Vorteil. Hand x2

Gegenstand. Werkzeug. Waffe. Nahkampf.

Cost: 4. XP: 4.

Überlebender

Anwendungen (3 Vorräte).

Gib 1 Vorrat aus: Kampf. Du bekommst für diesen Angriff +2 und fügst +2 Schaden zu. Falls dieser Angriff misslingt, platziere entweder 1 Vorrat auf Kettensäge oder füge dem angegriffenen Gegner 1 Schaden zu.

Dual Brush Studios
Stella Clark #29.
Kettensäge

FAQs

No faqs yet for this card.

Reviews

Chainsaw Take Heart Dreams of the Deep Fail (1) Oops! (4) Live and Learn Take Heart Dreams of the Deep Fail (5) Oops! (8) Live and Learn Resourceful Succeed (11, return first L&L) Live and Learn Resourceful Succeed (14, return second L&L) Live and Learn Succeed (17)

Each L&L is triggering at the same timing sequence of 'after the first failed test ends', but due to the rules for Nested sequences must wait until the previous L&L is fully resolved.

Thank you for coming to my TED Talk.

? — MrGoldbee · 1453
He's saying you can do 17 damage in a single action with the Chainsaw as Silas, assuming the stars align and you have exactly the right cards in your hand, which isn't likely, but it is funny. — SGPrometheus · 809
can't you only play live and learn in response to a failed test, though? — Zinjanthropus · 227
Yes; in this example, he fails the first two test. Oh, I guess it's two actions. — SGPrometheus · 809
I guess where I'm confused is the part where it's Live and Learn + Resourceful succeed followed by Live and Learn + Resourceful succeed. You can't play Live and Learn to redo a successful test. — Zinjanthropus · 227
Those are the live and learns from before going off. — SGPrometheus · 809
While the first two tests fail, ALL four Live and Learns are in the timing window ‘after’ that first failed test. Per the rules, if a triggering opportunity occurs and an ability is played, after that ability is resolved you are STILL in that same timing window. It is like why Nethaniel can defeat an enemy, trigger Boxing Gloves which draws Glory, then play Glory which draws Evidence, and then play evidence - after each ability finishes resolving, you are still at the ‘after an enemy is defeated’ window. Likewise, each Live and Learn is played when you return to that ‘after a failed test ends’ window. — Death by Chocolate · 1447
Interesting. The Nathaniel Cho example actually makes perfect sense to me, but in the case of Live and Learn, you're doing 2 skill tests between failing the first test and playing the third L&L. I will take your word for it, though. Sometimes the rules are unintuitive. — Zinjanthropus · 227
Not that I didn't already think Live and Learn was a really good card, but it makes it much better that you could theoretically trigger it a second (or third or fourth) time even after one of them succeeds. — Zinjanthropus · 227
@Zinjanthropus There’s nothing particularly sacred about skill tests here. ‘Making a skill test’ as part of playing live and learn is just a game effect - same as ‘drawing a card’ as part of Glory. It’s a more involved game effect, for sure, but nothing that makes the timing rules function differently here. — Death by Chocolate · 1447
You could also choose to gain 2 supply in this sequence and only lose 2 damage for a total of -1 supply used to deal 15 damage. — Mataza · 19

DeathbyChocolate's inspired jankery aside, 4 XP and 4 Resources are nothing to sneeze at, but a more or less guaranteed 9 damage, plus bonus effectiveness from Oops!, Oops! (2), and/or Act of Desperation allowing you to get maybe 20 damage across 2 turns is pretty good for a Survivor combo. And, with Scrounge for Supplies and Resourceful, you might be able to get most of the parts of the combo back in your hand for another go.

Slightly more seriously, comparing it to Old Hunting Rifle, its +1 XP, + 1 Resource, and -1 seems about right for its considerably better consistency. I have my doubts the 1 Damage Fail effect will be used much except in dire emergencies, but it's nice to have options.

I don't see Ashcan, Wendy, or Patrice packing this (although a chainsaw in a viol case is a striking image), but Silas and Yorick might well consider a trip to the hardware store, with Stella and Rita more on the fence.

After running Chainsaw Yorick for a few weeks, let's consider the case of Chainsaw Yorick:

Good Stuff

Bad Stuff

  • It's hard to keep Yorick's resources where you want them. If you can finagle enough Act of Desperation plays, the saw pretty much keeps paying for itself, but you also need to get down Well Prepared, Tetsuo Mori, and pay for some events (it's the only way you are getting clues), so he doesn't always have the resources he needs.
  • The saw taking both hands means that, while Yorick is going to kill and kill and kill, he is going to collect approximately no clues unless the shrouds are very low. No Flashlight, Lantern, or Old Keyring for this guy! Well Prepared can help with this occasionally.
  • Running a fighting deck with 2-3 weapons is an exercise in luck and nerves. Tetsuo Mori and Prepared for the Worst (or Backpack (2) can help find the saws, but they cost resources, which orick needs to get the saw into play or recover from misfortune. Vicious Blow and/or Brute Force can fill the gap a bit.
  • You live in terror of any treachery that consumes Assets or prevents their play. Chainsaw Yorick without a Chainsaw only has some Shakespeare to fight the Mythos.

Kind of Useless Stuff

  • Oops! is not as good as expected. With 6-7 attacks, Yorick doesn't miss that often, and, when he does, he often doesn't have 2 resources to spare. This can be mitigated a bit with Drawing Thin, but then you are including cards to include other cards, and you only have so much deck space. I suspect with Stella's lower combat (and better use of Drawing Thin), it might be more effective.
  • Emergency Cache (3) looked very promising, but it actually has a slightly lower damage rate than Act of Desperation for reloading the saw, and it puts you in danger of Attacks of Opportunity. In a lot of TFA scenarios, Yorick is engaged with enemies pretty much constantly, so it's hard to find a moment to play Events.
  • Relentless seemed promising, but, in TFA at least, there are a lot of 3 Health enemies to chop up, and you want to save the 2 Health enemies to fuel Act of Desperation, so you overkill less often that seems likely. After some fussing, there just wasn't a place for it in the deck. (Sorry DAAAN, I tried.)
The dream is to teamwork this onto Joe Diamond so he can hold it in his shoulder holsters. — SGPrometheus · 809
For Yorick, Well Prepared can help make up for its low combat bonus. For Patrice, not being able to equip the violin seems prett rough, but otherwise she can use Chainsaw + Cornered for serious consideration. I think the biggest 'real talk' about Chainsaw is that it is a 3 damage weapon that can be directly reloaded with Emergency Cache (3). No need for a Venturer playing middle-man. — Death by Chocolate · 1447
Wow! I had not even considered the Cache angle! That's very nice. — LivefromBenefitSt · 1059
SGPrometheus -- I had considered suggesting Bandolier (2) in Yorick, so he could have a lantern, a shovel, and a chainway all strapped to him as he yelled Shakespeare like he was Patrick Stewart chewing the scenery! Then I thought that was too silly. — LivefromBenefitSt · 1059
Nothing is too silly. — SGPrometheus · 809
Contraband also works (i guess it also runs with alcohol) — Django · 5072
Track 5 will not be called Chainsaw Juggling, and this is not Track 5 — Zinjanthropus · 227
Crafty gives you $ and +fists now. Booyah. — MrGoldbee · 1453

I think this item will make Yorick good for multiplayer as main dmg dealer again. This was exactly what he was missing!

Act of Desperation should be your main interaction. You will use it to gain resources back, get finishing hit and play it back into your play area for free. How does this work? AoE first discard Chainsaw and after the fight is resolved Chainsaw should be already in discard pile to pick it up with Yorick ability back.

Then you can use Resourceful to get your AoE back. In emergency case it should be of course used to get back Chainsaw directly (even if less effective)

Still not enough charges ? Use Emergency Cache to put up to 4 charges into your Chainsaw.

Still not enough charge? Cheeze it out with Versatile + Contraband 3 base +4 from cache doubled by Contraband for 14 supplies thats 42dmg in your disposal by 3 card combo that cost 8 resources. Who can do that? :)

Not forget that Chainsaw has 3 icons for Well Prepared You will test for 9 without any other buffs.

If you just count how much dmg you can put into your deck with all those interactions its getting pretty crazy with how consistent it could be.

atilak · 13
Well Prepared and Bandolier is a good way to go with this I've seen. Have your secondary weapon be something like Enchanted Blade or even .32 colt and just go wild. — StyxTBeuford · 12987
Secondary weapon? Another chainsaw. — MrGoldbee · 1453
Juggling Chainsaws with Yorick is some of the most fun that can be had in Arkham. — Zinjanthropus · 227