String of Curses

I want to add a bit to the other review that you can choose enemy engaged with the other investigator to easily tear it off. Perhaps you can choose a better investigator to engage in the Upkeep Phase. It's a handy rescue card though you can't just gang on it yet this round. Parley ensure you can do it even if you are busy fighting something else, so having this card on hand gives the clue finder at the same location insurance that they will not have engagement and can continue working. (on top of 1 clue you just helped removing)

5argon · 9547
Can we use this card to expose Mini Concealed card by automatically evade it? — a12345vn · 1
Yes, the SK book specifically says that auto succeed cards work. Page 4. — Taevus · 748
Sorry but that's not quite right. String of Curses requires you to choose an enemy at your location when you play it. Concealed enemies are not actually at your location (they're in "the shadows"), and concealed mini-cards are not enemies. — MiskatonicFrosh · 339
Call of the Unknown

Very insightful reviews! One thing that might be added post-EotE is how Gené Beauregard can potentially neutralize this weakness (at least sometimes). This is a great Ally --- in Ursula Downs as in other seekers (and in rogues, of course) --- so purchasing/playing her ALSO for the purpose of coping with Call of the Unknown in no way feels like wasting XP/resources.

With our "Intrepid Explorer", you may move a clue around among connecting locations. How is this helpful in this specific case? As Ursula, it may so happen that you absolutely cannot afford to tank the 2 horror which your weakness threatens to inflict. If so, then you're forced to designate a location as the locus of Call of the Unknown that may be conveniently (and with success) investigated this round, even if this location doesn't have any clues (it's like scrambling for a successful investigate action, its only use being the negative one of not taking horror). Such a "dead" investigation nets you no clues whatsoever, thereby costing you tempo.

Enter Gené: even if the location you choose as the destination of the Call of the Unknown doesn't currently hold a clue, you may be able to move one there from a neighbouring location (which itself may be blocked by an enemy, a scenario effect, or have too high shroud, etc). If you manage to pick up this relocated clue, you've effectively mitigated the extent to which your signature weakness forces your hand (which ideally is holding a Magnifying Glass or some such helpful tool). Ideally --- though this might not happen often --- you thereby actually turn a disadvantage into tempo.

Is this tactic absolutely waterproof? Certainly not, as its success hinges on many moving parts; in general, signature weaknesses would be laughable if they could be circumvented reliably. But I do think Gené Beauregard may help out Ursula every once in a while, in this case as in others (they seem to be best buddies anyway).

EDIT: Just realized that Pocket Telescope may trivialize this weakness every once in a while. Having both the Telescope AND Gené in your play area significantly reduces the danger of losing tempo from this weakness.

I can confirm: have seen this combo in action on a friend, and it was very useful. You can even move the clue from the one location not eligible to choose for CotU: Your location at the start of your turn. — Susumu · 362
Re: "in general, signature weaknesses would be laughable if they could be circumvented reliably." — Kulko · 1
If above where true why are there other single cards which trialize Weaknesses (Norman, Trish). That combo might work, but it still a lot harder for Ursula to handle her weakness than others — Kulko · 1
Deafening Silence

The flavor text at the bottom is a simple substitution cypher. It can be decoded using the Agenda cards from the last scenario of the Scarlet Keys campaign.

The text says: "I can hear you too, Amina."

If you are interested, I've posted the decoded text from all the cards here: boardgamegeek.com

red.hexapus · 27
Discipline

A pretty nice discipline. Probably a must have as a first or second if you want the willpower one). The condition to flip it after being broken is quite hard, tbf. Quick question, can you use the ability twice in a row to get a +10 on your third action?

Also, if that is true, RAW you could flip it twice so it goes back to the unbroken side (kinda joking, kinda not).

Jota · 6
Regarding using the ability twice in a row: Dumbly enough, I think you're right. At the very least, I don't see any wording on the card itself that would prevent you from doing so. — NightgauntTaxiService · 392
I think, that once you fliped the card, the unbroken side is out of play. So the ability to flip it back would wiff. I do agree, though, that this should be able to provide you with a +10 on a test, but the action cost for this is quite steep. — Susumu · 362
Then again, it should count as a delayed effect, so might trigger regardless. Not sure, if it would be overpowered, too. Spending 3 actions for a +10 test is on average maybe worth it once per campaign, all the more, as Lilly can't take Shotguns, has little payoff for oversucceeding wildly. — Susumu · 362
Maybe Jeeves can teamwork her a shotgun. — Lailah · 1
Runic Axe

Runic Axe is a really weird card. The first thing you have to figure out is who it's intended for. At level 0, that's just anyone who needs to kill things. It's a +1/+1 weapon that has limited but regenerating charges, and which lets you spend them optionally, so you don't need to overkill odd health enemies. That's a machete but with charges, or a .45 that regenerates bullets. The other drawback is it takes a second hand slot, so that's not ideal. But hey, it's competitive with the best level 0 weapons, so yay. Totally normal, reasonable weapon for fighter types, or flexes who don't need their hands.

When you level it up, it gets weirder. Either you leave it as a 2 damage weapon and you never get combat upgrades, or you want to do 3+ damage and take Ancient Power. Ancient Power, however, just pushes the limitation slightly upstream. Now you can do 4 damage attack with it, but only once, and then again once next turn (assuming you take Saga), and then you have a dead round before you can do it again. Meanwhile, no other swing you take can spend any charges. The practical implication of this is that your 10 xp pair of weapons only give you 2 bonus damage every round, and you paid 3 xp to compress that damage into a single action (and having the option to frontload 4 damage in one action, if you're full of charges) instead of two actions. If you take Scriptweaver, you get crazy accuracy in addition to your damage, but that's it. If you don't, you'll find yourself never having the charges to do anything but +damage.

If you're interesting in frontloading damage, or in getting a lot of bonus damage on one card you'd be better off with a Flamethrower. That grants 3 bonus damage per attack for 4 attacks, and the Axe won't catch up in total damage for 4 rounds. If you just want sustainable damage, Cyclopean Hammer offers a moderate hit bonus and a change of 3 damage (1/round) as well as the chance to "solve" an enemy by just bonking it to a location you don't care about. So the fully upgraded combat Axe is for someone who wants to be really good at combat like one swing every other round, will spend 10 xp for it, and doesn't need their hands. I don't know who that is. Crazy accuracy and 4 damage is equivalent to like 2 swings from a decent level 0 weapon with some discards to make sure you hit. That's not a lot of bang for your 10 xp.

So let's not build the Axe as a pure combat tool. Let's see what else we can do with it. Fury is a really neat, repeatable AOE damage effect apparently designed to counter swarms in Dream Eaters, so that's one thing we could do. Glory is a way to make yourself more sustainable. If you're Mark Harrigan, you can even take the heal, use Sophie on something, and get both the +2 to a test and the extra card. Carolyn Fern could use the horror option, but she's not allowed to use xp weapons so forget that. Glory is probably a situational, niche imbue. Elders lets you get a clue if you beat an enemy by the shroud, so you could be like Roland-lite. The issue you then run into is that even with Scriptweaver, you can only pick 2 of: try to get clues, do 2 damage to efficiently eliminate the enemy, get a bonus to have a reasonable chance at succeeding by shroud. If the only enemy you need to deal with is Swarm of Rats, you could just go Elders/Accuracy a couple of times and beat multiple clues out of them, but that's another niche use, not your Plan A.

So where does that leave us? Hunt. Hunt is really good. Fighters' typical gameplan is do incredible amounts of damage in order to defeat monsters before they inflict damage to the investigators, and they typically pay through the nose for it, in terms of xp, resources, support cards, and often ammo. Atomizing monsters is often the sole thing they're good at. As such, any action spent NOT atomizing monsters is the worst feeling in the game for them, especially moving to the next monster, or engaging that aloof enemy, or the one eating the Seeker who will otherwise die if you draw the auto-fail. Axe users with Hunt don't care about that. They can pull enemies to a connecting location, or move to an enemy at a connecting location, or engage an aloof enemy, and then do their murdering. It solves a couple different problems that otherwise would require a combination of things like Fang of Tyr'thrha, Telescopic Sight, Safeguard, and for some fighters, Shortcut. Free movement, free engages come at hefty premiums. The Runic Axe solves that for you. It also solves the problem of concealed enemies fairly handily, since they all spawn in a tight radius, would be impractical to expose with ammo, and you can spend your second imbue on Accuracy for those high shroud locations.

I dunno, there might be a better use for the Axe, but it seems fairly narrowly tailored for Scarlet Keys, and for fighters who want to be equally good at movement instead of just outrageously good at fighting, so also campaigns that incentivize movement pretty hard (but still fighting, because the axe is no faster than walking yourself, it just lets you combine the move and attack actions).

jaunt · 20
It's also horror or damage heal, for TIC/Carcosa. — MrGoldbee · 1443
Carolyn can get Axe to 10xp if she bus "Glory", I think — Jota · 6
No, because even though it would fall within her deckbuilding options as a card that heals horror, it's excluded by her additional restrictions. ("No Weapon cards level 1-5.") Same reason she can't take level 1-3 guardian weapons that don't heal. — Thatwasademo · 57
After playing a little more with Mark, I have to say Glory can be pretty okay. Fury is also really good action compression for flipping concealed enemies if it works how I think it does, which I have no confidence whatsoever in. — jaunt · 20
Ignore the Fury comment. My brain had a poerr outage. — jaunt · 20
I think you're missing that it is the level 0 weapon that gives the largest combat boost, since it gives +3 combat/+1 damage if you spend 2 charges. That's pretty significant for characters who want to fight but don't have stellar base Combat for it, such as Sister Mary or Carson Sinclair. — Soul_Turtle · 434
Who is this card for? Probably Vincent Lee if you're building him as a flex gator since it's the only high level weapon I think he has access to thanks to Glory. — MindControlMouse · 41