Overzealous

On my private list of "Horrible things that Cthulhu did to mankind" there's Black Plague in the number one spot, but then there's this card in close second place.

Encounter cards are like Twinkies: sure it might be thrilling to have one once in a while, but eat too many at once and boy, you know you're in trouble. Having to draw one encounter card per round is the norm. If you are a mystic at heart you have cards like Drawn to the Flame that gives you 2 clues for your trouble, or Delve Too Deep to gain that precious XP. Basic Weaknesses obviously lie in different category than regular player cards, but I want to sketch out the idea of how much enounter cards are worth in terms of gain, so that, by analogy, we can try to understand how much you lose if you draw a bunch of them - which will happen at some point, if you find yourself mildly Overzealous.

All Basic Weaknesses (excluding obvious Indebted) deny you draw of one card and additionally put on you some kind of penalty: some of these penalties are immediate (like Amnesia) other give you time to deal with them, before they start to become the problem (for example Psychosis or Chronophobia). (Additionally, that shows the standard of how much inconvinience average Basic Weakess should provide: aproximately loss of two actions - assuming you don't want to suffer consequences.) Obviously the immediate ones tend to be worse, mainly because you have no control over them, they don't offer you any substantial choices. Overzealous, sadly, belongs to the first group, but the worst part is yet to come.

Now, let's see what happens, when you draw Overzealous during your upkeep:

  • denied card draw;
  • you draw at least two encounter cards, PLUS one more in mythos phase: effectively, you draw at least 3 encounter cards before you can do anything again;
  • your prognosis of the start of your next action phase might be extremely different.

One might say: "Bah, of course it's gonna be different! Tis the Arkham, you fool!" - and on that note I agree, but it's all about the scope. You expect to get hit by something, or to be engaged with one enemy at the start of your next turn... But what about having three enemies on you, or having just one, but being severely damaged due to failed skill checks? Or pulling a bunch of Acolytes and learing that whoops! - agenda is going to advance two rounds earlier...? That's a different beast entirely. Additionally, this card, unlike other Basic Weaknesses, scales with the scenario you're playing, meaning that the harder the scenario is (or the later in the campaign you are), the worse Overzealous gets. Drawing this one card, like no other Basic Weakness, might be the end of the road for you, just by the fact of how little control you have over it and how far it can set you back, compared to other Basic Weaknesses.

Are there any good news? There are! In multiplayer it's much easier to deal with the encounter cards with staying effects (mainly enemies), as your friends can always help and taunt them off you. Another good news is that if the first encounter card drawn from the revelation effect already has surge, that card cannot gain additional surge! Hooray...? Bad news is that if the second card drawn from the surge of first card, has surge, you will chain even more encounter cards. So there's that.

This encounter card is probably the worst weakness for true solo decks, as it will thoroughly test your luck stat - which sadly, you can't boost. However, even in group play there will be times, when you'll draw perfect storm from the encouter deck, and in your powerlessness, you will weep: "Cthulhu, deliver us!" But in return, thou shall only hear chaos tokens, shuffling in the bag of tentacle wonder. And you will repent for not believing this review.

I don't understand why this card gives the encounter card surge. I mean if it just gave one encounter card it would still be the worst weakness in the game. — Kamalisk · 335
Uhh no, encounter cards are usually not as bad as personal weaknesses (encounter cards are balanced around a loss of 1 action and personal weaknesses 2 actions) — Difrakt · 1325
I agree that this is usually the worst weakness in the game. It depends a bit on the investigator, and Indebted and Amnesia are also really bad, but this one just has so much potential for disaster. — CaiusDrewart · 3185
It also makes digging through your deck with card draw from cards like Guts, Overpower, etc., extremely dangerous because enemies may have a chance to just simply kill you during the enemy phase if you haven't set up some kind of contingency plan for the worst possible scenario. I imagine I'll be subbing out Overpower for I'll see you in hell, now that I've discovered I have this wonderful card in my deck. — thekinginperiwinkle · 134
On the other hand, if you're a class that can take Ward of Protection or similar, you can use that to cancel any treacheries drawn from this. If you can cancel the first one, you've just negated your basic weakness at the cost of Ward, which I think is a pretty good deal. — SGPrometheus · 847
Whoop, just kidding; surge isn't part of the card's revelation effect; you'd need the level 5 ward to stop this, which is less good. — SGPrometheus · 847
This card is so thematic, but it's the worst. I've literally drawn 6 cards in a row with this card; 1) non-surge with [Overzealous](/card/03040) applied, 2) draws a surge card, 3) another surge card, 4) another surge card, 5) another surge card, 6) it's over, but now I have an enemy to deal with after taking 5 other cards to the face, and then comes my mythos phase encounter draw. Especially if you drew cards that are choose to add doom or eat some horror/damage/discard and you need to take it for the team--I actually died right then and there on turn 2 (had trauma and unluckily got poisoned earlier). — redcrown · 1
This weakness is brutal but there are rare bright spots. 1) If you are treachery resistant drawing into treacherousmight be academic. 2) If you are — Eviltowe · 1
This weakness is brutal but there are rare bright spots which sync into how beautifully thematic it can be. 1) If you are treachery resistant it can wind up being just a loss of a card draw. 2) If you are enemies resistant or desperately want to see enemies like Roland or Zoe it can be useful as it can chain multiple cards to get you one. 3) It can utterly diminish a very powerful and detrimental Mythos card by having it come up in the upkeep phase or the investigator phase as opposed to the Mythos phase. Cards that allow tests at the end of an investigators turn or that go away at the end of a round can be severely weakened or even neutralized by this weakness. 4) There are cornet case scenarios notably in the Dunwich legacy where rapid cycling of the Mythos deck is necessary despite the risk. Jazz Mulligan showing up in Extra Curricular Activities is an example as is getting Locations to appear from the Mythos deck in Lost and Time and Space. I actually won the Dunwich Legacy Campaign because of this card. Thematically being Overzealous is a mixed bag and in my experience the card has helped me once for p every three times it hurt me. Like any weakness the timing of it’s appearance is everything. — Eviltowe · 1
Cryptic Research

This is a really powerful card. Compared to Preposterous Sketches,its 4xp more. So you can easily consider these two cards are upgraded version to another. For 4xps you get: Fast Two cost lower No need to be in a place with clues Can be another one

How can you complain this card? For 4xps, it’s a fair trade.

Especially in Minh Thi Phan,you can effectively draw more icons to help others.

say200426 · 4
You are right that this card is a substantial upgrade over Preposterous Sketches, but it should be kept in mind that Preposterous Sketches is not a great card to begin with. — CaiusDrewart · 3185
Dario El-Amin

This guy is weird. He costs too much money to effectively generate the money and bonuses that he might seem like he is supposed to be granting. There are too many disadvantages. The highly competitive slot, the high cost, the high bonus threshhold.

But then when you add in a powerful resource generation framework for him to inhabit, some Hot Streaks, a few Burglaryes, a little Lone Wolfing, Jenny Barnes's natural ability, Dario will take off and fly you to the finish line like a magic carpet ride.

That really is the gist of it. If you can generate the kind of $$$ that Dario needs, he's really really good, but getting there takes a lot of cards and quite a bit of time, you better have some powerful resource dumps ready for the late game to make all this setup worth it.

Tsuruki23 · 2577
I think the Burglary is not recommended even here.. as Dario can provide very similar action just by himself. — XehutL · 47
Dario gets better when you've spend some XP on 2x hot streak, so i'd recommend to start your deck without him and instead add him later with adaptable. — Django · 5155
Couldnt agree more. — aramhorror · 709
Even if tou hit the 10 resource threshold, you aren't getting much. A +1 to two stats isn't goong to win you the game, and is easier to achieve other ways. — Tilted Libra · 37
Archaic Glyphs

Baffled and disappointed when you saw this card?

Lets put things in perspective:

-This card is an arcane item, it no longer occupies the hand slot.

-This card lets you investigate without provoking attacks of opportunity.

-If you succeed on your investigation check while using this item, an enemy is automatically evaded.

.

It is really easy to misunderstand the purpose of this card:

-This is not the card that lets you evade with your .

-This is the card that lets you totally ignore an enemy at your location while you investigate.

The scenario you need this card for: You're the clue-hoover, you pick up nearly every clue on the map while somebody else clears the way. An enemy spawns on you, it's some small fry with a half decent fight value and 2-3 hitpoints. What now? The fighter has to come running and deal with it right? Not with this card in play! You can just keep investigating, totally ignoring the threat, and if you happen to succeed in acquiring the clues you're there for (which is highly likely) you'll have evaded the enemy as well! Now if the location hasn't been cleared yet you can keep doing this for a couple more rounds if you need to.

.

By far the most powerful part is the fact that this card lets you investigate opportunity attack-free. If you find yourself hard pressed by a monster (multiple monsters even) at a difficult and important location (Difficulty 4 or 5), you can use this card to get the breathing room you need to throw multiple attempts at the clues you need to close out the game.

Tsuruki23 · 2577
I think this card lets you evade as an investigate test, but it does not give you any clues on it's test. It's like all those mystic cards, that let you do most stuff with Will instead. So this card is pretty bad because the enemy isn't dead yet. You should rather use the acid strange solution to get rid of enemies. — Django · 5155
@Django: I dunno. I was confused by this at first, but I think the reviewer's take is correct, since the text says neither "Instead of discovering a clue..." nor "Evade. This test uses Intellect instead of Agility." as one would expect it to if it were merely an evasion test using Intellect. I think it does let you investigate for a clue(s) w/o an AoO, then also evade an enemy (though, not all enemies) if the test successful. — Herumen · 1741
In short, Herumen's right. For example, Burgalry has investigation action that cancels clue gathering, but not this card. — KptMarchewa · 1
"Investigate" does not mean "Test Agility". If it was an Evade, it would say "Evade. Instead of testing . — CSerpent · 126
*ugh*, hit enter on accident. Anyway, "Investigate" does not mean "Test Intellect"; it means "Try to get clues". If the action of the card was "Evade", it would say "Evade. Instead of Agility use Intellect". Another way to look at it is: if it was Evade with Intellect, this would be more expensive, harder to get, and in every other way worse than Mind Over Matter. — CSerpent · 126
Since the card says make an investigate test, if you suceed you get all the benefits of having made one. If you used deduction you would get extra clues, etc. It's great action economy; you get two actions worth of effects for the price of one. — Daerthalus · 16
I see, so you get the clue. You get to evade ANY engaged enemy, which does not have to be engaged with you. — Django · 5155
@Django: I‘m don‘t think you can evade an enemy that‘s not engaged with you (except the text explicitely says so). — Astrophil · 1
... or maybe not. You could evade any enemy (it wouldn‘t even have to be at your location?). — Astrophil · 1
I really doubt that designer's intention was that you may evade enemy engaged with another investigator. Probably we should ask Matthew for clarification — Yury1975 · 1
You can only perform evade actions against enemies engaged with you. So, I think you can't use this card to evade an enemy engaged with other investigator. — shinotaku1412 · 1
"Unlike the fight and engage action, an investigator can only perform an evade action against an enemy engaged with him or her." -from the rules page — Ensign53 · 3
It is not performing an evade action, though. — Eruantalon · 104
Indeed, it's not an Evade action - no bold designator - and seems more like Stray Cat - which lets you evade non-engaged enemies. — AndyB · 955
This card is so good. With larger player counts Guiding Stones is probably better, but in solo this would be the one to take. In two player? IDK. It could probably go either way. — Zinjanthropus · 230
Or just play Trish. — MrGoldbee · 1490
Trish is cool but being able to apply a very consistently defend yourself on other investigators has a lot of uses. The main issue with this card isn't how useful it is (It is a lot easier to get out than pendant of the queen, which while it includes teleportation, is much harder to get out than this which can essentially make you perfectly safe for at least 2 turns), but its competition with guiding stones, which provide fairly extreme action compression. Stopping 3 attacks (or more, if you move after this or if the enemy isn't a hunter) for 2 and effectively no actions is no joke, but being able to get double digits worth of clues off one card can make a lot of challenges trivial.. — dezzmont · 222
Archaic Glyphs

An enormously strong card that encourages Seekers to build around it in multiplayer games. By itself, it will probably only net you one, maybe two extra clues at best, and that is assuming the chaos bag doesn't entirely hose you.

Enter Higher Education.

Every resources invested in Higher Education while using Guiding Stones essentially picks you up an extra clue (assuming you don't auto-fail) which is immensely strong in multiplayer. Rex especially, who has access to Burglary, can generate up to 4 resources and 1 clue with a single action (Burglary + Dr. Milan Christopher) and then follow it up by picking up 4 to 8 clues with Guiding Stones depending on shroud and chaos token drawn. Other Seekers can't generate resources quite as quickly as Rex can, but anyone with access to Dr. Milan should be able to have powerful turns with Guiding Stones.

Minh Thi Phan is runner up for using Guiding Stones well, as she gains +4 Intellect from Inquiring Mind and potentially +5 from Desperate Search. Playing at 3 or less Sanity is pretty dangerous, but a little more manageable for Seekers now that they have access to Logical Reasoning. And a Minh deck filled with skill cards will probably have more free resources to spend on Higher Education than a Daisy deck will.

Just don't bother playing it in solo games, as locations simply won't have enough clues at them to take advantage of the power of Guiding Stones.

menionleah · 79
One interesting interaction is that Book of Shadows (1) can be run put of Daisy alongside this card, allowing unlimited use of this effect. Could be a potent combination, if a bit janky. — Low_Chance · 13
You don't even really need Higher Ed. With Field Work and Inquiring Mind, you've got a pretty good chance of getting 3, maybe even 4 on some locations (Suppose it's a 3 shroud and you're already at 4-5 or so). When you enter Key of Ys / Double Mag / Death territory you can make some pretty powerful plays. Inquiring Mind combos well with this. — Zinjanthropus · 230
There is another reason, why this card is particular great for Minh: it makes her "King in Yellow" rather a non-issue. Just try to get rid of it, while doing a Glyph-enhanced investigation. You naturally want to overcommit for both tasks. — Susumu · 381