Pelt Shipment

"Buddy, you're the one coming ahead here! Trust me when I tell you, you absolutely need this!" the salesman remarked. "Think of all the fine coats you'll be able to make! You're winning in the long run."

"I guess you're right," responded his customer. "Alright, deal!" Preston then handed over a beautiful watch that had been handed down by his family.

"Smart boy! Pleasure doing business, son!" said Bob with a grin from ear to ear and a firm handshake. For Preston, he may have just done the worst deal of his lifetime.

For Bob, it was just another Tuesday.


The more I look at this, the more excited I get to run this on my favorite salesman. Bob's looking to get his hands on only the finest selections the vendors have to offer. All these shiny cards are so expensive in experience!

But Bob is an experienced salesman. He's witty, charming, and most of all, adaptable.

You can't play this. So it's going to be eating up a spot in your hand, and shrinking your hand-size while you're at it. Not the greatest, but fortunately, Bob's capable of tossing this away if grabbed early and finding at some point down the road. He's got access to the right tools for this job. On his quest from rags to riches , there's going to be a lot of new cards Bob wants to take. The key here being NEW.

There's no denying that some of the recursion cards are better left targeting other great options. But in the event that you find yourself with this leftover and just cant seem to find where the hell you put it, why not? Gotta keep in mind that Bob here is greedy after all!

It's perfect. Load up with the shipments early in a campaign. Buy all of the shiny new goodies Bob deserves. And then you can even ditch it once you've made your fortune.

It's time for Bob to sell some pelts.

Cosmic · 14
Ichtaca

Okay, so befriending Ichtaca is impossible actually! Sending her to the victory display removes her from play. That means discarding all tokens from her, unless stated otherwise. And it isn't stated otherwise.

So when we advance, she doesn't have any clues on her. So it's impossible to go to the first outcome.

But we didn't defeat her either, we just sent her directly to the victory display. Sooo if you advance by parleying, you can't go to the second outcome either! Meaning, you get stuck in a limbo, and don't advance anywhere! Now your only option is to resign.

Ruled as written ruled as written ruled as written

Rushional · 89
Huntress of the Eztli

Okay, so befriending Ichtaca is impossible actually! Sending her to the victory display removes her from play. That means discarding all tokens from her, unless stated otherwise. And it isn't stated otherwise.

So when we advance, she doesn't have any clues on her. So it's impossible to go to the first outcome.

But we didn't defeat her either, we just sent her directly to the victory display. Sooo if you advance by parleying, you can't go to the second outcome either! Meaning, you get stuck in a limbo, and don't advance anywhere! Now your only option is to resign.

Ruled as written ruled as written ruled as written

Rushional · 89
Here's another interpretation: When Ichtaca has a the enough clues on her, it triggers both the move to the Victory Display and advancement of the act at the same time. — Frickenator · 2
Warning Shot

Atrocious

Warning Shot is one of most laughably bad events in the game: while it looks good on paper, in practice it has a bunch of issues that makes it botherline unplayable

  • Moves away all non-elite enemies: the fact it doesn't target Elites is unfortunate but expected to prevent this card from making some scenarios way easier, like Extracurricular Activity, but even looking at its main effect it is not that great. You are a Guardian: your job most of the time is to kill enemies, moving them away, while it CAN be as good as killing them, won't do the trick against all of them. You got Hunters chasing down people, Doom generators, enemies that make your life harder if they are alive. Sometimes moving away ALL enemies makes your life harder because they are all gonna be huddled up in one location, so if you want to kill a specific one it's only gonna delay the inevitable rather than helping you with the task (unless you run Dynamite Blast, that other useless card)

  • Even if you want all enemies to just move away, to get full value from this, every Investigator needs to be toghether in one location and being swarmed by enemies: being in that situation to begin with isn't ideal, but even finding yourself surrounded by that many enemies at once is not that common either. In 1 or 2 players, this is rarely gonna move away more than 2 enemies, while in 3 to 4 players, it's far more likely enemies will be spread out on the map because the chance all Investigators will stick toghether in one location are incredibly low

  • It cost 2 resources to play: this is the deal breaker. You need to spend 2 resources ON TOP of using an ammo that could have been shot to kill an enemy instead to trigger this effect. That is immensely overpriced for what it does, given Guardians do not have the best of economies, and even then they have cheaper events that could have been used instead. A slot Warning Shot occupies could have been used by something as lame as Monster Slayer to kill more crap. That is without even getting on how this becomes commit fodder if you do not have a gun in play OR you are out of ammo. This would be already not that great if it had no resource cost, at 2 it is just horrible.

Ironically, this card is better for Rogue rather than Guardians: "Skids" O'Toole can use something like the .25 Automatic to fast play it and have a target for Warning Shot when he wants to play it, and both him and Leo Anderson can also use Venturer and Swift Reload to make up for the ammo spent. But overall I found this to be an extremely crappy Event, not even worth to be used as deck filler: the only use I can see on this is for Guardians playing through Forgotten Age, but if you are playing as a Guardian in Forgotten Age you need to reconsider your life choices mate.

This card never left my binder. So while I can't give an experienced opinion on this card, I would agree with you. The best use I can see however (in theory, now that you brought the card again to my attention) however would not be in TFA, but rather "The Longest Night" from Hemlock Vale. And this brings another plus for Rogues, who can play it: they could switch it into the deck mid-campaign with "Adaptable" without XP. — Susumu · 366
Dynamite Blast is far from useless and not at all comparable to this binder fodder. But yes I agree this card is hot garbage in all but the most niche cases. — snacc · 981
Entering the Dreamlands

At the start of this scenario, the chaos bag has no in it. This act, along with each of the next two, permanently adds a to the chaos bag upon its completion. By my reading (tell me if it's wrong), this means that if the investigators are defeated before advancing a single act, they'll play the rest of the campaign without any in their chaos bag. Yes, you'll take a trauma from the defeat, and you'll miss out on 10 or 12 experience... but maybe this isn't a totally incorrect option?

Pros:

  • Three tokens which, on Hard/Expert, ramp up to -6 or even worse in the next three scenarios, are excluded from the bag. You can almost think of it as three Permanent versions of Protective Incantation
  • Cards which particularly want to avoid the , such as Baseball Bat, Old Hunting Rifle, and "Hit me!" can be used with nigh-impunity
  • Mental bandwidth requirement of first scenario reduced to zero

Cons:

  • Up to 12 potential XP left on the table
  • Jim Culver's passive ability loses its effect on the chaos bag
  • Song of the Dead can no longer deal bonus damage
  • Fun of first scenario also reduced to zero

Notes:

  • William Yorick can get 1 XP by burying his Graveyard Ghouls or another Weakness enemy
  • You can avoid adding another negative token to the chaos bag of this campaign in Interlude III: The Great Ones, by either playing it as a standalone campaign, or by winning scenario I-B while choosing to leave Dr. Maheswaran with her patients, or by resigning or losing that same scenario. If you take the doctor with you and then win, whether she survives or not you will find that "The dreamers grow weaker" which results in the additional negative token.
zigludo · 3
But also most of the time the skull starts often soft during a scenario and gets harder. So it might be better idea to be included. — Tharzax · 1
Generally, I prefer having more tokens in the bag as opposed to less. The more you have, the less likely you draw the autofail, and as the campaign goes on you tend to be able to more reliably pass tests with respect to any modifier you see on these tokens. This is complicated by the symbol tokens having effects not dependent on failure, especially on hard or expert, but generally more skulls gets you away from the really bad effects you’re likely to draw from the other three tokens. — StyxTBeuford · 12985