Joey "The Rat" Vigil

For my personal experience with Joey. I've got scenario with 10++ resources, Jenny's Twin .45s and couple items on hand, Leo died. Is this finally the time for him to shine?? nop. I choose to keep Hired Muscle just for put guns in normally not even use all moneys. Yet again, Joey still on bench.

I know he is bad but still got some hope in him. Hard to win in action efficiency wise compare to Leo. Maybe I really need to focus on what he has in different.

-- it's | not mainly for action efficiency but for precaution. You don't have to equip weapon until enemy spawn. quickly put up Elder Sign Amulet when you got sanity treasury test? sound like cool moves which rarely happens.

-- how this ability has no limit per turn |For Leo, you got 1 action per turn but Joey you got infinite action for item until you broke. So maybe he might shine on some build. High resource might not be enough but might need big hand aswell. and burst playing item asset like some ultimate (for what tho. Only thing I can imagine that there are some location that give discount to item)

Pawley · 35
Ya Joey (lv. 0) is basically not much more than an expansive damage soak. Jenny can take Down to the Rabbit Hole, and then use Adaptable (for 2xp) to swap in Joey (lv. 0) (and bunch other cards of course) and then upgraded Joey (lv. 0) to the much better (lv. 3) version. — liwl0115 · 53
A really heavy item build in Preston is about the only place I see Joey Shinning, he's just too expensive for anyone else really. — Zerogrim · 301
Joey's main complement, basic or upgraded, is in the overlap of Survivor and Rogue. Soaks are excellent targets for Fast-ification, as are fragile or low-ammo weapons that you want to use efficiently. — Maseiken · 1
Merging Timelines

Finally a treachery to compete with Ancient Evils for most annoying treachery in the game. Have an asset you are trying to get into play but haven't been able to find it? This will make sure you don't have to worry about that anymore.

Waiting for the third card of three aces or easy mark? Just lose all of them and your turn while you're at it.

Absolutely brutal and can completely ruin some characters.

drjones87 · 213
Funny I consider this one of the tamest treacheries in the game, when you don't hoard cards in hand this will very rarely hit more than 1 match, and 1 discard lose 1 action is amazing for a forgotten age treachery. — Zerogrim · 301
Even if you're playing Big Hand you're very unlikely to lose your whole turn. It's a pain to lose Three Aces I agree, but this doesn't damage your or affect your current board position. I played Big AmHanda through FA, and like - I didn't love this Treachery but I wouldn't put it next to Ancient Evils. Most Big Hand Gators are a few turns ahead of the Agenda in the first place. — Maseiken · 1
I totally agree. This card is new in the "Return to"-version of Forgotten Age, and it's one of the worst game design choices I've seen so far in the entire game. Many cards scream for specialized deck-building; it's the heart and the blood of the game. If you depend on one ally (Gloria Goldberg - Alyssa Graham), it's possible you can kiss the campaign goodbye. They could have made it a test. Test something against 5 and lose 1 card in the described way for each point you fail by. Then you would have some agency. But no. It's basically a test against 5, while everybody auto-fails. A "fuck you"-card for everybody who took the time and energy to make a more specialized deck. Or put 10xp into two Runic Axes and lose both with one card. After they demand money for their FA bug fix, one should think it becomes playable. — dling · 1
Lucid Dreaming

If you are cursed with a bad luck stat this is s great card.

First backpack whiffed and didn't find your weapon? Use this and find the other.

Have a double drawing thin build but terrible draw to find it? No problem.

Drew the bad version of an upgraded spell in your deck? Find the good one.

I think the best thing about this card is the consistency. For two exp and an action this becomes any card you want. In a game where building well and early can make all the difference, this provides that.

drjones87 · 213
The problem is that you need to have drawn the other card. In case of combat assets you can usually afford to wait until you draw the other copy and I'd rather have One-Two Punch or Spectral Razor in my deck instead of Lucid Dreaming and spend the action to deal with a problem than search for my second asset. I think that this card has it's own niche as a very specific tech/synergy card that works well to find copies of cards that synergize with themselves (Three Aces, Segment of Onyx, Tony's 38 Long Colt), or to trigger the reaction ability on your Research cards. Also note that this card has no icons, so it becomes a dead draw if you have no search target. — PowLee · 15
Dayana Esperence

With how much the newer scenarios like swarming investigators, there can be only one card for her. Storm of Spirits. Getting three casts of that per encounter is a massive tempo boost especially in campaigns where the enemies are just piled on. Just make sure you run token manipulation or you'll kill yourself.

drjones87 · 213
I agree with the general idea, but 4 for Dayana and 3 for each cast of Storm of Spirits is SUPER expensive. You're going to need to run a lot of money cards to make this work. Point being: it's not something you can just plop into any ole mystic deck. — DjMiniboss · 44
Fingerprint Kit

This card is broken playing off the taboo list btw.

Double or nothing resolves the effects of successful tests twice. As such, using fingerprint kit with double or nothing (on an investigator like Trish for example) nets 4 clues (one for success plus the bonus, one for second success plus bonus).

drjones87 · 213
I think this suggests Double or Nothing is broken more than Fingerprint Kit. — Pseudo Nymh · 68
I think *broken* is a bit strong. FK only has three supplies, with little support to top it up in Rogue/Seeker. — Maseiken · 1
Simply deduction(0) + double or nothing provides 4 clues in a test. If the combo looks too powerful and this combo contains double or nothing, the problem is always double or nothing. That's why double or nothing is forbidden. — elkeinkrad · 516
As others have said, what you are describing is the completely normal use case for Double or Nothing. It interacts with ALL clue/action compression this way. — Death by Chocolate · 1510
This isn't even an especially good combo with Double Double. You get an extra 2 clues in exchange for doubling the difficulty of a test. Deduction (2) is almost always going to out-preform that as its effectively not increasing the difficulty at all to net 2 clues. Double Double only makes any sort of sense when you start really stacking benefits of a passed test, and 'super-test' Seekers already have a stronger tool in the form of Guiding Stones to do that with much fewer moving parts. — dezzmont · 226