The selling point of this boy bad is that seekers can also take it. For mystics, Norman Withers (yes, he is a true mystics) especially likes this card. As it allows Norman to use his high intellect instead of using his slightly lower will power to investigate. Pairing Divination with True Magick, a card which Norman can and should take, enable him to nab 3 clues in an action each round and sprint through the scenario quickly. This simple strategy also off-set the main limitation of Divination, which is that it only had 6 charges to nab 6 clues.
Here are a few cards you may be interested to look at if you wanna slam around this bad boy:
• Relentless that can be recurred by Yorick to turn all these silly damages into resources, that you can spend with Scrapper to boost the smaller attack, or in Plucky (3) to investigate when there are no other enemies. Keen Eye covers for both in .
• Safeguard (2) so that you can save all the moving actions, and simply spend your turns eradicating everything that you collected on behalf of your teammates.
• Drawing Thin to turn the ridiculous +5 into resources/card draw.
• Live and Learn and Oops! as mentioned, especially paired with Drawing Thin to one-shot big bosses. It was correctly mentioned that you can use 2 Live and Learn on the same failed test, and even use Resourceful while doing the new test of Live and Learn to get it back and so on.
• Well Prepared for a +4 +1 damage, ammo-free weapon. You can also use it on Plucky (3) is you took it too for a good capacity to discover clues on empty turns.
• Riot Whistle to engage the enemies that your teammates draw and still have the 3 available to kill the threat without risking the 360--No-Scope on your partner in crime.
• Police Badge for the extra 2 actions that allow you to use the big hit and still have 2 actions to play. Also helps you with Well Prepared against tests.
• Nightmare Bauble and Eucatastrophe can also give you a little safety net against friendly fire.
• Jury-Rig for the 1 attack.
• Prepared for the Worst of course to find it.
• Nine of Rods to find more enemies to turn into jam
• Brand of Cthugha potentially for 1 hp attacks.
• Unrelenting to get 2 cards since you don't mind cancelling the better tokens
• Brute Force as a safety weapon for 3 health enemies when you have only one action.
• Galvanize that you can use on a Beat Cop (2) to get an extra action for an extra attack and an extra testless damage, resulting in 10 damages in 1 turn.
• Scavenging so that you can play the first one that you draw and commit the second one on the small attack, and get it back to your hand whenever you would succeed an investigation by 2 or more.
Off colour:
• Lucky Cigarette Case (0) of course, and if your teammate is Bob Jenkins, Lucky Cigarette Case (3).
• Shortcut/Pathfinder to move and hit
• Some succeed by shenanigans like Gregory Gry, "Watch this!" or All In that you can commit on your mate that is playing the Sledgehammer (4).
Feel free to tell me in the comments other good synergies and I'll update that review!
Recently, I hear that I can play multiple Live and Learn for a single failed test. After the test initiated by L&L finished, the timing would go back to the initial failed test and the second copy of L&L could be play. That make me think some big combo.
Step 1: using Will to Survive(3) to avoid drawing chaos tokens.
Step 2: Fight with Sledgehammer(4) triple-action ability (+5 fight +5 damage) and using double Drawing Thin and/or Quick Learner(4) to make the difficulty of the test 1 or 2 above your fight value and failed the test.
Step 3: Using L&L to fight again. With +2 skill from L&L, the test is successful and L&L go into the discard pile.
Step 4: The timing is still after the first failed test, so we can play the second copy of L&L to fight again with Resourceful to get the first copy of L&L in discard pile back .
Step 5: Using the copy of L&L we get back from discard pile to fight again with second copy of resourceful to get another copy L&L back.
Step 6: Using the final copy of L&L to fight again... for total 24 damages in one turn for the boss.
Is it worth it?
The true backbone of Arkham has arrived, and WOW is she a powerhouse of an ally! Not only is she Unexpected Courage on tap (get it?) but she also gives you second shots at your favorite exhausting friends! Tabooed professors extend your grant money, the cat army gives you more chances for buffs - hell, maybe you can even get a second try on some precarious tests!
Just wondering something about Joey's second ability. It says "Discard an Item asset from play: Gain 2 resources". I'm sure I'm reading it wrong but would that not mean you could discard items in other players play areas? It doesn't say your play area.