggle for static boosts, especially with how almost every slot they have is highly contested. They are less likely to power upgrade their weapons because while they have good higher end weapons they are less able to force them into their hand than guardians, due to lacking Prep for the worst and Mr. "Someone deserves a raise for figuring out this pun name."

A lot of rogue weapons and strategies reward you for playing more than one weapon over the course of a game, due to their low ammo counts and come into play effects, and while this won't give you discounts with Sleight of Hand it will fit nicely into sleight of hand style decks. After all, if you are running sleight of hand you eventually plan to PLAY that gun you keep flashing. And you often want to 'over-succeed' on rogues, so having a boost can really matter.

And, of course, there is the base stat gap. Even if rogues COULD run as many slotted boosters as guardian, most rogues have fairly low fight values, despite being a fighty class. They make up for it a bit with a lot of fantastic skills and events and draw to fuel those skills, but between their lower weapon bonuses and lower stats it can take a rogue a bit more effort to get to where they are hitting as often as a Guardian, let alone succeeding by whatever.

Survivors can also get some value out of this too. One unexpected candidate for this card is everyone's favorite 1 fight orphan herself, Wendy Adams, is a strangely great candidate for Bruiser, because she can combo this with her famous fireaxe to get much more serious value out of those free resources, or use it to push her attack value up to 9 for a swing.

Every single one of these cards is going to feel different just because the flavors of these tags matters so much, but I think for bruiser the question isn't going to be 'do I like weapons and maybe armor?,' because this doesn't really help those in generic cases that much. Instead, the question is 'Do I need a fight boost but lack access to one in slots I can safely give up, or am I going to be playing 3+ weapons in a game?'

dezzmont · 222
Can this pay for abilities on cards, or just the cards themselves? paying for fire axe does make that distinction important. — Zerogrim · 296
You don't "pay" for abilities on cards, you "spend resources", so I would say no. Of course, you can use them on a "Fire Axe" fight test, but you would only get +1 per resource spent. On the other hand, it synergize well with "Dark Horse", because the resources are not in your resource pool, so you can leave them on the card for an additional test and still trigger "Dark Horse" on the first one. — Susumu · 383
I'm pretty sure, if you "pay" something in AH LCG, this always referes to a cost. Abilities on cards like "Fire Axe" are no cost, they are an optional way to sink resources into. — Susumu · 383
Triggered Abilities have "cost". RR in costs part states "Some triggered card abilities are presented in a "cost: effect" construct". I think the resource to boost skill value is cost, but I'm also not sure that it works with triggering cost. — elkeinkrad · 505
You're right, my bad. The colon literal defines everything left of it as a cost. — Susumu · 383
I will update the review if we get an FAQ. I still think that this particular card works better as a slotless +2/double +1 than a cost reducer for most characters and that survivors will in general consider it due to only really having Jessica as a fight booster, even before this card's synergy with Yorick or Bob. — dezzmont · 222
I don;t get the pun behind Tetsuo Mori, anyone care to explain? — Eruantalon · 104
Mori is the Latin word for death, which already is very applicable to Mr. Tetsuo Mori, who's main job is to die. However there is an additional, even more brilliant layer of the pun that links it into how Mori helps you when he dies: A Memento Mori is an object or symbol that reminds you death is inevitable, and I would certainly say the item Tetsuo gives you would certainly count to the investigator who watched him die! — dezzmont · 222
A year later, do we have clarification with whether this works with fire axe as +2 or +1? spend vs spend to pay is such weird wording, this question keeps me up at night — changyperson · 3
I'm pretty sure the pun in "Tetsuo Mori" is that said aloud id sounds like "That's amore" :) — ratnip · 68
True Magick

That is, what Sign Magick is made for. You may have only one charge for charge spells (which can be refilled with Twila Katherine Price) but you can activate Wither / Wither or Sixth Sense / Sixth Sense without the need of charges.

True Magick is all your spell assets in your hand at the same time for the purpose of activating them. And True Magick is "under your control" for the purpose of Sign Magick.

So keep spells in your hand. You cast from your book. Quite cheap and effective.

Except that you explicitly treat ‘True Magic’ as the asset. Which means that you can’t then trigger True Magic with Sign Magic because it isn’t a ‘different’ asset under your control. — Death by Chocolate · 1490
I'm not sure what Gruene was looking for, but my playgroup believes you _can_ use Sign Magick -> True Magick to activate _two different_ assets in your hand, because the True Magick is being treated as two different assets for the purpose of Sign. The question is whether the game can "keep track" of only a single asset in your hand to allow you use Sign -> True if you only have a single copy of Sixth Sense in your hand... — slyguavas · 49
That's what I meant. I can "switch" witch spell asset on my hand True Magick represents... Even between first use of a spell and activation of Sign Magick. I would not say, that you can use one copy of a spell asset in your hand twice with Sign Magick / True Magick. — GrueneLupenAufheben · 144
I don't think you count as controlling spells that are in your hand. — Firerunner · 1
Yay for auto-submit on enter. From the rulebook on abilities: - Card abilities only interact with the game if the card bearing the ability is in play, unless the ability (or rules for the cardtype) specifically references its use from an out-of-play area. - Card abilities only interact with other cards that are in play, unless the ability specifically references an interaction with cards in an out-of-play area. Sign Magick can only target spells you control. While True Magick allows you to activate abilities, I don't believe you control the card. (Which is why you are allowed to use charges etc in its place) — Firerunner · 1
Does anyone know how this card interact with Twila Katherine Price? Twila refunds the charge you spend on a SPELL asset, but True Magick does not have that trait. However, we get to treat it as if it were the revealed spell asset from our hand. So does Twila refund the charge you spend on True Magick? — max07 · 1
Do you gain a charge each round even if this already has one or more charges on it? — Runic · 1
@Runic No, "replenish" is different to "place". You only get a new charge of you spent the the one it initially gave you. — joguitarist · 1
@max07 regarding Twila Katherine Price, I don't think she works for True Magick, as it is not a SPELL asset. You can treat it as the revealed asset to resolve the ability, but TKP is a reaction that occurs separately in my opinion. Although the rather unhelpful word "etc" at the end of the card text means I could understand if the designers intended or to work either way. Needs an FAQ probably, as my group can't agree! — joguitarist · 1
I have had a reply from the the FFG rules query form: "The way that True Magick works is that it essentially becomes that Spell card for the duration of its ability. Because of this, you could activate Twila Katherine Price while True Magick is being treated as that Spell card, and a charge could be placed on it." — joguitarist · 1
Alyssa Graham

A couple useful tricks:

--With Luke Robinson as lead investigator, he can use a Gate Box charge (in the enemy phase, after Dream-Gate's end-of-investigation effect would've passed) to discard a nasty enemy seen with Alyssa

--Peril only applies while resolving an encounter card, so when you see a peril you can confer openly to pre-decide on peril choices without detracting from gameflow the way that trying to pre-decide normally does

anaphysik · 99
Enchanted Bow

This is going to draw a lot of comparisons to the Ornate Bow for obvious reasons. They're two-handed weapons that use alternate stats to attack and have functionally unlimited ammo. The Ornate version is a very specific tool for a very specific style of play; you're spending a serious investment in cash and XP on a weapon that uses two actions to deal heavy damage with one accurate attack.

The Enchanted version is... not that. It's cheaper both in cash and XP, but also all around less useful. You get less bonus to hit, it deals less damage, it takes up more slots, and while you don't have to reload it, it exhausts to attack. And that last part is the real killer.

3 damage is the magic number. Many, many enemies have 3hp or less; 87 enemies have 3hp, compared to only 62 with 2hp. That means for the extra 30% enemies that you'll encounter, one shot will not kill it. And if you're packing a weapon that focuses on or , you almost certainly don't have the to just punch it for that last point of damage. You'll then be relying on a spell to actually kill it (as a mystic), or evading it (as a survivor). And you're filling up 3(!) valuable slots for a weapon that can't seal the deal, leaving survivors with no hands for any other weapons and requiring mystics to dedicate both of their arcane slots to combat spells.

Not only that, it loses out to the Ornate bow on DPS too. If you're fighting a boss and not engaged with it, the Ornate bow can fire, reload, and fire again, for 6 damage in a round; the same as any standard 2 damage weapon. It's awkward, but it works in a pinch. The Enchanted bow does 2 damage per round, full stop. The Ornate bow can benefit from Venturer and other reload abilities, the Enchanted cannot. Multiclass Guardians can't even use Vicious Blow to push it over the 3 damage sweet spot, because you cannot commit skill cards to tests without matching icons.

Okay, so you want to use it anyway, because it's cool. Who can make use of it?

Candidate #1, "Ashcan" Pete. Pete can discard cards to ready other cards, meaning he's the only character that can actually fire the bow twice in a round. 4 damage is sufficient to kill most things, and It also leaves Duke available to investigate, or squeeze in another 2 damage at a slightly lower bonus. A solid option.

Candidate #2, Rita Young. She's a very strong user for the Ornate bow, but if you aren't filling the primary monster hunter role, you might find $4 and 3xp too pricy for a weapon you won't use all that often. Her ability lets you use to squeak in that final point of damage, so you aren't up a creek against 3hp enemies. She can also evade first, use her free move to move to a connecting location, and spend a charge to fire backwards, ignoring Retaliate. Theoretically useful.

Candidate #3, any dedicated monster-hunting mystic that normally runs with Wither. Wither already requires you to double-fist combat spells by virtue of only doing one damage, and the bow slots in nicely at the 2xp median if you don't want to drop 4xp on the upgraded version. It can do an admirable job at stretching Shrivelling charges and is cost-comparable to other options, if you don't care about your hand slots.

Candidate #4, anyone crazy enough to build a character around hunting Aloof enemies. 3 uses of Marksmanship in a single asset that doubles as a weapon is actually pretty economical. Dunwich, Circle Undone and Innsmouth all benefit from being able to snipe aloof enemies, if you don't mind handicapping yourself for the remaining 80% of the campaign.

CombStranger · 291
If Rita evades, she ignores Retaliate. "Each time an investigator fails a skill test while attacking a --ready-- enemy with the retaliate keyword..." — MrGoldbee · 1497
Akachi could shoot twice with Spirit Speaker — Olider · 1
I think the Enchanted Bow is most practical with True Magick to get around it's many hand slot requirements. Otherwise, the weapon asks for way too many slots for way too little. As a bonus, it only exhausts True Magick and doesn't spend the charge on it, so you can use that charge for another spell. — suika · 9522
It would be pretty decent in a Luke Robinson deck that just wants to snipe enemies in adjacent locations as a supplement for his damage events. — suika · 9522
@Olider That’s super expensive though because you’d have to pay an action and three resources to replay it between attacks. — Death by Chocolate · 1490
@Death by Chocolate Correct. With Robes of Endless Night and Prophetic it would be the action only. I just want it to work ;) — Olider · 1
What about an Investigator that can punch for the extra damage ? I'm playing double Quick Learner Stella with Granny. So I can virtually punch at 6 starting my 3rd action. Bow can be a good way to land a hit for the 2nd action. What about the fact you can hit on nearby locations ? Is that relevant ? Are there many 2hp hunters ? — Palefang · 72
Sniping enemies on adjacent locations is mainly useful to kill Acolytes and the Wizard of the Order. That can save you quite a lot of actions, however in most cases you will simply spawn those on locations you are planning to go to. — Killbray · 12696
I'll just add that I've used this in Calvin with great success. It uses whatever his highest stat is to attack (due to the way calvin's stats are calculated), and synergizes nicely with Prophetic which sits nicely in Calvin's card pool. — Tanz444 · 31
Couldn’t it work for Akachi with Sign Magick 3? Only for one extra shot after using a spell, but still. — gullebrand · 1
Playing Sister Mary. If I used Enchant Weapon on Enchanted Bow would it use my combined will and strength for the Enchant Weapon attack or use my will and no strength (as the weapon doesn't use strength) for the attack? Basically a syntax question, is it "(your strength for this attack)" or "(card's will to your strength) for this attack". Also, I do understand it would take two arcane slots. — Ravenne · 1
Calvin Wright might also be a worthy user of the bow... — ezrk · 1
Something to consider. Anything that works with Spell assets works with this. So unlike Ornate Bow, an Enchanted bow can be found on both Weapon AND Spell search cards. Things like Athame, upgraded Sign Magick, Word of Command, etc. Diana in particular would love to run this with an upgraded Bandolier and some Vicious Blows. — Jackster · 17