Мари Ламбо


Артист. Чародей.

Воля: 4. Интеллект: 4. Сила: 1. Ловкость: 3.
Здоровье: 6. Рассудок: 8.

Пока на картах под вашим контролем есть хотя бы 1 безысходность, в свой ход вы можете совершить 1 дополнительное действие, которое можно потратить только на розыгрыш карт-заклинаний или активацию свойств карт-заклинаний.

+1. Можете выбрать 1 карту под вашим контролем и либо положить на неё, либо удалить с неё 1 безысходность.

Tony Foti
Нарушенный круг #6.
Мари Ламбо

Мари Ламбо - Оборот


Размер колоды: 30.

Возможные карты: карты заклинаний уровня 0-5, карты Мистика () уровня 0-3, нейтральные карты уровня 0-5, оккультные карты уровня 0, до 5 других карт Искателя и/или Выжившего ( и/или ) уровня 0.

Обязательные карты (не идут в счёт размера колоды): «Чарующая песня», «Барон Суббота», 1 случайная базовая слабость.

За голос Мари Ламбо можно было умереть. Люди прозвали её «Дымчатым Бархатом». Её величали прирождённой джазовой певицей с волшебным даром. Возможно, молва не преувеличивала. С тех пор как преставилась её grand-mère, Мари стала слышать во сне ни на что не похожие песни. Голоса пели на несуществующих языках, по нотам искажённым и чудны´м. Мари уже не узнать, зачем её бабка переехала из Нового Орлеана в Аркхэм. Люди называли grand-mère ведьмой. Может быть, всё-таки в крови Мари есть нечто большее, чем джаз…
Мари Ламбо
Search for cards usable by this investigator

I’ve played this game for a hell of a long time with many many different people, and nobody seems to pick Marie Lambeau.

Maybe she’s not designed for multiplayer; the risk/reward ratio for her as much different. Solo, risking an extra doom might lose your three actions to gain an additional one every turn; in a group, The trade-off is one action for 12.

It’s also because there’s not a lot of cards that let you manipulate doom; Arcane initiate, Alyssa Graham, David Renfield, blood pact, and De Vermis Mysteriis. With the latter, you get tons of event compression; one action from the book turns into two.

She’s also a 4/4/1/3 Mystic with a tremendous weakness. She loses an ally slot, and amplifies damage for several turns while adding doom to the board.

Still, with access to spells instead of Mystic cards specifically, she gets some oddities from other classes. Blood eclipse or arcane insight, feed the mind for card draw, Alter fate and suggestion, but as of press time, there are 18 non-mystic spells in the game out of almost 100 spell cards.

The only place Marie might fit is in dream eaters a, where doom totals can reach the double digits without advancing the agenda. Perhaps with more doom cards, but even after six expansions, Marie is still best as a solo act.

MrGoldbee · 1103
I kind of like Marie because she is less dependent on spells to get clues (which is obviously more significant in solo). She can also do the Practice Makes Perfect + Promise of Power combo. she can also take Occult Lexicon and Hallowed Mirror, and use her free action for their bonded cards. She can also take Alter Fate, though I think it would usually be better as a support card rather than solo. IDK, she's fairly interesting for a Mystic. I think people are scared away by the doom play, most likely (and that is worse in multi). — Zinjanthropus · 171
For Doom generation there's also Alyssa Graham, who helps Marie find clues the old-fashioned way with an intellect boost (and forewarning on the Encounter deck), Marie's elder sign ability (which can be triggered to add *or* remove doom at any time with Seal of the Elder Sign), and the good Baron himself. I found, once you have Charisma in play, sometimes the Baron is more boon than weakness - if carefully handled, of course. — Prinny_wizzard · 172
The Baron is definitely a doom card that is relatively easy to get rid of before the Agenda advances (unless it's a really short Agenda). Just leave him at 2 doom, then add the third when you would be in the Witching hour to give yourself 3 more rounds. — Zinjanthropus · 171
I think the "not designed for multiplayer" observation is very astute... or at least, she's a LOT safer to play in Solo. As you mention, 1 Doom > 3 actions in MP. But the real kicker is that in Solo you can be 99% assured that if you clear your doom at (Agenda-2), you won't contribute to an early Ancient Evils advancement. In 4p, though, you have to wind this back to (Agenda-4 or 5) to avoid a risk of Acolyte/Mysterious Chanting/Ancient Evils being pulled in a row... which is a pretty narrow window to play with Doom. — HanoverFist · 400