George Barnaby
The Lawyer

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Civic. Drifter.

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체력: 7. 정신력: 7.

Your max hand size is equal to the number of facedown cards beneath George Barnaby. (Limit 5 cards.)

You may commit facedown cards beneath George Barnaby to skill tests as if they were in your hand.

After you discard a card from your hand: Place it facedown beneath George Barnaby, then draw 1 card. (Limit once per phase.)

effect: +1. Draw 1 card.

Magali Villeneuve
The Drowned City Investigator Expansion #17.

George Barnaby - Back

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Deck Size: 35.

Deckbuilding Options: Survivor cards () level 0-5, Neutral cards level 0-5, up to 10 other level 0 Seeker and/or Rogue cards (/).

Deckbuilding Requirements (do not count toward deck size): 3 copies of Grim Resolve, Cast Adrift, 1 random basic weakness.

Additional Setup: After drawing your opening hand, you may place any number of cards in your hand facedown beneath George Barnaby.

After spending a month in jail at the age of 19, George Barnaby felt compelled to become a lawyer. He found great success and notoriety in his career, and as retirement approached he made plans to sail around the world with his wife Maria. On the eve of his retirement, however, his home was attacked and Maria was murdered by cultists. Now, with a lifetime of wealth and contacts at his back, George has tracked the culprits to the city of Arkham, vowing to bring them to justice for their hideous crimes.
George Barnaby
George Barnaby
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FAQs

(from the official FAQ or responses to the official rules question form)
  • Q: Can George Barnaby's reaction ability trigger when he discards cards during the upkeep phase? A: Yes. Any time you are playing as George and you would discard a card from your hand ,you may choose to activate his reaction ability (provided that is has not already been activated that phase). This includes when discarding cards during the upkeep phase. (The Drowned City Investigator Expansion FAQ, March 2025)

  • Q: If I trigger George Barnaby's reaction ability during the upkeep phase, then realize I am still over my hand limit, do I have to discard down to my hand limit? A: Yes. If your hand limit changes during the upkeep phase, and as a result of the change the number of cards in your hand exceeds your new hand limit, you must discard cards until the number of cards in your hand does not exceed your new limit. (The Drowned City Investigator Expansion FAQ, March 2025)

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Reviews

So, basically each time you use George's power, you get +2 in card advantage. Why +2? Well, you draw a card, so that's +1, and you get to not-really-discard the other, for another +1 as long as it's a skill. Or a card you would've assigned. Or any card that you don't need immediately since you can get it back later thanks to Grim Resolve. Now, it's not as good as drawing 2, but it's close enough if you build your deck with loads of skills. A standard investigator power is a bonus action per turn, if you deck is build around it. Drawing 2 is usually better than +1 action. So, as long as you can reliably get it once per turn, it's a quite good investigator power. That is, if you actually get value from discarding.

There are of course a decent amount of cards that allow you to discard productively during your turn. At low xp it's mostly the new set of investigate/fight/evade tools, but later there are also cards like Cornered, Gift of Nodens or Bound for the Horizon, all pretty good cards in their own. So long as you manage to get one of those in play, you can reliably activate George's power most turns, if not every turn.

But of course, having a good power that you can activate almost every turn is good, but George's power is once per phase. So you want to use it more than once per turn. So, how to use it outside of the investigator phase? 

At first I thought there were not many great ways. If you overdraw you can use it during the standby phase, but that's not ideal. Idol of Xanatos allows you to discard instead of taking damage/horror, which can happen in the enemy phase or the mythos phase, but that doesn't seem very reliable. Artistic Inspiration is great because it can be reloaded at any phase, but that imply to use it, which you can't always do productively. And Cornered and Gift of Nodens can be used in the mythos phase if there is a test to do. All that is good, don't get me wrong, but it's not as reliable as I'd like. So even with a good setup, you probably won't be able to use his power twice every turn, at least not early in the campaign, or maybe you will have to use it in sub-optimal way (like reloading an Artistic Inspiration that you didn't really need).

And then I realised that George totally can take Forced Learning. Which allow him to use his power every. Single. Standby. Phase. And not just to replace a card that you overdrew, no, no, to replace a card in addition to your draw. With absolutely no setup, and no xp spent.

So, again, each standby phase, you draw two cards, you discard one of them — but not really, it's not discarded, you can still assign it, and then you draw one more card. Basically drawing 3 cards instead of 1 every turn (so long as one of the first two is a skill). In addition to your "main" power, that you can still use pretty much every turn during the investigator phase, and maybe an additionnal time during the mythos phase.

Yeah, yeah, I know, that imply to have a 50 cards deck. Who cares? You draw like 3 to 4 more cards than a normal investigator each turn. It's not a disaster to have 70% more cards in your deck when you have thrice the draw power.

de-mil · 4
Nice review! I think some stating the obvious options when it comes to skill cards would help a bit for new players (e.g. Deduction, Sharp Vision, Brute Force, etc.), but otherwise you cover the bases well in terms of cards which can be used to discard. I agree re. Forced Learning - you're increasing your deck by 37.5% (15/40, factoring George's 3 signatures and two weaknesses) but you're around doubling (~118% increase) your upkeep phase rate that you mill cards at (3/55 is the new rate, divided by 1/40 as the original rate). Therefore the benefit dramatically outweighs the costs, especially as you're making occur in a phase where discarding is normally tricky. I guess it depends whether you can literally burn through your 'basement' fast enough to accommodate new cards (e.g. if cards under you is also capped at 5). — HungryColquhoun · 8895
To answer my own question, Duke as one of the devs had a provisional answer to this: "He can only have 5 cards under him max, at any given time. I think the idea is that his hand size is set to that and cannot be increased, but I'd rather not make a ruling on that until closer to release." I would take this to mean, as there is no clear discard mechanism for cards that are underneath you, then when you are at the 5 limit then you can't trigger the reaction ability (as you can't change game state with the first half of it). This maybe makes Forced Learning less useful if you're not managing to get through your basement at a good rate during your turn. — HungryColquhoun · 8895

TLDR: A solid and very fun flex cluever who requires very little to excel. He works without a big collection, he works without much XP, and he works without many assets in play. Core+Drowned gives him an easy to build deck that works. Large collections open up a dizzying vast array of deck options. Easily my favorite new investigator in years, possibly ever.

The Basics: Stats and Role

Stats: George has 4/3/3/2 in intellect, combat, agility, and willpower, so you know he wants to investigate often. His character ability gives him lots of extra cards to commit to tests. Some of the best discard engines can boost any test, and as a survivor he has access to several good multi-stat cards, too. He can easily set up to pass lots of tests using many stats. I think his combat and agility numbers can give him a lot of value and you should try to do something with them. If you just want to draw zillions of cards while spamming investigate and passing willpower mythos checks, you might as well play Daisy or Rex or Agatha Crane.

Clueving: He's got tons of good clue compression in color. Nautical Charts, Contemplative, Winging It, and Sharp Vision all synergize with his sctick. Mariner's Compass doesn't, but is still great. "Look what I found!" is okay too. His yellow and green access gives him Deduction, Quick Thinking, and a variety, of, other, options. He should have no trouble keeping up tempo.

Flexing: George's ability makes him very good at exploiting skills, assets that discard cards, and events that play from your discard. For damage, there's Improvised Weapon, Hand Hook, Brute Force, and Long Shot, while Anchor Chain, Survival Instinct, Nimble, Lightfooted and Stunning Blow enhance evades with bonus movement or damage, or by evading two enemies at once or one enemy for two turns. He's also perfectly capable of using staple assets like Fire Axe, Meat Cleaver, and Disguise effectively.

Something very cool about George is that if you dedicate some deck slots to enemy handling, you don't need to invest much of anything during the game to bring his combat ability on line. One reason some people build dedicated cluevers instead of flexes is that they don't want to waste actions playing weapons, nor hoard resources for combat events. Sometimes they don't even want to allocate hand space to those options. But it costs george very little to prepare for battle. He could walk around with Brute Force and Long Shot below, Hand Hook in hand, and Improvised Weapon in discard. With only 1 resource banked and one "real" hand slot spoken for, he's ready to make 3 attacks for 8 total damage at any time. Actually doing so will cost at least 4 cards + probably more to ensure he passes those tests, so actually doing the damage won't be cheap. But being ready to, if needed, is cheap. For this reason I think if you aren't flexing, you're leaving a lot of optionality value on the table.

Combatant: I don't recommend full-time fighter George because too many of his best combat options are one-use (events and skills) or once-per-turn (the nautical tools and usually hatchet). Even survivor weapons that are technically spammable get unwieldy. Furthermore, he's at most risk than most characters of losing his options at unfortunate times. Cast Adrift can wipe out damage skills tucked in the boat, and sometimes also events in your hand. Reshuffling the deck may take your improvised cards offline, etc.

Intermediate Sailing: Leveraging the Boat.

After picking a role, the next biggest question is how often you want to trigger George's ability (you could do it 4 times a turn, but probably won't), and how you're going to make that pay off. This determines the interlocking combination of draw effects, discard engines, skill, and play-from-discard cards you'll want to include.

A tricky thing with George is that the cards other discard investigators used with their abilities mostly don't work well his triggered effect. Play-from-discard cards don't have icons (except glimmer of hope), so if you tuck them under George they provide no value and in fact are stuck there until Cast Adrift or recalled with your signature, but even that requires swapping something else in their place. So, if you discard only one card per phase, you'd probably rather tuck a skill instead of pitching a discard asset. These shine best in a George deck that expects to discard multiple cards in one phase, usually because you're using Cornered repeatedly or in tandem with nautical tools in the Investigator phase, or because you're overdrawing and discarding multiples in Upkeep. So: the more you plan to discard on your turn, the more play-from-discard cards you should run, and then the more card draw you need to pay for these multi-discard binges.

Since you can tuck once per phase, and you want to mostly tuck skills, the more skills you have, the more you want to find extra chances to tuck. And the more chances to tuck you have, the more skills you want to run. The easiest way to make our your tucks is to run Artistic Inspiration, Nautical Charts or Cornered, and Cornered or Idol of Xanatos. During Mythos you discard to pump a test or prevent damage. During Investigation you discard to pump a test or feed a tool. During the Enemy phase, you discard to refresh Artistic Inspiration. During Upkeep you overdraw and discard to hand size. This lets you draw 5 cards per turn and get full value for all of them, if 4 of them are skills. Unfortunately, it's not realistic to make more than about 50% of your deck skills. You'd thus need to draw 8 per turn to find 4 skills on average, so you need three more draws. Sometimes the skills themselves might provide that, especially if you're using Gift of Nodens to recur Last Chance. But it's probably more reasonable to settle for tucking 3 times per turn. This also reduces the risk that you run aground after clogging the boat with situational skills you can't yet use, or don't want to.

Brief Remarks On His Interactions With Other Stuff In The Card Pool

  • George does great with all the skills mater stuff in Survivor, and somewhat with the Discard matters.

  • George can take Short Supply, Underworld Support, and Forced Learning in any combination. This means your initial draw pile could be anywhere from 20 cards to 50 cards deep after your mulligan and optionally mill. Personally I think Forced Learning is still very bad, even for George. There aren't enough skills or "discard me" cards to fill the slots, and he doesn't need the help triggering his ability in Upkeep. He's already going to overdraw naturally more often than not.

  • George can also use the Dark Horse archetype very well. Skills are free and the play-from-discard stuff all costs only 1. He may well want to pass tests with all 4 skills frequently, especially if he's got something like Fire Axe + Nautical Charts +Track Shoes going on. Madame Labranche is already good with him because he can empty his hand frequently. He has two other drip economy allies, and also lots of burst economy options other Survivors don't, even testless ones.

  • Customizing Grizzled with the return-from-discard effect gives him the only repeatedly-tuckable skill option.

  • George also does well with the Edge of the Earth "synergy" mechanic and multi-class cards. With just permanents he can get Call for Backup to be move+clue+heal damage, great if anyone pulled a heal-able weakness. Talisman of Protection is an easy way to sneak purple in, too.

Several points. — de-mil · 4
I think it's perfectly feasable to have half your deck be skills, at least if you don't play forced learning. Counting weaknesses and unique, you have 40 cards, 3 of them already being skills. So you need like 9 skills in x2. Even at 0xp that's feasable. Skills like deduction, inquiring mind, quick thinking, ressourceful, grizzled and unexpected courage come to mind, pretty much whatever role you play, and that's already 2/3 of the objective. If you want to play A glimmer of Hope, that's technically an event but it takes the role of a skill here. And you probably want to have loads of skills not just because it's great for tucking but also because you need to use a lot of cards fast anyway, since you draw a lot, and skills are great for that. — de-mil · 4
Concerning not-assignable cards that you play from your discard, I'm not convinced it's ever a good idea. Sure, once you're setup, you probably will discard several cards per turn, so you would like them. But they might take place in your hand early in the scenario, basically until you draw and play cornered (which is the best way to discard several times during your turn). And you don't have much place in your hand. Sure, you can overdraw by several cards just to discard them, but that seems like a waste of ressources. I'm not saying cards like winging it are unplayable, but they don't seem like a priority. I would also be cautious for cards like Lucky or Look what I found that may sit on your hand for a relatively long time depending on the chaos token. Again, hand space is scarce. — de-mil · 4
Underworld support just sounds like a bad idea to me. Only one Cornered and one Nautical charts and one Artistic inspiration? Plus a harder time filling these skill slots? No, thanks. There aren't that many good cards that allow you to discard productively, so Underworld Support would really lower your probability to have even one early. A five cards difference in your deck size is clearly not worth it IMO, even if it means finding your Gift of Nodens more consistantly. — de-mil · 4
Just wanted to add one more card that I didn't see mentioned in your post but is actually his best discard outlet is Bound for the Horizon. Every investigator enjoys "free" movement, and this one even lets you use it to move while engaged where that might be relevant. Other than that, great post and it's hard to emphasize how incredibly strong George actually is. I'd rate him as a top five investigator in the game easily at this point as his deck building is great, he has clue compression on par with pre-Taboo Rex, and as mentioned he has built-in enemy management just by nature of the cards he likes to play already. — croqoa · 1
@de-mil give Impro Weapon or Winging It a shot and I really think you'll find it works out for you most of the time. If you have your discard engine assembled, you can probably pitch mutiple cards per phase and you want the fodder. If you don't have your discard engine, your hand size will be small and you'll overdraw it. It's easy to pitch the events in upkeep without missing a tuck. Just end on 3 cards in hand, 2 in boat. Draw up to 4/2, tuck for 4/3, discard an event. You're also happy to see them milled by short supply, or in your turn 1 hand which usually needs to pitch things anyway. Tucking one in the boat early isn't even that bad if Cast Adrift is still in the deck. — OrionAnderson · 99

I'm getting confused about the "Limit 5 cards" - I was trying to compare it to Diana and Gloria but wording is different every time - can I still use the ability when there are 5 cards under him and discard one of the previous ones?

I don't think you can discard cards that are beneath George Barnaby. You can only commit them to tests. So if he has five cards beneath him you can't his reaction ability after discarding a card. — Frickenator · 23
I agree you cant discard cards beneath George, but I don't see any reason in the card text why you can't keep adding cards past 5. — RichardPlunkett · 12
To be specific, I think the (Limit 5 cards.) in his first ability is capping the handsize benefit of having cards beneath him, not capping the count of cards beneath him (which would be more correctly implemented in his last power preventing too many being added, just like in Diana's text) — RichardPlunkett · 12
Ah, I see. That seems to be interpreting it as a misplaced modifier. The most reasonable intepretation, to me, is that it applies to either the number of cards beneath George Barnaby, or to both. I can't think of reason to write like it appears if your interpretation is the intention. — Frickenator · 23
I don't know their intent. As written, I would interpret it as only limiting your hand size. The sentence is about his max hand size and only refers to the cards beneath him to establish that number. I think it would be worded like Diana if it was intended to limit the number of cards beneath him. — Hirangren · 1
There's now a ruling on this from Duke: "He can only have 5 cards under him max, at any given time. I think the idea is that his hand size is set to that and cannot be increased, but I'd rather not make a ruling on that until closer to release." While there is further clarity needed, I think the limit is clear. I would take this to mean the reaction can't trigger when you're at the 5 limit, personally. — HungryColquhoun · 8895
Well, it's clearly not a "ruling", it says so right in the response. And it's also frankly stupid. This continues the steady decline in my respect for the current rules guardians who seem to make "rulings" based more on what they think is intended or desirable than what is written on the cards. I think there is no defense for Duke's position without errata. — RichardPlunkett · 12