Nkosi Mabati

So, I was like checking this guy out for a sister Mary deck, and while I was looking at cards, I saw teamwork, and then I read the card again, and I thought what if I use teamwork, to give it to Stella, and when she played it, she assigns her 'sigil' to be the auto-fail... I don't think that would be beneficial at all, but if anyone would want to call an auto-fail on demand it would be her... lol

Or Father Mateo — LaRoix · 1646
Survey the Area

This card makes any investigate action akin to using Lockpicks, for zero resource cost and no 'play' action (for one XP). What's not to like? Trigger all your 'succeed by x' cards, investigate those high shroud locations with little or nothing else committed, etc. with no setup.

Obviously Monterey Jack and Trish Scarborough both get a lot out of this card; they like to get clues and they like to evade/move quickly. Not bad for Ursula Downs either.

My favourite use is giving this to the guardian so they evade at like +7 for those occasional enemies you can't just punch. — Zerogrim · 295
21 or Bust

Can Jim Culver treat as 0 while resolving this card? And can I choose the value of after i draw next tokens? Or I have to choose it right when I draw it? 200 characters, so have a good day if you read this!

Pawiu14 · 202
Jim can't choose to change the modifier of the skull-token, since this is no skill test in which you have a modifier. And since you count the total value when you stop you are free to choose the elder sign value until then — Tharzax · 1
Jim could treat the Elder Sign as a 5 (Skull), though. — dscarpac · 1229
Prophesiae Profana

Having played with this card a few times personally, and with my party, I think all the talk of taboo and brokenness is pretty overblown (at least outside of solo). It does absolutely smash certain scenarios, like Doom of the Eztli mentioned below, but I generally think this card is in line or slightly above the power level for a 5 exp card in a heavily contested slot. It's expensive in both regards as well as resources, so it has to be worth running, and in that regard it is a very cool card. In terms of the stat boosts, they're of course great, but nothing you couldn't get in other places with other cards (and only Monterey and Ursula really care about the agility boost). The movement is cool, but it costs actions, and Seeker actions arguably the most valuable in the game (notice a lot of the taboo'd seeker cards have fast effects). In my personal experiences, other than in the aforementioned DotE, I hardly ever used the movement option (though maybe Daisy would more often since she gets it for free). The most powerful aspect of this card is probably the part that ignores attacks of opportunity. This is a godsend for solo seekers who have no ally to take out foes for them, but in multiplayer I don't think this actually changes that much for a seeker, other than being able to potentially drag enemies to their fighters (and even then they'd have to end their turns there). In my personal experience in 4 player games, the seeker has dodged one, maybe two attacks of opportunity per game on average, which isn't trivial but isn't enough of an impact to where I'd call it broken. You could say it's the sum of all these effects that makes it deserve a taboo, but personally I think 5 exp, 4 resources and a hand slot really demands a lot from a card (see cards such as Lightning Gun) and that Prophesiae deserves to be cool and high impact. It does really well in a few scenarios, but I think that's ok, with the sheer variety of scenarios in this game some cards are bound to break some. I've never seen it break a campaign anywhere near as hard as any of the taboo'd seeker cards, or even some of its contemporary seeker cards like Eon Chart. This was revealed the same day as Jeremiah Kirby and I think he's ended up the better card with a really cool deckbuilding puzzle. At the end of the day, 4 resources, a hand slot and 5 exp are a lot for one card (10 for two copies) so it should be powerful. But I don't think it's anywhere near the power level of what we've seen before for seekers. In defense of Prophesiae Profana, I rest my case.

It's really campaign dependent; aside from Etzli, the movement ability isn't that useful for Forgotten Age. It was great with Monterey Jack in Edge of the Earth however. MJ has access to so many extra action cards that spending actions to move Lily to a critical location was never a problem for him. But many EotE scenarios cater to PP's strengths and I agree it shouldn't be taboo'ed. And for those saying it breaks Etzli, House, etc—so does Open Gate and that's a Level 0 card. — MindControlMouse · 45
Forced Learning

A more beginner-friendly way to describe this card is that it allows you to flex "live" depending on the current situation, instead of at the time of deck building. Making highly situational cards shines a little bit more.

In terms of emergent story, your character may looks like he always has something very specific to deal with a very specific situation, making him looks cool as if scripted in a movie scene. Because if it were characters that don't have this card, the situational cards wouldn't be in the deck in the first place and instead is full of staple must-include cards.

For example, the healing. When deck building, you don't want to include many healing cards as they are anti-tempo and somewhat situational. You also don't know if anyone would need any healing cards due to random basic weakness in EotE until you finished building the deck. You don't know if you will be hit by trauma early along the campaign and really need some preemptive healing to continue or not. Or even, you don't know if your cousin will join in the campaign half way with a character that needs some healing or not. Now you can include Medical Texts "just in case" and bias to discard it if it isn't needed while playing. This may also extends to movement cards where they may be needed in big map scenario, and not needed in a brawl scenario.

One other notoriously situational card that comes to mind is Barricade. Imagine if Barricade has a that let you discard it and draw a new card to replace immediately, it would move up from "no, thanks" tier to "sounds like fun!" tier. By modifying yourself with Forced Learning, you add this kind of flex ability on all the hard-to-use cards.

When beginners wanted to try out all the shiny cards or is going to blind run a campaign, this card speed up this learning process by letting you include them all and pick the right combination as you go. When you realize what situation you are in in the scenario, then you can "turn off" part of your deck that isn't matching with the situation as you draws.

5argon · 11289
Your review is the one that closest resonates with my experience, although the reason I almost always include it in a deck when I can is a weird one: I am having a hard time deciding which cards to omit from my build. In my opinion, with an ever-growing card pool there are rarely obvious choices. If I went around showing people my decks in question I bet there would be strong believes concerning the value of one card or the other. Of course, my inability to "let go" does not concern every deck I build, but sometimes it just feels like they should all be in there. To conclude: My awe of Forced Learning comes solely from its capability to let me include all the cards I want to, in spite of the normally too limiting deck size. The draw effect I actually find more backfiring because of weaknesses. Ever heard of "Tekeli-li"...? — AlderSign · 405
Brilliant reviews, and comments. I completely agree with you @AlderSign that is great for testing out what works in a deck, especially blind playthroughs. I too really can struggle to "trim the fat" and get a deck down to 30 cards as it feels like you can only run a few cards and ideas max. Forced learning I've found after many investigators playing it, can enable some very wide and sometimes complex deck builds too. — Quantallar · 8