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
Curse of Yig

Last time my friend as Calvin Wright with only 1 health left drew this. He kept Perseverance in hand for damage dealing treachery , but Curse of Yig doesn't deal damage, making Perseverance useless against it. Calvin died during his transformation into Serpent, sadly. What a nasty encounter card.

Secutor145 · 3
That is a pretty edge case, you must admit. Maybe the lesson is "don't run Calvin through TF..." — LivefromBenefitSt · 1073
Killed me once as Trish! — MrGoldbee · 1478
True. It was our first FA run. Guess he would reconsider his choice of charactor knowing how terrifying the jungle is. — Secutor145 · 3
Calvin likes trauma, though, and TFA awards a lot of trauma. I think that's what they were going for releasing him as part of that cycle anyway. — Zinjanthropus · 229
Calvin can also take both Test of Will and Ward, as well. — Zinjanthropus · 229
The trick is to get it to stop awarding Trauma, although I guess that is a problem bigger than Calvin. — LivefromBenefitSt · 1073
Curse of Yig

Oh, Yig, you wily monstrosity! The -1 isn't so bad, the -1 health definitely sneaks up on you and makes you more paranoid, and the Serpent trait keeps getting you excited when you draw Encounter cards like Children of Valusia and think you are getting a benefit, then you notice it's "Serpent enemies," and you hear Yig laughing in the distance. Drat you, Yig! That Pit Viper was trying to bite me! We need a card called "Reasonable Explanation" that removes Vengeance.

A week ago I might have agreed that the -1 fight was more annoying than bad. Then I played a scenario where it knocked me off the "sweet spot" and made spooky tokens incredibly dangerous. I'd say if you're the fighter, it's either annoying or devastating, but otherwise it's pretty irrelevant. — SGPrometheus · 828
If you’re at 1 health, this makes you paranoid when you draw encounter cards — Django · 5128
Devil's Luck

The issue with this one is that it is exceedingly rare to be dealt around 10 damage and/or horror in a single instance (the poster child being Beyond the Veil).

Perseverance covers real-world cases at a cheaper XP cost.

jd9000 · 73
There are some final scenarios where a bad token pull or a card can deal 4-6 combined damage and horror in a single go. Even if you wouldn't be defeated, you probably don't want to take that. So, yes, this is a tiny bit more expensive (but 1 XP = 1 resource cost isn't unusual; see most of the talents, Proposterous Sketches)), but it is a more flexible card and, even if you don't get "full value," if it keeps you in the scenario, that's worth an XP. — LivefromBenefitSt · 1073
I agree it's more a tech card than just goodstuff you can put into any deck (like lucky! for instance). it might also be significantly stronger when played in a deck built around Deja Vu. — PowLee · 15
Or in final scenarios, where you could not care less about Exiling, and where a lot of the 3 damage and 3 horror attacks might reasonably turn up. This is no Deny Existance (5), but it has a place. — LivefromBenefitSt · 1073
It's worth noting that Devil's Luck costs one resource fewer to play and isn't conditional upon the damage or horror being able to defeat you like Perseverance is, which adds up to reasonable value for a 1 XP investment even if you only intend to use it to block hits that deal four damage and/or horror or fewer. This is probably the most relevant in Dark Horse decks, where reactive cards that cost one resource are a fair bit more wieldy than cards which cost two. This only really relevant in final scenarios, one-shot adventures, and Deja Vu decks, but worth bearing in mind all the same. — RichardUptonDeckman · 33