Persuasion

It's hard to see what makes this card cool, so lets highlight a few cool things about this card.

  • Unlike other effects that don't fully affect elites this card still helps against them, that can be a huge plus since even just evading a big foe (such as The Masked Hunter can be game-saving.
  • Shuffling stuff back into the encounter deck is usually good, shuffling stuff into the encounter deck means that you get to draw them again! A variety of humanoid enemies are WAY nicer to draw then most alternatives in their deck, Acolyte for example.
  • You can target aloof enemies since this card doesn't require engagement, this also means you can target stuff engaged with your friends.

Finally, if you are familiar with the campaigns, your current campaign choice will impact the effectiveness of this card. The following phrases will spoil the humanoid amounts in the campaigns so stop reading at this point if you want to avoid that spoiler:

Core set this thing will be helpful in every scenario. Ghouls are Humanoids.

In Dunwick its very bad, useful mostly in the club, there will be targets here and there but in 4 out of 8 scenarios playing this will be hard or impossible.

It's very good in Carcosa, all of the scenarios have humanoid enemies (often in large numbers) or guaranteed valid targets.

Forgotten age isn't over yet but out of 4 scenarios every scenario has been chock-full of humanoids. Considering the particulars of the enemies in the Deluxe pack there won't be a single Forgotten age scenario without a Humanoid target (Snake people are humanoids!).

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Finally, this is a parley action, thus Fine Clothes will go a long way to make these tests outright easy, although perhaps if you're playing Norman Withers or Daisy Walker you wont really have any trouble anyway. Still worth considering, especially in Carcosa.

Tsuruki23 · 2568
Based on my own foibles in Forgotten Age, I think this could be useful for enemy management in solo when you are playing as someone who sucks at fighting. Especially for enemies with doom. haven't tested, though. — Zinjanthropus · 229
Protective Incantation
  • Removing up to 3 chaos tokens is very strong when paired with The Chthonian Stone.
    • For example you could remove , and the worst modifier, like -4 on standard. Except for , this guarantees success of your test.
  • This card gets better in multiplayer, as everyone benefits but costs do not increase.
  • Increases the chance of all other tokens, like and .
  • Playing this card comes at a high cost however, occupying 1-2 arcane slots and draining 1-2 ressources each turn. Most mystics shouldn't play this, as they need both slots and many ressources for their spells. Characters who can be built around this:
Django · 5148
Harbinger of Valusia

Now that Marksmanship is out, my group did a theoretical calculation of max damage possible in 1 attack, particually to kill this guy in one attack. The following assumes a party of 4 players and using Extra Ammunition, Venturer and Contraband to pump ammo into Shotgun equal to or higher than the amount of chaos tokens.

Thanks Caius and Jd90 for your tips

Sum: 48 Total Damage!

Django · 5148
Rain of vengeance, yay! :D — KptMarchewa · 1
Once FA is release, my group will try gather every single vengeance point. — Django · 5148
Even more damage soon with the upcoming Blessed Ammo! — CaiusDrewart · 3183
ou can play one marksmanship only since it starts a test — Eruantalon · 104
Shotgun replaces your base damage. So, between base damage and shotgun, you can only do 5 damage not 6. — saintsaturn · 1
Well Prepared

If you can set yourself up with a good target then Well Prepared is great!

With some XP in hand you can combo with Physical Training to become very strong in combat and resilient to treacheries, a thing can be said for Wild icon assets even if its just the single icon (Rabbit's Foot for example, many unique investigator and story assets would be incredibly powerful as well, or just the classic ol' Elder Sign Amulet.

To make Well Prepared worth it I think you need a deck with 3+ cards to reliably trigger 2+ icons off (or a wild icon), that will often mean that you're fine off with just Physical Training and 1+ unique/wild cards.

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Update: Just to reinforce this review:

This is a fantastic card when you can get the multi-token triggers, but, it suffers from set-up issues Once the pieces are out, especially once you got multiples of this thing down, you can succeed on all kinds of checks with ease. The more cards that you can benefit from and the more draw power you have the better. Also, the more varied your valid targets are the better, if you play a character to who damage and horror tends to stick (reads: Most characters)) then your targets to trigger Well Prepared with might as well be Bulletproof Vest and/or Elder Sign Amulet, both of which have icons.

Roland Banks with his Roland's .38 Special will actually find good use for Well Prepared, not just for +2 effective icons but also for the +2 icons and the icon in general.

Zoey's Cross is a terrific target, an effective +3 is crazy and then there'S the icon.

Mitch Brown, Leo Anderson's ally is single-handedly a card that makes Well Prepared worth it. A +2 to anything once per round is sure to make a difference.

Whichever of these character strengths you have, Physical Training is the perfect supplement to the build, aside from being a potential trigger for Well Prepared it also lets you bridge the gap to get maximum hit chance on important tests. Well Prepared is always ready to go during the mythos phase which means that you can tap Physical Training for +2 everytime you find yourself up against a crippling treachery.

As a capstone to this type of build I must bring up Ever Vigilant + Stick to the Plan, it shrinks the deck and makes finding everything easier and then it fuels you by granting extra resources and saving actions.

Tsuruki23 · 2568
Zoeys Cross is the bomb! So is Dr Armitage. — duke_loves_biscuits · 1278
Great to see another excellent Zoey card. She can really use this well. — CaiusDrewart · 3183
I agree that you need to hit 2+ icons to make this card worthwhile, but considering that this card basically has no cost, even if you hit just 1 icon is not too bad. — matt88 · 3210
Yeah, its a good way to keep gettign value until you find the other combo part — Tsuruki23 · 2568
I suggest this can use with Last chance — AquaDrehz · 204
Last chance is a skill card, with Well prepared you target only an asset in play... — KptMarchewa · 1
This card can be versatile, but I think reliable is much better and cheaper. — Django · 5148
@Django: Yeah, unless you're running Physical Training II or the like, I'd go with Reliable in preference. But if you are, this starts looking competitive. And of course, you can stack the two. — CaiusDrewart · 3183
This is great for Leo who can use it to boost his Investigate actions. — acotgreave · 887
It's all about the Foolishness, baby. — crymoricus · 252
This is a great workup, I am running Tommy Muldoon through a campaign now and was thinking about adding this as an upgrade because of the many assets I will be playing to take advantage of his ability. I figured the variety will give some versatility while I use them to soak up damage/horror. — BroodyGambit · 9
Just watch out that not all your assets only give your Fight (Strength) Icons, otherwise you can only boost Fight checks... — Rasmus Forlorn · 1
High Roller

True. It's a risky asset to use, but High Roller is very good on standard and not too bad on hard.

The cash juggling is' nt even always a downside, every now and then you stand to double your bet via Double or Nothing.

The problem with this card is that you really want to keep overcommitting, you can't really risk using this just to net a +2 over the difficulty, you need to go higher if only to ensure you get the investment back, which is perfect when you run a gun like .41 Derringer or Switchblade or want to draw with Lucky Cigarette Case. In these cases youre already overcommitting anyway!

Tsuruki23 · 2568
To some extent, has anti-synergy with Leo (de Luca) in that you dont want to be aiming for lots of little attempts, youd much rather have one big attempt per turn that suceeds, eg using Beat Cop, Dr Milan, Cat Burgler, Peter etc is better. Sure Gamble, a great card anyway, works well here as it can swing your 3 credits back as well as recover the test. As can Wendy and Lucky. — duke_loves_biscuits · 1278