High Priest of Hastur

This guy unsettles me. What exactly IS that thing on his chest? A nipple? A huge snake eye? And the end of that trumpet is SO not even near his mouth, it's lodged in the middle of the throat, and he's happy as a clam to be blowing through that gaping throat wound hidden under the hood.

Also, any enemy that can outright eliminate you is scary as all hell. Objectively this guy is not REALLY that much of a threat, meaning you need a serious bout of bad luck to step on his landmine, but still...I don't like seeing him, and once he's out and about, he just makes me nervous.

But mostly it's that eye.

ratnip · 68
Daniela, be careful! — MrGoldbee · 1484
Daniela Reyes

I love the deckbuilding restrictions of this cycle of investigators, but I have to say I am saddened beyond words that you can't squeeze a Survival Knife in her list. It's a real shame too; it's been a long time since I got as excited about a new investigator as I did when I read this card. Who knows, I'm not terribly familiar with the Survivor card pool. There's probably some busted stuff in there for her

she can take and works fine with survival knife level 0 :) — isuscbrmid · 44
Hoods

As there is only the one review at time of writing, I want to throw my two cents in.

This is a tough weakness to deal with, though you do have options.

1) As everyone has mentioned Ornate Bow can both handle this. The problem is they cost XP, 6xp for the bow. As well as the reload cost.

2) Auto Evade with Breaking and Entering plus Waylay. A zero health cost method for dealing with the weakness. This costs 1 more resource than Ornate Bow, arguably the best method of dealing with hoods by yourself, but requires two cards, though it nets you a clue.

3) Use her combat stat of 3, to boost damage with Brute Force, .18 Derringer, Fire Axe Chainsaw. The problem with these is they are unreliable without over-commiting meaning you must drop in additional resources/cards/actions to handle the problem.

Edit: As people have pointed out Brute Force can't be used with Cheap Shot making hoods even tougher to deal with.

Now of course if you have a guardian on your location with a one shot weapon and a turn after, that's ideal...but unrealistic. So I'd say compared to other investigators this is a rough one. I would place it up there, but behind, with Call of the Unknown, Abandoned and Alone, and the horrific Dark Memory.

. · 35
Cheap Shot sounds like a very bad idea. You certainly *don't* want to evade the hoods. — trazoM · 9
I'm assuming that they were suggesting to "boost" Cheap Shot to deal 3 damage, defeating them before you apply the evade. But, Cheap Shot isn't a basic fight action anyway, so you don't get the bonus damage. — toastsushi · 74
Brute Force by itself is a pretty good answer to Hoods if you can find another combat pip or two to commit. — Death by Chocolate · 1488
Made massive edits to gramamr, spelling, and cleared up my thoughts. Was obvisouly way to tired when writing the review. Though I didn't recognize the interaction with brute force so I have left an edit: to that. — . · 35
Breaking and Entering still triggers the reaction attack from Hoods. The reaction from Hoods is on the evasion, not an evade traited action. — suika · 9498
My vote would go to Reckless Assault and a Brute Force if you aren't running the bow for some reason, though I'm not sure Rita can do much better than the Bow for her hand slots. — suika · 9498
Gené Beauregard

PRO

  • An and boosting ally. There are several rogues and (and a few seekers) whose bread and butters are those two stats. Seekers in general are starved for Intellect boosting allies as well, so Gené is a great alternative to someone who would otherwise stay with Dr. Milan for an entire campaign. Even if they wont get much use out of the boost.
  • You can move a clue or an non-Elite enemy either to or from your location. This is an amazing ability that opens up all kind of useful interactions (listed below).
  • 2 health and sanity will help Gené here soak at least some damage, or survive effects that hurt your allies such as Centuries of Secrets.

CON

  • Costs 5 resources (by time of writing Arkhamdb says 2, but I believe that's wrong). 5 is a lot, even for the two richest classes in the game. Losing poor Genè to a Crypt Chill on round 2 will be painful, so beware.
  • Genés ability to move enemies don't work on Elites. And that's fair, but it means that she'll be less useful in some scenarios than others.
  • 3 Xp will restrict this card to dedicated rogue and seekers (and Lola).

I think Genè is one of the greatest allies this game has seen so far and justly priced at 3 Xp. The one thing holding her back, really, is how expensive she is.

Gene is an upgrade over Milan in a great many decks, especially those that has some sort of synery with Genès abilities to move clues and enemies, such as Ursula Downs, Trish Scarborough and Monterey Jack. The only one left sad here is dethroned Lola Santiago, really. And don't feel too bad for her; Lola will still see actions in decks that prefer her clues-for-cash ability.


Things you can do with Genés ability

Feel free to add more in the comments

Clues

  • Drag a clue after you as you move to the next location. This is useful if you need to move away from something, for example an exhausted enemy. Or if you have a free move effect such as Pathfinder.
  • Move a clue away from a Victory Point location.
  • Move clues onto locations with lower shroud values.
  • Move a clue to your location so you can use abilities or cards that need to have a clue present. Trish' investigator ability is one example, Inquiring Mind is another.
  • Clump clues together, so you can pick them all up with cards such as Deduction or Archaic Glyphs.

Enemies

(remember, non-Elite only)

  • Moving enemies away is a great way to make them irrelevant. Even hunter enemies wont like being left several locations behind. Or you can move them to someone who will benefit from killing them off, such as Yorick.
  • If you're already engaged with an enemy and you can afford an attack of opportunity, just move to a new location. Then use Genè to move that enemy away from your location. It's kinda strange that this works, but I can't see why it shouldn't. You can even move enemies that are engaged with your team mates.
olahren · 3552
Another application: Move an enemy onto you if you want to evade it either for Pickpocketing (2) or even just to turn off retaliate. Commit some rogue skills for profit. Probably best in Finn or Trish, as Finn gets a bonus action to evade, and Trish can get bonus clues from an enemy at her location. — Zinjanthropus · 229
You can also move an ennemy to the location in which an other investigation will play Scene of the crime to get 2 testless clues. And maybe use Grete Wagner, Evidence and/or Roland Banks ability to get even more testless clues. — AlexP · 268
There's a _lot_ of situations where moving a clue is as good as discovering one. — Zinjanthropus · 229
So you can move an enemy away and just break an engagement? Or how does that work? — housh · 171
Housh: Yes, I believe you can. Genès card clearly state that you can move non-elite enemies from your location, to a connecting location. And you're only engaged to enemies that share your location. — olahren · 3552
Also use gene to try to engineer more efficient Dynamite Blast plays. Especially nice with Chuck Fergus in Jenny or Skids. — Zinjanthropus · 229
If you have the Hiking Boots from Edge of the Earth you can use Gene to feed clues back into depleted locations, making it easier to earn more free moves in a backtracking scenario. — OrionJA · 1
CON: You have to dress up some idiot in a bear suit with balloons. — profparm · 1
PRO: when someone refers to you as such, you get to say, "Or is it?" And reveal you're gene parmesan, the best. — profparm · 1
I really like the idea of exploring forward and just punting enemies back to the fighters to deal with. Often the fighters waste actions moving to or engaging enemies and you can just move into a space with an enemy and kick them back. Or if you have a way to move avoid AOO, you can just leave them behind. Excited to try it out with Monterey Jack. — Taevus · 782
One small trick (which maybe a common sense) for this card is aiming get rid of up to 2 clues on a location you are heading to. When you are 2 locations away from it, move towards it once (now you are next to that location) and drain a clue. Next turn, move to that location then push a clue away. Can be great when there is a skill on that location which says you have to get rid of all the clues first. While clues can be used to advance, now you can play the location skill ahead of time. (Then your friends maybe grabs the clue you pushed away.) — 5argon · 11136
What happens if you move an enemy that is already engaged to an investigator? Does it disengage, or does the engaged investigator move with the enemy? — Arkhon · 1
It disengages, as it no longer has an investigator present at its new location. — olahren · 3552
Yet another use for this amazing Ally lies in mitigating Ursula's signature weakness, Call of the Unknown (See my short review on that card's page). — SilverTwilightLodgeJanitor · 7
Medical Texts

Finally the upgraded version of the healy book. Do I get it right that you can use it also when it is exhausted, but the next fail has to deal the damage? It would be more punishing if you could not use it while exhausted though. But two possible heals with no limited uses? That’s just broken! Love it

holandato · 2
Yes, you can use it while exhausted, but if you failed you would have to deal 1 damage. It's not that powerful, though; 1 action to heal 1 damage is quite expensive in terms of time. This was always the complaint with First Aid (0), though in the hands of Daisy, perhaps with Abigail Foreman, this starts to look quite nifty. — AndyB · 955
Your point is taken, AndyB, but most seekers can get — togetic271 · 5
Most seekers can succeed on a 4 intellect test without breaking a sweat, so I think that makes this a reliable way of healing 2 damage for one action, which is way better. — togetic271 · 5