Lone Wolf

This is a great card for the solo investigator with extra deck space. In a solo game I'dd consider it autotake for characters with access to rouge as primary or secondary cards, and a worthwhile consideration for dipper characters like Rex and, Zoey.

The math behind this card indicates that you need to play it early enough to trigger it 5 times to be worth the deck slot in that game.

Playing the card sets you back the resource you might have gained by spending an action, netting you -2 resources, the baseline resource card is Emergency cache, IE, to be worth the slot, Lone wolf needs to trigger over five turns minimum. Note that Lone wolf may still be worth playing even if there are less than 5 turns remaining as listed below.

Further math: If you draw this late then this is the card's exact resource value depending on the remaining turn amount: 5 turns: +3. 4 turns: +2. 3 turns: +1. 2 turns: +-0. 1 turn: -1. 0 turns: -2.

Ideally you draw this card early or midway through, triggering it 6+ times, the odds of this are high if you consciously mulligan for it, in which case the card is definitely worth it's precious slot. An opening hand Lone wolf will be netting you gains of 7+ resources, on par or better than the XP intensive Hot streak. Playing it before the last 4-5 turns is still worth it for the credit gain but at that point the card is being played inefficiently.

Tsuruki23 · 2570
i think your math is a bit off. EC isn't a fast play so it takes up the same action you're counting for the 1 resource basic action. the spread is 4 turns — stetson · 3
"Skids" O'Toole

When reviewing an investigator, the most useful question is probably "what is this investigator's specialty?" For Skids, this is action advantage. Between his ability and natural access to Leo he will normally have four or five actions in a single turn (and up to eight on a crucial turn at higher XP levels when combined with Ace in the Hole). As a Rogue/Guardian investigator, this means effective combat turns - especially useful when facing high health 'boss' enemies (like Umôrdhoth). Whilst Guardian characters have more consistent damage and access to more powerful weaponry, Skids excels in dealing out concentrated bursts of damage - mostly using events. In the late game, which is when the 'boss' normally spawns, Skids has usually gathered enough resources and put out Leo to allow him to take five actions - normally powerful damage dealing events such as Dynamite Blast and Backstab or attacks with low level Guardian weapons (and even the much maligned .41 Derringer since it helps offset his low ) combined with Vicious Blow and Physical Training. At later levels, he makes excellent use of Chicago Typewriter and Switchblade as these both offer additional and damage.

Of course, to make use of his expensive array of tools, he will need to be generating a large number of resources - but thankfully this is an area in which Rogues excel. Lone Wolf, Emergency Cache and Burglary on low shroud locations are all great ways to keep him flush with cash and his incredible trigger (+2 and gain 2 resources) adds even more. Though he cannot compete with Jenny in terms of pure resource generation, the fact that he can play as many Guardian cards as he likes and ability to convert resources into actions means he normally has something more worthwhile to spend a pile of resources on.

Despite his strengths, Skids also has some unfortunate weaknesses, the most glaring of which is his miserable 2. Though he has more Sanity than Roland, he is extremely vulnerable to Treachery cards that require checks - a number of which cause Horror. Thankfully he has access to Physical Training which is a key card for Skids as it not only helps shore up his fragile but also contributes additional for when he needs to deal damage through normal combat. His other main problem is that although his is a reasonable 3, he has no real access at level 0 to cards that make him better at investigating. Flashlight can only do so much and at the beginning of a campaign he will be reliant on discarding cards to help him investigate in high shroud locations. Once he has some experience, however, everything is fine as Streetwise provides a strong boost to his and he improves as a killer by gaining better weaponry so Evidence! helps him pick up the odd clue (and its two icons are extremely helpful to boot).

4 is not the most useful of primary stats as a lot of the time enemies are better defeated than evaded, but it helps him evade tough but slow enemies for a single action that a slower character (Guardians especially) would have to waste time fighting. It also means he is unlikely to take damage from Treachery cards that target - although these normally deal Damage which he is not overly concerned about anyway - it is Horror that will usually do for him in a game.

No investigator review would be complete without a look at their signature cards. On the Lam, his signature card, is an event that prevents all non-elite enemies from attacking for a turn. It is not the greatest signature card as in a lot of situations it will be the equivalent of Dodge as it will prevent one enemy attack - and Dodge is often better as it can be used against Elite enemies which On the Lam does not affect! The times when this card is most useful is if Skids is somehow engaged with multiple non-Elite enemies and needs to either gather clues or move the enemies out of the location to let another investigator move in. Normally, however, On the Lam will just be used for its icons, which in fairness to the card are quite strong. The is not often necessary but can help insure a Backstab hits or an enemy is evaded ready to Sneak Attack, the can really help with his otherwise weak investigating and the make it useful for any type of skill check. His signature weakness, Hospital Debts is a rather benign weakness as it causes no Trauma if not completed and does not force him to miss actions to resolve and cannot kill him. Plus Skids is normally sitting on a decent pile of resources and if not can usually pay off the debts with a well timed Burglary or two. Even if it is left in play at the end of the game, losing two experience isn't the end of the world - yes it will delay his access to the powerful but XP-intensive high level Rogue cards, but at least it doesn't make him more likely to die from bad luck in later scenarios.

ksym77 · 91
"If it bleeds..."

Pros

  • Fast and cheap
  • Will help you recover at least 1, often 2 Sanity
  • Can heal other investigators at your location; so spread the love around. Remember, you can take your investigator turns in any order, so it's easy to set up
  • Has both a Combat and a Willpower skill token, so it's never useless
  • Gruesome artwork. What did you DO to that creature?

Cons

  • You need to kill a monster, and preferably one with a medium to high horror value

This is a card clearly designed to help low sanity guardians (Zoey and Roland) survive their romp through the horrors of Arkham. The added bonus of healing your friends is just icing on an already delicious cake and fits with the guardian theme of leading from the front.

How is "If it's bleed..." compared to other sanity restoring cards? First Aid takes 4 actions to heal 3 Horror for 2 resources, but can also heal Stamina damage. Moment of Respite (sort of the opposite to this card) restores 3 sanity and a card, but costs both Xp, 3 resoruces and an action. Smoking Pipe restores up to 3 Sanity, but at the cost of stamina and one action.

This card is superior, I'd say, as long as you kill 2 horror value monsters. Which I bet you do twice, before breakfast. =)

olahren · 3559
You forgot to add one pro. It's a reference to the movie Predator (1987). "If it bleeds...we can kill it!" — Andronikus · 1
It might be worth mentioning this is the only card in the game without a trait, which is weird or a misprint... — ArkhamArkhanist · 10
@ArkhamArkhanist "If it bleeds..." ...ain't got time to have traits. — Quantallar · 8
Monster Slayer

At first glance Monster Slayer is utterly unremarkable and may in fact even be a bit bad. My first impressions of the card were utterly negative.

"You mean I have to pay one and make a fight test without weapons and I have to succeed in order for this to trigger?"

I have played the last scenario about a half dozen times and I feel that in the Dunwhich Legacy campaign, if purchased in the final act you will have some good targets to choose from and might be a worthy include if your group only has one monster hunter.

But this card is a fundamental "key stone" card to your deck. I would never advise someone in the midst of a campaign buy the card because its effect is utterly unremarkable compared to the weapons you can buy.

Always buy a Lightning Gun or the Shotgun first and always spend the 9-12 xp to get two copies and extra ammunition (its really worth it for consistency to get two, even with Prepared for the Worst).

Thus, only consider this card if you are closing in on the last two scenarios and you have a bulk of xp burning a hole in your pocket. It is pretty much this or I've Had Worse. If your group needs you to go all in on the monster slayer role (because you are the sole monster hunter in a group of 3 for instance) or you just really, really want to hit some of the nasties at the end and take them down, then by all means.

If Path to Carcosa has a lot of weird, tough monsters then it might be worth an include there as well. Time will tell.

Myriad · 1226
Setting aside the xp cost, which is not negligible, this says, "Succeed at a Combat test, pay 1 resource, and defeat a non-elite enemy." Depending on the damage the weapon you're using and the total Health of the enemy in question, this can save you quite a few actions. I don't tend to use high powered Guardian weapons so it is quite possible I am misunderstanding the action saving potential of Lightning Gun or Shotgun, but I can see situations where this card potentially makes any attack just as action conservative as those cards without bogging your deck down with extra ammo or weapon seeking cards. I think this is a fruitful area of inquiry for the mathematically minded. — cheddargoblin · 87
This card is pretty good--if you use it to kill a Conglomeration of Spheres or something, you're saving quite a lot of actions. The need to pass a combat test without a weapon bonus is irritating but Guardians can do it. But yeah, the 5 XP cost is excessive. At the very least you've got to pick up upgraded weapons and allies first. — CaiusDrewart · 3183
It is good in Undimensioned and Unseen, a tricky scenario for Guardians. — duke_loves_biscuits · 1278
@duke_loves_biscuits You can’t use this card to kill monsters from U&U — EvoLwe · 1
@EvoLwe Actually you can if someone casts Mind Wipe, but you miss out on the Victory. — Death by Chocolate · 1489
This should have been a skill — Calprinicus · 6317
Dark Horse

Assuming that I'm reading the rules correctly, it seems like you are able to draw your card during the upkeep and then decide if you want to take your resource for the turn or not. This allows much more flexibility in planning your upcoming turn.

"In player order, each investigator draws 1 card. Once those cards have been drawn, each investigator gains 1 resource." - Rules Reference, p. 25

The term "during" seems to apply to any moment within the phase and there's no entry in the Rules Reference for the term.

I'd say you're absolutely right. In a similar vein, we've always played Paranoia as essentially, "keep 1 resource," which aligns it thematically with Amnesia, so it makes sense. I would say "during" means, "at any point inside" the phase, so you can decide whenever you like. It seems silly to reply to a 10-month old post, but I just wanted to confirm your assessment. — SGPrometheus · 841