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Q: Regarding the cards Knowledge is Power and De Vermis Mysteriis, if Knowledge is Power is used to trigger the ability on De Vermis Mysteriis to play, say Deciphered Reality, does Knowledge is Power ignore the cost of Deciphered Reality as well, or is it still simply played at a 1 cost deduction?
A: Knowledge is Power allows you to activate the ability on De Vermis Mysteriis without paying that ability’s cost (in this case, spending an action, exhausting it and placing 1 doom on it). The rest of the ability is its effect (playing a spell or insight from your discard pile, reducing its resource cost by 1), which Knowledge is Power doesn't ignore, so you would still have to pay the cost of Deciphered Reality (minus 1 of course). -
Q: Knowledge is Power reads: "Resolve an or on that asset, ignoring all costs." Old Book of Lore reads: " ... may spend 1 secret to have that investigator immediately play that card". If I use Knowledge is Power on Old Book of Lore, do I need to spend a secret to use the "immediately play that card" part of the ability? Clearly Knowledge is Power does not allow me to ignore any costs of the card I'm about to play (c.f. ruling on De Vermis Mysteriis), but does the "may X to Y" templating here mean spending a secret here a cost?
A:Knowledge is Power allows you to ignore ability costs on the chosen asset, which includes costs printed in its text box; this means you are able to immediately play the card you fetched with Old Book of Lore without spending 1 secret.Ruling overturned by FAQ v.2.1, section "Card Ability Interpretation", 2.24: Ignoring All Costs.
Event
Insight.
Cost: 0.
Fast. Play only during your turn.
Choose a Tome or Spell asset you control, or reveal a Tome or Spell asset from your hand. Resolve an or ability on that asset, ignoring all costs (including its cost, if any). Then, if that asset was in your hand, you may discard it to draw 1 card.
Latest Taboo
Costs 2 additional experience.
FAQs
(from the official FAQ or responses to the official rules question form)Reviews
What a card, right?
I've played just a few times with it, using Norman Withers and it was absolutely fantastic. Saves an action and a charge in one go. The obvious scenario is of course to use a standard military-oriented spell (Daisy or Norman option) and be happy about the economy. But there's more. It's fast. Which means that you can do all those things while having an enemy on your back and not causing any attack of opportunity:
- you can buff yourself with Encyclopedia
- search for a card, that may save you with Old Book of Lore or Feed the Mind
- move 2 locations with Esoteric Atlas to join with a fellow investigator and ask him for help with a test
- hoover clues with Archaic Glyphs
Having it in your hand, along with Mists of R'lyeh can save you some time and money too. In this situation you may decide not to setup at all and just rush your way through a scenario, until an enemy shows up.
Interaction with Blood Pact is also something fun to consider. This card then essentially becomes a better version of Steadfast
So what else to say? A fun card to play and plan around.
Now Knowledge is Power can be use ti trigger the powerful ability of some tome This may use with the following expensive books
- The Necronomicon: Petrus de Dacia Translation (5) to trigger free 3 Damage to enemy.
- Pnakotic Manuscripts: Mind-Expanding Ideas (5) test without chaos token twice
How does this work together with cards that need multiple actions to activate like the new forbidden tomes?
Is the multiple actions needed as a part of the trigger or a part of the cost?
Edit: Some Luke and Marie testing, also no need for the Lola shade.
This card is great.
At face level, this is not a bad level 0 card, you can get a bonus trigger from a combative spell like Shrivelling or clue spell like Rite of Seeking without paying any resources to put it in play or even spending an action. Pushing the limits to make 4 attacks in a turn is a great ability on it's own, well worth a card, but when you start upgrading cards and using this to key off-of them it becomes outrageously good.
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4 Shots from Shrivelling to deal 12 damage in a turn, normally something not possible without very big guns combined with cards.
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Trigger Encyclopedia as a fast action, to gain that bonus to a combat relevant ability and use it to win a fight.
The sneaky bit of goodness to this card is the ability to hit cards in your hand as well, you get a chance to oust yourself from scary situations by calling upon assets you havent got in play yet, this is especially useful at the start of a scenario or when the mythos deck is killing assets or resources.
It also gives you leeway to play with an overloaded slot ( characters tend to have an overabundance of Hand items, characters have trouble with Arcane slots). While your hands or Arcane slots are full you can snipe a card in your hand, possibly saving charges on something, whilst also refunding a potential dud draw.
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The biggest issue with Knowledge is Power is it's class. It's a decidedly card that's printed yellow. Which limit's it's extreme power, which I guess is fair, if this card were it'd be a contributing factor to making Akachi Onyele and Agnes Baker the uncontested best characters in the game.
The standouts who get the most from Knowledge is Power are:
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Norman Withers, he needs to make use of his level 0 to do a lot of work, and this card definitely helps him stay relevant while he is still skilling up Shrivelling and makes him an outright powerhouse once he's got just 10 XP. The way Norman powers through a deck with his ability, you can get all of this goodness set up at breakneck pace.
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Luke Robinson, he's fresh off the presses so I dont fully know all the options, but he has native access so he can get the fancy Tome shenanigans going that Norman cannot. I still think Norman's raw draw power wins out in the end. Also he can do some interesting teleport spellcasting. Think Mists of R'lyeh blasting an enemy engaged with a friend at another location or Rite of Seeking nuking a location from his pocket dimension.
- Marie Lambeau has very few / slots, but spending 2 of them on Knowledge is Power is perfectly viable. Slower then Norman gut good nonetheless.
P.S. Daisy Walker, Rex Murphy and Finn Edwards can do some stunts too, but it's coming at the cost of precious slots or locked to triggering on 0 level spells, sure you can trigger it on a big book like Pnakotic Manuscripts but really, that card doesn't hold a candle to beasts like Shrivelling or Rite of Seeking.
This card is still broken if combo with the Research Notes , even after applying the taboo. The taboo on Research Notes says "max 3 evidence spent per round". However, it's not clear how this card works when it comes "max XXX spent". One can argue that there's no maximum limitation if using "Knowledge is power", as it ignore the cost and actually spend nothing. In this case, using this card on Research Notes can still collect around 10 clues by committing cards, ignoring the shroud value and using 0 action.
I think it's more reasonable if there's clear FAQ about how this card works when the chosen Tome or Spell has a "max" limition. Or just change the taboo on Research Notes to "max 3 clues collected per round in this way".