Beyond the Veil

One od the worst drsigned cards in the game. Treachery cards that gice you no recourse to deal with them are a design flaw. The other issue is that for some xharacters this us trivial, while it is an almost guaranteed defeat for others.

Tilted Libra · 37
There are ways to deal. Cancel the card, let it trigger and cancel the damage, be hardcore and just take it, Alter Fate, or resign. Or just stop drawing cards. I think anyone can do at least one of these. — TheNameWasTaken · 3
I cant think of a single character who is definitively destroyed by this card. Patrice without tech (eg 1 copy of Quantum Flux) still has a very strong chance of pulling her Elder Sign which prevents her being decked out, and draw heavy characters like Wini or Seekers have full control over their draw power. This card has literally never killed me, and it’s not hard to tech against if you are worried about it. And in a game where losing a scenario is nowhere close to the end for your character, I cannot agree that it’s a design flaw. — StyxTBeuford · 13050
I would just point out that while draw-heavy investigators have full control of their draw power, it still potentially shuts down their play style. That being said, needing to choose / build your investigator to counter campaign specific stuff is certainly not unique to Dunwich. — Zinjanthropus · 230
Also just because you have counters In your deck doesn’t mean you have them available with this card. They might be discarded to other milling effects in dunwich... — Django · 5163
I think generally most draw reliant investigators are Seekers who generally are already really powerful without needing the absurd draw anyway. And the more draw heavy your deck is, the more reliably you can find the tech for this before it hits you. — StyxTBeuford · 13050
@StyxTBeauford: While I do agree about Seekers (and they could use deck searching instead of straight draw, anyway), I don't think that Winifred is very good if she can't draw through her deck (The draw is really what makes her so OP). Though I suppose she could Versatile for Quantum Flux pretty easily. — Zinjanthropus · 230
Since this is included with milling effects, it can easily kill any investigator. — Tilted Libra · 37
@StyxTBeuford Have you played Patrice much? You can eaily go a whole scenario without pulling her Elder Sign. And when the only recourse to something is a random chance, that isn't good design — Tilted Libra · 37
@Tilted Libra, Eucatastrophe does wonders for Patrice against this card. There are definitely ways to handle this. It just takes planning. — dapineaple · 1
Ive played Patrice tons, I almost always pull her elder sign before she decks out. If you build her to test a lot it’s really not a big risk. — StyxTBeuford · 13050
In Dunwich I play Patrice with her friend, Olive. They do well together, making avoiding bad stuff like that trivial. — chrome · 66
I think it's a very well designed card, especially at the point it was introduced. The game needed something to shake up the "gather clues, kill enemies, win" rut from the core box, and this card suddenly made the act of card drawing dangerous. The sheer anxiety this effect managed to produce, coupled with the Encounter cards that punish you by making you discard cards from your deck, created a completely new type of challenge as yet unseen ... and it pretty much set a trend of introducing new creative mechanics in each new scenario and exploring the design space in unexpected ways. — ratnip · 68
With Amanda, you cannot just "not draw" a card. And with 2 copies of beyond the veil in your area, and no way to counter them, you are pretty much finished. Sure, in a 4 player game you can find a way, but not in a solo game. — casey080 · 25
I saw my mistake, but cannot edit it. Yes, you can have only one of those bad boys... I guess I still have a chance. — casey080 · 25
the fact that you you tilt up to your name make me love this game more. Yes, this card is strong and actually stressed me out too but it just embrace the "fail forward" principle so I could accept it. balanced out other weak discard cards encounter card aswell. and yes resigning is always an last option and this card make it matter more =/ I played the Pete miling build which run out fast and whole Dunwich give me big counter. got a good challenge there — Pawley · 32
Joey "The Rat" Vigil

So, assuming that I'm correct, Joey can discard an Item asset from any Investigator in play anywhere, since unlike Sacrifice, it doesn't say "you control". UPDATE: Sacrifice has to specify "you control" since it's not a cost, unlike this card

This makes Joey a crazy money generator, being able to discard empty guns, spells, and Flashlights at any time in a very flexible way. And since it's not an exhaust, he doesn't have to hold back. Perfect for Tony Morgan who plays tons of guns, and - dare I say it - maybe even better than Leo De Luca.

Nenananas · 270
Got too excited there for a moment: no Spells. — Nenananas · 270
Only the cards controller can use a card's abilities, unless it says differently. But, I expect this to be tabooed because you can get free money with zero costing assets. — jdk5143 · 98
Under Costs: “ Only the controller of a card or ability may pay its costs. Game elements another player controls may not be used to pay a cost.” you cannot discard assets someone else controls to get the money benefit here. It’s useful but not that useful — Difrakt · 1325
it would be kind of funny if you could discard any asset in play. you could really piss of your friend who finally just got their Flamethrower it, or whatever — Zinjanthropus · 230
Welp, that explains the difference between Sacrifice and this card... Thanks @Difrakt — Nenananas · 270
Worth mentioning that you actually can discard certain of other people's stuff with Joey, you just have to take control of it with Teamwork, first. Skids, Jenny, and Guardian Tony can all take Teamwork. — Zinjanthropus · 230
One-Two Punch

I was wondering how does it interact with a Double or nothing... You do +1 damage twice, and perform two additional fight actions with the given bonuses? And doble the skill value for the enemy for the two additional fight actions?

Proxyone · 1
I think that double or nothing can only affect portions of it that are skill checks where you can commit cards. So the first punch would happen once, and you would double the second attack. — itachi18 · 1
On the non-upgraded version, being allowed to make a second attack is something you get for the test, so there it would seem that you get two additional attacks (with just the regular one-two punch damage bonus), in addition to dealing twice the damage with your first attack. The extra attacks would not have any increased difficulty, as Double or Nothing only affects a single test. However, on this upgraded card, the second attack is something that is not dependent on the result of the first test, and so Double or Nothing does not give you two follow-up attacks. — kalmakka · 1
I'd say yes to 2x additional attacks from looking at the FAQ on Double or Nothing:Q: Does Double or Nothing work with extra action effects like Quick Thinking or the level 2 .41 Derringer? A: Double or Nothing works with both of those effects! Those effects indeed trigger during step 7 [of a skill test], and then create a delayed effect which grants the extra action(s) after the test resolves. — Atrael · 1
@itachi if a test is automatically successful, you still resolve every other step of the skill test - including the ability to commit skill cards. @Atrael It does not work for the reasons that kalmakka discribes. The second fight just happens for the level 5 One-Two Punch. It isn't relevent conditional on 'if you succeed'. However, the level 0 version IS conditional on 'if you succeed' and thus could be combo'd with Double or Nothing. — Death by Chocolate · 1489
Daredevil

So, the 0 Exp version of the card allows us to discard our whole deck except weakness cards in case it's the only rogue skill card we play. To what purpose? Live fast and die young? Probably. But we can think about some shenanigans like playing improvised stuff that will replenish our now very thin deck afterwards: Improvised Weapon, Winging It, Impromptu Barrier. Other interesting options are A Glimmer of Hope and Miss Doyle's cat's (Augur, Hope, Zeal). Of course reaching 1 lonely card in the deck is extremely difficult. Daredevil has the right trait for Practice Makes Perfect, and of course is good target for No Stone Unturned. Mixing so many classes seems impossible, so maybe if we want to play Daredevil in this evil way we should look at Versatile. Another option is to play Survivor/Rogue, bring enough beers to our boardgame afternoon and ask for help to our fellow seeker player. Just promise eternal friendship to our drunk teacher in exchange for his No Stone Unturned.

Matamagos · 4
This could be a good way for Wendy to get into Amulet-recursion-shenanigans-range. More efficient than trying to draw through your deck with Lucky Cigarette Case and Pickpocketing. — Zinjanthropus · 230
Could also be interesting as a form of pseudo-draw for Parallel Skids if he's planning on playing A Chance Encounter (2) and Double Double + Scrounge. Also his Elder Sign. — Zinjanthropus · 230
I believe the drawing cards rules state that "When a player draws two or more cards as the result of a single ability or game step, those cards are drawn simultaneously. If a deck empties middraw, reset the deck and complete the draw." So actually- you just keep drawing until you die from sanity damage — masterearth · 1
Playing this card as your only rogue card:Instant death because in theory you will discard forever :D — Makaramus · 9
that would be true if it were drawing cards, but discard doesn't work that way. when the deck runs out of cards you stop discarding. if you haven't found a target it just whiffs — Zinjanthropus · 230
if committed when Wendy's Amulet is in play, do you have an opportunity to play each _Fast_ event as they are discarded? — An_Undecayed_Whately · 1331
Rita Young

Rita is not the 'best' survivor. She lacks Wendy and Yorick’s ability to continually reuse cards they like. (She has access to Resourceful and scavenging, so she’ll get them back, but it often takes an action to replay them.) She doesn’t have the deck manipulation of Patrice, and she doesn’t have Duke to help her sniff out clues.

But she’s my favorite, because she has something no other character has: the complete ability to avoid her problems. Luke might be able to hide in his gate box, but he has to explore new locations before he can access them.

Solo Rita is an exercise in Benny Hill comedy. While her iconic card is "I'm done runnin'!", It should really be Track Shoes. With it, she can turn her first action from evade into a jaunt through an enemy-controlled zone, and to a third location. Nonhunter enemies take one action from you, max. That keeps your hands free from weapons, and while a meat cleaver will be helpful to deal with your low sanity, a newspaper and an Old Keyring mean that you can get all the clues you need. (If you’re going for a cleaver, team up with the other student athlete.)

In multiplayer, you’ll probably want to add more damage, locking down enemies for guardians and basically removing the “retaliate” keyword from the deck. And as you go, you’ll gain access to high-level survivor cards that benefit the entire team. But you haven’t lived until you’ve run around the mad planes of Carcosa, with three enemies and two weakness cards chasing you.

All the “return to“ campaigns seem to have extra special spaces for the characters that come with the set. By that means, RTTCU has boatloads of agility tests and sprawling maps that are designed for Rita. Pack some guts and go for it! And some sanity soak, it comes fast and furious.

Edit: The years have been kind to Rita, with a steady succession of trick cards like dirty fighting. With it, anytime you attack someone, you’re starting at a +5, because except for her signature foe, Rita always wants to dodge before taking a swing. The new Drowned City expansion loves dexterity and big maps, along plenty of enemies that need to be dodged and agility treacheries. The enchanted bow lets her deal with aloof enemies elsewhere. It’s a great time to support the Miskatonic track team.

MrGoldbee · 1492
I think Rita is my favorite Survivor as well. While I haven't tried it, I can't see Scavenging working for her (because it requires succeeding by 2). My experience with solo Rita was that she was pretty much barely succeeding investigates when she did succeed. She is really good at using Belly of the Beast though (which also requires succeeding by two). I think the biggest issue I found was that she doesn't have very good card draw. She doesn't require a ton of set up, though, at least, so what this really meant is that it's a good idea to bring a backup horror sink other than Peter (Keepsake at L0, Guiding Spirit with xp (it also helps a little with getting clues)). Cleaver probably also helps. I usually did eventually draw Peter. It was pretty fun in any case, and I should really try it again. — Zinjanthropus · 230