Brother Xavier

Brother Xavier is a bit weird. Why would I want +1 in a Guardian card in my Ally slot? And he can soak up other investigator's damage. And if he's discarded he does damage, a bit like a Beat Cop (0)? What kind of strange combination is this?

Yet the thing is ... he's really good. That +1 helps an investigator like Roland or Skids avoid sanity damage from the encounter deck. 3 health / 3 sanity is awesome, and he can tank for anyone in his location. And should things get desperate, and you find yourself in combat, he can use all his health and sanity and then do a meaningful amount of damage to get you out of trouble. In short, he's awesome.

I think Brother Xavier is actually better than Beat Cop (2); only slightly more expensive, cheaper in terms of XP, and can do as much damage. Beat Cop only wins if you really need that +1 combat, and can live without that extra sanity and willpower...

AndyB · 957
Mark Harrigan is really the investigator who will take this to the next level. He already has the Combat to not really need Beat Cop and it is another card he can use to soak damage for other players and draw cards. Plus he really appreciates the extra Sanity and Willpower Bonus. — ksym77 · 91
Beat Cop can do a total of 3 damage, not 2. With heals like Inspiring Presence and Emergency Aid, he can do way more. Not that I don't love BroX; I think he's terrific, but in terms of damage output, — SGPrometheus · 855
Brother Javier + Survival Knife = 4 damage minimum in one turn of doing whatever you else you like. With Yorrick, you could literally spend 3 turns (reliant on min-damae) gathering resources enough to bring him right back in after he's dead. Max potential: 1 resource per extra action (just do other stuff while the enemy suicides on the knife and Javier). — crymoricus · 252
oops, I don't know why I was thinking he cost 3 resources. Oh well, still worth a think! — crymoricus · 252
Actually, the more I think about it, the more I realize you could sorta build a deck around this guy/survival knife with Yorick. I'm thinking Kerosene/Emergency Aid, and only wasting actions on that sort of maintenance when you don't have the 5 resources to bring him back. The action economy seems good on this. Gonna try it! — crymoricus · 252
sort of good thematic fit with Zoey, and could help her get clues with Sixth Sense — Zinjanthropus · 231
Brother X. also combos well with Blood Eclipse, especially considering Guardians probably need his sanity more than his health. I did 6 damage to a boss enemy in one action! For only 1 resource (excluding Xavier's cost, but his sanity soak was also useful earlier). — Zinjanthropus · 231
Beat Cop

Like Beat Cop (0), his major advantage is to combat, so fighting investigators like Roland and Zoey might want to think about him. For your 2 XP you get:

  • +1 Health and +1 Sanity over the level zero Beat Cop.
  • You can take damage (rather than discarding) to do 1 point of harm.

However, I'm not sure he's worth the investment of XP. Granted, he might be for Roland, who has quite unbalanced Health and Sanity; Roland could use him as a sanity sink, and use his damage to do additional harm to enemies, and he's a little cheaper than Brother Xavier which Roland likes (as he's often strapped for cash).

Beyond Roland, though, it seems expensive in terms of XP over Brother Xavier

AndyB · 957
Minor correction: you don't get +1 sanity over a level 0 beat cop. Still a great upgrade. — Low_Chance · 14
Beat Cop

Beat Cop - for when you absolutely want to rough up a witness, accept no substitutes.

It's surprising that there have been no reviews, given that he's such a staple in Guardian decks.

It's major advantage is the +1 , and I did treat it as an auto-include for fighting investigators. That bonus can make a big difference. However, there are some good alternatives.

The discard ability could be useful to get that final point of damage, but it's an expensive card to discard to do that. Beat Cop (2) is better in that regard, as you can just assign damage rather than discard, but it still feels an expensive thing to so. I found that more often I'd sooner use that point of mental and physical damage to soak up a hit.

Alternatives might be Guard Dog, which is much better for dealing damage. I find it more useful for less combative investigators, but with Zoey and Roland (and possibly Skids), I'd sooner they were fighing; the +1 bonus lasts longer.

Also, if you're using experience, Brother Xavier is surprisingly good. You don't get the +1 , but he's an awesome shield, provides +1 (which helps Roland and Skids particularly), and does 2 damage when he takes that final hit.

AndyB · 957
good tip, thx — Rock_guitar1 · 1
Opportunist

Whilst regular Opportunist is rather useless, this has a use, albeit a very specific one. Pushing checks where you want to get the benefit for beating by 2 or more.

Opportunist is the perfect support card for a combative rouge who relies on .41 Derringer or Jenny's Twin .45s or Switchblade to do their thing in combat. Throw it in and guarantee the boosted success, and then get the card right back to use again. Double up when you find the second copy for even greater chance of success.

Skidd's and Jenny throwing upgraded Opportunist cards with one of the weapons above are effectively throwing Fight 6-7 at every opponent they come across. Excellent in standard difficulty games.

Just pray you dont get that

Tsuruki23 · 2586
I think this really shines when you have 2 copies in your hand to commit to tests. Also when you're Winifred Habbamock. Even L0 can be okay with her. — Zinjanthropus · 231
Lone Wolf

This is a great card for the solo investigator with extra deck space. In a solo game I'dd consider it autotake for characters with access to rouge as primary or secondary cards, and a worthwhile consideration for dipper characters like Rex and, Zoey.

The math behind this card indicates that you need to play it early enough to trigger it 5 times to be worth the deck slot in that game.

Playing the card sets you back the resource you might have gained by spending an action, netting you -2 resources, the baseline resource card is Emergency cache, IE, to be worth the slot, Lone wolf needs to trigger over five turns minimum. Note that Lone wolf may still be worth playing even if there are less than 5 turns remaining as listed below.

Further math: If you draw this late then this is the card's exact resource value depending on the remaining turn amount: 5 turns: +3. 4 turns: +2. 3 turns: +1. 2 turns: +-0. 1 turn: -1. 0 turns: -2.

Ideally you draw this card early or midway through, triggering it 6+ times, the odds of this are high if you consciously mulligan for it, in which case the card is definitely worth it's precious slot. An opening hand Lone wolf will be netting you gains of 7+ resources, on par or better than the XP intensive Hot streak. Playing it before the last 4-5 turns is still worth it for the credit gain but at that point the card is being played inefficiently.

Tsuruki23 · 2586
i think your math is a bit off. EC isn't a fast play so it takes up the same action you're counting for the 1 resource basic action. the spread is 4 turns — stetson · 3