Dirty Deeds

Pay 1 resource and 2 actions to get an illicit card out into play (guaranteed) and use it.

It's a pretty good tutoring card if you're trying to find an ilicit weapon, or lockpicks/thieves tools.

Could definitely help in any rogue deck mailing those.

drjones87 · 193
For anybody who can take or splash Seeker(0) this is another automatic Astounding Revelation. — HanoverFist · 725
Too bad it doesn't synergize with Underworld Market. — AlderSign · 300
Pitchfork

I'm pretty sure that Wilson can use his Ad Hoc (by active another tool) to discard Ptichfork from his hand and fight. And when he succeed, Pitchfork will attach to location form discard pile, then you can and control it without paying its 3 cost. If thats not enough, ask your best buddy Bob to give you a Survival Technique to make Pitchfork rotatable.

OnThinIce · 26
Bob sells items, not all assets. — MrGoldbee · 1462
And, perhaps more importantly, can't take survival technique as he gets survivor 0 but rogue 1-5. Black market might solve your problem, but it's difficult to reliably assemble :-P — NarkasisBroon · 10
Pitchfork was never under Wilson's control how is he gonna lose control of it and attach to his location? Also discarding the Pitchfork is a cost to make Ad Hoc work the card can't be attached anywhere since it goes to the discard to pay for Ad Hoc's cost — DakonBlackblade · 5
DakonBlackblade - I think you are wrong. In general, when there are two effects to be resolved and one of them cannot be resolved, you can still resolve the other. In this case it says "lose control" and "attach". If attaching were conditioned by losing the control, the game has a mechanism for that, it would say: "Lose control of Pitchfork. Then, attach it to your location." — Nadneseny · 1
As for the second point, it is not relevant in case you activate a different tool and discard the Pitchfork from your hand (which is what OP explicitly says). So yeah, the card (Pitchfork) is not attached anywhere. It sits in your hand. — Nadneseny · 1
To be clear, Ad Hoc has you discard the card, then activate the action from the discard pile. So then the pitchfork attaches to the location from the discard pile according to it's action. — SweetJoePapa · 1
Blessed Blade

Finally Guardian has a weapon that is almost strictly better than timeworn brand.

This is a very unassuming weapon, it doesn't do anything special, it's not a particularly great bless synergy card, it's not a particularly powerful boss killer, but what it does do is give you a +2/+1 weapon you can swing time after time after time that takes only one hand slot, a hand slot that can even be satisfied with an Occult Reliquary.

It's nice that it can put in a few blesses.

It's nice that it doesn't consume blesses.

It's nice that it only costs 3, instead of 5.

It's nice that it's 4 exp instead of 5exp (Timeworn Brand).

It's nice that if you attack an enemy engaged with another investigator and fail, you only deal them 1 damage instead of 2.(The bonus damage is only on a success)

It's just a nice weapon, nothing crazy, just nice. I'm prepared to see this card as a side arm in more than a few decks.

There aren't many Guardian weapons worse than Timeworn Brand — SSW · 213
"It's nice that it can put in a few blesses." I think, if I don't particularly care for this "nice" thing, I'd still rather look elsewere. 4 XP is still expensive for a side arm to deal 2 damage per action. That's not to say, this won't be a great card in the right decks, but not as universally good for any guardian, like you're selling it for. In particular with "Brand of Cthugha" in the pool, which gives a very cheap option at 1 XP and 2 resources for a side arm, and can be upgraded to an even better level 4 card, once you have the XP to spare. — Susumu · 366
Brand of Cthugha uses charges, though, whereas Blessed Blade (4) can be used an unlimited number of times. — NightgauntTaxiService · 412
@SSW I meant that it's a weapon that fights on the same axis as timeworn brand. It's an unlimited use 1 handed +2/+1 weapon that I don't think existed in guardian until now. — SuzumiyaHaruhi · 23
@ NightgauntTaxiService: That's true, but the relevant question is, if the amount of charges from BoC gets you through a scenario as an off-weapon, and in my experience it does. If you need more damage output, you can still add some fight events. Also, it does not require 3 XP for "Occult Reliquary" on top to be played aside your two-handed main weapon. 4 XP seems just to expensive for me for a weapon, that gives just +1 combat and the deletion of the engagement-restriction compared to a machete. Once, you care about the bless archtype, it get's amazing, for sure. But "Timeworn Brand" was overcosted for a Guardian weapon to beginn with, so comparing it with that does not do justice to the upgraded "Blessed Blade". — Susumu · 366
2 blesses a turn is a full bag soon enough. And Favor of the Sun is cheap. — MrGoldbee · 1462
There are actually many Guardian weapons that are worse than Timeworn Brand — liwl0115 · 41
Not, if you take the XP- (and 5 resources) cost into consideration. Which is fine, a neutral card kind of have to be that way. — Susumu · 366
Nice review! I think if Ancestral Token didn't exist, this would be a lot more useful - but seeing as it does then it's not. For using it as a sidearm, you need a strong reason to do so given the XP cost. I picked Boxing Gloves for this in a recent deck, which I do think is a good reason to use this - but still it's niche because of Token right now. It's also more effective at adding bless than you say I think, two per turn with an enemy is a lot (blesses and curses both need quite a few in there before draw becomes especially likely). — HungryColquhoun · 7935
The Sable Glass

Just played through the Skarlet Keys for the first time. Spoilers ahoy!

Does this actual make the SPOILER Gravity-defining climb ridiculously easy? Was this intended?

One of the most useful keys in the game.

Plant · 7
Yes, it does. — Soul_Turtle · 460
Pitchfork

I'd like to add a bit of relevant rule "Control of Attachment : If an investigator attaches a player card to an encounter card, he or she retains control of the attachment." (Location is an encounter card.) ...that gets overridden because Pitchfork explicitly said "lose control of Pitchfork". (It is also on Hatchet.)

Without this "lose control" effect, it would magically disappeared from the ground if you (the owner and also the controller) gets eliminated before someone grab it and take control.

Location attachments like Map the Area, Makeshift Trap, Breach the Door, ... you would be unable to left a legacy for your friends to continue working on it after you get defeated. But you can with Pitchfork.


That said, this is a fun multiplayer weapon that net you more damage than its setup cost by utilizing actions of other investigators taking turn after you (and their accuracy), as long as you successfully pass the baton by landing a successful hit. They would lose whatever hand assets they have, so this is viable for a flex with empty Flashlight looking to transition anyway, or 3 Mystic that is currently using Arcane. Exploding 3 HP enemies one after another is a magical feeling. Everyone can get a taste of Dunwich 3 HP terminator Lightning Gun / Chicago Typewriter / Shrivelling (5) without class restriction.

The accuracy bonus is just +1 , I think it is important that the Pitchfork owner having commits ready to "teach" others how to farm. (Hank conveniently and thematically has 5 to farm without help, and should be able to keep commit cards for others.) It is very likely that you are still standing with someone trying out the fork after you. I imagine a huge in-class icons like Dauntless Spirit or Last Chance can be a good enabler to squeeze more 3 damages in one Investigation Phase. Suddenly, it might looks possible to deal about 3 damage in one round regardless of actual role of other investigators.

It gets messier if you are attacking an enemy engaged on other investigator and you would like them to continue the attack, they'd not be able to pick up without taking AoO, so you might need an another Engage to free them and end your turn. (And risk of getting skewered for 3 damage but that's part of the fun...)

There are awkward moments when you lose the weapon while the enemy is standing, as you punch it to death you may now lack one more action to pick it back up, more enemies came, now you are left with bare fist and a fork just standing there, unable to pick it up unless you are willing to take AoO. Suddenly, you might find yourself dealing too many 1 damage, while that chunky 3 damages are getting too few and far between. To alleviate this problem, fight Event or Vicious Blow / Strong-Armed / Long Shot that adds damage to your neutral fight are handy to get more consistent rhythm of fighting.

5argon · 10331
Good combo with Stunning Blow! Attack & Evade at once. — MrGoldbee · 1462
I think this card best compared to Ornate Bow, for which you also need to spend an action before attacking with it again. — AlderSign · 300