Luke Robinson

Q: Luke with an engaged enemy X (in location A) plays a Storm of Spirits as if he were in location B. Does Luke deal damage to the enemy X and the other enemy in location B? ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help ask for help

2DReversal · 1
This is not the place for rules questions. — TheNameWasTaken · 3
Enemies that are engaged with you and that are in your threat area are at the same location as your investigator. So I assume yes storm of spirits hits both. And for questions there better ask at the mythosbuster discord or Reddit. — Tharzax · 1
Hand-Eye Coordination

This is a confusing card in my opinion. Does it save you the ammo cost shown after the action arrow? "You must still pay any additional costs on that ability, which can include spending additional actions." The text should refund you an action if it saves just the action. Instead everyone's in here confused about whether it saves you ammo beside the action arrow, or not.

jasko · 2
It states exactly what you get discount on → action. That's all you get. — bugiel_marek · 21
I get it, that people might think, it would save you additional action cost on cards like Sledgehammer, which it does not. But how could anybody think, it saves you ammo. The card clearly state itself, it does not. — Susumu · 366
I do agree with jasko though that it might be a lot simpler and easier if the card just said "you gain an additional action that can only be used to activate a weapon". — Spamamdorf · 5
There’s the card galvanize which is very similar to this card and even costs the same — Django · 5072
This alternative card text, that you suggest @jasko & @Spamamdorf, makes this card more powerful. How? Granting an additional action instead of giving an action discount rises this card combo potential with all cards that give player X per action they took in a turn. Like get 1 resource per action spend this turn. I think it's not a coincidence that this card closes doors to this combo potential. That was the intention. — bugiel_marek · 21
@Django, Galvanize look similar only at first glance given what I wrote above. But I must admit that it's hard not to get this impression. — bugiel_marek · 21
I sincerely doubt that the card was written this way to nerf, what, 4 cards? Payday is not such an amazing card it needs to be stealth nerfed, much more likely they just thought it wasn't confusing. — Spamamdorf · 5
Don't look back only, look into the future as well. Meaning new cards will come that do X based on number of actions taken. — bugiel_marek · 21
Rabbit's Foot

This card is underrated by both newbies and veteran players alike.

For a 0xp card and 1 resource, your first failed test each turn gets converted into a draw action. Over the course of a typical scenario this will net you 6+ cards. More importantly, it means most failed tests are not wasted. They instead give you more ammunition for passing tests!

And there's also the Wayne Gretzky effect: you miss 100% of the shots that you don't take. With this item out, you don't have to go into every test with a high chance of success. If you're out accumulating clues just give it a try, maybe you'll succeed! You'll end up passing quite of a few of those tests and save yourself cards and actions. Conserve the skill commits for the second try. This is alluded to in the old review by Tsuruki23, and is borne out through experience.

Lastly, you don't need to have a massive portion of your deck devoted to a failure suite ("Look What I found!", Oops!, Dumb Luck, etc). Those are fine to pile on if you're playing Stella Clark and relying on a failure each turn. But their existence doesn't make this card any less worthwhile.

PS: if your deck concept has resources to spare (often when playing Bob Jenkins), consider pairing this with Track Shoes to generate a low-stakes test you can afford to fail most turns.

when I was a newbie I used this all the time. "im only 0/1 up to investigate....might as well try I get a draw if I fail" playing like that gets ALOT of clues from people who have no right earning clues. — Zerogrim · 292
It's +1 draw/turn in Stella. Vital. But some scenarios punish failure, and that slot could've helped you succeed. — MrGoldbee · 1451
Bide Your Time

McJames' review covered my thoughts about this card pretty well. Just to add on to the list of other things Bide Your Time can help with:

-Waiting at a location for other investigators to apply their support cards

-Waiting at a location to support other investigators with commits / enemies

-Building up moves to avoid locations with end-of-turn effects

-If you're one of those weirdos (like me) who plays Suzi, you can wait one turn to build up your stats

Essentially, it's a one-use 0 XP Borrowed time. I think it's good deck filler and can help strip out inefficient turns, but can get sided out as you get more impressive cards that make the turns you do have more impactful.

GoldPooka · 5
I think you've hit a couple good use cases here. Definitely seems a better fit in a bruiser (especially if using melee assets) than a cluever. It could also be scenario tech. There are a couple scenarios where I’ve been playing blind and advanced the Act with the final investigator action only to then be walloped when it flips and spawns or turns into a boss monster or something. This could help pay you back for dead actions and/or ensure you are able to go nova following a flip. — TKITRJ · 1
But that's seems to be a rather small niche. And if you have several expansions, there are plenty of options for filler cards, that are not only delay your turn. — Tharzax · 1