
If you are confused by the text "Shuffle one copy of Basilisk into the encounter deck." This simply means that if there are 2 or more Basilisks in play, you only shuffle one of them back into the encounter deck.
If you are confused by the text "Shuffle one copy of Basilisk into the encounter deck." This simply means that if there are 2 or more Basilisks in play, you only shuffle one of them back into the encounter deck.
Fantasy Flight Rules Query: "Hatchet Man/Double or Nothing: i) Evade successful with Double or Nothing and Hatchet Man committed: Will the next time damage is done to the enemy this turn cause 1 extra damage or 2? ii) Following a successful evasion with Hatchet Man committed, if the next time damage is done to the enemy this turn accrues from a Fight with Double or Nothing committed, is the extra damage from Hatchet Man doubled?" Per Matthew Newman: "Yes, Double or Nothing + Hatchet Man will cause your next attack to deal +2 damage. If you then commit Double or Nothing to that subsequent attack, that damage will also be resolved a second time, meaning you will deal +4 damage in total."
I think this card becomes a straight upgrade to St. Hubert's Key in 1-2 gator teams. And I think pretty highly of Hubert, so that's saying something. This takes Jim, Mateo, and Akachi to new levels, and Agnes won't complain about being able to save Shrivels with a Baseball Bat, Fire Axe, or Knife.
It is much less good at higher player counts. 4 gators means 4x as many checks, and losing the (+1) token can be a real drag on your team when they have to take a treachery on the chin.
Conversely, this is a bomb solo card and will probably go into every solo mystic I play until the end of time. Oh, and Lola likes this one too.
I love this card and its ability to make well-rounded investigators quite powerful.
Definitely a decent economy card, although only once you hit a critical mass of 2+ cost events.
When talking strictly about "click economy" (or action economy), this card can easily be compared to Emergency Cache[3]. Cache[3] costs 6xp for the set, and will net you 6 resources for their slots (you could have gotten a resource with the action spent to play it, so it's only +3 resources per copy, not 4). To achieve that 6+ resource mark, you will need to save 9 credits on events over the course of the scenario. This means seeing it as early as possible (so you definitely want both copies) and making sure you have enough events to target.
Survivors have a fistful of good events, with staples like Lucky! and "Look what I found!" as a starting point. Various Survivors will also use Dumb Luck, Close Call, Perseverance, Waylay, Winging It, and Improvised Weapon. I found Will to Survive the tipping point, where once I added it to my deck I started exceeding the 6+ resource mark. By recurring these events with Resourceful, you can get a lot of value with On Your Own.
But the cost is more than that. It takes up your ally slot - more than that, actually, seeing as you can't Charisma your way around it. Allies tend to be the strongest assets in your deck, so this is a huge deal. No Peter Sylvestre. No Aquinnah or Yaotl. No Leo De Luca or Cat Burglar or Beat Cop or Dr. Milan. That's a massive opportunity cost. If you're looking for static stat boosts and raw power, I'm not sure you can achieve it with On Your Own given what you have to sacrifice.
There are ways to get around it. Trench Coat and Hemispheric Map are ways to get some static boosts. But I think the most notable one is Dark Horse. I've struggled in Dark Horse decks to afford playing these aforementioned events because you're staying broke while you smash dudes with a Fire Axe. On Your Own lets you play your Lucky!s, Oops!, "Look what I found!"s, and Flares. You can upgrade your Madame Labranche into On Your Own in a Dark Horse deck pretty easily. You then of course lose the impact of your second Fire Axe attack (without LaBranche to tap for a resource), but I think it's a place to start.
We've grown accostumed to Allies ruling our decks. Really enjoying how this card makes you second-guess that decision.
This isn't so much a review as a short thought about the battle between the literal and metaphorical in the player cards of AH:LCG. So, what do I mean?
Ok, you draw and play a Research Librarian... depending on the setting it's quite believable that you may have stumbled upon him at Miskatonic University and he just so happened to have "that book that you asked for". It's also believable (though less likely) that the same kindly librarian happens to be on the Essex County Express at the same time as you... and he has yet another antique tome with your name on it (what a guy). Equally, we can explain away the bevy of other allies who make appearances in unlikely places as abstraction, rather than a solid physical presence, e.g. we tell ourselves that Madame Labranche hasn't literally just appeared from around the corner in the Eztli ruins of southern Mexico ("Oh, hi there!"), we're merely remembering her advice and her generosity and how it led us to prepare our resources and assets in advance.
... all of which is a long way to say that the thematic possibilities of the Stubborn Detective have made me giggle on numerous occasions. On the one hand he turned up in the Clover Club. Makes sense. On the other hand he literally pursued me to the edge of the universe. Someone give that man a promotion. Really first class police work. Still... he's going to look pretty silly when he tries to get me back to the station for processing. And, no, I really didn't have anything to do with those murders.