Quick Learner

Leo De Luca + Borrowed Time + Haste + Quick Learner + Quick Learner 5 actions with -2 difficulty for each turn.

  • 3 normal actions + 1 leo action + 3 click actions = 7 actions (gained)
  • first/second action + haste action for stacking clicks = 2 actions (spent)
  • 5 actions remain after third action

Wendy is suitable investigator for this. Her friend might have Borrowed Time and she can borrow that using "You owe me one!".

elkeinkrad · 496
And a mere 16 xp! — MrGoldbee · 1492
Quick Thinking works well here — StyxTBeuford · 13050
Wendy can't use Borrowed Time but it is interesting to think about using Quick Learner with Rogue action tech. — housh · 171
@housh Wendy can play it using “You owe me one!” — Death by Chocolate · 1489
Voice of Ra

Pros

  • similar/better (average) resources comparing with Emergency Cache: If at least 33% tokens are , , , , , this card is likely to give more resources
  • obviously good if you uses Jacqueline Fine , Olive McBride: this card may increase the average resources appro. 40% (average 3 -> 4.3)
  • this is spell card: Arcane Initiate can search this card. Heirloom of Hyperborea gives draw. Marie Lambeau can play by her free action. 3 play with Dayana Esperence...
  • this has icon, so this card can be committed in skill test. (Thanks to comment @Death by Chocolate)

Cons

Additional notes

  • Dark Prophecy: this card does not help to gain more resources (except Diana); the average resource increase about 1, which is same as cost of this card. However, this card helps to avoid gaining 1 resources.
  • Grotesque Statue: same as Dark Prophecy. about 0.5 more resources.
elkeinkrad · 496
Appreciate the stats! — StyxTBeuford · 13050
Also pro: it has a Will pip, so you can still get value from it when you don’t need resources (unlike Ecache). — Death by Chocolate · 1489
would have been interesting if they had decided to give this the gambit trait. Parallel Skids could take it. — Zinjanthropus · 230
Henry Wan

Bless & Curse tokens give Henry an actual niche now: big money Rogue in a heavy Curse/Bless party focused on taking no or few tests. Add 10+ extra tokens to the bag (and seal a couple specials), and Henry's acting career suddenly looks a lot more promising.

Specifically, running 2x Tempt Fate on everybody (along with whatever relevant class cards) ramps this up very quickly at no cost (other than increased bag variance). — NatesPromNight · 902
It combos pretty well with Lucky Dice assuming that you seal the auto fail and have a low percentage of spooky tokens — Zinjanthropus · 230
At this point, why not just Rite of Equilibrium with x=10? — AlderSign · 405
Charon's Obol

I'm starting to hate this card. First, it's Exceptional so it costs 4xp, you won't take any advantage of it until advancing to 5th scenario. Second, it is a selfish card: if you are defeated you are killed, that probably means that you broke the whole campaign. In my case, I've used it twice playing with two friends (I own the game so I'm the host)

  • In the first campaign I was defeated in the first scenario after purchasing it (prior, I couldn't upgrade my deck bc I spent all XP in this card). So, what do you do after that? what do you tell your friends?
  • In the second campaign, after the feeling of the first time, I decided to resign too early so my partner was defeated.

This is not risky, it's selfish unless you plan to ignore the "killed" side of the effect.

joster · 96
4 XP? It's 2 XP, isn't it? — Kendro · 1
1xp is doubled to 2xp, not 4, so you should be able to take it after the first scenario. Also, it's a rogue card: it's supposed to be selfish. If your character got murdered mid-campaign, just roll a new one; I reject the assertion that that would break the campaign. The obol is both risky and selfish; in short, it's a rogue card. — SGPrometheus · 847
Rolling a mew character mid campaign isn’t inherently going to end the campaign. Plenty of gators do well at level 0. You take Obol when your build that you have planned out requires more XP than can be reasonably provided by the campaign. The big catch with Rogues is low sanity and low willpower, so it works best with some defense put into your deck, which inherently makes you less likely to to die in a scenario, which is ironically more helpful for the rest of the team. — StyxTBeuford · 13050
New* — StyxTBeuford · 13050
And yea, it’s 2XP. Which is a low price for the 14 it gives back, net 12. — StyxTBeuford · 13050
The net value is actually 10. It doesn't provide XP after the first scenario, and the XP from the last scenario come too late to be of any value. Thus, you receive 12 XP from the six scenarios in between. But you also have to pay 2 XP for the card itself. Thus, you gain 10 XP net (without including any side quests of course). — Kendro · 1
Fair, most investigators stick within one campaign. Still net 10 is nice. — StyxTBeuford · 13050
Also, apart from TFA, how are you supposed to get all those sweet high xp Rogue cards without this? — Zinjanthropus · 230
If you feel duty bound to generate as much XP as possible, yould could pack in some of the side adventures. Which, I admit, rarely makes narrative sense to me -- "Hey, we just finished the Depths of Yoth, but let's do a side quest to Venice and then a hotel!" It takes me back to those JRPGs were you would often take time off during the apocalypse to level up ypur master weapon or do a couple of sidequests...." — LivefromBenefitSt · 1084
And is it actually selfish? Rogue has arguably the strongest upgrade pool out of any faction. Filling your deck with cards and combos that win games is anything but selfish. — MiskatonicFrosh · 344
Most campaigns have one or two points where side adventures can be fit thematically. True, after Depths of Yoth it doesn't make sense to visit Venice. But you could visit Venice, the Hotel, that weird asteroid impact, and then hit up New Orleans on your way to Mexico all after Threads of Fate. — Yenreb · 15
Sorry, I misread the card's level so it's 2xp expensive. Yes you can play another investigator, but it'll be very weak in the begining. And what happens with the story assets you'd have in your deck? — joster · 96
My understanding is that upon being killed, those story assets are lost. There is no general rule saying that they would be given to your new investigator, and story assets can only ever be added to your deck when a campaign guide instructs you to do so. However there are some campaigns that tell you specifically that if an investigator with a story asset leaves the campaign for any reason (including death or insanity), that card must be added to someone else's deck. — MiskatonicFrosh · 344
Sword Cane

My first impression was the same as SGPrometheus'. Isn't this card kinda broken? I mean, mystics have all kinds of ways to use their will stat in place of others, but this single, level 0 asset let's them (for most intents and purposes) replace TWO stats with will. And it does it on the cheap. And it does it with great action efficiency. But then I thought to myself, how many mystics are going to be running neither a combat nor an evade spell? Because if you have, say, Mists of R'lyeh in your deck, or Shrivelling, or any number of such cards, then only half of the Sword Cane's effect matters to you -- unless you're taking it as a backup card until you find your main tool. Now it seems less attractive... I think it still has a place, but a narrower one. If you are a mystic using your two arcane slots for spells that neither fight nor evade, then this is a lovely little trick to have up your sleeve. It lets you do a bit of fighting and evading, enough to get you out of a pickle, while you focus on investigating or scrying or whatever it is you do. If you are a mystic who likes to mix it up with the baddies, chances are you're packing heat that, when you put it on the board, will make the sword cane largely a dead draw.

Having a reasonably reliable way to deal 1 damage is a good way to save charges on your 2 dmg spells mid game when three health enemies are common, but it also means you have a decent escape mechanic to evade non hunter enemies and bugger off. It could save you a fair few charges and actions in the long run. Is it broken? Not so sure. Is it worth playing with high will characters? Most likely. — Vathar · 3
I would consider this as a backup option for Mystics that are packing a big combat spell as well as an option to deal the odd point of damage save charges or to do a simple evade and not need to include an evasion spell. The multifunctional and versatile aspect of this card is outstanding. — The Lynx · 993
I agree with the comments here about getting that last point of damage in. When I played combat Diana, her knife was great for that. — PanicMoon · 2