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Posts posted by awp832

  1. If you happened to be fishing for events,   it combos nicely with Double/Double.  

    Just so I am interpreting this correctly,   this card takes two actions, right?  It says you may play,   not you may put in to play...    So,  if you play You Owe Me One,   that's an action,   you look at your partners hand,  you choose to play Emergency Cache,   since that isn't fast,   that's another action... yes?    Assuming I am right about this,  this seems a pretty weak card IMO.   Somewhat like Teamwork,  maybe a little stronger,  but not by much,  and teamwork hasn't exactly been rocking the meta recently.     If I am wrong about this,   I still don't think the card is amazing,  a reasonable, average card.   

    One tricky part is that you're not exactly allowed to ask what's in your allies' hand,   meaning that what you play with You Owe Me One is kind of not entirely up to you.   You could ask your partner if they had a strong asset to play,  or an event that could help the situation,  but other than that....

    Your friend also has to include the card you want.   Asking Roland to include Agency Backup in his deck just so that you can play it if you both happen to have the right card in hand at the same time, is a big ask.  So even though Agency Backup seems great on paper,  in practice it's probably not really something that is going to be accomplished all that much.   

    As far as targets that are good,  big weapons seem like the most straightforward.  Pathfinder is slotless and great,  if your ally doesnt murder you for stealing it from them  (maybe they are running 2 copies and you have YOMO when they have their second in hand?).   Tarot cards are in a similar spot,  if you dont fancy the rogue one and an ally of yours has a tarot card in hand that is a second copy or something...

    Events are, by their nature,   good possibilities but situational.    I can see dynamite blast being handy, for example.  

  2. Usually the first thing I do is check the scenario card for the special token effects.    If there is something that has a bad consequence on failure,  I want to keep that in mind.   There are some really bad ones out there,  that can spawn doom or monsters, or other nasty effects.    So if you're in a scenario that has something like Cultist Token:   -3,   if you fail, draw the top treachery card in the encounter discard pile-          then I really want to be up by +3 all the time.  

    Even if that isn't the case, it's generally a good idea to be able to pass most checks that you try, unless you are planning to get something by failing.   Cards like Drawing Thin, Look What I Found, or Rabbit's Foot,   -even Lucky!  change the dynamic a lot.   That's a post for another time.   So lets assume for a second that you're not doing fail shenanigans,  you're not doing any -cancel a token- effects,  etc.,  which if I'm interpreting your post correctly was the intent.  Failing a check still does have some cost,  mainly the cost of an action.  So the next thing to do is to consider what you can do with that action.  Sometimes it's just a resource or a card.   But maybe you have Dario out,   then you could get 2 resources for an action if you havent used him this turn.   Let's again,  sort of assume that it isn't a special case.

    Then I look ahead to next turn.   Is there something in my hand that I would like to play,  that I don't have enough money for,  and won't have enough money for on my next turn?   If I'm trying to play a 4 cost card,  and currently have 3 resources,  getting a resource isn't ultra important because I will get a resource during upkeep and be able to play my card anyway.  But if you are sitting at 2 resources and looking to play a 4 cost card,  then taking 1 resource looks very attractive,  as you'll grab your resource this turn and get to 3,  upkeep will put you to 4,  and you can play your card next turn.  

    Just having an extra resource can be very beneficial if you are using Talents as well.  If you are using talents,  resources are on-demand stat boosts,  which is very useful sometimes.  Resources usually don't go away (although they can in some scenarios,  or with Paranoia, etc),  so they might very well come in handy later.   And what definitely wont come in handy is a failed investigate action.   So it should be clear that I value resources....   I also value cards.   It's a card game,  so you're going to need cards.   There isn't much else to say.   If your hand is running low,  if you don't have a tool that you need....  drawing cards is going to be a must at some point.   You'll need to keep in mind your weakness,  whether it's a good idea to draw, especially on your last action,  but still...  drawing cards is essential to most characters and most builds.  For however much I've dwelled on the importance of resources,  cards are just as important.  Card icons are also on-demand stat boosts,  and can sometimes be far more effective than boosting with resources, if you're willing to give up the card.     If you have an action to spare,  and your hand isn't at 7+ cards, and you wont be crippled if you draw one of your weaknesses,   then drawing a card is pretty much always a good idea. 

    So back to the core topic.    Given that resources and cards are going to help my investigator in the future,   when should I risk not getting them in order to attempt to gain some other advantage,  like perhaps, a clue?   Check your chaos bag.   If you have a less than 50% chance to succeed,  I wouldnt even think about it.   For example,  if it is....   I could get a clue if I draw a +1,  0,  or Star....    don't even bother, just get the resource or card.  Looking at the Circle Undone setup for standard,  before adding any tokens for storyline or quest consequences etc,  your chaos bag looks like;   Star, +1, 0, 0, -1, -1, -2, -2, -3, -4, skull, skull, fail.     For the sake of argument,  lets just assume that star is auto-pass,  even though it might not necessarily pass on all characters.  

    So we've got 13 tokens.    -2 or -3 are common values for special tokens.   For this first part,  lets say skull is -2.    If you are +1 over the difficulty,  you have 6/13 chance to pass the check.   46%.    I would not attempt this check.      What if you were +2?   your chances improve to 10/13.   About 77%.   Notice the huge difference here.   At 77% chance to succeed,   this is worth the opportunity cost of an action, IMO.   I would attempt this check.   Just for funzies,  look what happens if you are +3:   Your odds improve to 11/13,   about 85%.   An improvement for sure,   but an improvement of about 8% when going from +2 to +3,   compared to the improvement of 31% when going from 1 to 2.  

    Now lets do the same experiment with skull at -3.    At +1 over the difficulty,  your chance to pass is again 46%,   I would not attempt the check here.    At +2 over the difficulty,  your odds are now 8/13,  about 62% to succeed.  This is above 50%,  but it's still borderline.   Some people might attempt the check here.    A situational call,  how badly do you need what you are going for?   Is it worth the risk?   Personally,   I would probably not.    Because...    At +3 over the difficulty your odds improve to 11/13,   85%.  For 1 more resource/icon/stat boost you improve your chances by 23%,  a large boost.   I would most likely take a resource or a card and attempt to secure the +3 over the difficulty attempt on my next try,  or try to draw into something to improve my engine,  rather than trying the 62% chance.  

    TLDR:   be up enough that you can succeed on the Special tokens,   your odds improve the most that way. 

    Hope that helps!

  3. Some contentious picks on my list, for sure.   But, what no one has tried to do yet is come up with their own bottom 5 (or 6) list.   I read lots of comments saying "oh, the worst investigator is this,  or it's that..."  -in almost every case, these choices were on my list as well, of course-     but I havent seen a full list of 5 or 6.    What you'll probably find, as I did...  is that it's not that easy to come up with.  It's much easier to come up with 1 investigator who you dont like for whatever reason and say, well it's them.     So my challenge to you, to anyone who is foaming at the mouth about my inclusion of Rita, or Carolyn is this:

    Come up with your own bottom 5 list.  Think about the role of each character,  the meta, the general usefulness of each character, and tell me... who deserves to be on the list instead.   If you don't agree that Carolyn or Rita or Pete is bottom 5... then there must  be another investigator who I didn't include that takes their spot instead.   I think you'll find as I did that most investigators have some redeeming qualities, and you'll be thinking to yourself  -oh, they don't deserve to be on the bottom-   or -well, I had a really good game with this person- or  -well, they were good in this campaign-,   but when you're really pressed....  you still have to put 6 people on that list.  

  4.     I think if we are willing to say that there are good or strong, or powerful investigators,   then it only follows logically that there are weaker ones too.  Change the question to "Which investigator is the hardest to build a good deck  for?"  if you like.   The essence is the same.  

    With that said,  here are my picks for the top 5 worst investigators, starting with...

    A (dis-) Honorable Mention:    Lola Hayes.   Lola gets dishonorable mention for being the only investigator on this list I have not actually built a deck and played with.  I couldnt bring myself to put her in the top 5 worst for that reason.    However....   there is also a reason I have not built a deck with her.   Lola is a deckbuilding nightmare and while some people might feel up to the challenge,  I really don't.   Lola also generally wants to take all the good cards from all the classes,  making her a bad partner for those who share a card pool with their group.  Lola has mediocre stats, poor health and sanity, and no access to higher level cards.   She only makes up for it in jank.   

    Number 5:  Carolyn Fern.    Well,  I'm sorry to say she does make my list.    Coming in at #5 is Carolyn who suffers from an extremely poor class choice.  Carolyn's stats say she wants to be a seeker, her medic role says she wants to be a survivor,  but she got classed as Guardian.  Most of the higher level guardian cards are utterly useless to Carolyn, making her very difficult to level.  Add to that that healing is just not something you need that much of.   Typically, characters include enough self-heal or soak to keep themselves alive throughout a scenario, leaving Carolyn's entire schtick somewhat superfluous.  With no access to the higher level seeker cards she suffers from not being able to get clues fast enough, or team-support well enough.  She can't fight, or even evade, and Rational Thought puts the brakes on the one thing she's supposed to be good at doing.  Oddly, despite being a Guardian class, she almost always finds herself in need of being protected.  I did enjoy playing her and she could contribute somewhat to the team, which is why she only comes in at number 5,    but at the end of the day....  you probably should have picked a seeker instead.

    Number 4:  Skids O'Toole.   Skids used to be the only investigator with access to both Guardian and Rogue cards,  which was a fun little combo.   But he's not anymore.  Skids has 2 main problems,  firstly his low(ish) fight score.   Being a rogue/guardian,  a 3 combat is just pretty low if you want to be slaying monsters.   And beyond that, if you are trying to use him as a monster slayer,  his best stat -agility-  often goes unused.   With the release of some nice Rogue guns, he can still pack a bit of a punch,  but he compares unfavorably to most other slayers.   His other major problem is his low willpower and low sanity.   A rotting remains can easily take away half his sanity pool in one fell swoop, and he can't really back himself up with Liquid Courage since that relies on willpower to be efficient.   He can now pack Something Worth Fighting For, and that helps to keep him alive, but he still has a tough time.    His weakness is pretty annoying as well,  and his signature strength has got to be one of the worst signature cards in the game.   More often than not,  I ditch On The Lam for its icons.   Feels bad...

    Number 3:  Rita Young.  We're assuming you're not doing the Rita-infinite-combo here.  I suffer from not knowing what I'm supposed to be doing with Rita.  Her intellect is terrible, her combat is mediocre, no access to any good weaponry to help out with that.  All she really does is evade very well.  But evasion just isn't something that is all that helpful when compared to murdering stuff.   Sure, on occasion in the Forgotten Age or so there are times when you'd rather evade than fight,  but in general...   Rita doesnt do enough to pull her weight.    I did play Rita with a bow and found her to be okay... but I ran into problem after problem with being out of arrows at the wrong times, forcing me to waste actions to evade, reload, and attack.  Rita is the first of this list to suffer from a simple issue:  the survivor card pool.   On its own,  survivor cards just arent good enough.    They can be great when combined with other classes,  but when you are restricted to a pool of almost exclusively survivor cards, you have problems.    In the survivor pool you find yourself very hard-pressed to find a decent weapon, or a way to get lots of clues easily.   With no access to high level cards, Rita falls behind pretty fast.   If all that wasn't bad enough,  Hoods is a brutal weakness that Rita has a lot of trouble dealing with by herself.  Her signature strength,  I'm Done Runnin',  is also weak.   This is very reminiscent of Skids, at #4.   It's easy to get Rita up to so much Agility she is an absolute ninja,   but the problem is simply that that isn't good enough.  

    Number 2:  Ashcan Pete.   Again, we are looking at Survivor problems.  Pete's card pool is limited to exclusively Survivor + Neutral+ 5 other level-0 cards.  It's not good enough.   This alone drops him to #2.  No good weapons, no good way to secure clues, especially at higher XP levels.   Duke can make up for it a bit,  but once bigger damage numbers are needed,  Duke doesn't cut it.  And if Duke ever gets knocked out, Kidnapped, or whatever,  Pete finds himself in a lot of trouble.    While Pete is a decent solo character because of his ability to both fight and find clues at least a little bit (though he's not the only investigator who can do this),  on teams he is a liability.  Even with Duke around, he struggles to get the raw numbers he needs to hit a high-combat enemy,  or find clues at a high-shroud location.    This is getting to be more and more of a problem as things like Retaliate and Haunted start to show up more.

    Number 1:   Calvin Wright.   It's hard to argue that it is a difficult task to make an effective Calvin deck.   He has to be on death's door to before his stats are anything good, and you spend most of your deck slots trying to mitigate this crippling weakness of his terrible statline,  rather than doing anything good.  Your deck is going to be stuffed full of cards to try to keep Calvin alive, and cards to try to get calvin to the point where he has 4-5 stats in everything.   You're left with a deck with very little useful deckspace.  On top of that, add Survivor Problems.   No good weapons, hard to get multiple clues, hard to spend XP on somethat that improves Calvin in a meaningful way.   Calvin takes a very long time to set up, and once he is set up, he still has to be able to somehow make use of the statline you worked so awfully hard for.   Any scenario where you need to move fast,  deal with an early monster, or get early clues,  Calvin is pure dead weight.   Oh, and his weakness gives trauma.   Are you kidding me?   Even if by some miracle everything seems to be going well,   a single mythos card, a bit of bad luck, and its TKO for this guy.    

  5. late to the party on this one so I will pass on most of my opinions, as similar things have already been stated by other community members.

    I will add though that I played with a couple of these cards today for a few games.   

    My wife was playing a seeker and eventually got up to 2x Studious.  She seemed pretty impressed,  she likes permanent cards in general,   and enjoyed having more options out of the gate.   She also pointed out that a selective mulligan of 7 cards is much stronger than a selective mulligan of 5 cards,  so you're nearly guaranteed to have a lot of what you want in your opening hand.   Synergies with Tarot cards also were very nice.

    For my own deck,  I had an opportunity to give the Mk1 Grenades a try in Zoey.   I really liked them.  We were playing 2 player and did the scenario The Secret Name,   in which multiple enemies spawning at your location can be a common occurrence.   The grenades were great,   cheaper than a flamethrower, slotless, and very nearly as effective.   I got them up to a a pretty staggering ammo count after dumping a few extra on them with Venturer and then playing Contraband.  I used almost all of them.  They are also an undeniably fun card.   Every time I tossed a grenade and blew through a bunch of enemies it was amazing.   Really handy against aloof enemies.    Let me reiterate that slotless is very good on this card.   Sometimes you have a weak enemy (or several, the more the better!)  hanging around but you really dont want to use an ammo off of your shotgun or lightning gun to deal with them.   A grenade is a wonderful answer,   so in an indirect  way this card helps you keep your big guns stocked with ammo,   since the weaker enemies can be grenaded and the stronger ones hit with a shotgun/lightning gun.   Card performed beyond my expectations.

  6. Esoteric Atlas:   Sure,  you might not have Pathfinder.   But if the only defense of this card is "What if you don't own Pathfinder?"  Then I think my point is made.

    KiP:   Well,   I did point out that in some cases,  mainly when you can use it for shriveling,  it might be worth it because of its fast action,  primarily because there are some situations where dealing big damage to a powerful enemy quickly is something you very much want to do.    That was pretty much the single exception I listed,  so no... I'm not overlooking any of that.   I'm standing my ground here.   Other than that....   This one-time use card just isn't worth 1/15th or 1/30th of a deck.  

  7. Nice write up,  can't say I always agree, but I've not played with them.   Here are my first impressions

    Warning Shot - 3/5 
    I do like the idea of spending an ammo to flush a non-hunter enemy into a location that you don't have to deal with them.   Also,  It doesnt matter *what* ammo you spend,  just 1 ammo.    So an ammo off of your cheap .38 colt or .32 Derringer is just as good as a blast from a lightning gun.   That makes the card a lot better.   I think warning shot might get played in characters who want to run the weaker guns,  like William Yorrick.    Could be a nice card for the first couple of scenarios.   Maybe getting replaced later on,  but handy early campaign for sure.  I like this.

    Telescopic Sight - 3/5 
    I'm rating this much higher than SamWeiss did,  because it enables a new play style,   a sniper build.   And I think that's super cool.    Guys, remember Marksmanship and how good it is?   Well.... this is repeatable marksmanship.    That seems super strong.   Maybe strongest in 3-4 player where you can have this on a secondary fighter.  Unfortunately the extra text of making the weapon unable to be used on enemies engaged with you anymore...   stinks.   Because of that,  I just can't rate this any higher than 3/5.  

    Knowledge is Power - 1/5 
    I can see an argument here for Jim to just smash somebody once with a level-5 shriveling as a fast action at 0 cost.   Seems allright.  On anybody else,  1/5.   Even doing something like Panakotic Manuscripts,  this just isn't worth a deck slot for a one-time use.

    Esoteric Atlas - 1/5
    Number of time I want to move to a *revealed* location exactly 2 spaces away?    Pretty much never.   I'll tell you what,   for the same cost in resources, the same cost in XP,  in the same faction,  and not taking up any slots,   I'll just play Pathfinder instead and use it as much as I want.    Seriously,  why does this card exist when Pathfinder is superior in every way?   One of the worst cards so far.   

    Investments - 2/5
    I dunno.  I'll take Dario or Lone wolf over this.    Maybe it's a replacement for Lone Wolf in a 4 player game,   but it is much slower and the resources you get aren't immediately available. 
    SamWeiss,  you wrote:  

    "Oh, and the card text reads: "Exhaust and discard . . ." Because . . . if you don't exhaust it before discarding something happens? Hmm . . ."

    Actually this is rather important.   Otherwise I could exhaust the card, add a resource to investments (say,  bringing it up to 10) , and then use the action on investments to take the money.   Since I can't exhaust the card again, I must wait until the next turn to take my money.    This delays the card's payoff an extra turn.

    Decoy - 2.5/5
    I'm sure Preston will get a lot of use out of this.   I played the similar Cunning Distraction and found it to be very good in his deck.    Might be a nice Wendy card too,  if she can bank enough resources with drawing thin.   Anyone else though... meh.  

    De Vermis Mysteriis - 3.5/5
    This is... pretty cool.    Right at this moment I am not sure how best to take advantage here.   But I am sure it can be done.    It turns all your "event" spells into repeatable spells.   Or you could play Drawn to the Flame like... a LOT.    I dunno.   Seems like all sorts of jank is enabled here.   I love that.    But like I said, right now I am not sure exactly the best use of this.

    Guiding Spirit - 2/5
    I dunno.   Competing hard against Peter Sylvestre here.   I just don't know how useful the +1 lore is on a survivor?   Who likes this?   

    Fortune or Fate - 3/5 
    This seems to be directly reflective of your opinion on exile cards.   If you like them,  Fortune or Fate seems like a really nice one to have.   If you don't....  you're not going to be including this.   Therefore I am rating it somewhere in the middle.   Personally I dont like the exile mechanic too much.

  8. I am in agreement, after playing with it quite a lot.   I'm not entirely sure that "not game breaking"  is the bar that we need to be setting,  but there it is.    

    Currently I am playing it in Preston.    Since he rarely needs the resources I am usually using it as card draw.   I'm playing Carcosa campaign so:   no haunted,  maximum brokenness.   I also am running Rabbit's foot,  so with everything down I can draw 3 for an action.  I'm not using Take Heart or Live and Learn.   It's very useful to have since I tend to quickly deplete my hand with everything that I'm playing,  and of course I can search for answers.   My Preston relies on Intel Report, Look What I found, and Lola to get clues, so it's important to be able to dig for those.   

    But perhaps it's even more powerful in someone else.   2 resources are generally speaking more powerful than 1 card,   just not for Preston.  

    Back to my experience,  it's very strong,  but it's not like it makes the game un-loseable.   In fact,  I even sort of lost a scenario once because of it.  I was at like 2 remaining horror with a Moment of Respite in my hand,  took my first action to use drawing thin + rabbits foot to draw 3 (looking for some help for a team mate who was in a spot),   but pulled Stubborn Detective, which I was unable to evade or kill.   I could easily take his damage, but it meant I couldnt play my Moment of Respite.   Pulled Horror damage on the next mythos card and was defeated.   D'oh.  Ok,  sure I admit that's a corner case and most of the time it's well worth it,   I just thought I'd share an amusing story.

    Fact of the matter is still that it's very undercosted.   At 0,  it's a no-brainer for anyone who can take it.   The value of the card is far beyond what it costs.   It's not game-breaking...   but it's far, far ahead of the bell-curve.     Maybe it's that way because the designers felt that Survivor class needed some help (I certainly do).    Currently it's super-strong.   If any card (post-taboo list)  is too strong,    I'd certainly say it's this one.  At least by a cost/benefit analysis.

  9. Hard perspective also:  

    I'll echo Allonym a lot here,  but I do disagree in some places.   Let's get started!

    .45 Thompson (Guardian):  An interesting card.   I am luke-warm on it.   It's not bad.   But I don't think it's good either.   It's a perfectly average card.   I do appreciate the huge combo potential, and that in itself is fun.    At very decent weapon for the early campaign missions and the mid-campaign missions.    Late campaign though,  enemies just have too many HP for this to cut it,  no matter how much of a resource-bargain it is.    I worry that if a player spends his XP and deck slots on this and it's other combo pieces, they will find themselves shut down when they have to fight late-campaign Elite level monsters where big damage is critical.   Overall.. this just doesn't do enough damage for me.  I would rather spend my XP working towards shotgun/lightning gun/flamethrower and those combos rather than this one.   3/5,   because damage is more important.

    .45 Thompson (Rogue):  Probably a little worse.   Fighting multiple enemies just doenst come up that often.   But as I said in another thread,  this could change, and is dependent on the scenario.    It is any other enemy at your location, so very handy for sniping Aloof enemies.  Right now I feel this is maybe a tad weak,  but it can become much stronger if the scenarios start playing to its strengths rather than it's weaknesses.   3/5 This is a card to watch.

    Enchanted Blade (Guardian):  Pretty much exactly what I said about .45 Thompson (guardian).   Might be a niche here for non-guardian characters that can take it,  Akachi, Lola.  Also reasonable for Roland, specifically if he gets Dr. Eli Horrowitz to hold it for him, allowing Roland to use a 2 hander and finish off weak enemies with the blade.  3/5, because damage is more important.

    Enchanted Blade (Mystic):  I think I prefer this variant.  There are certain mystics this looks good on,  particularly Diana, but also Jim and Akachi.  Nice with Blood Pact.   Mystics are currently still in need of some extra damage options, and this hits pretty hard with some nice combat bonuses.    3.5/5

    Grisly Totem (Seeker):   I'm going to give this a reasonably favorable write-up but a lot of that is in part due to the fact that there is just so little competition for amulet slot in Seeker.  Really, unless you are taking an out-of-faction amulet,  you're probably open here.  The extra icon is pretty nice, and the extra card is also welcome, allowing you to cycle through your deck a little.  Minh loves this,  Daisy probably is taking St Hubert's Key instead,   Rex might be taking St Huberts Key, but if he does not, this is a nice alternative.   Ursula doesnt get a ton out of this but she has practically no competition, so I think it's perfectly reasonable on her too.  Same for Joe.  3.5/5.

    Grisly Totem (survivor):  I'm surprised this doesnt get more credit.   A lot of survivors like committing to skill checks, and I particularly like that you can hedge with it.   You can commit your Resourceful to a check you may not pass (rather than one you are crushing)  knowing that if it works you get to trigger resourceful, and if it doesnt work than you have lost nothing.   Obscene with Take Heart.    Have Drawing Thin down as well and  you're set for resources the rest of the game.  This is probably the best card in the pack.  4.5/5   game-changing.  

    Scroll of Secrets (seeker):   The advantage here is the ability to control the encounter deck, or to potentially trash weaknesses.  I actually think this is pretty cool and I like it.   Especially on Daisy.   I dont know if I would play it on others,  but it is pretty cheap, so thats always nice.   3.5/5

    Scroll of Secrets (Mystic):  Seems worse.  And worse than scrying (3).   A shame.  2/5

    Tennessee Sour Mash (Rogue):  Ugh.   I  really despise this card.   It's gold version is too expensive for what it does, and this version is too expensive for what it does and also costs 3 xp.  Maybe... maybe if you were comboing here with Emergency Cache (3)   I could see a place for this, but only then.  Otherwise  you just dont get enough supplies.  2/5

    Tennessee Sour Mash (Survivor):  What to say?  Oh yeah.  I know.   It's gold version is too expensive for what it does, and this version is too expensive for what it does and also costs 3xp.   2/5

    Council's Coffer:  Hm.   I think this is ok.    Listen,   sometimes there is a scenario that your team simply isn't good at.   It happens,   try as we might to build for all situations, sometimes the scenarios throw you for a loop.  Sometimes your team simply isn't well prepared to take on the particular challenges of a given scenario, even if they are very competent in other scenarios.  For this situation, we have the Council's Coffer.   2xp to give you a 1-time-only "help us!"  card.  4/5.

  10. A good question.   I don't see any reason why the Heretic would not be placed in the encounter discard pile.  So the next logical questions is:  what happens if the encounter discard pile gets shuffled?   My only guess is that the Heretic will be shuffled in with the rest of the cards,  with the unfinished business side being the "card back"  and the enemy side being the card being facedown after the shuffling is complete.   Obviously, because of the different card back, you would be able to see this coming, which is incredibly unusual.  But I've gone over the rules and I can't see any reason why you wouldn't do this.  As far as I can tell:

    1.   The Heretic cards are part of the encounter deck (even though they are set-aside during setup)
    2.  The Heretic cards are owned and controlled by the encounter deck,  not by any investigator.
    3.   These cards are still controlled by the encounter deck when flipped to their Unfinished Business side.
    4.  When a player is eliminated (by resignation or by being defeated) cards in their play area that are controlled by the encounter deck are placed in the encounter deck discard pile, face up.
    5.   When the encounter deck discard pile runs out of cards, it is shuffled to form a new encounter deck.

    If there's a flaw in my logic someone can feel free to point it out.   But this seems to be the case to me.

  11. I think Will to Survive being removed from the game after play is a very good idea.   As you mentioned,  that's the card that is fundamentally breaking the interaction.  Though Drawing Thin is a good card,  and certainly a weird card in a faction I typically have thought of as being resource-light,  I'm not sure it's the problem.

    -As an aside,  I've seen this alluded to a lot but... what exactly is the infinite combo with rita?   I've looked around and while I've found plenty of places discussing it,   I've never seen it fully laid out.

  12. Can I first delve into the realm of the theoretical before addressing the practical?

    Theory time:   Which weapons are good choices is dependent entirely upon how the designers set up each scenario.  Currently there are some things that generally hold true:   most enemies have more than 1 hp,  and every investigator can expect to draw roughly the same amount of "aggro", as it were.  That is to say,  if I am playing Daisy and I have Roland and Jim on my team,    I expect that in the broadest of terms,  roughly 1/3 of the enemies drawn will engage me.  But these things are only the current convention, they don't have to be true all the time.  Imagine a scenario where most enemies have 1 hp and a 4-5 fight value, and you have to fight a lot of them.   The mythos deck is constantly spawning them, or respawning them, or churning out similar high fight, 1 hp enemies.   A machete is now simply less good as a weapon than something like the Gravedigger's shovel,  which is cheaper and provides a higher combat bonus.  This has nothing to do with the cards themselves and everything to do with the parameters  in which the cards are being played.  Another example,  imagine a different theoretical scenario in which most enemies have multiple HP and the text:  Hunter, Spawn:  Investigator with the lowest Combat.  Prey:  Lowest Combat ONLY.    Now these enemies are going to hunt down and engage the people who tend to be poorly suited to dealing with them,  and any guardian wishing to protect their Seeker friends will have to constantly spend actions pulling enemies away from the Seeker so the machete can get its damage bonus.   This starts to make things less efficient compared to a .45 automatic, Enchanted Blade or .45 Thompson.  

    Practical time:   There have been many times when I have had a machete out and found myself unexpectedly engaged with multiple enemies at the same time.  Machete is a much less favorable choice in these situations.  Spoiler for a recent scenario:


    Recently in The Secret Name there is a part where  the agenda advances, you spawn Nahab and Brown Jenkin in the same location, and then draw your card for mythos.   Easy to pull a 4 HP rat here that has 3 combat value (b/c of brown jenkin).   Hacking through all of this with a Machete is just not happening.  If you had a .45 Automatic,  your chances improve dramatically.   Or at least, you might be able to take out Nahab and save the less damaging rats for a later turn. 

  13. Soakman:  Well... Relic Hunter is REALLY good.   Especially on Mystics.    But part of the whole Rogue THING  is being able to leverage resources into doing stuff.   This is why I guess Streetwise is particularly concerning to me.   It's like a cornerstone of making the entire rogue class work.   That's where the advantage of the rogue lies,   they have money.  They might not have as good of stats in combat or investigation as other classes, but they are supposed to be able to make up for that with their resources.   Streetwise Limited list just seems like putting an XP tax on what the rogue is supposed to be doing.

    Alloymn:   You're right,   I have never seen a rogue regularly rocking 30+ resources they can spend on streetwise.  Ever.     I have a feeling that this is going to be a "well if you're playing Preston and you commit Watch This  with a double-or-nothing and etc, etc, etc....  and then you're pinning all of the blame on Streetwise.   I don't really think that's fair.   

    Similarly I dont really think it's fair to compare your pretty ho-hum Minh investigator with a Daisy who has 10+ resources banked, with Pathfinder, Pnakotic Manuscripts, Milan, Deduction (2) Higher Ed and Guiding Stones.   Your minh has...  3 xp, and the XP she does have isn't  really relevant to the goal (finding clues)  your example sets up.   Where Daisy has 14 xp on the table and 10+ resources banked, and all of that is geared towards clue finding.   And again,  you're blaming that all on Higher Education where Higher Education is clearly only one cog in the machine.  

  14. Do you feel the same for other permanents?   Such as:  Stick to the Plan, but also Relic Hunter and Charisma?   None of these made it on to the Limited list.  

    I dunno,  I just can't quite agree on Higher Ed and Streetwise getting their massive XP cost increase.   In particular I feel that both Relic Hunter and Charisma are far more powerful cards that Streetwise,  and about as powerful as Higher Education.   It's super rare that a character deck I build doesnt pick up at least 1 of either Relic Hunter or Charisma eventually, and more often than not I consider it a priority when spending XP for the first couple of scenarios.  

    Sure, the Permanent talents are permanent (duh..)  and they can give good bonuses.   But they still cost resources to use and you still have to spend them every time you want to use your card. 

  15. it means defeating it again (you could also evade it, preventing it from attacking or otherwise exhaust it, of course)  Using a clue to turn it over has no effect on whether the enemy will attack or not during the enemy phase.    Heretics will still attack if you have used their Parley ability to spend 1 clue to scout them.

  16. refer to page 23 for the timing windows.   So for example, the heretic Bring me to him...  resolves this way:

    1.   Heretic is defeated and flips.  Presumably during phase II (Investigation phase)
    2.  Phase III (enemy phase) happens, the Heretic is flipped to its unfinished business side so they do not attack.
    3.  Phase IV (upkeep phase) happens,   4.6 is "end of the round".   At this point if you can't or don't want to pay the horror for Bring me to him... then the heretic flips back over to its enemy side.   If the heretic isn't dealt with again before the enemy phase on the next turn it will attack as normal.

  17. Astrophil is correct.

    1.  Defeat the heretic like any other enemy (it is a Geist, so you can use the Spectral Web if you have it).
    2.  instead of placing the card in the discard pile  or victory display, flip it and resolve the Unfinished business side.   The card will instruct you how to banish the geist.  The Unfinished Business remains in your threat area in most cases, triggering its effect when applicable.
    3.  After completing the banish text, the Unfinished Business card goes in the victory display.

    The spend 1 clue to parley and flip the card is to allow you to "scout" the Unfinished Business cards, ideally during Agenda 1, Act 2.  In this situation the Heretic enemies will be Aloof unless you flip the location.   You can figure out where you need to go to banish each heretic and what you will need to do.   This is what the parley ability is primarily for.    I agree that in general, this isnt very useful and it's better to just use the clues to murder them with Spectral Web.  I tend to have not had a lot of time in Agenda 1 Act 2 to be able to make good use of the planning options presented by the Parley ability.    There are two special cases, the heretics: Come Join Us and Keziah Promised, We Cannot Die.    For Come Join Us, the Parley ability is actually very useful, allowing you to effectively defeat the heretic by spending only a single clue.  You'll then have to Parley it again with more clues after it attacks you in order to banish it.  Keziah Promised, We Cannot Die, is much worse if you try to Parley it,  it gets a free attack on you and your Parley has no other effect,  you still must defeat it to resolve the Unfinished Business text (giving it ANOTHER free attack on you!) and then defeat it again to banish.

  18. I am sure he is doing his best.   There are hundreds of AH cards.   Sheer probability suggests that some cards will be stronger than their cost would suggest and others will be weaker.   It's not easy to design a small handful of game cards on a monthly release schedule and know that if they are not all perfectly well balanced they will face the critical ire of the fans.    Give the poor guy a break.  

    It seems to me that the Mutated/limited list is fully optional, and will likely not be taken into consideration when designing cards.   But I also think that assuming players always have their strongest in-faction cards in-deck and in-hand/play is not something that the designers are doing when it comes to balancing new cards.  I havent seen any evidence of that in AHLCG.

    Sometimes cards are just allowed to be good.   I run Emergency Cache in practically every deck I make regardless of faction (sometimes I skip it in Mystics b/c of Uncage the Soul).   That doesnt mean I think the card needs to be nerfed.   It's good.  People use it.  People like it.   that doesnt mean it's a problem.

  19. https://www.fantasyflightgames.com/en/news/2019/4/23/the-black-book/  if you want to read it for yourself.

    Some clarifications, minor adjustments to scenarios (including the fix to Scenario 2 of Circle Undone),  but 2 major things that struck me.

    1.  Dunwich Investigators now have full access to "gold" cards.  I like this a lot, Zoey is no longer unfairly screwed out of taking the .45 thompson,  and this could have big implications for the Dunwich set and future "gold" cards.  I'm very glad they changed this,  so yay!

    2a.  The limited list.   Well,  frankly I probably won't play with these.  I suppose they are trying to address things that some people have been asking for (though I dont really hear the complaints too loudly myself) about certain cards being too powerful.  But I think they went a bit overboard here, at least in some cases, while leaving other cases untouched.   I mean,  they're making higher education cost 8?   That's crazy town.   Once you go beyond the 5 XP mark, you're talking a card that you can't pay for after getting through a single scenario most of the time,   so you have to save up, and that makes a huge difference.  Don't get me wrong, Higher Ed is a good card,  but it's not an 8 xp card.   That's too much.   5 for scrapper?  also crazy town, survivors are already hurting,  do we really need to damage one of their few good cards?   Also,   NOW is the time you decided to break the "3xp max for survivor cards" rule?   For this?  .  And do we really need to hurt the level-2 switchblade by making it cost an extra experience?  really?  

    2b.  Mutated list.   These I actually really like.    It's like night and day here.   The limited list seems just wrong on so many levels to me,  while the mutated list seems entirely reasonable in every case.   Love these optional changes.

  20. Love all the responses,  just a few replies to some specific points.

    Well-Maintained:   I think I'm pretty much with the majority here.   But I am maybe a hair less impressed.   The potential here is good,  .... but a lot of things have to go a certain way first.   I dont think this is very good to "protect" an asset from treachery discard like Crypt Chill or the like.   Usually it's just as easy to put out a cheap throwaway asset you can discard instead, like painkillers.   

    Rook:  Weakness-drawing does seem kind of interesting, and I do think it's good.   But I also maintain that it's not *as* good as what you can get from other seeker allies:  particularly Milan,  but also Eli, and Art Student.

    Camera:   As I tried to explain in initial post, and Allonym was getting at as well...  it's just too slow.  Yes, +1 willpower is nice, but you are really after the +1 intellect.   For that you need to clear 2 locations, and you need to do it without the help of any intellect boost from the camera.  Magnifying glass is just faster, and cheaper...  and still yields the best of the 3 benefits the camera offers.

    Swift Reflexes:   I'm holding my ground on this one.  I just dont think that taking an action in the middle of another investigators turn is going to be so consistently useful that I am putting this in my deck.   I don't think this is a good card,  I remain unconvinced.

    Henry Wan:  While yes, it's possible to envision a scenario where you remove all the bad stuff from the chaos bag and then Henry Wan goes to town....  this doesn't make him good.   It makes him exploitable.   Still a bad card, and I have to agree with Allonym....   one of the worst-designed cards we've seen so far.   A trap.

    Wither:  You're not missing anything.   I think it comes down to the current mystic conundrum of that they just dont have a lot of attack options, especially at low XP cost.  Shriveling is great, but you can only have 2.   Mystic doesnt have a ton of draw or search options besides the Arcane Initiate,  which helps, but still,  for something as critical as this:  essentially making the difference between if you can realistically harm a monster or not...  2 copies of your thing that lets you attack is light.  And if you're not Akachi,  you might well run out of charges.   Wither gives you a repeatable damage option that uses your good stat.    And of course everyone is wondering if we will be able to Arcane Research this in the future =p.   Oh, and SamWeiss;  whither specifically says you can not reduce an enemy to 0 combat, sorry.

  21. Time to review player cards from Wages of Sin!

    Alice Luxley:  She seems pretty ok.   Her bonuses are very nice, and her reaction ability might come in handy, particularly when dealing with Aloof enemies.   Also in multiplayer if there is another investigator engaged with an enemy at a location you want to grab a clue.   I think the difficulty here is that she is Guardian sphere and most guardians will want their ally slots for combat oriented allies like Beat Cop, Guard Dog, or Venturer.  Still,  in the right deck, she could bring in some big rewards.    Looks really good with Rex, or Carolyn.   4/5  nice art too.

    Well Maintained*:  Hm.   An interesting card.  It's cheap and fast, so that's nice.   Although I was recently "living the dream" in one game with a Shotgun, upgraded with 2x Reliable and Custom Ammunition.....   I dont think Well Maintained would have helped me much, as I was keeping the shotgun well stocked in ammo with Venturer/extra ammunition and never was in a position where I wanted to discard it.    Here you want something that is cheap and/or powerful.    There are a few good candidates.   On Diana, you could use this with the Grotesque Statue, for some really nice mythos control.   On Skids  you could use this with Lupara to bounce it back to your hand, allowing you to use it again, effectively like an extra Sleight of Hand.  Any investigator with access to 1xp Guardian cards could use this on the Key of Ys, so when it takes its last point of horror, you can replay it.   Also a possibility is upgrade retrieval,  so if you play your reliable/custom ammunition on a weaker weapon such as .45 Automatic early game since it was the only weapon you had available at the time, and later draw your big XP gun, you can retrieve the upgrades off of the .45 and transfer them over to your flamethrower/shotgun/lightning gun eventually.   Some real potential here, but it is a pure combo piece:  useless without another card to abuse with it.   That makes this really hard to rate.   3/5 c-c-c-c-c-combo!

    Mr Rook:   Ok,  we have another combo card.   I guess this depends on how bad you want a particular thing in your deck.    This is the class that has No Stone Unturned,   so I am tempted to just play that instead, and avoid Mr Rook's downside and use of the ally slot.   2/5  I just can't see myself using him much over other available seeker allies.   Side note:  one interesting possibility is that you might use Mr. Rook to try to draw your weakness on purpose during a turn that you can deal with it, rather than having it come up at an inopportune time.  

    Hawk-Eye Folding Camera:   Some potential here too.  Bonuses here for one-hand are nice.... once you get them.   But the Camera is going to take a bit of time to get up and working.   Sometimes Seekers might prefer a magnifying glass which they can start to use right away.     Jim could benefit here if he was able to get the quick +1 Willpower.  Otherwise I think I just prefer the magnifying glass.   2.5/5   Nice idea, but unfortunately the magnifying glass outcompetes this card.

    Swift Reflexes:  $2 for an extra action on anyone's turn.   I just am finding it hard to see when it would be really beneficial to take it during another players turn.   Otherwise it's just $2 for an extra action, and that seems somewhat less good.   1.5/5   I'm not seeing it, but maybe I'm missing something.

    Henry Wan:   So,  I have to pull 3 times successfully or else I should have just used Dario.   I think I saw someone do the math on this,   IIRC.... it wasn't good.  1/5

    Wither:  Simple,  but effective.  An attack that replaces your combat with willpower.   Sometimes Mystics would love to attack something and not have to waste a charge of shriveling, or just want another attack spell in case they don't draw their shriveling.   4/5  I can see this being pretty handy.

    Sixth Sense:  Much in the same vein as Wither,  pretty good if you dont have a Rite of Seeking on hand.   I love this.   4/5

    Belly of the Beast:   Free clue for 1.  Seems good in an evasion focused deck.   3.5/5

    Drawing Thin:   Wow.   this looks incredible.  Sometimes there are mythos cards that are just too hard for you to realistically pass, or that you dont need to pass,  here you can get free stuff!  And for cheap, cheap, cheap!   Even if you can't leverage that,  a simple investigation check as an action with not much at stake can let you fail to get 2 resources,  not bad at all, considering that Dario in Rogue is 4 cost and this is 0!  4.5/5  for failing with style.

    And that about wraps it up, let me know what you guys think of the cards in Wages of Sin!

  22. 1.  I can see that,  but you have to understand,  part of the game mechanics in some scenarios involve getting a lot of clues.   Like...   20+    Getting a storyline for each clue would get tedious fast.   I think the story element should come in on the Act and Agenda cards.    You still have the storyline,  -I would argue you have a lot more storyline than in Eldrich...-   but that storyline isnt concentrated on getting clues,  it's on advancing the act (or agenda),   it's on progress.

    2.  No?   You felt your 3 actions/turn were just automatic?  Always felt like you had the right plan?  I wish I had your confidence!    

    3.  Some scenarios will be like that,  others wont be.  

    4.  I'm not sure I follow.   How did it make evasion trivial?  Some enemies have the Hunter keyword, so they will come after you.   As far as automatic damage...   in almost every case you have an entire turn to deal with a monster.   If you fail to do so, you'll get damaged.   You have your chance to avoid damage (by evasion or defeating the monster), it's your 3 actions on your turn.

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