Investigator Expansion Review: Carcosa

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Introduction

This is an overview of the player cards in the Path to Carcosa Investigator expansion. I will be looking at the investigators first, then go over the rest grouped by class. For most cards I will try to keep it short and to the point to not stretch this article more than necessary.
For every group of cards I will nominate the three most useful and the three least useful cards. This isn’t necessarily about raw power, but more about how good they are at fueling a lot of your decks.
Finally, I will give my opinion on how well this selection of player cards stands on its own, answering if it’s worthwhile to get as a first expansion next to the core set and if this expansion + Core is enough to support the investigators contained in this expansion.
These articles do ignore the optional list of taboos. This is because they are mostly aimed at new players trying to figure out which investigator expansion to get next and taboo isn’t a thing that I want to weigh them down with. It’d also make things unnecessary complicated.
The ranking I use for cards is Bad < Okay < Good < Excellent < Staple with each of those spanning quite a range. I use something like “Okay to Good” or “Good to Okay” when I want to specify whether it’s on the upper or lower range of that rank. Please don’t take these rankings too seriously and more as a guide line, cards need to be evaluated in context and compressing these contexts down into just one word is really unprecise. I still find it useful for this overview as a shortcut to put the cards into relation quickly.

The Investigators

The Path to Carcosa comes with six investigators, adding the neutral Lola to the usual lineup of one per class. Lola is the only one of these that is a bit of a puzzle, the other five are quite powerful.
Mark is both a great fighter thanks to his fight stat of 5 and a good generalist thanks to his signature asset which can boost the rest of his stats to a similarly competent level. His deckbuilding is Guardian cards plus all level zero cards with the Tactics trait. That trait access isn’t particularly relevant just with Carcosa + Core, but gets significantly fleshed out over time.
Minh has deckbuilding similar to the core set investigators, with Seeker as her main class and Survivor as the side class. She has a powerful investigator ability that is a boon both to herself and her team. She leans towards will and intellect in the same way that Daisy does, but she is less fragile.
Sefina is main class Rogue, side class Mystic. Her event focused playstyle is quite different from the rest of the cast so far and a real treat. She combines the resource intensive cards from Mystic with the resource generating cards from Rogue in an efficient way.
Akachi uses Mystic cards, level zero Occult traited cards and anything from 0-4 with charges on it. Almost all that does in a Core+Carcosa environment is add Archaic Glyphs to her Mystic pool which she’s kinda bad at using with her 2 intellect. Nonetheless, she is powerful right out of the gate with extra uses for all her spells and the 5 willpower to do so efficiently. With a fuller card pool, her deck building opens up considerably and she gets quite a few neat toys with the Occult trait or with charges on them. She becomes an excellent combat mage in particular, able to leverage her access to extra charges and translate them into damage.
William follows the main class plus side class template, he’s Survivor with Guardian on the side. He’s a good fighter that is also able to tank a lot of abuse thanks to his ability to recycle assets. He’s fun to play, efficient and gives the first real taste of the Survivor recursion archetype.
Lola Hayes has incredibly open and potent deck building which however is balanced out by her statline, low sanity and stamina, restrictions on what to play when and a pair of crippling weaknesses. She’s a puzzle to figure out, but without a deeper card pool, she sort of lacks a payoff for doing so yet.

Guardian

.32 Colt: Okay to Bad. Tolerable for investigators with high fight (like Mark) but only for those and only in the start deck. If you want something with many uses, just take a melee weapon.
.45 Automatic(2): Good… enough. This is sort of a necessary evil that you take because there’s nothing better. The upgrade doesn’t really add much, but that +1 skill value is so important that it at least beats sticking with the level zero gun.
Armor of Ardennes(5): Bad. Horribly overcosted in all regards.

Combat Training(1): Okay. The composure cycle is fine, but especially in the Carcosa campaign these won’t stick around long enough to rely on it unless you load up on other soak to use as a buffer.
First Aid(3): Okay. 3XP is a lot, but this healing card does at least offer a good ratio of healing per action.
Stick to the Plan(3Ex): Staple. Insanely powerful, makes you start with an extra three cards “in hand”, even ones of your choice. Tactic covers a lot of events and Supply is there so you can throw Emergency Cache on there as well. Even with only Core+Carcosa you can put Emergency Cache, Ever Vigilant and Dynamite Blast on here for great effect.

Trench Knife: Bad. No extra damage and a very narrow ability? Hard pass.
True Grit: Okay. Fine effect, but slightly overcosted. Ultimately there’s too many other options that can do the soaking for you while also doing other things.
Eat Lead(2): Okay to Bad. Can secure a clutch attack, but a proper skill card will usually do a similar job without depleting your weapon. Has some niche uses for fishing after specific tokens.

I’ll See You In Hell: Bad. This is little more than a gimmick.
Let Me Handle This: Good to Excellent. A way for guardians to protect their teammates through their firepower or their good willpower.
Ambush: Bad. This is difficult to use straight and the payoff isn’t really worth combo-ing this with Let Me Handle This or On The Hunt.

Ever Vigilant: Staple. One of the best cards you can have in your starting hand (or under Stick to the Plan), saving you both resources and actions.
Heroic Rescue: Okay. Does its job well enough. Particularly good for interrupting attacks of opportunity, allowing a pinned teammate to do their turn before you despite an enemy in their face.
Mano a Mano(1): Bad. A point of damage isn’t really worth a card and the limitations on timing make this very undesirable.

On the Hunt: Excellent. If you are actively looking for murder, this ensures that the Mythos phase goes your way. Also allows digging for enemies with Victory points on them.
Inspiring Presence: Okay. As long as you have allies that get more uses out of being healed (like Beat Cop(2)), this is fine but usually Guardian has more impactful skill cards to run instead.

Most useful Guardian cards: Stick to the Plan, Ever Vigilant and *ugh* .45 Auto(2)
Least useful Guardian cards: See You In Hell, Armor of Ardennes, Trench Knife

Verdict: A very mixed bag that mostly fails to deliver. There’s some real gems in there, but most cards here are either already mediocre immediately or quickly get outpaced when the card pool grows. The one card that sadly doesn’t get outpaced is .45 Auto(2), even with a full card pool there’s barely a good gun for off-class Guardian available so that thing keeps creeping into decks.
Mark is a very flexible and generically powerful character, so he doesn’t need any particular support. He works perfectly fine even on just a pool of Core + Carcosa. This won’t allow him to really dip into his unique deckbuilding rules, but the novelty of 5 fight together with a cool investigator ability makes him special enough without that.

Seeker

Arcane Insight(4): Okay to Bad. This stacks with activated abilities on investigation tools which makes it good at its job. However, the price in resources and XP is just too high.
Charles Ross: Okay. This is such a weird card for Seeker which isn’t particularly known for being rich. He’s priced right, though. And his ability does gain in relevance over time as Item synergies do become a thing eventually.
Fieldwork: Excellent. A repeatable source of +2 skill is great and the condition works well with typical Seeker gameplay.

In the Know(1): Okay. Without a way to generate more secrets, the potential value gained from not having to go to a place is eaten up by having to play and pay for this.
Scientific Theory: Okay. Seekers have it a bit easier to keep their composure in play than guardians thanks to staying out of harms way. Still not something to rely on, though.
Anatomical Diagrams: Bad. An Unexpected Courage does (close to) the same thing, except it’s not limited to specific tests and doesn’t cost resources.

Eidetic Memory(3): Okay to Good. Most Seeker events are Insight traited, so this certainly has enough targets. The trick is finding enough targets that matter enough that you want to pay 3XP to get extra copies of them or finding enough value in the flexibility of this card.
Forewarned(1): Good. Counterspells are very valuable and picking up a clue is often much less painful than dealing than whatever the Mythos has in store.
Guidance: Bad. Giving your action to someone else isn’t terribly useful, especially as a seeker who is responsible for advancing the gameplan through clues for the agenda.

Logical Reasoning: Staple. Like Forewarned, this is an important tool to deal with some of the crap the Mythos throws at you. What makes this card stand out that it can not only deal with some particularly frustrating treacheries but also heal horror.
No Stone Unturned(0): Okay to Bad. This digs for what you need, but at the price of an action and 2 resources I would expect to dig deeper than 6 cards.
No Stone Unturned(5): Good. That’s more like it. Removing the action cost and getting to search the whole deck basically turns this into a whole different card. An expensive one to buy of course, but even with a full card pool it’s the only full tutor, no conditions attached, that is available.

Shortcut(2): Excellent. Due to costing XP and actually gaining a resource cost, this is not the staple that the level zero version from Dunwich is. It is still very good and depending on the player count it might even be better for you.
Eureka: Staple. There’s a cycle of four skill cards in this set that only adds a single icon but gives a reward for passing. These are often used on tests you were already going to pass because you aren’t really after the skill icon (unless you are Minh!), but after the reward. Eureka gives you card selection that you don’t have to pay anything for. It’s glue for your deck.

Archaic Glyphs: Okay. Among the researchable assets that have been released over time, this (together with the one from Harvey’s deck) ranks among the ones I played the least. Evading with your Intellect is fine but not something I want to jump through hoops for and pay 3XP. Guiding Stones is pretty good though, with a high ceiling. If you can stack up enough bonuses, you can pick locations clean in one go with this, however doing so on a small collection is going to be a challenge.

Most useful Seeker cards: Eureka, Logical Reasoning, Fieldwork
Least useful Seeker cards: Guidance, Anatomical Diagram, No Stone Unturned(0)

Verdict: Another set of cards that doesn’t impress too much. Except for Eureka and Logical Reasoning, nothing stands out as really important. And it doesn’t look particularly tailored towards Minh either. Sorry, but I would describe the Seeker part here as “Meh.”

Rogue

.41 Derringer(2): Good to Excellent. So if you follow the expansions chronologically, these are the released investigators that can use this: Skids, Jenny, Sefina, Wendy, Lola. At this point, this lives in basically the same space as the .45 Auto(2): We’ll use it because we have to. Only once the investigator pool starts to expand and include the likes of Winifred and Tony, this card suddenly becomes really good because that oversuccess ability is actually quite potent if you have more than 3 fight (or are Winifred).
Charon’s Obol(1Ex): Excellent to Staple. Risk and reward, taken to the extreme. The one instance where I will look down on you for cheating 🙂 You take the Obol, you take the consequences.
Dario El-Amin: Okay. On an early card pool, this guy is quite difficult to get (and keep) active and his own cost doesn’t help. Needs four activations of his ability to even pay back himself. He can have his uses if you are rich already, but don’t plan on Dario taking you there.

Knuckleduster: Bad. See the list of available rogues above and draw your own conclusions. Even in the wider cardpool, this doesn’t cut it.
Lockpicks(1): Staple. Great card that allows Rogue to routinely investigate using their agility. Doesn’t really enable them to be the main clue finder, but with it they can pitch in and fulfill their job as flexible investigators that can help everywhere.
Lupara(3): Excellent. Delivers a whallop of damage without having to play the asset in advance. Also a card that you can apply some tricks to in order to get more mileage out of it.

Moxie(1): Good. Shares the vulnerabilities of the other composures of course, but the fact that this boosts willpower is just a godsend for Rogue.
Pickpocketing(2): Excellent. Not only does the upgrade gain the oversucceed clause over the level zero version from the Core, but it also becomes Fast. A great source of card draw for evasive rogues.
Stealth: Bad. The special way this only disengages instead of exhausting the enemy means that it’s inefficient at dealing with Hunter enemies. It does however exhaust itself, limiting its use further.

Suggestion(4): Okay. This is quite good as an evasion tool that also has an ability to cancel attacks. There’s two things holding it back: The XP cost. The fact that most rogues are naturally good at evading and weak in willpower. Pretty great for Sefina though.
Cheap Shot: Good. Best looked at as a one-shot evade that allows using fight icons on the test… and then also does a damage for good measure. A useful card.
Cheat Death(5): Okay to Bad. For when you took Obol and have regrets. Sadly this also eats up most of the Obol XP, so … eh. There are some ways to use this to get a lot of value, discarding a bunch of enemies and treacheries all at once. It sort of needs to cost 5XP for that reason, but it’s a big ask.

Daring Maneuver: Okay to Bad. Helps you with oversucceeding, but doesn’t help you with passing in the first place. I’d argue that it’s often better to commit this for its icon instead of playing it.
Narrow Escape: Okay. Can help with evading enemies but is rarely going to be worth the card. Acceptable for its icons.
Sleight of Hand: Excellent. A card that has a lot of cool and reasonably powerful uses. Even some degenerate ones. Use with Lupara from this expansion for a start, i’ll let you figure out the rest.

Sneak Attack(2): Good. A solid upgrade to a Core Set card. No longer requires the enemy to be exhausted, but can be used on an enemy engaged with another investigator as well. Or one you just Stealth-ed, I suppose.
Watch This: Staple. Just as Eureka makes sure you got cards to play, this gives resources to play cards. As long as you find tests to reliably pass (no investigate tests though, those are for nerds), you can use this for free cash outs… as long as you have some money to gamble.

Most useful Rogue cards: Lockpicks, Charon’s Obol, Watch This
Least useful Rogue cards: Stealth, Knuckleduster, Narrow Escape

Verdict: Finally some good cards, I already felt a bit bad for trashing this expansion so much. The Rogue pool gets some nice additions here that have staying power even with a full card pool and the “Oversuccess” archetype is fleshed out considerably. Again, as with Guardian and Seeker, this card pool doesn’t seem geared much towards the investigator in this box, with only Suggestion being a clear nod towards Sefina. She is reasonably capable when focusing on her Mystic access, though.
There’s some coasters in there, but all things considered this is a useful expansion of the Rogue card pool. Approved.

Mystic

Alchemical Transmutation: Okay. Can be used for resources in a pinch, but you’d need to be confident that you gain 2 or 3 resources from each activation otherwise you would’ve been better of with an Emergency Cache.
Arcane Initiate(3): Okay. I think this is a rather unnecessary upgrade, the level zero Core staple does its job just fine and the doom can be worked around without spending 3XP.
Book of Shadows(1): Bad. An ability that isn’t worth it in the first place is bad enough, but having to play an expensive asset to gain access to that ability is even worse. Not even Daisy likes this.

David Renfield: Excellent to Staple. Usually a level zero ally with a static stat boost on it costs 4. David only costs 2 and even generates resources. As a tradeoff you need to juggle doom on him which mostly means killing him off at the right time.
Grounded(1): Bad. Arguably the worst of the composures. Only gives a bonus to spells which would be much more relevant if that wouldn’t just be a more limited willpower bonus.
Scrying(3): Okay. The card will get its five minutes in the sun with the release of Gloria, but until then it’s just not all that impressive. Allows assigning specific encounter cards to specific players which helps with dealing with those encounters. That’s certainly nice but hard to quantify.

Spirit Athame(1): Okay. Allows spellcasters to help with their main trade using their hand slots. The +2 bonus is sizeable. Can also kill a rat or a cultist in a pinch, which does come up.
St. Hubert’s Key: Excellent. Offers the same willpower bonus and sanity buffer as Holy Rosary and then also adds an intellect boost for 2 extra resources. This is a good deal, especially for a level zero card this is a lot to squeeze into just one equipment slot. 4 resources is a lot however and Mystics are already required to pay a lot for their spell assets.
Astral Travel: Okay. An painfully expensive card that also has potential drawbacks attached, but it does offer you something relatively unique (until Seeker starts teleporting around as well… cheaper and without any drawback).

Quantum Flux: Okay. Reshuffling your discard pile can help you with specific weaknesses (Sefina’s in particular) and has some other uses as well.
Recharge(2): Okay to Bad. Risking a loss of your asset is sort of cruel here. Even when you have that happen with something that’s already emptied out, you do lose your card and action for the Recharge itself. Rarely worth it but can be made playable through token manipulation.
Storm of Spirits: Good. Hitting every enemy at your location isn’t a very common effect even at a full card pool, which gives this card some legs.

Time Warp(2): Good. This does a lot of wacky stuff that bends what the rules as written are capable of handling, offering a complete do-over when stuff hits the fan.
Uncage the Soul: Staple. Key resource piece for all Mystics that heavily buy into spells. Which is most of them. A set of good icons is the cherry on top making sure this is useful at all stages of the game.
Ward of Protection(2): Staple. One of the most played Mystic cards period. The upgrade from the level zero allows canceling a card drawn by anyone anywhere which is fantastic. I pretty much can’t think of a deck where this wouldn’t be worth running.

Seal of the Elder Sign(5): Okay to Good. If this would just autosucceed a test, it wouldn’t be worth the 5XP (except maybe in high difficulties), however this triggers the Elder Sign effect of an investigator on demand. How good this is therefore depends on what your investigator gets for his Elder Sign effect.
Torrent of Power: Okay to Bad. This can be used to punch through important tests, especially if you can feed it with cheap charges like from Alchemical Transmutation. In general, you don’t want to sacrifice your charges this way and once the card pool opens up, you get better skills to get a bunch of icons.

Most useful Mystic cards: Ward of Protection(2), Uncage the Soul, St Hubert’s Key
Least useful Mystic cards: Book of Shadows, Grounded, Astral Travel

Verdict: A middle of the road offering overall, but punctuated by a couple really great cards that elevate this card selection significantly. Uncage, Ward(2) and St. Hubert’s Key are all-stars and many people also swear on David Renfield (although he is more of an acquired taste, i’d say). Most of the rest is at least useful in some niche situations, but with several super solid cards like the Athame or Time Warp throughout. Only Book of Shadows and Grounded would come nowhere close to a deck of mine.
Some of the cards replenish charges, which seems tangentially related to Akachi at first, but she is sort of the one who needs these cards the least. She already gets an extra charge on everything and has a signature that can be used to replay assets and refill them that way. That being said, Akachi needs little specific support, she is very good at using the typical spell asset suite that the Mystic card pool has spread across it. On a card pool of only Carcosa + Core she’d be left without a combat spell (aside from Shrivel(0)) and that’s a bit of an issue but there’s more to do for mystics than just fight.
All things considered this is a decent haul for Mystic, but for Akachi specifically you will probably find that you want more spell assets that use charges for her to take off.

Survivor

Cherished Keepsake: Staple. The counterpart to the Leather Coat. Great card that William can recur over and over and that has lots of interactions with the wider card pool beyond that, so it stays relevant forever.
Gravedigger’s Shovel: Okay. Weapons without a damage bonus don’t impress me. Neither does a clue for two actions and two resources. This is sort of both stapled together which makes it almost fine, but not really. Can be a solid card to bring at level 0 due to its +2 fight but you’ll want to upgrade out of it fast.
Lantern: Good. Lowering shroud is a lot better than raising skill and allows this to interact favorably with the likes of Lucky and Look What I Found. The damage action isn’t what you run this for, but there will be times you are glad it’s there.

Madame Labranche: Excellent. Both of her abilities can be reliably triggered in the right deck. Mostly used to fuel decks built around the Dunwich staple Dark Horse but quite decent otherwise too.
Newspaper(2): Okay to Good. If you can manage to become “clueless” several times, for example by paying to advance several acts, this can translate to multiple bonus clues. That being said, other investigation tools are usually better unless you play solo.
Plucky(1): Okay to Good. That willpower is part of this composure makes it a smidge better than most others. That William can recur it in a pinch doesn’t hurt either.

A Close Encounter(2): Excellent. This card gets a lot of value when the card pool gets deeper, but just the ability to recur a key ally and even reach into the discard of a teammate makes this immediately interesting even without any shenanigans.
A Test of Will(1): Staple. Survivor’s version of Ward of Protection costs them an XP instead of a horror. While worse than Ward, a unconditional counterspell is still an amazing tool to have.
Devil’s Luck(1): Okay. Also sort of a counterspell for an XP, but a lot more limited than Test of Will.

Fight or Flight: Okay to Bad. Gets some niche uses later on, but is mostly just not that great.
Hiding Spot: Good to Excellent. An interesting alternative to evasion, usable at any location and for the whole team. Great icons, too.
Infighting(3): Bad. Hey look, it’s Dodge for 3XP but doesn’t work against Elites. Not worth the XP at all.

Snare Trap(2): Bad. I suppose the idea is to drop this and hold up a Hunter following you, but this is just too clunky and expensive to use.
True Survivor(3): Excellent. The majority of skills are either Innate or Practiced, depending on if they are representing something the investigator is just born with or if they trained that skill. Survivors being what they are heavily lean towards Innate, meaning this card has a host of great targets before even looking at side classes the Survivor might have. There’s a couple investigators that really love this card.
Waylay: Excellent. One of Survivor’s more understated themes is the ability to get rid of enemies without having to formally defeat them. Waylay is expensive in terms of resources, but can be huge shortcut when dealing with a particularly tough enemy.

Not Without A Fight: Okay. Two icons while engaged with any enemy is fine but goes up in value in multiplayer if you are the main fighter (a job William can do). Note that this can also commit to a treachery you draw while being engaged. It doesn’t have to be a test related to dealing with that enemy.
Resourceful: Staple. The best of the four skills from the “reward for passing” cycle in this set, this can give you a multitude of options to draw from as the game goes on. Note that it’s not restricted by level of the card to get back. You can use this to get back True Survivor (which can get back Resourceful…). Another card that shoots up in value as the pool gets larger thanks to the recursion theme getting more and more fleshed out.

Most useful Survivor cards: Resourceful, Cherished Keepsake, Test of Will(1)
Least useful Survivor cards: Snare Trap, Infighting, Fight or Flight

Verdict: And just like that, Survivor is the big winner of the Carcosa Investigator Expansion. This is a great selection of cards with many staples, near-staples and just completely solid cards that you will still play when you are nine more expansions deep into the game. There’s two coasters in there, but the rest is all at least nice to have.
To support William as a fighter, I would’ve wished for a nicer weapon here than that shoddy shovel. If you are just on a Carcosa+Core card pool, you pretty much have to look at the Guardian splash for weapons because the Core only has the Baseball Bat for Survivor as well. That means the .45 Auto and Machete become your go to which to be fair certainly work just fine. Note that William can also use the neutral Knife in a special way, throwing it at enemies for the final 2 damage and immediately replaying it through his investigator ability. Between Cherished Keepsake and Leather Coat that he can replay over and over, he’s also very tanky. So yeah, he’s adequately supported. Still would’ve liked the shovel to be better 🙂

Neutral

Key of Ys(5): Bad… for the health of the game. This card is completely stupid. In a game breaking way. It’s a 3 resource card that gives +3 to all skills which is just absurd in a game where every single point matters. Feel free to play this once for the novelty, then never touch it because it’s so unbalanced that it takes every little ounce of fun out of the game.
Calling in Favors: Excellent. Searches for your key allies as long as you have another to bounce to your hand. Becomes really good once you can reuse enters-play effects with this. Has gone up in value constantly over the years, with a fuller collection it’s a near-Staple with lots of interactions.
Emergency Cache(3): Excellent. Another card that has gone up in value over time, thanks to its ability to reload assets that use supplies. In Carcosa+Core, the best target for it is actually Flashlight, but it gets a lot better with more expansions in the mix.

The Desperate Skills: Okay. Good for Say Your Prayers. There are some decks that focus on these, but they never really made it into just regular decks “just in case”. Say Your Prayers gets a special shoutout for giving rogues and other low willpower investigators a fighting chance against Rotting Remains.

Final verdict

The Carcosa player card box is a bit uneven in how much it offers to each class. Survivor clearly got the best haul, with Rogue following not too far behind. Mystics also can’t complain (much). Meanwhile, the pool for Guardian and Seeker is rather dry except for a few standout cards.
One thing I am missing here a little bit is a stronger move towards certain archetypes that get you on the right track for your first decks. Carcosa does a good job of this for the Rogue part, fleshing out the Oversuccess deck very well and in Survivor, laying a strong foundation for all the recursion shenanigans the class gets up to. The other three classes show some minor nods towards certain ideas, but nothing that can be built into a deck just yet.
The investigators make up for this uneven picture in part. Minh might have problems to shine on just a Carcosa+Core card pool and Sefina doesn’t really get to be a proper rogue yet, but they are both playable. Mark, William and Akachi are supported well enough to be strong on that small base albeit missing the tools to cover all the roles they can do with a wider collection.
That leaves Lola. To be honest with you, I personally didn’t find much of a use for her before Edge of the Earth introduced synergy cards that get stronger the more different classes you have among your assets… something that Lola’s unique multiclass access makes easy to fulfill. Until then, I found that everything I wanted to do with Lola would work better in another investigator. Since she’s the sixth investigator in this box, basically a “free bonus” if you want to look at it like that, I would not hold that against the expansion. Indeed, I think the puzzle behind making her work is an interesting one and just because I struggled doesn’t mean that you can’t make her work. Other people certainly have.
Buying this as your first player pool expansion after the Core is doable, but not what i’d recommend. However, it’d be a good pick as a second buy because this is a really nice set of investigators and the cards are punctuated by some staple cards that are great to have. Having another investigator box or two at hand also allows you to make better use of the trait-based deck building that Akachi and Mark have and might hand you more spell assets to make Akachi the premiere combat mage she is destined to be. Alternatively, using Investigator Starters of Jacqueline, Harvey and/or Nathaniel to patch the holes in Carcosa’s pool would make for a strong foundation to build on if you want to get the Carcosa investigators but skip buying another full box of player cards for now.

Surge

That’s it for the Carcosa player card overview.
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