- Q: I have a question about effects that "end your turn". I'm the last investigator to take a turn during a round; I play "Let God sort them out...", which immediately ends my turn. Is there a player window after this action and before the end of the investigation phase? (Obviously any such window wouldn't be during my turn any more.) In other words, after playing Let God Sort Them Out with an action in step 2.2.1, does the game sequence continue as normal and return to the previous player window, or does "immediately end your turn" skip the sequence ahead to step 2.2.2? If it skips ahead, how would this interact with effects that end your turn at unusual times (e.g. drawing a symbol on Rite of Seeking during an action taken in the mythos phase with Quick Thinking?) A:
- If you were the last investigator to take a turn and played “Let God sort them out…”, your turn would end. Referencing Appendix II: Timing and Gameplay, you would resolve step 2.2.2, which checks that everyone has taken a turn, then proceed to step 2.3, the official end of the investigation phase. There are no player windows following the last player’s turn ending; the Enemy Phase begins instead.
- If you use Quick Thinking during the Mythos Phase and activate Rite of Seeking, the text at the end of Rite of Seeking has no additional effect, because you haven’t “taken a turn” and you don’t have any additional actions to lose. You would simply investigate, determine if you succeed or fail, then continue with the Mythos Phase.
Play only during one of your turns in which you defeated enemies with a total of 6 or more health.
Add "Let God sort them out..." to the victory display and immediately end your turn. When earning experience during the resolution of this scenario, you earn 1 additional experience.
Ah, bonus experience. People will do crazy things from bonus experience. They might drive themselves insane with Arcane Research, risk catastrophe for everybody from Delve Too Deep or show off their death wish with Charon's Obol. However, how possible is it for someone to slay a giant pile of monsters?
The first and most obvious caveat is that you have to be a monster hunter to hope make this work, and that you must also have access to the Rogue pool. While this is a restriction, it's not one of the heavier ones - a number of rogues can be reasonable monster fighters, and a number of non-rogues have enough access that it's not too hard to add one copy of this.
Second, this means you need to be able to kill 6 HP worth of enemies in one turn. Practically speaking, this generally means that you'll be using it after either finishing off a single large enemy, or a pair of decently chunky enemies. This ends up being a more notable restriction. In smaller games, this is only likely to happen in very specific circumstances. In solo, the only way you'll have 6 health worth of monsters in one turn is if you've had a particularly rough set of turns and failed to finish off a monster along the way, both of which mean you're already in a less than ideal position. In two player, it will require appropriate setup, since a teammate might leave a hunter in place and you can try to arrange for it to approach. It's when you hit three investigators that this becomes merely 'unlikely' - it becomes more plausible that you see multiple monsters. Some guardian tools like First Watch or On the Hunt help to find monsters, while Dynamite Blast can often kill them.
(The primary exception to this is if you're about to hit a scenario where you know an elite monster is coming up, and you want to get into a slugging contest with it. In solo games, elite health might end up on a borderline. However, in two or more player games, elite monsters almost always have enough health that you can try to finish one off.)
Third, in scenarios where you can't finish something off, this is only worth a single symbol when committed. It's a very weak commit option, so you'll only want to include it if you're fairly sure you can use it.
Fourth, it's worth noting the card itself is not fast and ends your turn. For most characters, this means that your final action must be spent to actually play the card. This gives you all of two actions to obtain the required kills, unless you're using Leo De Luca or have some other method of obtaining bonus actions. It also means that you won't be managing two copies unless you manage a second unlikely fight on top of the first unlikely one.
Finally, it's worth noting that the net result of your setup and sacrificed card and action, the reward for this is a single XP for one investigator. All of those conditions end up only helping a single person. This usually means that your entire team needed to coordinate to set this up, and the result is that you spend a single action and card to get a single XP for yourself. Is that much effort going to be any more possible than gaining another XP for the entire group for meeting another victory condition? More often than not, I think the group would rather go for another victory point outright.
With so many different restraining conditions, is this worth it? I think one copy could be playable in a few very specific characters or swapped in with Adaptable when you know there's a good elite target coming up. If a fight occurs in the first mission of the campaign, you might also be able to put it in your initial deck and replace it early. Otherwise, this card is too inconsistent to be worth the card slot. XP is valuable, but I don't think a few bonus XP for one investigator is worth permanently forcing your entire group to play awkwardly and the dead draw it would otherwise represent.
(TL;DR: Probably not worth it. Use Adaptable for elite fights or drop it early. Only leave it in if you're an extremely focused monster fighter in a larger player count game.)
Imo the most miscolored card in the game. I think the only reason this is Rogue is because it came in the same cycle as Tony Morgan and they wanted to give Mark Harrigan another off-color Tactic. But this card just screams Guardian. Hell, look at Zoey Samaras! I'm not saying Rogues can't pull it off or that Zoey can't take it; I'm talking about the thematic flavor here.
Here's hoping this card will some day receive a Guardian version so I can feel a bit better about this catastrophe of a color mismatch.
I assume, since the experience here seems to be a delayed effect created by playing the card, rather than an effect "while this card is in the victory display", that this provides experience when copied by The Painted World or played again by Double, Double (unlike, in each case, Delve too Deep).