The Red Clock

I just wanted to point out what appears to be a misconception with this clock. From the artwork and flavor text, it is "broken but reliable" and the way the game handles this is once its played it does a different action in a 4 turn cycle.

Turn 1: +3 to next skill test. This starts during your turn, meaning this cannot be used on a mythos phase test. Turn 2: Move up to 2 spaces. Edit: As Zin said below this is not an action and so does not provole AOO. It is hence two free shortcuts you can use right then (but not stock). You may move up to twice immediately after your turn begins, but if you don't move right then it's lost. Turn 3: Gain one action this turn. Turn 4: Gain 3 resources.

And then it repeats until scenario end. It gives very powerful bonuses all in all, and they come at predictable times (reliable) but the clock is broken: you can't make it do what you want when you want it.

Unless you have an eldritch sophist.

drjones87 · 188
If you don't do a test on your turn the +3 would give you a bonus during the mytho's phase as written, its not "next test this turn" its just "next test" whenever that is, and the movement it gives you is not an action so you wouldn't get AoO, its basically just giving you two selfish shortcuts. (also eldritch sophist's can fix clocks) — Zerogrim · 290
Love it. — drjones87 · 188
Could you use haste after the two movements? — IntoxIcatIon · 1
The movement from Red Clock is not an 'action', so Hate would not count them. — darkernectron · 8
@Zerogrim:exactly how does sophist fix clock? — tasman · 1
Bandages

The "Survivor flavor" of this ability seems to read like you can only treat fresh wound with a quick bandage, otherwise something like a full boxset of First Aid kit should be better for the job. But you can tech by begging for a damage at the same location as an investigator with this card, trigger , but heal Leg Injury, Arm Injury, or -Spoiler- (that was there for long while ago) instead of an actual fresh damage you just took...

5argon · 9150
Nkosi Mabati

So, I was like checking this guy out for a sister Mary deck, and while I was looking at cards, I saw teamwork, and then I read the card again, and I thought what if I use teamwork, to give it to Stella, and when she played it, she assigns her 'sigil' to be the auto-fail... I don't think that would be beneficial at all, but if anyone would want to call an auto-fail on demand it would be her... lol

Or Father Mateo — LaRoix · 1643
Survey the Area

This card makes any investigate action akin to using Lockpicks, for zero resource cost and no 'play' action (for one XP). What's not to like? Trigger all your 'succeed by x' cards, investigate those high shroud locations with little or nothing else committed, etc. with no setup.

Obviously Monterey Jack and Trish Scarborough both get a lot out of this card; they like to get clues and they like to evade/move quickly. Not bad for Ursula Downs either.

My favourite use is giving this to the guardian so they evade at like +7 for those occasional enemies you can't just punch. — Zerogrim · 290
21 or Bust

Can Jim Culver treat as 0 while resolving this card? And can I choose the value of after i draw next tokens? Or I have to choose it right when I draw it? 200 characters, so have a good day if you read this!

Pawiu14 · 184
Jim can't choose to change the modifier of the skull-token, since this is no skill test in which you have a modifier. And since you count the total value when you stop you are free to choose the elder sign value until then — Tharzax · 1
Jim could treat the Elder Sign as a 5 (Skull), though. — dscarpac · 929