Barricade

Terrible. Why?

  • Enemies can still spawn on you.
  • An elite breaks it, more common than it might seem.
  • Action and card for circumstantial benefit.
  • You don't stay at many locations for long enough to warrant a card like this.

There are some combo mechanics, In the Know and Connect the Dots for example, still the benefit is extremely limited in scope. The levelup version Barricade is vastly better but again the benefit is so transient that the XP commitment and card slot will just feel that much worse when you have this card in hand unable to leverage it into a useful gameplay benefit.

Personally I think the barricade should have resources on it, and resist so-and-so many attempts to move or spawn into a location, and allow the player to leave instead, but this is not so and thus this remains a terrible card to include in pretty much any deck.

Tsuruki23 · 2579
Some time has passed since this has been released. Altough there is an upgraded version, this still isn't the best card. — vidinufi · 69
Sorry, wrong place and can't remove comment. — vidinufi · 69
Night Beyond Void

I just realized that this card has Victory 0 on the bottom. I guess that means that this effect only happens once, since the card won't ever shuffle back into the Encounter deck? I think we totally missed that when we played this Scenario in the Return To Dunwich.

Faranim · 417
It is indeed a bit hidden under the flavor text which some people don't give attention to, but me personally noticed it after reading the flavor. — MaleficMarby · 31
Working a Hunch

This is a pretty good card. However, I think Seeker investigators with high might sometimes want to pass on this card to include cards that are more urgently needed.

Getting one free testless clue is amazing. However, this card is in a faction that will often have the best chance of testing for clues, so it's providing a one-time solution to a problem that Seeker investigators can regularly solve anyway.

In my opinion, it is better for Seeker investigators to build an engine to consistently get clues rather than playing one-off cards to get clues every so often (Cards like Dr. Milan Christopher, Magnifying Glass, etc.). When you can usually spend one action to get at least one clue, spending 2 resources and a card to get a clue is a little less enticing.

Roland Banks really likes this card, especially if he is on his own. He often wants to focus on playing cards that support fighting, since he can use fighting as an alternative means to get clues, but this card lets him get a clue even when no enemy is around. He particularly likes using this to crack high-shroud locations which would usually give him some trouble with his base of 3.

I think one of the best uses of this card is in Joe Diamond's hunch deck. Because it's fast and the 2 resource cost is discounted to 0, it's essentially free, and it's easy to play because there's normally a clue around to pick up somewhere.

I think this is a good card. As I said before, a fast, testless clue is almost always welcome. I think that most clue-finding focused investigators may pass on this card to make room for other options, but I think other investigators should give it consideration.

Preston’s ability is called the hunch deck. I don’t understand why you can’t put 10x working a hunch in there. — Django · 5163
@Django I was about to reply with "Because 10 free clues is an amazing ability!", but I think over the course of a scenario, Rex can pull that in. — cb42 · 38
Rex is nothing compared to archaic glyphs + higher education with Milan money with strategic difficulty and double or nothing. 30 clues in one Int test... — Django · 5163
Flamethrower

The 2 reasons this card is surprisingly bad (OK, OK at least not as good as first expected) are the same reasons that Bandolier is surprisingly good:

  1. Two handed weapons make you forgo lots of great non-disposable assets like Machete and Magnifying Glass, among others.
  2. Then, once the mighty Flamethrower is in play, a steady stream of mediocre enemies will make you debate whether to conserve your ammo and use your fists, or waste an ammo.

So how do we get around this and take advantage of the unmatched combat potential of the Flamethrower? As of this review, there is no way around the first problem so you’ll just have to build around the slot-hungry flamethrower. The best way to get around the second problem is to have alternative combat cards outside of hand and body slots. Best at this strategy is Zoey Samaras, who has her Zoey's Cross as well as access to Shrivelling and Mists of R'lyeh. Taunt is a nice addition to ensure all of the enemies are in range of the thrower’s blast.

jmmeye3 · 632
Zoey also has access to Contraband(0), in addition to the various Guardian cards that can put extra ammo on a Firearm. — cb42 · 38
There’s also Beat Cop 2 for the really small enemies. I do think Flamethrower is MUCH better in 3-4 player where (a) you can specialize enough that you don’t need to carry a Magnifying Glass, (b) there are often enough enemies to double or triple up, and (c) in the off chance the only enemy on the map is a relatively weak 2 health enemy, one of the other investigators can kill it without too much effort. — Death by Chocolate · 1484
Strong disagree. The Flamethrower has more ammo than the Lightning Gun, Shotgun, and far superior killing power than either or the BAR or Typewriter. It's completely nuts, well into "too strong" level of power before you even consider the Well Prepared combo that often accompanies it. — duke_loves_biscuits · 1285
Duke, I agree that it’s the strongest weapon in the game. That’s part of the problem when you actually try to use it. Unlike the other super powered Guardian weapons, you can’t use Bandolier to have a backup to handle smaller threats. — jmmeye3 · 632
I think the community rarely runs bandolier? I know I don't in guardian builds right now because there aren't many that are level 0 and 2 handed. The level 2 bandolier is better, but comes at an xp premium. The upgraded Thompson will probably fit in that build. Anyway, Flamethrower is great. Run it in Mark and Zoey and anyone who isn't Roland. — Myriad · 1226
Bandolier and back-up weapons aren't needed. Either run extra ammo cards (like Venturer + Cache3, Extra Ammo etc, + Stick to the Plan) or have a secondary fighter assist on the weenies (eg in 3 or 4 player). Yes, its a lot of XP, but big weapons are generally an All-In build. — duke_loves_biscuits · 1285
I disagree this card is amazing and fun. Playing with Zoey, I took out a pit boss, thug, and a rat using the flame thrower combined with double or nothing. — FractalMind · 44
Re not being able to run Bandolier--what is the point of having other weapons when you have a Flamethrower? — CaiusDrewart · 3200
Kerosene

This costs 3 resources, a card and 4 actions to heal up to 6 (compared with 1 less resource to heal 3 with First Aid). It has 2 limitations, however: it can only be used once per turn, and only after an enemy was defeated. The top contender for this is William Yorick, especially with Aquinnah since each horror healed is worth an extra damage reversal. Insanity prone ’s like Roland Banks may also be interested.

jmmeye3 · 632
I like the idea of this card, but like most healing it's rather ineffective. Most Investigators are better of with soak. For example roland can play all those cheap seeker allies, like Laboratory Assistant or Art Student. — Django · 5163
I wouldn't argue it is ineffective. I would instead argue that it lacks a good archetype outside of Carolyn... It only really justifies a spot in her imho. The healing can become two sanity and a resource or two and the trigger happens regularly in multiplayer. It is a bad solo and two player card. — Myriad · 1226