Book of Psalms

In addition to the obvious usage with Blessed Blade, this is also a great pairing with The Hungering Blade.

Guardian decks rarely have extraneous space for hand slots, but if you've managed to equip Hungering Blade it tends to be your sole weapon. This is an option to heal horror on any character and improve the chaos bag in the bargain. Also thematic for Zoey, who loves the The Hungering Blade...

Pete's Guitar

If you told Jim mains a year ago that we were going to get a parallel investigator's instrument, they probably would have joked that it'd be Duke and not Jim's trumpet reworked. Please think of them when you use this card to heal horror without a skull or hand slot.

On the face of it, Pete's guitar seems incredibly strong. It's a 0 XP, slotless, testless, actionless card that can be used outside of your turn. It's hard to draw fair comparisons with other cards that either take up slots, require a test before moving, or both.

Move a non-elite enemy at your location or connecting location: This can be triggered after Hunter enemies move, but before they attack (player window 3.2), so you can either use it preemptively or as a last resort before the enemy hits you. It's easy enough to see this ability being useful in a few ways:

If the enemy does not have Hunter, then moving it to a location without investigators can remove its influence without putting it back in the encounter card rotation. Just don't do this with Cultists.

You can choose a connecting location, so if an enemy would hunt to you or another investigator you can push it further back. If that doesn't work, you could let it move in step 3.2, then move it to a location without investigators before step 3.3.

There is no engagement requirement, so you can move an enemy off of one character and onto the fighter, or just move it off of them altogether. There also isn't a non-weakness requirement for anyone with an enemy weakness.

This effect can work wonders in solo when you frequently only have one enemy on you, or in multiplayer where there is almost always an enemy annoying somebody.

Then clause: Due to the flexibility in the timing window as well as being able to move enemies that are already not on your location, this will often happen without much effort. It's hard to imagine many decks that don't benefit from a passive resource option or healing horror. Honestly the guitar would already be strong if it just moved enemies around, the horror and resource are just icing on the cake. At least Jim will always have Flute of the Outer Gods.

SorryLaurie · 484
Live and Learn

The second answer from FAQ no longer valid: Question: Hello. Can you clarify interaction between Quick Learner and Live and Learn? In Live and learn faq you answered that "an action that is a skill test (such as Investigate or Fight) ends at the same time that the skill test ends". If i fail the first action and play Live and Learn my first action ended and new skill test is proceeding after first action - so, if I am right, it has no penalty from quick learner. Is it true?

To answer your question(s): No. The failed skill test and the test from Live and Learn are part of the same action, and would have the +1 difficulty from Quick Learner.

Sincerely, Alex Werner, FFG Game Rules Specialist

Arching · 2
Obsidian Bracelet

With "The Scarlett Keys Investigator Expansion" The Hungering Blade gets quite nice new synergy support.

Obsidian Bracelet is cost efficient soak because it can tank Bloodlust. Bloodlust is a treachery and the bracelet gives soak to treachery horror.

Great synergy exists with Hunter's Armor with the "Hexdrinker (3)" upgrade. It says "Hexdrinker. After 1 or more damage or horror is assigned to Hunter's Armor from a treachery effect, you may exhaust it to draw 1 card." This compensates for the dead draw of Bloodlust.

This might be quite effective with tanky builds for e.g. Tommy Muldoon.

As much as I like the combo it's some drawbacks: 4 cards to support a single copy card weapon. It ain't chip either. — bugiel_marek · 3