Black Market

"Market" might suggests off-class Asset shenanigans and you start planning team gymnastics in order to use this card, which is fun. But it is also simple to enjoy this card without extensive strategy meeting : Just check out your friend's deck if they contains Enemy Phase / Mythos Phase reactive Fast Event cards or not then you can decide on your own to purchase this card. (Effect lasts until your next Investigation Phase.)

It basically widens the card's coverage to the max. Sometimes that card can only be used on self, then Black Market turns it to anyone. Sometimes that card says you can use it for friends at the same location, Black Market makes it even more flexible who would pay the card's cost. Also they became open information, not often you get to say WE ALL have Lucky! / Ward of Protection in Investigation Phase.

5 cards is quite a wide search in a thin deck game like this (5/25 in the first round, but after some time had passed you have better odds.) Check that player's discard pile if what you are aiming for are gone or not before going for it and hope they are not on their hand. Some examples from the Revised Core Set :

  • Lucky! : Ultimate team-wide "insurance" for Mythos Phase, since if players prior tests and pass normally this card would stay for the next player that draws encounter. It is even more flexible than Lucky! (3) that requires same location.
  • Dodge : Already can be used to a friend at the same location, now it works remotely as well. You can also use it right now in Investigation Phase to bypass AoO to do things, or try a risky hit against Retaliate. Some encounter cards order enemy to attack an unfortunate investigator (like checking Prey, or lowest-something, that is not the player) now anyone can stylishly dodge that.
  • "I've had worse…" (4) : Valid complaints about this card that rarely something higher than 2 lands on the player to justify Lv. 4 version. Now that it covers everyone's Mythos Phase draw, much higher chance to nullify nasty fail-by on someone's weak stats and get 3+ resources. (Or to deal with enemy attacking/Retaliating 2+2.)
  • Ward of Protection (0) : Upgrade to almost-Ward of Protection (2), now it does not matter who got Ancient Evils. (But that player must pay small price of 1 resource + 1 horror.) It is even better than the real Lv.2 version if you want to cancel Revelation on Peril card!

PS: "One at a time, reveal cards from the top of any investigator deck(s)" : You can even stop revealing when you found your desired target and switch to someone else's deck for the remaining cards. The more colorful your team composition is, the more choices you can cook up the market to perfection.

5argon · 6274
Playing friends in low places before this with the option to put cards back in any order is great to plan ahead and make sure all cards are played — Django · 4753
"You owe me one!"

The most fun "Gambit" card so far I have played. The goal is to deduce what cards this player is hogging before you see them and having enough resource for that card you are thinking of, and for it to actually be useful right now. But unlike chaos token probability-based Gambit, you can master this one by knowing your friend's deck and their natural progression and improve your chance.

For example if the scenario is already passed by for a while, I can guess that my fully-setup Mystic player may have a redundant spell asset on hand which they'd rather exchange for other cards. If someone is fighting for long time with more and more cards on hand, they probably have Asset or Event that triggers AoO and is unable to make use of while fighting while the Skill card that would be a dud for this are mostly used up in the fight. (Check discard pile to confirm) The Guardian player might be holding Dynamite Blast by now because half their deck already passed and there is none in the discard pile and they also have chronically low resource. There is higher chance to find an Ally on one's hand if they don't have Charisma and also have an Ally in play already. (Should not be too difficult to remember redundancy of allies and how many lacks the Unique star in everyone's deck.) This way you can find some quick soak and also give them a new card that is more useful for them.

Discard pile is likely the biggest source of open information so take note of how many dud cards like Skill and reactive Event like Ward of Protection are in the targeted player's discard pile and you can find more hits. You can also just stare at who loves reviving things from discard pile or take card from play area back to hand.

5argon · 6274
"I'm done runnin'!"

Rita's signature will usually just be committed to a skill test, but it does have some niche uses that synergize with cards she's already likely to be playing. It also sometimes just saves an action by fulfilling the same role as Taunt.

Cards that incidentally evade like Cheap Shot, Breaking and Entering, Sweeping Kick, or Stunning Blow make this a way to turn what would usually be wasted evades into extra damage, by effectively giving her the same effect as her Elder Sign for the turn.

This is especially worth it if you play this after you've already drawn the Elder Sign that turn or during the Mythos phase. In that case it turns each evade into a free 2 damage. Rita does also have Ace in the Hole which could add up to a lot of damage in one turn.

Finally, this can turn Fire Extinguisher into a mini-dynamite.

blackjet3 · 5
Wrong Breaking and Entering. You linked the scenario card. — MrGoldbee · 1370
Hard Times

Haven't had the chance to play Parallel Pete yet but... This is a pretty toothless weakness for the most part, right? Unless you're at a point where you have no cards in hand this doesn't seem that bad, on top of that there are so many survivor cards that WANT to be discarded you could almost turn this into a positive.

I'm thinking Moonstone, the Improvised set of cards, Glimmer of Hope, all manner of cards that actively want out of your hand that aren't always easy to get there. Even if all you ever draw is your 1 card from upkeep this doesn't seem that bad at all. That's not even mentioning the numerous ways survivors can get things out of their discard that you might want to be running anyways! If it was at random it might be scarier.

Overall I'd rate this as a slight annoyance at worst, among the tamest weaknesses in the game. Probably not as meaningless as Amandas or Sister Marys, but still pretty mild. The most destructive part of the weakness is that in order to get it in your deck you have to forgo Duke, and while the Guitar is an extremely powerful (and very unique!) card that's a hard sell.

Neifarious · 41
I believe with "Replacement" signatures, you can decide to run either set, or both. In this case both seems like a decent enough option honestly. That said, this card will impact you pretty harshly if you can't get rid of it for a few turns, you can run out of steam very quickly (and remember, all the recursion you draw will necessitate another discard so you'll still lose resources overall!) — Shandras · 2
"You can't gain cards" is a hell of a roadbump in early or midgame. — MrGoldbee · 1370
It can be, but on the surface (I'm still waiting on my Paralell pete to show up) it's not that bad of a weakness. I failed to mention you get rid of it with 2 actions, which is about the average cost for most weaknesses. Not to mention, I think Wracked by Nightmares is much harsher. In some campaigns, though, that attack your hand this would be brutal. Dunwich especially would make this worse, but I don't think it's THAT bad. Yet. I have to play with it to know for sure, but I feel like it's easier to build around and mitigate this than Wracked by Nightmares. — Neifarious · 41
Grievous Wound

This card is hard to use for most guardians, but it seems custom-built for Parallel Ashcan Pete. It's a nice solution to 3+ health enemies for him.

You attack a 3 health enemy, attach Grievous Wound, and then move the enemy away for free with his Guitar. The guitar gives you a resource, which refunds the cost of Grievous Wound.

At the end of the round, the enemy takes 1 damage and dies, and Grievous Wound returns to your hand. You can do this infinitely to kill 3 health enemies in a single melee attack, as a kind of reusable Vicious Blow.

It could even kill bigger targets like a Deep One Bull, although you probably want a nice trap to keep it from moving while it bleeds out (like Snare or Net from Makeshift Trap).

Jack · 49
Why the trap? You could use the Guitar just for moving the wounded enemy away for consecutive rounds? — Susumu · 315
Snare doesn't prevent the bull from moving. I'm also not sure if there's a fast player window between the movement and engagement as result of the force effect. — Tharzax · 1