Leo Anderson

Leo Anderson

A great character in my option. His `Survival stats’ are excellent (four combat and four willpower). His intellect skill of three can be increased to four using (Treasure Hunter and to lesser extent Dario El-Amin) or by spending resources (keen eye). However, his evade skill is only 1. Meaning, Leo is here to fight and with good potential to investigate.

His special abilities revolve around allies and his basic weakness is losing an ally. Meaning, is you play and non-allies deck with Leo, you don’t have basic weakness beyond the random basic weakness. This is a huge advantage over other investigators. However, playing an ally deck will benefit Leo enormously albeit his own basic weakness. In ally deck, Leo can shine and use all the guardian and neutral allies along with rouge allies (level 0-2) as Leo can take rouge cards level 0-2 (think of non-ally cards such as daring maneuver, decorated skull, eavesdrop, liquid courage, lone wolf [Solo], lucky dice [a must], narrow escape, quick thinking).

Play style: First choose whether you go with allies deck or non-allies deck (you can try something in between. In that case, I'll recommend Leo de Luca, Treasure Hunter, Brother Xavier, Beat Cop, The Red Gloved-Man).

After that, it’s a matter of building Leo deck upon the roll of expedition leader (healing card, weapons, skills, buff cards, depends on your style of play).

As you probably heard, the main fuss about the forgotten age cards such as Doomed, Accursed Fate, and in case you reveal The Bell Tolls - you are dead!

This leaves you with the following: (taken from: boardgamegeek.com.) “1. scenario: you draw Doomed card, grab 1 horror, jot down "Doom approaches"

  1. scenario: you draw Doomed card again, grab 1 horror, put Accursed Fate on bottom
  2. scenario: you draw Accursed Fate, grab 2 horror, jot down "hour is nigh"
  3. scenario: you draw Accursed Fate, grab 2 horror, put Bell tolls on bottom
  4. scenario: you die”

The way to deal with that is by drawing the minimum cards possible and advancing fast in the campaign (a paradox!). I believe that future expansions might present a card that will enable to counter-curse cards.

In sum, with Leo in play, lead the way!

John2018 · 6
"If you play and non-allies deck with Leo, you don’t have basic weakness beyond the random basic weakness". — Freeman · 5
"If you play and non-allies deck with Leo, you don’t have basic weakness beyond the random basic weakness". That's not exactly true, as if you cannot sacrifice an ally to Bought in Blood, you shuffle it back in your deck, though costing you a dead draw every time. Honestly, if you don't build around allies, you waste your ability and it wouldn't make sense to play Leo over, say Zoey or Mark. My 2 cents. — Freeman · 5
Don't forget, he can take a Cat Burglar. Testless disengage and move! — AndyB · 957
I...um...not a bad write up but I'm confused as to the mention of the weakness "Doomed", as that's not a Leo-specific weakness. — Ensign53 · 3
Why the rant about Doomed though? — Razoupaf · 1
Stick to the Plan

Here's a handy link to a search of all the plans that can be stuck with: arkhamdb.com

Enjoy your plans. Plans are good. Plans are nice. I like plans. Am I over 200 characters yet?

Dedalus · 6310
Sorry, that link doesn't work. It's here: https://arkhamdb.com/find?q=k%3ATactic%7Csupply+t%3Aevent&sort=name&view=list&decks=player&spoilers=hide — Dedalus · 6310
The link works fine for me. Maybe you fixed it since then :P — TheDoc37 · 468
Mysteries Remain

I feel like this card is significantly weaker than Roland's gun. However, the associated weakness seems easier to handle, so it might worth it.

Though this card is not bad, its existence could leads to problems.

The possibility of creating 1 clue out of nowhere means that the scenario no longer has a full control on the number of clues available. It could mess up with the timing of the scenario and leads to "bugs / unwanted shortcuts / ..." in fan scenarios, and force the official designers to take in account this card when creating scenarios.

The "remove from the game" save it, so as long as they do not print other cards with that effect, it should not be a problem. But still, when I read this card, I feel like this kind of effect should not exist.

MoiMagnus · 63
The gun's effect is far more replaceable than the 0-cost Working a Hunch this card provides. — Blackhaven · 9
Stubborn Detective

The following is a Question, not a review.

In our 2 player carcosa campaign, this card is part of Lola Hayes deck. If this guy is at Lola Hayess location, does this remove her restriction to only play cards from her current role? After reading related rules it seems yes, but i'd like some other opinions about that.

Django · 5171
The best combo in the game :) Yes, you're right. There is only one problem about that: as long as SD is on your location you are stuck in your role vulnerable to Crisis of Identity. — KptMarchewa · 1
Use Handcuffs on him, then re-engage so you can keep the “bonus” while you can safely drag him around the map. — Lemmingrad · 21
Mysteries Remain

Generally, I would rate this card a bit weaker than Roland's .38 Special (at least until you have enough XP to be toting a Lightning Gun with some Extra Ammunition). That said, this card has great synergy with Roland's ability as it's fairly common, even with careful planning, to end up needing to kill an enemy on a location with no clues. Since this is a fast action, it doesn't provoke attacks of opportunity and can simply be thrown down right before the finishing attack, and not waste a Roland ability trigger on a clue-less location.

It also is the only investigator card to date that allows a clue from the token bank to be added to the total - this can be significant if the investigators end up 1 clue away from success and would otherwise need to travel to another location to obtain the last clue. The flexibility of being able to alternatively simply discover a clue as an effectively upgraded version of Working a Hunch ensures it isn't a dead draw on scenarios where you need to remove clues from a location rather than accumulate total clues (a common occurrence in the Carcosa cycle).

As a cute bonus, as an Insight it can be copied by other investigators who are using Eidetic Memory, though because it removes itself from the game it will be very difficult to actually use it very many more times by this method.

When playing Roland in an 8-scenario campaign, I'd always choose this card paired with The Dirge of Reason over the standard cards. Alternatively, since both this card and The Dirge of Reason have synergy with Roland's .38 Special AND with Cover Up, playing all four at once is also probably viable if you can tolerate the slight increase in deck size. Cover up is much less threatening if you pair it with cards that place clues on your location, since the real issue with Cover up is not so much the actions required to gather the clues as it is the possible lack of clues to gather, or the fact that they might be in distant or inaccessible spots. See also Dr. William T. Maleson and Forewarned for other cards whose clue-dropping can help Roland get rid of Cover Up.

Low_Chance · 14
Eiditic memory also removes the target from the game, so won't help you to gain more than 1 clue. — Django · 5171
Oh, excellent point! I'd forgotten about that. — Low_Chance · 14