Talisman of Protection

Odd that no one mentioned the first card I would compare this to: Perseverance. Compared to that one, Talisman of Protection differs in the following ways:

Advantages:

  • Does not have to be in your hand when needed
  • Multiplayer applicability
  • Item trait (many synergies in the game)
  • access

Disadvantages:

  • Does have to be in your play area when needed
  • Occupies a(n arcane) slot
  • Only cancels 2 damage and/or horror
  • Only 1 icon

The obvious stuff aside, often times when playing this card it "just" acts like insurance: It feels cool to have, but unless/until you need it it does NOTHING (aside from maybe soaking a Crypt Chill).

One interaction I found fixes this "problem" is with St. Hubert's Key: That card on the one hand accelerates the time until you get value from the Talisman, and on the other hand the Talisman helps keep the Key in play!

AlderSign · 477
Glimpse the Void

If you thought Rod of Carnamagos was not broken abusable enough read both cards again, carefully.

Yes, the Rod not only negates this weakness (there is a player window right before revealing chaos tokens), Glimpse the Void actually makes it even more potent (letting you reveal 6 tokens instead of 5)!

Haters will point out that the Rod exhausts, but that is only relevant if you do not transfigure into "Ashcan" Pete, hah!

AlderSign · 477
I think you're glimpsing the void from the inside. — MrGoldbee · 1599
Counterspell

Are you looking for an auto-success combo? Well stray no more, because here it might be!*

You need:

Is it broken? Nah, requires some setup. Is it cool? 8-)

*Let's be honest, Katarina Sojka changed the tide here

AlderSign · 477
Since Dayana uses secrets and not charges cards like recharge, winds of power and Akachi won't work. So some seeker access is helpful. So Gloria and Daisy are a good choice for the combo beside Jacqueline and Luke. Also this Cardiff is a spell, so the new ritual dagger help to keep it in your deck... If you want to pay the price — Tharzax · 2
Thank you very much for pointing out my oversight, I thought I double-checked it! Will update the review accordingly. Regarding Ritual Dagger: I play the game keeping the chapters' card pools separate, because I think it is intended that way. — AlderSign · 477
Lily Chen

Lily Chen's 15 experience milestones really suck for deckbuilding in standalone scenarios. I wonder if the designers had that in mind.

The first one is free, so no change here. But the rest scales weirdly:

  • 1x Discipline (0 experience): The one you start with.
  • 2x Discipline (15 experience): That brings you above the 9 experience threshold, forcing you to include an additional basic weakness in your deck.
  • 3x Discipline (30 experience): This is somehow the worst case, because the difference between 29 and 30 experience is another extra basic weakness. If you want a deck with 3 Disciplines you then have to spend at least 10 experience more than you would have otherwise and take the extra basic weakness.
  • 4x Discipline (45 experience): It's like with 2 Disciplines again: Having 4 in your deck forces you to go beyond 39 experience. Here it comes, another basic weakness...

I know taking the Disciplines and even spending experience in standalone scenarios is optional, but the different scaling mechanics just throw me off.

Oh, and that is me also just assuming building your deck in standalone mode with higher level cards even counts "For every 15 experience you've earned in total". So maybe, RAW, Lily even cannot play a standalone scenario with more than 1 Discipline in her deck...

AlderSign · 477
Lily is one of the weakest EotE Investigators at the start because Mystic base + Guardian advanced is a TERRIBLE combo that has no real synergy with itself. She becomes really strong as you go on, and later campaigns give enough victory to eventually "cap" her (and you can do that sooner with standalones), but she still has one of the most brutal early games of any Investigators, and Arkham tends to front load a lot of its difficulty in early scenarios. — HeroesOfTomorrow · 117
Discipline

I want to say that this card helps you progress and win scenarios in a way many others do not: It effectively boosts any skill directly.

What do I mean by that? Imagine having your Fingerprint Kit or Grim Memoir and 2x Magnifying Glass. But suddenly, your location has an important (very beneficial or even mandatory) test that is not an investigation. Great, the usual +4 you enjoy 90% of the time when using that skill are completely gone now.

Or you are "Ashcan" Pete with Duke, Boxing Gloves on his paws, clearing the path for you. Then, a Locked Door cock blocks your way and you see yourself standing against that with a wimpy 2 (or 3 , for that matter).

See, being able to approach any test the scenario throws at you* with at least 7 skill value (Lily's starts at 2) is a huge advantage that can cost other investigators so many actions, burning their skill cards and fighting the scenario's odds head to head.

*sans mythos phase

AlderSign · 477
There is a reason skill cards with 3 and more wild icons are good. I also usually have the same troubles when a fighter need to break a door or interrogate someone but couldn't use his weapon. — Tharzax · 2
The +5 to a skill test can help you win children of blood #3. Unless they count as separate skill tests. — MrGoldbee · 1599