Ghastly Possession

Just a small review to express how much better this card is compared to the already highly praised Enraptured.

I have used and loved Enraptured in almost every Deck that can use it: Daisy Walker, Luke Robinson, Jacqueline Fine, Sefina Rousseau, Father Mateo, Jim Culver, Marie Lambeau, Carolyn Fern, Gloria Goldberg, Patrice Hathaway and even some Mandy Thompson.

It is hard sometimes to reliably succeed test as a primary , but the boost from St. Hubert's Key and Read the Signs helped tremendously.

Here, for 1xp, I now have a instead of a (which is great for ), I replenish at least 1 use, and I add the crazy versatility of reloading literally anything with uses. The only downside is that you can only replenish the uses of an asset that you use Ghastly Possession on, so it must involve a test of any sort.

You can find here the list of all the assets which would receive at least 2 uses from Ghastly Possession, if they involve a test. The outstanding ones IMO are:

Valentin1331 · 66754
Sadly, we need to commit Ghastly Possession to "a skill test on an asset" to replenish its uses. It means that we can only refill the asset initiating test. At your current review, the following asset is illegal target: Grotesque Statue, The Necronomicon, and Scrying Mirror; for Strange Solution, only Acidic Ichor & Freezing Variant works. Of course, Ghastly Possession is really good skill, I think. — elkeinkrad · 483
Thanks, I did this in between 2 meetings and forgot this aspect half way through. I'll edit :) — Valentin1331 · 66754
a big one is definitely shotcaster. only card that can refill that — Zinjanthropus · 227
My friend ran this in a Norman deck with the good old Astronomical Atlas + Livre d'Ebon loop. After a few rounds of intense fighting his Shrivelling (0) ended up with 10 charges. Just imagine what a monstrous cluever he would be if it was Divination (4) instead. — koaexe · 29
I'm also playing this with Norman and it's pretty busted. Written in the stars and astronical atlas let me keep my divination topped off. It's funny how the best part of the card is probably just the last bit. — SpicyNugy · 2
I'm curious how the term replinish works. My interpretation is that you can't put more charges on the asset then it entered with. This is how replinish works for cards like prophetic. And that means you can't have ten charges on Shrivelling like the above example. Any thoughts on this? — SpicyNugy · 2
On Runic Axe, it is quite clear that "replenish" is capped inside the uses value. In this case I interpret it like this : For example of .45 Automatic, if it has 2, 3 ammo then it doesn't get any ammo. If it has 0, 1 ammo it is increased to 2. — 5argon · 9346
If there is a hard limit on the number of uses it should say (limit X uses on Y asset) or something. Compare Ornate Bow to something like .45 Automatic for example. Similarly I believe Akachi playing Runic Axe means it enters play with 5 charges, even though its replenishment effect should only get it up to 4. Also if your interpretation is valid then The Red Clock is useless because it enters play with 0 charges. — koaexe · 29
At least my interpretation is that replenish and add are just like cancel and ignore - two verbs that do basically the same thing but have very minor differences in where they can be or are used. — koaexe · 29
"Replenish" means to restore something to a former level, or condition, not exceed it. Ghastly Possession, by definition, cannot grant uses beyond an asset's limit. — JosieBean · 1
Akachi playing the runic axe means it enters play with 5 charges, but its replenishment can't take it above 4. Incidentally, 5argon is just objectively wrong on this one; 'replenish half' means it gets (up to) half of it back. You go back to 4 shots if you have 3 ammo (It can only go back up to the original uses), you gain 2 ammo if you're at 0, 1, or 2. Thanks for the Shotcaster S/O btw, I totally missed that. — Lailah · 1
This card makes Norman (with Astronomical Atlas) a good friend of every investigator who loves assets with "uses". — bugiel_marek · 21
The Mastermind

Just for easier reference when viewing this scenario;

The ability on this card, once translated, reads:

Each Distortion location gains: "Spend 1 clue: deal 3 damage to Eixodolon. (Group limit once per game)."

Soul_Turtle · 434
Breaking and Entering

One of the upgrades I've been hoping for the most (bare with me Read the Signs and Spectral Razor, I'm sure you're next).

I was sure they would make it 3xp or something, but no, they followed the Cheap Shot and Slip Away template, and it is fantastic!

It doesn't read that good, so why would it be such a relief to have it, and why did they wait so long?

  • First of all, one of the main frustration for a taking the main cluever role is the fact that Lockpicks exhaust. If you have only 1 in hand, that means that you can effectively only get 1 clue per turn. How inefficient is that to progress the game?! Well, you can now officially call yourself the main clue-getter as you now have another way to get more clues at your location during your turn, even if there are no enemies.

  • Crafty and Chuck Fergus basically make this card free once per turn, making it a slotless Lockpicks (0).

Some good synergies:

With all this being said, it sounds good, but not great yet. Well, what makes the difference to me is that, before Hidden Pocket at least, Hand Slots were incredibly competitive. Being able to investigate twice a turn without using a Hand Slot opens up for some real flex options like having the Beretta M1918 in your hands. Pack some boosts and Sharpshooter and you're ready for any situation! On another hand, were amazing at collecting actions (Leo De Luca, Haste, Ace in the Hole, Borrowed Time, Quick Thinking, The Black Fan, yadi, yada), but no way to actually investigate the crap out of the game with them. No more!

When it comes to Why now?, I believe that it is because we now have the Thieves' Kit as a way to investigate with our without exhaust, making less reliant on the Lockpicks and opening space to use something else instead of them.

Who would benefit from this card?

  • My first thought is, of course, Trish Scarborough as it makes her discover 2 clues if an enemy is there (thanks Gené Beauregard for teleporting one). With her stats, she tests with 8 skill values which still requires a bit of support to make sure that you don't lose it too soon.

  • Winifred Habbamock overcommits, so the succeed by X requirement isn't much of an issue, and testing also with 8 base value makes it an auto-include in her, in my opinion. This opens the door to a real flex Wini with weapons in hands and Breaking and Entering/Pilfer to investigate.

  • Rita Young finally has a reliable way to do some clue support while leaving the rest of her deck free for enemy management.

  • A tool-oriented Bob Jenkins deck could like it to take advantage of Crafty and use his good stats. With The Black Fan, for instance, you're testing at 9 skill value.

  • Finn Edwards will love a side alternative to the Lockpicks to get more clues each round.

  • Kymani Jones will most likely try to maximise their or value for their own ability, making them a potential great user of this card. As they will veeery likely take Crafty anyways, it would be a shame not to look at Breaking and Entering (2)/Cheap Shot (2).

  • Monterey Jack! No wait...

Valentin1331 · 66754
Maybe I'm wrong, but this lets you evade an enemy at your location, right? So you don't have to be engaged with it. No need for Gené Beauregard — RFreitas · 5
Sorry, I hit enter before finishing to write... But no need for Gené to engage the enemy for you so you don't waste the free evade. — RFreitas · 5
Arm Injury

This weakness is worse than it first appears, and definitely the worst of the 4 new EOtE weaknesses.

It prevents you from taking more than one action of either "fight" or "activate" each turn. That doesn't seem so bad... until you realize that A LOT of things are "activate".

In fact, any action, printed on any card, with a , is an "activate" action, on top of its descriptor, if any. This includes, for example :

-most "resign" on locations or agendas / acts

-most weapons

-most clueing tools (fingerprint kit, lockpicks...)

-most spell assets (for fighting, clueing, evading...)

-some investigator specific abilities, like Preston Fairmont cashing in his inheritance and Lily Chen's Disciplines

-most "parlay" on enemies or bystanders

-a lot of special actions on locations that are mandatory to advance a scenario

This card car thoroughly mess with your planning, especially in low player counts / solo when you realize that you can't grab the last 2 clues with your spell then resign because they're both "activate"... The fact that weaknesses are added to a deck after it is completed only makes it worse : some decks can heal damage easily, while others will have no healing whatsoever.

DrOGM · 24
A Chance Encounter

Q: Whose discard pile does it end up in? The naïve reading of the card suggests that it goes in the discard pile of the person who played A Chance Encounter, but I know better than to be so naïve!

The reason I ask: is ACE a way that William Yorrick can use another player's ally as the card describes, discard it to WY's discard pile, for it to be 'dug' up to play again using his special ability?

mrspaceman · 13
See first sentence regarding "Discard Pile" in the RUles Reference: "Any time a card is discarded, it is placed faceup on top of its owner's discard pile." Rules questions are better asked in the BGG forum or other places, like social media sites. — Susumu · 361
See also from "Ownership and Control": "If a card would enter an out-of-play area that does not belong to the card's owner, the card is physically placed in its owner's equivalent out-of-play area instead." — Thatwasademo · 57