Occult Records

One of the most action-efficient healing cards in the game to date, particularly for a level 0 card. One initial action to play this, and you will get to heal 6 horror among investigators for no further actions. Most Chapter 1 cards would ask you to put in several additional actions and/or achieve far less healing.

You will probably lose a few random cards out of your hand while you're at it, though, unless you have levels of . So be mindful about when you activate it.

I think this is a very reasonable inclusion to a deck, particularly if you are on a team with investigators with low sanity.

CitizenFry01 · 76
Stock Ammo Reload

Arguably the most cost-effective way to reload a Firearm we have so far. Depending on your use case and finances, Custom Grip may be better. But if you're planning to stack upgrades on a gun, you won't want to lose them to Custom Grip, and likewise if your gun has high cost/low ammo, Stock Ammo Reload looks better and better.

CitizenFry01 · 76
Police Dog

Very reasonably priced as an ally for a "flex" investigator. For a deck where I expect to regularly need to attack 2 or more times per turn, I'd probably prefer an ally with a static boost such as Beat Cop or Lonnie Ritter or Logan Hastings, but if I'm just going to be occasionally chipping in single attacks to clean up weak enemies or take a piece out of a large enemy to make the primary fighter's life easier, being able to switch between +2 attack on the few fights and +2 towards investigating the rest of the time is quite appealing. Some investigators that might like this flexibility include Roland, Tommy, Joe, Marion, Skids, or Leo.

Note that it doesn't even have to boost your own test, you could use this to boost someone else's test. Could be great for a support character like Carson, Carolyn, or Vincent.

Also note that it just boosts "skill value." Saxon is happy to help your mystic investigate or fight with their spells. Good boy!

CitizenFry01 · 76
There are also some locations or enemies, which need another ability to fight or to investigate like the Woods in Arkham in the night of zealots. — Tharzax · 2
Iron Sights

Not very good. Most of the time you'd be better served just shooting again. If you really need bonus accuracy on an occasional key shot, include skills like Overpower or Adapt and Overcome or Armed to the Teeth instead for icons to commit. If you're scared of missing an attack and dealing damage to an ally, spend the action engaging the enemy instead.

Might be ok with "shotgun" style weapons (e.g. Winchester Model 12) but I'd usually rather pack my deck with static boosts, skills, and ammo reloads, and just shoot more often.

CitizenFry01 · 76
IMO, this should give +1 dmg as well. Like a 2-action sledgehammer, basically — Jota · 8
"Make 'em sing"

Evading an enemy can be nearly as good as defeating it, so against enemies that have a high combat stat but low health, this can be a way to get a low-difficulty test to deal with them. Also doesn't have the drawback of dealing damage to your teammate if you miss an attack while they are engaged, or damage to yourself if you miss an attack against an enemy with Retaliate. And getting a clue to boot is a nice bonus!

Also potentially handy against Aloof enemies, as you don't have to engage them first. Make the Whippoorwills sing a happy tune for once!

Note that this does not have a "non-elite" clause, so if you're able to crank your high enough or otherwise automatically succeed (e.g. Scrape By), you can use this to make anything, even a Great Old One, dance to your tune. Or rather, sing you a tune, I suppose :)

CitizenFry01 · 76