.25 Automatic

Finn's new friend. Fast and can turn your "additional evade" into "evade + fight". Works well with Delilah O'Rourke, Lonnie Ritter (+ Leather Jacket or Trench Coat), Act of Desperation, Sleight of Hand, Cunning Distraction.

The one downside is if you evade an disengage an aloof enemy you can't trigger the reaction on that enemy. So far this has been very annoying in Death's Doorstep and Secret Name, so maybe avoid this in TCU, especially if going with the Lodge.

Erdjo · 328
Vale of Pnath

When replaying Point of No Return, it is absolutely vital to have a plan for dealing with this location (unless you're fine with accepting R2/no resolution) -- it is a mandatory gate for advancing Act 2. Although there are tons of clues available in the other locations, you cannot actually flip Vale of Pnath unless there are specifically no clues on IT, and hitting Shroud 4 without committing or playing cards can leave even dedicated clue-getters subject to the whims of a small number of tokens in the bag unless you can rely on multiple static boosts and/or triggered abilities. For many solo investigators it will be flat-out impossible unless specifically built-around.

(FWIW, in my personal games, I house-rule that Vale of Pnath's veiled ability can be triggered as if there were no clues remaining on it if the investigators have "surveyed the vale" -- with flipping Crag of the Ghouls or Peaks of Thok leading to remembering that the investigators have "surveyed the vale." I think that offers a more varied way for investigators to contribute to advancing the act.)

anaphysik · 97
This isn't actually that difficult? You just need some static boosts or action-to-investigate assets in play ahead of time, which is most investigators' plan anyway because it saves cards and resources — Thatwasademo · 58
Oh, I guess if you're playing on hard/expert +2 isn't a reasonable margin anymore, and that's the figure I was saying was easy to hit, so nevermind. — Thatwasademo · 58
Except that most of the time you are aiming to sit at ~5 Int in play to default to that +2 margin against Difficulty 3 or lower tests with commits to boost up for the occasional 4+ Difficulty investigations. The big issue is that this is a mechanic that will throttle certain builds in a choke-point location which is just bad design. — Death by Chocolate · 1489
You can also use any of the various "discover a clue at a connecting location" cards (e.g. Sixth Sense, "Look What I Found! (2)", Seeking Answers) — LivefromBenefitSt · 1083
Burial Ground

It's a nice touch that the Ghouls in A Thousand Shapes of Horror spawn in the graveyard. Dream-Quest of Unknown Kadath makes it pretty clear that the "ghouls of the waking world" actually live in the Underworld, and simply cross over from the Dreamlands to feast in waking-world graveyards. So the Ghouls are only here due to random proximity to the Underworld entrance, because they're coming up from the Dreamlands' Underworld for their snack time, unrelated to the Unnamable itself.

Similar to the Web of Dreams overarching story, I suspect that what happens to your house in The Gathering is also probably a Dreamlands/Underworld-merging-with-the-waking-world thing, even if it's never explained in Night of the Zealot.

(Mechanically, it's also a way to make area-of-effect damage more relevant beyond just the swarming mechanic (in fact, probably more so, since most swarms are more easily dealt with via normal attacks/evades).)

anaphysik · 97
It's fun to jump over with Track Shoes.... — LivefromBenefitSt · 1083
Wendy's Amulet

TEoE introduces Black Market and Cheat the System, fast rogue events which bring you cards and resources. The fact that your teammates can use cards revealed from you deck by Black Market without spending actions. The fact that they will be put into your discard pile so you can use then again right after your teammates. The fact that you put them back at the botyom of your deck. The fact that you and you teammate got so many money from cheating system that swift reflex and will to survive are affordable, and they are all fast. The fact that your deck is thin and the order is fixed so you can easily repeat all these next turn. Easily the most broken signature card in the whole game , if not the most broken player card.

Tzolkin1065 · 155
Of course, don't go back to Dunwich, Cultists there hate well-scripted deck and will disturb it by all means. Unless you are filled with DETERMINATION and plans to erase their entire existence with A watchful peace. — Tzolkin1065 · 155
Omg... I had never considered Wendy using a watchful peace... And I thought Silas was too good with it :-P — NarkasisBroon · 11
Unrelenting

Finally, gets 2-drawing skill card. When starter pack released, unlike other factions, has Unexpected Courage and cannot gain 2-drawing skill card. Unrelenting has that role in . You can draw cards even if you fails, and you can recycle this card by Resourceful, Try and Try Again, Silas Marsh, Butterfly Effect. Also, for urgent test, you could seal terrible tokens such as -5, , ; but, be careful. it's more likely to draw .

This card seems good, but has one big problem. Whenever you commit this, you have to find three tokens in token bag and seal on this. That is really really annoying work. But, don't worry. Here is a trick. If you select all tokens of one type, you don't need to find and you can just ignore selected type of tokens. (+1, 0, 0 for standard NotZ)

elkeinkrad · 500
Can I introduce you to our lord and saviour Take Heart? — NarkasisBroon · 11
The token part of this card is actually amazing as it allows you to more easily force a failure for all sorts of Survivor shenanigans. — StyxTBeuford · 13049
@NarkasisBroon I upload survivor fail combo deck, check here: https://arkhamdb.com/decklist/view/30480 — elkeinkrad · 500