Hot Streak

This card is not gonna see a lot of play after Innsmouth cycle; with the same price of 2 XP you can get two Faustian Bargains and a False Covenant (which practically negates the curse tokens)

[review needs to be 200 characters long]

wjr · 148
Double Double. — MrGoldbee · 1497
False Covenant cancels one Curse token a turn at your location, and nothing prevents you from drawing another curse after canceling it. In most cases, this just means that other investigators not at your location will be the ones paying for the curses you add to the bag. — suika · 9523
Faustian is good, but you know what is better than one or the other? — Zerogrim · 296
Hot Streak (4)? /s — suika · 9523
I think zero meant both is better than just one... — Django · 5171
There needs to be a more universal way to denote sarcasm over the Internet. — suika · 9523
/s is my go to as well — StyxTBeuford · 13053
You just need to play the "Hot Srcasm" card... — LivefromBenefitSt · 1092
There are some (I'm betting many) tables that don't run bless/curse every game. This is a potential problem for the LCG I'm finding; adding more options like Bless/Curse and Tarot is ok in certain campaigns, but it can lead to a *lot* of min/maxing in certain groups. To me that means theme is secondary to winning (but that's just me - Tarot card in Antarctica anyone?), and perhaps more importantly it means fairly useful cards like Hot Streak (2) (good in Leo for example) will get relegated to the binder. — Krysmopompas · 367
I want to explicitly point out that Faustian Bargain can benefit other players if you like other people messing up your “perfect” deck design. Hot Streak(2) you have to play an action for as well. If I’m spending experience on something you can sure I want it start and will look for it with my mulligan. Compared with Another Day Another Dollar, both Faustian Bargain and Hot Streak can be played multiple times depending on you card draw ability versus only being used during setup. Minmaxing can be a problem in any game, so if you enjoy running cards for thematic effect you really don’t have to worry about justifying your deck mathematically. I would like to see an Antarctic Tarot card in the next set though. — Staticalchemist · 1
The Hungering Blade

I initially dismissed this as an option in Nathaniel Cho but after giving it a shot, it might be a decent option in him. It has the same use case as Mark, with Cho not really needing the extra from weapons. It also works alongside Boxing Gloves, if you're willing to run Bandolier so you can have both. The fact that it's a one-off weapon is also mitigated by the fact that Cho doesn't really need weapons over his fight events, and his unique card can search a weapon.

Is this good? Well, the obvious downside is that as soon as the blade's out, you need to kill with the blade, and not kill with fight events. Cho's fight events range from 2 damage utility events - Clean Them Out, ["Get over here!"], and the lower levelled Counterpunch and Heroic Rescue - 3 damage events like Monster Slayer, Mano a Mano and the levelled Counterpunch, to the big guns of Dynamite Blast and One-Two Punch. So if an enemy has 3 health, do you use a 3 damage Cho event or a 2 damage one followed up by a Hungering Blade hit? Or do you not waste the event and just hit twice with the blade? In that case, is there much point in running the blade at all when you could just hit with an event then make a normal punch? Obviously the more enemies on you, the better - you can finish off a 2-4 health enemy with an event followed by a blade hit, then kill a 1-2 health enemy with a blade hit to get 2 charges, but whether this is going to happen frequently is questionable.

Perhaps you can simply run fewer damage events, and more utility spirit-traited events like Stand Together or "I've had worse…". But then what happens if you never draw the blade?

If you have the blade but not the gloves, you can save up on fight events while just killing with the blade. If you have the gloves but not the blade, you can use the events faster and search into more, thinning the deck to make the blade a more likely draw. But if you don't draw either, you're in trouble without weapon searching tools.

I think there may be a balance between fight and utility events that can make this work, depending on the scenario. My main problem with building Nathanial before I got Dream Eaters has been that there's only really one deck for him - load up on fight events and ways to draw boxing gloves. But The Hungering Blade makes me think there are some more niche builds that might have a place in him. I enjoyed the build on my first try, but I think a little more testing is required. Still, it's a deck I'm happy to test.

SSW · 217
What about backpack 2 to search for gloves, bandolier and the blade? Prepared for the worst with 0 xp? — Django · 5171
I'm not sure what's the advantage of this card over a Machete on such a Natcho build. Even ignoring the possibility of taking horror due to bad luck, it will cost 3 draws, and Nat likes his draw to cycle events. The Hungering Blade when charged up gives a higher fight bonus, which as you say Natcho doesn't need (especially with Bandolier and Gloves out), and doesn't require engagement, but Natcho can just punch his way through them or Get Over Here/Heroic Rescue/Rightous Hunt etc. — suika · 9523
You can shuffle Bloodlust into your deck for extra damage, but using that regularly means it'll cost you even more draws and delay your cycling of fight events back into your deck. — suika · 9523
"Fool me once..."

Don’t forget, it’s not only the future card that you cancel, but the existing card is also removed from the deck while waiting for future nastiness. Some of the nastiest scenarios in the game have ancient evils and the encounter discard pile gets shuffled back into the deck one or more times. So this card takes Ancient evils (or other doom-applying card effects) out, making the encounter deck lovely and cuddly when reshuffled.

I wonder what happens with this card for surge cards. I know you can't cancel the surge, but if its a truly horrible one (say some of the peril surge doom-adding cards early on in The Forgotten Age), then could you discard and cancel the revelation effects of the card with a Ward of Protection, but because the surge keyword does have an effect, you could also play Fool me Once..., to protect against a future version of the card (in the case of a peril card, clearly only works if you are the one to draw it a second time)

If that does count, then you could even play that very same "Fool me once..." again, if you are playing Diana and have the twilight blade in play?

1) Draw the first encounter card (a treachery one) with a surge effect (and a nasty revelation effect). Resolve any effects

2) Play "Fool me once..." and attach the nasty encounter card to it.

... play a few more rounds...

3) Eventually draw a second nasty treachery card of the same type.

4) Trigger the reaction ability on "Fool me once..." - cancel the card's revelation effect.

5) Trigger Diana's ability to put the "Fool me once..." card underneath Diana (draw a card and resource)

6) Resolve the treachery card's surge effect. (note the rules do specifically use the word resolve for the surge keyword)

7) Get to the point where you are about to discard the treachery card in question.

8) Trigger the reaction ability on Twilight Blade to place "Fool me once..." in your play area and attach the treachery to it.

Any thoughts on that ?

Phoenixbadger · 199
Note* do not cuddle the encounter deck, very dangerous — StyxTBeuford · 13053
Needs the GW Bush quote. — MrGoldbee · 1497
There’s an old saying in Tennessee — StyxTBeuford · 13053
...you can't get fooled again. This effect is really good in TCU, where you lock down Daemonic Piping/Terror in the Night/Ultimate Chaos and prevent the set of 3 from ever being completed. — suika · 9523
Make sure to use card sleeves if you do cuddle the deck. Thanks for safety reminder StyxTBeauford — Phoenixbadger · 199
Absolutely, but as we all know, abstinence is the only guaranteed way to protect yourself. — StyxTBeuford · 13053
Cuddling the encounter deck is why Cthulhu created cuddlefish. — LivefromBenefitSt · 1092
Luke Robinson

Luke is an interesting mystic in that he's best when played to full hi-jinx and shenanigans. His stat line for both Mystic and Seeker is mediocre, so you're going to be most successful looking for ways to grab clues from the Dream-Gate that require little or no testing, and using his dippy do dah to avoid monsters and traps, or cause them to fizzle.

Some fun suggestions:

Gate Box + Vantage Point + Seeking Answers combo to pull two clues from a high shroud location with only auto-fail to stop you. With Seeking Answers (2) this can be done in one action. If you can boost the Camera while doing so, awesome! Play Enlightened on this Investigate to turn a card into a charge on anything but auto-fail.

Gate Box + Pathfinder to instantly teleport to any revealed location as a free action. You can set up some serious crazy with Shortcut, 2xPathfinder, and your Gate Box where you can Pathfinder into an unrevealed location, Shortcut into a second (use Shortcut second in case a monster spawns), then Gate Box shenanigans and use the second Pathfinder to pop out wherever with a full turn's worth of actions remaining and two additional revealed locations.

Alyssa Graham + Gate Box + Drawn to the Flame to pull two testless clues from a high shroud location when you find an encounter that can't spawn at your Dream-Gate. If you are the lead investigator, Alyssa can do a lot of work for the team by identifying location attachments, treacheries where X is based on shroud, and irritating no-VP monsters for you to negate. (Just remember to use the Gate Box during upkeep player window!).

Hemispheric Map + Gate Box + Read the Signs for an 11 skill test as long as four locations have been revealed (See Pathfinder/Shortcut above) - another two clues on basically anything but auto-fail. If you're rocking the Camera from earlier as well this could mean even -8 is no biggie.

Working a Hunch basically any time you're at the Dream-Gate and won't be using your once per turn ability on something else.

I have found that when I play Luke my partner is often annoyed that it's STILL MY TURN because I'm doing so many free trigger actions. That's typically the best sign of a successful shenanigan - your game group can't believe you still have actions left.

Time4Tiddy · 251
He loves Gloria and 1st Watch as well. — MrGoldbee · 1497
I don't quite understand how Alyssa Graham + Gate Box + Drawn to the Flame or Hemispheric Map + Gate Box + Read the Signs is a combo. The Dream Gate doesn't normally have any clues, so investigating there or trying to pick up clues wouldn't do anything? — szwanger · 2
Never mind, I forgot Luke's ability. :-P — szwanger · 2
So apparently they forgot this investigator exists when printing Testing Sprint. Want to investigate the whole map? Why not take a peak into your Encyclopedia before playing it? Lab Coat offers an additional safety, as do a lot of token control mystic cards. And if you're in really bad luck, just Time Warp back to the start of the combo and try again. — AlderSign · 430
If you also like playing cards, roll up your sleeves and pull out an Ace of Rods to get this combo rolling. — AlderSign · 430
Hiding Spot

I am writing my first review here as I want to check that idea:

That card to me could do wonder on Zoey Samaras with a type of deck that wants her to collect most enemies possible, for example with "Let me handle this!", On the Hunt, Taunt (and Upgrade 1/Upgrade 2).

Let's say that in this situation, Zoey gets around 3 enemies on her, attacks a full round, plays Hiding Spot so performing 3 Dodge at once.

The cherry on the cake, she gets automatically engaged again, bringing her 3 resources or 2 resources and 1 test-free damage with Zoey's Cross

And the more enemies she has on her, the merrier!

Valentin1331 · 82404
That doesn't work, enemies won't disengage you just cause they gain aloof, you'd need a different way to achieve that, like warning shot (though hunters would come to you again in enemy phase an attack). — Django · 5171
Indeed, having aloof doesn't cause enemies to disengage from you, otherwise you would never be able to hurt aloof enemies as they would just disengage as soon as you engage them. But nice thinking — NarkasisBroon · 13
so instead I need to replace that one card with Cunning Distraction to have the effect that I am looking for... for much more resource, which would still repay fine when for example to 3 enemies re-engage while dodging all attacks. — Valentin1331 · 82404
Yes, Cunning Distraction would be better and mostly pay for itself when enemies re engage. — Time4Tiddy · 251
Combo this with Survival Technique to rearrange engagements and make Zoey really rich repeatedly. — AlderSign · 430