Événement

Sort. Esprit.

Coût: 1. XP: 2.

Mystique

Rapide. À jouer quand un investigateur dans n'importe quel lieu pioche une carte Traîtrise non-faiblesse.

Annulez l'effet Révélation de cette carte. Ensuite, subissez 1 horreur.

Alexandr Elichev
Sous les Étoiles Noires #270.
Sort de Protection

FAQs

(from the official FAQ or responses to the official rules question form)
  • Q: Can I play Dark Insight or Ward of Protection II to cancel another player's treachery if it has peril? A: You cannot play cards or use any reaction abilities when somebody else is resolving a peril card, so you would not be able to play Dark Insight [or Ward II] to cancel it.
Last updated

Reviews

This is amazing for support Daisy as well as a god send for Norman who I have doing extensive write ups and experimentation with. Being able to skip them, which I have already been doing, and buying them at a manageable 2 exp even on solo to make room for level 0 staples opens so many doors. Pairing either Daisy or Norman with a guardian, OR William to run let me handle this... or how my friend and are running Yorick and Agnes... let me handle this, ward of protection, and 4 test of wills. Not to mention the new on the hunt card too for our duo...

The ability for seeker/mystic, mystic/survivor, guardian /anything to control the encounter deck have just become insane.

Carcosa expansions are DELIVERING.

aleanjir · 140
i agree that it's a really good card, but the that it's only 2 exp isn't really relevant for solo though. i'd rather just upgrade something else because the only thing you get for WoP (2) is the option to use it for another investigator. don't get me wrong; that's a very good ability for 2 exp, but it's useless for solo since all the other values on the base version are the same. even as a stepping stone to getting to WoP (5), i don't think it's worth it for solo though. if you save your experience or spend it now, there's no difference. — dr00 · 12
Note that this card cannot cancel an Encounter with a Peril keyword, since it is forbidden for team-mates to play cards until such an Encounter has been resolved. — Cluny · 51