"Fool me once..."

Don’t forget, it’s not only the future card that you cancel, but the existing card is also removed from the deck while waiting for future nastiness. Some of the nastiest scenarios in the game have ancient evils and the encounter discard pile gets shuffled back into the deck one or more times. So this card takes Ancient evils (or other doom-applying card effects) out, making the encounter deck lovely and cuddly when reshuffled.

I wonder what happens with this card for surge cards. I know you can't cancel the surge, but if its a truly horrible one (say some of the peril surge doom-adding cards early on in The Forgotten Age), then could you discard and cancel the revelation effects of the card with a Ward of Protection, but because the surge keyword does have an effect, you could also play Fool me Once..., to protect against a future version of the card (in the case of a peril card, clearly only works if you are the one to draw it a second time)

If that does count, then you could even play that very same "Fool me once..." again, if you are playing Diana and have the twilight blade in play?

1) Draw the first encounter card (a treachery one) with a surge effect (and a nasty revelation effect). Resolve any effects

2) Play "Fool me once..." and attach the nasty encounter card to it.

... play a few more rounds...

3) Eventually draw a second nasty treachery card of the same type.

4) Trigger the reaction ability on "Fool me once..." - cancel the card's revelation effect.

5) Trigger Diana's ability to put the "Fool me once..." card underneath Diana (draw a card and resource)

6) Resolve the treachery card's surge effect. (note the rules do specifically use the word resolve for the surge keyword)

7) Get to the point where you are about to discard the treachery card in question.

8) Trigger the reaction ability on Twilight Blade to place "Fool me once..." in your play area and attach the treachery to it.

Any thoughts on that ?

Phoenixbadger · 199
Note* do not cuddle the encounter deck, very dangerous — StyxTBeuford · 13043
Needs the GW Bush quote. — MrGoldbee · 1484
There’s an old saying in Tennessee — StyxTBeuford · 13043
...you can't get fooled again. This effect is really good in TCU, where you lock down Daemonic Piping/Terror in the Night/Ultimate Chaos and prevent the set of 3 from ever being completed. — suika · 9497
Make sure to use card sleeves if you do cuddle the deck. Thanks for safety reminder StyxTBeauford — Phoenixbadger · 199
Absolutely, but as we all know, abstinence is the only guaranteed way to protect yourself. — StyxTBeuford · 13043
Cuddling the encounter deck is why Cthulhu created cuddlefish. — LivefromBenefitSt · 1076
Luke Robinson

Luke is an interesting mystic in that he's best when played to full hi-jinx and shenanigans. His stat line for both Mystic and Seeker is mediocre, so you're going to be most successful looking for ways to grab clues from the Dream-Gate that require little or no testing, and using his dippy do dah to avoid monsters and traps, or cause them to fizzle.

Some fun suggestions:

Gate Box + Vantage Point + Seeking Answers combo to pull two clues from a high shroud location with only auto-fail to stop you. With Seeking Answers (2) this can be done in one action. If you can boost the Camera while doing so, awesome! Play Enlightened on this Investigate to turn a card into a charge on anything but auto-fail.

Gate Box + Pathfinder to instantly teleport to any revealed location as a free action. You can set up some serious crazy with Shortcut, 2xPathfinder, and your Gate Box where you can Pathfinder into an unrevealed location, Shortcut into a second (use Shortcut second in case a monster spawns), then Gate Box shenanigans and use the second Pathfinder to pop out wherever with a full turn's worth of actions remaining and two additional revealed locations.

Alyssa Graham + Gate Box + Drawn to the Flame to pull two testless clues from a high shroud location when you find an encounter that can't spawn at your Dream-Gate. If you are the lead investigator, Alyssa can do a lot of work for the team by identifying location attachments, treacheries where X is based on shroud, and irritating no-VP monsters for you to negate. (Just remember to use the Gate Box during upkeep player window!).

Hemispheric Map + Gate Box + Read the Signs for an 11 skill test as long as four locations have been revealed (See Pathfinder/Shortcut above) - another two clues on basically anything but auto-fail. If you're rocking the Camera from earlier as well this could mean even -8 is no biggie.

Working a Hunch basically any time you're at the Dream-Gate and won't be using your once per turn ability on something else.

I have found that when I play Luke my partner is often annoyed that it's STILL MY TURN because I'm doing so many free trigger actions. That's typically the best sign of a successful shenanigan - your game group can't believe you still have actions left.

Time4Tiddy · 247
He loves Gloria and 1st Watch as well. — MrGoldbee · 1484
I don't quite understand how Alyssa Graham + Gate Box + Drawn to the Flame or Hemispheric Map + Gate Box + Read the Signs is a combo. The Dream Gate doesn't normally have any clues, so investigating there or trying to pick up clues wouldn't do anything? — szwanger · 2
Never mind, I forgot Luke's ability. :-P — szwanger · 2
So apparently they forgot this investigator exists when printing Testing Sprint. Want to investigate the whole map? Why not take a peak into your Encyclopedia before playing it? Lab Coat offers an additional safety, as do a lot of token control mystic cards. And if you're in really bad luck, just Time Warp back to the start of the combo and try again. — AlderSign · 381
If you also like playing cards, roll up your sleeves and pull out an Ace of Rods to get this combo rolling. — AlderSign · 381
Hiding Spot

I am writing my first review here as I want to check that idea:

That card to me could do wonder on Zoey Samaras with a type of deck that wants her to collect most enemies possible, for example with "Let me handle this!", On the Hunt, Taunt (and Upgrade 1/Upgrade 2).

Let's say that in this situation, Zoey gets around 3 enemies on her, attacks a full round, plays Hiding Spot so performing 3 Dodge at once.

The cherry on the cake, she gets automatically engaged again, bringing her 3 resources or 2 resources and 1 test-free damage with Zoey's Cross

And the more enemies she has on her, the merrier!

Valentin1331 · 77500
That doesn't work, enemies won't disengage you just cause they gain aloof, you'd need a different way to achieve that, like warning shot (though hunters would come to you again in enemy phase an attack). — Django · 5148
Indeed, having aloof doesn't cause enemies to disengage from you, otherwise you would never be able to hurt aloof enemies as they would just disengage as soon as you engage them. But nice thinking — NarkasisBroon · 10
so instead I need to replace that one card with Cunning Distraction to have the effect that I am looking for... for much more resource, which would still repay fine when for example to 3 enemies re-engage while dodging all attacks. — Valentin1331 · 77500
Yes, Cunning Distraction would be better and mostly pay for itself when enemies re engage. — Time4Tiddy · 247
Déjà Vu

This card appears to suck really bad in the Innsmouth Conspiracy Campaign. It has mechanics which prevent its use, and then when you want to next use it, you are no longer repurchasing so can't use it then either.

MelinaPerez · 164
Innsmouth prevents you spending the experience it gives you in the level, not the spending of experience itself, Deja Vu is no more prevented than arcane research in Innsmouth. — Zerogrim · 295
Is there an actual ruling on this? I do hope you're right. — MelinaPerez · 164
Compare to the wording between heart of the elders part 1 and 2. [Investigators may not spend experience or alter their decks in between Scenarios V-A and V-B.] Innsmouth on the other hand uses [Record this experience under “Unspent Experience” in your Campaign Log, but do not spend any of it yet.] which seems to suggest to me that only the VP earned experience is forbidden from being spent, no other step of deck editing is prevented. — Zerogrim · 295
Tommy Malloy

Another enemy signature weakness. Looking at the two elements, the effect and the discard condition, we get:

The effect: Easy to hit, hard to damage, hard for Nathaniel to Evade, hits pretty hard. Normally, this is 3 actions to clear, although you can speed things up with Beat Cop, Counterpunch, or Survival Knife (probably with Bandolier). Guard Dog can also help. Handcuffs shenanigans are also a possibility. This card will pretty much cost you a turn, one way or another, but is rarely a danger to either the scenario or campaign.

The discard condition: Kill Tommy or put the cuffs on him; your choice.

All in all, this is an average signature weakness.