- Q: When one player uses Guidance to give a second player an additional action during their turn this round and a player uses The Gold Pocket Watch to repeat the investigator phase, does the second player get an additional action in the repeated investigator phase, or does Guidance only apply to a single phase? A: Generally speaking, effects that affect a player’s turn or last until the end of a player’s turn expire at the end of that turn, so even if you are able to repeat the phase or gain an additional turn, the effect on Guidance would have already expired by then.
이벤트
통찰.
비용: 0.
당신이 위치한 장소에서 이번 라운드에 아직 차례를 갖지 않은 다른 조사자 한 명을 선택합니다. 그 조사자는 이번 라운드의 자기 차례 동안에 행동 1번을 추가로 해도 됩니다.
![지침](/bundles/cards/03265.png)
연관된 카드
- Guidance (1) (The Scarlet Keys Investigator Expansion #53)
FAQs
(from the official FAQ or responses to the official rules question form)Reviews
I have run this a couple of times with parallel Roland now, because one of his directives (Red Tape) makes Guidance fast! Now it may still not be the most optimal card, but now you don't lose an action playing it, which is good.
I've run this card a few times now in a Rex deck, and I have to say that it impresses more often than it disappoints.
I agree with an earlier reviewer that stated this card might as well read "You lose an action, another investigator gains an action" because that's effectively what this card does. But it also gives options.
I tend to play the dedicated clue sniffer on my team, and there are occasional rounds where another investigator (usually the combat monster) is trying to optimise a turn, but just needs one more action to pull it off. Or, for some reason, sniffing clues isn't needed for one particular turn, and Rex Murphy can't contribute what the team needs. This card can be used to shift one of your actions to an investigator who can put it to better use.
There's also the icon on the card, which can come in handy in the worst cases of scenarios... but at that point, you're probably in trouble.
I find that I tend to want five cards sitting in my hand anyway, to enable Higher Education, and the perfect candidates for those five are cards that are fine sitting in my hand until a situation occurs where they're exceptional. This, plus two copies of Delve Too Deep, gets me over half way there!
For a 0xp card, this one fits the bill.
(NOTE: The above review is based on Rex Murphy, in 2 or 3 player games, on Easy/Normal difficulty, YMMV.)
Funky.
Guidance isn't a card that generates anything, it just moves one action from you, to another player, and it costs a card. This is basically a card that lets you give the monster killer an extra attack action in place of your investigative actions. It's quite useful actually, when the going gets tough and your friend is just drowning in monster guts you can give them the leeway that can be the difference between dealing 6 damage in a round and dealing 8, or just more securely landing those first 6.
Guidance is a fight card, it's pretty cool because instead of having to equip a system of combat tools yourself, the booster talent and ally boosts and weapon and so on and on, you just tap into all the pent up power that someone else is working hard to foster.
So why don't people like it that much? Its a -low priority- use for a card slot, seriously between the "upgrade quests" which pretty much all the seekers take all the time and the clue tools, clue cheats and card draw and the few real good support cards, yeah you get it. SPACE, it's not infinite at all!
Let me tell you this: Guidance is not a bad card, in higher player counts actually I've got to say, it can be terrific! It can mean that a gets to move before emptying a whole clip of Lightning Gun at something! In 2 player its quite helpful when the team organisation is: Fighter & Cluever. It's definitely best in team comps where your friends can muster high-value actions, that mention of Lightning Gun is by no means an accident.
One of the more interesting things about this card is that it opens up the idea of a support seeker, someone who can donate actions and other tools to a member of the party that they are already helping in some way ex: Bob Jenkins with his item donations or Daisy Walker running Encyclopedias. Spend a book action as a secret, bump your Guardians fight up to 7, and then donate two of these and let them go running around the map cleaning up elites and bosses without having to commit cards. Maybe you're a secondary seeker like Minh or Roland and you want a higher book value character to do the dirty work at a big shroud location. Pair it with a Stella Clark to take maximum advantage of her Grit Your Teeth or, better yet, Quick Learner. You can even start copying it later with Eidetic Memory or play it fast off Cryptic GrimoireCryptic Grimoire, leading to massive turnstreaks stacked on top of allied cards like Police Badge and The Gold Pocket Watch. Obviously it's not as fun when you're not doing the cool things, but if it's your second time around on a character this is a fun way to switch it up and let your Spikes terrorize the encounter deck.
Beyond that, this is a card you want to take when you're teaching a game of Arkham to a friend and want them to have a bomb time. It's action neutral, costs nothing, commits for wild and probably makes you a hero to a friend, which is really what you're going for in Standard and below. It's niche, but Arkhams best decks and games all lie in niche ideas and going down a card is the lowest possible price to pay for having a worst case situation where it doesn't work that well.
This card actually says: You lose an action. Other investigator may take an additional action.
Well i don't know if this is good or bad card to include it to your deck. As a seeker in multiplayer you need every action to gather those clues so i'm kinda meh...
Let’s say you have Farsight. Use that to play a free event every round. You choose this. Free team action! I’ve taken a few minutes to give you guidance, but now you can take an effective action and take this old classic out of the binder.
This card is great in rogue because you can give your bonus actions to someone else who can actually make good use out of them.
I built a teamwork/guidance based Jenny deck based around this concept, haven't tried it out yet but hopefully it works out alright. You could also use this out of Finn I guess.