Nkosi Mabati

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

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Cpt_nice · 81
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 · 202
Round 1: play this. Round 2: Crypt Chill. — SGPrometheus · 847
"I'm Outta Here" does this at lvl 0 tho :) — MrGoldbee · 1492
But it can't give you +1 intellect and agility, ignoring AoO and it moves whole team — Pawiu14 · 202
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 GrĂ¢ce 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 · 1021
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 · 1021
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 · 5162
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 · 1021
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
Lily Chen

People would love a 5 Mystic, but I wouldn't be surprised if the Discipline is the way to go for her at the start.

EotE investigators all have the same deckbuilding tension: you have 5 slots to devote to Level 0 in your second class, but if you upgrade out or otherwise replace them, you don't get to backfill those L0 cards for free. So if you want a Survival Knife later on, it can feel wasteful to put the L0 version in your deck at the start - even if it might be helpful in that first scenario. Same goes for fighting staples like Beat Cop and Vicious Blow. Between working around that, and her refusal to pick up a gun, Lily has a hard time leveraging the 5 out the gate.

4, though, opens up some options. She can get that to 5 or 6 easily between Holy Rosary for soak, and David Renfield for soak and blood money, fueling a powerful suite of Mystic events like Spectral Razor, Read the Signs and Storm of Spirits, many of which end up replicating the effects of L0 Guardian cards, but ... better. More importantly, with 4-6, spells like Azure Flame basically become your guns - except unlike guns, they're just as good at blowing nasties out of the sky as they are putting ghosts to rest. Having that much gives you a resiliency many guardians would envy, and it helps that the associated Discipline offers some built-in healing, while being fairly easy to mend when broken.

Using spells-as-guns lets you run enough "weapons" to lean into the "I'll draw something, probably" school of deckbuilding so you aren't using your L0 Guardian slots on tutors like Tetsuo Mori and Prepared for the Worst like many Guardians do for consistency. This lets you run other L0 cards that don't have higher-level equivalents, like Steadfast, which is good for everything you do, or support cards like First Watch - cards that can keep paying off to the end of the campaign. And once you start entering the L1-5 Guardian territory, you can keep leveraging that with cards like Enchanted Armor and Enchant Weapon.

Also - Delve as deep as you want. You've got stats on the line, and if anyone complains, tell them you're the chosen one.

Teag · 54
Has anyone ever complained about Delving Too Deep though? That's a myth — neescher · 316
Love Chen Li, absolutely one of my all time favorites. For a soft spot for Gong Fu as I trained it growing up. Love her decomposing though she's very tough to build , as are all the EoTE gators, but in a great way. Access to Delve + Drawn is superb. — Quantallar · 8