由于ArkhamCards组牌时显示的Hunch deck同一张牌只算一次的问题,我一直以为直觉牌库必须出现11张不同的牌,不能出现重复的牌,但人物卡的背面没有规定直觉牌组不能出现重复的洞察事件牌。不过如果直觉牌库不能出现重复卡牌,会让戴蒙德的游戏体验隔热更加充满挑战也更加合理,因为有的洞察事件牌非常强大,比如“荒诞素描”能一动抽取三张牌,而黄家的升级卡牌隐秘的研究也是0费抽三张,如果想提高游戏难度,可以这样选择。如果同个洞察事件牌只能出现一张“荒诞素描”
由于ArkhamCards组牌时显示的Hunch deck同一张牌只算一次的问题,我一直以为直觉牌库必须出现11张不同的牌,不能出现重复的牌,但人物卡的背面没有规定直觉牌组不能出现重复的洞察事件牌。不过如果直觉牌库不能出现重复卡牌,会让戴蒙德的游戏体验隔热更加充满挑战也更加合理,因为有的洞察事件牌非常强大,比如“荒诞素描”能一动抽取三张牌,而黄家的升级卡牌隐秘的研究也是0费抽三张,如果想提高游戏难度,可以这样选择。如果同个洞察事件牌只能出现一张“荒诞素描”
This spell does 2 damage without spending a charge; you're only forced to lose a charge on revealing a skull, or if you want to do the 3rd, targeted damage. If I'm not mistaken, that is a first for mystic spell assets. Its existence therefore reinforces the potential for a dedicated willpower fighter.
On the other hand, 5 xp is a lot, especially when they decided to reprint 0xp Machete in the same set, which similarly has access to infinite conditional 2 damage actions.
They did not reprint Machete, and the new Machete must exhaust for +1 damage. Therefore, I believe a more appropriate comparison for this card is the new Sledgehammer (3). From that perspective, Cosmic Flame (5) seems easily worth its xp cost. It grants +2 willpower, unlike its guardian counterpart, which offers no bonus on the 2 damage/action mode. It offers higher damage per action. It also offers the utility of splitting the 1 damage across a second target, and even damaging an aloof enemy without engaging. All that, and it occupies only one arcane slot, compared to sledgehammer's two!
For those with dreams of using willpower tests to shoot enemies forever and ever, look to this card.
It's hard to appreciate On the Brink with the current card pool, but if you are playing with everything you have this cards gets ludicrously good very fast. It completely outclasses upgraded Unexpected Courage. Having this in hand means you can take bigger risks, and commit more cards in hand to a test you want to pass without worrying about wasting all those card if you draw the wrong token.
This especially helps you a lot with skills that care about succeeding to trigger, like Do or Die and Resourceful, and especially cards that want you to succeed by 2 at least, like Brute Force, Sharp Vision and Expeditious Retreat, while also offering autofail protection, letting you return the card and draw one to replace On the Brink.
It has less good synergy with Take Heart, given you usually want to commit this to test you know are gonna fail, and getting a +2 makes said failure less certain, outside of Drawing Thin, but the level 0 version introduced in Miguel's pack works a lot better for that on the basis it only gives just a +1 instead.
So if you are a Survivor that likes to commits lots of cards, like Silas Marsh and Isabelle Barnes, there is no reason why you shouldn't run this. You won't regret it.
How to understand (Max once per game)? You can heal an investigator only until you fail, or you just cannot take more than one trauma per game once you fail the test? Or maybe you can heal any investigator max once per game and if you fail you get trauma?
Not much to say about this card, except I like how it is very close to the Heavy Rain treachery in Scarlet Keys, so we have consistent rain mechanics.
The reason I am writing this is a maybe helpful suggestion: I was going into the mines on day 2, and I didn't like the flavor of rain underground. In case this comes up for you and you feel the same, and you own The Forgotten Age (as you should), in the encounter set Forgotten Ruin, there are 3 copies of Deep Dark. I am switching these out for this scenario on Day 2. They are not identical, but they both target your clues in a way. Deep Dark seems weaker, but it's a good flavor fit I think. In 4 player, Deep Dark could be worse if it comes up at the wrong time.