In the Know

I thought that I would add a review of this card because it has one particularly noteworthy use I didn't see mentioned. If someone wrote this already I apologize!

One of its best uses is in the Scarlet Keys when trying to expose concealed mini-cards at other locations. Sometimes the actions spent moving from location to location to try to find an enemy are really draining. With this card, you can sit tight at one location and expose concealed mini-cards from a variety of different locations without having to move to each of them. This can be a real action saver. In addition, if you successfully expose an enemy at a different location, it will not spawn with you, which reduces the risk of exposing at the end of your turn!

Sadly Pathfinder exists and does almost same thing but is more generally useful, up to and including the investigation without risking an enemy spawn (by moving during the player window during the test) — suika · 9485
That doesn't make sense. Why would you move before determining success/failure of the test? Also, Pathfinder only moves you one location. I think for this use-case, jesse.acaro has a point. — AlderSign · 310
Hello Suika. Yes, there are other movement tech cards and clue at range cards that can at times achieve the same result, but I would argue not in all circumstances needing no combos or help. Let's say there are concealed cards in many different directions so you couldn't pathfind your way to all of them in a turn, and perhaps some mini-cards are many locations away. This is the only card I can think of that can expose cards from all over the board in such a simple way, requiring no combos or using any other card or ability at all. I suppose Hyperphysical Shotcaster with the Telescanner upgrade could do this, but this does take a contested slot and cost more XP and resources. I think this is a decent one-off to offer a nice solution to a not at all uncommon occurrence in this campaign. — jesse.acaro · 2
Elaborate Distraction

This card is bananas for Carson. You play it, then give two actions to other players and go check if the washing machine has finished. Let the fierce ones handle the probability calculations and drawing tokens while you enjoy the pleasures of servitude.

Fluxway · 151
Made me laugh. — AlderSign · 310
Hyperphysical Shotcaster

I think this might be an amazing card for Lola Hayes. The Hyperphysical Shotcaster is a neutral card, which means that Lola would be able to activate it regardless of the role she's currently in. It's also quite safe against her weakness (Crisis of Identity), so there is little chance the weapon would be discarded.

shaagal · 7
Solemn Vow

It is a Myriad card that doesn't interact with its other copies unlike most Myriad designs that came in TDE IE box. By including maximum 3 you can place a vow on each player in full 4 players party. Playing on lower player count, more copies let you play multiple stacked on one investigator in order to move more than 1 dmg/horror in a round. You can include just 1 copy to optimize deck space and it still works fine. I find this freedom to choose a quantity a neat design for this one.

5argon · 10761
Sefina Rousseau

Here are the chances of drawing at least 5 events in your 13 initial cards for the ability, depending on the number of events in your deck. This includes Painted World in the total of 36 starting cards (weaknesses are reshuffled). Also included are chances if 2 cards are added during the campaign for comparison. This is calculated using a hypergeometric distribution (appropriately assuming no replacement):

Number of Events: Chance of drawing at least 5 in 13 -> New chance of at least 5 in 13 if 2 non-event cards are added

24: 99.9% -> 99.6%

23: 99.7% -> 99.1%

22: 99.3% -> 98.2%

21: 98.5% -> 96.8%

20: 97.2% -> 94.6%

19: 95.0% -> 91.5%

18: 91.8% -> 87.2%

17: 87.3% -> 81.7%

16: 81.3% -> 74.8%

15: 73.9% -> 66.8%

14: 65.0% -> 57.7%

Hopefully this will help with some of your optimization.

SliFi · 4