Q: Can I play Dark Insight or Ward of Protection II to cancel another player's treachery if it has peril? A: You cannot play cards or use any reaction abilities when somebody else is resolving a peril card, so you would not be able to play Dark Insight [or Ward II] to cancel it.
Q: Some investigators' Signature Cards (e.g. Mark's Sophie, Pete's Duke and Diana's Dark Insight) are put into play or into your opening hand at the beginning of the game. My question is "You begin the game with..." is "when"? In which step of "Setting Up The Game"? Before or after draw opening hands (ST8)? Will these cards be shuffled into your investigator deck during setup? Or set aside? Will I draw these cards in the "Draw opening hands" step? Can Diana Stanley mulligan Dark Insight in the "Draw opening hands" step? A: Duke, Sophie, and Dark Insight should not be shuffled into your deck during Setup. The expectation is that you set these cards aside while you set up your investigator and deck. For Dark Insight specifically, it’s added to your hand at the end of Step 8; this would be after you’ve drawn your opening hand, and after you’ve taken or skipped the mulligan.
Diana Stanley deck only.
Fast. Play when an investigator at your location draws an encounter card or a weakness.
Cancel all of that card's effects and shuffle it back into its deck. (Do not draw a new card to replace it.)
I'm honestly just curious: does this card also cancel enemies? I've had fantastic success with it just cancelling weaknesses and treacheries, but I'm not sure how far its utility goes. Anyone out there know? I suspect it does since it otherwise has wording very similar to Ward of Protection (5)