
I really misread the card and now I can't delete this useless post.... if someone can, please do it.
I really misread the card and now I can't delete this useless post.... if someone can, please do it.
So we are talking about e.g. throwing the Necronomicon at an enemy with +3 fight and after dealing 3 dmg to it without spending 4 secrets ? And that we can do at least 2 times. Thats a very refreshing way to abuse that old thingy.
pretaboo: Silas Marsh with Versatile can commit all his hand into dodge/attack test and double it, even Rise to the Occasion x2 if wanted - surpassing it by tons of value (+6? +8?), => then just grab net/spear back to the hand with all skills commited. Imagine you Evade as 1st action, get +4 actions, then attack for +4 actions again and +tons of damage +card draws etc. Get 3 resources (if have none), put spear again - play all hand again. Melting bosses.
Fun, but forbidden for a reason.
This is a really good card for anyone fighting with bows, swords, or Mauser-style guns. (With automatics it probably gets outshined by Sleight of Hand
You spend 1 card, 1 action, and the normal resource cost of your weapon to put the weapon into play and make an attack with it. That works out to making this basically read "0 cost, fast: gain a bonus action" as long as you draw it before you need to play your weapon, which is already pretty good. The going rate for bonus actions tends to be 2 resources, and while most are less situational than this one, 0 is a lot better than 2.
But it's more than just a bonus action card. It
In your level 0 deck the first bullet point is probably the most important. Low-XP investigators are slow to set up and struggle to find everything they need. Lacking good tutoring and burst economy they often must make awkward choices about what to prioritize putting into play. Engine cards like Leo or Lone Wolf generate more value the sooner you get them down, and Lockpicks only gives you 1 investigate per turn, so putting off getting your weapons down is often tempting, but dangerous. This gives you an extra turn or two to set up.
As you start upgrading though, you'll find this has so many good interactions that it almost accidentally accumulates bonus value. You can make this fast with Chuck, Roland, Alessandra, Farsight, and so on. You can turn a resource profit with Sleuth or Crafty. You can find it with Friends or Plan or Bewitching. You can use it with Fine Clothes to set up Exploit Weakness, and so on.
This should have been green. In principle, it could be really powerful for a specific playstyle. Unfortunately, that playstyle doesn't really exist yet, at least not for anyone who can include the card and cope with its quirks.
TLDR
--This is not a weapon for boss killers or full time fighter. -- If you plan to fight three or more times per turn it is very bad, and lots of characters can fight more than three times when the chips are down. --It is terrible against retaliate, damage reduction, enemies that punish attacking/damaging them, and bad stuff token effects. --It is very efficient for flex-fighters who want to attack only once or twice per turn --Especially if they care about evasion or oversuccess --Unfortunately the two hand slots are a big ask for flexes --And few people who would want this can actually include it
The Good
The Weird
Synergies and Possibilities.
Part 1 -- Should Have Been Green
Part 2 -- Other clue options
If you can't scam hand slots for an investigate tool, you could rely on snapping up clues from events/allies/skill cards or investigating with spells. That would make you some kind of weird tri-stat build by maybe it's doable if you stack multi-boosters like Crystalline Elder Sign, Dark Horse, Geas, or Composures.
Part 3 -- As a sidearm
You could of course plan to use these just for one 3-damage action per turn and then to follow up with other attack forms. You could soften groups with Mk 1 Grenades and then split attacks to finish multiple wounded enemies, supplement with a spell, or get Bandolier, Boxing Gloves and some martial arts moves. With off-class access you could fold in other once-per-round shenanigans like Chuck-boosted actions, Hatchet throws, and the like.
Part 4 -- The secret super-synergy
The card that actually breaks this wide open is, obviously, Sled Dog. With even 2 dogs down you get two chances per turn to deal 2 damage in one action, at +2 and +AGI respectively, and if you proc retaliate you can throw the dogs under the bus. If you can reach 3 dogs you now have 3 damage twice per round, or the ability to zoom across the map to deliver your 3-damage flurry. If only Leo Anderson's agility weren't 1.