Through the Gates

If I interpret this card correctly, it will have an interesting interaction with upcoming Dilemma cards. You draw the Dilemma and the Revelation effect of the Dilemma is triggered because they should be resolved immediately, what, I assume, is between these two sentences in the weakness wording: "Draw the top card of your deck" and "If it is not a weakness..." Thefore if you are a survivor who happened to get this weakness, dilemmas occur to be more appealing to you, as they won't be wasted by this weakness, especially if they are singletons (besides removing a posibility for you to use them from your discard).

chrome · 59
Yeah, that would work. You did specifically draw the card, which is all revelation text asks for. — Lailah · 1
Tool Belt

One issue I have with this card is, that it does not seem that great for Tool-cards, that occupy double slots.

Let's say, Kymani has a Sledgehammer in the tool belt, and a Thieves' Kit and their Grappling Hook in play. If they want to use the hammer, they can swap one of the two assets in play into the belt, but have to discard the other one. Unless, they have somehow a way to gain a third hand slot. Currently, while not all "Scarlet Keys" cards have been spoiled yet, the only option for them for a third slot would be Quickdraw Holster, which clashes with the body slot of the belt, and would be of no use for Tool-assets anyway.

An interaction, that might be good, but I don't see that many applications, where it's amazing, could be Well Prepared. Cards attached are still in play, and their icons not blanked, so this should work. I doubt, you would want to use the icons from Chainsaw or Sledgehammer on other weapons, but the passive from a Lantern might be worth it, if you ever want to flex Yorick or (more likely) Tommy. Also, sometimes a single pip can make a difference.

Susumu · 371
I look forward to try this card with Joe, who can ignore the hands lots with his Colts. — Tharzax · 1
Yes, but he can only take the level 0 Sledgehammer. — Susumu · 371
I think that if we plan to swap two-handed weapon, then it's good choice to equip only one tool or lightweight tool like Old Keyring. — elkeinkrad · 499
I know this review is before expansion but hidden pocket helps you holding those illicit tools you have. — vidinufi · 69
You can still have 3+ Tools with a two-handed Tool among them. It's just that you'll want to either keep all-but-one of them on the Tool Belt, or else swap out over the course of multiple rounds (e.g. evade enemy and attach Thieves' Kit to Belt in first round, then in second round swap Hook and Sledgehammer). Even if you expect to use 2 Tools every single round and have eveything else be specific-case-only, you should often be able to just have one out at a time, as you can plan to swap with the other one on the Belt. It's certainly more awkward and restrictive, but it hardly seems backbreaking. — anaphysik · 96
Fury That Shakes the Earth

Hello, to count the doom for spawn the enemy in pursuit (spawn after the third doom in agenda), does the doom that is in location or player cards count?, or only counts the one that is physically on top of the agenda card but not in location or player cards?

Thanks!

Scherzo · 3
No, it is only the doom on the agenda. Other tokens don't count for the forced effect. — Tharzax · 1
Ghastly Possession

After a long time, wonderful mystic skill is released. We could choose one of two effect, and each has good effect.

First effect helps we to place one doom on an asset card. Of course, generally this effect is not good, but it is not true for some cases. Marie Lambeau may want to place one doom to gain additional action. For the deck with Elle Rubash, this effect helps we to attach any card with skill test into the Elle to get +1 skill test. I have a note that placing a doom is resolved immediately, so that we have a chance to trigger Elle's ability during the test.

Second effect is more flexible and good. Removing a doom is situational, but when we only focus on replenishing uses, it is very common and good effect. Moreover, this effect refers to the asset's uses value. This card is almost the first released efficient charge adding card for the EotE spell series, such as Brand of Cthugha or Blur. Moreover, there is no restriction of charge or your test. It means that you may commit this card to your friend's (or you?) M1918 BAR to add 4 ammo or Flamethrower to add 2 ammo.

Additional notes:

  • Ghastly Possession is spell card, so that it is searched by Arcane Initiate.
  • We can trigger empty Brand of Cthugha or Divination and commit Ghastly Possession, and replenish charges before spending charges to resolve Cthugha/Divination effect; not for Blur since it requests charges when triggering.
elkeinkrad · 499
card is also really good with Abyssal Tome, setting up some nice damage burst. — Piecommander6 · 15
Archive of Conduits

TL;DR: Dont buy this card unless you know the campaign and have a good plan for how to use it.

The Tindalos version of the Archive of Conduits is one of the two researched conduits that target enemies with their leylines, the other being the Aldebaran conduit. Let's have a closer look at this card, which I have dubbed "put a leash on your fighter" (melody: "Toss a coin to your Witcher"):


The conduits are different yet all themed around leylines and movement. The Tindalos conduit let you put a leyline on a non-elite enemy as a action and teleport a party member to that monster as a action. If you used the regular action, you may remove the leyline to deal one damage to the tagged enemy. Or you can leave the leyline and just keep teleporting your poor friends into the clutches of an angry murder bird.

The Good

  • You can more safely split the party and still have a fighter on tap. A (non-elite) monster spawned on the mystic? One leyline, one action, POP, the fighter is there to help. You can also gather the team around an (non-elite) enemy.
  • Test less damage is always great. Good for zapping annoying aloof 1 hit point avian fiends or doomy cultists. Or to simply reduce that 3 hit points enemy to something that can be killed with a single slash from a 2-damage weapon.
  • It's a great way to counter enemies that spawn far away from investigators. That's a small subset of enemies, but cultists often like to plot in peace. Better hope they spawn on a revealed location and not inside the train engine on the other side of the map...
  • You, the seeker, can kill off a baddie simply by ramming an investigator into it multiple times. It's not the best use of an expensive asset and your entire turn, but it's fun!

The Bad

  • This card is less useful for the Seeker paying for it. Let's say something nasty spawns on you, and you want to teleport in a buddy. You'll need to place a leyline on that enemy, activate the teleport action, take an attack of opportunity and, voila, here's your bodyguard. But the enemy is still there, up in your face you and it won’t go away until the fighter can kill it on their turn.
  • Too conditional to be used as a way of transport. There are a few possibilities (leaving an evaded non-hunter enemy alive close to the temple exit), but those are often clunky.

The Ugly

  • Non-elite enemies and revealed locations only. That's harsh, especially the non-elite clause. There are scenarios where this card has very few, even no decent targets. To be fair, there's scenarios where the card is great too, but even more where enemies will spawn on unrevealed locations, the map is small, the group is travelling together or where you're running away from monsters - not toward them.

In summary the Tindalos Conduit is awful in some campaigns and kinda okay in other. If you can make the teleport work for you, saving movement actions is so valuable that even this card can shine. It's better in larger groups and just plain bad in solo, better on larger maps but often redundant on small maps. A Researched 4 xp, 4 resources asset should be more universally useful than this - yet here we are.

olahren · 3476
Some investigator could benefit of this asset due to their weaknesses especially if this is an enemie like zoes — Tharzax · 1
If you leave some handcuffed enemies behind or use some new spoiled cards with a similar effect you can use them to teleport around. Though there’s an archive that lets you teleport like that already… — Django · 5108