Ambush

The main problem is that you cannot be sure that an enemy is spawned at your location in mythos phase. If an enemy is not spawned, you have to plan that you don't move one more round, or discard 2 resources and Ambush; both are bad. On the Hunt & Let me handle this! may help this work, but both card don't guarantee that a enemy is always spawned.

However, it is another source of damage in mythos phase for Nathaniel. Because Nathaniel has very limited cards which can deal damage in mythos phase, this card always guarantees 3 damages without any loss. The fundamental problem can be solved by Gloria. Gloria can look encounter deck. If Gloria looked encounter deck, you can be sure that an enemy must be spawned. Then, it always works! Also, Gloria usually wants to look encounter deck, this has no additional cost like On the Hunt and Let me handle this.

I think Ambush is good card for Nathaniel & Gloria pair. Also, it's good even if only Gloria exists (of Gloria herself).

elkeinkrad · 501
I wish this card included Hunters in addition to spawning. I have never been able to justify putting it into a deck. I like the idea of 2 untested damage but it is too situational to be useful. — The Lynx · 993
That would be cool for a level 2 upgrade of ambush (maybe also make it fast). As is, it is pretty solidly overshadowed by Disc of Itzema (0). — Death by Chocolate · 1489
This card is handy in scenarios that spawn enemies at set points, like when the Act or Agenda advances. If you bought it after "The Gathering," for example, it could prove clutch in Midnight Masks and The Devourer Below. Also, those enemies that spawn at Act or Agenda advancement are often difficult elites, making free damage all the better. — Mordenlordgrandison · 464
But you need to stay in the location so even if you know that an enemy will be spawn in the location A at some point, you need to stay in this location until the enemy is spawned. — AlexP · 284
Lodge Jailor

***this review is rife with spoilers

If you're looking to set up a secret society, you need a few things. First, an evil mastermind to head things up. Then, a millionaire convert to bankroll the enterprise. Also, plenty of slavish zealots willing to die for the cause. And last and most certainly least, the resident dufus, the Pinky to your Brain, the bumbling fool whose enthusiasm for the cause is a perpetual embarrassment to you, who coughs up your most carefully guarded secrets and farts during your most sinister rituals. You try to keep him out of the way by giving him a menial job in the catacombs, but you know he's always there, the weak link, ready to bring your whole organization down.

Behold, the Pinky of the Silver Twilight Lodge. I love him. If you manage this chucklehead right, he'll fetch you two, maybe even three of the keys you need. That's because every time he spawns, he has a new key on him! And fortunately for you, there are ways to keep him coming back again and again and again.

1) Once per game, you can be guaranteed to find Igor (he seems like an Igor) patrolling the Holding Cells. You know this is actually just where the Lodge keeps spare robes and incense, but to keep this dumbass out of the way, they told him the rooms are full of horrible monsters, and that it's up to him to make sure they don't get out! At any rate, my first order of business in any playthrough is to grab the Cellar key and head down to the Holding Cell in order to find out what super important Lodge artifact Igor has accidentally stumbled across.

2) The encounter deck has several cards that may let you recur Igor -- two copies of Mysterious Chanting and two copies of Call to Order. It's hit or miss, but if you have a choice, I recommend pulling him. Of the two, Call to Order is more reliable -- just make sure Igor is the only cultist you're knocking off. Then, enjoy the ensuing farce: Carl Sanford: "Gather, my brethren, as we usher in the new order, as we shed the limits of our primitive humanity and embrace godhood!" Igor, panting and sweaty: "Here I am boss." Carl: "Godammit..."

3) There are player cards that can keep Igor in circulation as well. Persuasion is a good one: it clears Igor's doom, snags his key, and shuffles him back in the deck all for one action -- but you do have to pass an 5 test. My favorite, though, is Dumb Luck. This card let's you filch one key off Igor, and then bring him back the very next turn with a new one. "Meddling wascals -- you took my key of bone! I was going to tell you about the onyx coin in my pocket but now I won't..."

In short, if you've been desperately racing the doom clock in most of your playthroughs, trekking up to the Vault and down to the Inner Sanctum in search of keys, consider an Igor run instead. And then go here to see his modern reincarnation: www.youtube.com

Monstrous Transformation

"Ashcan" Pete enjoys having this card immensely. It doesn't reduce his intellect at all, and his willpower stat is purely defensive so he doesn't much mind that getting nerfed, either. Meanwhile, the boost to combat allows him to save Duke actions purely for investigating while Ashcan wields either a weapon or makes use of cards like Brute Force and One-Two Punch to murder enemies with his bare (or bear) hands

ClownShoes · 161
A wolf and his dog. — MrGoldbee · 1492
I don't think this works with Duke... from reading the faq on The Skeleton Key, it implies that 'set' takes precedence over all other changes, so Duke couldn't change the base values anymore. — Hylianpuffball · 29
And if it does work, then... meh? Lose two willpower to gain one fist and two agility? It doesn't seem like this works any better for Pete than for any clue-secondary investigator. — Hylianpuffball · 29
About the only advantage Pete would have is his ability to take Peter Syvester, I suppose. Though the BMOC is hardly the best ally for him either. — suika · 9511
@Hylianpuffball: Ah, but Duke isn't a static "set to X" effect like Skeleton Key. When you use Duke to investigate, you are taking an action that temporarily overwrites Pete's base intellect for the duration of the skill test. Therefore, Monstrous Transformation wouldn't adversely affect it. Also, you're misunderstanding my point about the combat boost. When Ashcan goes into beast mode, he no longer has to rely on Duke to fight, freeing Duke up to sniff out clues while Ashcan punches stuff. A challenge with Ashcan/Duke has often been finding a way to make full use of all three actions, since Duke normally can only be used twice per turn. When Ashcan transforms, he can fight-investigate-investigate in a single turn, which seems pretty good to me! — ClownShoes · 161
Duke isn't a "Set" effect, but Monstrous Transformation is. — Hylianpuffball · 29
The rest of the FAQ on Skeleton Key does talk about setting "base" values, but allows it to be modified afterward. You can certainly play this to get a base intellect of 2, then investigate with a skill value of 4 with Duke. — toastsushi · 74
Duke isn't a modification of your base skill value. Your base skill value remains set at 2 when you Investigate with Duke's ability, but you use a different base skill value for the test, not your own base skill value. — suika · 9511
Ah, suika, you're right. Duke doesn't modify _your_ base value, but modifies the base value you use for the test. Kinda like the effects that day "You may use X for this test instead of Y", only in this case X is just always 4. — Hylianpuffball · 29
Thrice-Damned Curiosity

Taking 1 damage is pretty harsh, but honestly I've seen other weaknesses that don't even have the upside of dealing 0 damage under certain conditions.

Seriously there are two approaches to this card A: play a big hand deck, well just throw in a body Armour, if you don't have enough cards in hand to have drawn body armor you have less need for it.

OR my personal choice

B: play Harvey as a hyper committing engine, you draw fast, play and commit fast and end up treating this card as occasionally blank which is hilarious, even if you float at five cards for higher education you only take 1 damage from this "instant death" card. I've played Harvey this way and only had a single magnifying glass in play and just picked up every clue in play without ever stopping to to refresh, not having to ever take a draw or resource action and only having about 3 play actions in your whole deck leads to some crazy speed. (once you lose the move actions you begin to laugh like a bond villain)

Zerogrim · 295
Or Forbidden Tome to toss your damage onto foes. — MrGoldbee · 1492
Once, I play Harvey in a big campaign, I want to try him big-hand, versatile with "Deny Existence". Though there are currently several other investigators, I want more urgently to play — Susumu · 381
For your "plan B", I think Minh Thi Phan is better as she can get and give additionnal icons, commit from an other location and have access to a larger cards pool. — AlexP · 284
The committing from another location isn’t that important for a greedier hypercommit for clues rather than support, and otherwise both of their signatures give another card per round pretty reliably. So Harvey trades 1 pip/player for an entire card each round and trades survivor 0-2 for +1 Intellect. I don’t think those are bad trades and, if you have the card pool at this point, there are more than enough options in just yellow. Actually scratch that, there have always been more than enough options in yellow. I think my original blind run TDL Daisy had two Ward of Protections and that’s it outside of yellow/neutral. — Death by Chocolate · 1489
Plus, as Brr decks go, Minh’s Signature Weakness is a much more annoying bump each rotation. — Death by Chocolate · 1489
Minh's weakness can be pretty much cleared on the turn you draw it unless you autofail. Now with Third Time's a Charm, clearing the KIY has never been easier. Plus the true loss for not having Survivor 2 is always Scavenging (2). — suika · 9511
I think curbing Harvey's weakness is easier as long as you're playing your Bulletproof Vests. Minh's weakness more or less just has to be dealt with every cycle, and I remember distinctly having to clear it 5 times in one scenario from all my deck cycling. That said, I don't think either weakness is too scary. Harvey's is scarier early in the campaign. — StyxTBeuford · 13049
I think Minh and Harvey both are nice options, the fact you don't need your signature as much in harvey is a big reason of why I play him at least 51% compared to minhs 49%. — Zerogrim · 295
@Zerogrim thanks for your review. Would you mind posting the hyper-commit Harvey deck you're playing? I'm always on the hunt for more ideas to play this investigator, who's one of my favourites, and it seems you've got a few good suggestions there. Thanks! — SilverTwilightLodgeJanitor · 7
Creeping Darkness

Is this a typo or what is creeping shadows?

Has it been officially errataed?

  • Now I want to get to 200 chars - - - - - - lalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalalala
...How can I not see this in the past 2.5 years. I hate you. — ak45 · 469
I always _thought_ something was weird about that card. Anyway, I've submitted it to FFG, maybe it will show up in the next FAQ — Sycopath · 1
Wow, I'm amazed that I never noticed that XD — Zinjanthropus · 230