Barricade

This review is coming atcha from a fellow who has never used this card. I therefore speak with all the confidence and all the experience of a political pundit.

Here's my golden dream: couldn't this card be the ultimate answer to enemy control? Now that it also prevents monsters from spawning at its location, when you are camped out in your barricade, you WANT to draw monsters. And there are cards that can help you do it. If you're a couch-bound Rex, you could take a couple copies of On the Hunt and "Let me handle this!", and greatly increase your chances of drawing monsters or taking friends' monsters. Your buddies can help with cards like Scrying, "You handle this one!", and other encounter deck manipulation tools.

What happens to those monsters bouncing off your bunker roof? It's embarrassing for them, but they just sort of pile up. The hunters are totally neutered, because despite your inaccessibility, you are always going to be the closest investigator, and therefore, unless their instructions say otherwise, they will try to hunt you. Even if there is another investigator just as close, the rules still allow you to designate yourself as the target (again, unless special prey instructions dictate otherwise) And so, on the enemy phase, they will pathetically nose around your impenetrable cocoon, accomplishing nothing, while your friends clear the board of clues.

The advantage of having the vast majority of monsters drawn do NOTHING at all doesn't really need to be spelled out. It's so good, that it's almost worth it in a four player game to have one person just camp out and do nothing but try to draw enemies. But of course, as we all know now, it's possible to work remotely. All investigators with access to Barricade also have access to In the Know, Seeking Answers, and Pendant of the Queen, among other tools. Connect the Dots chains very nicely with In the Know, allowing you to gobble clues efficiently from the comfort of your little sanctum. And though In the Know will run out quickly, there are ways to recharge it: Truth from Fiction, Enraptured, and Eldritch Sophist, specifically.

To me, the question is, how many scenarios give you the luxury of camping out like this? Obviously in scenarios like Essex County Express, it's a no-go. It's worthless in The Miskatonic Museum, because the only enemy in the deck is elite. But take a scenario like The House Always Wins. How cool would it be to chill in the Clover Club Bar all game? When the first abomination spawns in the Lounge, rather than making for a beeline for your compatriots in the back rooms, he'll just lurk around the lounge, giving you dirty looks and maybe kicking over a table every now and then. When the second abomination tries to show up in the bar, he'll find himself ignominiously shunted into the lounge instead, thus doubling the stupidity. Maybe you'll be lucky enough to draw the third, so all three stooges can chill there together. The only potential complication is the damn Clover Club Pit Boss, who is elite. The team needs to find a way to make him hunt west rather than east, possibly tough to do if you are the seeker...

And now my dream ends, and I await the rude awakening which I'm sure will be delivered to me by the first commenter!

Sometimes you pop this card in the game, or the level zero version, and the encounter deck grabs you and moves you to a central location. And the person who likes it most, Luke, can’t go into the dream realm once he’s entered a barricaded location. So the “ultimate answer to enemy control” is more like a specific answer, at the end of scenarios where you all want to be at a location, but there’s not a boss there. — MrGoldbee · 1483
I think most maps are just not going to lend themselves well to using Barricade in this way, because to work you're not just cutting off access to the barricade place for the other people but also the place you're proposing to stack enemies. I think the House Always Wins is pretty ideal in the Dunwich Legacy, and there are lots of ways the bunker can collapse there. Other investigators drawing Hunted Down is one way, the Pit Boss is another and you need to leave to resign, for the most part too. Extracurricular activities seems hard to make work without either barricading or stacking monsters someplace people need to be , especially once the experiment is involved. It won't work in the museum or the express, and aside from the cramped map in blood on the altar, if you set the bunker up in the location that turns out be hiding the key then you have to leave at that point to complete the scenario. U and U has a cramped map where barricade + monster stack might well massively limit other people's movement and make it harder in a number of ways to reach the broods. Spaces Between will wreck barricades in non Sentinel Hill locations in Where Doom Awaits and you need to leave the Sentinel Hill locations to complete the scenario. And Lost in Time and Space has many many location issues. And that's leaving aside doom - enemies, things like Etzli Guardians, weaknesses that can mess it up , situations like the Unspeakable Oath or the Doom of Etzli and prey issues. Even in the House always wins, if you're not the person with the lowest will that person is gonna have to stay 2 connections away from the conglomerations of spheres or they'll attract them away from you. And even then, other investigators still might draw the enemies in the first place. So I think there are so many ways your barricade could get compromised that it's not a reliable way to deal with enemies. And if you have a way to defend yourself, why not just kill the enemies in the first place, avoid the risk of a stack of horrors and get the VP? — bee123 · 31
Or just use Gloria and never spawn any enemies, period — bricklebrite · 533
This could be really good in The Forgotten Age. Four of the scenarios (if you count 5-b, five if you count 5-a and didn't start with a certain supply item) see you starting with only one available location and everyone starting there, with the rest of the locations to be found by exploring (i.e. only when the investigators want to). It can especially help with setup if you took interlude penalties that interfere with startup. Of course, it does require you to find one in your opening hand... and a certain starting penalty might make it hard to find it. Still, there are many dangerous non-elite enemies in TFA and quite a few of them don't have hunter, so you could theoretically explore around them even if you draw Barricade (3) later. — Athe · 11
Recharge

Any of the “reveal token, if it’s bad take a punishment“ pair extremely well with adding blessings and curses to the bag. At the same time, these make cards that are “draw a token, if it’s bad get a reward“ less effective.

MrGoldbee · 1483
Unfortunately gate box is not a permanent, Luke simply starts with it in play much like Duke. — Zerogrim · 295
Quantum Flux

So one thing the other review aren't trying to tackle is how efficient is this as horror "healing"

Let look at the facts, Quantum flux replaces itself in your hand so it does not cost a card, so its true cost is 1 resources and 1 action (to play the card), given it is only an insight (outside of Joe) I don't think there's anything special you can do with that tag so you are probably always paying full price for this.

Would you use a location that had the effect "1 action, 1 resource>Heal 1 horror" and the answer is "sometimes!", sure its probably not worth doing but "sometimes!" it might be the difference between insanity and being king of the deep ones!. (I'm not sure what this game is about)

So Pro's can be listed to: Recharging a search heavy deck Diluting Weakness Avoiding Punishment for decking out 1 Beautiful point of horror prevented

I think this card is obscenely good in Dunwich and as a one of that just shuts down the main punishment mechanic its efficient at its job but not a card that should be instantly dismissed elsewhere, because a card with art that pretty needs to go into decks.... "sometimes!"

Zerogrim · 295
Shards of the Void

As @ChristopherA said in his review, this card is good if you need additional spells in your combat mage build. Maybe you have a limited collection where you only have Shrivelling or Azure Flame

But if you have a large collection that includes both Shrivelling and Azure Flame, then Shards of the Void should probably only be considered if you're playing a chaos bag manipulation deck. The math indicates that Shards of the Void performs better than Shrivelling and Azure only if you manage to draw at least one "0" token AND you keep at least one token sealed for all the charges.

Here's the math behind my statement.
Shrivelling and Azure Flame give you 4 attacks, at +2 and 2 damage per attack.

If you don't draw a "0" token, Shards of the Void gives you:

  • 3 attacks at +2 and 2 damage per attack (if you keep the "0" sealed on)
  • and 1 attack at +0 and 2 damage
    OR
  • 4 attacks at +0 and 2 damage per attack (if you immediately spend the "0" sealed)

Verdict: That's worse than level 3 Shrivelling / Azure Flame!


What happens if you only draw one "0" token during all of your attacks with Shards of the Void? Here's the math:
if you keep the "0" tokens sealed on, spending them as your last two attacks:

  • 1 attack at +4 and 3 damage
  • 2 attacks at +4 and 2 damage per attack
  • 1 attack at +2 and 2 damage
  • 1 attack at +0 and 2 damage

Verdict: That's better than level 3 Shrivelling / Azure Flame.

OR
if you immediately spend the "0" token, draw one "0" token on your first attack and immediately use it after:

  • 1 attack at +2 and 3 damage
  • 4 attacks at +0 and 2 damage per attack

Verdict: That's worse than level 3 Shrivelling / Azure Flame.

As others have stated, remember that sealing a "0" token is probably bad for your team, as it removes a good token from the bag. So consider whether this card is providing your team with enough value to be worth the cost of sealing "0" token(s).

VanyelAshke · 181
The other minor detail is there is no backfire mechanic on shards of the void, buuuuut now we have Armageddon so I feel like shards of the void may wither down outside of specific support for it. — Zerogrim · 295
Armageddon is also more expensive AND you need a way to compensate for the -2 from the curse token you draw (in assuming you probably shouldn’t take it unless you want to trigger the curse token effect). I’d argue Shards is very good as it can refill itself, has no draw back, and no one should be counting on the 0’s to pass tests. Really the only downside is it doesn’t scale well on higher difficulties in which you definitely want those zeros — LaRoix · 1645
I think this is actually better on hard mode. Usually an extra zero in the bag (most campaigns yank the +1) — Mordenlordgrandison · 462
Right, expert is the one you wouldn’t want it. Only one 0 in some cases if I remember right. — LaRoix · 1645
So, there are 2 basic places where you have 3 0s in the bag, they are: All Non-TFA Campaigns on Hard (IIRC), and Standard TFA. With Olive and 3 0s in the bag you'll probably hit them reasonably often, especially in a campaign with a smaller chaos bag like TFA forging your own path (before Depths of Yoth), which only has 15 tokens. Maybe also Dunwich and TCU if you avoid adding tokens to the bag. — Zinjanthropus · 229
One-Two Punch

One seemingly overlooked thing by other reviews is that the upgraded version says "You may fight again" while the basic version says "you may fight THAT ENEMY again".

So the upgraded version allows you to attack two different enemies, which is really nice considering it would be easy to one shot an enemy (even a very strong one) with the first automatic success and then you can then follow up with a second attack on another enemy.

Er? What? Oh my. I am one of those who overlooked this. I like this intepretation. — acotgreave · 886
Yup. I personally consider that one of the most important pieces of text on this card. Otherwise you are spending 5xp for just +2 damage. (And, yes, some accuracy but a high combat guardian running this with Boxing Gloves isn’t hurting for more accuracy.) Especially on Nathaniel, the flexibility of the two attacks and his ability lets you take out two enemies with 2/3, 3/3, or 2/4health in a single action - or even just make a big wallop for 5 or 6. — Death by Chocolate · 1488