Stylish Coat

This card has been translated into my language in a way that indicates that another player must use the gain resource effect. Is there any official rule or explanation that effect should be read "another player card effect" and not "another player card effect"?

Zepps · 29
In English, the latter would be 'another *player's* card effect', so since it isn't that we can assume it's the former. — SSW · 214
In German it says if an effect from an other card, which is not an scenario card, gives you ressources you can activate the reaction. — Tharzax · 1
It's actually not that in German. It just builds a compound noun of "playercardeffect", which is quite common in German. So yes, this is also an indication, that these are linked together, but not the another. But, like mentioned by SSW, the English original text indicates as well, that it's not another player, and that is the canonic text to reference in case of a doubt with a translation. From FAQ: "Unless errata for a card appears below, the original English product printing of that card and all of its information is considered accurate, and overrides all other printings. This includes translated cards, promotional or organized play cards, and printings which may appear in alternate products." — Susumu · 372
Besides, an annoying new translation mistake, of where the English original would override the German version, would be "Word of Command" and "Power Word", which are both called "Machtwort" in German. So by the rule, you should only be able to add two copies by name to your deck. But the English version overrules that. — Susumu · 372
Katja Eastbank

Background: I played Katja Eastbank in a Stella Clark deck with emphasis on Dilemmas. We played a two-player campaign of Path to Carcosa and Stella joined the campaign after the Asylum. My partner played Joe Diamond.

Katja Eastbank was a great addition to the deck. Stella Clark's character ability offset the action cost of Katja Eastbank when accessing cards beneath her. We were able to put dilemmas beneath Katja when the situation was not favorable and activate them later on. However, Katja was even more useful when drawing situational cards such as a second .18 Derringer or Old Keyring while the first one was still healthy. Here, Katja Eastbank basically saves that card for later and provides you with an additional draw.

I think Katja Eastbank is particularly good in decks which include strong but situational cards. "Situational" cards are not limited to high-impact Dilemmas such as Fickle Fortune but may also be cards such as End of the Road, assets with expendable charges for later use, and Alter Fate, just to name a few. Stick these cards to Katja Eastbank, building up a strong selection of cards for later use, and draw into your economy, skills, or general-use events earlier.

One thing everyone seems to have overlooked here is Katja's ability to speed up card draw, and her usefulness in discarding those cards when she departs for the great esoteric repository in the sky. Simply stuff your deck, then Katja's raincoat with improvised cards and the Moonstone then Tetsuo her out to improve resource expenditure, card draw, tempo, and test successes as all those cards are discarded. — Blitheharrow · 38
Predator or Prey

Background: I played Predator or Prey in a Stella Clarke deck with emphasis on Dilemmas and Katja Eastbank. We played a two-player campaign of Path to Carcosa and Stella joined the campaign after the Asylum. My partner played Joe Diamond.

Overall, we found Predator or Prey to be a difficult card to make good use of. More often than not the card was drawn without the option to stick it to Katja Eastbank and resulted in Hunter enemies moving an additional step or enemies considered evaded and moved-on became quasi-hunters. Due to our team composition, our capabilities to handle enemies was limited compared to a pure fighter-cluever setup. We rarely managed to make good use of either option of the card.

I think the card shines when you have the choice between both options, i.e. some investigators are engaged with enemies that they can't handle and some investigators are trying to get to an enemy. In our case we were often forced to take an option which hindered us more than it benefitted us. I expect Predator or Prey to become more useful with increasing player count, where investigators encounter a more diverse set of challenges at the same time.

Making Preparations

Background: I played Making Preparations in a Stella Clarke deck with emphasis on Dilemmas and Katja Eastbank. We played a two-player campaign of Path to Carcosa and Stella joined the campaign after the Asylum. My partner played Joe Diamond.

Drawn during the investigation phase, Making Preparations provided a welcome boost to when investigating locations with high shroud and / when handling enemies. When drawn in the upkeep phase, Making Preparations was generally used to boost and one of the stats we deemed most useful for our next turn.

In almost every situation Making Preparations provided a welcome boost to two of our stats while the drawback seemed neglectable. In my opinion, the card is particularly good in decks with solid card draw. Here, the card provides boosted stats at no action similar to a skill but for the entire investigation phase and the entire team. I suspect Making Preparations becomes less useful the more players you play with as your team will often face a more diverse set of challenges which require more than two skills to solve effectively.

Clean Sneak

At first look you might think this card is not so good, but let me change your mind; this card is not just not good, it is completely terrible. If this card costed 1 xp, you might play it once or twice and just be done with it, and realise that it almost never does anything. Not only do you need to have enemies exhausted on your location, you cannot even choose the same option twice lmao. So you need to spend 4 xp and exhaust 3 enemies and spend all of your actions, and then play this for fast and for example draw 1 card (which just means this card replaced itself), deal 2 dmg to one of them like Sneak Attack does, and get 2 resources? Wow. My group has our own tabboo list since the official one is always 2 years behind, and we don't wanna wait to change cards that are problematic, and we changed this immediately when we saw it to be 3 xp so that Finn Edwards and Rita Young can take it as they were the only ones who would even consider it, and dear lord did we regret it. We did not regret making it 3xp, but buying it and replacing our 0xp cards for it, as it was so underwhelming that i think nobody will ever buy it again. We might actually change it to cost 2xp, just so it is a bit better than Sneak Attack which we rarely play

Blood&gore · 435
It's rare to see two enemies exhausted at the same location, let alone 3-4. Even if you somehow get the perfect play opportunity and get all 4 rewards you're probably not getting 4xp worth of rewards. I am baffled what the intended use for this card is. — Pseudo Nymh · 67
I think, you are exagerating. "Sneak Attack" costs 2 and an action. (Although 5 XP Chuck could make it free and fast.) A clue from "Working a Hunch" also cost 2, at least it is fast. You could get the effects of both (level 0) cards for 1 card. The biggest issue is the opportunity cost of sinking evading actions to setup this card. Let assume, Fin could take this card. He could use his additional evade action on one enemy, and a "Breakinng and Entery" for a second one on an investigate action to grab a clue. He would not need to waste actions for a decent payoff. It is still too expensive in XP, and not in the range of the investigators, who might make it work. — Susumu · 372
Besides: "we changed this immediately when we saw it to be 3 xp so that Finn Edwards and Rita Young can take it". It's your house rule anyway, but according to what you wrote, you might have a missconception of how chaining on the taboo list work. It only alters the XP cost, not the level of a card. So it does not change, who can take the card. For example, Dunwich investigatores (beside Duke) can still not "Signum Crucis", because it's still a level 2 card, regardless of costing 0 XP with taboo. — Susumu · 372
Yeah i know how lvl and xp work, i just wrote that we changed xp since we just say it that way. Also, if Working a hunch required you to have an exhausted enemy on your location so that you can play it for fast, it would be awful, like this is — Blood&gore · 435
It is not completely comparable, because it is in seeker class, and rogues have (in general) the easiest way and most pay off to/ from evade, and second because it costs 2 resources. For "Clean Sneak" to be somewhat decent, you need it to reliably be triggered, when 2 enemies are down. Getting 3 down is something, you might achieve once or twice a campaign, when everything aligns right. (And then you still need the action compression to get out of the snake pit as well.) But if you have two exhausted enemies, "Clean Sneak" can save you 1 card, 1 action and 4 resources compared to "Sneak Attack" + "Working a Hunch", that's not that terrible, even though it is 4 XP, and the other cards are level 0. One issue with this card is, in solo it gets harder to trigger, because there are less likely multiple enemies on top of you. (Which is a good thing!) And the more players are in the game, the less efficient evading gets, you don't want to get swarmed with enemies. Most investigators, even if they are Rogues, want to do better things with their turn, than repeatetly evading. This card gives you a pay off for something, you in general want to avoid doing. And it is gated from the investigator, who have the lowest opportunity cost to go for it. That makes the card bad, not the effect of it. — Susumu · 372
I don‘t really understand why you argue against him, especially in this volume of text. Only to arrive at basically the same conclusion but with some different semantics… — niklas1meyer · 1
Probably because I'm reluctant to Blood&gore's "we taboo/ errata any card, we don't like on first sight" approach. — Susumu · 372
Yeah we are saying the same thing, i am just also adding that my group fixes the card right away because FFG is known for waiting 2 years to fix what is obviously not good, so i do not understand why not just change it right away, especially if the consensus of your group and almsot the whole community is the same? It was the same way when we first played Gene or Cyclopean Hammer when EotE came out, we saw it was broken right away and changed it immediately, and it turned out that we did the right thing, we made Gene 5xp and we made Hammer do the exact thing that FFG made do. So i guess we are doing what is right, which is not hard considering that we just do what common sense says, and we change it that way — Blood&gore · 435
maybe change the text to "for each exhausted non-swarm enemy at your location, choose TWO different options"? and leave the xp cost be. it would be still very situational but could be neat. — galge · 16
I mean, Fairmont gets Survival Instinct (2), Fire Extinguisher (1), and can drop a Cunning Distraction. But this card looks best for Rita, who can use Survival Instinct (2) more convincingly, gets Fire Extinguisher (3), Impromptu Barrier, Light Footed, and likes Bewitching and Shrine of the Moirai. She also struggles to get clues and leaves lots of enemies on the map. A poor card, but it might be fun to run it asxa gimmick for her in something like that configuration, just because it accelerates the game. And, It works on Elites too! — Blitheharrow · 38
Oh! That's right; Rita can't take it. In that case, pure garbage. — Blitheharrow · 38