Minh Thi Phan

It’s worth reconsidering Minh a few years after her debut. And it’s because nearly every beneficial card survivors have for clues is in the 0 to 2 XP range.

In terms of assets, the mariner's compass lets you run a speedy-efficient dark horse Minh. In duo, you can clear most locations in one action. With scavenging, you can recur the ice pick(3) and make it three clues. Or use scavenging(2) to continually grab your old keyring.

The new survivor skills are also amazing. In your hands, unexpected courage (2) is a ???. With analytical mind, you can use it all game to mitigate tests they won’t pass but are punished by how much they fail. You even get a card! Plus, you can recur it to help deal with your weakness.

Signum Cruces can fill the bag with blesses, even if you’re intending to use a fire axe and succeed. Unrelenting lets you take test without symbols that penalize you for trying.

On the seeker side and ignoring recursion, Ancestral knowledge and Guided by the Unseen get you more skills. And while Ancestral might make PMP harder to trigger, it allows you to get skills you need later, like stunning blow. Congratulations, the guardian just evaded the boss! No more retaliate this turn!

There’s a lot that makes you hardier than a normal seeker: bandages, jury-rig, hiding space… So many different ways to build the seek-ratary. (Although most of them involve the card you can get from either color, grisly totem.) Plus, you can use it to help deal with your weakness.

Now go get a lot of clues and make your team more efficient!

MrGoldbee · 1509
Minh got a big boost wtih EOTE. Scavenging (2) eon chart gives her lots of actions. Pocket telescope saves her lots of actions to investigate from a central spot. Ancestral knowledge is very helpful for clearing the king in yellow. — Django · 5174
I think, Minh has a lot better items for her handslots than compass or even more so keyring. And upgraded "Unexpected Courage" I would strictly only consider, if she has people on the team, who plan to fail stuff. Sure, Scavenging (2) is great on her and "Ancestral Knowledge" as well. — Susumu · 383
"Get behind me!"

Im not sure if this allow Daniela to bypass the "no attack of oportunity" condition. My understaanding is that you can play this, ask for a friend to provoke an attack of oportunity and this will be deal to Daniela instead and then you can "evade him or deal 1 damage to him". What do you think?

isuscbrmid · 56
It def works on AOEs. — MrGoldbee · 1509
Danella's card says: "[reaction]After an enemy attacks you (except an attack of opportunity YOU provoked)." RR says: "When resolving a triggered ability [including reaction triggered], "you/your" refers to the investigator triggering the ability". So, yeah, it sure works. — Susumu · 383
Ethereal Slip

I absolutely adore the concept of this card for a Luke Robinson deck with the ability to feign where "your" location is you can really lean into the team player/support role with his kit. Two is fairly pricey but you shouldn't have much problems with resources with Luke considering how many actions the Gate Box can save you. The major question I have for this card though that will effect it being either A- Bonkers awesome or B- Plain awesome is:

"Enemies and investigators other than Luke Robinson cannot enter Dream-Gate" As numerous FAQs have pointed out enemies cannot follow Luke into the Dream Gate even if he Moves out then Moves back in, if the enemy "Spawns" on Luke they are discarded, no EXP granted. (Even if it is a scenario important NPC such as the a certain Masked somebody).

So if this card is used while in the Dream-Gate onto an enemy in a connecting location is it- A. The Enemy cannot be swapped into the dream gate so the card cannot be played. B. The Enemy is Swapped with Luke into the dream gate then is discarded(not defeated). C. Luke appears at the Enemies location but the Enemy does not move as they cannot SWAP.

Grim-Rule dictates it'd be either A or C, but I am curious if someone has found an FAQ or somebody more knowledgeable than me can clarify this interaction.

Either way I am auto-including this in my 'Fellow Investigators are Chess Pieces' build.

RitsyReelz · 2
In my opinion, Luke in Dream-Gate cannot play Ethereal Slip. First, the enemy cannot enter Dream-Gate, so that the enemy stay its location; note that the reason the spawned enemy is discarded is that it has no location to stay. Second, target rule tells that you should choose the target whose game state is changed. Since the enemy is not moved, no game state of enemy is changed. Thus, Luke cannot play Ethereal Slip in Dream-Gate. — elkeinkrad · 513
Note that spawned enemy at Dream-Gate is discarded since they has no location to stay. It's not Dream-Gate's ablilty. If the enemy is already at a location, the effect to forcly move the enemy to Dream-Gate does not cause the enemy to be discarded. — elkeinkrad · 513
My instinct is to say it's C. Enemies only get discarded by the dream-gate when they try to spawn there , because enemies with no legal location to spawn at get discarded, enemies with no spawn instructions want to spawn at the location of the investigator who drew them (so enemies that Luke draws can't spawn at the dream-gate). But when they try to move into a location where they can't go, that's a different situation. And the rules say about Hunter enemies trying to move places they can't go : "If a hunter enemy would be compelled to a location to which the move is blocked by a card ability, the enemy does not move". So thats what I think happens there: Luke can move so he does, the enemy can't move (at least to where it wants to go) so it doesn't. — bee123 · 31
Agreed, target rule means it's definitely A (Ethereal Slip is unplayable from the dream gate). The undefined part of the rules at the moment is whether ethereal slip counts as a move for the purpose of movement effects. — suika · 9526
Thank you for the clarification and where specifically to look. "Target". Thank you all for the replies! This is an awesome community :) — RitsyReelz · 2
But I would say, Luke can still play the card from the Dream Gate with his "once per turn" ability. Not extremely powerful, but he could play the level 0 version for the effect of the level 2 version (still at 2 resources cost). — Susumu · 383
Yeah, Luke in a Dream Gate can play Ethereal Slip with his second constant ability to move any enemy to any location up to 2 connections away (taking AOO from enemies there if any) and move to that enemy's previous location, which is pretty decent. — Thatwasademo · 59
All revealed locations are connected to the Dream Gate, so the "up to 2 connections" restriction isn't really a limit. As long, as the enemy is on a revealed location, he can move it to any other revealed location, just like everybody with the level 2 version. — Susumu · 383
It's a limit on *how far you can move the enemy*. — Thatwasademo · 59
Oh wait, unless you mean you can count distance for the card through the Dream Gate even though the enemy can't actually move through it because it's moving directly? Huh. — Thatwasademo · 59
It was a brain fart from me. You are right. Since you have to move to the original location of the enemy, even though you can go to any location from the Dream Gate, it still must be two away from the enemy. — Susumu · 383
I don't see why you wouldn't be able to count distance through the gate. Nothing in the text suggests that the enemy would move one location at a time. You could even play this on an enemy that can't get to you at all (because all connections between the two of you are one-way). — TheNameWasTaken · 3
I agree with TheNameWasTaken. "Dream-Gate is connected to each other revealed location, and vice versa. Enemies and investigators other than Luke Robinson cannot enter Dream-Gate.", So technically at this point, all locations are two spaces are two away from each other (even though no one but Luke can enter the midpoint). — khoshekh · 9
So is the consensus that Luke in the Dream-Gate can play Ethereal Slip as though he's at Location A, choosing an enemy at Location B; and the result is that Luke moves to B and the enemy moves to A? (I can't find any official definition for "swap.") — szwanger · 2
Bandages

This card is sooo good in William Yorick, especially the combo Bandages + Beat Cop. In recent game I played Beat Cop round 2 and then Bandages. The Beat Cop stayed in play whole game (18 rounds) and dealt around 6-7 damage...Killer! You deal damage to Beat Cop, heal with Bandages, enemy gets damaged. When used up, Bandages discards itself and Yorick plays it back after killing another enemy to keep on damaging with Beat Cop...

SergSel · 380
For the Yorick + Bandages + Beat Cop combo, what it does is to save you 2r per recursion of Beat Cop. Pretty good for econ, although if you're already running say Rite of Sanctification you won't need it. — suika · 9526
Interestingly, I ran exactly Blessed Yorcik in the campaign and Rite was good, but the problem was sometime to get my bless generation cards together with it. Bandages also helps heal damage from other investigators and Yorick himself and not needing to play Beat Cop from his ability lets you play something else, like in my case Favor of the Sun or Rite of Sanctification or Keepsake. I managed to pull of the combo in about 4 out of 8 scenarios (2 Beat cops and 1 bandages in the deck) — SergSel · 380
In addition to reduce the cost, it means you're paying for items, not for allies. This means Yorick can use Schoffner's to fund his beat cops and may open interactions with Bob Jenkins or that one seeker ally. — OrionJA · 1
In the Thick of It

This just opened up the game!

Holy moly!

Mystics can now start with Blood Pact! Agnes Baker, Akachi Onyele, Dexter Drake.

From now on every investigator that can and would take Charon's Obol, should take this card! It's a dangerous endeavour but it's fun and totally worth it in my eyes. And more importantly:

  1. Sefina Rousseau starts with Suggestion
  2. Tony Morgan starts with Marksmanship (To more easily deal with his weakness)
  3. "Skids" O'Toole starts with Lockpicks
  4. "Skids" O'Toole starts with Cat Burglar
  5. Wendy Adams starts with Try and Try Again.

Great fit without Charon's Obol:

  1. 40 card Mandy Thompson starts with Segment of Onyx, Easy Mark and Surprising Find!.
  2. Patrice Hathaway starts with Mind's Eye and Miss Doyle (I would use Short Supply as well :))
  3. Leo Anderson starts with Charisma
  4. Carolyn Fern just doesn't mind the horror :) That helps her getting a faster Stick to the Plan, or start with Ancient Stone to get a faster Ancient Stone (Thanks for the tip, @MrGoldbee)
  5. "Ashcan" Pete gets to start with 2 mental trauma. That allows him to use desparate skills right away. And this is the one gator who would now start with 2xInspiring Presence, and Newspaper and Yaotl!

Basically, "Ashcan" Pete got the most out of this permanent!

This is such a great tempo bust to the upper mentioned characters. I think, In the Thick of It has become my favourite card out the newest expansion just by existing!

Thank you, the design team, at FFG.

ambiryan13 · 179
Carolyn should take Ancient Stone (1). — MrGoldbee · 1509
Yep, good one! Thanks for the tip — ambiryan13 · 179
Since you mentioned Blood Pact (3), you might want to put Marie into the list of investigators that like it :) — jamalix · 1