Archaic Glyphs

I like the concept of this card; playing an asset by performing an investigate test. It's a similar concept to Unearth the Ancients. Like Unearth, however, this card doesn't seem worth the deck slot (actually probably even moreso given that it's an xp card and is competing with two other types of Archaic Glyphs). It's bad in different ways than Unearth, though.

The main issue with it (apart from just the fact that you have to take a test, which is, to be fair, kind of just part of the game) is that you have to over-succeed in order to not waste your charge. Because you probably aren't going to want to use it to play an asset with cost≤2, this means that you need to beat the shroud by 3. That means that you probably need to get your to be like 6 above the shroud if you want to have a decent chance of being able to play a card. Apart from some Key of Ys double Magnifying Glass Death • XIII type of situation (I've been there, it's awesome), this means you'll probably need to commit something unless you're investigating a 1 or 2 shroud location. My feeling is that you don't want to waste precious icons on something like that that you might even still fail if you pull a -4 or

Other issues with it are its install cost, which isn't that bad (it's only a 2 cost asset, and uses the less contested (for seekers) arcane slot) but is still of dubious worth even if it you didn't have to over-succeed. There's a reason why so few decks run Unearth.

It also costs 3xp and competes with the two other versions of Glyphs, as I mentioned earlier. Both of those cards are actually really good (I think, anyway).

Some of the pluses of the card are that it can play an asset from any faction (not just like the aforementioned Unearth the Ancients. It also isn't a replacement effect, AFAICT, so you still get a clue for your investigation, which would give it a lot of action economy potential if it didn't suck so much (Both other versions of Glyphs are very efficient cards).

It also is an investigate action, meaning that it can be used with Ursula's ability. It also could trigger Rex's ability.

It kind of makes me wish there was some kind of reverse taboo list that aimed to make cards with cool concepts more actually playable. My recommendation would be that it allows you to put an asset into play with cost=shroud (though maybe that would be considered too powerful?). I would definitely play it then. Well, maybe anyway. The other two versions of Archaic Glyphs are still probably better most of the time, so it would probably depend on the deck, number of players, scenario, investigator, etc.

Zinjanthropus · 229
I think the issue is less the fact that you have to succeed by X amount (after all if you don’t succeed by 3 you can still but in something worth less) and more the issue that seekers just aren’t wanting for tons of assets, and this is a slow way to build up besides. You’d have to get this to trigger multiple times and then what are you putting in? Fingerprint kits? Cameras? Strange solutions? It’s all so very cumbersome and unnecessary. I agree the other Glyphs are simply better value — Difrakt · 1313
This is a card that you gladly take and then try to make it work when you gamble with Shrewd Analysis and it makes you take it — liwl0115 · 42
I agree that this card is a bummer. Such a cool concept but there are so many barriers to making it good. Even if you succeed on all three very difficult tests, you only gain two actions and maybe six resources? — housh · 171
liwl0115: True, this card still has a place in the decks of those unlucky enough to grab it with Shrewd Analysis XD — Zinjanthropus · 229
There's a cool future use for this card in a Daisy deck with Summoned Hound, it allows to play the Hound without shufflingits weakness — mogwen · 254
@mogwen: Marie Lambeau can also take the Markings of Isis / Summoned Hound "combo" — Zinjanthropus · 229
I think one consideration for this card is that you don't pick the asset until after you see the test result, unlike Unearth the Ancients. If you've got a few different assets in your hand, you can aim for a good check to play the more expensive one, but still toss down a cheaper asset if you don't succeed by enough. — Sethala · 5
All In

A hellova payoff for the Double or Nothing combo rogue build and what really helps make the deck super powerful late-game. For those that haven't tried it, the idea is to find a test that you can pass by a lot, and then throw out a ton of cards on the skill test such as Quick Thinking, "Watch this!", Gregory Gry bets, and potentially either versions of Deduction or Vicious Blow or a Fingerprint Kit or super attack from Timeworn Brand, boosting your stat further potentially with Streetwise or other various skill cards, and then using Double or Nothing to double all the bonuses you get from succeeding. This combo can already be absolutely nuts when it goes off, scooping up an entire location's worth of clues or 1-shotting all but the most bulky of enemies while also giving you 2 extra actions and a ton of resources. But that combo was somewhat limited by the fact that you could generally only do it at max twice in one scenario since you would have to go through your entire deck to be able to get more copies of Double or Nothing, and without a ton of card draw or assistance from allies it might be difficult to even assemble it more than once.

Enter All In, which can be tacked onto that whole combo to, in addition to ALL the other stuff you'd already be getting, draw you 10 cards with all weaknesses shuffled back into your deck. This is a godsend in several ways. Firstly, drawing 10 cards is absolutely nuts, even if you have to discard during Upkeep (And you often do) it's very helpful to restock your hand with helpful cards. Secondly, it will often either draw you into being able to perform another combo or will get you pretty close to being able to do one. Finally, it draws through your deck and lets you reshuffle all your key combo pieces back into your deck so you can draw and play them again. This means that with good draws and long scenarios it's not unfeasable to get 3 or potentially more full combos off each scenario.

If all of this sounds completely insane, it's because it is and is likely what led to Double or Nothing getting hit on the taboo list. Even with the XP hit I still think this is definitely a powerful and certainly extremely fun way of playing Rogue, and if you feel safe enough to run Charon's Obol or you got a Mystic or two running Delve Too Deep it's still totally worth springing for. For decks that aren't running Double or Nothing though I'm not sure if All In quite gets there. There's just so many insane cards to spend XP on for Rogues such as Ace in the Hole or The Gold Pocket Watch if you're playing with 2-4 players that dropping 10 XP for two copies of this feels kinda weak.

Sylvee · 104
Wouldn't the "to a Max of 5" overrule being able to draw more than 5 cards from triggering All In twice (I'm not talking about other effects since they'd go off, simply doubling All In). If not what's the rationale that you can draw more than 5? — jdk5143 · 98
Each resolution of All In draws a maximum of 5 cards; and Double or Nothing causes All In to resolve twice. To put it another way, the "maximum of 5" on All In applies to its own effect, not the test as a whole. — Spritz · 69
I think the simple combo here is with Lockpicks or Suggestion where most Rogues are testing at 6 plus the many potential AGI static boosts that they will have in play. Typically I am at 8-10 when I play these in Jenny. All In adds another +2 so that is 10+ with very little setup and cards that remain in play. I will try to add this to one of Finn or Sefina when they take on TFA this month. XP isn't as much of an issue in that campaign. — The Lynx · 993
Just so you are aware, Finn can't take this, unfortunately (he would love this card if he could). — HelixPinnacle · 28
Jerome Davids

Not exactly the most comprehensive review here, but Jerome is really good. You get:

  • +1
  • The equivalent of Ward of Protection or Forewarned for the low low cost of 2 icons (you can even be a team player with this)
  • 4 horror soak (well 3, because you probably don't want him to die, but that's still quite a lot)

On top of that, he only costs 2 resources to install (two resources and a actually, but few allies can be played as a ).

That all being said, he's probably best for a cluever (because that's who wants that passive boost), and especially for the faction, because they tend to have the most icons.

Zinjanthropus · 229
Rex's Curse

Maxine Newman's clarification on the effects of the tokens:

This is a bit of a tricky situation so I will outline it step by step, as best I can. =)

Rex’s Curse triggers during Step 6, when you determine success/failure of the skill test. By that time, some chaos token effects will have already triggered. Chaos token effects that say “if you succeed" or "if you fail” will not have triggered yet, as Rex’s Curse interrupts the timing of those effects, but since Rex’s Curse does not cancel or ignore the token (like Wendy’s Amulet or Grotesque Statue does), the token will have created a delayed effect that will trigger during Step 7, regardless of whether the token is returned to the bag or not. Chaos token effects that simply have an effect (like “Place 1 doom on the nearest Cultist enemy,” for example) trigger during Step 4, before Rex’s Curse triggers.

After you return the chaos token and draw a new chaos token from Rex’s Curse, the sequence returns to Step 3, and you should follow the sequence in order as normal.

So, in your example:

  • You draw the cultist token during step 3. During step 4, you place 1 doom on the nearest cultist, as part of the token’s effect.
  • When you would pass the test (during step 6), you return the revealed chaos token to the bag and reveal a new chaos token. This returns you to step 3 of the sequence.
  • You draw another cultist token! Poor Rex. During step 4, you place another doom on the nearest cultist.
  • Step 6 rolls around again and you pass the test, so Rex’s Curse remains in play.

Had you revealed a chaos token that says “If you succeed / if you fail” during your first reveal, it might go like this:

  • You draw the hypothetical token during step 3. It says “if you fail, take 1 horror.” This creates a delayed effect that will deal you 1 horror during step 7 if you fail the test.
  • When you would pass the test (during step 6), you return the revealed chaos token to the bag and reveal a new chaos token. This returns you to step 3 of the sequence.
  • You draw another hypothetical token. This creates another delayed effect that will deal you 1 horror during step 7 if you fail.
  • If you failed this hypothetical test, during step 7, you would take 2 horror (one from each of the tokens).

I hope this clears things up. Cheers!

Casalderrey · 261
Moonlight Ritual

1.

With de Vermis you relive your past,

And Alyssa's got next turn's forecast,

But both, you'll allow,

Drop a deuce on your 'now.'

Let the moon clear the crap you've amassed!

2.

The debt on that Pact that you made

Has come due, and it needs to be paid.

You’ll dry up like a prune—

But wait there’s the moon!

Kneel, sinner, and pray for its aid.

3.

Twice now damnation you’ve dared,

And twice has your black soul been spared.

But now you and Dave

Are ripe for the grave.

For three pardons no deck is prepared.