William Yorick

I am finishing up playing a campaign with this guy, I've never played him before and I kinded of questioned the viability of him as the main monster slayer, I never really experience playing survivors until recently and seeing the type of cards he takes,I was curious on how he performs. I guess I am extremely glad I decided to play him with a full collection. Especially with cards from the innmouth conspiracy.

Survivors, hands down, are the best when it comes to bless tech, and their ability to laugh at the discard pile makes this staggering. Ancient Covenant paired with favor of the sun is a power couple. Keep faith is excellent at generating the needed bless token to fuel your bless tech. This I knew from testing with other survivors.

My basic weakness I got for him was paranoia. A pretty bad weakness for somebody who wants to play play,play. I thought I was gonna have a lot of trouble paying for the items that he needed to be the monster masher, and I probably would have if his ability didn't allow him to play AN asset from his discard, or he didn't have guardian access.

Enter Rite of Sanctification.

I can fill the bag up with tons of bless token, so filling the 5 count is easy, the -2 is pretty bonkers, since it doesn't care what card your playing for. Keep faith? Free. Key of ys? 1 buck. Hunting rifle? 1 buck. Favor of the sun? Free. It also discards itself, so I can kill a target, and bring it back, ready for more discounts. The same is with Favor of the sun, play it back for more guarantees. There wasn't a monster I couldn't kill, a card I couldn't play. I had 6 resources, pulled paranoia during upkeep, and could still play weapons and event cards. It's silly, and strong.

If you haven't tried a bless yorick build, try it. It's loads of fun!

I played him too, recently. not in a blessed deck, even though it was Innsmouth, but with Schoffner's Catalogue, which is another recent great ecconomy option for him. I was "blessed" with an easier RBW than "Paranoia" (got "13th Vision"), but the secrets of mail shopping would have been saved from that, too. I agree, he is fun to play (and strong) with a full collection. — Susumu · 381
The Black Cat

A new niche to the Cat could be Butterfly Swords Lily Chen.

Why her?

The reason is rather simple: the Swords make pull 2 tokens per attack and therefore this is that many more chances to pull a Symbol token that often results in very sad outcomes especially in Hard/Expert.

The cat mitigates this risk.

To make the best out of it, attach 2 Trusted to the cat, if you're really pushy you can get The Star • XVII and let the cat do his job. Then with all these tokens, you will eventually find the that you probably wouldn't have used as most of the time your Disciplines are Unbroken.

Valentin1331 · 79252
Spending 5/10 Xp and an Ally slot on making obviously bad weapons (especially on hard/expert) slightly less bad? It's not a super idea. — olahren · 3561
Interesting. It does help you dig for that ⚝ twice as fast, and each ⚝ untaps a discipline. Its entirely possible to bug someone with the swords, draw into the ⚝, untapping Discipline Balance of Body, pop that triple-attack, then smite away with another bug sword attack, plus two other attacks/evades. With 4 tokens drawn in that flurry, you can't recharge that discipline, but you can recharge others or heal the cat. Drawing the Burdens of Destiny from the deck does 1 damage 1 horror, so soak is in demand. I'm intrigued. — MrWeasely · 42
Lupara

Of course we're all thinking of Bob Jenkins using his additional action to play this during his turn, not taking an AoO, and getting that extra damage and boost. But if you're running Joey "The Rat" Vigil and Shrewd Dealings (and of course you are) , you can also play this for any investigator at your location, during their turn. The downside is that no one can sell the empty gun back to Joey, but this could save a character struggling with ammo, actions, or resources while engaged to an enemy.

Pinchers · 133
I love the theme of this combo. — clarionx · 251
"Hey, there, Roland. Looks like you're having some ghoul trouble there." "Bob, just give me the gun." "You know what I find helps with ghouls? Guns. Do you like guns, Roland." "Bob hurry up and give me the gun." "This puppy here can-" "GIVE ME THE DAMN GUN." "Sold! To the cranky detective. You won't regret-" [Blam Blam] "Hey, Roland, looks like that gun is out of ammo. Could I sell you on-" "Shut up, b — clarionx · 251
After scavenging the Lupuara: "Hey Roland, do like shiny and slightly used guns?" — Django · 5162
Three Aces

Now that this card has been tabooed, it is worth another review.

Cycling your deck will not help you anymore to use this card multiple times per Scenario.

Is it still worth it then?

1xp for 3 cards that make you draw 3 other cards: they replace themselves. They also provide you with resources (1 per card), and an auto success. The success can be really helpful, especially in a class that often runs really low on .

Compared to Easy Mark, you get 3 fewer resources, you need to find the 3 of them to play them otherwise you're stuck, but it gives you an auto success.

The 2 questions to ask yourself are then:

• Do I draw enough to see the 3 copies during each scenario? If yes, then go to the next question, if not, then it is wasted XP and deck space.

• Do I have enough space in my Deck to play this? This is not really a good deck thinner as there are chances that you see the last copy quite far in your deck and therefore in the Scenario.

•• It also counter-synergises with Versatile that you may use to add Track Shoes as it makes just fewer chances overall to find the 3 copies consistently.


TL;DR: This is good for a 1xp set of cards: it fits in some decks (high draw + Deck space available), not a lot, and is welcome for tests but doesn't change the course of a scenario.

Valentin1331 · 79252
"This is not really a good deck thinner as there are chances that you see the last copy quite far in your deck and therefore in the Scenario." I think, this depends on how fast you cycle through your deck. If getting OP cards on repeated runs through your deck is your goal, you likely will assemble the 3 cards earlier. If you don't, "deck thinning for after the reshuffle" isn't something you are concerned about anyway. — Susumu · 381
Discipline

I think this is the discipline you take unless you have a key and critical use for one of the other three, even if you are mainly going to focus on weapons and fighting with lily I would still advise taking this discipline first for one reason that trumps the other three.

Alignment of spirit can be flipped back incredibly reliably, being basically immune to your personal weakness is a good move to have before you get your XP. (made even more reliable with deny existence and other damage cancellation cards)

The other two side benefits are pretty plain too, healing on any turn where you take damage/horror and +1 to the most commonly tested defensive stat are both good for surviving longer on average, a fighter who survives longer and has more health can keep the rest of the team alive long and earn those juicy juicy victory points more consistently, which gets you to a more flashy discipline.

Zerogrim · 295
"healing on any turn where you take damage/horror": This is not a reaction trigger. You can't heal from it, when you take damage/ horror from other sources, like you would do with "Guard Dog". It's weird, that they put it behind the colon, but I suppose, it's still meant as a cost, like with "Beat Cop". Otherwise, they would have used the reaction arrow. — Susumu · 381
yea but if you take damage/horror thats the best time to flip it because it will flip back as soon as possible, thats what I meant by it, could have explained better. — Zerogrim · 295
I'm really confused as to why "it will flip back as soon as possible". It is dependent on taking damage and horror, not on a net amount of damage and horror that turn. — DjMiniboss · 44
right so on any turn you take damage you immediately use it and it flips back as soon as possible, if you wait to heal yourself you increase the odds you just end up taking damage on a future turn and delay you further. put another way given you typically don't control when damage happens you should use it on turn where you took damage anyway to maximise the odds it flips back. (since you don't control when enemies or encounters hurt you) — Zerogrim · 295