Fence

Wait for the fire sale.

Its fine, and it has great synergy with Finn. But we also are waiting on a few more cards to make it great rather than good. Especially at a cost of 3.

It lets you throw out typewriters, Lupara, lockpicks and booze and still do stuff which is also great. Especially for the typewriter which loves the saved actions.

But the cost is nothing to sneeze at. I guess it can also save you money or actions... so maybe it is worth it.

Test in Finn, Leo and Skidds. Skip on most of the others.

EDIT- Seen a lot of chatter on this card regarding Joey. Its not worth the slots in my opinion.

But I think it might be worth combining with Burglary. Turning Burglary into a fast action to play means that you are getting money back on it after the second use, rather than the third. Saving tempo on it means the card becomes a lot better.

Plus the flavor slam dunk of combining burglary and a fence.

Myriad · 1233
It's very nice that using this on illicit weapons prevents AoO, making it easier to kill a monster without having to evade first (so, for not Finn). — SGPrometheus · 858
Your illicit weapon choices are Lupara (which ignores the downside) typewriter, switchblade (which is already fast) and Derringer. While skids can run these I think he is probably fine with just sleight of hand and daring maneuver. I currently wouldn't bother with this card outside of Finn. And even then it struggles for it's slot. — Myriad · 1233
I meant close call, not daring maneuver. — Myriad · 1233
You meant Narrow Escape, not Close Call. — Katsue · 10
Lucky Cigarette Case

It helps if you are both lucky AND good.

This card is probably an auto-include in Rex Murphy. Run it with higher ed and you get extra clues and card draw at a low, low price.

Outside of Rex, most rogues will probably consider this card but I think the class as a whole is still waiting for a solid succeed by two archetype to be fully fleshed out. It might already be there (this card helps a lot), but it hasn't been fully fleshed out yet.

Although, it might also just be worth it in rogues with a high evade or fight stat. So long as it gets you three cards (likely to happen) it will be a net positive for tempo.

I like it.

Myriad · 1233
It comboes extremely well with Lockpicks. I've drawn it turn one with Lockpicks twice and it was bonkers. — Katsue · 10
Actually, the action spent to play this could be used for something else, to gain a net benefit you need 4 draws. I'dd play this in a a Finn or Wendy deck where you plan to get Pickpocket (2). This is the perfect placeholder for that card. — Tsuruki23 · 2604
Play it with Lockpicks turn 1, and if you're unlucky, you will only draw 5 or 6 cards from this card. — Katsue · 10
One of the few 0 XP rogue accessory cards. Can be searched with backpack. — Django · 5216
There is also Jenny, for whom cards are worth more than resources. You probably still need 4 draws for profit, but you might consider yourself just about breaking even on 3 draws. — duke_loves_biscuits · 1313
Shrewd Analysis

Requires more data for a thorough analysis.

I reserve full review of this card at this time as we still have no idea what the Ancient Stone does. Once we know exactly how that works, it might be more worthwhile.

Right now, it is basically just good for the Archaic Glyphs, wherein either result will probably really help out your investigator.

The Strange Solution has a few results that might just mean you wasted slots and opportunity cost.

Basically, wait and see.

Myriad · 1233
I disagree; I think 2 out of 3 results for the Strange Solution are great, and the third one is fine. In either case, saving 7xp is pretty decent for a card that took no experience and no deck slot to purchase; literally no investment. It'll definitely get better with the stones, but I think it's great now. — SGPrometheus · 858
Restorative concoction is fine, but below the curve compared to either other result. — Myriad · 1233
If I understand this card right you save 4XP for Strange Solution? — Rothemd · 2
Yes — Myriad · 1233
This card seem really limited for me. — AquaDrehz · 205
Fun card in Lola. It makes it so that you only have to include 6 yellow cards in your deck without actually requiring anything else from you. — Sechen · 53
Persuasion

Might take some persuasion to get this into my deck right now.

This card is kind of in a weird spot, but it fills a very narrow niche for Seekers with a low(ish) evade value. Norman and Daisy in particular might consider this.

Also, all of the scenarios thus far have SOME humanoids and a few of them can be a big annoyance for guardians who might be busy elsewhere.

But lets be real, Mind Over Matter does almost the exact same thing but it can also let you FIGHT.

For now, I think it will need other support to be worth it, but it should be a lot of fun to Persuade the Ghoul Priest to just lay down for a round.

Myriad · 1233
Looks like it would be really good for The House Always wins, and possibly good anywhere else. Combos with Fine Clothes though. — SGPrometheus · 858
Nice catch with fine clothes! I like that. — Myriad · 1233
Marksmanship

Firearms get a shot in the arm.

There are a lot of good things to say about Marksmanship. To be concise, this card is an action saver. At its best, it can save you over a turn of actions (MOVE to connecting location, ENGAGE an enemy off an ally/an aloof enemy, FIGHT for 2ish damage and FIGHT to finish off a foe) and at its worst, it saves you two actions, which is still really good.

It is a tactic, so it can be played off of Stick to the Plan, meaning you will always have it in your back pocket.

And really, the only thing that this requires of you is to run guns... which have gotten a lot better thanks to Venturer and Stick to the Plan (with Extra Ammo).

Oddly enough, this card is probably best in Rogue who can double or nothing with this and really put the hurt on a boss, from afar.

A great card, well worth the xp!

Oh and don't be fooled by the art. Don't use this with barricade and the springfield (my heart wants them to be playable!).

Myriad · 1233
Wait a second. Can you activate a Fight ability if there is no enemy at your location?. — Sacrillegal · 1
It is not entirely clear if you can use it to do that at the moment, but my money is on yes. — Myriad · 1233
@sacrillegal Even if the answer is technically no, the correct answer is yes. It's obviously intended for such situations, so I'm playing it that way until Matt Newman says otherwise. Also, both Zoey and Leo are two Guardians who can take DoN, making this very very good for them. I like this card a lot. — SGPrometheus · 858
the support card Springfield wanted.. makes it somewhat useful now, being able to attack from a connecting location with 4 damage — oCCult · 8
Springfield should have bonded a event card like this! — AquaDrehz · 205
Great penguin tech in EotE. Wuk! Wuk! Boom! Looking ahead might see a glow up on Elusive enemies in Hemlock Vale. — TheTrueEpicureInTheTerrible · 1
Question for y'all... Would Nathaniel Cho's +1 damage apply to this, seeing as this is an event that does damage? — Quantallar · 8