Hiding Spot

A little trick with this card is that the enemy exhausts after making a normal attack in Enemy Phase 3.3, and the check of this card came at the end of enemy phase. Therefore if you are already fighting an enemy and see that the damage taking is inevitable, you can attach Hiding Spot on your location. It is not destroyed while the enemy is busy attacking you.

Therefore playing this card can prevent a new enemy spawning onto you while you aren't quite finished with the current enemy yet, since the new enemy gains Aloof and you are messing with the previous enemy inside the hiding spot... If nothing spawns then you still get the spot saved up for use in the future.

It also gains Aloof, which is not useful if you are already engaged, unless you evade it, in that case you have an advantage of evading on the final action, not having to move away. Fast attach timing can be as late as after Hunter enemy moves, so you can see the result of your evasion attempt first even if it was the final action.

5argon · 11337
The enemy that attacked you become aloof as well, so I do not see the benefit of playing Hiding spot after it made an attack. If you want to fight that enemy in next round, you must spend an action to engage it, so it might be even worse :-) — johniez · 3
THE enemy who attacked you become exhausted and so the hiding spot won't be discarded. That helps in the next round if an enemy spawns at your location during the mytos phase — Tharzax · 1
I understand the fact that the Hiding spot won't be discarded. I just made wrong assumption that the enemy already engaded with attacked investigator become unengaged, after becoming aloof, but it will not. So you do not need to engage that enemy and it is "inside the hiding spot" as the reviewer wrote. Now it makes sense to me :) — johniez · 3
Stick to the Plan

6 XP feels substantial, but if you stick 3 high XP event cards on it, now it is like you no longer need to buy 2x copies of them. The more expensive, the more XP savings.

Even if they aren't quite adding up to 6 XP, still 2x copies won't offer perfect consistency. (but offering a chance to potentially use the events 2 times, as opposed to buying 1x to stick.) Even, even so, 1x copy to stick has an advantage that you have more deck space to do something else, and these 3 event cards are thinned out immediately, then improve consistency of the other 2x copies / your signature card a little bit.

(Underworld Support thins out 5 cards on highlander penalty and you can feel the impact of finding signature/exceptionals/1x purchases faster, this card which thins out 3 could also be think of as a lite version.)

5argon · 11337
Why 6 XP? Doesn't it cost 3 Xp? — Dancar · 1
@Dancar the card has the trait Exceptional, so you must spend double the experience points — An_Undecayed_Whately · 1337
No Stone Unturned

As mentioned by toddwords, this card is expensive at 2 resources. The 5 XP version is amazing but only if you have that much XP available to spend. I sometimes wish there was an intermediate XP version and now there is - sort of: Parallel Fates. Of course, not every investigator with access to No Stone Unturned has access to Parallel Fates and taking Parallel Fates won't get you any credit toward No Stone Unturned but it is an interesting upgrade to consider.

GeneralXy · 41
Cryptic Writings

The real competition here is with Emergency Cache. Both provide a base of 3 resources and cost 2 XP. Emergency Cache guarantees you a card draw. This card doesn't give you a card draw but provides three possible alternative benefits:

  1. An extra resource if you have a very large hand.
  2. An extra action if you draw it during your turn (since you don't have to spend one to play it)
  3. Icons if you can't/don't want to use it for resources. None of those benefits are guaranteed. An action is better than a card draw but you'll have to judge the probability that you'll draw this card during your turn based on your deck. When in doubt, I think Emergency Cache still wins.
GeneralXy · 41
Hidden Entanglements

What does "surviving" mean here? Do you take trauma if you resigned? What if you had already been defeated (defeated does not equal killed)? I really wish that reviews did not require 200 characters.

GeneralXy · 41
They require 200 characters because asking a question is not a review. There are plenty of other places you can go to ask rules questions. Since you can't be defeated if you've already been defeated or resigned, it only applies to investigators who are still in the level. Check the rules for Elimination to confirm this, it's fairly simple. — SSW · 217
I think surviving means in this circumstances every investigator, who isn't killed or gone insane by to Traumata s, regardless if they are defeated or resigned. — Tharzax · 1
"Surviving" means each investigator who began the scenario but has not already resigned or been defeated. — anaphysik · 98
surviving investigators = remaining investigators = investigators who are not eliminated — elkeinkrad · 497
"The only manner in which eliminated investigators interact with the game is when establishing "per investigator" values (see "Per Investigator" on page 16)." Investigators who have resigned or been defeated are 100% safe from card effects. After being eliminated they are removed from the game until the scenario's resolution — NarkasisBroon · 11
You are right, with the wording it only matter for this scenario. I had the optional rule for playing a campaign in mind, when you take over your investigator to the next. — Tharzax · 1