Short Supply

To round out the cycle of 'mash a calculator a bunch to help you make decisions with cards' reviews, here is a mathematical analysis of the odds of this card single handedly bricking your deck by removing all copies of a critical card.

TL;DR: They are very low unless you are being a dummy about it. Very good in decks that already have recursion.

Your odds of failing to find a copy of a two of card in your deck if you ‘hard mulligan’ for them (That is, discard any card that is not a copy of said card) are 45%. If you fail to find that pair, the odds that short supply will hit both copies in the initial 10 discards are 18%. Y This means your odds of bricking a scavenging deck with this are about 5%, meaning it should happen about 1 in 20 games. Unlikely but still possible, and if your muligain policy isn’t that biased towards your copy of scavenging or whatever, it gets worse.

Once you add in one secondary way to recur the card you want (maybe you are already running resourceful+true survivor, or maybe you splash resourceful in with scavenger), your odds of failing to find either on your initial mulligan are 19%, and after that the odds both the primary tool you want and the way you recur it are only 1%. That means you being without any way to get your scavenging back should only happen about 1 in 150 games.

After that, the odds of things blowing up in your face become infinitesimally small (your odds of nuking all copies of something you have 5 redundant copies of is less than 1 in 1000, for example, you won’t be playing with short supply decks enough times in your arkham horror career to EVER see it).

Which is kinda funny, because it makes this probably the most stable and generally useful ‘mucking with your deck’s probability’ cards of the EOTE cards, as long as your deck values discard recursion. Not every survivor is going to run it, but it is far more broadly useful than Forced Learning and doesn’t attempt to create an entirely new archetype like Underworld Support or Gear Up. It is just… really REALLY good in any deck that runs multiple recursion tools already.

So just slap scavenging, resourceful, and scrounge for supplies to do your deck, like you wanted to do anyway because they are just good survivor cards, and your set, easy peasy, short supply is a mindless auto-include if you run any level of recursion because it basically gives you a second hand, right?

Well, obviously this math becomes much more brutal if you have tools you CAN’T recur. Suddenly any tool you can’t hard mulligan for is going to have both of its copies in the bin 20% of the time. It becomes impossible to have redundancy for some things: Items and skills are easy, but allies, events, and other intangible assets are much harder, and so for every duo you slot into your deck, you are rolling 20% odds of just not seeing them again. This means once a campaign you may just not have a card key to your deck. This means while this card set is very good you should ideally already be planning to recur things a little bit, and be very aware of what you can and can’t recur in your deck. Pete Sylvester is still totally fine if you already run a recursion package because you can scoop him back up with resourceful, but you have no tools to get back say… your Beat Cop (2) if you are playing Tommy. So maybe don’t play this if you use a ton of non-survivor non-item cards of a level higher than one: it isn't gunna be ideal for event based Preston or ally based Tommy, Agnes almost certainly doesn't want this, ect. Even if you already are running recursion tech, this will do damage to your deck a significant enough time to not be worth it for those characters. You are looking at primary red+Minh and Bob as candidates for this to toss into a scavenging deck.

Also, this is really not a great way of avoiding your bad signature weakness. In 1/3rd of scenarios you play, this will nuke it, but in the other 2/3rds you will see it faster. So maybe don’t play it in say… Wendy where all this does is cause you to lose control of what cards you are exposing to the risk of getting nuked. It may also be a bit spooky if your weakness is one you might struggle with if you draw it early, and it can exacerbate basic weaknesses that can shuffle into your deck as well.

dezzmont · 222
Also to state the obvious, while you can use resourceful to get back what got milled, it means you can't use resourceful to recur some other card that you'd like to play twice. — suika · 9511
Correct, though if you are running Short Supply you almost are certainly running recursive recursion (Either you just ARE Yorick, your running infinite true survivor, you are scavenging, or any combo) so losing out on a resourceful matters a lot less. If you AREN'T running recursive recursion this card will be a problem. — dezzmont · 222
A friend of mine is currently running this in Agnes, with Scavenging (mainly for the Item traited skills "Heirloom of Hyperborea" and "Relic of Ages") and Prescient, and is quite contend with it. What sold him to this card was the option, to possibly discard "Dark Memory" with it. — Susumu · 381
In a vacuum, the chances to discard a particular weakness (except obviously a Tarot weakness) is slightly higher than to discard any other particular card. Because, you discard after you have already drawn your starting hand. In Agnes, these ten cards you discarded could as well be at the bottom of your deck and not been seen the whole game. So, you should still have a workable deck without them. — Susumu · 381
That said, albeit I argue on some you had wrote, it is a good review! Gave you my heart. — Susumu · 381
I am sure there are Agnes or Tommy decks that can use it, but in your 'average' one it is a bit more dangerous because the portion of cards that are 'misses' in their deck they can't really recur and rather would like to keep is higher. The odds of discarding your weakness are higher than any other individual card, this is true, but part of the reason to do the statistical analysis is to show things that the human mind naturally doesn't latch onto, because its bad at statistics. In this case, it shows that, unintuitively, despite the fact you are more likely to lose your weakness than your signature, at the end of the day you still will fail to lose your weakness much more often than you do, and it is important to keep that in mind when decision making! SOMETIMES losing your weakness, and other times getting it much earlier, is going to be good for some characters and an absolute dealbreaker for others: Agnes getting it early means she probably can just toss it in an 'early witching hour.' — dezzmont · 222
@dezzmont Agnes's Dark Memory can cause the Agenda to advance. — anaphysik · 97
It also bears stating that this card can mean the difference between seeing your weakness once, and seeing it twice if you're running a deck that's capable of drawing more than 20 cards over a scenario. — suika · 9511
Dream Diary

This card is insane with Amanda, I always take 2 copys, no matter what.

It gives you a free card every turn. A card that she can commit under her, or unto test at her leisure. She can't commit it under her unless she starts the investigation phase with it, but it's still really good.

When I build with this card, I run it with charisma,so I can have both Dr. Milan and laboratory assistant, And arcane enlightenment, so I have a max hand size of 11, and 2 free hand slots for mag. glass. It works really well when it's the mythos phase, and you come across a test you aren't prepared for, commit a ???? Essence, pass that test, and watch with glee as it returns to your hand when your next turn starts.

Stupid bonkers, I love it.

You can take two books, but you can only ever have 1 copy of the bonded "Essense" card per investigator. I'd rather save my XP. It is not like Amanda has card draw issues anyway, I normally cycle an Amanda deck 2 or 3 times a scenario so I rarely have trouble without it. She makes a self-milling deck easily with the strong synergy with Dream Enchancing Serum. — Antiundead · 31
Crafty

This is a great supplement to Chuck Fergus centered decks. Helps you play that style if both copies of Chuck are in the bottom half of your deck. Let's you choose all three options when both it and Chuck are in play. It makes investigating with flashlights and lockpicks a breeze. Maybe those monster successes let you use upgraded cig case to find you Chuck.

3rdEyeGuy · 3
Rex Murphy

Rex is one of the best specialized investigators in the game even now with all the new investigators he is still incredibly high rated. There is no other investigator that can discover as many clues as him per turn. That being said please do not use him in a solo campaign unless you are a seasoned player who is looking for a decent challenge. My suggestion is to pair him with a guardian like Zoey, Mark, or Tommy in a 2 player campaign. There is nothing quite like a good ole fashioned escort mission destroying evil while rex mops up the clues.

Gené Beauregard

Absolutely retarded card that only emphasizes the problem which many in the community are starting to clearly see; Seekers are insanely overpowered. Not only do they only have a single weakness that is not even that big nowdays, which is dealing with enemies, but they keep giving them incredibly busted cards like this for no reason. I have no idea how this card made it out of the testing phase like this.

So now you do not even have to worry about enemies? You can just run over them if they have hunter and push them back, or if they do not you just push them aside so you can still keep on collecting clues like a maniac? What a joke! And a cherry on top, you get 2 stats that are actually pretty relevant, since you need Intellect obviously, but Agi tests usually deal damage which is one minor weakness of Seekers since they have a bit lower Health. It really is funny how the same brains that thought this card is fair managed to print stuff like Trench Knife and Henry Wan and probably thought "hmm yeah this is good, they will play it".

If this card only dealt with clues and gave you 2 stats, it would probably still see play, since removing clues from high shroud locations is really interesting thing that has so far not been explored that much, but with this card it will not even matter since most will use it just for enemies and occasional moving of clues. Sorry, this was not a review since there are not many things i can say about this card, but only a rant. Cards like this are clearly becoming a problem and show some favouritism when it comes to Seekers at the developers table, and it is not a good thing for the health of this game.

So to conclude = Taboo worth, or just ban it at your table when you see how OP it is, like it used to be when someone used to play with Higher Education and Dr. Milan Christopher all the time.

Blood&gore · 436
@Blood&gore, Hello there! I have finally dug back into Arkham after it gathering dust since it came out. I have a couple of cores, Dunwich, and bought into the EotE boxes. I'm curious what makes you think the card is so broken. I see that the effects are quite powerful, but it costs 3xp. Then you have to draw it, then you have to play it for a whopping 5 resources. Between the odds of drawing it, having to set up other cards, and afford paying for it, this card had *better* be bonkers good. — Judicator82 · 27
@Judicator82 Hello friend! Well the thing is, Seekers have no problems with resources since they have cards like Astounding Revelation, dr. Milan, Crack the case etc., and they also have the best card draw in the game and also the best search in the game. It usually is not a problem to cycle your deck a couple of times as a Seeker, so you always find cards like Gene relatively easily — Blood&gore · 436
I do see it being powerful, but you have to build for this card in mind. 5 resources, even with most seekers economy, is expensive. But maybe it should cost 2 more exp? Or gain exceptional. Although it's supposed to be taken by rogues as well, so it's hard to judge these things. — Therealestize · 74
If you're a new player, pay no mind to this sort of review. Gene stands in contrast to the 0xp Milan and at 3xp more provides the same stats, loses economy, but gains incidental enemy management capabilities that's worth the XP, price tag and the ally slot. — suika · 9511
I think the problem is that 1) Gene combines too many benefits in one card and 2) her ability is unlimited, save for the exhaustion. Seekers can even use Shortcut to dislodge an enemy that is on top of them. When you compare to other cards that move enemies (e.g. Warning Shot, Bait and Switch, Shroud of Shadows, Flute), they all come with extra limitations or limited uses; Gene doesn't even cost an action to trigger. I think if her ability had some kind of cost, perhaps an AOO-less action or resources, then she'd be balanced. Also, I appreciated this review, and don't see why it should be simply dismissed when there are far worse ones on this site. — jemwong · 97
Mainly because it starts by rating it card "absolutely retarded" and "insanely overpowered", and insinuates designer bias (what a joke), and advices new players to ban it, which is just terrible advice. Outside of solo (the most rarely played mode), in most circumstances dislodging the enemy doesn't remove them for good, it just means someone else has to deal with them. Having tabled it a few times, Gene is a strong card that doesn't break the game or make the game unfun to play — give her a fair shake before deciding that she's not for your group. — suika · 9511
For any new players reading this: this is a very rough review and probably should be disregarded until playing this card. — athenian858 · 1
Sorry about this being a bad review, but after some months of playing i stand by my comment. This card is completely broken. The fact that if your friend is stuck with an enemy and you just run in and kick that enemy out for basically no cost is broken, and moving clues turned out to be very very strong. But what breaks this card is that it can kick enemies that are engaged with you or the other player. It completely breaks the game when used with some movement cards — Blood&gore · 436
Frankly I kind of agree with @Blood&gore. While his review is harsh, this card is incredibly strong because of its enemy moving ability. — Daniczech · 1
I agree even after the taboo she's still broken. Just thinking of playing her in true solo EotE: the Forbidden Peaks scenario should be a cakewalk as she moves clues from the location you're moving into to the one you just left. In most cases that's going to make it a heck of a lot faster. — Krysmopompas · 366
Come on, do you really have to use the R word? Literally any other negative word would be better here. — noobwater · 1