
Not a review but a question: does this work with Bless and Curse tokens?
200characters200characters200characters200characters200characters200characters200characters200characters200characters200characters200characters200characters.
Not a review but a question: does this work with Bless and Curse tokens?
200characters200characters200characters200characters200characters200characters200characters200characters200characters200characters200characters200characters.
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.
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.
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.)
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)
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.