Pete's Guitar

... Anyway, here's Wonderwall.

+++

To-day, is gonna be the day, that we're gonna push around a mook.

By now, you shoulda somehow realized that ya don't need Duke.

I don't believe that any body gave a second look

At traps til now.

-

So Pete, if they are non-elite, we can shove them in, around, and out.

I'm sure you've blasted guys next door, I can herd'em when there's more about.

I don't believe that anybody ('cept for maybe Luke),

Builds for that now.

-

Now all the roads that lead to you are winding.

You won't need tech like Word or Flame or Blinding.

There are many hunters who would like to move to you,

But they don't know how.

-

Cuz maybe...!

You're gonna be the one that plays me...!

I'm free, as well...!

(If you're parallel).

HanoverFist · 744
.25 Automatic

So this is an interesting weapon. depending on the reading of it if you use pocket telescope alongside arkhamdb.com Good ol trish. you can use pocket telescope activate trish's ability to evade them and then shoot them with the automatic. go true james bond on the situation. From a nice safe distance.

ns482 · 3
I dont think you can do that. The fight action isnt against that particular enemy. Dirty fighting might work — Jota · 7
Yeah and even Dirty Fighting's FAQ says you can't use it against an enemy not at your location, so unfortunately this doesn't work. Would be cool though — Nenananas · 267
Unlike other interaction, Trish's ability with *Pocket Telescope* works. Pocket Telescope allows to investigate **as if** they were in that location. According to the rule notes related *as if* (in offical FAQ document), the investigator is considered in that location during investigation. Thus, during investigation (including any triggering the ability related to the discovery of clues), the investigator is in that location. It means that the enemy is considered as the same location for the purpose of triggering .25 Automatic. — elkeinkrad · 500
It's noted that the followed opinion does not hold for common remote clue discover cards, such as Damning Testimony. That's the speical case for Pocket Telescope and In the know. — elkeinkrad · 500
High Roller

The synergy here with Stylish Coat is great. Both it and High Roller are already good candidates for decks with high resource gain + overkill on skill tests, and the two combined can be impressive. I'm running a Leo deck with Underworld Support in a 4 player game on standard and I regularly proc high roller multiple times a scenario - throw Stylish Coat into the mix and High Roller is fantastic.

breich · 6
The Necronomicon

I really don't like how this card has no downside thematically. There really should -2 to max sanity, draw encounter card, add a madness or something to reflect the mind-shattering properties of the book.

It's a good translation. — MrGoldbee · 1484
it has the fame of being the fastest taboo'd card ever, some people didn't have the product before it mysteriously changed what it was. — Zerogrim · 295
Can you have can have "The Necronomicon Petrus de Dacia Translation" and "The Necronomicon: Olaus Wormius Translation" in one deck? I think "no", because "The Necronomicon Petrus de Dacia Translation" say: Limit 1 per deck. — CarolusRex · 1
No, but Daisy can take it as according to the rules, signature cards do not count — nyhotep · 1
Specifically, "Signature cards need not abide by typical deckbuilding restrictions, and do not count toward any deckbuilding limitations if other cards share the same title." — nyhotep · 1
Smite the Wicked

I disagree with people with people saying Smite the Wicked is a punishing weakness. If anything, Smite the Wicked, while it is not as tame as Arrogance and Whispers from the Deep, it's one of the few weakness which is very likely to be beneficial to the player.

Spawning a monster is a very punishing effect on average because monsters tend to be deadlier and more time consuming than treacheries, and it is a monster you MUST defeat, otherwise you will suffer a mental trauma, which can lead to quite a conondrum if you only have few turns to complete the scenario and the weakness spawns a very dangerous monster. There is also the possibility of you drawing this JUST before you were about to win and now you have to spend more time to catch up with a monster in order to defeat it and avoid suffering Trauma.

But these situations I have described are the absolute worst case scenarios, because you have to consider this weakness in the context of what Investigator it belongs and how their gameplans go, to understand why it is really not that bad:

1) Zoey is one of the best fighters among investigators, but she can't investigate for a damn without proper tools like Sixth Sense, so her main job is to defeat enemies. She GAINS cash facing enemies too, so she is encouraged to be highly aggresive. Chances are, Smite the Wicked won't affect her too much by spwaning an extra monster because Zoey will already have murdered most of them. And mind you! If she did actually murder every monster and then she draws her weakness, it will just discard the whole encounter deck and reshuffle it, failing to resolve before discarding itself. VERY RARELY a weakness fails to harm you in any tangible way, and unlike signature weaknesses like Rookie Mistake or Caught Red-Handed, it doesn't reshuffle itself when it cannot trigger its full effect.

2) Many enemies are designed to be a roadblock to the player, they are supposed to prevent them from acting and advancing the scenario. That means it is very likely an enemy spawned by Smite the Wicked will impede your progress and get into Zoey's range. Sure, it can definetly land on an Aloof enemy on the other side of the map, but that is a rarity compared to attaching itself to Hunter that will come your way anyway from across the map.

3) Maps that are structured as hallways are a rarity, more often than not, they take the form of a circular, squared or otherwise compact area, so enemies summoned by Smite the Wicked don't usually spawn that far away, especially if Zoey is at the centre of the map when she draws her weakness. Also if any effect that changes the map would cause enemies to get discarded for any reason, then Smite the Wicked would also get discarded. The only situations where this weakness actually get scary, are in Edge of the Earth and Innsmouth Cospiracy, because of how HUGE the maps in the scenarios of those expansions tend to be.

Now with "why I think this weakness is not that bad" out of the way, let's talk about the main reason why I think this weakness can be a boon in the circumstances

Easy answer: it DISCARDS encounter cards while searching for an enemy.

Like I cannot understate how powerful that is: you have absolutely no control when it happens or how it happens, but the whole fact this is has a chance to discard 1 or MORE very nasty trecheries like, say, Ancient Evils, is downright incredible!

On the Hunt is already considered a decent card on its own because it can make a Guardian deal with an enemy instead of a treachery, which is a preferred outcome, its level up version even more so. So what about a version that straight up DISCARDS encounter cards in exchange of a drawback if you don't defeat an enemy?

I will say that this aspect of Smite The Wicked is less noticeable in 4 players because you are likely to go through the encounter deck multiple times, but in situations where there is a low player count of 2 or you are playing Zoey solo, this weakness can and WILL save your hide sometimes.

In conclusion, those are my thoughts on Smite the Wicked: it is a weakness I will be far happier to deal with than the absolute amount of drek that is Searching for Izzie or ACTUAL campaign ending threats like Abandoned and Alone and Dark Memory. The only time where I think Smite the Wicked is truly horrible to deal with is in Forgotten Age, as it has a chance to attach itself to Vegeance enemies, but that has less to do with Smite the Wicked being dangerous on its own more with Forgotten Age being designed like absolute crap.

Abandoned and Alone is fine if you pace your discard pile. Spawning doom enemies far away is worse. — MrGoldbee · 1484
Discarding cards from the encounter deck hurts you just as much as it helps you. Sometimes it will discard Ancient Evils, but sometimes it will just get you closer to drawing Ancient Evils instead. Statistically speaking, discarding any number of encounter cards from the deck doesn't change your overall odds of drawing Ancient Evils (or any other deadly encounter card) in X encounter draws; it just increases the variance. For example, in a 30 card encounter deck with 3 Ancient Evils, if you expect to draw 30 cards, you'll always draw all 3. If you discard 5 cards from the top of the deck, the average Ancient Evils draws is still 3 but now you've also add the possibility of drawing 0, 1, 2, 4, 5, or 6. The variance is increased but mathematically the average is the same. — Soul_Turtle · 493
@MrGoldbee Abandoned and Alone's effect of removing cards from your discard pile would be scary if you were playing as any other Investigator class but a Survivor, and especially Wendy with her amulet. What makes that weakness scary isn't that effect, it is the large amount of direct horror it inflicts, even if Peter Sylvester makes it less dauting, — HeroesOfTomorrow · 58
@Soul_Turtle I'm not saying Smite the Wicked is ONLY beneficial to the player, I stated as much that is a chance rather than being guranteed, but it's a rarity for a weakness to actually be helpful sometimes rather than exclusively harmful. — HeroesOfTomorrow · 58
On The Hunt replaces an encounter card draw. Drawing this weakness replaces drawing any other player card. The two are not comparable at all — snacc · 1008
Don't underestimate the "location furthest from you" part either. In some scenarios it's a non-issue, but some of the "get-from-the-starting-point-to-the-resigning-point" type scenario can make back-tracking difficult enough that Smite the Wicked is just not do-able if you draw it late, and Zoey doesn't have loads of sanity to spare.. — bee123 · 31
Like all "Task" weaknesses, it is depending on when you draw it. Drawing it early should give you time dealing with it, while late it can become auto-trauma. At least, Zoey has 6 sanity, and not 5 like Roland, the wimp. And it is among the easiest tasks to deal with for the character. It still is very swingy. At best, it can totally whiff, e.g. in "Miskatonic Museum" or on a "Swamp Leech" in Rougarou (see FAQ above). It can even spawn Nyarlathotep, instead of adding him to your hand. But it can sure cost games, if it spawn a doom enemy on an unconveniant location, like the Wizard of the Order in the Engine Car, while you are still far behing on the Essex County Express. — Susumu · 381
Ups, not all "Task" weaknesses. You rather want to draw Ursula's and the replacement from Carolyn rather later than early. — Susumu · 381
@snacc On the hunt does not replace an encounter card draw, it give you an option on what to draw from the encounter deck: I honestly the comparison is actually fitting, because as I said, getting an enemy instead of anything else benefits Zoey for the most parts (in comparison to other weaknesses), even if it means getting an "extra" encounter card. The fact it can discard some treacheries is the icing on the cake — HeroesOfTomorrow · 58
@bee123 Sometimes I wonder if people read my review or just skim through them: I did mention spawning the furthest location from you can be problematic, especially in specific campaigns, but for the most parts, the maps you play on aren't THAT big, and there is the possibility that the enemy will come for you anyway if it is an hunter (which is one of the most common enemy keywords by the way, so statistically speaking, most of the enemies Smite the Wicked will attach to WILL be hunters). That is not getting how the bite of "spawning the furthest location from you" is far less stingy if Zoey draws it while she is in the middle of the map. I will say this weakness can be more punishing than Roland because it can actually DO something in the final scenario beside causing trauma you no longer care about, but trauma got a whole less scary now that is no longer permanent with Observed too. — HeroesOfTomorrow · 58
@Susumu Funnily, in the Essex Express the complete opposite happened during my playtrough: the Wizard of the Order spawned all the way back at the start because my group managed to rush through... And he immdediately fell into the void. That is why I think Smite the Wicked is not that bad: I said as well, it can be auto-trauma in the absolute worst case scenario, on average? It is probably an annoyance. And the fact it can be a complete non-issue or even beneficial to you, makes it an easier weakness to deal with overall, because on average a weakness will hurt you no matter what, if there is a chance it doesn't, then you got a huge boon in your hands. — HeroesOfTomorrow · 58
snacc's remark was apt. With "On the Hunt" you do not draw an additional encounter card, because you just draw an enemy instead of a totally random card. (That is: if you can find one.) StW you draw from your deck and resolve to draw an additional enemy. Now, as far weaknesses go, I agree it should not concern Zoey too much in most cases. But things have the potential to go south, if they line up bad with this weakness. Sure, in ECE, if you draw your weakness late and attach it to the Wizzard in the rear, while you are well ahead, it will be no issue. But even though, Hunter is a common keyword, it is quite uncommon on doom generating enemies. If these spawn farthest from you, this can make them quite a bigger thread, than they usually would be. Regarding your "icing on the cake", I don't get it. It is totally out of your control, which cards get discarded. Sure, you can get lucky and something particularly nasty gets discarded, But it can also discard rather tame treacheries, reshuffeling the encounter deck an additional time, and you get earlier to a nasty card, you thought you have dealt with for a while. Scenarios are balanced around the fact, that on average you see specific cards so and so often, so jinxing with that, can work in either direction and is not more likely to be a boon than to be a bad. It just adds chaos. — Susumu · 381
aaaand the new version of Smite the Wicked just dropped, and it actually makes the weakness genuinely concerning now potentially — HeroesOfTomorrow · 58
Counterpoint: Essex County Express — StyxTBeuford · 13043