Call for Backup

"A player controls the cards located in his or her out-of-play game areas (such as the hand, deck, discard pile)." Core rule book page 16

So this card is not actually difficult to activate at all, but insanely easy. You need one copy of a multi-class card that does not remove itself from the game. Or take an extra couple of seconds to think about deck construction with the Dunwhich investigators' 5 lvl 0 cards of any class deckbuilding option. Or play an investigator who gets to build cards for his deck based off traits.

Fully activated this card is one of the best in the game, measured in action economy, effect per card draw/resource, or value for experience, in all metrics this card is among the best.

After having realized this I doubt I'll end up playing many decks that don't feature the synergy cards ever again.

EntropyEJ · 229
I'm afraid that while you do control cards in your discard pile, from abilities in the RRG "Card abilities only interact with other cards that are in play, unless the ability specifically references an interaction with cards in an out-of-play area." So call for backup doesn't see your cards unless they are actually in play. This is the same as the reason that if an encounter card causes you to discard an asset you control you can't just look in your deck for an asset, discard it, and be like "yep, that's resolved" I think if you check the faq on corrosion you will see this faq — NarkasisBroon · 10
It's on the faq for crypt chill actually, not corrosion — NarkasisBroon · 10
@NarkasisBroon I have 2 objections to that interpretation of how this works. — EntropyEJ · 229
1 I would argue that in this case control is actually verging on a specific reference to the out-of-play areas since that is part of the definition of control. — EntropyEJ · 229
2 This isn't actually an interaction. It's not trying to do anything with the cards in the out-of-play area. It's simply referencing what is in the players Control. If this isn't a case where the cards in the players control also includes cards in the out-of-play areas, the I can't see when that would ever be the case. And if it's never the case then that part of Control's definition could never come into the effect, creating something of a rule paradox. Which makes me thing that your interpretation of the rules are incorrect. — EntropyEJ · 229
If your interpretation is actually the one that FFG intended as the way this card should be played then I think they need to issue a ruling on this. — EntropyEJ · 229
Page 16 in the rules, Ownership and Control: A player controls the cards located in his or her out-of-play game areas (such as the hand, deck, discard pile). And Call for backup says: if you control a class card. And the card never say in-play or assets. So this is the rule that you need to reference. — Kitescout · 1
I think the interpretation of the class cards needing to be in play is the more obvious interpretation... but they could have easily made that more obvious by saying it on the card. From reading over the ability rule that Narkasis mentioned, the big question now is whether or not this is a "Constant Ability" as it's obviously not the others, and it's only abilities that don — Vlishy · 3
*it's only abilities that don't count out of play areas. If it's a constant ability then you must have it in play, if it's not then you just have to deck build around it, would love a ruling on this... — Vlishy · 3
Other cards that use the same "you control" language as the synergy cards: 1) Whitton Greene. Are you saying she now gives you the bonus just because you have a relic/tome somewhere in your deck or discard pile? 2) Able-Bodied. Does it count EVERY item in your deck? Or only the ones in play? 3) Can you use Calling in Favors on ANY ally in your deck, or do they have to be in play? This is not a new question and I don't understand why this misinterpretation is so prevalent suddenly when it comes to synergy. If you apply the rules holistically instead of cherry-picking them there is zero question here. — MiskatonicFrosh · 339
Miskatonicfrosh is correct. Entropy, sorry but this is Arkham Horror. You’re trying real hard to get away with as much as you can but the game won’t let you :) Think about Crypt Chill. So are you going to discard an Asset from your discard pile? LOL The answer to the question of control when applying to interacting card events has been clarified as cards in play. You can’t just use one section of the rule book and ignore the other. The ability section discusses this as well as the fact that this specific question has already been rules as applying only to cards in play. Happy Arkham horror-ing! — rainman1646 · 2
Gravedigger's Shovel

So I have to step in here and try and prevent another senseless loss of ...okay its not that critical but honestly I am seeing grave diggers shovel all over the place and wondering to myself "why?"

Let's look at what it does piece by piece:

What it is: 2 cost, item, tool, melee, weapon. hand slot. A lot of cool tags to help it get into play, you can discount it, hold it in a bandolier, its also not too expensive so you don't really need to do much to get it into play.

What it gives you: +2 to combat for 1 damage fights, action and discard to get 1 clue these seem alright on paper, but remember this is tied to a hand slot, a hand slot that could have been a flashlight if core was all you had, and flashlight while providing no combat powers provides much more clue gathering ability at lower shrouds. If you are at the point where all that are left are high shroud locations and the only tool left is the shovel you are in for a world of hurt to win anyway.

The main issue I have is, even if this card is free to play, came into play fast it still isn't worth your time to use it, because the effects that brought it into play could have gotten anything else with the similarly wide net of traits. So really what this turns into is 2 resources, 2 actions, get 1 clue, maybe fight slightly higher between the two actions against odd health enemies. almost any other investigation card you can think of will outperform the shovel and now days we have Ice Pick, Mysterious Raven, Grete Wagner, faster effects that are just as guaranteed to work or remain as the shovel.

And for William Yorick the king of recursion, while the big Gravedigger's Shovel is a little fancy, Ancient Covenant+Favor of the Sun buries this card and breaks it down to salvage. If you really want to get clues at 0xp and your collection is limited: Lucky!, "Look what I found!" and Evidence! are all core set cards, if your team needs more than that there's Flashlight.

I can see it and its upgrades sleeker version being somewhat playable in a one handed melee weapon bruiser deck that had high enough combat to be using bruiser just for free money but what I have seen is decks running things like chainsaw and gravediggers shovel wondering to myself "how do they plan to use it?" "when do you get a chance to play it?" "where is the missing bandolier?" and "why?"

Zerogrim · 290
The shovel always did feel like a beginner's trap card... "Stronger than knife! Turns into a clue when you find a better weapon!" But when you realize how many things have to go in the perfect order for shovel to feel good, you just start bringing the raven instead and continue to improve from there. — Hylianpuffball · 27
You point out the alternates and of those, two are in the highly contested ally slot, and Ice Pick is not testless. You are undervaluing testless clues in a hand slot asset. — fiatluxia · 65
$2 and 2 actions for a clue? Rough outside solo! — MrGoldbee · 1442
I think Bob — Tharzax · 1
is a good candidate for this. With his ability and his special card the cost is reduced to 1 action and one Buck. He can also support other Investigators, who struggle with high shrouds, with this. And he has good chances to recur it with scavenger. Your Ally just need a free Hand (or Detectives Colts) — Tharzax · 1
Ally slots can be purchased and oftern are, and icepicks only discard when you pass so it may as well be testless and it also serves as a better back up weapon. — Zerogrim · 290
The humble Shovel has found new life for me with Parallel Pete + Grievous Wound (which || Pete gets to recur)! He needs Melee, and he needs accuracy more than damage... just land 1 solid thwack, plant the Wound, and Guitar them away. Makes this is the most efficient, consistent option without sacrificing a precious splash card. And given his atrocious INT, the free clue is a perfect little refund once he's got his Trap+Dynamite loop running. — HanoverFist · 711
Relentless

This card makes the most sense with Cyclopean Hammer since its unlimited uses means you'll be flattening things like Rats with the Hammer so can get 2 bucks as a bonus. You also end up overkilling beefier enemies after softening them up with the first blow. Not saying it's a must-have but worth considering if your investigator is resource hungry or as a placeholder until you level up to better cards.

Police Badge

[EDIT: A few errors have been removed, hope you enjoy the refresh regardless]. The other review in this section is already great, but as there hasn't been a new review in a while I wanted to spotlight a few more interactions with Police Badge. A few commonly known current interactions are:

  • William Yorick is the investigator which gets most mentions when it comes to Police Badge, as his ability allows him to play it from his discard pile after defeating an enemy. Scavenging can be used similarly to recur it on investigators who can take it.
  • At the time of the other review there were no tutor cards which could draw this out. Now there is Backpack and upgraded Backpack as your primary options. Tetsuo Mori can be used on any investigator that can take Police Badge as well (and for anyone with access to Seeker cards, there's of course Mr. "Rook" and No Stone Unturned - and its upgrade for Joe - though I wouldn't recommend these options).
  • Well-Maintained allows Police Badge to be recurred immediately once it's discarded. What's more, Well-Maintained plays fast and for 0 resources - so whenever you play Police Badge again you can immediately set it to recur. [Note it's each other upgrade and the item that gets recurred, so you can't repeat this forever].

An interaction I've not seen anyone talk about is:

  • Sleight of Hand (only Leo Anderson, "Skids" O'Toole and Zoey Samaras as of pre-Scarlet Keys). As long as you intend to discard Police Badge that turn, this is two free actions at the cost of one resource. This is also compatible with the Sleight of Hand taboo (i.e. that it can only be used on items level 0-3). On the whole though, this interaction is outshone The Red Clock which gives additional turns more consistently.
HungryColquhoun · 7177
How is the Joey combo infinite? You play Police Badge, attach Well-Maintained, then trigger it. Police Badge bounces back to your hand, Well-Maintained is discarded. Well-Maintained doesn't return itself to hand specifically to prevent infinite combos. — Soul_Turtle · 434
Ah, I missed that it was each "other" upgrade. I will add the necessary strike-throughs, thanks for the spot. — HungryColquhoun · 7177
Cats from Saturn

I asked FFG how to properly parse this card's Swarming X instruction (since the rules could be read as suggesting there is no "active investigator" outside of the investigation phase, creating ambiguity), and they responded as follows:

  • The “active investigator” listed on Cats from Saturn is referring to the investigator that drew the card, assuming an investigator did. It would Swarm X based on that investigator’s alarm level.

  • It would be possible for Cats from Saturn to enter play when it wasn’t drawn, so that is the case where it would Swarm X based on the highest alarm level among all investigators.

Voltgloss · 364