Roald Ellsworth

I do not understand why the resolute versions of Roald and Avery should have 2 fewer Uses compared to their normal variants. Is it just a typo or working as intended?

The other partners do not feature this reduction in functionality.

I loce the effect on Roald, by the way. Very helpful.

ycarium · 2
Non-resolute version lasts until the end of the players turn; resolute version lasts until the end of the turn. So with the resolute version you can blank a treachery for up to four players instead of one. — Soemann · 1
Thanks, this makes sense. I am playing mostly true solo, and therefore did not pay attention to this detail. — ycarium · 2
Please check the cost of both version. Normal version requires both exhaust AND 1 supply, but resolute version requires either exhaust OR 1 supply. — elkeinkrad · 500
Avery works differently. In normal version, you should reveal new token as an replacement of frost token. In resolute version, you can choose to reveal replacement token not to spend supply, or spend supply without replacement token. — elkeinkrad · 500
Note that @Soemann's description is wrong; both version states "until the end of this turn", so that both version blank only 1 turn. — elkeinkrad · 500
I made the exact same mistake, (why is this 3 and not 5). What a difference "or" makes :-P — NarkasisBroon · 11
Whoops, my apologies. I must have gotten confused somehow. -.- — Soemann · 1
You can theoretically blank the treachery for every investigator's turn by spending a supply for each player and exhausting the for the last player's turn. — dscarpac · 1211
Curse of Aeons

I think if you're running this you're basically required to pair it with Favor of the Moon to force the trigger after you draw the first curse. If you're playing Jim that means the first curse you draw in a round becomes a flat -2 plus a pity dollar, which is pretty good. Moreso in a multiplayer game where Favor lets you reduce the impact of your curses on the other investigators.

It further synergizes with Song of the Dead to force a cheap +2 damage off any or , making the combo a more reliable Armageddon. And if you want to go all in, adding Nkosi Mabati lets you also hit on any symbol short of the .

Is that worth 4 cards totaling $9 and 9xp, three of which aren't spells and so can't easily be tutored, and none of which can benefit from Arcane Research or Down the Rabbit Hole? Probably not, but it's more interesting than Shrivelling.

CombStranger · 288
I honestly don't get, why all of the Covenants are Permanents, and this card, which works kind like a niche Covenant, and costs even 1 XP more, is not. — Susumu · 381
because this is a mirror-image counterpart to Blessing of Isis, and Mystic and Guardian both already had covenants — Thatwasademo · 58
I didn't meant to say, it should have got the Covenant trait. But it seems odd to me, that it has a weaker effect than most Covenants, cost 1 XP more (or effectively 4, if you want two copies, to actually find it), and is not a Permanent, so in addition to the inconsistency, needs an action and resources to play. — Susumu · 381
Lockpicks

Every investigator who can take Lockpicks (0) can take Lockpicks (1), right? So, sure, these kind of stink, but you'll get to upgrade to the Level 1 one soon enough. Well, not so fast, it's level 0, so there's Versatile and those crazy Dunwich investigators, so let's talk at length about those. Ah, who am I kidding, this review is about Monterey Jack, our lovable Rogue who can take only level 0 Rogue cards, so it's this card or no Lockpicks for you unless you're friends with a traveling salesman.

The effect is strong, as with the level 1 version. You're adding your two highest skills together, for a base 9, always. It'll only get you one clue per turn, which is okay, but you're really adding this to your deck to trigger the succeed-by-two effects, since indeed you must succeed by two. So, trigger your Lucky Cigarette Case to draw some cards, make some money with Gregory Gry, or throw a Quick Thinking at the test to get another action. Or once you get some XP, Deduction (2) solves the "only one clue" problem too, and Perception (2) will run you through your deck to get all of those cool skills back again.

OK, the downside. First, the auto-fail. You don't get your clue, you don't get whatever bonuses you were hoping for, you get nothing and your Lockpicks end up in your discard pile. This is bad, but is that really much different from playing an expensive event that auto-fails on you? You probably got SOME use out of this card, unless you pull the auto-fail on your very first activation, and you're out two actions and 3 resources for nothing. That's Arkham! But remember, the red token only shows up 6% or less of the time!

Now the non-autofail cases where you'll discard the asset: you can fail the test and get nothing or pass the test and get a clue, but in either case you didn't do math properly or are taking a big risk. When deciding whether or not to take Lockpicks (0) , you need to heavily consider the chaos bag and your campaign. The highest regular shroud is 4, and these usually only have 1 clues. 2 and 3 shrouds are far more common. At base 9, being up by 5 means that you're fine if you draw the -3 even on the 4 shroud locations. That's the usual situation for Easy. For Standard, you're likely to have a -4 or -5 in the bag. It's simple enough to commit one of the above skills (don't forget, or icons only) or two to cover the worst tokens. Opportunist lets you cover the spread every single turn. Keep an eye on those tokens, too, which can get nasty in some scenarios. The unpredictability of tokens probably makes them a bad choice if you're worried about losing the Lockpicks. Frost tokens are a problem, too -- the -1 for the first one is probably not a big deal, but the second is an auto-fail, so.

You have two more options to get your stats high enough to succeed which are easily accessible to Monterey Jack. First, add a static boost! Either or work, so we're talking about Hiking Boots or Death • XIII or Gené Beauregard. Or pay some money: Streetwise (0), Higher Education (3), or Hyperawareness (4) are fine choices -- or even Crafty, which pays for the price of Lockpicks, too.

For Monterey Jack, this should not be the only way to get clues in your deck, but it can be an ideal way to make the rest of the deck work well. At base 9, losing the asset is rare, even rarer when you can easily boost your stats. And when it does happen, with Seeker draw you are well on your way to finding your second copy, or reshuffling your deck and getting it back.

dscarpac · 1211
At least on standard jack doesn’t really need this. His deck options include enough static boosts and card draw to get to 8 int. Also this is a waste with his 7 extra action, static boosts are much better for those. — Django · 5154
Eon Chart

Hunch: Eon Chart is better in solo than multi-player.

I ran this in a 3-player EotE campaign with Monterey Jack. Often it didn't really fire up because locations had multiple clues. In order to really fly, you'd want to clear a location and move on. If you can do that, good, but it's not a guarantee.

In a solo Dream Eaters run with Monterey, it's been bonkers. Since most locations only have one clue, Eon Chart can clear the location and get you out of there without a single of your three actions.

Conclusion: Amazing in solo, a little more hit and miss in multi-player.

Thoughts?

acotgreave · 887
I'm actually running it on Monterey as well in a 4 player, and we cantv — Therealestize · 74
We can't forget that it also evades as well. You don't have to take a basic investigation action either,you can combo it with cards like fingerprint kit. Or archaic glyphs to really clear clues. I think it's just a great little card. Also eote is very clue heavy. — Therealestize · 74
It also works on the turns where you want to move and then grab a clue. plus Monterey is often okay with moving and leaving a clue to come back to because he recoups it with a card or a resource from his ability. — Death by Chocolate · 1489
@Therealestize - I had the same thing in multi-player with this card. *When* it combos with the right cards in multiplayer, it's great. But I found that if you don't have combo cards it just felt a bit lacklustre. In solo, the amount of times it felt lacklustre are far less (also of note: Rogue is my favourite faction because I love combo shenanigans!) — acotgreave · 887
I’ve seen this in rt tcu 3 players. Minh scavenged it and had 8-10 actions each round. Currently playing jack 2p through eote with lily and scav 2. I recharge both eons with Ariadne. In both cases eon is nuts, it breaks the game for me making it to easy. I think I won’t play this again. — Django · 5154
Sry I meant lily with safeguard 2 — Django · 5154
Another question: In multi-player some people want to take lone wolf. Can one move with Eon Chart before/while checking lone wolf to get the resource despite being on somebodys location before ones turn started? — Scythe · 1
The condition of lone wolf is checked before you are allowed to use the chart. — Tharzax · 1
@Django - 8 acetone? Eon exhausts on use so scavenging doesn't help every turn. — zielinad · 1
Actions*. Also you need a way to discard it in order to get it back. — zielinad · 1
Telescopic Sight

Tommy Muldoon straps on his Flamethrower. Then he bolts on the Telescopic Sight.

As he is engaged with no enemies, Tommy uses the replacement targeting restriction to take aim at an enemy at an adjacent location. He commits a card. During the player window before success is determined, he taunts a different enemy two locations away. That enemy runs in to engage and Tommy tries to kick it in the face. The kick misses, but the enemy trips. The attack on the first enemy is successful and deals no damage; instead the flames from the thrower incinerate the second, now engaged enemy. The original enemy is stunned by the stupidity of it all.

CombStranger · 288
This basically works, but a note on timing: Per FAQ 1.17, if you would initiate a skill test during a skill test, that test doesn't happen until after the other skill test (or the action containing it) is over. That means "Get over here!"'s attack doesn't happen until after the flamethrower does. — Thatwasademo · 58
Unfortunately, I don't think this works quite as intended, apart from the nested test issue that the first commenter noted, a voluntary instruction on Telescopic Sight cannot override the mandatory targeting of Flamethrower. However, the mid-fight playing of get over here completely works. — Sycopath · 1