Cryptic Grimoire

Oh boy... there are bad cards, there are laughably bad cards, there's Flute of the Outer Gods, then there's this absolute hunk of junk. My goodness, what a terrible waste. Let me point some things out...

You'll need dedicated support curse token bag manipulation to make this card even close to being viable. That is going to almost certainly mean help from a red character running the absolutely overpowered Spirit of Humanity. Nothing else is going to come close in multiplayer in keeping the chaos bag stocked full of tokens. Even so.... good luck ever getting 5 charges on this card purely from curse tokens that ONLY you can pull. You're lucky to pull 5 curse tokens in an entire mission with a chaos bag filled with 10 at most times. So even if you DO manage to get 5 charges on it, and you manage to ignore one single encounter card, what have you invested...

You've struggled through the untranslated grimoire, which is just a dead card in your deck.

You've spent a whopping 4 xp to purchase this card.

You've had to find this card early in the mission so that you have a prayer of getting 5 secrets.

You have a precious hand slot taken up for the entirety of the mission.

You make all this investment for a card, that if drawn in the last half or so of a mission, is completely dead. There's no point trying to play this card when you only have a few turns left. It's only viable if found and played early.

All that to ignore MAYBE.... and I say MAAAAAAYBE 1-2 encounter cards (and draw 2 cards).

My goodness. You can make it your life mission to manipulate secrets via Eldritch Sophist, Ariadne's Twine, Favor of the Moon, etc... but my god. You're devoting all this effort simply to cancel a couple encounter cards with a big fat maybe attached.

There's no comparison to say, A Watchful Peace. Absolutely none. Cheaper to play. Far easier to play. No silly untranslated hoop to jump through. No hand slot to take up, and simply 5 bless tokens from anywhere.

I've run a campaign with a dedicated support curse token, Spirit of Humanity Agnes Baker, keeping the bag full of curse tokens, and i proc'd this card precisely zero times. Give it a wide miss.

A simply taboo fix that is DESPERATELY needed is to proc the curse tokens from any investigator at your location.

AussieKSU · 1114
I think 2x forewarned is also a good comparison for a much easier way to cancel 2 encounter cards in seeker. — Django · 5148
There are worse cards out there. Treachery cancelation is a pretty powerful effect, and this one even more so since you are effectively ignoring enemies as well. I agree it’s not a great option for multiplayer since other players will be pulling your curses, but it’s less important when you have other players to help deal with your problems. Seeker has plenty of draw and tutors to ensure the grimoire hits the table early. And you can power it up with secrets from Truth From Fiction, Astounding Revelation, and Ariadne’s Twine. — LaRoix · 1646
Can confirm. I ran this with Ursula, paired with Marie, both running full curse suite and aggressively trying to make this card work. I knew it was bad, but just wanted to see for myself. Well, I think it was the 4th scenario before I even got the grimoire translated at all...and then in the following four, I wasn't able to use this card one single time. Haaard pass on this card--it's beyond useless.. — Pinchers · 132
Tried it twice. Swapped it out twice. — MrGoldbee · 1484
What if we tried this with no curse support at all? Would it work better with the standard Seeker secret cards artificially pumping it with charges? Especially if it's just one of many "get secrets on this card and we win the game" cards in your deck. Might be worth playing a whole campaign to figure out. — SGPrometheus · 841
SGPrometheus, it's an interesting thought, but my opinion would be that after all you'd do to get the secrets on the card... Ardianne's Twin, Sophist, events, etc... you'll likely get far more return from playing traditional cancels. — AussieKSU · 1114
Also take a look at Ward of Radiance, when it comes to cancel efficiency. Super card. — AussieKSU · 1114
The more I read this review and its comments, to more I realize what an awful card this is. I guess they were afraid of having a encounter canceller that technically has unlimited uses. — Nenananas · 267
This can counter Overzealous. If you trigger this when you would draw encounter card by Overzealous, you also don't need to resolve surge. I think, this is the ONLY efficient usage of this card. — elkeinkrad · 500
Elkeinkrad, i saw this card, and wanted to try it in a mandy deck to counter her weakness, which draws an encounter card. On top of that, she is likely going to get quite a bit of search to fine her tomes. Despite this, I had such little success with it. — AussieKSU · 1114
A sufficiently strong seeker deck can reliably guarantee 1.5 curses drawn each round with Favor of the Moon. This means an encounter card skipped every 3 rounds, assuming nobody else draws curses and you don't generate any secrets. Of course, with such a strong deck there's a lots of other things that can be exploited. — wheelgroup · 1
Can confirm, this card is steaming hot garbage. — snacc · 1008
Wheelgroup I think you miss the part where you discard favor of the moon after you use its curses. So after 3 uses your chance to get curses reliable should decrease significantly. — Tharzax · 1
How FotM works is, you play FotM, releasing 1 curse per round. On the 3rd turn, after using the last curse on it, you discard the FoTM and play a new FoTM and use it on the same round. Then 2 rounds later, being a seeker you've drawn through your discard and have your other FotM in hand again, playing it again. This means that every 2 rounds, you release 3 curses, giving the 1.5 curse per round number. Of course, with that kind of draw power you don't actually need the draw from Cryptic Grimoire, and you could be Daisy Walker just playing Ward of Protection every round instead. — suika · 9497
Nkosi Mabati

Not a review but a question: does this work with Bless and Curse tokens?

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Cpt_nice · 80
Bless tokens count as having a symbol. So you can use the second ability to swap for a Bless token. But only if there is one in the bag, otherwise the old token won't be returned to the bag. — duke_loves_biscuits · 1278
A clarification question. What non-auto-success-token with a symbol is meant on this card? Could it be a Blesses or Cursed token? I guess it means any non-numbered/non-auto-success-token,.. just want to be sure. — Rune · 1
It's any token besides a number token and the Elder Sign. So it could be Bless, Curse... Even a Frost token, tho no idea why you'd want that. — MindControlMouse · 45
I think you can then combo Nkosi With Ancient Covent have is just be the bless token so when you make it the bless token with Nkosi you exhaust Ancient so you don't need to reveal another chaos token so its just the Bless token for the skill test — Hazbin · 1
Prophesiae Profana

B R O K E N

You are playing The Forgotten Age, got 5 exp in first scenario. Then, you buy this card.

Hard mulligan to get it. When you got it, make the entrance The Locus. It means u have this efect until the end of scenario. When you will get the Relic, give it to other player, move him to entrance, win.

There is a lot of other scenarios that can work with it. Cassino with Peter Clover, Theater in Carcossa, and every scenario with resigning.

Pawiu14 · 196
Round 1: play this. Round 2: Crypt Chill. — SGPrometheus · 841
"I'm Outta Here" does this at lvl 0 tho :) — MrGoldbee · 1484
But it can't give you +1 intellect and agility, ignoring AoO and it moves whole team — Pawiu14 · 196
Directive

TL;DR: Included links for list of cards, and notable cards as of 9/6/2021 based on what is on the site. Lots of interesting tricks. Stargazing is the most surprisingly good use I've seen of this.

For those who are interested in a list of non-guardian Insights and Tactics that alternate Roland Banks can take and which are not already fast, here is a search. The list that includes Guardian cards is also helpful, but is much, much larger - here is a search.

There are a lot of cards that are impractical to use - often due to Roland's base stats not fitting well. I've done my best to list out any of particular note.

  • Damaging
    • Act of Desperation is a tactic that can be useful as extra supplies if you have a build which churns through hand items.
    • Coup de Grâce is marginally easier to time correctly when it can be played during any fast window, and when it can be used outside your turn (Though it is still expensive in terms of cost).
    • Dynamite Blast can work, though it's expensive. You can also treat Dynamite Blast (2) as Dynamite Blast (3)!
    • Flare can be used in Stick to the Plan, and can do double duty as emergency damage or an ally search, if you're willing to pay the cost.
    • Improvised Weapon isn't great as an initial fight, though it looks a little better as a cheap, quick 2-damage fight that you can use from your discard. I think using it will likely require some very odd build (like, say, using the 5 bonus XP from alternate Roland to take Versatile for Short Supply or Forced Learning (TBA) during deck creation.
    • One-Two Punch can be a solid double attack in larger player counts, but will be much iffier when using Directive (Due Diligance).
    • Sneak Attack is tricky to use, but not impossible with Directive (Due Diligence) or Sweeping Kick.
    • Sneak Attack (2), however, can be much more flexible, especially in larger games.
    • Sweeping Kick gets extra points for being a good tactic for Stick to the Plan should you need it, combined with being both emergency damage and an evade that's likely to succeed. It's not perfect due to Roland's low , but still can be used to avoid something big for a bit of time.
    • Toe to Toe is great if you have the soak for it - two guaranteed damage for free is amazing, and the right combinations can help mitigate the downside, as long as you're careful about who you use it with.
  • Clueing (Keep these in mind, especially when using Directive (Seek the Truth) - that tends to come up more in larger player games, but you might find a few opportunities to squeeze a card out here or there.
    • Burning the Midnight Oil is a weaker attempt, but also can be used as a fast resource gain.
    • Drawn to the Flame can be a bit risky to use, but it remains one very strong cluing option - and works well on a character who might need to immediately deal with the enemy that pops out.
    • Eavesdrop is a very situational attempt, but if you're dealing with a lot of enemies with low evade values, this might squeeze a couple of extra clues out.
    • Extensive Research and Extensive Research (1) can work, but you're unlikely to have the hand sizes to support it outside of some fairly specific situations.
    • Fortuitous Discovery is an odd one to use and you won't have Survivor discard support, but also allows for a cheap attempt with potentially large rewards.
    • On the Trail is a good hybrid of movement and clue gathering, as long as you're in the right place for it - which may be difficult if you're using Directive (Leave No Doubt).
    • Scene of the Crime can turn into a quick variation of Working a Hunch, as long as you watch your location.
    • Seeking Answers and Seeking Answers (2) still have the downside of a check, but can potentially grab you more items from nearby areas for relatively low costs.
    • Stirring Up Trouble is still a very powerful source of clues when used with curse counts in mind - having it fast only makes it better.
    • Winging It is another potentially small bump that likely requires focused deck construction - make sure you're thinking carefully when using it!
  • Other
    • Cryptic Writings and Cryptic Writings (2) can do double-duty for resource gain, both when drawn and when played quickly for the resources.
    • Deep Knowledge, Preposterous Sketches, Preposterous Sketches (2), and No Stone Unturned are all reasonable card draw options that can normally be a bit slow to use.
    • Similarly, Prepared for the Worst might not seem quite so iffy if it's fast - though be sure you have the spare card play for the weapon.
    • Delve Too Deep can be dangerous, but can also be a good source of XP. Is having it as a fast action any better? Probably not, since it's often saved for the end of the game. Still, who knows!
    • Glimpse the Unthinkable is another potentially useful draw/mulligan tool when it doesn't take your action.
    • Guidance likely seems a lot better when it only costs you a card to give someone else an action.
    • Impromptu Barrier is more awkward than the offensive equivalent, but still can give you some bonus evade or mass evade should you need it - often made more practical if you also have Directive (Due Diligence).
    • Join the Caravan, Scout Ahead, and The Truth Beckons are all various options for movement, but remember that movement can be restricted when using Directive (Leave No Doubt) - and that's often one that Roland will want to take. If you really want extra movement, you might consider sticking to good old Shortcut or Safeguard.
    • Logical Reasoning can be used as a quick heal, or to handle terrors if there wasn't quite enough Willpower to a check.
    • Righteous Hunt is another movement option that can add a few blessings in to the deck, though that is more for the normal deck-building rules - without access to Holy Spear, there isn't nearly as much payoff.
    • Stargazing is probably the most amusing card to use in conjunction with the effect. More than any other card I've tried to use, it's a very flexible one - as long as the Encounter deck isn't close to empty, you can add it in at any point, effectively exchanging the card to give someone that card, action, resource, and skip of the encounter draw.

There's definitely a lot here to process, so think carefully about which packages you want to include - it can be hard to balance the amount of combat and clue gathering correctly, but good use of your fast plays can sneak in a lot of extra actions and avoid tests altogether.

Just remember, if you're trying to get access to the whole suite of these cards, Roland's combat power will suffer - loss of access to the 5 XP Guardian weapons hurts a lot. It's not impossible to fight - Enchanted Blade (Guardian), Survival Knife (2), Timeworn Brand, and Enchant Weapon can make reasonable weapons, Beat Cop (2) and Guard Dog can still help deal some extra damage, Alice Luxley can help pivot towards a slight Investigation focus, and you have more events to try to squeeze out some damage through action compression. However, that choice will mean that Roland's offense tends to suffer in exchange for a few interesting tricks and some extra early XP - and if you're using Directive (Due Diligance), you will almost certainly be playing a more flexible role than a primary fighter.

(My money's still on Stargazing being the most surprisingly useful purchase, though.)

Ruduen · 1013
Due to his access to tactics up to level 3 he can also use the rouges "swift reload" — Tharzax · 1
I explicitly excluded any cards with the word 'fast' in them in the search, since they would be cards that might be good to have, but don't have synergy with this directive in particular. Swift Reload falls under that category. It's also not included due to the lack of access to level 5 Firearms - the best you're going to see is the .45 Automatic (2) or .45 Thompson (3). — Ruduen · 1013
I think the u — Tharzax · 1
I think the Thompson fits good in a build with this directive with swift reload and act of desperation you should get enough money for the fast events — Tharzax · 1
There's some interesting cards, especially flare and stuff that draws cards/ resources. Ro||and's back also includes Eidetic Memory so he can play some of the cards mentioned again. Though i'm not sure if he can play Eidetic Memory as a free action with the directive cause it doesnt have the right keywords until it copies another card. — Django · 5148
I'm not 100% sure, but I think you can speed up an Eidetic Memory card. I think the timing windows on Eidetic Memory/Directive are the same as Painted World/Chuck Fergus, and that particular combo works. — Ruduen · 1013
Eidetic Memory is Spirit traited and cannot be taken by either version of Roland. — jemwong · 97
Old topic, but still, can "Scene of the Crime" really by played as "Fast", when it has "Play only as your first action."? Sounds like it's unplayable in any other way that as an action. I assume the designers intent was to have it "before any other action you take that turn", but the rule is a rule, and for now (until proven wrong that is), I'd assume it's not playable as fast without action. — Warenhari · 8
Sled Dog

So first of lets get it out of the way...

Who's a good lil pack of puppies, you are! you are!

Okay now that is out of my system we have a card here that does a very very nice pair of things "handless 2+ damage attacks" and "high speed movement for one action" notice that both of these only actually require two dogs to be in play to be good, once you have three dog's in play you start entering sweet territory and at four dogs....well that's about 1 enemy per scenario survives you whistling to your dogs.

Getting 12 resources worth of dog into play while also having the ally slots to hold them is a big ask. it is made a lot easier by calling in favors (which also will probably grant you some amount of restored soak) and any other support cards we might see in the future for allies seems good.

Now I am going to say something shocking here, I don't think Leo Anderson is the best dog handler, that is to say, I don't think he receives the most benefit from having them in play, I foresee these dogs going a long way to supporting more non-guardian fighty decks, those that struggle with their class options weapons being too niche and too situational to be consistent enough to be worth running, you can use your dog's to fill in the gap you might be missing.

The other case I see the dogs being insanely good in are primarily or flex clue decks that have decent enough time with their fight stat, people who will use the dogs primarily to get them across the map and occasionally chomp on an enemy that would be too annoying for a guardian to come deal with. Minh has no issue boosting any stat to any number but she can't capitalize on that without weapons, now she can just run a bunch of happy doggies instead, I never found Minh dependent on any ally before so losing the slot isn't a major deal, she also draws at an obscene rate so getting to the two doggo minimum is pretty simple for her.

Can't wait to play with them and hopefully my theories to their usefulness don't fall flat on their face.

The last thing to highlight here is you CAN (with some great deal of luck) have 14 doggo's in play at the same time under your control, how you achieve this is left as an exercise for the reader, good luck! (bonus star for anyone who figures out how to get more, no matter how hair brained the method)

Zerogrim · 295
Guard Dogs shores up the damage of the Guardian upgrade to the Tommy Gun, a classic Leo card, by letting him utilize it as a 6 damage gun every turn. Leo can also host all the dogs out of the gate without charisma, and can play them faster than anyone else due to the free actions. — dezzmont · 222
Waiting for Leo deck called "Who let the dogs out". — bugiel_marek · 24
You can actually get the 16 max doggo: Leo's signature, 2 Charisma, 1 Relic Hunter, 2 Animal Rods and then get the dogs with teamwork/untimely transaction/you owe me one — Uberdolphin · 1
If you had players to take sled dogs from you could get even more: Either by being Charlie Kane or some crazy nonsense where you take The Hierophant Tarot and Rods of Animalism from other players — Uberdolphin · 1
Untimely transaction doesn't work for the dogs just the Rods. Apologies to the dogs for objectifying them :P — Uberdolphin · 1