Track Shoes

Why are there no foot slots? Don't give me that "adding slots requires rules updates" because we added Tarot slots. I was hoping we wouldn't have any examples of incredibly awkward formatting like this, but here we are.

As for this card it's 3 resources for a permanent stat boost, which is fine. What's good about the reaction is that it doesn't care how many enemies are at your destination, or how hard they would be to evade legitimately, you are probably testing +2 to leave them behind.

It's always nice to have stat boosts that aren't in the already hotly contested ally slot.

Swekyde · 65
It also doesn't care if enemies are there. It's a test for a free. Kv — Myriad · 1226
Move. Damn phone. — Myriad · 1226
As for the slot issue, I think the devs feel like tarot are a great design space in which they want to iterate further, while footwear are generally not compelling/interesting enough to generate any more cards. — SGPrometheus · 841
Yeah, we might end up with three or four footwear cards at the end of the day, but a dozen or more tarot assets. — Carthoris · 20
Imagine how OP this would be if bad tokens didn't include nasty side effects. Still, this might be an auto-include for anybody with high agility. — bigstupidgrin · 84
There is nothing remotely awkward with the wording on this card. — Tilted Libra · 37
Even if they never printed another footware, I think it should have had a slot for thematic consistency. — Skylar114 · 1
I think the point a slot is that you might get more by certain cards. Right now, I believe every slot in the game has at least one card expanding on the number you're allowed (with Anna Kaslow for tarots). I wouldn't expect a card to add footwear slots any time soon ;) — Azriel · 1
There's no cards that give extra Body slots (besides the RtTCU Tarot which can give any slot), so the argument that you need to be able to get more of that slot for something to be a slot holds no water. There's no reason Footwear shouldn't have been a slot, especially with new Footwear being added in EotE. — Soul_Turtle · 494
And now the same with masks — Drostt · 146
Money Talks

Not very impressed with this card for Preston right now. It does not count the resources on Family Inheritance and requires taking an action to get them in his legit resource pool and I just don't want to spend the extra actions when I could use those resources on a stat pump or use skill cards instead.

Sitting on 10/15 is a legit strat for Preston using Well Connected. I don't think I would bother with this card if I wasn't on Well Connected and the new rogue skill. — Myriad · 1226
I was pretty skeptical of this card myself, but my Preston partner in a 2p campaign was at 25 resources for a couple rounds and this made for a laughably easy Double or Nothing. — Death by Chocolate · 1489
I'll have to look into a resource hoarding build and give it a second chance. — cheddargoblin · 87
Has there been an official ruling on this yet in regards to if you can commit still cards to the test? — Myriad · 1226
It seems pretty obvious that you could only commit Wild icons since the test is no longer a will, Int, com, or Agi test, but the rules for commuting says “An appropriate skill icon is either one that matches the skill being tested, or a wild icon.“ so wild icons would still apply since Money Talks makes it a ‘resource skill test’ which is still a skill test. — Death by Chocolate · 1489
I built a Winifred Habbamock deck than pretty regularly ended up getting over 20 resources once the engine got going with "Watch This!" and Pickpocketing [2]. Ended up introducing this card with Adaptible. It helps a lot with Willpower treacheries or if you just want an easy two clues with Double or Nothing. Pretty good stuff. In the early game it was basically a dead draw, though. — Zinjanthropus · 230
Blood Pact

This card is a no-brainer for Marie Lambeau. Totally worth the 3 xp.

Need to boost your Willpower 3 times during the same round? Done. Then because you have doom on a card you control (Blood Pact), you have a free action to cast the Moonlight Ritual spell and clear all these gloomy tokens. Don't have Moonlight Ritual? Then maybe you have her Mystifying Song to delay the agenda to advance, giving you another round of crazy Willpower.

Because it's a permanent card, you can practically make sure to trigger Marie's special ability on round 1 of a scenario instead of waiting for an Arcane Initiate or David Renfield to show up.

That said, not much use of the Fight bonus unless you build her with a few Survivor cards like Fire Axe and Fight or Flight.

Ezhaeu · 50
The $combat boost is helpful as finisher, to save charges on your combat spells for enemies left with 1 HP. No longer wasting 2 shriveling charges on 3 HP enemies. — Django · 5154
Pit Viper

I have a question about this card.

If I assign the viper damage to an asset (not the investigator), do I still get poisoned? Because it feels a bit antithematic if I assign the bite to an ally but it's me who gets poisoned..

Thems the rules. But, you could always just house rule it that your allies get poisoned if it bothers you that bad. — jdk5143 · 98
From my perspective, the attack didn't do damage to you, since «you» refers to your investigator card. It works the same way for key of ease, in that putting horror on allies does not rigge — aurchen · 155
Trigger it's forced effect — aurchen · 155
Sorry @aurchen, but damage and horror is always dealt to ‘you’ and then “When an investigator is dealt damage or horror, that investigator may assign it to eligible asset cards he or she controls.” This is different than the Key of Ys which triggers when damage is ‘placed’ on you, which happens during step 2 of dealing damage when it is applied during Step 2. (Refer to Dealing Damage/Horror in the Rules Reference). — Death by Chocolate · 1489
Thank you for opening my eyes, Death by Chocolate. <3 — aurchen · 155
What if the damage dealt is cancelled after assignment to Armor of Ardennes? Is it not, then, that the Forced ability's effects do not resolve? Does Armor of Ardennes thus protect the wearer from Pit Viper poison? — Cluny · 52
It does - "Abilities that prevent, reduce or reassign damage are resolved between steps 1 and 2 of dealing damage, and step two says if no damage/horror is applied in that step (which is physically marking damage), then no damage has been successfully dealt. — legrac · 115
i guess also Deny Existence would also stop the damage from happening, so no poisoned? — Phoenixbadger · 199
Well... according to rules, if you assign damage to an asset you don't get poison weakness. Step 2 of dealing damage says "If no damage/horror is applied in this step, no damage/horror has been successfully dealt." Pit Viper forced ability triggers after dealing damage process, so if all damage have been assigned to assets, you (Investigator) will not be dealt any damage, thus no poison. — Njagas · 1
"Eat lead!"

I'm surprised no one has mentioned this in connection with the M1918 BAR. You can spend 5 ammo to get 5 damage and +5 fight, or 6 ammo to get 5 damage, +5 fight, and 2 draws from the token bag. This can easily get you to an auto-success in easy/standard.

The extra confidence is totally worth it to me, and you're still left with 2 more ammo to use against some annoying acolyte or ghoul minion. Plus, if you're juicing the BAR to 16 ammo with Contraband (which you absolutely should be), the extra +1 ammo is almost trivial.

It must be addition ammo, so any ammo spent to do the fight command does not play into Eat Lead's ability to reveal more tokens. — DjMiniboss · 44
@djminiboss I almost responded with the same comment, then I realized that he's using 5 for the BAR's fight action plus 1 for Eat Lead to reveal 2 chaos tokens, which, on lower difficulties, can guarantee success. — SGPrometheus · 841
Updated the comment to hopefully make the example clearer. — micahwedemeyer · 62