Press Pass

Dropping clues has always been a bit of a weird archetype. One that, I believe, is like the opposite of doom archetypes for Mystics.

In almost every scenario, getting clues is a MUST to progress at least some part of the scenario. In some scenarios you'll even need EVERY clue on the board. This means dropping clues is like undoing your hard-earned progress. Reverse action economy if you will. In a way, it's the opposite of doom archetypes since those eat your future actions, while this one, in a way, eats your past actions. (Altho Doom can be taken care of before it fucks you up).

Then, comes Press Pass. Now returning clues to their location is no longer such a lost of progress when you can LITERALLY gain an action to get it back. Hell, using Deduction or Other investigation tools, you can actually get more than what you lost!

tinynanami · 20
Also usually you have to spend the clues to advance or trigger some scenario effect to progress and now getting an action for that sounds very interesting. — Flatlin3 · 1
Yeah I think people are sleeping on the fact that it's far more likely for Press Pass to trigger when you advance the Agenda deck by spending clues. Often when you do that, the situation can change drastically and an extra action under those circumstances can be EXTREMELY helpful. — Apologised · 4
Galvanize

Absolutely stupid with Butterfly Swords(5).

You can hit and exhaust the Butterfly Swords for a 3 damage attack combo, and then string it again for each Galvanize you have provided you hit the attacks. This card has the potential to do 3 damage fast in that context. Which is extremely good.

I'm playing Lily Chen in Edge of the Earth right now, and the boss stomp combo is Balance of Body into Fang of Tyr'thrha (blink to boss), Butterfly Swords (attack twice), Sweeping Kick (evade), Butterfly Swords, Butterfly Swords (exhaust), then drop Galvanize(s) if I think I can finish out in one round. It's 13 damage if everything hits (sans the Vicious Blows), and Galvanize adds 3 each.

The burst is unreal.

Poltergeist

Poltergeist's balancing seems really weird to me. On the one hand, if you bring investigators who fight with Spells or Relics regularly, like Agnes Baker or Sister Mary, these things basically serve as Ghoul Minions with 1 extra fight, barely a roadbump on the way to victory. On the other hand, if you don't bring those investigators, these things can form a significant time suck, requiring you to Parley with them, chanting "Go away, go away, go very much away" until they're gone. And if you didn't bring those investigators and the investigators you did bring have some non-traditional way of gathering clues, like Lockpicks, Drawn to the Flame, or Grete Wagner, meaning that you can usually afford to go without high base , these things become a nightmare, a slog almost like the infamous Base of the Hill from Where Doom Awaits. On the bright side, the Geists can be evaded, but even that's a bit of a tall order at 4 evade, especially since you might have to do so multiple times if you have to double back to where you left it later in the scenario.

The worst part, to me, about these three different difficulty levels ("easy" if you pack Spells or Relics, "somewhat troublesome" if you don't but pack high investigators, "evade because that's virtually the only way you can interact with these things" if neither is true) is how much it feels they penalize players with a limited collection. Yes, it is possible to tech around Poltergeist if you have the full card pool, but, as the Spartan's legendarily said, "If." If you're a new player who's heard good things about Carcosa, bought it, and is facing it with just the Core, good luck. On the other hand, if you're a veteran with a full collection you have so many options for dealing with this things that it basically isn't a challenge anymore. It's not fun when you're starting out because your options are too limited and it's not fun when you're settled in the game because, without its invulnerability, the Poltergeist is incredibly basic.

I believe I understand what FFG was trying to do with the Poltergeist; prevent s from mindlessly going "I attack the enemy" every time they draw an enemy, while also allowing s to provide at least a bit of support in combat. But the way they executed those ideas in Poltergeist just makes me scratch my head and wonder if Striking Fear would be a good replacement set for The Pallid Mask, as it would be more interactive with my current card pool.

Mind blank also works for 0-2 mystics. — MrGoldbee · 1483
If you know you might face this guy better put some stuf — Tharzax · 1
Us full stuff in your deck. As a guardian you can take an enchanted sword or the brand of cthuga with you. Seeker can use blood rite to get rid of him and rouges have riastrad who can handle this guy. Just survivors have no card in their pool to handle it without more xp or their off class access — Tharzax · 1
This card "haunts" the players twice in the campaign. In "Curtain Call" and "Pallid Mask". Of course, with a full collection the guardian can take "In the Thick of It" and "Brand of Cthugha". Or "Enchanted Blade" as a 0 XP solution. But that's, what the reviewer said so. And for the Mysitic, the Ghost is a joke. Sure doesn't need "Mind Wipe" for it. The circumstance, that it apeares so rare in the campaign also does not rewards building the deck around it. — Susumu · 381
@Tharzax, you're right, with the full card pool virtually every class has at least some method of dealing with the Poltergeist. However, my point was that, with a limited collection, options to handle the Poltergeist, especially outside of Mystic and Seeker, are almost too restrictive to work around. With just the core and starters, Poltergeist basically reads "You must run at least 1 Mystic or Seeker in your party. If you don't, you can never get rid of Poltergeist." You're right, there are options with the full card pool, but without it Poltergeist is too restrictive. — NightgauntTaxiService · 450
Yes it's one of the tougher enemies if you have a limited carpool or don't expect it. But I think it's not too restrictive since you have several options for defeating it. Even if you can't just evade it and leave the location. Even with the base set you have plenty options for card you can commit. — Tharzax · 1
With a limited cardpool, you should probably be running Manual Dexterity and Unexpected Courage or whatever other panic-button skills you do have access to? He's not a hunter so one big agility or two intellect tests should do it. — housh · 171
I still do not get what « banish the Geist » means. Does it mean it is just exhausted for the round ? Does it mean the Geist live the play area by being discarded ? — Pierre_Pfister · 1
It's just a flavourful way to describe what you're doing when you take the test. You take a 3 intellect test and if you succeed you do 1 damage to the poltergeist, if you do that that twice, it dies. — Gearmastery · 1
"Skids" O'Toole

一、奥图尔角色分析:

奥图尔的属性都比较优秀,可以执行大部分种类的任务,其中4点的技能意味着奥图尔可以在大多数环境下进行躲避。奥图尔的专属技能为花费2点资源额外执行任意1个效果为+2,如果检定成功,额外获得2点资源。

奥图尔的专属卡牌「在逃中」On the Lam 可以躲避一次非精英敌人的攻击,但是主要用途是可以提供1点知识、1点敏捷和2点任意能力的检定加成,可以应付一些难过的检定,或者从高隐藏值地点获取线索。

奥图尔的只有2点,理智等级也只有6点,较易陷入疯狂,需要在卡组中重点关注相关卡牌。

奥图尔的专属弱点为「医院债务」Hospital Debts, 类似于罗兰的「掩盖罪证」Cover Up,玩家不希望将资源花费在解决弱点上。

ybh2333 · 3
Hard disagree! — MrGoldbee · 1483
Hardly says anything useful — Horo · 43
What does 奥 mean? Also, what does 图 mean? Also, I have several more questions. — snacc · 1008
睿智 — johns5 · 1
You done being such jokers? It's nice seeing a review from somewhere else beyond the anglosphere. I put this through google translate and I will say that I disagree on the fact you don't wanna spend effort to remove Hospital Debts: losing 2 exp, while not debilitating, slows your deck growth, so you definetly want to put effort removing the weakness if you can afford to, gets easier to do so in multiplayer, as it can be cleared safely in one round. Skids also has less of an issue with will in lower difficulties thanks to his guardian card pool: Brother Xavier, Holy Rosary and Well Prepared are all extremely excellent card to counter treacheries targetting his low will — HeroesOfTomorrow · 57
Dowsing Rod

I was the first one to be a bit low on this... until I really decided to check it seriously.

Let's compare it to its obvious rivals: Rite of Seeking and Clairvoyance:

Conclusion:
Some will argue otherwise, but it seems to me that when looking at it from a bit closer, Dowsing Rod could be a solid contender for the investigation tool for future mystics, even without any doom management tools like Elle Rubash and Moonlight Ritual.
It is especially good in 2 and 3 player counts when it is as efficient as Clairvoyance without ever running out of charge. It also works especially well combined with Clairvoyance or with events like Read the Signs and Drawn to the Flame to get rid of the doom faster.

Valentin1331 · 77388
Sister Mary has high intellect? — MrGoldbee · 1483
I guess, that's a typo, and he meant Marie, not Mary, and the editor chimed in with auto-completing. — Susumu · 381
It would be otherwise odd, too, that he skiped the 4 willpower, 4 intellect investigator, who actually wants doom on at least one of her cards, too. — Susumu · 381
Well caught, I corrected it, thanks! — Valentin1331 · 77388
+1 for Marie Lambeau, it works very well for solo or flex. I tried it with most standalone scenarios, using hands to investigate and spells for fighting / evading. It's also a great (for Marie) source of doom that can be turned on / off quite easily. — DrOGM · 25
I don't really think move + investigate is as valuable compression as a two clue investigate. A two clue investigate is two tests for the price of one, while a move is almost always testless, so you're never saving a second test. Saving actions is good, but saving tests is considerably better. Maybe the potential infinite use swings it, but I wouldn't call them equal on compression. — SSW · 216
Pretty sure if you dowse into a location with an enemy you will trigger an AOO... isn't this the ruling with Duke? — dlikos · 160
Never mind... I am wrong about the above comment.... Another benefit of Dowsing Rod over the spells (at least with Amina) is that the Rods vibe with her Words of Woe — dlikos · 160
Does anyone know whether you can actually choose the second option even if you're not removing the last clue/there is no doom on dowsing rod? Meaning, can you use as simply a way to investigate using your head without putting doom on it? — brubsdormeles · 1
I find it worth mentioning that, yes, it adds a doom in solo on the location you move into, but something that Mystics in Solo really want is a way to repeatedly use their brain to investigate without charges, and this does allow for that. It only finds one clue most of the time, and sometimes it just lets you do cool stuff in the witching hour or when you're fishing the scenario with it. I think it's a lot better in Solo than it might initially read. — Fogshaper · 1
@dlikos: I am pretty certain this case is different from Duke's since the wording tells you to move before initiation of the ability affects the game state, i.e. before its cost is payed and the check for AoO occurs. — AlderSign · 381
^ this is due to the word "when"; you would FIRST move and only THEN effectively initiate the ability and pay it's cost, triggering AoOs. Duke's ability, on the other hand, lets you move AFTER initiation and paying costs, but before actually investigating. — AlderSign · 381
Isn't the more important comparison with Sixth Sense? — jmmeye3 · 629