
I recommend ti using this card to get another Opportunist or Opportunist (2) Equal to infinite using of Daring Maneuver
Or use as Unexpected Courage in cost of lost both cards if you didn't succeed by 2
I recommend ti using this card to get another Opportunist or Opportunist (2) Equal to infinite using of Daring Maneuver
Or use as Unexpected Courage in cost of lost both cards if you didn't succeed by 2
I use this card in my Mandy deck and it's promising. It's guarantee success once And you can use it only once per deck shuffle. The down-side is you need to collect many card to win big enough.
However, I summary some card which synergy with this card.
Recommend Combo with Double or Nothing
Recommend Combo without Double or Nothing
But keep in mind that this combo is not defensive. It's for winning big and require a lot of cards !
With the increasing amount of card draw in , both upgrades to the stone can be used more consistently and both of them have very powerful effects. Some examples:
All this requires a lot of secrets on the stones (yes you could have 2 in play for double the fun). There's also a few cards that add secrets like Astounding Revelation, Truth from Fiction and Enraptured, but i think they are very inefficient. It's much more effective to increase the difficulty as much as possible when identifying the stone and later replaying it, when it's secrets are used up. After all, card draw also has the advantage of going through your deck more than once, if you're not afraid of your weaknesses.
I wonder why no one mentioned this before, but enter Versatile. I think draw and tutoring effects more than make up for the increased deck size. Use 2 of them to add 1x Double or Nothing and 1x Drawing Thin to your deck. If you use both on a shroud 4 location, the difficulty will be 18, resulting in the same amount of secrets:
You might wonder how you could possibly beat that. If you got 1 xp left, take Three Aces or ask your mystic for Seal of the Elder Sign. Otherwise the best strategy I've found, have Mr. "Rook" look for Drawing Thin early and always take 2 ressources when possible, mostly on low shroud locations or encounter cards you're likely to fail anyway (but please don't increase the amount of horror from cards such as Rotting Remains). That should get you enough so you can resolve the stone mid or late game with Hyperawareness or similar cards, also netting you 4 clues. If you draw you won't be able to pull that off during the same scenario again. So asking your mystic to get Time Warp and keeping it for this test would be a good idea.
Alternatively your could pass the stone, maybe Mr. "Rook" and all of the groups ressources to the survivor with 2 Drawing Thin, while the commits his Double or Nothing. The should have Plucky to use the ressources. He could also use Mr. "Rook" to search for missing Drawing Thin or Plucky. So you'd get 22 shroud/ secrets on the stone.
In case your group has no or , use versatile to get missing cards or Teamwork, if there's no .
I wonder why they didn't call this card "stalker". After all it's mostly about those lecherous guardians going after good looking Seekers, save for Mark Harrigan who's more into Sophina.
Anyway, one guardian can also use this on another's safeguard. The result will mostly be the same as if both had stalked the same person, except the unlikely case she lied to the first about a Shortcut to get rid of both at the same time (so they could focus on a BBEG at an adjacent location).
Rules question about "draw cards until you have 5 cards in your hand". Do i resolve weaknesses that don't stay in my hand and keep drawing until i actually have 5 in hand? Or do i have to wait with resolving weaknesses until i've drawn up to 5?