Haste

I'll jump in with a thumbs up for Haste with our favourite salesman Bob Jenkins. Sure, Bob could take Leo De Luca 0 or 1, but why when you have Gené Beauregard, Lola Santiago or Joey "The Rat" Vigil to choose from after scenario 1? Moreover, Bob becomes a sales machine with his free Item-buy action and spending just one regular action to play an item. All of a sudden one 'standard' action becomes three items, and when Shrewd Dealings is up those items can go to anyone. Haste lets Bob take that extra step on a long map - especially when he lucks out with Track Shoes, or investigate a bunch of times, or fight with .18 Derringer - especially good because with a middling Fight of 5 (3+2), he might miss once, and can try again for free. So gimme Hasty Bob any day of the week.

Krysmopompas · 366
Because Charisma + Leo de Luca (1) x2 only costs 1 xp more compared to Haste x2, gives you a 2/2 soak, and gives you far more additional actions than Haste while being only a bit more expensive. — suika · 9499
I know that’s your POV, I saw your argument in another review...and not the play style for everyone. I’d rather have more items in the pile than allies, and LDL is both expensive and popular, so someone else might have already laid claim to him. Furthermore why use the same cards all the time? Bob and other new investigators are meant to enhance enjoyment of the while card pool, not go back to the same ones all the time. To each their own, but Haste and Bob are a great combo that keep you involved in game strategy and keeps things fresh to boot. Plus it’s highly effective and most of all fun — Krysmopompas · 366
Sure, I'm not saying it's unplayable or bad if you're trying something new, I'm just answering that rthetorical question from an efficiency standpoint. — suika · 9499
@suika it might be more efficient to have more useful allies that Leo and have haste in your undisputed arcane slot. — Oriflam · 207
@Oriflam exactly - if you're clue-focused Bob and you wanted to run Charisma, a combo of Gené and Lola would be great to drag and buy clues all over the board, plus your Lockpicks would be off the charts — Krysmopompas · 366
...which in turn triggers Scavenging more effectively, distributing items everywhere...yadda yadda yadda :) — Krysmopompas · 366
Sleuth

All of the new triple class talents from Edge of the Earth are very neat cards that can grease your wheels and make you better at what you do. No matter who you are or what deck you're building, you're pretty likely to find what you're looking for between the 5 of them.

Sleuth however has a few peculiar things going on. The discount on playing those three traits is fairly universally good; the strange thing about it is that if you're about Charms and/or Tomes you have very few ways of continuing to use Sleuth once you've used it to play your stuff. Apart from literally 3 Tomes, the only staying power of the ability is in playing Tactics, a trait which only appears on Events, and therefore are hard to use more than once or twice a game each.

There are scant few cards with these traits which wouldn't benefit at least partially from the resource discount. To help save time on checking interactions for the ability, I've made this chart:

Charms

As of the release of Edge of the Earth there are no Charm cards with skill tests on them.

Tactics

  • Backstab / Backstab (3): Not likely to be used by most Sleuthers, but this has always been a bit difficult to pull off without boosts.
  • Followed: Equally unlikely to be used but still nice with a boost.

  • Flare: Funny to use to boost the Fight but might make your friends angry.
  • Waylay: Most Sleuth users probably won't take this to begin with, but this is a card you really would prefer not to miss on.
  • Improvised Weapon: All the Improvised events are great for the -1 difficulty but could all do with a boost as well.
  • Winging It
  • Impromptu Barrier
  • Act of Desperation: Generally doesn't need to be boosted unless you're throwing something tiny like a Flashlight.

Tomes

  • Abyssal Tome: Can help get that first hit off when you only have 1 doom on it.
  • True Magick: This takes us into "as if" hell but if I'm not mistaken this interaction works.

...Plus an Edge of the Earth story asset.

What about Grim Memoir? What about Research Notes? — An_Undecayed_Whately · 1312
Ice Pick

Rule Clarification: If you discard Ice Pick for additional damage or clue...

  • Yorick can play just discarded Ice Pick by investigator's ability.
  • Resourceful can return just discarded Ice Pick in hand.
  • Scavenging can not return just discarded Ice Pick in hand.

The reason of above things:

Yorick: Ice Pick is discarded to deal additional damage. Thus, Ice Pick is discarded before the damage is dealt. Therefore, the enemy is defeated after Ice Pick is discarded.

Resourceful: Both discarding Ice Pick and returing card by Resourceful have same resolving time (ST7 -- if you succeed). Hence, you can choose which one is first. You can resolve discarding Ice Pick -> discovering clues -> returning card from discard pile.

Scavenging: "after you succeed" (scavenging) is ST6, and "if you succeed" (ice pick) is ST7. Thus, you should trigger Scavenging before you discard Ice Pick. It's the same that TATA + Take Heart doesn't work.

elkeinkrad · 500
Doesn't resolve the abilities of resourceful and the discard effect of the pick during the same step (the 7th). So you couldn't recur the pick, because it should be discarded simultaneously with other cards — Tharzax · 1
@Tharzax They are not resolved simultaneously. The RRG says, "If there are multiple results to be applied during this step, the investigator performing the test applies those results in the order of his or her choice." So you could choose to resolve the ice pick before resourceful. — Death by Chocolate · 1488
@elkeinrad All three of your statements are true, but it might be helpful for you to edit your review to explain the timing nuance of why. — Death by Chocolate · 1488
@Death by Chocolate I add the reason below. If there is any issue or something you think to add, please tell me here. — elkeinkrad · 500
Thanks for the explanation. It helps a lot. — Tharzax · 1
Why is the "after you succeed" on scavenging considered ST6? That stage is where you *determine* success or failure, but ST8 is when the test ENDS. So wouldn't something that happens AFTER occur after the test ends? Also ST7 says, "Additionally, some other card abilities may contribute additional consequences, or modify existing consequences, at this time" so I believe, if nothing else, scavenging would active here. As you have said in other comments, if mulitples happen in St7, then the investigator chooses the order. Curious as to the thoughts of others on this interpretation. — robo224 · 1
Ok I apologize. In skill test resolution it does say that "after effects" apply in stage 6. So I'm wrong — robo224 · 1
Sorry for butting in 2 years later, but I was really interested in learning about this interaction and found the following in "Rules" section on this site, under "If": — fr0nt1er · 3
(pressed enter on accident) "Some abilities have triggering conditions that use the words "at" or "if" instead of specifying "when" or "after," such as "at the end of the round," or "if the Ghoul Priest is defeated." These abilities trigger in between any "when..." abilities and any "after..." abilities with the same triggering condition." Does this not imply, then, that the sequence of these type of effects should be: 1. "When...", 2. "If..." (so Ice Pick, Old Keyring), 3. "After..." (Scavenging)? — fr0nt1er · 3
What kind of counterintuitive nonsense is it that "if you succeed" happens after "after you succeed" — Qemdo11 · 1
@Qemdo11 exactly... — Coffeever · 1
Dodge

Can this card be copied with Double double to deal 2 damages (if both agility tests are successful) ? I think that on the copy the attack can be cancelled (because it has already be done) so what follows "then" isn't triggered. Am I right ?

AlexP · 273
I think the attack can't be cancelled twice, the second dodge just doesn't see it, and if so *then* wouldn't trigger. — Zerogrim · 295
No, because the second dodge cannot change the game state. The attack can no longer be canceled, and so the "Then" effect and test won't happen, so the card cannot be played in the first place. — suika · 9499
I am actually not sure about this; if you take a look at https://arkhamdb.com/rules#Cancel, I'd interpret the wording as the attack still being initiated and only the effects cancelled. Everything after "Then, " would still not trigger, obviously. — AlderSign · 391
Prophesiae Profana

I too think it's broken. I assume we will see it on the next taboo list.

No one has mentioned it yet but it seems also interesting against massive enemies: they CAN perform attacks of opportunity but CAN'T follow you when you leave their location, right ? Which means this card allow you to go through a massive enemy's location without consequences. It's quite niche but fun to realise.

If you have the possibility to influence the construction of both decks of your team (2-handed solo or an agreement with your friend), you can make a [good seeker] + Trish duo for this combo:

You now have a 6 intel and 6 agility Trish who can play investigate / discover clue actions in locations with enemies without triggering the AoOs (and so getting a second clue once per round each time instead of automatically evading the enemy) and who can then move out of the location and use Gené to send the enemy back.

P.S.: is there a way to make the fight/intel/... symbols ? I thought but can't remember it.

AlexP · 273
So a 8xp, 4 card, 9-11 cost combo combo to slightly beat Obfuscation, Handcuffs or Narrow Escape? Too Broken! — MrGoldbee · 1484
I think the card by itself is too powerful now, even before the combo. Regarding the combo, 1 card (Research librarian) isn't mandatory and the 2 that cost XP (Prophesiae profana et Gené Beauregard) are good by themselves so can be used before the combo is finished, to investigate better and to teleport players. And finally the number of cards and the total XP is divided between 2 decks: 2 cards and 5 XP in a seeker deck, and 2 cards and 3 XP in a rogue deck. — AlexP · 273
I agree with MrGoldbee here: Its a 5 cost card that is giving you a VERY specific effect that while potentially very useful for some scenarios isn't going to generally break the game. The specific combo you made isn't just a 8 XP, 4 card, 9-11 cost combo, it is also a combo two players have to build around, which isn't really going to ever happen and costs you such an absurd amount in terms of opportunity cost of both investigators (assuming we are talking two hand solo and the bad feels of one player being the other's combo engine aren't in play, even) that you are almost certainly better off just... doing things normally. There are already pretty trivial ways to turn resources and XP into very safe (Higher Education+Guiding Stones, for example, will let you casually scoop up an entire location's worth of clues whenever you want) that don't involve this much effort, and ways for seekers (and especially Trish) to trivialize enemies and to hit 6 evade-6 investigate. While I am a huge fan of jank combos, the jank combos need to achieve something you otherwise are not capable of or create novel scenarios, and this combo just doesn't do that. — dezzmont · 222
As for your last question, AlexP; try writing a dollar sign. That will bring up a meny aka the # one, just for icons and symbols. PS: Doesn't work for comments, just for reviews and deck building notes. — olahren · 3553
I agree this is too strong. Even without combos, it basically allow seekers to investigate in god mode throughout the game. — liwl0115 · 42