Fine Clothes

With the release of Hemlock Vale and the influx of good parley cards, this has been transformed from a hopelessly conditional card to enabler of an entire archetype. Obviously, Alessandra Zorzi plays 2 of this card in every deck, but any rogue can use the parley suite to decent success - Trish in particular loves tools like Existential Riddle. Bianca becomes much more forgiving, Drain Essence can remove a small enemy while healing you, and resolving an entire Vamp for free is always fun. Perhaps most importantly, anyone wanting to run the newly-taboo'd Power Word now needs the proper outfit to command their ghoul army. On top of all that, it will still help you with everything it used to - recruiting Lita, rescuing your friends, trivialising The Last King etc. Expect to see much more silk in investigators' arsenals from now on.

beenary · 4
Trivialising The Last King? They TELL YOU to wear nice clothes! — MrGoldbee · 1493
I hesitate to call it "hopelessly conditional." At worst, Fine Clothes serves as 1 cost 1/1 soak. — NightgauntTaxiService · 463
This card influences the design of other cards a lot. If they don't want the Parley test to be near-testless with FC, they have to raise the difficulty to 3. I would say, without FC, the printed difficulty of cards like "Pesuasion", "Interrogate", "Vamp" (0) or the taboo'd "Power Word" would be 1 or 2. — Susumu · 381
Pelt Shipment

How this card interact with a backpack? Its a supply card so it can be attached to backpack... however as it has no cost, it cannot be played. I guess i cannot just draw that card from a backpack (for a action) right ať the end of the game... and cards in the backpack are not considered to be in the hand...

You are right. You would have to get rid of Backpack first and then fetch Pelt Shipment from your discard pile (which is not that hard with certain cards). — AlderSign · 415
Or You can simply don't put Pelt Shipment under backpack from its research and draw it "manually"!! :-) — Piegura · 7
As AlderSign says, attaching it is usually sadness. As Piegura says, you can always not attach it. But beware, the rules say that when searching for one or more things, you have to find something if there is something ot be found. So if a Pelt Shipment is the only legal candidate you see, to put in your backpack, you must put it there. — RichardPlunkett · 12
Lifeline

You would be surprised about how many cards end your turn in this game.

As long as you failed at least one skill test during your turn, you essentially say "Nope!" when the game really wants you to not be able to do anything anymore. This gets especially laughable when the "end your turn" effect comes from a failed skill test (and even for only that one action it's worth playing Lifeline, because giving the scenario the finger is always a good thing).

AlderSign · 415
This doesn't actually work unfortunately. Since it doesn't cancel or substitute an effect that would end your turn, it really does only work when your turn would end due to running out of actions. — SSW · 217
According to this I'd say it works, because the additional actions happen before the effect of ending your turn affects the game state: https://arkhamdb.com/rules#When — AlderSign · 415
This might be a situation where if the card says "immediately end your turn", vs "end your turn". So playing a "Let God Sort Them Out" wouldn't work with this card, but nearly getting strangled by an Apex Strangleweed is fine. — techoatmeal · 15
"I'll see you in hell!"

With Makeshift Trap (Improved Timer. + Net.) and some other tricks (Lure/Lure, Bait and Switch, "Get over here!"/"Get over here!", Predator or Prey) you can have your own antimatter singularity for 6 less XP than the boring vanilla Poisonous. + Explosive Device. combo.

Probably still only worth it in Calvin, but this way I think you can truly maximize the output of "I'll see you in hell!".

(I guess it's also viable in Tommy since he can easily take the trauma.)

AlderSign · 415