Vorteil. Zubehör

Gegenstand. Werkzeug. Wissenschaft.

Cost: 2.

Sucher

Erschöpfe Chemiekoffer: Ermitteln. Falls die Probe ...

- ... um genau 2 misslingt, lege Chemiekoffer ab.

- ... um genau 0 gelingt, erhalte 2 Ressourcen.

- ... um genau 2 gelingt, ziehe 1 Karte.

- ... um genau 4 gelingt, entdecke 1 zusätzlichen Hinweis an deinem Ort.

Pixoloid Studios
Das Fest von Hemlock Vale (Ermittler-Erweiterung) #40.
Chemiekoffer

FAQs

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Reviews

Deduction has been a Staple since day 1 for a good reason: clues are what move the game forward, and so more clues mean being more likely to win the game before the doom clocks out, or you are being defeated in the many possible ways.

Chemistry Set is a 0xp card, in a non-competitive slot for that has a printed Deduction on it. So what's the catch?

  1. You need to test at a very high value to have a chance to get the additional clue.

  2. You need to succeed by exactly 4 to get the clue.

    • You are helped in this task by many cards. The most important one is the one that came with the set: Steady-Handed. When both are on the table, by testing at 5 above the shroud in standard and at 4 above the shroud in Hard, you have approximately a 60% chance of getting an additional clue. What's best is that you still get a card or sometimes 2 resources if you don't get your additional clue.

    • Some reactive cards can also help. There aren't so many, but we can mention Knight of Swords, Daring Maneuver, Ritual Candles, Diabolical Luck. Lab Coat can help you get 2 resources and a clue from a test you'd fail by 1.

    • Some cards can also help by revealing tokens earlier: Scrying Mirror or Premonition.

    • Some cards reveal multiple tokens: Grotesque Statue, Third Time's a Charm, Against All Odds are some examples. Olive McBride (0), on the other hand, will sometimes decrease your chances of getting the token and the score you want. Finally, Analysis is also an option, but I am not sure I would do this one...

  3. It exhausts.

    • You can get a second copy on the table with Tinker or Relic Hunter. This way, you have double the uses, which, in my experience, is enough.

    • You can ready it with the newly printed Fine Tuning. It takes 1 more action, costs 1 more resource, and 1 more experience than Tinker, but it only requires you to find 1 copy of Chemistry Set, so it is online faster. This is personally my favourite option because the second copy of Fine Tuning can be placed on Steady-Handed (or on Empirical Hypothesis if you're that greedy).

  4. It discards when failing by exactly 2.

  5. You will only succeed by exactly 4 when there is only 1 clue remaining at your location.

    • Sucks for you. It's like finally landing that trick when no one pays attention anymore. Maybe you can get -1 with Steady-Handed to get a card and heal 1 horror.

Overall, it's a sound card if you build around it, and can be pretty monotonous, so having a mini-game in the game is a lovely gimmick to explore once in a Kate Winthrop deck.

Here's the deck I've used for this review: arkhamdb.com

Valentin1331 · 68924
Nice review! I think you've covered all the basis I would think of with this card and more. — HungryColquhoun · 7494
Hit return too early (keep expecting it to do a line break...). Anyway one possible good user for this is Carolyn Fern, given she's already limited in the investigate assets she can take and she has access to most enablers (e.g. Scrying Mirror, Lab Coat, Steady Handed, Tinker). It does compete with Hallowed Mirror on her, but as you point out there's a few ways and means here to get an extra slot. A further card I've considered is Charles West III. While this looks anti-synergistic at first blush, if you're already manipulating successes then you can use this to manipulate successes for damage when not using the Chemistry Set (with something to absorb the AoO, and cards like Alice Luxley to leverage this more). It's likely too finicky to be practical - but if someone wanted to go to town on success manipulation that's what I'd go for (e.g. may work well on Trish for example, given she exhausts enemies usually anyway - giving you something for any level of success 0 through to 4). — HungryColquhoun · 7494
This looks like a lot of fun! But also not particularly good. Seeker just has so many ways to turn cards and resources into cues and this feels less reliable and efficient than a lot of options which are already rarely played. — OrionAnderson · 69
Forgot we can't have line breaks in comments. Was going to say, instead of playing chemistry set and then fine tuning to back it up, I could simply play 2 Working a Hunch and probably come out ahead much of the time. If I'm wiling to sink some XP in there's also stuff like Seeking Answers (2) which I always want to include but never find room for. I just feel that this card and each card that interacts with it were replaced with an event that just directly gives you an extra clue you would come out better for it. — OrionAnderson · 69
Who'd take this AND Third Time's a Charm, instead of Lucky(2)? — MrGoldbee · 1450
Great review! The other char I'm thinking might like this, oddly, is Wilson Richards, though NOT for the clue acceleration. It's in a non-competitive slot for him too (if you don't lean into Cleaning Kit), and as a Tool he'll investigate at a base of 4. Which is... not amazing. But otoh this is possibly the ONLY economy asset he's got; it's not like he's gonna wear Boxing Gloves. And with any combination of Grete Wagner, Mag Glasses, Hawkeye Cams, Jury Rigs, Matchboxes, Flashlight(3)s, and Multitools, he has ample ways to have respectable enough books to try to aim right between 0 & 2 and hope he misses by 1 either way. — HanoverFist · 719
Another synergy I can see is with will to survive. You can commit cards for the test to aim to the succeed you want (though you can’t substract). I think the level 3 version is extremely potent if you pair this with testing sprint. The best user would be Darrell I think — joster · 40

I was excited by this card when I first saw it, but having now finished a campaign as Kate I think it’s only okay-ish. At first glance this card looks like clue acceleration that comes with nifty consolation prizes if you don’t hit the +4 test result for the extra clue, but I quickly realized that I overestimated how often I could force the result I wanted. There were plenty of times I wanted to pick up two clues in a single action (very easy to do with other level 0 cards like Deduction or Fingerprint Kit) but test result just didn’t come out the way I needed.

As it turns out, consistently succeeding by exactly 4 is not easy to manage. Steady-Handed expands the range to 3-5 to get the extra clue and Fine Tuning gives you two attempts per turn, but at this point you’re devoting additional assets (not to mention experience points) to an effect that still isn’t guaranteed to pay out when you need it. It’s worth mentioning that none of these cards are Fast.

With any clue acceleration that relies on Investigate checks you can pull the tentacle and fail, and that’s true of Chemistry Set too, but Chemistry Set has the additional problem that there are lots of other tokens you can pull from the bag that will ensure you get absolutely no benefit from the Chemistry Set at all. The most common way to miss out on a Chemistry Set payout is to pull a token with a larger negative value than you were planning for, but it also feels bad to miss out on the extra clue because you pulled a positive token and got a result that’s too successful to provide a benefit. A levelled up Chemistry Set that exhausts after you pull the token would help avoid a lot of wasted activations and feel-bad moments.

Sure, even when Chemistry Set doesn’t pay out you still get the basic clue from the Investigate test, but that would also be true if I hadn’t spent the action and resources to play Chemistry Set in the first place. Even the tool synergies seem underwhelming, since there are a lot Tools that help you investigate and provide more reliable benefits than the Chemistry Set (such as Lockpicks, Old Keyring, Mariner's Compass, Magnifying Glass, Fingerprint Kit and Ice Pick, to name a few).

To be clear, Chemistry Set paid out cards/resources a few times every scenario I played it, and sometimes even helped me pick up extra clues. It isn’t a terrible card and it does explore interesting new territory for Seeker assets. However, even with multiple support cards in play it often didn't pay out when I needed it to. With the notable exception of Kate and her Science synergy, I think Chemistry Set is more of a novelty than a staple.

Pseudo Nymh · 54
I feel that the discover additional clue function of CSet is a trap. You shouldn’t be using this I don’t think as clue acceleration- it exhausts, it gives no boost, it requires a very specific succeed by and therefore needs those other pieces to even be semi reliable. I think this works as a Seeker Lucky Cig Case, though worse without other pieces that trigger succeed by (and therefore works better with other pieces that care about succeed by). Getting extra cards or resources most turns seems good enough for a slot that is generally not too competitive in Seeker at level 0. That said, I think LCC is much better. — StyxTBeuford · 12985
It's definitely closer to an economy card than a clue accelerator, but I'd still say it's less consistent than several other Seeker economy options (even at level 0). — Pseudo Nymh · 54

Seekers traditionally have not gotten good accessories, especially at level 0. But don't cry for them. Instead of accessories they get very strong slotless assets like Pathfinder, Empirical Hypothesis, Fieldwork, and the like. Now that Hemlock Vale is out, Seekers ... still don't have a good level 0 accesory.

Chemistry set is a weird little jack of all trades of a card. It can theoretically generate a trickly of free draw for doing something you were going to do anyway, like a variant Lucky Cigarette Case or Empirical Hypothesis. It can theoretically be a clue accelerator like a baby Fingerprint Kit or re-usable Working a Hunch. It can theoretically generate resources over time, like a Dr. Milan Christopher or Thieves' Kit or Lone Wolf or something.

Trouble is, if you compare this to almost any dedicated single-function card, it's miles worse. You'd have to hit the resource gen three times to surpass the humble Emergency Cache, let alone Crack the Case or Rogue economy. You'd have to hit the draw 4 times to outdo Preposterous Sketches. If you want to compare it to draw assets, it gives you one chance per turn to draw if you suceed by exactly 2 when when hypo/cigs give you 3 chances per turn to succeed by 2/3 or more. You have the hit the succeed by 4 2-3 times before it beats Working a hunch, 4 times before it outdoes Fingerprint Kit (although of course it is cheaper to play).

Now, you might say that it's unfair to compare multi-function cards to specialized cards because versatility is a strength that you pay for. But I'm less certain that's true when you don't actually choose what benefits you get. You can't really rely on it to fix a hand size or resource economy problem and you can't stop it from giving you effects you don't need or want like forced draws on an already-full hand or "additional clues" when there was only 1 left in the first place.

So, let's suppose you play it, use it every turn for 6 turns, and trigger it half the time, hitting the benefits once each. You put in 2 resources, a card, and an action, and got back 2 resources, a card, and an additional clue. The net benefit after 6 turns, then, is that you spent an action to get an effectively testless clue. It's like a 0-cost working a hunch that drew a card instead of being fast. Only it's not really a free clue like with Working a Hunch, because you probably had to put some resources into oversuccess intentionally to hit that +4.

If you get it mid scenario, that's probably all you can expect to get from it. If you get it first thing, you can perhaps hope to hit each of its functions one more time. Which is indeed a pretty good return on investment, but nothing out of line with other early asset plays. And besides the up front cost to get it in play, it's also forcing you to take activate action on it which might block you out from using other tools or investigation events that are more effective. And it can blow itself up.

Not even Kate Winthrop really wants this, IMO.

It combos with labcoat, so -1 becomes $2. — MrGoldbee · 1450
Sure, just spend 4 resources, two actions, two cards, and 1 XP and occasionally you can turn a fail-by-1 into a clue and some cash. But I'd still rather play Fingerprint kit (3 extra clues for 4 resources, 1 card, 1 action, no xp) or 2x Working a Hunch (4 resources, 2 cards, no xp, no actions, 2 clues) — OrionAnderson · 69
Once you get Steady-Handed you want to use this because you have better control of what you are getting. Lab Coat can help too in harder checks. I don't really think I'd want to play this without any way to control my results. I find the "science" card set fun because it is all about calculated risk everytime you experiment with the chaos bag, but until I try I don't know how powerful it can be. — rodro · 196
Steady-handed looks pretty good in high-horror campaigns, especially for jittery folks with off-class seeker access like Trish and good old Roland. It's a lovely complement to actually good "succeed by" cards too, like ancient stones, deduction 2, lockpicks, cigarette case, sharp vision, and so on. But I'm not taking Chemistry set in my level zero deck in hopes of redeeming it with steady-handed later. — OrionAnderson · 69
It's a quite cheap tool in an uncontested slot (for seekers), which give your basic investigation additional effects. Compare it with the grim memoir, which also enhance the basic action. I every game as a seeker I use the basic investigation quite often, so the additional effect will be good in my eyes. With steady handed and fine tuning (the second one, the first goes to the thesis) it only gets better. — Tharzax · 1
With Steady Handed, in a standard/hard bag, this card can give you approximately 60% chance of getting an additional clue, per use. As Tharzax said, you can Fine Tune it, and I personally prefer Fine Tuning my Steady Handed as well, to get 2 shots at it each turn. Also as Tharzax says, this turns regular basic investigations into potentially great acceleration/fuel for your engine. I won't say this card is busted, but after playing it in Kate, which is the queen of oversuccess/skill value control, I had great results and loads of fun. Because that's another aspect of this card: it adds a mini game to the Seeker gameplay that I personally found fun and changing from the "Pathfinder -> Basic Investigate x3 -> Hiking Shoes" loop." — Valentin1331 · 68924
@Velentin1331 Even with Steady Handed in play I experienced much less than a 60% success rate at picking up extra clues. Not saying that no one ever gets that kind of consistency, but the bag is it nearly as generous in practice as it is in theory. After a whole campaign using Chemistry Set and Steady Handed my takeaway was that basically any other clue acceleration would have been more reliable than my results with the Chemistry Set. — Pseudo Nymh · 54

Prior reviews focus on the goal of using this for extra clues in a multiplayer setting.

I tried this with Roland in a true solo deck that features Steady-Handed in order to help trigger extra damage from the Katana. In true solo most locations have just a single clue. So there’s rarely a benefit to succeed by 4.

So far it’s working great! It hits the table often (because of Ever Vigilant is always handy via Stick to the Plan) and gives free draws and resources. It feels like a flexible alternative to Empirical Hypothesis.

My sole complaint is that Roland gets a fair number of clues testlessly, so it sometimes feels like it’s not worth the slot that could otherwise be used by Hallowed Mirror.