Toolbox : gathering clues – Neutral – Guardian

How to gather clues for True Solo investigators

Gathering clues in one of the primary tasks that investigators have to complete in Arkham Horror LCG. It grants direct XP by clearing victory locations, and is very often required to reach a favorable resolution at the end of the act deck. A True Solo investigator must be able to gather clues effectively.

Scenarios played True Solo Have on average 10-12 clues on locations. But the player is rarely required to clear them all, and planning to consistently get at least 8 clues is a good rule of thumb to cover the act deck and clear most of the Victory Points locations. This number is important if a player plans to use limited use assets, events or skills to get clues. A player must pack enough cards to both have some available early in the scenario, and cover the required amount of clues. 

Some investigators, such as Daisy Walker, have it easy. They can slap one or two assets with a +1 intellect boost and run around doing basic investigate vs shroud. They won’t have to dedicate many of their card slots to finding clues, and if they do, will be looking for action compression rather than to just pass the tests.

Other investigators, with limited class access and low intellect, such as Nathaniel Cho, will have to be much more creative. In this post series, we will look at the card pool to evaluate the card that can help an investigator to find clues in True Solo.

Cards will be ordered in the same order as on ArkhamDB. For each possible card, I will do a brief summary in the following form:

Card Title

True Solo clue finding rating

This post will cover both neutral cards and guardian cards. Following posts will cover the rest of the card pool.

Neutral Cards

Neutral cards are accessible to all investigators. This is important as it provides basic options to everyone, and class access should offer investigators better / additional options compared to the neutral cards.

Assets

Basic, yet essential

Flashlight

Flashlight (3)

Hemispheric Map (3)

HyperphysicalShotcaster (Telescanner)

Key of Ys (5)

The Red-Gloved Man (5)

Events

Call for Backup (2)

Skills

Desperate Search

Perception

Unexpected Courage

Neutral cards summary

There is not a lot of good options to get clues with Neutral cards.

Flashlight is of course a staple, as it allows any investigator with any intellect to get up to 6 clues out of 1 or 2 shroud locations (with two Flashlights). Every investigating hand asset should be evaluated against it. Its upgrade can actually be  worth the XP cost if you can benefit from lowering evade values and/or are short of investigating options. 

Perception is a nice cantrip for investigators with good starting intellects if you have the room for it in the deck.

Hyperphysical Shotcaster, Red Gloved Man and Keys of Ys are interesting buildarounds, with some hoops to jump through before and after getting them. Their principal issue is that they need XP to get started.

Unexpected Courage is decent for its versatility at passing other skill tests, but outshined by many cards in the current card pool.

Guardian Cards

Assets

Alice Luxley

Grete Wagner

Keen Eye

Agency Backup (5)

Bestow Resolve (2)

Cleaning Kit (3)

Field Agent (3)

09038
I can do everything

Girish Kadakia (4)

Grete Wagner (3)

Keen Eye (3)

Michael Leigh (5)

Runic Axe (Elders)

Well Prepared (2)

Events

Evidence

Guided by faith

Interrogate

Scene of the crime

Task force

Evidence (1)

Lesson Learned (1)

On the trail  (1)

On the trail  (3)

Reliable (1)

Skills

Take the Initiative

Guardian cards summary

Guardians clue gathering potential is strongly tied to having an enemy at your location. This makes it harder for them to gather clue in True Solo, as one cannot guaranty the spawn of enemies on locations with clues.

At level 0, the only reliable options for guardians are Scene of the Crime and Task Force. They are not amazing cards, and do not have enough clue getting potential on their own. A mono guardian, especially with low intellect, will either have to fight with one hand weapons and pack a pair of Flashlights, or use a lot of conditional cards such as Grete Wagner and Evidence. 

Take the Initiative can be used with guardians with 3+ base book to get a clue, and Guided by Faith has a use in a bless build for a high willpower guardian.

XP cards do offer some interesting buildarounds for guardians to help gather clues. While none can singlehandedly handle clue getting, most of them support another role. Grete Wagner (3), Micheal Leigh, Runic Axe (Elders) all support combat on top of clue gathering. Girish Kadakia provides healing and versatile skill boosts, while Cleaning Kit (3) and Reliable can improve the usability of investigating items (unfortunately not existing in guardian, but they still all can access Flashlight). 

The polyvalence of these cards is interesting as it makes it easier to stack effects without hurting too much your other roles. Guardians need this, as this class is the class that can offer the least amount of reliable and efficient clue gathering options.

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