This location card is somewhat misleading. The resign ability causes the player to conclude the game as if they are eliminated. When that happens they would drop remaining clues from their investigator and not get the printed Victory point.
This location card is somewhat misleading. The resign ability causes the player to conclude the game as if they are eliminated. When that happens they would drop remaining clues from their investigator and not get the printed Victory point.
I'd love to see this combo with Wither. The mystic player withers the enemy to reduce it's fight value. And then your 'gator comes in, exposes its weakness while wearing Fine Clothes to make this a doozy test to pass for 2 clues.
Sure, Scene of the Crime might be more efficient and reliable, but this combo's more FUN, right? :-)
Not a review, but rather a notice of error and I don't know where elsewhere to put this - both cards versions depicted above are the same. One should be replaced with a proper one (Hopeless I defied him -> Draped in Mistery)
This is the card that Blinding Light (or its more experienced cousin Blinding Light) could have been! While this does not damage the enemy in question (and this doesn't work on Elites, which can be significant), it does push the enemy away to another location. Also, the bad token text on this card is way more favorable than Blinding Light as it could effectively lock down a hunter enemy for a long time; perhaps enough time to complete a scenario without worrying about it.
This card really is the Bandolier of spells. Great if you're running a spell-heavy deck, but this is not necessarily a good thing, because Bandolier itself has some issues in regards to its playability; issues that are not unlike other cards that can hold slots such as Daisy's Tote Bag or Leo's Mitch Brown. These cards do nothing by themselves, but rather enable more space for other cards. The issue is when you draw all those cards.
Draw Sign Magick too early without filling out your spells slots and it's effectively a waste of 3 resources. Draw Sign Magick too late in the scenario and you'll find it hard to justify paying the cost to open up AND fill the additional arcane slot. This timing pressure makes it hard to really value Sign Magick in all situations.
The good thing about Sign Magick as compared to the 'additional slot' cards is that it is fast. This really helps to offset the pressure that comes from playing it. Additionally, the 3 cost of this ritual plays very nicely with Uncage the Soul by choosing to pay the action to play it in exchange for the resource cost. That's some great flexibility in how you pay for these things.