
It's worth noting that in the Dunwich campaign you sometimes don't want to get too far through your deck, so getting a third of your deck into your hand is maybe not the best idea. So, in short - possibly useful, but highly situational, and I'd only bother for investigators who can draw a lot of cards. I think you have to see this as an ally you might want late in a game, similarly to how a Research Librarian is most useful at the start. However, at the right time, and with those investigators, this could be a useful ally for a part of the game.

Milan Christopher, whose +1 and paying resources for investigating is probably preferable. So far, there's only 2 investigators where I've found the 8 card limit becomes a problem Daisy Walker when she's using the Old Book of Lore each turn, and Rex Murphy when choosing to fail elder-sign tests, or using Search for the Truth.įor them, this card could be really useful. Who cares about your wimpy Assistant if you've got the police on speed dial?įundamentally, this card increases your hand size. More allies with HP means you don't need to rely on evasion, and you can just take a hit once in a while. When your allies are more transient than someone like Leo De Luca (who you really don't want to die) then your deck has room for more allies. Sure, she is stealing the ally slot from Beat Cop and Guard Dog, but both of those allies have the potential to leave play when the situation calls for it. Keeping your hand size up and drawing cards is useful to make sure you have Vicious Blow, Evidence! and Shortcut in your hand for the exact moment that you need them. Overall I think this card is a solid include for Roland. Sure, Roland runs a little poor, so maybe spending money to draw cards isn't high on your to-do list. Finally, she provides an essential 2 Sanity for our mentally fragile investigator Roland Banks. Second, she increases your hand size which, again, directly improves your potential skill test modifiers through committing cards.

But the benefits are quite nice.įirst, she replaces herself and adds 1 card to your hand after she enters play, meaning you don't lose any skill test potential from committing. Losing a card for a single intellect point is pretty rough. Only you can help him escape the monstrous experiments that await him. Just as slime bravely escaped the first laboratory he falls right back into another one made by the same dastardly company that imprisoned him the first time around. The card has a pretty solid negative in my opinion: a single intellect icon isn't going to impress anyone. This is the second part of exciting game, where you have to find the escape. This card will never take 4 actions to play and to suggest it would is absurd. You start the game with 5 cards, 5 resources, and most scenarios are well over 6-7 rounds.
