Henry Wan

Maybe we have a new way to gain many resources with Lucky Dice and Henry.

Every time we failed,we use Lucky Dice to try it again and this drawn token is not returned to the chaos bag before we success.This is means as long as we let the number of these four tokens is less than 5(usually,there are around 18 tokens in chaos bag) by Protective Incantation and seal tentacle by Seal of the Seventh Sign,we can darw tokens forever.

unnamed · 3
Seventh Sign cannot seal autofail. — dezzmont · 222
seventh sign cannot seal anything but the autofail, what are you talking about? — SSW · 217
It's the only semi-viable way to run Henry Wan and Lucky Dice — notably Dexter Drake can take all of those cards. In practice...it doesn't work well, and if it works, it breaks the game, as infinite cards and resources are wont to do. So it's an entirely impractical combo. — suika · 9523
@SSW I am talking nonsense, apparently, carry on paying me no mind! — dezzmont · 222
@SSW seal autofail so that Lucky Dice won't be removed. — unnamed · 3
As i understand it, the combo does work, but the break even point is the tricky part. Base parts of the combo are Henry, Lucky Dice and Seal of the 7th sign (so lucky dice is not discarded). Before you start, you need 2 resources in your pool for each remaining Henry fail token in the bag. On each iteration, you must gain 0 or more resource spent or you can't go unlimited. Remember that you can stop early if your gain is higher than your loss, you don't have to draw all tokens. — Django · 5171
For example if you have 18 Tokens, seal autofail and have 4 remaining fail tokens. You spend 8 resources each time on the dice and gain 13, which is 5 total gained. Remember that tokens replaced with dice don't count for Henry. Different example, if the bag has 15 tokens, seal autofail and 6 fail symbols remain, you'd spend 12 resources but only gain 8, so -4 total and the combo fails. — Django · 5171
Other seal cards like Protective Incantation and Cthonian Stone can be used to improve the break even point. Applying these to the last example: 15 tokens total, seal autofail and 3 symbols, you have 12 tokens and 3 fail symbols remaining. You need 6 for dice and gain 8, so total gain is 2 and the combo works. — Django · 5171
So you should calculate wether the combo works before you start a campaign. But the bag changes over a campaign so this can be hard to predict. — Django · 5171
I once wrote a program to prove that it's true we can do it,but I forgot that Henry gives cards and resources after you stop(instead,I think it works every time you draw).I'll soon calculate it again to show if it really works. — unnamed · 3
The combo always works because you can always improve the payout with blesses and curses which are incredibly cheap to add with Tempt Fate. — suika · 9523
Defensive Stance

This card combos very nicely with Butterfly Swords. On the second attack of Butterfly Swords, you could add +6/+7 to the attack. Lily Chen with one of her Disciplines out could get +8 on that attack, which is overkill on Standard, but would be very well appreciated on Expert.

RexMars · 2
Just to clarify, you only add the symbols of the test you're currently performing. In Butterfly Swords case, that would always be Combat, not Agility. — Nenananas · 273
@Nenananas. I dont think that is true. Rules say that you can't commit a card if the icons dont match, but I could not find a rule that says that non matching icons doesn't get added.ed — nikee40 · 4
nvm. Rules reference page 26 ST.2 description states "An appropriate skill icon is either one that matches the skill being tested, or a wild icon. The investigator performing this test gets +1 to his or her skill value during this test for each appropriate skill icon that is committed to this test." — nikee40 · 4
Roald Ellsworth

I do not understand why the resolute versions of Roald and Avery should have 2 fewer Uses compared to their normal variants. Is it just a typo or working as intended?

The other partners do not feature this reduction in functionality.

I loce the effect on Roald, by the way. Very helpful.

ycarium · 2
Non-resolute version lasts until the end of the players turn; resolute version lasts until the end of the turn. So with the resolute version you can blank a treachery for up to four players instead of one. — Soemann · 1
Thanks, this makes sense. I am playing mostly true solo, and therefore did not pay attention to this detail. — ycarium · 2
Please check the cost of both version. Normal version requires both exhaust AND 1 supply, but resolute version requires either exhaust OR 1 supply. — elkeinkrad · 505
Avery works differently. In normal version, you should reveal new token as an replacement of frost token. In resolute version, you can choose to reveal replacement token not to spend supply, or spend supply without replacement token. — elkeinkrad · 505
Note that @Soemann's description is wrong; both version states "until the end of this turn", so that both version blank only 1 turn. — elkeinkrad · 505
I made the exact same mistake, (why is this 3 and not 5). What a difference "or" makes :-P — NarkasisBroon · 13
Whoops, my apologies. I must have gotten confused somehow. -.- — Soemann · 1
You can theoretically blank the treachery for every investigator's turn by spending a supply for each player and exhausting the for the last player's turn. — dscarpac · 1262
Curse of Aeons

I think if you're running this you're basically required to pair it with Favor of the Moon to force the trigger after you draw the first curse. If you're playing Jim that means the first curse you draw in a round becomes a flat -2 plus a pity dollar, which is pretty good. Moreso in a multiplayer game where Favor lets you reduce the impact of your curses on the other investigators.

It further synergizes with Song of the Dead to force a cheap +2 damage off any or , making the combo a more reliable Armageddon. And if you want to go all in, adding Nkosi Mabati lets you also hit on any symbol short of the .

Is that worth 4 cards totaling $9 and 9xp, three of which aren't spells and so can't easily be tutored, and none of which can benefit from Arcane Research or Down the Rabbit Hole? Probably not, but it's more interesting than Shrivelling.

CombStranger · 291
I honestly don't get, why all of the Covenants are Permanents, and this card, which works kind like a niche Covenant, and costs even 1 XP more, is not. — Susumu · 383
because this is a mirror-image counterpart to Blessing of Isis, and Mystic and Guardian both already had covenants — Thatwasademo · 58
I didn't meant to say, it should have got the Covenant trait. But it seems odd to me, that it has a weaker effect than most Covenants, cost 1 XP more (or effectively 4, if you want two copies, to actually find it), and is not a Permanent, so in addition to the inconsistency, needs an action and resources to play. — Susumu · 383
Lockpicks

Every investigator who can take Lockpicks (0) can take Lockpicks (1), right? So, sure, these kind of stink, but you'll get to upgrade to the Level 1 one soon enough. Well, not so fast, it's level 0, so there's Versatile and those crazy Dunwich investigators, so let's talk at length about those. Ah, who am I kidding, this review is about Monterey Jack, our lovable Rogue who can take only level 0 Rogue cards, so it's this card or no Lockpicks for you unless you're friends with a traveling salesman.

The effect is strong, as with the level 1 version. You're adding your two highest skills together, for a base 9, always. It'll only get you one clue per turn, which is okay, but you're really adding this to your deck to trigger the succeed-by-two effects, since indeed you must succeed by two. So, trigger your Lucky Cigarette Case to draw some cards, make some money with Gregory Gry, or throw a Quick Thinking at the test to get another action. Or once you get some XP, Deduction (2) solves the "only one clue" problem too, and Perception (2) will run you through your deck to get all of those cool skills back again.

OK, the downside. First, the auto-fail. You don't get your clue, you don't get whatever bonuses you were hoping for, you get nothing and your Lockpicks end up in your discard pile. This is bad, but is that really much different from playing an expensive event that auto-fails on you? You probably got SOME use out of this card, unless you pull the auto-fail on your very first activation, and you're out two actions and 3 resources for nothing. That's Arkham! But remember, the red token only shows up 6% or less of the time!

Now the non-autofail cases where you'll discard the asset: you can fail the test and get nothing or pass the test and get a clue, but in either case you didn't do math properly or are taking a big risk. When deciding whether or not to take Lockpicks (0) , you need to heavily consider the chaos bag and your campaign. The highest regular shroud is 4, and these usually only have 1 clues. 2 and 3 shrouds are far more common. At base 9, being up by 5 means that you're fine if you draw the -3 even on the 4 shroud locations. That's the usual situation for Easy. For Standard, you're likely to have a -4 or -5 in the bag. It's simple enough to commit one of the above skills (don't forget, or icons only) or two to cover the worst tokens. Opportunist lets you cover the spread every single turn. Keep an eye on those tokens, too, which can get nasty in some scenarios. The unpredictability of tokens probably makes them a bad choice if you're worried about losing the Lockpicks. Frost tokens are a problem, too -- the -1 for the first one is probably not a big deal, but the second is an auto-fail, so.

You have two more options to get your stats high enough to succeed which are easily accessible to Monterey Jack. First, add a static boost! Either or work, so we're talking about Hiking Boots or Death • XIII or Gené Beauregard. Or pay some money: Streetwise (0), Higher Education (3), or Hyperawareness (4) are fine choices -- or even Crafty, which pays for the price of Lockpicks, too.

For Monterey Jack, this should not be the only way to get clues in your deck, but it can be an ideal way to make the rest of the deck work well. At base 9, losing the asset is rare, even rarer when you can easily boost your stats. And when it does happen, with Seeker draw you are well on your way to finding your second copy, or reshuffling your deck and getting it back.

dscarpac · 1262
At least on standard jack doesn’t really need this. His deck options include enough static boosts and card draw to get to 8 int. Also this is a waste with his 7 extra action, static boosts are much better for those. — Django · 5171