This weakness would wreck a havoc on Patrice Hathaway. She can cycle through her deck twice per scenario! In only 2 or 3 scenarios, she'd be killed. Of course, you could try Short Supply and Scrying and such to help, but you can only do so much...
I'm not clear what the intent of the latest Taboo is on this one.
I can see it restricts the items you can deploy to level 0-3.
Does it also cancel the "At the end of your turn" effect? Or just restrict the items you can deploy?
If it cancels the return, that seems to be 9/10ths of the value of the card gone?
I think I like this card most in Joe Diamond (main deck, not hunch deck) as a replacement for Guts, because it's multi-use:
- Commit to a test
- Then put it in the hunch deck by defeating an enemy with Detective's Colt 1911s or drawing an
- Reveal it from the hunch deck later and:
- If you need it (either because he's taken horror or you've gotten a bad Terror) - play it for only an action (-2 resources from hunch deck and it doesn't really cost you a card because it doesn't come from your hand).
- If you don't need it - let it get reshuffled back into the hunch deck to use later when you might need it!
I've been running Joe as a 19XP Standalone Deck (because his signature weakness doesn't matter in standalone) and this card has been better than expected because of its multiple uses.
Quite long time since the last review, I got my Fence from new format The Forgotten Age Investigator Expansion and would like to review it for small collection. Card must be already Fast to get -1 cost, so assuming you only have TFA and R.Core, you only have Finn's Trusty .38 (OK) and Switchblade (not so good) that can get the -1 cost. Most Fence value would focus on gaining Fast.
Revised Core Set era players would have Illicit card pool jumpstarted by 2x Lockpicks (1) and 2x .41 Derringer (2). For Lockpicks you maybe able to sneak in the exhaust Investigate before you run out of actions in the same turn you play it. For .41 Derringer (2) a Rogue that could also investigate may delay playing the gun, and instead use actions to investigate nonstop until after you get an enemy, then you play the gun skipping AoO to deal with it. From my experience, not having to gear up ahead of time like a Guardian and just get to work results in much better scenario tempo, fitting for flex class like Rogue. (If you are not getting enemies, then you are ahead since you didn't pre-play the gun.) And gearing up after you got a spawn not only skips AoO but saves an action, so you have 3 actions to shoot it like those who geared up early.
Holding an Asset on hand until the last moment also allow using resources reserved to play it to use other Event cards on your hand instead. You will have a lot of answers on your hand.
Draw cards like Pickpocketing / Lucky Cigarette Case mixes well with gaining Fast, you can focus on hoarding Illicit cards ready on hand without playing them then you get a lot of choices to choose from when situation comes.
Then you have the classic Illicit Talent Burglary and Pickpocketing. Burglary gaining Fast reduce number of usage count to break even, but it is not a commonly used card. Pickpocketing gaining Fast is actually quite interesting (the Lv.2 version has Fast officially so it must be interesting) as you can wait playing it when there is no easy to Evade enemy yet, similarly to Fast guns, so you don't have to sink an action ahead of time and just work on clues, etc. There is also synergy of Pickpocketing drawing up Illicit guns while you are in the heat of battle (where your drip upkeep resource starts piling up but you have no moment to spend them on assets), then you can gear up with Fence and continue fighting with more ammo.
For Dunwich owners you have Fast Contraband that can add ammo ignoring AoO, or Fast Chicago Typewriter which left you with more actions to improve accuracy in the same turn you play it. Fast 2-handed weapon is interesting as you maybe working with something like Flashlight and it is not out of use yet, but you fear you won't be ready for enemy so you need to play it ahead of time bumping the one handed assets away. Then if nothing comes you are stuck holding clunky weapon and became slower in getting clues. Fast weapon fixes all these kind of problems.
Playing Fence itself is a pre-investment that set you back 3 resources and an action so you should spend 2 XP to get 2 copies for mulligan. If even so it comes 5+ rounds later, commit it might be a better idea.
Could someone help me clarify this?
Can I Word of Weal a test made by a Summoned Servitor? I know it's probably gonna be yes, but somehow in my mind something tells me it could not work. Maybe because it's the servitor taking the test, idk, just wanted to be sure.