Hardboiled

To add to the other review, testing the whole Limited Environment thing that FFG released in the new FAQ, I recently played a Mark Harrigan Shotgun deck (the pool of cards I used was Carcosa, Forgotten Age, and Drowned City) with this card and it is pretty awesome. I would punch an enemy in the face or play my Shotgun over a fully spent Remington triggering the free attack for when that gun leaves play, then I would shoot my Shotgun and commit this for +4 to hit for spectacular effect.

This card also goes kinda nuclear after a One Two Punch is used since that card makes two attacks, it should also be a bit nuts in a Guardian Tony Morgan that has a Luger and a Robert Castagne and can make two free attacks in a turn with those alone, it can go all the way up to 9 of each icon (using Quick Thinking, Tony's extra action and at least one One Two Punch), granted you'd need a million enemies available or one incredibly beefy enemy to achieve that, but it’s an interesting theoretical potential.

"Fool me once..."

This card is an auto-include for Gloria as it will permanently nerf Prophecy of the End by removing one copy from circulation. FFG clarified this in an e-mail ruling:

Yes, if just the Surge keyword on Prophecy of the End resolves, then the card can be attached to    “Fool me once…”

You just need to make sure that whoever can play "Fool me once..." draws Prophecy of the End, but this can be done with cards like Eye of Ghatanothoa, "Let me handle this!", Parallel Fates, and similar cards, in combination with Gloria's ability to decide the order in which the cards are drawn.

Obsidian Foundations

If you are coming from the west and are playing true solo, there is no way to do the test because the act forces you to advance. It even screwed us out of the opportunity in 2-player after Safeguarding in, finding it on the first dive.

Thanks, I hate it.

AlderSign · 436
Fixed in thea new errata, right? — MrGoldbee · 1502
You are right. Double the frustration now. Who knows all (newly) errata-ed cards from memory? — AlderSign · 436
Obsidian Canyons

This scenario doesn't feel like it should have been the 2nd scenario in a campaign, it is very rule heavy, very slow and is a big tonal shift after the first light hearted one.

The mythos deck at 4 players is very tedious. It is constantly bombarding you with the same enemies that get very old to fight by the end. One of the enemies presents a very interesting mechanic, on paper, but in reality pretty useless overall. The elite enemies felt extremely weak on standard difficulty and went down before they even had a chance to do anything.

The encounter card that forces you to find an enemy is horrible due to how few enemies the deck even has. The card that makes enemies engaged with someone else attack you is pretty strange.

The wind mechanic is terrible, it is hard to grasp at first, requires a lot of setup with the sky cards (they should have just printed sky cards, it is really bad that they forced to just use face down base cards for this). I really felt like it had no impact compared to the actual mess that it caused around the table trying to understand how to resolve it.

Overall, I think this is another scenario that was made for a no dedicated fighter possibility. Enabling this possibility just like in the first scenario - One Last Job, makes it awkward for a balanced party of seekers and fighters, as fighters will struggle to bring value in high shroud locations and when they do get to fight, the fights are pretty boring.

Squadcore · 25
One Last Job

The problem I have I realized today is the way AH deals with rules in a scenario To figure out the rules, you need to read multiple cards on the table (enemies, location, act) and piece together everything which is exhausting the first time playing new scenarios. It would have been better with a summary in the rules of all of the mechanics and how they should be navigated

I found this scenario a bit strange thematically. It serves it's purpose as the mandatory adventure starter, like a tavern where the party get's their first quest, but does it really have anything to do with the theme of the campaign as a whole ? What I wanted to say is that I miss the old days of having been contacted by an old friend the professor who perished tragically when they got to close to the truth. Instead this campaign feels like all the characters are some sort of criminals working for a shady underboss, who all of them owe a favor ? I don't really get it

Maybe the tone they were aiming for is that this is going to be a grand adventure, but it really doesn't feel like it in the scenarios that come directly after, which feel like something out of the Forgotten Age.

Squadcore · 25
Absolutely agree. The theme of the first one is great (although mechanically I hated the pacing between "boooring" to "BOOM! everything at once"), but it is so disconnected from the rest and feels just forced on a meta level. Like they had changed their mind about what kind of campaign to make after they teased the gangster theme im Hemlock Vale's design notes... — AlderSign · 436