Refine

Does Refine let you check the Inscription of the Hunt box on Runic Axe now that it's chained? If so, does that cost you XP mid-scenario? I was planning to play both in my deck anyway, and when I went to look it up I couldn't find any information about it.

AppleSaws22 · 14
Since each box costs 1 xp, I would simply treat it as having an extra box you need to tick — Lodge_Infiltrator · 1
I do not agree that we should treat "Inscription of the Hunt" as if it had an extra checkbox. According to the latest Taboo, Runic Axe has 'chained' trait, which increases the XP cost but not the level of a card. E.g. If, in between scenarios, you mark two checkboxes, "Heirloom." and "Inscription of the Hunt.", you spend 3 XP but the cards are considered level 1. Based on how "Refine" is worded, I would say that you could mark the checkbox next to "Inscription of the Hunt." without any additional cost. — konax_krakow · 1
Foresight

To answer your question(s):

Foresight specifically targets a card that would be drawn “from the encounter deck.” First Watch causes encounter cards to be removed from the deck and dealt out to investigators. So no, Foresight cannot be played on a card dealt via First Watch.


Feel free to reach out to us if any more questions arise!

Sincerely,

Alex Werner, FFG Game Rules Specialist

dubcity566 · 111
Hello! Can you share and forward the official ruling email (including questions and answers) you received to arkhamdbfaqs@gmail.com? This is the mailbox of Jared, the official FAQ maintainer, and he will update the verdict you received into ArkhamDB! — Jacksonsu · 1
Jim's Trumpet

Unlike the regular version, this one is actually NOT unique. So feel free to take it with you on your trip to outer space. I'm sure whatever species you'd encounter would appreciate some smooth jazz. Now that's an upgrade!

Nenananas · 267
impressive for the keen eye. — IvanYHYu · 10
Am I reading the text wrong? from each investigator and ally asset? — randyt1027 · 2
The name says * Jim's Trumpet with a star at the start. Per rules this means the card is unique. Why do you think it's not unique? (I'm not trying to be a butt, there's so many rules that most likely there's an exception to * in name = unique that I don't know of) — sztrzask · 1
@sztrzask: The text here on arkhamdb indicates that the name has the uniqueness star next to it, but the card image on FFG's site and in the print-and-play file seems not to have one: https://images-cdn.fantasyflightgames.com/filer_public/2d/09/2d09c406-e05c-4a87-a668-296c0283d4fb/laid_to_rest_cards.pdf — Snakebird_Priestess · 1
Wither

I think it is a fun card in 3~4 players with fighters who can't quite finish the enemy fast enough (or having to use some actions to setup and engage). You can be the the team's enemy finisher with this Spell. The key to full potential is you go later and finish off enemies on others without engaging, so you have more action to spam Wither to the enemy from the side line.

  • If you go first and you can't finish it, the enemy will rehydrate and get its reduced heath back. The goal is to make it withers to death due to reduced health inside your turn.
  • If you made a friendly-fire hit, it only cause 1 damage to friend, while the enemy may still get reduced health due to symbol anyway. So it is a good deal to help out 8~9 health fighters without them scared as much as Shrivelling and its upgrades.
  • There is no question about reserving spell charges, big or small fries you can help getting it off your friends.
  • The reduced fight then further decrease the chance of friendly-fire in the next try.
  • All the symbols equals semi-success instead of completely doing nothing, you may guess you can probably can peel off an enemy from a friend with HP equal to amount of your remaining actions, regardless of harsh symbols. (But take care of their special effects on failure or Retaliate.)

Also probably better as a one-of because it uses no charges and commit icon is weird. Rely on repeated Arcane Initiate instead of purchasing two copies.

5argon · 11123
Pendant of the Queen

This card is S tier as scenario tech. With a deck that can assemble it, it's one of the strongest tech against dangerous Hunter enemies (and one of the few that works against Elite), and its teleportation ability is invaluable in any scenario that requires extensive backtracking.

Outside of its use as scenario tech, I'd rate the post-taboo pendant as a B+ card in multiplayer. A hot take I know but hear me out!

Without support

The pendant is always 3 testless clues globally even without support, and that's already better and cheaper than Working a Hunch. But unlike Working a Hunch, there's a few strings attached:

  • Assembly required: You need to assemble the pendant before doing anything. In a slower-drawing seeker deck, Segment of Onyx are dead draws that gum up your hand, costing you valuable time in scenarios that demand speed.
  • Limited uses: Even in a fast seeker deck, it's only 3 uses, so it doesn't work as a deck-cycling payload. Fast decks also lack for deck space due to the amount of draw they need to pack and have a hard time fitting the Pendant in for just 3 uses.

So while in theory 3 better copies of Working a Hunch can fit into any deck, it's actually quite rare to see decks taking the taboo'd pendant without building around it because of the above limitations.

Building around

Recharging the pendant creates some interesting deckbuilding puzzles with a strong payoff if you manage it: one extra testless clue a turn isn't that amazing for the support needed to enable it, but that's made up the additional safety margin the pendant adds by the other two options it gives.

  • Eldrich Sophist: The bog-standard way to enable such a build is Eldritch Sophist with a battery like the The Red Clock or Runic Axe, which has large opportunity costs in terms of slots or XP, resources, and play actions. It's a Rube Goldberg machine that functions only with all its many pieces in play and tends to result in a relatively slow deck*.

  • Recharge Tech: The alternate way is to pack recharge tech (Winds of Power, Recharge, Enraptured, etc.). The drawback here is that recharge tech is expensive and a little clunky to use, being balanced around their ability to affect mystic spells with higher action compression like Rite of Seeking, and still being limited to 1/round usage even if you cycle your deck (unless you use The Raven Quill). This is most optimal if you have other cards to recharge (hello, Luke Robinson), but it also does mean that you get also less milage out of the pendant.

The Queen of Nothing at All

In conclusion, the pendant's compression and flexibility strongest in solo, where it's ability can single-handed clear location instantly or solve an enemy for good. In multiplayer, the pendant mainly acts as a very strong insurance against the unexpected. It bails your team out of situations you haven't prepared for and saves you from a careless team wipe.

In other words, it's a bit of a crutch.

But the better your deckbuilding and your piloting is, and the better your team is, the less likely it would be that you would actually need bailing out. If you're aiming to win more, win harder, and win faster, and you can trust your teammates, you're often better off ditching the pendant to be a leaner and meaner seeking machine.


* relative to another deck that uses those slots and XP for better action compression, faster clue power, and or utility/team support in other ways. The difference is magnified on Hard/Expert where you can't mindlessly cycle cantrip skills.

suika · 9497