- Q: Can I use the ability of Chuck Fergus to give an event fast to play an event outside of my turn? A: Fast cards can only be played outside of your turn if the fast card itself specifies so. Chuck Fergus giving an event fast outside of your turn does not get around this restriction. (March 2024)
Chuck Fergus
O'Bannions Fahrer
Vorteil. Verbündeter
Verbündeter. Krimineller.
Cost: 4. XP: 2.
Sobald du eine Taktik- oder Trick-Ereigniskarte spielst, erschöpfe Chuck Fergus: Wähle eins …
- Jene Ereigniskarte erhält das Schlüsselwort Schnell.
- Jene Ereigniskarte kostet zum Spielen 2 Ressourcen weniger.
- Du bekommst +2 auf deinen Fertigkeitswert, solange du eine Fertigkeitsprobe während der Abhandlung jener Ereigniskarte durchführst.
Related Cards
- Chuck Fergus: O'Bannion Driver (5) (Winifred Habbamock #32)
FAQs
(from the official FAQ or responses to the official rules question form)Reviews
This card seems really good for Leo Anderson. If you get this on turn one you can make ever vigilant fast which seems like a really great combo. Not to mention all the other tactics in guardian like One-Two Punch, Marksmanship, and Prepared for the Worst just to name a few.
The kind of adition that I LOVE seeing added to a cardpool.
it's not a new card per-se but the issue with many XP cards is that they enable a playstyle all by themselves, a playstyle that may not fully exist without them. Chuck Fergus the 4xp version does wonders for an event based deck, but being 4 XP ensures that you cannot truly lean into the archetype until after a lot of upgrading. The 2xp version ensures that you can build the deck in a much more final form for the first scenario, bolstered by the fact that 2 copies of Chuck are no more then 1 scenario away, or even with In the Thick of It you can include the first copy and hope to draw/mulligan from the get-go.
So, a quick look at what Chuck actually does:
4 out of 5 classes have Tactic cards, all but mystic. Many of them are attacks or evades or else do some sort of damage. Multiclass characters can really have a field day with Chuck.
The vast majority of tricks belong to , even if onlyfor these, Chuck can be absolutely worth it.
- Backstab and Sweeping Kick, Sneak Attack and Cunning Distraction, for many of these cards, cards that do damage or evade things, adding to squeeze in more actions or a bonus on the skill test is useful, expanding your window for usefully leveraging the card or increasing the hit chance. For example when youre in heavy combat, squeezing in a fast Sneak Attack at the end might be just what you needed to finish things off efficiently, or else a One-Two Punch to burn down a boss.
- It only takes 2 uses of the cost reduction to fully pay for Chuck's own cost, playing a 3-cost card every turn is sure to bankrupt you immediately, and it makes the big cards like Dynamite Blast and Cunning Distraction much more palateable.
- All the cards in the Breaking and Entering, Cheap Shot and Slip Away suite can really benefit from any one Chuck buff, and as a deck design they scale well with more xp down the line.
- Cycle the deck and draw cards with Easy Mark, if you find just the one and got nothing better to do with Chuck, you get to cycle it like a freebie.
Altogether a great card.