Perseverance

This works well for any investigator that needs to hang on with low sanity and/or health. The two willpower icons make sure that this is not a dead card even if you are doing well. Could replace Guts in some decks.

I played Perseverance in a solo Zoey Samaras deck with great success. Her 6 sanity isn't much, and a few failed Smite the Wickeds makes you weep. Would have saved me from spoiler, but another spoiler prevented playing it! As a thematic bonus the art kinda looks like Zoey.

wjr · 148
Logical Reasoning

I have two questions about this card:

  • is it possibile to split the healing between more investigators? or do i have to target the same investigator with every "2 heal" chain?

  • is it possibile to split effects of card? example:(in case i have 2 clues ) healing 2 horrors to an investigator, and then remove a terror card ?

or do i have to choose only 1 effect and stick with that for all the clues i have?

Thanks

Rosco · 7
Yes, you can split the effects, that's why it says "for each clue you have" — Sassenach · 187
That could just be referring to the number of times you can perform a single action. "do it 3 times (i.e.)". It's not clear about the split. Since is a relatively new card (return to carcosa) i suppose there's no FAQ about this right? — Rosco · 7
Since it’s ‘for each clue, either’ you can split the effects as per your second bullet point. Re: your first ‘heal 2 from an investigator’ clear states ‘an’ then it’s pretty clear it can’t be split further. I could also interpret it as only being able to clear horror from one investigator total, but I think it’s intended to be read as ‘pick an investigator for each heal 2 chain.’ — Death by Chocolate · 1490
If Carolyn Fern plays this card, for 3 clues/effects, and is targeting the same investigator (ex: Agnes): does Agnes therefore gain 3 resources from Carolyn's ability because each 1 clue = 2 horror are separate effects? — VanyelAshke · 195
@VanyelAshke I would say yes. If you review the FAQ on Carolyn's page, I believe it's helpful to see the clarification the Liquid Courage doesn't give extra resources because it's "additional" instead of a second instance of healing. In this case, the card does not say "heal 2 additional horror for each clue (up to a maximum of 3)." — Time4Tiddy · 250
@Time4Tiddy I'm really late, but I'm fairly certain that's not the case. Terrible Secret is a card that is worded similarly ("For each card underneath Diana, you must either discard that card or take 1 horror"), however we've already got a ruling for that saying that the horror is considered cumulative and that's why using Deny Existence cancels all horror dealt by it. Given how similar the wording is on Logical Reasoning it probably works the same way and so would be considered only one instance of healing if you dump them all on one target. — Lasiace · 23
Sorry, correction, Deny Existence ignores all horror, not cancels. — Lasiace · 23
That "For each..." on Diana's Terrible Secret also highlights that you can split the choices. (So you can make a different choice for each clue with Logical Reasoning.) — Yellow_Peril · 4
@Lasiace idk where you got your ruling from, but it's completely the opposite — stephwhatever · 1
Becky

This card is incredibly powerful in so many ways. Normally, 2-handed weapons, and especially Firearms, are difficult to use because they are either:

  • A - Expensive (both in XP and resource cost)
  • B - Limited Ammo

Becky solves both of these problems, and opens up an entire strategy based around having a super powered up Firearm that never runs out of ammo.

At 0 XP, cards like Warning Shot suddenly look quite attractive since you can easily afford to spend ammo on it. And you can play Upgrade cards like Reliable and Custom Ammunition and they will remain relevant for the entire scenario, effectively giving you a permanent +1 or +1 damage against Monster enemies.

Tommy Muldoon can easily keep Becky full of ammo by using cheap soak Assets like Leather Coat, Cherished Keepsake, Guard Dog, and later Brother Xavier, Bulletproof Vest, Elder Sign Amulet, plus any number of Story assets which are typically Allies. As an added bonus, these assets do not get discarded, but shuffled back into your deck, so you can keep drawing and re-playing them over and over again to keep reloading Becky.

It also has icons so it's a great target for Well Prepared giving either +2 or +1.

Just about the only downside this card has, is that if you fail to find it in your opening hand or after using Prepared for the Worst, and it somehow gets discarded from your deck, hand, or play area - there is no easy way to recover it.

Faranim · 417
I think this card is very nice to have in the early campaign (well, if you're fortunate enough to draw it.) My problem is that it gets outclassed in the later campaign, because doing 2 damage per action in the late campaign is just not where I want to be as a Guardian. At that point, I'd much prefer the XP cards that do 3 or more. — CaiusDrewart · 3200
Custom Ammo is a good suggestion there, of course--but that card would look even stronger on some of the XP weapons. — CaiusDrewart · 3200
While it can save you 10xp on a pair of heavy weapon cards, you definitely want the double Prepared for the Worst, and to puppy dog eye your seeker buddy to invest 10 in double No Stone Unturned 5 for reliability. The Mk1 Grenades do make a great back up weapon, as they don’t compete for slots, and are as good (or better) than a flamethrower against multiple targets in a space, and make your PftW’s much less likely to whiff. Plus they’re easy to load up with ecache3, and if you’re running tabky cards like, Bro X, Dem Boyz, or the talent nobody uses, you can even protect your allies from the splash. — Death by Chocolate · 1490
I think looking at this card as the main feature of Tommy- as something worth using Prepared for the Worst for- is probably not optimal. At its absolute worst it's 2 shots at +2 combat and +1 damage for a meager 2 resources. If you get it early it keeps you in the game until you grab a better gun, and if you grab it late it can more easily keep resources on itself as your deck will be more diluted and full of soaks (if you've been using them and you don't have too many of them discarded to Rookie Mistake). I think you still take 4 or 5 weapons alongside it, and Tommy has a pretty solid array to choose from. Any charge/ammo based weapon like Thompson, Enchanted Blade, or .45 Automatic can be thrown with Act of Desperation, which to me is one of the strongest cards he can take. Relying only on Becky hurts consistency and power in my view. — StyxTBeuford · 13052
As of A Thousand Shapes of Horror, that downside doesn't exist either; Tetsuo Mori (a must-have Tommy card in any case) can not only help you find it, but also recover it from the discard. That said, there are two downsides I see. One is that it Venturer works well with Tommy for big guns, not that well for this. (Though there's always Grenades, which don't take a hand slot). The other is that guardian assets, especially the ones that Tommy likes to run, are expensive, so he'll be more strapped for cash if he's spending a lot of money on Becky than if he just uses a machete. — Yitzi · 1
why doesn't Venturer work well for this gun? — Krysmopompas · 367
Venturer works ok with this gun, but reloading Becky bullets just isn't as impressive as reloading a Flamethrower or Lightning Gun. — Soul_Turtle · 506
.45 Thompson

So I quite like this card for it's ability on Standard to largely supplant Beat Cop (0). Don't get me wrong, he's a good guy but he doesn't perfectly solve the problems of each fighter at level 0.

6 is usually enough for all but the most dangerous of checks on this difficulty, and while it prevents you from keeping your off-hand free for Flashlight to help on clues there are alternatives. You can also just play some Perceptions if you have >3.

If you're at 4 like all Guardians (at this time) besides Carolyn Fern and Mark Harrigan, here is your one card answer to getting up to that magical break-point.

I like it in Zoey who doesn't just grind her economy to a halt by playing it, but I've grown quite fond of it already for Tommy. Becky is cheaper but requires more hoops to get the remaining 3 bullets, and is already a 2-handed weapon. There's not quite the same level of considerations other Guardians face when deciding if they should commit to a 2-handed weapon at 0 XP.

Also for these two it sets them free from the binding chains of Beat Cop, Zoey has amazing options in Leo De Luca and Peter Sylvestre, while Tommy can use Guard Dog to great effect. Like Leo Anderson he can also use Alice Luxley to help out on clues since you're not bringing a Flashlight.

It's not quite the set and forget ace that Enchanted Blade (0) is--mostly due to the ability to get +1 even when you don't need to spend a charge--but it's a fantastic stand-in until you grow up big and strong into a Flamethrower or some other nonsense.

Swekyde · 66
Yes, a nice card. On higher levels the innate +2 is even more useful. Of course, there you'll likely want to stack that bonus alongside Beat Cop's, if possible. — CaiusDrewart · 3200
Narcolepsy

EDIT: The card works as intended, read the comments.

FOR POSTERITY: So this card doesn't seem to work as it was probably intended!

The multiplayer-only nature of the card makes it seem like it is intended for other investigators to come and wake you up when you fall asleep. In that case, the should have the added text, "Other investigators at your location can take this action." You can't wake yourself up after all (since Narcolepsy prevents you from taking actions), and as written that action cannot be used at all.

The_Wall · 289
Other investigators can interact with cards on your threat area. It doesn't need to be specified. In fact there are several other weaknesses that other investigators can resolve for you, such as hospital debts — Weirdmarine · 3
Weirdmarine is right here. The card works as intended — Difrakt · 1327
As a follow-up, i feel like this card was printed specifically to draw attention to the fact that other investigators can interact with cards in your threat area, as it's not well known. — SGPrometheus · 855
Entombed is one of my favourites for demonstrating this interaction. Love the image of multiple investigators working together to get you out of the rubble — NarkasisBroon · 13
So, in case anyone else ends up going down the same damn rules rabbit trail as me, the reason you can use the action on this card is because a triggered action (like the activate action arrow), can be used by any investigator if it is (as ONE of the options, at least) "A scenario card that is in play and at the same location as the investigator. This includes the location itself, encounter cards placed at that location, and all encounter cards in the threat area of any investigator at that location." Now, weaknesses are a special type of card (aren't they always <__< ) in that , if they are an "encounter cardtype" (enemy/treachery), they are player cards when in the deck and encounter cards "while they are being resolved, and once they have entered play.", which includes the threat area. Since in your hand is "out-of-play", I assume that if a card had a revelation effect that ended with it sticking itself in your hand, other investigators would not be able to take that action; however, I don't know if this would be considered "still resolving" in this case. But whatever, as far as this card is concerned, there's the reasoning. — TheDoc37 · 468
Why is does this obviously wrong "review" still getting likes? It should be removed, it's horribly misleading — ratnip · 68