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About Buhallin

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    San Antonio, Texas, United States

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  1. Buhallin

    New cycle: The Circle Undone

    I'll need to go back and re-read her story, but it seems like she's more opposing the cult than trying to get out. And it wouldn't be Lovecraft if people weren't making bad choices about the tools they'll use...
  2. Buhallin

    New cycle: The Circle Undone

    I wouldn't have expected it from Father Mateo either, but...
  3. Buhallin

    New cycle: The Circle Undone

    This is true for starting out, but gets a lot less so as you get the more expensive spells. They include large enough bonuses that you could reasonably start making tests at 2 WP, which is fairly automatic for her. I suppose this is possible, but I'd be really surprised. I don't think it would fit her character at all, or the Mystic class. It would also make her will ramp rather contradictory.
  4. Buhallin

    New cycle: The Circle Undone

    Worth remembering her Elder Sign lets her pull a card back into her hand too. Obviously not something you want to rely on, but it does help the "Spend it early to gain WP or hold for that perfect cancel." Burn it early, build up WP with everything else, and get it back at some point THEN hold it for the perfect cancel.
  5. Buhallin

    New cycle: The Circle Undone

    I actually like this, and expect that we'll start to see more investigators like this, Carolyn that theme to specific game effects. While it may annoy people who just want their favorite investigator to be all-around awesome, I think it's going to be good for the game that different investigators will reinforce different playstyles. The Willpower ramp will be interesting, but I think there are enough cancel options to power her up fairly quickly. It will depend a lot on her deck restrictions, as cancellation effects are rather broadly spread across the classes - Mystics only have 3, one of which is Level 2 only. But I also think it won't be a real hindrance even if the ramp is a bit slow. Her other stats are solid enough to contribute as an off-whatever until she gets ramped for her spells. Certainly faster and easier than Calvin.
  6. Gah, I did as well. I guess that's what happens when the poor guy spends so much time in the box.
  7. Payday also has an interesting use for everyone's least favorite Rogue. It effectively recovers most of the cost of Skids' extra actions - start a turn with 8 resources, you get 6 actions for a net 1 resource cost. Probably not enough to make Skids awesome all by itself, but it almost seems made for him as much as Slip Away is for Finn.
  8. I'm not sure why the timing on Payday is an issue. Is Jenny's extra resource less valuable because you can only use it next turn? How many times do you have a card you want to play early in your turn (like Emergency Cache) but can't because you drew an enemy? Isn't it nice to have the money sitting around to pump a test during mythos? It seems to be a wash, at best. While I do agree that playing Payday for that 12-action turn is silly, bonus actions are a pretty core part of Rogue gameplay. You should be able to get 4 resources out of it pretty much all the time, and more should be common. It's also a card which will scale up as the rest of your deck does - when all you've got is Leo, or you're hoping for a Double or Nothing/Quick Thinking, it feels limited. But later in a campaign when you've added Ace in the Hole, Borrowed Time, and upgraded the .41s, it's far less combo-tastic. Seems solid enough for 1 XP.
  9. Buhallin

    Invocation 2018

    The number of copies given out at the various events is probably fairly small compared to the overall print run. When compared to the overhead of another SKU - both for FFG to produce and stores to stock on shelves - the duplicate purchase for some of us is pretty minor.
  10. Buhallin

    Invocation 2018

    Disappointing that the alt art cards are the same as the GenCon ones. The dividers... meh. At least with investigator cards you won't have the same issue you do with the encounter sets being too small, but the height won't work for anything but their stupidly oversized boxes. The mat's nice enough at least, if a little bright for my personal taste.
  11. I factored that into the XP cost The numbers are to show the level of the card. I started it to distinguish the version of the .41, and then just carried it through the rest.
  12. OK then. Still trying to unravel this. If I'm following, you're using: Key of Ys (5), Leo de Luca (1), two .41 Derringers (2), Ace in the Hole (3), Borrowed Time (3), 2x Quick Thinking, 2x Double or Nothing, True Survivor (3), 2x Will to Survive (3), Monstrous Transformation, and an Improvisation. That's a 12 card combo that requires 36 XP (40 if you want the second True Survivor and Leo to help the draw, although they're not used in the combo) to get into your deck, and 25 resources. Did I miss anything? Oh... you need a way to get three horror on her, and enemies with at least 8 total health engaged so you can get all 4 Derringer shots off. It will also take 8 actions just to play the various assets and events, leaving nothing to make the attacks with. So turn 3 you could start your banking, and turn 4 you'd have your twenty-whatever actions. And that's just Lola's half of it. Minh's half is fairly tame, requiring only double Guidance, one Eidetic Memory, and two Cryptic Research. So you ONLY need a perfect 5-card opening hand for her part, although I suppose there would be some flexibility with a second Eidetic Memory covering some part of that. So Lola's chance for the draw comes out somewhere below 0.0025169%, assuming that Minh manages to triple-Cryptic her. I have no idea where the resources come from to play it all, and at this point I'm afraid to ask. Although amusingly, you have about a 50% chance of drawing a Crisis of Identity in that mix, blowing the entire plan straight to ****. Entirely possible I missed something in there, I'll freely admit that I wasn't really putting a ton of effort into this bit of fantasy fluff.
  13. No. Just because cards you control in your play area are in play does not mean that it's the only way you can control a card, just as it doesn't mean it's the only way a card can be in play.
  14. https://arkhamdb.com/decklist/view/7066/minh-thi-phan-two-decks-that-can-win-the-game-in-one-round-w-1.0 https://arkhamdb.com/decklist/view/7065/lola-hayes-two-decks-that-can-win-the-game-in-one-round-with-1.0 I took a look. These decks are not optimistic. Thinking we can solve world hunger, achieve world peace, and colonize Mars by dinner time tonight is optimistic. These decks assume things will go better than that. The very first step is for Lola to succeed at two Double or Nothing'ed Quick Thinking attacks by 3+ - with no other cards in hand, because she used them all to set up the combo. They also just don't work. The "in two" combo plan requires 11 resources from Lola and ignores the storage limit on Borrowed Time. It's an interesting mental exercise in what can happen if everything goes beyond perfect. But not much more than that.
  15. The full Founder's Pack for $47 should get you everything, but you have to be smart with how you do certain things. Mainly the Palantirs - they give you a card you don't have, so you want to buy all as much of the cheap stuff as you can first.