Improvised Shield

The natural comparison for this card within Survivor class is good old Leather Coat as a damage soak. Let's analyse the differences:

  • +1 cost compared to Coat
  • +1 damage soak
  • takes more occupied hand slot compared to body slot where Protective Gear is the only alternative within Survivor class
  • you need to discard it first, where you can play Coat directly for 2 damage and then replay it quite easily with discard recurring cards
  • No symbols to commit vs. on Coat

Overall it doesn't look as a worthy rival for Coat, because it takes up a hand slot and the setup is more complicated. The problem is that for reliable recursion of it, you want to stick to one-handed assets only and replace them with the Shield and play another asset in place of Shield before Forced effect kicks in. If you're a Survivor fighter you don't want to give up 2-handed weapons when you can get soak somewhere else. For now I think this card can find a place in Survivor decks not focused on fighting as a cheap damage protection and only when you have better alternative for body slot.

Monstrous Transformation

Pretty good for a shapeshifting Charlie Kane (base value 1/1/1/1) or Carson Sinclair (2/2/2/2). :) The rest of this is to fill the 200 minimum characters. The rest of this is to fill the 200 minimum characters.

Hawk-Eye Folding Camera

I need some clarification for the text "Limit once per game at each location".

The clarification is very significant, because Darrell Simmons gives HEFC a new relevance.

The rules say:

"Max X per " imposes a maximum across all copies of a card (by title) for all players. Generally, this phrase imposes a maximum number of times that copies of that card can be played during the designated time period. If a maximum includes the word "committed" (For example, "Max 1 committed per skill test"), it imposes a maximum number of copies of that card that can be committed to skill tests during the designated period. If a maximum appears as part of an ability, it imposes a maximum number of times that ability can be initiated from all copies (by title) of cards bearing that ability (including itself), during the designated period. If the effects of a card or ability with a limit or maximum are canceled, it is still counted against the limit/maximum, because the ability has been initiated." [arkhamdb.com](https://arkhamdb.com/rules#Limits_and_Maximums) How do I have to understand this? Question A: If there are two copies of HEFC in play and the last clue ist discovered at a location where the players controlling these assets are. Is an evidence placed on each copy or only on one copy? Because the rules say "If a maximum appears as part of an ability, it imposes a maximum number of times that ability can be initiated from all copies (by title) of cards bearing that ability (including itself), during the designated period." I would read this as "It needs 6 individual locations cleared to stack up two copies." Question B: If I have 1 copy of HEFC in play and get an evidence at a location. Then I play a second copy of HEFC. Can I - if a clue is placed on that location again - get another evidence for the second copy of HEFC? I would read this as "No." Question C: If I have to discard my copy of HEFC from play and get it back to play (e.g. by Scavenging). Does the limitation of this copy reset? I would read this as "No." Therefore the total number of evidence that HEFCs can provide to a group is limited to the number of locations in a game. What if a location leaves play and later enters again, like e.g. locations in "Before the Black Throne"? Are they treated as new locations?
Hawk-Eye Folding Camera isn't "Max once per game at each location", it's "Limit once per game at each location". That means that each camera individually can only get one evidence from each location, but different cameras, including the same camera if it's left and re-entered play, can get evidence from the same location. — Thatwasademo · 44
That said, (and this would hold even if it was "max once per game at each location"), "each location" counts any location that leaves and re-enters play as a new location. — Thatwasademo · 44
(To track *the same* card as it leaves and re-enters play, they'd use Max instead of Limit; to track *different* cards as they leave and re-enter play, they'd need something like "at each location (by name)") — Thatwasademo · 44
er, having just realized that wording is slightly wrong, by "the same"/"different" above I mean the card the ability is written on or other cards, not, like, a card leaving play and a different card entering play — Thatwasademo · 44
Scavenging

With the recent release of Stella Clark Investigator Pack, Edge of the Earth and now The Scarlet Keys, Scavenging requires an updated review as an incredibly strong and possibly broken card.

With Stella Clark expansion and the release of .18 Derringer and Old Keyring, Survivors now have access to a pair of the strongest level 0 item cards in the game that allow you do the two most essential functions with efficiency and reliability: clueving and fighting. Having these items as targets for infinite recursions means your clueving and fighting will always have a skill test advantage (and extra damage with the gun).

With Edge of the Earth, Survivors not only get access to Short Supply, they also get access to Schoffner's Catalologue, which makes recursion set-up quicker and more affordable. The EotE investigator Bob Jenkins also counteracts the immense resource cost recursion typically incurs.

With TSK, from my play experience, a Charlie Kane recursion deck that relies on allies to bolster skill test and recursion of items to further augment skill test backed by cards that play on economy (Gregory Gry) is incredibly powerful and versatile.

The recent release of investigator cards now makes Scavenging a foundation for recursion deck building and a powerful archetype.

Exploit Weakness

All the fight/evade reduction cards that enable Exploit Weakness (not including Darrell Simmons):

Guardian

  • Bolas (The Scarlet Keys #25)

Seeker

Survivor

Neutral

  • Flashlight [lvl 3] (The Scarlet Keys #122)

Couple things to note:

First, between reducing fight to 0 or evade to 0, there are more tools (in Bolas and Flashlight (3)) for reducing evade than for reducing combat. There is also less opportunity cost in choosing to take Exploit Weakness in an evader's deck over a fighter's deck; fighters will likely already have plenty of tools to remove enemies from the board, and so have less need for Exploit Weakness.

Second, did you forget about Anatomical Diagrams? I sure did, but now you should never forget because it gives the most fight/evade reduction of all the current options. Even Flashlight (3) only compares on the evade side, and that's a level 3 card! What a dark horse candidate.

Third, before you're tempted to put every fight/evade card listed here into one deck, make sure you can actually make good use of them. The Survivor and Neutral cards don't necessitate anything, but Bolas requires you pass a decently hard check, and Anatomical Diagrams demands a high sanity investigator or horror-resilient investigator, or both (Map the Area on the other map is usable by almost every single investigator).

Forth, this list shrinks to only 3 entries if you want to trigger Exploit Weakness on Elite enemies, which is entirely reasonable; effectively test-less 3 damage plus an evade is nothing to scoff at. If that's your goal, only Map the Area, Gumption, and Flashlight (3) will cut it, and at that point you should consider Darrell the only viable investigator to make those cards shine, since they stack with his investigator ability.

Lucaxiom · 3404