The Beyond

Parallel Front Jim Culver is what is known as a Jim Culver that has ascended past a Jim Culver.

And Parallel BACK Jim Culver... is to go even FURTHER BEYOND!!


To imperfectly sum up: Parallel Back Jim gets a separate 10 card "spirit deck", full of allies. Every turn he draws one and it enters play, free of charge, requiring no slots. They can't soak (no HP/sanity), but can do just about everything else they could as a regular ally.

You get to put Allies of ANY COLOR into this deck, of L2 or less. This can mean things like a free Leo DeLuca on turn 1.

The downside is reliability- most of the text on The Beyond amounts to "When you put a 4th ghost in play, (probably) discard each ghost." It's based on a token pull for each one, but without chaos bag manipulation, odds are they're gone.

So if you just chuck a bunch of powerful allies into the deck, Jim will ride an erratic wave of powering-up-and-down. With a bit of planning, though, he can instead get a couple high-powered allies in play and keep them there.


Keeping Your Ghosts ... uh... Alive?

This control falls into 2 main categories:

1. Token manipulation

Self-explanatory; when you hit 4 ghosts, you can still use most of the standard tricks to influence what tokens you pull on them, thus protecting the ones you'd like to stick around and allowing the others to move on.

Firstly: Curses in general. Curse tokens keep a ghost alive, and Parallel Front Jim further benefits from Curses, so really you're heavily incentivized to run a curse deck. Consequently...

2. Manual Ghost Removal

Discarding ghosts from play on your own time lets you to avoid the 4-ghost threshold to begin with. Now, there's not a whole lot of tech available to do this externally...

(UPDATE: An official ruling has invalidated the first two options here, see bottom of post.)

  • Sacrifice is great if you choose to run a few purple ghosts
  • Summoned Servitor transforms its usual drawback of discarding an asset on play into a blessing here, becoming the single most versatile "bump off a ghost" tool available to Jim. Just keep it as a normal ally so you control when it's played.
  • Promise Of Power indirectly helps here- one of the ghosts in the ghost deck is a nasty creature weakness that DOES count towards the 4 ghost limit. Connecting a single fight or evade removes it; Promise Of Power gives Jim strong odds of landing that punch.

... but the best manual removal comes from what's in the Ghost Deck to begin with, thanks to self-discarding allies. Stacking it with allies who's abilities cause them to discard themselves lets Jim aim for a few high-powered ghosts he wants to keep around, and a variety of little guys who give small boosts and then get out of the way.


Ghosts Of Interest To Jim

Self-Discarding Ghosts:

Add these, and use their ability when drawn to stay under the 4-ghost threshold, keeping your Superghosts in play longer.

Superghosts!

Allies with great powers that you can build your deck around, and want to remain in play as long as possible.

Delivery Ghosts

Another angle for building the ghost deck; these are Allies who give you something on arrival and/or over a few turns, and whom you don't mind losing upon hitting the 4 ghost limit.


I'm sure there's others who have potential value to Jim- this ability and his statline are amazingly versatile; it's not hard at all to picture a STR or INT based Jim given all the static boosts available, and base stat replacers from Hound & Servitor.

No matter what you do though, you'll have fun with your personally customized audience that gives even Charlie a run for the money.


(Appendix: At time of writing, there's apparently some debate as to whether the text on The Beyond removes the "Asset" quality from ghosts. If so, some of the methods listed above- such as sacrificing a ghost to bring a Servitor into play- would not work. My interpretation of the card is that this isn't the case, and it only affects italicized text traits, but if an official call comes out to the contrary, I'll modify this review.)


UPDATE: As of Mar 13 2024, @HatfulBob posted on Discord an official response to several questions asked about this card. The full list of questions, and their answers, follows:

For spirits attached to Jim Culver's "The Beyond":

  1. Are they still considered assets or some other card type entirely?
  2. Are they still considered under Jim's control?
  3. If 2 is yes, If Jim fails a test on "Crypt Chill" and must choose and discard an asset he controls, can he choose to discard a Spirit attached to the Beyond?
  4. Can he play a card like Summoned Servitor, which requires him to discard a card he controls, to discard a spirit from play?
  5. If the geist weakness in his spirit deck is engaged with him, then defeated, is it placed in Jim's discard pile or at the bottom of the spirit deck?

RESPONSE:

Yes, the spirits are still considered assets, but they are not Ally assets, and cannot be removed from play except by the abilities on The Beyond or abilities on the spirits themselves (e.g. Stray Cat). Jim could not discard a spirit from Crypt Chill or Summoned Servitor. And because the Spirit deck “owns” Vengeful Shade, if it entered play and was later defeated, it gets discarded to the bottom of the Spirit deck (per the rules for discarded spirits).

HanoverFist · 739
Love this deep dive! — MrGoldbee · 1470
A 3rd way to keep your ghosts alive: pair up with Suzi (Subject 5U-21) and have her devour all but 3 of your ghosts. At the begining of your turn, since there's no more card in the deck, none will be attached, and thus you will never hit the 4 ghost threshold. A fun note: if Suzy Regurgitate your ghosts, they become alive somehow! (Regurgitation put those devoured ghosts into your hand, rather then the spirit deck) — ethereal64 · 555
@MrGoldbee: Thank you! Really hope it helps make him more approachable. @ethereal64: DEVIOUS! So long as Jim has a way of dealing with the Vengeful Shade he'll have to draw every round for the rest of the game, but there's probably a few answers to that. — HanoverFist · 739
Binder's Jar solves the Vengeful Shade in this situation. Vengeful Shade is a non-elite enemy and Binder's Jar seals defeated enemies, so you can (ab)use Binder's Jar to permanently seal the Vengeful Shade the first time it appears. — Telosa · 55
["Devil"](/card/10119) says move a damage Does move damage to it also count as place damage on it ? — Lumina637 · 5
Miss Doyle seems fairly legitimate as a geist too? Similar to how Patrice's weakness works, you can use the mini-cat to get rid of Vengeful Shade when it shows up. — slyguavas · 49
Top top review. How does Miss Doyle work in the Spirit deck? — duke_loves_biscuits · 1264
@Lumina637: Yes, it would unfortunately. You can think of the ghosts as damage/horror mugs with a hole in the bottom- anything you put in them, no matter how it gets there, is gonna fall thru and get all over you. — HanoverFist · 739
@duke_loves_biscuits: Thank you! And also to @slyguavas, I can't believe I forgot Miss Doyle- yes, so far as I can tell, and seems like a very solid pick... she'd work perfectly well as a ghost-cat, giving you a 2/3 chance on her arrival of providing a henchkitten who can guarantee a KO on the vengeful shade. — HanoverFist · 739
@Telosa: Very clever solution with the Binder's Jar! That reminds me that Rod Of Carnemagos(2) could also permanently lock-up the Shade if you (perhaps intentionally) whiff the first punch and spawn it. — HanoverFist · 739
Dario El-Amin

It's just a hot take, but based on how the spoiler season for "Hemlock Vale" went so far, Alessandra might actually be the investigator, Dario was waiting for. Blackmail File, (taboo'd) Power Word, Stall for Time and "Drain Essence" (spoiled by "Optimal Play" on their youTube-channel, but not yet listed on ArkhamDB) all ask for , Existential Riddle gives a choice between and . There are player cards with Parley-tests for all skills, but currently seems like the most common. And it used to be the most common Parley-skill tied with , too, when these were only found on encounter cards and encounter specific assets. While investigators in the past were not really craving for static , he provides her with the two currently most important stats for Parley-tests. Time will tell, if players can make Power Word work in Alessandra with taboo. I'm sceptical, but maybe with Fine Clothes and Moxie (3). Her (3) is not amazing for proactively using this skill, all the more important is the boost, Dario could provide.

Sure, you have to set up for him, but between the extended card pool of economy cards and Uncage the Body, this can happen much quicker than when the card was originally released in "Unspeakable Oath". It's a bit of a pain, that his ability requires you to be on locations without an enemy, while Parley often assumes enemies at the location. Let's hope for an upgrade, maybe cost 3, level 2, replacing his ability with:

Exhaust Dario El-Amin: Parley. Gain 2 resources.
This would be flavourful (Dario gets unaffected in his dealings by enemies with experience), and give great value to Alessandra, while sadly would likely still not be enough for other investigators to pay the experience for.
Susumu · 371
So 2-3 xp for lone wolf but it takes the ally slot? — MrGoldbee · 1470
I don't see the analogy. "Lone Wolf" does not provide Alessandra with two relevant stats for her. — Susumu · 371
Wrong Place, Right Time

This card seems like an auto-include in every Tommy Muldoon deck from here on out. Two actions for a 5 heal, up to 5 resources and a card or two seems absurdly strong and I can't wait to try it!

In fact, this card has the possibility of doing so much at once in Tommy Muldoon that I can see it freeing up deck slots for other cards, like more upgrades for his dear Becky

Chillstad · 35
I am really looking forward to playing this card soon. My first thought though, went to empowering my teammates shenanigans that benefit with moving around of health and horror. I’m thinking Agnes, Caroline, and the Peter Sylvestre booster club to create an even larger chain effect. — Staticalchemist · 1
Sparrow Mask

I can imagine this being a solid card for Calvin, or in conjunction with Spirit of Humanity. Throw in all the Survivor self-healing soaks (Peter, Jessica, Precious Memento) and you've got some sustainable combinations.

Benwobbles · 13
Seal of the Seventh Sign

Just an idea since it's hard to know just how useful Seal of the Seventh Sign is in any given run:

House rule it to change "Seal ()" to the following:

Forced - After a token is revealed during any skill test: ignore that chaos token and draw another chaos token. Do not trigger any abilities as a result of this effect.

By house-ruling it to leave the token in the bag and just drawing a second when you pull it, you'll get to know exactly just how many tentacles this card has saved you from. Happy brewing!

Athe · 11
I don't have the numbers here, but a more "scientific" approach would be to see how many tests a scenario usually has in average, and check what are the average chances of pulling an autofail. Then you would probably decrease the result by a good 30% or something because the Seal will usually not be your first card to play (you'll prioritise your Spells like Shrivelling or Sixth Sense), and that will give a rough estimation of the number of actions saved per game. The question will then be: is the result worth the very quite high costs - resources, experience and slot? — Valentin1331 · 73694