Delusory Evils

Playing through RttPtC once more, I was reminded that this is my favorite of the replacements for Ancient Evils. It offers a meaningful deal -- lose a turn or spend a period of time carefully calculating margins and praying that you don't draw the . Now, failing a test isn't that big a deal most of the time, but it can badly disrupt a turn, unless you have a card in play that has a test you can afford to fail and overcommit to make sure that happens (Track Shoes, Parallel Skid's special ability?), and then you are thowing good cards at a test that you are trying to fail. Resurgent Evils is just nasty, as two encounter cards might cost you more than 3 actions, and Impending Evils is pretty easy to handle.

Wild in Stella! — MrGoldbee · 1441
This is actually my least favorite replacement, because it isn't really a choice; you'll always add it to your hand instead of placing doom. Losing one actin (even if it's unpredictable and the timing could be pretty bad) is nothing compared to losing an entire round (especially in The Last King where the main issue is being overwhelmed too fast by enemies from the agenda advancement). Resurgent Evils is my favorite because sometimes I do consider placing doom if there's just too much to deal with or I'm close to death. But I might be biased because most of my games are 3+ players. I definitely could see Delusory Evils be more interesting in solo. — Nenananas · 251
I wrote it in my own review: it can combo pretty nasty with Minh's "King in Yellow". Otherwise I agree with Nenanas: always rather fail a test than loose a turn. — Susumu · 361
I dunno; I mostly play on Standard, and, especially in earlier campaigns, where the "Doom Clock" is pretty generous. You can afford a few lost turns. On the other hand, getting that sweet spot on crucial tests where you aren't likely to fail either way can be nervewracking. This may just be a difference in personality. My play partner hates Ancient Evils with a burning passion, so he will always take any other option, often to terrible consequences. Besides, I think the design on this is elegant and flavorful. — LivefromBenefitSt · 1049
Balcony

The world building in Arkham is always very good, but you need to use some imagination to understand why some cards say what they do. In this case, jumping from the balcony directly to the ground floor would definitely hurt, so you need to take 2 damage. It's those little things behind the card text that make them so great.

antonior · 6
Cinematically, if you move without a move action, such as with Shortcut, Pathfinder, or Elusive, you don't take damage! — Death by Chocolate · 1428
In a recent game, someone did jump off the balcony to get away from a hunter. I was so happy; it was like having a little checkbox on my personal "Arkham Achievements" list checked off. — LivefromBenefitSt · 1049
Directive

An important question that came up while playing. If Roland takes 5 mental trauma while playing this directive, does he go insane? Or does this functionally give him health and San of 9/8? If he breaks this directive with 5+ horror on him, is he immediately defeated due to horror?

Hydra · 6
The glossary entry for Trauma says you're driven insane if you have mental trauma equal to your *printed* sanity. Also, yes, you are (indeed, any card with a sanity value is) defeated whenever you have horror tokens on you equal to your sanity, whether that was because of placing more horror tokens or your sanity value being reduced. — Thatwasademo · 56
I'm not quite so sure. For one thing, that definition preceded the Directives by a considerable amount, and likely did not take into consideration that an investigator's health or sanity could be increased. Directives are Permanents, and the rules say: "A card with the permanent keyword starts each game in play," so there is no point when the Sanity boost from the Directive is not active, so Roland's Sanity is 8, since there is no way to get rid of a Permanent. It's a weird super-edge case, so I'd hate to claim I knew definitively which way the FFG staff would decide. — LivefromBenefitSt · 1049
Doesn't matter that the definition preceded the Directives. Printed sanity means printed sanity. It's called future proofing. And besides, if you allowed ruling by your interpretation, cards such as St. Hubert Key and Curse of Yig which lower your health/sanity during game play would be able to kill you if they lowered your health/sanity to the level of your trauma - even if you had healed before playing them. — Death by Chocolate · 1428
Well, it matters that this unique edge case wasn't even a glimmer in the developer's eyes when it was written, and cards overwrite definitions. Your examples don't really compare; if an investigator with, say, 7 Sanity and 5 mental trauma played St. Hubert's Key, the check to see if they were defeated would happen before the assigning of trauma, and SHK would discard immediately. SHK is also not a Permanent card. As for Curse of Yig (also not a Permanent) , if Roland had 4 mental trauma and drew CoY, he would be defeated, get an additional mental trauma, and leave the campaign. Anyway, I have no idea of what the developers would rule on this, so I guess the best course of action would be to ask them. — LivefromBenefitSt · 1049
@LivefromBenefitSt You misunderstand. Assume that the investigator had healed before getting the reduction. They would not be defeated because they would not have horror equal to sanity; they would go insane because they have trauma equal to sanity. Given the lack of developer insight, the best course of action is to follow the very clear and unambiguous rules on this. Printed means printed. — Death by Chocolate · 1428
To close the circle on this one, FFG says: "For “Leave No Doubt”, keep in mind that if an investigator has mental trauma equal to their printed sanity, the investigator is driven insane (and eliminated from the campaign). While Roland Banks would have 3 additional sanity from “Leave No Doubt” during a scenario, and could suffer additional horror during that scenario, he could still only have up to 5 mental trauma before being defeated." Death by Chocolate was 100% right. — LivefromBenefitSt · 1049
I don't understand the point of+3 sanity then. I feel like something is being missed — PrecariousSleuth · 18
@PrecariousSleuth The point of +3 sanity is that Roland has 8 sanity to play with during the scenario - making him less likely to be defeated due to horror. — Time4Tiddy · 245
I guess I'd jusgrade safeguard asap.... those moves happen on another characters turn, sooooo, it's all good. Right? — tasman · 1
posted to the wrong question. Sorry. — tasman · 1
Schoffner's Catalogue

This was a pretty useful addition to my Dark Horse Patrice deck. It let her stash resources "off the books" and use them to pay for the relatively limited number of items in the deck that she absolutely had to be able to play when they came up (Moonstone and Patrice's Violin are very timing dependent), plus the odd extra. It's more or less an Emergency Cache where the action to play is divorced from the time you use the resources. I suspect the "stashing" effect is a benefit in most Dark Horse decks, but I've only played the one.

I also love that it uses secrets; I am sure Schoffner's motto is "The Secrets are the Savings!"

Clutch for Rogues. They need expensive items, often. — MrGoldbee · 1441
Occult Invocation

"I've got a plan!" is the obvious comparison and unlike what I first thought when looking at it, I think it actually compares fairly well.

I've got a Plan has a slightly higher cost and does not give any bonus intellect. In many cases, you'd probably want to commit a card or two to your I've Got a Plan anyways to ensure you land the hit (missing a 3 cost event really hurts your tempo), so the cost of discarding cards for occult invocation isn't actually as bad it first seems.

This card actually gives you some flexibility to deal 1-3 damage, and choose how much you want to commit. The tradeoff is slightly lower max power (3 vs 4 damage, and commiting 2 cards to I've got a plan might give you up to +4 skill instead of 2 on occult invocation).

The other downside of I've got a Plan is you need a bunch of clues to even use it. Of course, holding even 3 clues isn't hard for a seeker, it's their primary role after all but sometimes the timing is just not right (e.g. right after advancing agenda), or you're playing solo and there are less clues in play, and specific scenarios don't have a lot of clues. Cards in your hand in contrast are always available and relevant for every scenario. In fact, drawing cards are seekers specialty.

I think you'll take this over I've got a Plan if...
-you're playing solo
-your deck has a decent draw engine
-you need to run a lower cost curve

You might lean more towards I've got a Plan if...
-you have high intellect / plan to stack intellect stats and don't need any other boosts
-your fighter might need a bit more help dealing damage vs bosses
-the cards in your deck are valuable in setting up a combo of sorts
-you can grab clues instantly at any time (e.g. working a hunch)

fates · 51
Nice review. I personally take this card now in every Seeker Deck instead of I've Got a Plan!. The problem with IvGaP is that it is sometimes not ready when you need it making it useless. Here, if you really need it, you always have 2 cards to trash, and a 3-damage event is pretty interesting. — Valentin1331 · 66493