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TheVagrant

2 Rules Questions: "Permanent" and Campaign Play

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Hey All!  New player here who just splurged on 2 Core Sets, 1 Dunwich Legacy, and 1 Miskatonic Museum.

I just completed the second scenario (The Midnight Masks) in the Night of the Zealot Campaign.

I have 2 Rules related questions, and I'm asking for the "official rules" answer, not the "hey man do whatever you want, it's your game" answer.

The first is, after you complete the Night of the Zealot campaign, can you then take your investigator and your deck (containing higher level cards and/or story "reward" cards like Lita Chandler, along with accrued trauma) into another campaign (like The Dunwich Legacy), OR do you have to start with a new deck and zero trauma/experience when you start a new campaign?

The second question is in regards to cards with the "Permanent" attribute, like Charisma (below).  Can you stack TWO COPIES of "Permanent" cards to receive their benefit twice?  For instance, could I stack two copies of Charisma in order to have 3 ally slots?

Thanks in advance,

-V

Charisma.png.3b1fac393e305f53f6be39c6ab18404d.png

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45 minutes ago, TheVagrant said:

I have 2 Rules related questions, and I'm asking for the "official rules" answer, not the "hey man do whatever you want, it's your game" answer.

The first is, after you complete the Night of the Zealot campaign, can you then take your investigator and your deck (containing higher level cards and/or story "reward" cards like Lita Chandler, along with accrued trauma) into another campaign (like The Dunwich Legacy), OR do you have to start with a new deck and zero trauma/experience when you start a new campaign?

"Do whatever you want" is actually the "official rules" answer.  The final section of the Night of the Zealot campaign guide says you normally start new, but can continue if you want.  So while the official rules are to start a new investigator, continuing with the same one is an officially-endorsed alternative.  So in other words, "hey man do whatever you want, it's your game" :D

For Charisma, nothing stops you from buying two copies and gaining the benefit from both.

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Hey man, do whatever you want.  It's your game.

 

...

Just joking.  I see no reason why you couldn't stack two copies of Charisma.  If you have the XP, go crazy.

As to the question about campaigns, I don't have my rule book near me, but I think it addresses this question.  I think the answer is something like 'the expectation is that you'll start over each time you start a new campaign, but if you want to continue, you can...  you just do so with both the good stuff (XP cards) and bad stuff (traumas).

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1 hour ago, Buhallin said:

"Do whatever you want" is actually the "official rules" answer.  The final section of the Night of the Zealot campaign guide says you normally start new, but can continue if you want.  So while the official rules are to start a new investigator, continuing with the same one is an officially-endorsed alternative.  So in other words, "hey man do whatever you want, it's your game" :D

Continuing with the same investigator is a bit more official than most as variants go, but the actual standard game rule is that you start a new investigator. The section at the end of Night of the Zealot is pretty clear about that.

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Just now, Buhallin said:

"Do whatever you want" is actually the "official rules" answer.  The final section of the Night of the Zealot campaign guide says you normally start new, but can continue if you want.  So while the official rules are to start a new investigator, continuing with the same one is an officially-endorsed alternative.  So in other words, "hey man do whatever you want, it's your game" :D

For Charisma, nothing stops you from buying two copies and gaining the benefit from both.

Thanks very much guys--I still have one scenario left in Night of the Zealot so I haven't read the last couple of pages.  I DID read the entire Rules Reference looking for an answer.  Guess I should have started here first!

The news that I can stack two Charisma is going to open up some awesome deck builds.  Thanks again!

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Just now, Spector1331 said:

So the question becomes, why wouldn't you always take 2 copies of something like Adaptable when able to (skids, wendy, any dunwich investigator) since it doesn't count towards your 30 card deck?

2 might be a bit too much, but the first time you want to switch out a level-0 XP card, then you should just take Adaptable. There's almost no reason not to. It's basically a class ability for Rogues now.

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You don't take any Permanent card automatically because they cost XP, and you only get a limited amount of XP per campaign to spend.

Assuming the Dunwich Legacy continues its current 3-4-ish XP per scenario, it looks like it will end with roughly 25 XP for a player, which is roughly equivalent to what you could get in Night of the Zealot. Obviously this is going to vary depending on how many Victory point bonuses you managed to score, etc., but let's just say 25 XP for a campaign is a good rule of thumb right now.

A full playset of Adaptables, a measly 2 XP,  will run you 10% of your XP for the entire campaign. Getting both of them, or even one of them, means you cannot as easily pick up full playsets of higher XP cards you might want. Two Hot Streaks, if that's your thing, is 8 XP. That previewed Exceptional card is 6 XP by itself. That 25 XP goes fast.

So you pick up Adaptable if that's what you want for your deck strategy, not just because "it doesn't count towards your 30". Do you want to be switching out extra Level 0s for other Level 0s? Looks like you want Adaptable. Or you could just upgrade all those L0s into Level 1+s, and the XP you save towards not buying Adaptables will help you get a deck with more Level 1+s faster.

Neither way is the wrong choice; it's your deck. But you only have so much XP; purchase wisely.

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19 minutes ago, Gaffa said:

You don't take any Permanent card automatically because they cost XP, and you only get a limited amount of XP per campaign to spend.

Assuming the Dunwich Legacy continues its current 3-4-ish XP per scenario, it looks like it will end with roughly 25 XP for a player, which is roughly equivalent to what you could get in Night of the Zealot. Obviously this is going to vary depending on how many Victory point bonuses you managed to score, etc., but let's just say 25 XP for a campaign is a good rule of thumb right now.

A full playset of Adaptables, a measly 2 XP,  will run you 10% of your XP for the entire campaign. Getting both of them, or even one of them, means you cannot as easily pick up full playsets of higher XP cards you might want. Two Hot Streaks, if that's your thing, is 8 XP. That previewed Exceptional card is 6 XP by itself. That 25 XP goes fast.

So you pick up Adaptable if that's what you want for your deck strategy, not just because "it doesn't count towards your 30". Do you want to be switching out extra Level 0s for other Level 0s? Looks like you want Adaptable. Or you could just upgrade all those L0s into Level 1+s, and the XP you save towards not buying Adaptables will help you get a deck with more Level 1+s faster.

Neither way is the wrong choice; it's your deck. But you only have so much XP; purchase wisely.

I think it becomes automatic as soon as you want to swap out a level 0 for another level 0.

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16 minutes ago, Network57 said:

I think it becomes automatic as soon as you want to swap out a level 0 for another level 0.

I've done entire campaigns where I never swapped one L0 for another (including our current replay of what exists of Dunwich). I'm also doing a campaign with Adaptable.

Yes, given its cost, Adaptable makes sense to buy for anyone who is going to swap out L0s for other L0s. But that's not every deck.

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On 3/15/2017 at 0:08 PM, Spector1331 said:

So the question becomes, why wouldn't you always take 2 copies of something like Adaptable when able to (skids, wendy, any dunwich investigator) since it doesn't count towards your 30 card deck?

And as a side note, Jenny's the only Dunwich investigator who can take Adaptable. It's a level 1 card; Dunwich investigators only get level 0 outside their main class.

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