Shrine of the Moirai

Since the location gains the effect, then Lola Hayes can trigger the effect in any role, right?

Being Lola, this opens so many possibilities. And that without the drawback of needing to be in the role at the right time.

Weges · 94
The Red Clock

After playing for real, I found that the 3 charges effect (free action) is surprisingly hard to make use (similar feeling to having Leo De Luca but it is just quantity not quality) and make you want to reset the clock early (take just 1 or 2 resources) in order to go for that +3 skill value that looks more in immediate need. Which if you did at 2 resources, you wished that you had done so earlier when it was going from 1 to 2 charges. So, it has more depth than I thought. +3 skill value was a happy turn almost every time. (e.g. Bob Jenkins can reliably activate Scavenging here.)

An unexpectedly good use case for that 3 charges is if your party have got those lame weaknesses that requires to fix, which any investigator at the same location can help. They often stick around for long time, creating more right moments when the clock comes to 3 charges.

You should look at the clock and plan for a meet up with your friend, especially at 2 charges leading to the extra action when you can move twice (this is kinda fun on its own lol), and then spend actions to fix it "at discount". Other than this, there are also sticky treacheries on investigator and location that you can help fix with your extra action but if it is a test (mostly?) then Rogue may not able to help that much.

5argon · 11265
Is it possible to estimate immediate need for +3 skill value? Unlike 5 level clock, there is no charge when the red clock is reset. Thus, we need 1 additional turn even if we determine reseting to get +3 skill value. — elkeinkrad · 496
Yeah, it is quite hard to predict. But even when you randomly reset the clock and ended up not needing it when +3 came, since it says "next test", you can try to avoid taking any test that turn in order to continue keeping the buff to the next round. (Perhaps for passing willpower treachery in the next round, or evade the drawn enemy.) — 5argon · 11265
You can't keep 3 charges on the clock indefinitely by the way. It's a forced "either or" ability. You either have to place a charge, or take all of them as resources. This generally means that turn 4 and beyond you're completely wasting the card (because if you took the resources you would have gotten to use an ability the next round). — drjones87 · 202
@drjones87 — LarryDK · 7
Is this true now? I don’t see it specifying a limit on the charges, so I would assume it would be generating money each turning, basically turning into Investments. — LarryDK · 7
@Larry: That is true but why would you want to pay 4xp for investments ? The original investments at 0xp is already not highly rated. I'd rather take 1 resource and one +3 on a test every other turn or else let the charges build up to three and then take the resources to start all over again. — Putzibram · 20
Second Wind

Awesome card for Mark Harrigan! Whenever i play solo with our famous soldier, i take this card. Basically, it gives you 2x Unexpected Courage from his ability and a card, which you can count like it replaces itself. Pretty good value if you ask me.

Most of the time the restriction of it being the first action won't really bother you, and you will almost always be glad to see it in your hand, knowing that you are free to take another quick peek at your beloved Sophie!

Blood&gore · 437
Fun for Nate: it's spirit. — MrGoldbee · 1492
Or for Calvin... — LivefromBenefitSt · 1084
Lucky Dice

Let me ask a question. What is the worth of a curse token? Apparently to this card..... 2 resources.

I was building a deck for wini, and as I was gathering the normal cards for her, I decided that I was gonna try to breach the norm, and try cards that I haven't played with her. I usually grabbed lucky cigarette case(3) with her, and I still did. But before that, I looked at other accessories, and saw lucky dice(2).

It's a pretty good card... although money hungry, and risk involving. I considered it till I remember from the darkest reaches of my mind, that there was a lvl (3) version. One that involved curses....

So I decided to try a build wini around using, and some how, getting around curse tokens. Nobody likes getting a curse token pulled, especially not someone who wants to overcommit to every test. There are cards like dark ritual that seal curse tokens, but that's too expensive, and only delays the curse problem. I ran false Covenant, of course. It allow her to use cards like Faustian bargain. And not worry about the curses later.

Then I had an idea, Favor of the moon could be played to seal curse tokens, and then every round, i could release one curse, then kill it with false Covenant. It is slow, but it's cheaper, and if anything,doesn't cost any actions.

That there, is 10 xp, devoted to a 'okay' set up. I did enjoy going into a test, pulling a -4, then saying "nope", and then pulling a -1. It's definitely feels great. But it does require some getting around, and the right cards at hand. Wini is really great about draws, but others rogues? Not so much...

Pros

  • Not too Expensive... sorta, doesn't eat your resources like it used too.
  • no longer gets banished if you pull the big red meanie. Only goes back to your hand.

But that's the catch...

Cons

  • curse tokens can cause it to return to your hand, which everytime you use it, increases its chances of doing that.

  • you might have to spend not only 2 resources, but 1 action AGAIN to put it back into play. Which is still better for spending that exp, at least you keep it.

  • still exceptional, only one copy.

There is a bit of anti-curse synergy here. On one hand, it rewards if you can keep curses in check. On the other, it makes it more riskier to use those really nice cards that add curses, like fb and justify the means. But doesn't that classify as a good rogue card? Risk involving?

This was a solo wini deck, but I feel that if I teamed with anyone, like mystics, they could put the said curse tokens to use, rather than discard then like I tried to do. All in all, it was a very fun build.

I have 1 question that stumped me. If I revealed a curse token with the lucky dice, and used false Covenant to cancel the token, do I keep the card on the field? I went with no, because of (can't cancel or ignore) but I'm not sure.

I believe the answer to your question is that you DO keep Lucky Dice if you cancel the token using False Covenant. If you cancel a token, it is treated as if it were never revealed (See the rulings on Wendy Adams + Baseball Bat or Olive McBride + Ritual Candles for example). — Soul_Turtle · 500
I would play it with Joey (3) so that I no longer need an action to put back the dice in play. And as it increases the cost by 1, I would play it either in a rich deck or in deck with a lot of items to discard after use (Flashlight, Cryptographic cipher, ...) so in a Finn deck specialized on investigation with Scavenging to get back in your hand your investigation tools ? — AlexP · 285
That's pretty nifty. I was playing a event deck, so I had a reserve spot for Chuck, he would provide free action so I could waste it on the dice, IF I needed to. I average using it about 7 times, twice it would go back, mainly because of curses. — Therealestize · 75
Scientific Theory

More of a rules question,really: since the card text does not specifically say that non- direct damage / Horror musst be placed in the card, can you protect it with other soak e.g. an ally?

Is this 200 already?

Yes, that is correct. You are intended to protect this card with other cards with damage and horror soak. — DjMiniboss · 44
Thanks! — danthesheep · 2