Zoey Samaras
La Chef


Croyant. Chasseur.

Willpower: 4. Intellect: 2. Combat: 4. Agility: 2.
Health: 9. Sanity: 6.

Après que vous devenez engagé avec un ennemi : gagnez 1 ressource.

: +1. Si ce test de compétence est réussi lors d'une attaque, cette attaque inflige +1 dégât.

"Dieu a parlé. J'accomplirai son oeuvre sans la moindre hésitation."
Magali Villeneuve
L'Héritage de Dunwich #1.
Zoey Samaras

Zoey Samaras - Back


Taille du deck: 30.

Construction du Deck: cartes Gardien () de niveaux 0 à 5, cartes neutres de niveaux 0 à 5, jusqu'à cinq cartes de niveau 0 prises dans les autres classes.

Exigences du Deck (ne comptent pas dans la limite de taille du deck): La Croix de Zoey, Châtier le Mal, 1 faiblesse de base au hasard.

Zoey savait qu'elle était spéciale depuis que Dieu lui avait parlé lorsqu'elle avait six ans... la nuit oùce terrible incendie lui ravit ses parents. Il lui confia alors qu'Il l'avait choisie parmi tous les habitants de la Terre pour devenir Son agent. Elle protégerait les innocentes et punirait les méchants. Depuis lors, Il vient à elle dans les moments difficiles, lui offrant conseils et réconfort. Zoey voyage désormais de ville en ville, oeuvrant comme chef pour subvenir à ses besoins. Lorsqu'elle ne travaille pas, elle rôde la nuit, guidée par la voix du Seigneur. Partout où elle trouve de la vilenie, elle l'écrase sans remords ni hésitation.
Zoey Samaras
FAQs (taken from the official FAQ or FFG's responses to the official rules question form)
  • If Zoey Samaras is dealing with a Massive enemy, the enemy is “considered” engaged with you, so it will enable abilities – like the Machete’s – that require you to be engaged with an enemy. However, there is no timing point of engagement, you’re just “considered” engaged with it, so you can’t really trigger reactions to becoming engaged with the enemy, like Zoey Samaras or Zoey's Cross.

  • Erratum: Zoey Samaras's Deckbuilding Options should read: "... up to five other level 0 cards from any other classes (, , , and/or )." - FAQ, v.1.5, April 2019

Last updated

Zoey is the Guardian's Guardian. Roland Banks will try to get clues, using his killing as a means to an end. Zoey kills because things need to die. Her base stats show you what she does - 4 Combat (which is basically 5, as you'll always want a weapon) and 4 Willpower - she survives and she kills. Her investigator ability also tells you want she does. She hunts down monsters and engages them. And then kills them. And then moves on. For players who want a clear cut role on the team, Zoey is a great choice. If a monster spawns, you go to it, and you kill it. If a monster engages another 'gator, you engage it, and you kill it. If a monster thinks about spawning, you make sure it knows you'll engage it, and you'll kill it.

Zoey's weakness, Smite the Wicked, is extremely time sensitive. If it comes up early in the game it's effectively blank. It will spawn somewhere, and eventually, Zoey will find it, and she'll kill it. If it spawns near the end of the game, it's probably just going to become a trauma, because the AP required to go to the farthest location and kill it will likely be better used to complete the scenario.

Zoey's unique card, Zoey's Cross, is yet another indication of what Zoey does. Combined with her effect, it basically becomes "Do 1 damage when you engage a monster." The flexibility and efficiency this gives her can't be understated. Zoey can literally walk in to a location containing a 1hp monster and declare it dead once the cross is out. Monsters with that incredibly awkward 3 HP now become 1 action kills with Machete or .45 Automatic. About the only time you won't want to use the effect is fighting a 2 HP monster, because the 1 damage won't kill it, and won't change the AP it takes to kill.

As a Dunwich investigator, Zoey has a limited but interesting card pool. She can take all the investigator cards, giving her a lot of ability to make things dead, and a very small amount of ability to do much else beside spend AP inefficiently on healing. However, her 5 cards from any class really let you shape her.

Her inherently high willpower makes Zoey a reasonable place to put Mystic cards. In particular Rite of Seeking is a very nice way for her to grab a few clues. Her high WP and focus on killing means that she is extremely well suited to survive the encounter draw that Drawn to the Flame requires, letting her pick up clues for free. She can pick up Scrying to give her something to do with actions when there aren't any monsters around.

Outside of Mystic, cards that give free AP or free clues are usually ideal for her. Guardian weapons are generally all she needs for combat, so shoring up her other duties is usually the best route. She really likes cards like Shortcut and Quick Thinking that grant her free actions and moves to get closer to monsters and to kill monsters. Things like #"Look what I found!" and Lucky! let her attempt investigations and have a much higher level of success. Leo De Luca benefits everyone and Guardians have a relative dearth of allies (Beat Cop is always a nice friend with the cross to do 2 free damage, but he'll die eventually). Working a Hunch gives her access to "free" clues when there's nothing to kill.

Overall, Zoey is about as straightforward as she seems most of the time. She is best paired with someone like Daisy Walker, Rex Murphy, Agnes Baker or Jim Culver who can cover the clue finding and story events while she keeps bad things at bay. But while it may seem like being a one-trick pony isn't that much fun, Zoey is one of the most entertaining investigators around!

That was a very entertaining review. I'm glad I found it. — poeticmatter · 64