Stargazing

This card slow down the threat a lot!

When you got any treachery card, it cost as following

  • 0-1 action for average test that may make you discard, lose Health or Sanity
  • 1-2 action when you draw the enemy if you can kill it. But cost more if you can't

But put this card provide you the The Stars Are Right it return you

  • 1 action - Tie you playing action
  • 1 resource - count as 1 action
  • 1 card (From drawing) - count as 1 action
  • Additionally eliminate action cost from the treachery card count as 0-2 action

In short, this card pay back you around 2-4 action as soon as you found it.

Especially when the treachery card is punishing on late scenario.

AquaDrehz · 204
This card is soo good in late game when the treachery cards really punish you. I normally take this going into the final scenario whenever I go mystic. — Calprinicus · 6291
Through the Gates

On paper, this weakness doesn't seem that bad. It's easy to picture scenarios where you draw something like Emergency Cache, some skill card, or end up having to toss an asset in play that's out of ammo or charges. Sure, it's too bad if you end up losing that second copy of .45 Automatic or whatever, but for all intents and purposes, that card might have been on the bottom of your deck and you weren't going to draw it anyway. And heck, maybe the second copy is already in your discard pile - no biggie, right? Or maybe you don't even have a second copy of the drawn card! Then all you've lost is a single card draw - far from the end of the world.

And yeah, you will encounter those types of low impact situations with this card from time to time - which can make it feel pretty mild.

However, when this card hurts, it really hurts. It's particularly brutal if it causes you to lose your only weapon in play, or some other asset you are heavily relying on. If you are playing solo, then - depending on your investigator - you can find yourself suddenly defenseless with essentially no recourse other than to resign. There's the potential for some real feel-bad moments when you end up losing a fully powered Hawk-Eye Folding Camera, or an Investments that you've been juicing since the start of the scenario. And there's nothing quite like having your big gun disintegrated right before a boss fight to really elicit some choice swear words.

Having played with this card a few times now, I have to give it a lot more respect than I did initially. It's a lot of fun (in the way that only cruel cards can be) and is probably one of my favorite weaknesses, just because you never really know how much of a disaster it's going to be until you see what's sitting underneath it.

bricklebrite · 533
Maybe consider running singletons of your super weapons if this is your basic weakness. There are enough high power lvl 4-5 guardian weapons that you can easily diversify if you know this is in your deck. Other staple cards are harder to justify playing around this card, but it is doable with the current card pool this deep. — Death by Chocolate · 1488
i would think it's especially bad if you lose a one-of-a-kind card that's a core part of your strategy. something like Peter Sylvestre or Lola Santiago — Zinjanthropus · 229
Yes, it is very swingy. A friend of mine (first time player) was playing a 19 XP deck, draw this one as one of his weaknesses, and had both 5 XP Shrivelling removed by it. So he was basically playing a 9 XP deck with one extra RBW. This was quite harsh. — Susumu · 381
Forgot to mention: this was a stand-alone, Carnevale to be precise. — Susumu · 381
Haste

Does haste also trigger when taking actions on Mythos or scenario cards? What about weaknesses if you have enough actions?

I suppose extra actions make it easier to trigger haste, while free actions that move you also work well to get to more clues.

Edit: Haste makes stuff like "gather ressource" and "draw card" more efficient. Gain 3 cards or 3 ressources for 2 actions? More efficient than Emergency Cache or Preposterous Sketches, if you include costs for drawing, ressources and playing them.

Free actions that grant other action types as effect don't count towards Haste cause you didn't spend an action to initiate them, like Pathfinder doesn't trigger Frozen in Fear. Examples: Double, Double, Uncage the Soul (Sefina), Ever Vigilant (Skids)

Edit2: Ignore my last paragragh, haste cares about performing the same type of action twice, not spending an action to do so. So above cards all trigger haste.

Django · 5148
If it’s got an action arrow I assume it at least counts towards “Activate”, so Id say yes. There’s plenty of encounter cards that require other specific actions as well. — StyxTBeuford · 13043
Does this work with double double? — Rivilus · 1
I just realized, Haste says "types include..." which is not an exhaustive list. But it's true, weakness and encounter cards should count as "activate" like in the flashlight question. @Rivilus: Double says that you "play" that event, so i'd say it works. — Django · 5148
What about Uncage the soul (sefina) or Ever Vigilant (Skids)? — Django · 5148
After reading pathfinder, it seems stuff that doesn't cost an action doesn't trigger haste, so double and cards from my last question don't trigger either. — Django · 5148
Ignore my last comment, haste cares about performing the same type of action twice, not spending an action to do so. So above cards all trigger haste. Compared to Frozen in fear, haste cares about the resulting action type, while Frozen in fear checks if an action is initated and modifies the cost. — Django · 5148
Generally speaking, card and abilities that care about “performing” actions only count actions that spend one of your three action opportunities. Playing a fast action or using a fast ability, even one with an action designator, does not count as an action for such purposes.” Matthew Newman — Rivilus · 1
So from that I’m guessing pathfinder, double double etc don’t seem to work... — Rivilus · 1
I was going to say, I'm fairly certain Double, Double etc do not work because it doesn't cost an action, it's just a play effect. If it specifically said you received an extra play Action, it would work. This is relevant as Leo Anderson has the same effect- he gets to play an ally at the beginning of his turn, but it doesn't not count as an action and therefore won't trigger Haste. — StyxTBeuford · 13043
Does Haste need to be in play for the number of actions to start counting? Can I play an asset, then play Haste, then activate Haste to take a free play action? — Vittek · 1
I think haste needs to be on the board to start counting actions. so Vittek that wouldnt work. if it were to work you might have to play haste first but even then it wasnt on the board to record the play action ... so i doubt that will work. — Roakana · 1
Haste has to be in play for all the actions being counted- playing Haste itself does count as one action towards the trigger. — StyxTBeuford · 13043
Death's Approach

This isn't so much a review as another Luke question. If this card is in play along with Act 1a from this Scenario, can Luke ever escape from his Dream Gate (pointless reality)? Similarly if Detached from Reality is drawn while at Dream Gate (wonderous journey) while Agenda 2a+Act 1a is in play does it simply whiff?

(Sorry for not linking these cards, this is my first review and I have no idea how to do that on this website)

Sycopath · 1
As written I think cannot pretty clearly overrides flipping so while dream gate can enter play in either form and leave play in either form it cannot flip. This could mean you have to take the 2 horror on the chin, or that you get away with no effect from your weakness occasionally. — NarkasisBroon · 11
Another thing to consider is that the act and agenda have been erratad to say that "locations cannot be flipped over to their non spectral side". So the real answer to this question hinges on whether you think Dream Gate has "it's non spectral side". Clearly it has two non spectral sides, but it is unclear whether to be flipped to it's non spectral side requires it to have a spectral side. — NarkasisBroon · 11
Actually the act's errata says locations cannot be flipped to their spectral side. Dream gate definitely doesnt have a spectral side, so it isnt affected by the act at all. It may be affected by this agenda, see above — NarkasisBroon · 11
Yeah, "Luke breaks Arkham Horror"--Film at 11 :p I was also curious what people's opinions were on what in the heck the errata on Act 1a even does? Like the errata on Agenda 2a prevents a lock state if it advances before Act 1. However, I cannot discern what is gained by the errata on Act 1a. — Sycopath · 1
Empower Self

At the time of writing — Empower Self is fresh off the press — these cards are generating much discussion, here and elsewhere, positive and negative. Rightly so, they are interesting cards.

Two points to get everyone on the same page: (1) The Myriad keyword means that we may purchase all three for two experience points, but we don't have to: we can choose the one or the two we want the most. (2) The ability (+2 to a skill) is separate from the constant ability (ignore a substitution), can be used independently of it, and much of these cards' value comes from that option.

Cost

Let's be precise about the cost of getting all three into play: three cards, three actions, nine resources, and an arcane slot. To merely call that costly is to gloss over just how expensive the triple is — we need to ask ourselves: what else could we accomplish with three other cards, three actions, nine resources, and our arcane slot? Needing to search for these cards (with Lucid Dreaming for instance) adds to their effective cost. Uncage the Soul helps, but it doesn't make the issue go away: Uncage is one of several economy cards we can choose to include at the expense of other useful cards, and Mystics often already use Uncage with no shortage of targets.

Obviously, if we only plan on getting two copies or one copy into play, the cost is more manageable.

Other Skill Boosters

Empower Self, as a level two, once-per-turn skill booster, is worth comparing to the Carcosa cycle of talents: Well Prepared, Quick Study, Cornered, High Roller, and most significantly, Recall the Future.

Let's compare one copy of Empower Self to one Recall the future. Empower provides a bigger effective skill boost (that is, has a larger effect on our odds of success) to one test a round than Recall, but Recall is a resource cheaper and is slotless. Recall can also be used for any skill and often doesn't exhaust — we can pose the question: "Throughout an entire round, which asset is more likely to turn a failure into a success?" and Empower's only advantage seems to vanish.

Let's now compare two or three copies of Empower Self to two copies of Recall the Future. Triggering both Recalls provides an effective skill boost that is close to, and in some cases identical to, a true +2. Recall is still more flexible and Empower can never be used for .

While two copies of Recall costs four experience to Empower's two, I think the difference is stark enough make the comparison worthwhile: for the sake of skill boosting, I would rather have two Recalls in play than all three Empowers. This is without even considering that the former only costs us two actions, two cards, four resources.

Empower Self is only worth taking if we can also get value out of its other ability.

Ignoring Willpower Substitutions

There are three issues to overcome to make this effect useful:

(1) Much of the value of spells is in their substitution to begin with — Rite of Seeking compares very unfavorably to Fingerprint Kit as does Shrivelling to the .32 Colt. Sixth Sense, substitution aside, provides a marginal benefit which would be hard to justify. This issue is worse with higher level spells as the + they grant is worthless if we aren't using .

(2) Using for investigation spells or for combat spells is a build-around type of effect, but we are only allowed one copy of the relevant Empower Self. If we, for example, build a deck that focuses on boosting at the expense of but include Rite and Sixth Sense, then those cards are not useful until we find our single copy of Empower Self: Acuity — and if we have a deck that boosts both skills then we don't need Acuity at all.

One perk of the effect is that it allows us to use cards like Deduction or Vicious Blow with spells, but similarly, those skills need to be useful without Empower Self to be worth including in the deck.

(3) Empower wants to be used with spells, but competes with spells for arcane slots. Being able to use for Rite and for Shrivelling isn't much help if we can only have one of those spells out. Sign Magick addresses this issue but has its own cost.

The strongest spell events that use don't substitute it, they add it: Read the Signs, Spectral Razor, and Ethereal Form; though Storm of Spirits and Blinding Light do have their uses.

Who might want it?

Marie Lambeau comes to mind because she has a compelling reason to use spells besides — her additional action. A thrifty Marie might take Magnifying Glasses for her hands and take Sixth Sense to capitalize on her ability. Sixth Sense is then useful without Acuity but gets better with it. And while Marie is spending two experience on Acuity, she can pick up Alacrity for free as a kind of mostly-superior Trench Coat.

Diana Stanley is another interesting case — she likes using because she can get it up to 5 or 6, but she can't necessarily depend on it so Empower Self could be helpful. Synergy with Well Prepared bares mentioning because each Empower has double icons of its corresponding skill. Diana has the option of using her ability on Empower if she's done with one of them — but only after it actually ignores a substitution.

Spritz · 69
I still think Daisy is the natural home for this. Acuity buffs her primary stat and allows her to use Rite of Seeking as a pseudo Fingerprint Kit, which in turn frees up a hand slot for another tome. I actually published a rough deck along these lines yesterday. Even managed to find a use for Book of Shadows, which can be used for free by Daisy to keep her Rite of Seeking permanently stocked up with charges and grant action compression on every turn. Alacrity and Stamina are less useful but do offer some handy enemy management options that would otherwise require some pretty expensive and highly situational cards in the deck, so you can make a case for them. It also combos nicely with Essence of the Dream. With these assets in play Daisy can handle just about anything, at least for a while, and can pulverise any shroud level in the game. She also doesn't have the same opportunity cost with the arcane slots. It's a natural fit. Still may not be the optimal Daisy build of course, but I'm looking forward to try it out. — Sassenach · 180
That's fair — Daisy has excellent deck searching tools to find the Rite of Seeking/Acuity combo, and with 5 intellect she can make herself useful until then. — Spritz · 69
The other thing I'm thinking is that might be a signal that we're going to see Lily Chen in the next cycle. This is all highly speculative of course, but it seems likely that she would be some kind of Guardian with Mystic off class, and since the character is a martial artist there may be some kind of weapons restriction (no firearms for example). Something like this (a ritual that empowers her body and mind from within) seems like it would be a great thematic fit for this hypothetical investigator. — Sassenach · 180
Time has passed and Lily Chen has now been revealed. And she can buy Mystic cards level 0 only. A bit sad, really; Empower Self: Stamina would have a decent great way for her to fill an arcane slot for the Dragon Pole. But that was not to be. — olahren · 3546