Research Notes

Have you ever wanted to trivialize a few high-shroud locations? Look no further! Just drop a few clues for some cute effects, then pick them right back up with Research Notes! Got two on the table? Even better, pick up twice as many as you dropped! See a high shroud location? Drop the clues in a easy-to-reach location, bend over a couple of times to clean up your mess, then waltz over to the enemy lockbox and just pretend that you had the key!

Want to also ruin the entire experience and just win A LOT, while you're at it? Try including Knowledge is power!
Just ignore spending that evidence, and go straight to the "pick up clues" part. The best part? You don't even need to play this then, you can keep both of your magnifying glasses in your hands for those additional clues!
(This works the same way the interaction between Old Book of Lore and Knowledge is power which was ruled by Alex Werner to ignore the "spend 1 secret" cost to play the card immediately - this hopefully gets changed in the near future)

tokeeto · 33
Yeah the knowledge is power trick is what makes this truly disgusting — tactis · 18
Does that mean you could use Abigail Foreman to ignore the evidence cost and just put one of these on her and never have to worry about the evidence? — White Liger · 3
I guess not because she just resolves the effect again which isn't quite the same as ignore all costs? — White Liger · 3
The card doesn't say "you may spend 1 evidence FROM RESEARCH NOTES to discover 1 clue at your location," so does this mean I can spend the evidence off of Hawk-Eye Folding Camera or Darrel's Kodak when I use this ability? I think so, but I want to be sure. — Scud · 1
Great observation @scud, that would mean that Darrell could back this up with his Kodak, use Empirical Hypothesis and the Hawk-eye Folding Camera to pay for the action. — Wittebaard · 331
Each card bearing this keyword also has an ability which references the type of use established by the keyword as a part of its cost. When such an ability spends a use, a token of that type must be removed from the card bearing the ability. — damirius · 1202
^^ That's a ruling for cards with Use keyword, but there is no Use keyword present, so not sure on it. Really weird interactions with this card. — damirius · 1202
pretty sure it should work like a gun that just says "spend one ammo." You can't spend ammo off of other guns — robo224 · 1
I think the fact that they have set a precedent of having cards with uses (0) indicates that you can use them from other cards. — EclecticGamer · 2
I'd argue that's not how "costs" work. The rules state that there are 2 different kinds of costs: resource and ability costs, the latter being framed in a "cost: effect" format (like exhausting or spending uses BEFORE the colon). As it pertains to KiP, the "costs" you're ignoring comprise the "payment" before the colon (which, it then goes on to articulate, excludes the arrow cost). I think that's just the AH:LCG textbook definition of a(n ability) "cost", which is exclusively linked to triggered abilities. — TheDoc37 · 468
so they finally answered errata the interaction between knowledge is power and old book of lore and a few other cards to ground. how this impacted research notes is that research notes is capped at 3 clues and knowledge is power and abigail foreman would not ignore the secondary costs for spending clues. — tophmittydragon · 1
Finn's Trusty .38

First off, I can't believe nobody has written a review for an investigator signature card after 4 years after his release, so I suppose I'll give it a shot (heh). Second, Finn is a strange investigator. This signature card is a cherry on top of a weirdness cake for him.

With this gun, Finn is able to shoot eldritch beings 3 times at 5 . You always get the bonus +2 score, and +1 damage if the enemy is not engaged with you (i.e. evaded). It's fast, costs 2 resources, and is illicit.

Finn's gun can be closely compared to the .25 Automatic from the Innsmouth Conspiracy, which costs 2 additional resources, only gets the damage if the enemy is exhausted, and provides 1 additional ammo. Playing Finn, both of these weapons feel very similar in playstyle, since you're able to evade for a bonus action, you pretty much always get the +2 and +1 damage.

When searching your deck with Smuggled Goods, you are almost never searching for Finn's Trusty .38, but rather something like Pickpocketing, Lockpicks, Liquid Courage, or really any other illicit card. But when you do hit Finn's Trusty .38, you can say "Hey, I just found a Manual Dexterity!" That's often what I find happens to this card. It just isn't used, and is usually pitched for its skill icons.

Fighting at 5 is alright, but you'd really want higher numbers if your teammates are going to let you take shots at monsters engaged with them. I can see where this card can become useful (True solo, or if you've got boosting cards), but Finn's pretty much made for clue-getting, so this seems like a last resort. He can dip into seeker cards, he's got base 4 , he has lockpicks on-class, and the man's even picks up clues for Cthulhu's sake!

So, in summary, this gun seems like a wasted draw most of the time. Sure, it can be used in a pinch, but Finn was made to evade, get clues, and run away. You really want some good support for this card, like Sharpshooter or Hard Knocks (although "good" is a debatable word choice to use for this support). I'd say in most scenarios, you're better off leaving this one at home.

Hence no reviews? — MrGoldbee · 1470
.25 Automatic is really good, though, isn't it? The .38 has one less ammo but costs 2 less and has better icons and a more flexible trigger. It's a bit boring, especially now that it's so similar to his go-to gun the .25 (though not upgradeable), but I think it's mid-tier as sigs go, and efficient in a vacuum just by being fast. — housh · 171
Cheaper than the .25 and — fiatluxia · 66
if i didnt hit enter by mistake I could write the rest of my review. This is a weapon designed to snipe at enemies engaged with other investigators, definitely more team bent. — fiatluxia · 66
Enchant Weapon

Does someone know if it is possible to combine this card with "Guts" during a test ? (committing Guts right after exhausting)

Same goes for "Fearless" or even "Say Your Prayers", would be an interesting combo.

Ealandur · 2
There's a reason why this section is called "Reviews", and that reason is that this is not the place for rules questions. Go to BGG or Reddit for those. — TheNameWasTaken · 3
You can also try the Mythos Busters discord or the League of Extraordinary Investigators. Both have a fairly active community that can answer questions. — LaRoix · 1645
But for your question: no, because the test is still a strength test and you only add your willpower. And you are only allowed to to add symbols which match the test. Same for all other cards witch add a second attribute like lockpicks etc — Tharzax · 1
You could not commit a card without Wild/Combat icons to an attack made with an enchanted weapon, because the test is still a Combat test and you can only commit Combat and Wild icons to a Combat test. However, you could use Arcane Studies or a similar card. There's no rule preventing you from boosting your Willpower in the middle of a Combat test, it just that it's usually not very constructive. — Staffan · 3
Fortuitous Discovery

I largely agree with the previous reviews, however there is one good combo for fortuitous discovery that no one has mentioned... Short Supply

I feel like the biggest complaint about fortuitous discovery is that the first one you draw does nothing. With short supply, it is likely that 1 copy of fortuitous discovery will start in your discard pile and every time you draw one of the other copies, you are getting a valuable card that both increases the number of clues discovered and makes the test easier.

This combo is in no way an auto-include for a clue gathering survivor but it is at least good enough to consider in decks that want short supply.

I did some quick math and I think there is an 85% chance that at least one fortuitous discovery will be in your discard pile if you have short supply (assuming a 33 card deck)

david6680 · 66
+1 to this. Also nobody mentions "Cornered", either, which lets you discard the early Fort Discos into Unexpected Courages. — MrWeasely · 42
Predator or Prey

Of the two level 0 Dilemmas that have been displayed so far, I believe this to be the stronger one. The basic use is obvious - if you have enemies in play, decide how you want to manipulate the scenario to handle them. There are a few major chunks to break down, and some interesting factors to consider for each of these.

  • If there are no enemies in play, draw 1 card.
    • On its own, this can be valuable. It means that your card draw will not be 'wasted' by this, and it can be thought of as either giving you a free draw or a free 'play' of its actions whenever it pops out.
    • In Survivor decks, even this case is okay - after all, it's putting the equivalent of a fast event in your discard pile in your discard.
  • Each unengaged enemy moves once towards the nearest investigator.
    • This often can be a 'do little' option. If most of the enemies around are already engaged or at locations with investigators they will just sit there.
    • Remember that when making a choice, you must choose one that will change the game state if possible. As such, if everybody is already at a location with an enemy, you must choose to have everybody move away instead.
    • If you draw this during upkeep, it means you will have already dodged the window for an attack, so there is less harm in drawing enemies closer.
    • If you draw this during the investigator phase, but you have already evaded an enemy, it's still fine - while the enemy is moved, it does not ready or attack, so it will not be any inconvenience.
    • This does not specify non-elite enemies, so in unusual cases, it can be used to move a large creature out of its normal resting place.
    • The main time this is a poor decision is if you were trying to keep away from a Hunter. (But if that's the case, the second option will more likely serve better.)
  • Each investigator disengages from each enemy engaged with them and moves once away from the nearest enemy.
    • A free disengage/movement is very valuable if you weren't planning on fighting, and can be especially helpful if a group is trying to deal with multiple enemies at the same time. This is especially valuable since it is a combination of non-action, automatic evades and movement.
    • Investigators only move away from the nearest enemy. This means that if you have two enemies in adjacent locations, you can disengage from your enemy to hop on to another enemy. This is more useful for monster fighters when they are swamped - they can look for better targets.
    • This option also allows for mass movement in cases where you have a non-hunter enemy stewing somewhere. In those cases, it gives everybody a free movement - and since you often no longer want to be at the location where you've left an enemy, that will often be in the appropriate direction.
    • The main time this is a poor decision is if you have a scenario where some investigators want to fight and others want to flee. From my tests, even these cases weren't a major problem. People who needed to evade gained more than what the fighters lose. The fighters can 'catch up' by only spending a single action - and it also means they will tend towards automatically engaging the target or being in the proper position to tank hits, rather than needing to make additional considerations for engage actions or dangerous attacks.

On its own, this card can be a little inconsistent, but can save plenty of trouble by giving the entire group a bit of movement or manipulation. I've found that even in situations where it's 'wasteful', those are situations that are often safe enough that the waste is not dangerous. But when it's useful, it's very useful, potentially giving an entire team safety and mass movement. Combined with Survivor recursion tricks, and this also adds the ability to manipulate enemies or protect allies with Resourceful or even Scrounge for Supplies. On its own, it's a reasonable card. With the tricks Survivors can pull, this can be a solid pick.

(Note that this works under the thought that Revelation abilities on these cards work the same way as on weaknesses - if they do not, survivor recursion tricks may not work in the same way, so figuring that out would be an entirely separate set of considerations.)

Ruduen · 1004
So good in Midnight masks! — MrGoldbee · 1470
Just a small addition so that is clear. This choice contains the word must which means you have to choose an option that changes game state. If the first option doesn't move any enemies you have to choose the second — NarkasisBroon · 10
"If there are no enemies in play, draw 1 card." is player card lingu for "this card gains surge". If there are no enemies in play, the effect would be useless, so you draw 1 card instead. There is no survivor recurring synergy in that, though. Drawing the card from the discard pile does not trigger the revelation. — Susumu · 371
Thanks for the reminder, NarkasisZBroon - I'll edit that one in! — Ruduen · 1004
Dilemma works with recurrsion card like Resourceful or Scrounge for Suppplies. The rule of Dilemma (revealed with Dilemma cards) states "as with revelation abilities on other cardtypes, these abilites resolve when the card is drawn or **otherwise enters your hand**,". In addition, Card Ability Interpretation point 2.14 states that some abilities such as relevation abilies on weaknesses and **dilemma** cards trigger regardless of whether the card is "drawn" or "added" to your hand. Thus, the relevation ability should be resolved when we add the Dilemma card from the discard pile by Resourceful or Scrounge for Supplies. — elkeinkrad · 497
Yes, on further rules reading, I agree, I got this wrong. I mixed it up with the clarification for the case, that you draw more than 2 dilemmas in a round. Then you have to put the excess into your hand as a dead card. So this made me believe, that there is no way to time the relevation of a dilemma, when it is most apropriate. But there obviously is with recursion. And since this had been a signature for survivors for some time, this is clearly intentionally so. — Susumu · 371
I would like to add that when this card backfires, it backfires spectacularly. My buddy pulled this card during the final agenda of The Vanishing of Elena Harper and we pulled so many fish people onto the location where the four of us were at. It also doesn't play nice when you're trying to avoid drowning and need to advance instead of retreat. I'm eager to see how it plays out in Horror in High Gear. This card can really add some zazz to your play session! — cheddargoblin · 87