Innsmouth Harbour

Hi all, how do you play the card capacity "After you enter this location : Move to the House on Water Street" ? are you unable to do any action IN this location before moving ? When you move by an encounter card saying to move to this place and drop all your keys, do you drop the keys here then move ? and if yes, how are you able to recover the keys ?

Thanks for your help !

Osirith · 1
The move is optional — Nenananas · 267
Reaction is always optional. This is main difference between Forced ability and reaction ability. — elkeinkrad · 500
If you want to do anything at Innsmouth Harbour, you can simply not trigger its reaction ability (it's not a forced effect, as the commenters above me noted). However, you're also correct to say that if you do choose to trigger that ability you have to move again immediately and won't be able to do actions there. If an encounter card moves you to Innsmouth Harbour and drop your keys, you drop your keys at the harbour and then decide whether you want to immediately move again (there is no player window to pick up the keys before you move, so if you need those keys you should probably not trigger the ability). — Thatwasademo · 58
Holy Rosary

I think the real secret of this Card is you are spending the XP not for the extra ability but for the access. I am less interested in this card as an "UPGRADE" than as a good boost to willpower and sanity buff. For Roland, this is almost a auto include. I often upgrade to Elder Sign Amulet with him or Mark and this is just better across the board. The extra willpower helps to protect them from the encounter the deck and the sanity boost is well worth the cost.

Ares73 · 10
Lucid Dreaming

Can you use this card to look for the same title, but different level?

Let's say you have 1 copy of Shrivelling (0) and 1 copy of Shrivelling (5) in your deck.

Could you use Lucid Dreaming to find the other one?

That would be lovely for Mystics as it is a spell and therefore you can find it with Arcane Initiate.

Valentin1331 · 78264
Yes. You can check the RR for "Copy". — toastsushi · 74
The Hierophant • V

Interesting and powerful card, that is released in the same box as the upgrade of Sign Magick, for the same amount of Experience, and the same resource cost.

Nevertheless, I will prefer Sign Magick to The Hierophant • V for the Fast Aspect, to keep the Tarot slot free for Four of Cups, and most importantly for a free trigger of another spell: You killed an enemy (or not btw), get a free investigation (without AoO); you didn't kill the enemy, get an extra attack or an evade to dodge the damages.

Replacing Four of Cups for The Hierophant • V to have an extra slot to play Holy Rosary is the same as paying 2 XP and 2 resources for 2 Sanity. (Mr. Pawterson is looking at you). Crystal Pendulum and St. Hubert's Key are barely better in that slot.

You're therefore more likely to use this card to improve the size of your Arcane pool.

Is it the best card in doing so?

I don't think so. Familiar Spirit and Sign Magick (0) are lvl 0 cards, and Sign Magick (3) offers insane options for the same amount of XP and using a slot that is less contested in Mystics than other classes.

For a more detailed review of both cards and more info on why I believe that Sign Magick is better, see the review of Sign Magick.

Valentin1331 · 78264
Combat Training

I'm unconvinced this card is as bad as people are claiming.

The worst way this card could be bad is if you're firmly relying on the fight or evade to make checks at all, and it discards itself. That is a disaster and because it's a disaster this card should not be played in that position.

Where this card has room to be playable is horror soak with the benefit of some turns of turning decent checks into secure ones. At worst, it's the card for a fast resource to horror point. Something Worth Fighting For has the same resource conversion rate, better draw (3 horror for a draw), worse action cost (1/3rd per horror), though is admittedly lvl0. And you're going to have situations where you can simply replace it because you have the other copy in your hand and it doesn't cost an action.

This card would not be too good if it cost zero though (either XP or resources but not both), and would make it considerably more interesting on the deck building side. Honestly, I just think the restriction shouldn't be there. One sanity point on the one composure you can have in play isn't going to break the game without something truly degenerate, and if you're a tough guy, composure isn't the first thing you lose, it's the last thing you lose right before your last sanity point and if that's not thematically appropriate I don't know what is.

This card is essential if you roll into unspeakable oath (cowardice) as guardian. It's also good for a level where you need to make one or two evade checks like the hotel. — SSW · 216