Able Bodied

Easy to control. Upping and downing the bonus is mostly up to you. 1 item in play typically means a pair of Track Shoes or a weapon. Characters who depend on the 0-cost items, Leather Coat or Cherished Keepsake wont be able to use this at all.

The characters who really shine with just one item in play include:

Cautionary advice, the buff goes down to Unexpected Courage level as soon as you have just 2 items, so be exact with your deckbuilding when you decide to include Able Bodied, no unnecessary items!

If your deck has skills in it, this is not a bad one, it'll take some deckbuilding finesse to tell if you're better served by Manual Dexterity or Overpower though.

Tsuruki23 · 2571
The fact that Matt Newman included this card in the same set as Track Shoes is a sign that he wants to push our sanity even before we play the first scenario. Do you lean into Track Shoes, especially with its free tests that ask you to run Rabbit's Foot along with all the other "fail economy" cards? Or do you pack light and rely on your skills to pull you through? It's a tough call. That said I still think this card is still good at two icons- like steadfast you trade late game flexibility for early game power. If you don't happen to find the items you want to have in play, Able Bodied has you covered for a little while. — StyxTBeuford · 13049
Steadfast

This skill is either good or terrible, depending on when you draw it. Tougher investigators who resist damage will like it better than the softer bunch, obviously it's the softer bunch that stands to gain the most by drawing Steadfast early.

  • 3 icons is a godsend to many characters, treacheries and all that, Diana Stanley's early magic, you get the drift.

  • 3 is something less interesting, the skill is often better saved for a treachery, but such a big attack boost can be the solution to a big problem.

If drawn early, the card can mount a defense for you against cards like Rotting Remains, which is great, but as time passes and your life goes down the defense weakens. You don't need to have taken too much hurt to be downed to just 2 icons per skill, in which case you're rocking a limited Unexpected Courage, further down the line it's just garbage.

In my honest opinion: If treacheries are your biggest worry as a , grab Guts and Take the Initiative, they are more consistent. If the icons excite you however, then by all means try Steadfast, even so, Unexpected Courage or Overpower might be more consistent.

Just to undercut my point though, choosing between Steadfast or Take the Initiative or Unexpected Courage is really just splitting hairs, if Steadfast floats your boat, then just enjoy!

Tsuruki23 · 2571
Even at 2 icons you’re never sad to see this card. The scaling for the early game I think makes it a better choice than Courage nine times out of ten. Also might be better than Take the Initiative for fighters, but if you’re running it mostly for protection then Take is probably better. — StyxTBeuford · 13049
To confirm, the "total" in the card is meant the combined total of your health and sanity? Because no investigator has 10 health or 10 sanity; 9 seems to be the cap. — LaRoix · 1646
Henry Wan

This card is usually terrible, and needs support to be worthwhile. See the argument below to help understand why this is true. Support would be: campaigns/games with less of the negative tokens AND cards that can cheaply and repeatedly alter the outcome of a token draw (such as Wendy Adams).

The cumulative odds of continuing to draw favorable tokens, using the standard difficulty Night of the Zealot chaos token pool is:

  1. 0.6875
  2. 0.458333333
  3. 0.294642857
  4. 0.181318681
  5. 0.105769231
  6. 0.057692308
  7. 0.028846154
  8. 0.012820513

This suggests that on average, you will get slightly less than 2 tokens before failing. Assuming you pass each draw, the chance of not drawing a negative symbol on each token draw is:

  1. 0.6875
  2. 0.666666667
  3. 0.642857143
  4. 0.615384615
  5. 0.583333333
  6. 0.545454545
  7. 0.5
  8. 0.444444444
  9. 0.375
  10. 0.285714286

Strategies and outcomes:

A. If you always stop drawing after 1 token, you will succeed 69% of the time, which is terrible because you get less than one resource or card per action.

B. If you always stop drawing after 2 tokens, here is the likely distribution:

  1. Around half the time, you will pass 2 tests in a row
  2. Around 1/3 of the time, you will draw a fail token right away and get nothing.
  3. Around 1/6 of the time, you will pass the first test and fail the second and get nothing This averages to little less than 1 resource per action, which is still awful.

C. If you always stop drawing after 3 tokens, here is the distribution:

  1. Around 70% of the time, you get nothing because you fail either 1, 2 or 3, and the other 30% of the time you get 3 resources, a little less than 1 resource per action (terrible).
jmmeye3 · 631
Poor Henry. He's just not good enough to catch a break. This basically confirmed my instinct about this card. He might be worth a gamble if it was gain resources and draw, or maybe if it was a free trigger instead, but an action is just too much to spend on that level of risk - even with, say, Wendy it's not worth it to use her ability since you would need to pitch a card, trading a -1 successful draw for a <1 average gain. As it is, he only has some stupidly near-broken potential if you could somehow manipulate most (or all?) of the bad tokens out of the bag. — pneuma08 · 26
I think the one thing you could say about Henry is his ability gives you the option to gain a bunch of resources now, which if you really meed that many resources you probably built the deck wrong anyway. His soak isnt bad for the price also, but that’s a terrible reason to run any ally. Rogue allies are not particularly strong anyway, so it says a lot that Wan is probably the worst one. — StyxTBeuford · 13049
Sorry, I made a typo. Instead of “This suggests that on average...” it should read “This suggests that half the time...” The website did not allow me to edit the review. — jmmeye3 · 631
Good review for a terrible card. I think the only reason to take Henry is to troll your friends. — cb42 · 38
I don't know exactly how cursed and blessed tokens will work when they are revealed. If we don't have to draw another one, it might change the odds a lot if we have 10 or 20 more tokens in the bag ! Don't know if it's enough to make Henry good ! — Baker · 4
Coup de Grâce

The most amazing thing about this card is that 5 point-blank shots to the skull deals only 1 damage. Who wants to pay 2 resources for an effect endowed in every investigator (to attack for 1)? And to top it off, your turn is now over. Terrible.

jmmeye3 · 631
Still a worthwhile consideration if you'd otherwise run Overpower. Testless damage is nice. — StyxTBeuford · 13049
Testless damage, and card draw? On a harder difficulty, the testless damage could come in handy. — cb42 · 38
You forgot the fact that the damage is testless...and that you can hit with this aloof enemies... — Alogon · 1139
Not terrible - the number of times that a rogue has to use a bullet to ensure Str is high enough to land that one damage, vs. a card like this that saves the bullet and draws a card... It's not going to be the solution to every fight, but it's definitely of value to a lower Str rogue. — Time4Tiddy · 249
I do like this for aloof enemies, though it's a bit awkward for Whippoorwills (since it ends your turn). Still better than having to engage them, though — Zinjanthropus · 230
Decoy

From the suit of favor cards (Decoy, Intel Report and Small Favor) Decoy is a relative step down from Intel Report.

Evading is not a typical issue for a , so that's already unfavourable, it also will not affect elites unlike Cunning Distraction. Finally, because the Evade text is Bolded it will not provoke attacks. So, a breakdown:

  • 1 evade at the cost of 1 action, a card and 2 resources is iffy efficiency for a , a few characters will need/like the guaranteed nature of the event. The unique factor of the card shoots up a mile because you can use it in the name of a friend in trouble.
  • 2 evades immediately makes the card more interesting, you can dig out a character that's in a heap of trouble or 2 separate friends who both drew enemies simultaneously, giving them breathing space, very strong in duo.
  • Ranged evading is obviously mostly useful in multiplayer, you can dig out your friends or delay a stalking hunter, this is one of those cases where you'll often choose to just evade 1 enemy, it's still a great effect.

Not affecting elites and being printed in the specialised faction are negative points to this card, it's still good for Preston Fairmont and very helpful in multiplayer.

Tsuruki23 · 2571
Good for anyone with access to Rogue cards but with bad evade. Jenny likes it since her evade isn't special, Preston likes ti because he's Preston, and Leo obviously likes it with his 1 Agility, though it competes against other mobility cards like Think on Your Feet and Elusive. — StyxTBeuford · 13049
Also, Rogues are getting an investigator with low agility next expansion with Tony Morgan. Granted, he’d rather kill than evade, but as part of a supportive toolkit, it’s something to consider. — Death by Chocolate · 1489
You also don't need to be engaged with the enemy you're evading, so in some cases it will save an action (particularly in multiplayer). It also can make an aloof enemy available to attack without evading it first, which can be situationally useful in multiplayer, though unfortunately MitPM is Elite. — Zinjanthropus · 230
Aloof enemies can't be attacked while they're exhausted. From the rules: — yikesdotgov · 2
"An investigator cannot attack an aloof enemy while that enemy is not engaged with an investigator." — yikesdotgov · 2
@cikozen exhausted =/= cannot be engaged. You can engage an exhausted enemy. — adran06 · 19
I think this card gets more value in Finn Edwards since it doesn't cost him an action. — AlderSign · 391