The Necronomicon

This is an interesting Weakness to rate. Looking at the two elements, the effect and the discard condition, we get:

The effect: Swapping the for the isn't fun, and it doubles you chance of auto failing, but... it's possible to go an entire scenario without seeing either token, so it's on the lower end of the punishment scale for signature weaknesses. It could even help you, if Daisy is running Voice of Ra, where the grants an extra 2 resources, while the is a miss. If you've had the bad luck to get Nihilism as your Weakness, you might feel differently. Still, not incredibly punishing.

The discard condition: 3 actions and 3 Horror, and the actions can be Daisy's bonus Tome actions. Daisy has a high Sanity, but this still eats a third of it. 2 actions to clear a Weakness is pretty standard, so 3 bonus actions is fairly forgiving, and Daisy can always pack Fearless (2) to recover from her unwise bedtime reading.

All in all, this is a below average signature weakness.

you might be able to move horror off of it with Solemn Vow. If you remove the last horror that way, though, it doesn't get discarded. — Zinjanthropus · 229
Not by default, but it can now be overplayed (or tossed to a failed Crypt Chill). — Yenreb · 15
One question: with this weakness having the same name as another necronomicon("Petrus de Dacia Translation") and "Limit 1 per deck" on that card, can I have these two cards in my deck at the same time?" — newdaylqt · 1
Song of the Magah Bird

Can someone explain where this bird starts and ends? Looks really strangely drawn in comparison to the other cards. And is it sitting on a branch, or is that the beak? Im confused... ........................................................................................

Brahlam · 1
I think the answer is yes to both? lol. I honestly can't see the bird either, but I guess since we're in the Dreamlands it kinda makes sense? — TJMike · 13
I believe the head of the bird is turned so the beak is facing to the left of the card and is under the wing <(o), it is sitting on a branch with long tail feathers showing up behind. — halogen64 · 1
Dark Ritual

No reviews yet? It's bad. If you're afraid of drawing curses then don't put them in the bag in the first place. Most curse cards require you to put in curses as a cost so this card can actually prevent you from playing your cards.

It's always a shame to see obvious pack filler and that's exactly what Dark Ritual is.

KasaiAisu · 41
Some rogues either want to spend money every turn, like Preston with Darkhorse, or want to keep curses trapped until they’re needed. Your building elaborate combo, eventually you won’t need the 0XP parts of it anymore, but this does an amazing job for some characters, preventing Faustian bargain‘s from ruining your chances of success. And when you’re ready for the tokens, stop paying for it. — MrGoldbee · 1483
This also prevents curses from being used up by tests if you need a specific amount of them for other card effects. — Django · 5142
Yes, it's definitely a very situational card, but that is not the same as being a bad card. You shouldn't throw it in a deck on a whim; you use it when you have a specific reason for wanting to store curses. — LivefromBenefitSt · 1076
Dexter Drake

Dexter, you're a boy, make a big noise

Playing in the street, gonna be a big man someday

You got Molly in your face, you big disgrace

Discarding assets all over the place, singin'

We will, five Will shrivel you

We will, five Will shrivel you

Drake, you're a young man, soldier man

Fine clothes in the street, gonna take on the world someday

You got Molly in your face, you big disgrace

Waving your haste all over the place

Six Will, we will summon you, sing it!

Six Will, we will summon you, yeah

Great Drake, you're an old man, veteran

Pleading with Yaztaroth, gonna get you some peace someday

You got Molly in your face, big disgrace

Summoned hound put you back in your place, do it!

Seven Will, we will razor you, yeah, yeah, come on

Eight Will, we will wither you, alright, louder!

Nine Will we will shrivel V you, one more time

Ten Will, we will shrivel you

Yeah

jimjamculver · 142
Great work man! love it — StartWithTheName · 71473
Sixth Sense

A comparison to using Rite of Seeking (4), assuming no support for either and you always have a location available for an additional investigate, at discovering 18 clues:

  • Rite would take 10 resources, 2 cards, 2 plays, 6 investigate actions at 3 clues per actions
  • Sixth sense would take 3 resources, 1 play, ~13 investigate actions, at 1.35 clue per action

Rite of Seeking saves 7 actions, but costs 7 resources, 1 card, and a play more. A naive analysis liquidating every resource and card would into actions put Sixth Sense squarely ahead. Even a slightly less naive analysis — say you spend a play on Emergency Cache and put a copy of Rite of Seeking in play with an Uncage the Soul — still works out to +1 resource +3 cards and +2 plays vs +7 actions, putting Sixth Sense only 1 investigate action behind (assuming you can use the resources and cards to save actions in other ways).

This comparison purely theoretical — there's almost no scenario where you'll need to get 18 clues alone as a mystic. But it's quite common to need to need to get more than the 9 clues that a single copy of Rite of Seeking would get you; which gives Sixth Sense a even larger lead in such a situation...

...at least, until support is factored in. Sixth Sense's support options are just worse:

When compared with Recharge or Twila, no amount of support Sixth Sense can get will keep up with Rite of Seeking's action compression. The caveat is that recharge support costs XP.

Other considerations:

  • Rite's downside is easily mitigated most of the time, the real downside is that a failed Rite of Seeking test is much worse than a failed Sixth Sense test and it's terribly inefficient when there's one clue remaining (Seekers, do your job!)
  • Potential shroud reduction is occasionally useful, but offset by the fact that it needs to make more tests at a high shroud location, to the point where Grotesque Statue is more useful for Rite of Seeking than for Sixth Sense.
  • Playing Grotesque Statue to speed up Sixth Sense investigation is usually a wash on clues/action compared to just taking an extra Sixth Sense investigate
  • Sixth sense is worse on scenarios which require you to clear clues off a single location to advance, and on VP locations
  • Jacqueline Fine can use Sixth Sense better than any other investigator

So in conclusion:

  • If you're going to get recharge tech for your other spells anyway, go for Rite of Seeking
  • If your team has a competent seeker and you don't need to get much more than 9 clues a scenario, go Rite of Seeking (Sixth Sense/Drawn to the Flame can pick up a few more if needed).
  • If you're in a low XP campaign (read: Dunwich) without Arcane Research, or have other priorities, Sixth Sense becomes much more attractive because of how little XP it takes to get going.
  • Sixth Sense is far cheaper to run and allows you to run a Mystic deck with much fewer economy cards.
suika · 9497
I think you haven’t taken map design into account. A lot of scenarios, especially in TIC, move you around the map at a rapid pace. Being able to use sixth, especially if you can support with eldritch or Jaqueline’s power, can support grabbing victory points off locations without taking the two moves to go there and the two to come back. In TCU, this can be used to reduce painful haunting effects. But if you’re running a deck where you have a lot of blesses and can choose which token you yet, sixth becomes less useful. — MrGoldbee · 1483
I don't see that as a huge advantage — the counterpoint being that the the first time you were at that location, you could have used Rite of Seeking and gotten 3 clues there, and have another gater pick up the last one, instead of having to go back for it/remote clue with Sixth Sense. — suika · 9497
Same with Haunted effects — making fewer tests is also a very good defense against Haunted. — suika · 9497
I think the player count is also important. In 1-2 players, you'll often have 1-2 clues on most locations so you'll never get 3 clues. Or in 4 player you'll often have 1 clue left, so rite is best in 3 player. — Django · 5142
Regarding map design, Sixth gets better when other players reveal locations and you ever move there. It's also great to avoid high shroud locations and it doesn't end your turn with the wrong symbol (or make you waste actoins for the same reason). — Django · 5142
Can I ask a timing question with the new errata? I get that "as if" cards now consider you at that location from start to finish off the event/test. This card only considers you at that other location once you pull a token, at which point you have already taken you're AoO, paid the extra investigate cost, etc. Do you [A] undo those costs and pay the new ones? It feels more correct to [B] keep those locked in and only use the shroud value & clue removal of the new location. Besides, if you want to get really janky [C] it says you're at both locations - paying both costs? I think [B] makes the most sense. — Taevus · 782
You don't retroactively take any new costs. You're only considered at both locations after the symbol is revealed, not when costs were being paid. — suika · 9497
I wouldn`t assume that a seeker is always around when you play a mystic. — Chiungalla · 2