Locked and Loaded

This card looks bland on the tin but it does so much work on a gun focused deck, it is basically saving you actions, resources and potentially even XP, cause all your guns will stick for a longer time in play before you need a replacement and you may not even need cards that replenish your guns ammo. Also, it is very good with certain weapons that have super powerful singular shots, especially the ones with low ammo count inherently, like Shotgun (Sawed Off and not), Lightning Gun, Flamethrower and the Chicago Typewriter. Another gun that gets a surprisingly big boost from this is the .18 Deringer, that card is low costed and guarantees value for your investment as missing shots gives you back the ammo you used, having an extra ammo on those means an extra "guaranteed" hit, the LV 2 .18 Deringer becomes a 2 cost 4 ammo weapon wich is great value.

At 3XP it is costly but it’s worth it and being a permanent it will always be online. This card biggest weakness is that its impact diminishes with guns that have lots of ammo inherently specially the BAR and the Gatling Gun, as one extra ammo for those would only give you +1 damage.

"Viola" Case

The accessory slot this occupies clashes with Lucky Cigarette Case. The proposition of this card is to make Michael use his ability 3+ times a turn instead of 2 times, due to the "Limit once per firerarm asset" restriction on his ability. It also let's you search for and draw a firearm asset. The second part is only decent if you are not running Underworld Market because it completely eliminates the problem of not having a gun when a fight starts, making "Viola" Case less valuable. Holding more guns before drawing Confiscation is not ideal, so most of the time you would play this card late, and at that point you might already have missed out on getting a lot of value from "Viola" Case. I guess the main reason this item exists is a built in Bandolier which is a card that makes 2 handed weapons a much better proposition. The problem is that at this point of the game, 2 handed weapons are only necessary for nieche cases like scenarios where a lot of crowd control is needed, or extremely tanky bosses with very high fight values that need to be killed quickly. Most of the time, you can solve these problems another way, and if you are not running 2 handed items at all in a Michael deck, I would only use this as an Unexpected Courage.

Squadcore · 25
Ascetic

I feel like I have been sucked into a parallel dimension or something. This card has some restricted uses but it isn’t good guys, what are you on about? "Not having to care about XP", like one review suggested is not a pro, you can “not care about XP” if you want and you will outpace Ascetic very fast just from incidental XP, there is no need to take this card for that. All the other XP cost reduction cards you can "combo" with Ascetics you can just run without it and you will outpace an Ascetic deck in one two scenarios max. Also 10 XP makes scenario 1 easier and then by scenario 2 you are level with the intended difficult more or less, so it does a super poor job of frontloading anything, you guys are jumping through some serious hoops to find value on a meh card. It's inventive, it helps groups going into the last stretch of a campaign after having an investigator go insane or die and its great for new players joining late into a campaign, and that’s it.

In my current TDC run we were so unlucky that our experience gains in the first 4 scenarios were 3, 1(!), 4, 8. In our case, not even the first 3 would have been covered by Ascetic. It can happen. What's more, not having to care about victory and therefore playing safer is one thing, but in many campaigns there is progression in addition to victory, which you can focus on more if you are not putting all your resources into clearing victory. — AlderSign · 436
You can do that regardless of Ascetic, that's a playstyle choice, has nothing to do with the card. Also, anecdotal evidence of bad luck does not make this card any better, Drowned City is a campaign that on average a group will get 6XP on scenario one and will have around 18XP at the end of scenario 3. You can get 8XP scenario one if its done perfectly, 10XP in exchange for never getting any other XP is a very poor value proposition. Again, you guys are just doing mental gymnastics to find hidden value where there is none. — DakonBlackblade · 16
What are you talking about? If it's a playstyle choice this card is good for me, thus it has everything to do with it. — AlderSign · 436
What are you talking about? You don't need the card to play that way, just play that way if you feel it makes the game better, or makes it easier for you to win or whatever. Even playing without going for XP you will still get XP, they are in locations you will grab clues from naturally, enemies you need to kill and that randomly pop out from the encounter deck, resolutions you get etc. Acetic is bad for that playstyle as well. That aside the card isn't enabling a new playstyle, playing that way was always a possibility. — DakonBlackblade · 16
What you are describing is still different from taking Asceting and avoiding danger. If find it ironic how you criticize "mental gymnastics" in a mental gym like Arkham Horror. — AlderSign · 436
Locked and Loaded

Hell yeah

Hell yeah — PaxCecilia · 426
Hell yeah — dscarpac · 1263
Hell yeah — fylion · 1
Hell yeah — Will.I.Game · 30
Hell yeah — loglady · 20
Almost as good as getting two clues from Evidence — michael921 · 1
Two clues?! From fucking evidence?!? HELL YEAH — MouldOfMlem · 148
Hell yeah — MrGoldbee · 1502
Hell yeah, so amazed that my Old Shotgun enters play with an ammo — liwl0115 · 48
Hell yeah — 5argon · 11650
Hell yeah — Nenananas · 273
hell yeah — Pawiu14 · 208
Hell yeah — Valentin1331 · 83429
Sawed-Off Shotgun

I feel like Robert Castaigne can breathe new life into this card. Whether you're Tony Morgan or Michael McGlen, you can have it sit in your hand and fire it once per turn as a fast action.

I wouldn't be shocked if Robert ends up with a similar taboo to something like Sleight of Hand, limiting the level of cards he can affect - although if he does, it'll impact the Remington Model 1858 that pretty much feels like it was designed to work with him. That, or a taboo saying "actually no you do have to actually play or discard the card".

nictron90 · 12
9xp combo tho. Pricey. — MrGoldbee · 1502
Honestly, I think Robert would be a lot more balanced if he gained his level 0's "Does not provoke attacks of opportunity" and got the Rook treatment (turning from a fast trigger to an action). — NightgauntTaxiService · 466