Disciple of the Devourer

In our group we has an argue about how this card is played during the setup phase of Return to the Midnight Mask scenario.

We played a four players game and during setup we spawned them with one doom Token each. But in the first mithos phase we pulled the Mask of Ummordoth trachery, followed by Masked Horrors, and this treacherys plus the dooms un the cultist and the one in the agenda, made the agenda to flip over during the second round of the game, and that leave us with a bitter taste in our experience of the campaign.

Later we checked the Acolyte wording and was quite different from these replacements. Making us wonder if these enemys maybe dont start the game with a Doom token. Because the forced effect says: "when you spawn..." But in the rules "you" refers to the investigator who drew the card, or the one controlling it.

Can anyone explain how this card actually works in the setup of the scenario?

Fenrirgarm · 11
When you draw it from the encounter deck you spawn it to the furthest location (downtown in your case i think), then you(the investigator who drew the card) forced to put a doom or a clue(if you had one) since you were on Agenda 1. — Uncle George the Farmer · 49528
You spawned them correctly. ‘You’ is the drawer, or in case of ambiguity, the Lead Investigator would choose, but since nobody has clues yet, there is only one option (spawn with doom). Players never ‘control’ enemies. However, from your description, the Agenda shouldn’t have flipped until the third round of the game (second Mythos phase). No matter how much Doom is in play, the Agenda only flips when the threshold is checked during the Mythos phase (BEFORE encounter cards are drawn). They aren’t any harder to kill than Acolytes and yes, you HAVE to scramble to kill the cultists at the start of Midnight Masks. The scenario is very punishing like that. You don’t get the luxury of spending a couple rounds building up. — Death by Chocolate · 1484
The problem is that the Setup for four players spawns 3 of these guys (3 dooms in play), then the mithos phase came (4 dooms), then the Mask of Umordoth (5th doom) and, in the same mithos phase other investigator drew masked horrors (6 dooms on the agenda), and the treachery makes the agenda advance. So having played only one turn the agenda flipped over. — Fenrirgarm · 11
Masked Horrors: Revelation - Each investigator with 2 or more clues takes 2 horror. If no horror is dealt by this effect, place 1 doom on the current agenda. This effect can cause the current agenda to advance. — Fenrirgarm · 11
So I get that the scenario is supposed to be harder than the original, but If this setup works the way we played it, it means your group is forced to kill at least one of these disciples during the first round or there is a chance you miss an entire agenda from the beginning. — Fenrirgarm · 11
Okay, yeah. It seems that Masked Horrors is the problem ‘gotcha’ card, not the disciple. Surprise aside, that means that if someone grabs two clues from the first location - which is trivial in a 4p game at the House or Rivertown, you can protect against that treachery. Otherwise, killing a disciple on the first turn is still both doable and advisable. — Death by Chocolate · 1484
Trusted

This card is fine. It's not bad. It's not great.

As has been noted below, it gives many allies an extra use. This is definitely helpful. Of course, then there's also the more obvious utility: 1 extra point of horror and/or damage that you don't have to take.

The cost is 1 resource and 1 card, no action.

The closest equivalent cards are: Dodge and Second Wind.

In some ways, Dodge is better. It costs 1 resources and 1 card, no action. Dodge can let you avoid more damage. Odds are you're more likely to only take advantage of either the 1 extra sanity or health with Trusted, but not both. Dodge let's you avoid a whole attack which can be much more damage.

On the other hand, Dodge only works on enemies, not treacheries. Trusted lets you store damage away from your investigator. In addition, it can make scenario allies more hearty if the scenario tries to kill them (think Adam Lynch.)

Second Wind has a different cost than Trusted: +1 action but -1 card (because you draw to replace it.) It can heal more but it has a very limited play window for best effect. This card is best suited to investigators that take damage regardless of the allies they have. Mark Harrigan and Sophie, I'm looking at you.

This card is well costed and serves a useful niche. It's not bad. It's not game breaking. I'd recommend Trusted in decks that have 6 or more allies. Maybe 4 or more if you include Calling in Favors or if your allies run very useful abilities with a self-damage component, like Aquinnah or Beat Cop.

jblade · 19
Track Shoes

Why are there no foot slots? Don't give me that "adding slots requires rules updates" because we added Tarot slots. I was hoping we wouldn't have any examples of incredibly awkward formatting like this, but here we are.

As for this card it's 3 resources for a permanent stat boost, which is fine. What's good about the reaction is that it doesn't care how many enemies are at your destination, or how hard they would be to evade legitimately, you are probably testing +2 to leave them behind.

It's always nice to have stat boosts that aren't in the already hotly contested ally slot.

Swekyde · 65
It also doesn't care if enemies are there. It's a test for a free. Kv — Myriad · 1226
Move. Damn phone. — Myriad · 1226
As for the slot issue, I think the devs feel like tarot are a great design space in which they want to iterate further, while footwear are generally not compelling/interesting enough to generate any more cards. — SGPrometheus · 847
Yeah, we might end up with three or four footwear cards at the end of the day, but a dozen or more tarot assets. — Carthoris · 20
Imagine how OP this would be if bad tokens didn't include nasty side effects. Still, this might be an auto-include for anybody with high agility. — bigstupidgrin · 84
There is nothing remotely awkward with the wording on this card. — Tilted Libra · 37
Even if they never printed another footware, I think it should have had a slot for thematic consistency. — Skylar114 · 1
I think the point a slot is that you might get more by certain cards. Right now, I believe every slot in the game has at least one card expanding on the number you're allowed (with Anna Kaslow for tarots). I wouldn't expect a card to add footwear slots any time soon ;) — Azriel · 1
There's no cards that give extra Body slots (besides the RtTCU Tarot which can give any slot), so the argument that you need to be able to get more of that slot for something to be a slot holds no water. There's no reason Footwear shouldn't have been a slot, especially with new Footwear being added in EotE. — Soul_Turtle · 500
And now the same with masks — Drostt · 152
Money Talks

Not very impressed with this card for Preston right now. It does not count the resources on Family Inheritance and requires taking an action to get them in his legit resource pool and I just don't want to spend the extra actions when I could use those resources on a stat pump or use skill cards instead.

Sitting on 10/15 is a legit strat for Preston using Well Connected. I don't think I would bother with this card if I wasn't on Well Connected and the new rogue skill. — Myriad · 1226
I was pretty skeptical of this card myself, but my Preston partner in a 2p campaign was at 25 resources for a couple rounds and this made for a laughably easy Double or Nothing. — Death by Chocolate · 1484
I'll have to look into a resource hoarding build and give it a second chance. — cheddargoblin · 87
Has there been an official ruling on this yet in regards to if you can commit still cards to the test? — Myriad · 1226
It seems pretty obvious that you could only commit Wild icons since the test is no longer a will, Int, com, or Agi test, but the rules for commuting says “An appropriate skill icon is either one that matches the skill being tested, or a wild icon.“ so wild icons would still apply since Money Talks makes it a ‘resource skill test’ which is still a skill test. — Death by Chocolate · 1484
I built a Winifred Habbamock deck than pretty regularly ended up getting over 20 resources once the engine got going with "Watch This!" and Pickpocketing [2]. Ended up introducing this card with Adaptible. It helps a lot with Willpower treacheries or if you just want an easy two clues with Double or Nothing. Pretty good stuff. In the early game it was basically a dead draw, though. — Zinjanthropus · 231
Blood Pact

This card is a no-brainer for Marie Lambeau. Totally worth the 3 xp.

Need to boost your Willpower 3 times during the same round? Done. Then because you have doom on a card you control (Blood Pact), you have a free action to cast the Moonlight Ritual spell and clear all these gloomy tokens. Don't have Moonlight Ritual? Then maybe you have her Mystifying Song to delay the agenda to advance, giving you another round of crazy Willpower.

Because it's a permanent card, you can practically make sure to trigger Marie's special ability on round 1 of a scenario instead of waiting for an Arcane Initiate or David Renfield to show up.

That said, not much use of the Fight bonus unless you build her with a few Survivor cards like Fire Axe and Fight or Flight.

Ezhaeu · 51
The $combat boost is helpful as finisher, to save charges on your combat spells for enemies left with 1 HP. No longer wasting 2 shriveling charges on 3 HP enemies. — Django · 5163