The Book of War

This is a 0 exp card? Really?

The book is pretty much game breaking given the power level of tactic cards. The simplest and most broken usage is replaying First Watch 4 times, which kills the game regardless of the difficulty because, to be fair, more than half of the game challenge comes from randomly drawing encounter cards. With the help of Stick to the Plan, you will only need to find this book in your mulligan to shield your team from unwanted encounters for 4 turns. Not only that, your can add Ever Vigilant to save your team actions of playing assets at the beginning of the game. 4 assets are not enough? Sure, do another rounds to play 8. You'll feel pretty much no blocker in the scenario after all these, unless your team has disastrous deck building or team composition.

What do you need to achieve these? 6 exp for Stick to the Plan, easily achievable after scenario 1 with In the Thick of It and Delve Too Deep; 4 exp for Ever Vigilant, after scenario 2. All you need to do then is drawing 5 at the beginning of the game, no The Book of War? Mulligan all 5!

Carson will be an ideal executor of this as team support, because he can take seeker cards to draw for the book if it does not show up in start hand and recharge it using Truth from Fiction.

Some additional thoughts on tactic cards

We know that guardians are usually restricted by draw power and resource gaining, though a lot of guardian cards are pretty powerful, like they ones I mentioned and those other comments mentioned. Typically guardians have difficulty drawing these cards in a consistent way at the beginning with the game, unless it's a tactic and you have stick to the plan, or even if you do, you need to draw through your entire deck to play those powerful cards again, which is not what most guardians are good at.

Now with this book, that is not a problem. You can put powerful tactic cards under stick to the plan to access them consistently, then search for this book to play those cards every turn, up to 4 times before a reshuffle. This does not seem right to me based on the power level of those tactic cards, because they were designed when guardians can play them only once in each reshuffle.

This card is a guaranteed nerf to me, to 3-4 exp, or even made exceptional or removed from game after you exhaust all secrets (even that will not truly stop it because we can easily recharge it with Enraptured and Truth from Fiction).

kl · 2
For anyone that isnt carson this doesnt really apply, as you've kind of glossed over the fact that 4 resources is a huge amount for a guardian. Yeah you can do the things you mention but then that's the only thing you're doing. — Spamamdorf · 5
Gladly Guardians can take Sleuth for three ep, which provides 2 resources per round for tactics and books. Damn I love these talents from eote — Tharzax · 1
And you can Tetsuo Mori that thing. — AlderSign · 397
I also think Tommy or big money Skids a pretty good candidates for overcoming the resource cost. — AlderSign · 397
Library Pass

I don't know if it is as intended but as per current wording of "Forced", if you don't have any asset attached to Library Pass, you must pay a resource (as per "must" rule). So maybe this card is not that strong because it's basically eats your resources from 1st turn straight no matter if you use it. It still does look like a mistake in wording, is there any errata for this?

chrome · 65
If this card issues You so much with its resource depleting, You should try the 1 xp version!! ;-) — Piegura · 7
Good find. — AlderSign · 397
If that's the case this really isn't worth 5xp. I agree with your interpretation of what is printed on the card but I doubt that is the intent. — Lahsbee · 19
Nature of the Beast

Great card for Parallel Roland to sidestep Red Tape’s Regulation, as Dilemma cards are not played and, thus, do not count towards its two-card limit:

Dilemmas and Revelation Abilities

Some player cards in this expansion (namely those with the Dilemma trait) possess revelation abilities. As with revelation abilities on other cardtypes, these abilities resolve when the card is drawn or otherwise enters your hand, not when the card is played.

  • These cards have no cost ("-"). These cards cannot be played; their effects only resolve when they are drawn or added to your hand.

(…)

Oh, and if there is a discoverable clue at any location (since Nature of the Beast makes an investigator you choose discover one anywhere), it also satisfies both Seek the Truth’s Regulation (if there are any clues at your location — otherwise, the point is irrelevant) and (if there is an enemy at your location). Buying this during upkeep may hinder its effectiveness, but you might still get an additional card draw from the reaction.

Sure, you cannot time it properly since the Revelation effect takes place upon drawing; nevertheless, in the usual flex position Parallel Roland performs, it is not unusual for him to be found in a place littered with clues or around an enemy.

Breath of the Sleeper

I dont write many reviews but I tried this one in once scenario in a lvl 0 Sefina deck with Rod of Carnamagos

If this works like I think it does, this card is absolutely bonkers and it probably needs to be clarified soon. At this point everybody knows you can do a Carnamagos during a skilltest. Thing is as far as I was able to understand it, tokens from Carnamagos are ignored for the test and could work for this since token you choose need to match an ignored token. It does not specify it would have to be one you revealed by Breath's effect. This would mean for 1 charge one of the 2 tokes you revealed by breath need to match one from a total of 6 revealed tokens.

Its almost certainly not intended but the only way I see it potentially not working is if those ignored token still need to be there on the table when you are choosing which one to ignore. The ones from carnamagos go away after it resolves and honestly I am kind hoping thats the case as I think this would be healthier for the game.

Even ignoring all of the above it still has a ton of utility. -As mentioned before, the 9 charges is a huge boon. We had a chance to test how this works with Spectral Shield in practice and it made a nearly dying guy almost unkillable. -It does let you attack with your head endlessly (since spending the token is optional) -Last but definitely not least is suprisingly the reliability of this thing. If there is a single token in the bag you absolutely do not want to draw, spending just one charge guarantees you dont have to deal with it. Most of the time this will be the autofail, but some scenarios you just have a token which can progress doom or do some worse things if drawn. Under normal circumstances its hard to pull of extra damage, but if you think of it like a safe way to deal one damage for 1 action, it does look very decent.

Papitu · 1
Ignore is a specific keyword, Carnamagos does not ignore any tokens it reveals or none of the usual combos with it would work. It simply doesnt resolve the tokens because they are not being revealed for the sake of a test. — Spamamdorf · 5
Stealth

The way I am reading this, in multiplayer, if an investigator has successfully evaded a hunter enemy using stealth, then stays at the same location, this would prevent the enemy hunter movement, since the escaped investigator is the closest to his position.

Ja · 1
Sure, but it's also "the end of your turn" not the round, so the enemy will stay...and then just smack you in the enemy phase as normal. — Spamamdorf · 5
Ho my god, I played it so wrong last game. Thank you. — Ja · 1