Binder's Jar

Another item designed for Lily that she can't take. I'm going to say that Lily's deckbuilding parameters are a complete mistake and make her unfun to build. She's the only investigator we've just house ruled to be Guardian 0-5, Mystic 0-2. She's just a waste of potential otherwise.

nen · 2
How is this designed for Lily? It's designed for the archetype of having lots of arcane slots, the bulk of which are levelled cards anyway. Lily likes Dragon Pole but with 4/5 combat she really doesn't need to fill more than the 2 or 3 slots it gives her. How about you try doing the stuff you think Lily is designed for in Mary? — SSW · 213
Attack cancel sounds like a Diana thing to me, no? — LaRoix · 1643
I don‘t understand how this is a card „designed for lily“? Of all the EotE Investigators Lily can be the happiest one, since the card actually designed for her (dragon pole) gets a 3xp upgrade that is double-classed. Daniela didn’t get the same treatment for guard dog… — niklas1meyer · 1
Plenty of Mystics are capable fighters. — snacc · 982
What do you see as the use for extra arcane slots in Lily? — Pseudo Nymh · 54
Pocket Multi Tool

Yet another good card for "Ashcan" Pete. Between this and Ice Pick from EotE, Pete and Duke are continuing to get nice support for both clueing and fighting with every expansion. 200 characters yet? Not sure....

Krysmopompas · 358
Brand of Cthugha

I don't disagree with the reviewers above that there are very advantageous aspects of this card over the other Big Damage Mystic spells out right now, but my enthusiasm for the level 4 Brand is marred by the same irritation I have with many of the top-level Mystic spells. Namely, the ratio of benefits to consequences gets worse instead of better between level 1 and level 4 of this spell.

In this case: Level 1 Brand: you get +1 skill value and risk losing 1 action. Level 4 Brand: you get +2 skill value and risk losing 2 actions.

It superficially seems like you are getting twice the boost for twice the risk. The problem is that skill boost doesn't happen in a vacuum. It's a percentage of your baseline skill, so going from +1 to +2 doesn't double your chance to hit. And since the bigger modifiers are more rare in the Chaos bag, you have even more diminishing returns in terms of odds for each skill point you add. For example, if you have +1 over the skill test, your chance of success on normal is usually around 30%. If you boost by 1, to be +2 over the skill test, your chance of success is usually around 60%, a big increase. If you boost again, to be +3 over the skill test, your chance of success is typically around 75%--a much smaller increase as that first extra point was (even though you definitely want the increase!). The exact percentage would depend on the test, your stats, and your Chaos bag, but compared to level 1, you are essentially risking 200% as many actions while getting somewhere in the range of a 20-50% increase in your chance of success.

In many of the top-level spells, you accept that you are making a bigger bet in order to get a bigger damage payout all at once. Sometimes it's worth doing 3 damage at once so that monster can't hit you back. In this case, though, you can do equivalent amounts of damage with both cards, because the amount of damage is determined by the charges you spend, not the level. You do get 3 more charges to spend at level 4, but I'm not convinced that's worth 3 more XP versus running another recharge card in your deck.

You don't just get more charges and to hit bonus. You also get the option to spend an additional charge. So this is also a 3 damage per action spell, like the other high level combat spell assets. But one, that lets you spend less charges on a low health enemy. Recharge options are general inferior on these dual class spells than usual, because one charge is considerable less worth than similar other options. — Susumu · 366
End of the Road

Very tough card to rate as it's extremely scenario/campaign dependent before you even consider how it fits into your deck. Obviously strong when you can actually play it, but how often does that happen? How often is the scenario result decided before this becomes playable?

Personally, I think this card is a bit of a trap in most cases. In a lot of scenarios, the toughest part of the game comes early, and the result usually comes from which way the game started snowballing. Either you easily handle what the encounter deck throws at you, get your engine running, and cruise to victory, or you suffer some setbacks, waste resources, and get stuck until your doom is assured. This card isn't needed to win in the first case, and does little to prevent the latter.

As much as I like the idea behind the card, I very much agree that its impact is just too little. Stragazing does more and still is not seen as a particularly strong card. Would End of the road be too strong if it also healed 1 damage and 1 horror? Probably not. And maybe a wild icon, so the card would actually offer some help when you need it? — Trady · 167
Does stargazing do more? It lets you pick who gets the actions, and sort of blocks an encounter, but actually costs an action and and exp, and you have to wait to get the benefit rather than playing it when you need or want to. — SSW · 213
Dissonant Voices

To me, this card brings up an interesting question: is an encounter card balanced if it punishes certain playstyles disproportionately? For example, is The Tower • XVI unbalanced because of how severely it punishes skill-reliant investigators like Silas Marsh and Minh Thi Phan? Or, in the case of Dissonant Voices, is it unbalanced if it shuts down investigators that are reliant on playing events, like Nathaniel Cho?

Of course, as others have said, Dissonant Voices isn't a complete shut down; Nathaniel Cho can still punch monsters or Sefina Rousseau can draw cards, for example. However, the gap between those investigators' effectiveness when Dissonant Voices isn't afflicting them and when it is concerns me, similar to how some investigators (like Charlie Kane) become mere shadows of themselves during The City of Archives. Not being allowed to play what you intended to play with little room for countering strikes me as potentially poor game design; the "Yes, but..." design of most of the game's counters to player strategy (i.e.; Final Rhapsody: Yes, you can turn s into 0s, but those s are also time bombs when you draw your signature weakness) looks more interesting, and, to be blunt, more fun, than flat denial like Dissonant Voices.

TL:DR; This new user drew back to back Dissonant Voices with Nathaniel Cho and got salty about it.

I think the most annoying experience I had involved a treachery from the Bishop's thralls encounter set and Tommy Muldoon. It just would not stop messing me up! But more generally , I think Dissonant Voices is on the right side of mechanically balanced for me because it goes away after a turn without you needing to do anything. That's a very short-term effect , so it should be fairly dramatic. And it won't be about every scenario, unlike signature weaknesses. There are a fair few cards that will stop, blank or remove it as well so your team-mates can help out if you know it's a problem. And it does teach you in the core set, that the game is sometimes gonna stop you pulling certain levers and it's good to have a back-up plan. But, yeah , 100% , it's boring. There's no problem to solve or choice to make here , beyond cancel it or wait it out. In a lot of ways , its the nearest thing AHLCG has to a "miss a turn" effect and no-one likes those :( — bee123 · 31