Mr. "Rook"

Bug card!

If you have already drew all of your weakness, it's a 2-2 ally cost 3 and 0xp but provide 3 search 9 for 1 effect, bug card.

if you still have some weakness in your deck, so what? For my experience, about 80% game I can draw all my weakness.So eventually it's almost same weither you use Rook or not. Is draw weakness early or on a specific time a bad thing? It's right for some weakness like Amnesia. But for most weakness I don't think so, because it means your is controllable, it won't appear on a inappropriate time that bother your crucial plan.

Amarthiul · 8
Been tedting it in a Lola deck (forgotten age) and its been amazing. Even if you hit your weakness you still got a 9 card tutor, drew a card and removed one crisis for 3 resources. First turn i only search 3, then 9 afterwards. Obv doesnt work too well if you are running heavy yellow assets. — Daerthalus · 16
I think this card is really good and even better with calling in favors. I think of it as no stone unturned for 3/6/9 on a stick for three uses. Yes, you will more consistently draw weaknesses, but this adds consistency to seeing more cards and drawing the best option or key card. — Gyara2020 · 1
Jake Williams

Overall probably the worst thing about Ursula downs is her special card. The bonus this cards is nearly non existent because you move and the enemy is still on you at your new location. Maybe helps get enemies closer to allys so they can fight sooner. Jake is a good damage soak though at 3/2. Overall id say hs is easily replaced by dr. Milan. However if you have him out before you get one let him tank a few hits first.

vosh · 9
While Milan is definitely better, Jake's abilities are extremely useful for Ursula. The first one allows her to either leave locations with massive monsters without getting clocked or move closer to allies who can kill her enemies, and she should be able to evade after her move. The second ability is consistent card draw if you get him early, which is also strong. I'm not saying he's on par with Zoey's cross or Roland's .38 even, but i think he makes Charisma an even better first upgrade. — SGPrometheus · 847
The 2nd ability is great in Forgotten Age. Every time you explore successfully you get to draw a card, then you auto-move to the newly revealed location and Ursula can use her free investigate. After getting the Expedition Journal, it gets even more powerful: free explore, free card draw, free move, free investigate. And you still have 3 actions left... — Ezhaeu · 51
He is also support for fieldwork, which you can use to pump an evade or bow shot. — Myriad · 1226
I think I've kinda slept on Jake Williams a bit. being able to move without an AoO combos pretty well with Fieldwork for enemy management. Even better if you use your free action to investigate with Prophecy Foretold. Still not enough for some situations, of course. Sadly, being a 1-of in a 30+ card deck makes him pretty unreliable. — Zinjanthropus · 231
Disciple of the Devourer

In our group we has an argue about how this card is played during the setup phase of Return to the Midnight Mask scenario.

We played a four players game and during setup we spawned them with one doom Token each. But in the first mithos phase we pulled the Mask of Ummordoth trachery, followed by Masked Horrors, and this treacherys plus the dooms un the cultist and the one in the agenda, made the agenda to flip over during the second round of the game, and that leave us with a bitter taste in our experience of the campaign.

Later we checked the Acolyte wording and was quite different from these replacements. Making us wonder if these enemys maybe dont start the game with a Doom token. Because the forced effect says: "when you spawn..." But in the rules "you" refers to the investigator who drew the card, or the one controlling it.

Can anyone explain how this card actually works in the setup of the scenario?

Fenrirgarm · 11
When you draw it from the encounter deck you spawn it to the furthest location (downtown in your case i think), then you(the investigator who drew the card) forced to put a doom or a clue(if you had one) since you were on Agenda 1. — Uncle George the Farmer · 49528
You spawned them correctly. ‘You’ is the drawer, or in case of ambiguity, the Lead Investigator would choose, but since nobody has clues yet, there is only one option (spawn with doom). Players never ‘control’ enemies. However, from your description, the Agenda shouldn’t have flipped until the third round of the game (second Mythos phase). No matter how much Doom is in play, the Agenda only flips when the threshold is checked during the Mythos phase (BEFORE encounter cards are drawn). They aren’t any harder to kill than Acolytes and yes, you HAVE to scramble to kill the cultists at the start of Midnight Masks. The scenario is very punishing like that. You don’t get the luxury of spending a couple rounds building up. — Death by Chocolate · 1484
The problem is that the Setup for four players spawns 3 of these guys (3 dooms in play), then the mithos phase came (4 dooms), then the Mask of Umordoth (5th doom) and, in the same mithos phase other investigator drew masked horrors (6 dooms on the agenda), and the treachery makes the agenda advance. So having played only one turn the agenda flipped over. — Fenrirgarm · 11
Masked Horrors: Revelation - Each investigator with 2 or more clues takes 2 horror. If no horror is dealt by this effect, place 1 doom on the current agenda. This effect can cause the current agenda to advance. — Fenrirgarm · 11
So I get that the scenario is supposed to be harder than the original, but If this setup works the way we played it, it means your group is forced to kill at least one of these disciples during the first round or there is a chance you miss an entire agenda from the beginning. — Fenrirgarm · 11
Okay, yeah. It seems that Masked Horrors is the problem ‘gotcha’ card, not the disciple. Surprise aside, that means that if someone grabs two clues from the first location - which is trivial in a 4p game at the House or Rivertown, you can protect against that treachery. Otherwise, killing a disciple on the first turn is still both doable and advisable. — Death by Chocolate · 1484
Trusted

This card is fine. It's not bad. It's not great.

As has been noted below, it gives many allies an extra use. This is definitely helpful. Of course, then there's also the more obvious utility: 1 extra point of horror and/or damage that you don't have to take.

The cost is 1 resource and 1 card, no action.

The closest equivalent cards are: Dodge and Second Wind.

In some ways, Dodge is better. It costs 1 resources and 1 card, no action. Dodge can let you avoid more damage. Odds are you're more likely to only take advantage of either the 1 extra sanity or health with Trusted, but not both. Dodge let's you avoid a whole attack which can be much more damage.

On the other hand, Dodge only works on enemies, not treacheries. Trusted lets you store damage away from your investigator. In addition, it can make scenario allies more hearty if the scenario tries to kill them (think Adam Lynch.)

Second Wind has a different cost than Trusted: +1 action but -1 card (because you draw to replace it.) It can heal more but it has a very limited play window for best effect. This card is best suited to investigators that take damage regardless of the allies they have. Mark Harrigan and Sophie, I'm looking at you.

This card is well costed and serves a useful niche. It's not bad. It's not game breaking. I'd recommend Trusted in decks that have 6 or more allies. Maybe 4 or more if you include Calling in Favors or if your allies run very useful abilities with a self-damage component, like Aquinnah or Beat Cop.

jblade · 19
Track Shoes

Why are there no foot slots? Don't give me that "adding slots requires rules updates" because we added Tarot slots. I was hoping we wouldn't have any examples of incredibly awkward formatting like this, but here we are.

As for this card it's 3 resources for a permanent stat boost, which is fine. What's good about the reaction is that it doesn't care how many enemies are at your destination, or how hard they would be to evade legitimately, you are probably testing +2 to leave them behind.

It's always nice to have stat boosts that aren't in the already hotly contested ally slot.

Swekyde · 65
It also doesn't care if enemies are there. It's a test for a free. Kv — Myriad · 1226
Move. Damn phone. — Myriad · 1226
As for the slot issue, I think the devs feel like tarot are a great design space in which they want to iterate further, while footwear are generally not compelling/interesting enough to generate any more cards. — SGPrometheus · 847
Yeah, we might end up with three or four footwear cards at the end of the day, but a dozen or more tarot assets. — Carthoris · 20
Imagine how OP this would be if bad tokens didn't include nasty side effects. Still, this might be an auto-include for anybody with high agility. — bigstupidgrin · 84
There is nothing remotely awkward with the wording on this card. — Tilted Libra · 37
Even if they never printed another footware, I think it should have had a slot for thematic consistency. — Skylar114 · 1
I think the point a slot is that you might get more by certain cards. Right now, I believe every slot in the game has at least one card expanding on the number you're allowed (with Anna Kaslow for tarots). I wouldn't expect a card to add footwear slots any time soon ;) — Azriel · 1
There's no cards that give extra Body slots (besides the RtTCU Tarot which can give any slot), so the argument that you need to be able to get more of that slot for something to be a slot holds no water. There's no reason Footwear shouldn't have been a slot, especially with new Footwear being added in EotE. — Soul_Turtle · 500
And now the same with masks — Drostt · 152