Anette Mason

"Good job team! One clue to go and only 7/12 doom. We did it handsome today. All right, now let's see about this forced ability on Annette... Discard three cards and --gulp--, well that's two witches we didn't need right now. So we add two doom for them, one for Annette, one for the mythos phase. Holy smokes, 11/12! We're barely gonna win this thing... And there's ancient evils. More like Circle Unfun..."

There's a simple way to keep Annette's insane doom acceleration from spoiling your evening. Have someone drag her off the Witches Circle. She'll spawn her sisters at her new location, giving you a chance to kill them before they can get to the witches circle and end your scenario. Or, if you have sufficient health, just let Annette and her coven smack you around for a couple turns while your colleagues clean up the clues. As long as the witches are engaged, they won't move to the Witches Crcle, as per the instruction on Agenda 2a.

Agreed. 1/1 damage for several turns! — MrGoldbee · 1007
Handcuffing normal witches earlier helps, especially the one that gets stronger over dead sisters — Django · 3360
Mano a Mano

The usually prudish Sister bared her chest and fisted the Brotherhood Cultist as though the fate of the universe depended on it. Tag-teaming the cultist was the Huntress of Bast, trying to penetrate the cultist with a pointy stick. Finding an opening, Nephthys discharged her fearsome weapon and sent the cultist straight to heaven.

The cultist's screams was soon joined by another as Rex splashed his juice all over an Acolyte next door.

suika · 7367
I didn't expect the words 'fisted' and 'penetrate' on this site. Especially not with Sister Mary. — PowLee · 9
Eye of the Djinn

One crazy interaction that exists is with Skid's parallel ability. Instead of testing at base 3 you can increase that number to 5 since the Djinn doesn't specify which skill test type it has to be. On standard and easy this means you can gamble 1 resource and all but guarantee a resource every turn barring the tentacles. If you actually commit cards, it gets even crazier.

Also, a question: Can you use this during the Mythos phase? It says "during your turn" so I'm not entirely sure.

Darvete · 297
There are no player turns during the mythos phase, so the eye can't be used then. — TheNameWasTaken · 3
There are some rogue cards that let you take an action as if your turn, but these are are after the test initiation on Mythos cards. — Django · 3360

It’s hard to tell if this is actually worth two XP. It’s a teleport for free and zero actions that I can get you anywhere except to the boss. But there aren’t a ton of situations where you just want to ignore all your responsibilities and get to the end when that end doesn’t have a resign ability. And if that point, "I’m outta here" is cheaper. As a panic button, it’s pretty great, but for 3XP more, will you eventually get cheat death instead?

MrGoldbee · 1007
I'll push hard on this. Elusive is a much more flexible and useful card than Cheat Death. This protects you in much the same way as Cheat Death, while also acting as an I'm Outta Here if you need it. But really what it does is it saves you tons of actions. You don't have to evade, you don't have to commit cards to a test, you can just go anywhere on the board without spending tons of move actions. Some maps encourage this more than others, but in the right campaign this card is absolutely stellar even with the taboo XP increase. — StyxTBeuford · 12387
Great points! — MrGoldbee · 1007
As a note, sometimes you actually want to ignore all your responsibilities and get to the *BEGINNING*. Zoey, Jenny, and to a lesser extent Tony all have painful weaknesses that involve the farthest location, which on a large map can be otherwise impossible to deal with, even when the investigator's actions aren't needed to complete the act. Also relevant to large maps can be VP locations that the investigators chose to ignore in favor of progressing the scenario, but which they later realize would be safe to clear later on if only an investigator could get there again (mild spoiler for Dream-Eaters: a situation like that can easily occur in Point of No Return). — anaphysik · 8
Soothing Melody

Interesting use of this card with parallel Agnes (she can take with parallel card back). Using her new ability it costs 1 damage but it is shuffled back to her deck. As damage is important resource for her it can worth it. Netting the use of this card with her ability:

  • Costs 1 action.
  • Uses 1 card but it is then shuffled back to her deck and a new card is drawn so it nets to no card use.
  • No resource cost.
  • 1 damage is spent then you can heal 2 damage/horror, netting to healing 1, preferable healing 1 damage

For 1 action getting a damage healed while costing nothing else is a good possibility for her to sustain her ability. (Ofc playing mirror will take 1 action and 2 resources but after that you can play this card indefinitely)

While taking the "normal" back have other possiblities (Like Jessica Hyde or Leather Coat+Scavenging/Scavenging) if someone goes full parallel this can be worthwhile.

As Heirloom of Hyperborea takes the same accessory slot Relic Hunter is desirable, especially that she can draw 2 cards with each use of this card netting for 1 action cost to heal 1 damage and draw 1 card

vidinufi · 39
I find the draw somewhat excessive given the very thin deck and the draw from Heirloom, parallel Agnes really doesn't lack for draw. Nor does she want too much draw either, as that might mean she'll deck out and draw Dark Memory again! Rather, I see Soothing Melody as one of the very few tools available for the parallel back to soak the damage from her ability. If you have to take Relic Hunter to fully use it though, I'd just spend 2xp more for a copy of Deny (5) for healing. — suika · 7367
That can be mitigated by simply purchasing multiple copies of some great cancellation spells like Deny 5 and Ward 2. Purchasing more than 2 copies in her deck means you start inflating the deck size, which curbs the DM problem. Even without that, playing Mirror throws three Melodies into your deck, so the draw on them is just mitigating their own inclusion, and Heirloom exhausts so you're not really going to be getting more draw out of it most of the time. I think this is an excellent call out for parallel Agnes, and in fact og Agnes with the parallel back might like it a lot as well. You probably do Relic Hunter for it since in either case sanity might be a problem and Rosary is just too efficient of soak and will boost to not run. — StyxTBeuford · 12387
@Styx: heirloom doesn't exhaust. Agreed that you'll want relic hunter for Rosary, but you really want all 3 accessories out in play at the same time, so it'll cost you two copies of Relic Hunter. It'll make for a pretty silly looking 0xp deck that runs 3 accessories at the same time, or you'll have to waste XP buying level 0 cards. I agree that it's a necessary card for parallel back Agnes, but mostly because she doesn't have much better options, not because it's a particularly good. Though OG Agnes if she doesn't run upgraded Heirloom can make better use of it since the slot is less contested. — suika · 7367
Wow I swear I thought it exhausted. Even so, the impact to your draw is unlikely to be that significant since her deck is spell heavy to begin with. At any rate, more draw is typically desirable, even with Dark Memory. — StyxTBeuford · 12387
Also, if you are worried about decking yourself just don't trigger the heirlooms draw for a turn or so while you play a few spells to fill your deck up — NarkasisBroon · 1
Very true, the draw is optional — StyxTBeuford · 12387