Pocket Telescope

As SSW mentions in his comment, I felt rather underwhelmed when I first read this card and it is only recently that I realised how good it can be. Instead of reviewing scenarios when it can be beneficial, I am going to look at synergies with other Investigators/Player cards. Hopefully, that will help people to find a spot for it in their decks.

We do not know yet if investigating a location with an enemy will trigger an AoO. In this review, I consider that it does, following the Grim rule, but I leave that up to you. I will edit this review once there is an FAQ that clarifies the situation.

TL;DR: Use this card as it brings a lot of fun combos.


The card itself:

Pros:

• Does not exhaust to investigate connecting locations.

• Uses the "As if" allowing all the to resolve at the targetted location.

• Allows you to look at connecting locations Fast, saving Move actions, especially when there is a cul-de-sac.

Cons:

• Takes a hand slot that is often used for base skill boost - Magnifying Glass, Hawk-Eye Folding Camera, Dream Diary, Fingerprint Kit, etc....

• Does not reveal connecting locations, you can look at them, but not investigate there... Therefore it does not trigger Whitton Greene or Vantage Point.

Comparison:

Compared to In the Know, it costs less XP, is cheaper, allows you to look at connecting locations, and investigate connecting locations with no limit, when In the Know does not take any slots, does it for every revealed location, but only 3 times.


Synergies:

Investigators:

• Rex Murphy - Easy, go to a central location and empty all the connecting locations. Rex's passive will take a second clue of the targetted location and not on his actual location [See "As if" rule].

• Amanda Sharpe - The most heart-breaking thing to do with Amanda is to Move when you have a Good Card under her. Pocket Telescope allows you to stay where you are, and use all your actions investigating every connected location while your heavy skill is active.

• Trish Scarborough - Investigate at a location with an enemy to trigger the auto-clue/evade without having to actually be at the enemy's location, saving you some damage during the enemy phase. You will still have to Obfuscate the AoO.

• Luke Robinson - Investigate every revealed location from your Dream-Gate.

• Bob Jenkins and Dexter Drake for all the usual Items/Assets shenanigans.

• Ursula Downs / Monterey Jack - Move across the map to reveal a lot of locations and stop to investigate at a central location.


Player Cards:

• Hiking Boots - If you empty a connecting location while using the Pocket Telescope, you are now happy to move 2 locations away as the will trigger at the "As if" location of the investigation, bringing you to a connecting location to your connecting location. This combo shines in Monterey Jack as it allows you to trigger his passive without taking a single Move action.

• Shortcut - Play it during the test [See Shortcut's FAQ] to move two locations away.

• Pathfinder - Same as Shortcut, use it during the test to move 2 locations away.

Working a Hunch - Use any window to get an extra clue at the targetted location.

• Lola Santiago/Delilah O'Rourke/Lonnie Ritter - Use any window during the test to trigger their abilities.

Connect the Dots - Just the normal use here, just increases the chances of making it happen.

• Cryptographic Cipher - Use it during any of the test's windows to get another Investigate action for free at the targetted location.

• Ice Pick (3)/Deduction - Works like Rex Murphy, get an extra clue at the targetted location.

Arcane Insight - Decreases the shroud of the targetted location for the rest of the turn.

• Quickdraw Holster - Shoot the enemy at the connecting location. Does not prevent the AoO.

• Crack the Case - Get the resources of the targetted location and share with the investigators at that location.


Splash cards:

•  - Dynamite Blast (3) - Use the test's windows to target a place 2 locations away / Alice Luxley / Beat Cop (2) / Solemn Vow / "Get behind me!" - Use any window to use the effect at the targetted location.

•  - Open Gates around your location,

•  - Mysterious Raven / Stray Cat (doesn't prevent the AoO) - "Look what I found!" that would bring clues at the targetted location (this one is a bit unclear, but for consistency matters, I think that makes the most sense this way).


Conclusion:

When reading this card without thinking about the synergies it can bring, it feels like it's going to take the spot of a more useful card like the Magnifying Glass or any Tome, just to be able to investigate one step further, when it is anyway very likely that you will go to that location anyway to move forward with the game.

But when looking at Investigators' Passives and other Player Cards, the number of delicious combos it can trigger make it one of the sweetest 0xp releases of The Edge of the Earth IMO. Just a shame that the ability does not reveal locations, but hey, I'd gladly pay 2xp for this (wink wink FFG).

Valentin1331 · 85574
Note for AoO. FAQ clearly states that enemies at that location do not automatically move to your threat area. Notice that only **engaged** enemy triggers AoO (check RR). Thus, normal enemy at that location doesn't trigger AoO to you. However, it's not true for Massive enemy. I think that Massive enemy triggers AoO, but it's not clear. — elkeinkrad · 514
But the FAQ says, that you have to resolve every game aspect with the altered state in mind. For me this includes that non aloof enemies engage you immediately. — Tharzax · 1
But if acting "as if" you were at a location made the enemies there engage you, why would Luke's card specifically say to act as if you are there AND as if the enemies are engaged with you? — postulate5 · 1
Hey! No need to debate on this I think, it has been done extensively on the MythBusters discord with no conclusion. Everyone can make their own interpretation (or use the Grim Rule). But feel free to ❤️ the review so that other players can find out how many synergies that card offers! — Valentin1331 · 85574
@postulate5 the definition of the words "as if" has been rewritten between Luke being printed and this bring printed. So luke may well have redundant text. Also you definitely shouldn't use the grim rule for this, you should house rule it. The grim rule very specifically is for keeping the game moving when you can't find a specific rule in play. It's not for every possible rules conflict that could ever happen :-P — NarkasisBroon · 13
Thanks for the review. Let me add one potential use for Ursula: combatting, and sometimes trivializing, Call of the Unknown. — SilverTwilightLodgeJanitor · 8
Other cards you didn’t mention: — An_Undecayed_Whately · 1376
Other cards that play nice with the telescope you didn’t mention: - [Newspaper](/card/02155) - [Newspaper (2)](/card/03313) - [Flashlight (3)](/card/09122) — An_Undecayed_Whately · 1376
Rite of Equilibrium

Pretty awful card honestly. Tides of Fate essentially does the same thing from a game state perspective (fill the bag with curses, needed to trigger the curse spells) but as a fast action for 0 experience.

Maybe icing on a maxed out curse deck but definitely a low priority upgrade.

drjones87 · 209
Tides of Fate can turn 10 blesses into curses, but you need to get 10 blesses in the bag to begin with. This card just sets up all 10 bless and all 10 curse tokens for you in a single action and card. I'm not saying this card is good, but they don't really do the same thing. — Soul_Turtle · 506
Cheat the System

This card might be particularly interesting in a poor Preston build. With any of the 3-class talents in play, this is at the very least a fast Emergency Cache, he can play after his turn, for instance in the Enemy or Upkeep phase, so it is still readily available in the next Mythos phase on his Family Inheritance to either spend on Counterespionage, boost a skill test, or save it for the Investigation phase, if not needed. And Dark Horse still stays online, as long as he spends the 1 resource from Upkeep.

He could also cash in the money in the Mythos Phase, if he just wants to blow it into Moxie or Dig Deep on a test. Unfortunately, to potentially use it for Counterespionage, he has to decide, before he sees the card. If he has Antiquary and DH in play, he could play Counterespionage up to the 6 resource effect (using the resources from Antiquary, of course), and still start his turn with an additional resource on his Inheritance. But even with Bruiser or Crafty, which have (redundant to DH), he could still play it for 4 resources.

Susumu · 383
Earthly Serenity

This is in some ways worse than Earthly Serenity (1), since any high negative chaos token will bring your skill value down to 0 and you will succeed by 0 and lose 2 resources. With Earthly Serenity (1) you would instead fail and not loose any resources.

While test on Earthly Serenity (4) is very slightly easier and you have two charges more it does not really outweigh the more severe punishment and easier to encounter punishment, especially on higher difficulties.

tdctaz · 49
I think that you could make that Argument on Blur (1) to Blur (4), where the penalty is either taking one or two damage. Damage is much harder to remove than resources to replace. But I do agree in general that for a high willpower mystic or survivor, that it's not worth three exp to maybe get a little more healing. — DjMiniboss · 44
I think if you're spending the xp on this, a simple solution presents itself: stay broke. Mystics are a great class for setting up and never needing resources again, while survivors have dark horse. — SGPrometheus · 857
Also, these cards look more like a "2 action event", than a real asset. You want to preferably use them in one highly over committed action, to heal 6 points of horror (or 4 with the lower level) at once. Succeeding by 0 is at that point less likely than (auto)failing, and a waste of an action anyway, because you gain no healing out of it. — Susumu · 383
An arcane is quite expensive for an event. All the more reason to empty it quickly to replace it. — Django · 5175
By calling it a "2 action event", I meant 1 action to play it, 1 action to use and empty it. So yes, no long commitment of the arcane slot. Akachi might also be interested to heal only 4 horror in 1 action with it, and use the 3 spare charges to tame her spirits. — Susumu · 383
It definitely is a lot stronger than it seems, especially in 'grinder' campaigns like TFA where you can be doing things correctly and still be staring down potentially lethal unavoidable damage. As Susumu said, the downside basically never matters if you are using it on a high WP character as you ideally just blad all the charges out in one or two actions and almost never will actually succeed by 0. Being able to give your team what is probably a full heal in 2 actions can swing some harder situations Arkham can throw at you. — dezzmont · 224
If the WP is high enough (like 5 in most standard bags) you CANT succeed by 0. In other bags, you can just try yo win by a number that isnt in the bag — Jota · 7
So, if you pass the test by 0, you can't spend a charge to heal? — CrovaxTheFallen · 1