Persuasion

There are a few scenarios in TCU where you go to a nice party. Persuasion would be very nice, especially if you can’t meet the parameters to deal with the guests.

There are some edge cases where there is more use to this thing vs mind over matter; since it’s a parlay that evades an elite enemy, it won’t trigger alert. And it can do it with an enemy at your location, even if you’re not engaged. As the seeker, you’re probably not bailing people out of trouble all the time, but they’ll be super glad when you do.

An intriguing typo is that this works on humanoids, not humans. Weird fish creatures? Perfectly fine. Mobsters? Maybe not.

MrGoldbee · 1478
This is fixed by the FAQ, which tells us to read "Human" on the Dunwich Mobster cards as "Humanoid". — Binoux · 27
Seems like a fun one for the Trish/Chuck deck — Zinjanthropus · 229
In the Shadows

Aw. Trish got Ethereal Form!! Only at 0 cost and better icons, but really. It's Ethereal Form. Anyway, I know you like Trish, so let's not be too particular, but it's Ethereal Form. Trish gets to disengage. move around, and not interact with anyone. That, as you may have noticed, is Ethereal Form.

While it says that enemies can engage you, does that also mean trish can't engage enemies? I'm thinking of a niche case where she plays this, engages an enemy, and then moved that enemy to another location with her. — jdk5143 · 98
Engagement is mutual. Trish cannot engage enemies after she has played this. — toastsushi · 74
Ethereal Form takes an action *and* a skill test. I don't see people calling Working a Hunch a basic investigate action... — Thatwasademo · 58
Obscure Studies

This is a great example of a signature asset. It's simple. It enhances exactly what the investigator wants to do. I guess the one question is timing. Do you hold this in your hand until you draw a really crap card during your special action, or do you try to get it out and have a 5/5/5/5 turn ASAP? It's probably worth noting that there aren't a lot of reliable* cards out there, so if you're going toi have one versatile turn, this is going to be it.

Commit The Necronomicon, investigate twice with 7 intellect. On the third action (ideally a skill check) swap Obsure Studies in. Have your cake and eat it too. — Ethicalcrackpot · 1
Then use Library Docent. — MrGoldbee · 1478
Visions in Your Mind

This suite are all interesting puzzles. They all seem pretty innocuous at first; I mean, you do a play action pretty much every turn, right? (If you are Wendy or Nathaniel.) You move every turn, right? (If you are Ursula.) But then you can't one turn, or you forget, and there's that 1 damage and 1 horror tax, which isn't too bad, right? And then you draw a second. And a third. And they are Hidden, so you have to keep your frustration to yourself -- you've drawn three of the damned things in five turns, and your play partner sits, oblivious across the table (or the Zoom connection) complaining about the Swarm of Rats they drew... Then the visions in your mind really start.

Then, to add sauce to your madness sundae, you draw Maddening Delusions a time or two, because of course you do, because this Encounter set has it in for you personally. Yes, it's a Return to... set; it's supposed to take things up a notch, but this is taking things a bit too far....

Oh, now I have a Trauma. That's just great.

I'm not sure if I agree if they're interesting. I could be wrong, but it feels to me the best thing to do is to get rid of it immediately, because collecting all three and taking on horror from that surge treachery adds up, and once you have more than one it's hard to juggle everything. — DjMiniboss · 44
Yeah, Maddening Delusions (two copies in this encounter set) means the answer to these hidden cards is almost always going to be "try to *not* do the thing they penalize you for not doing, so that they get discarded and you don't lose *more* sanity" — Thatwasademo · 58
Dexter Drake

“Take a card. Any card. Shuffle it with the other 34… Don’t let me look at it. Was it illicit? Was your card liquid courage(1)? Your card is in play for zero resources, thank you Molly!”

No one else can give you what you need right in time for the exact situation you’re facing. Amaze friends and loved ones! Gather clues and send enemies to the blazing pit! Read on, I pray you, read on!

Dexter knows that magic makes money. Although his rogue 0–2 pool prevents him from getting the truly game-breaking stuff (Lupara, Lola, Delilah), it gives him access to some cool weapons, some events and momentum. Momentum is useful for when you have to pass parley checks; with your tuxedo (and it would be a tragedy to play Dexter without fine clothes), you can pass a magic check with your superior willpower, and auto succeed on a parley up to difficulty five. Or with a flashlight, an investigation at a five shroud Haunted location.

Dexter’s ability makes him one of the most flexible people ever released for this game.

He can mitigate and use expertly some of the double edge swords common to the Mystic deck. Use Gregory Gry early on to make money, and replace him with David Renfield to make even more cash. Use an arcane acolyte, and replace them when their doom would be a problem for the team. When you have the charisma to hold multiple companions, you can add a familiar spirit and Haste, letting you use activate four times in a row. (Activate, activate, sixth sense, sixth sense?) Hopefully you have some recharges and/or Twila to help you out.

Molly is a wonderful, wonderful signature. If you build your deck precisely, once she’s out, you get four different chances to get whatever card you want. If you decide to call in favors, you can play it again later. You never need to be unprepared.

The trap you might run into while building for Dexter is that everything looks good. Leather Jackets and robes of endless night. Shriveling and mysts of Ryleh. In solo, you want a little bit of everything. With others, make sure that you’re not trying to cover every single niche. You need skills and events!

The stage magician will succeed as long as you get your lovely assistant and showmanship out. Always take both signatures, the weaknesses may slow you down but they can’t stop you.

Nothing up your sleeve. Pick a card.

MrGoldbee · 1478
A good intro to Dexter, who I've jsut started running through TIC. I would add that resources are always an issue for him, because he wants to play, play, play. He has ways to generate economy, as you point out, but everything looks so good! Shning Trapezohedron is attractive, but it's a big chunk of XP.It's also worth stocking singletons -- so one Shrivelling and one Azure Flame, for example, so you can use his ability to trade one for the other. — LivefromBenefitSt · 1073
He can also take Rogue econ cards like Lone Wolf, Watch This, and Easy Mark, not to mention the new Faustian Bargain, or Greg, as the review mentions. — Zinjanthropus · 229