Doomed

Am I unlucky? Or am I playing it incorrectly?

Fairly newer player here. So, it could be the latter. However, by scenario 3, I now (would have had, because I house-ruled a reroll mid campaign out of insane frustration, fight me) ((foreshadowing)) have the possibility of the bells being in my deck.

Situation:

Game 1: draw Doomed first upkeep phase. No biggie. It's all good. I imagined how this might go as I'm running the infamous Ursula Fast and Curious deck. Draw draw draw. I foresaw this being a problem with the deck upon creation, but thought, "ehhhhhh it'll be fiiiiine"

Game 2: first upkeep phase, draw Accursed Fate. Okay. Not exactly how I imagined this. But hey, "we're still good" (mythical beasts, I got you).

Game 2 (3 turns later): draw Accursed Fate. Wait. What? Oh, yeah. Remember that shuffle happened because of Eureka!? Oh yeah. I 'member. I didn't have Milan in my opener after mulling 10 cards for the second game now. But we had Eureka! We thought "we're still good," but in reality, we weren't because we shuffled Accursed Fate conveniently to the top like the Champions of God we are.

Game 2 (right after it ended): me making whining noises and being very frustrated with silly cards, then remembering, "I'm the boss in my house" (kind of). "Consider yourself rerolled ya stupid bells" windmill slams a new basic weakness on the table.

1/10 Will probably* not play it again.

*I mean, mechanically, it did exactly what it was supposed to do (assuming I played it correctly with the shuffle), giving me the fear of my impending doom. I just didn't realize I was supposed to die by game 3.

bunglejoey · 1
This card is fine for any average investigator that has little to no draw power. Odds are you won't see a copy of it in half of your scenarios. However, if you like having fun while playing the game, you'll probably go through about 80-100% of your deck per scenario, if not more. I consider myself a pretty hardcore player, often playing on the hardest difficulty with minor issues, always going for max victory and 2 delve too deeps. It's safe to say that I'm not proud of it, but this is the only weakness my group has taken out of the basic weakness pool, while it's effects aren't all that bad, it's just completely unfun. — MaleficMarby · 31
My group also usually skip this weakness, due to the way it works. Also draw power is something usually all players want in this game — Tharzax · 1
Not sure how you say eureka caused you to get it three turns later. Are you shuffling your discard into your deck any time you're asked to shuffle your deck? — Spamamdorf · 5
Transfiguration

I have a few questions about this card:

1) When an investigator like Sefina, Diana, or Barnaby becomes Amanda, which card is committed to each test? Are the cards beneath Sefina considered separate from Amanda’s?

2) If Sefina becomes someone like Diana, do effects that reference "cards beneath Sefina" (e.g., from The Painted World) still apply?

3) When Sefina becomes Diana, do Diana’s effects that add cards beneath her apply on top of those already under Sefina? Does the +1 Willpower bonus apply to all cards beneath?

4) When transforming into Ashcan Pete or Preston Fairmont, what happens to their signature cards? Does Duke enter play upon the change? Does Family Inheritance come into play?

Antilope · 1
It's mind-boggling to me that this expansion came with an FAQ, asking super self-explanatory questions like "Does a skill card have an even or odd cost?" and not ONE question about this card, which literally breaks the fabric of this game. — MaleficMarby · 31
Well said. 1) Dunno, still the weirdest edge case. 2) Yes. 3) Yes. 4) No. — AlderSign · 391
I don’t know how confident we can be about #4. They have explicitly (and bizarrely) ruled that 1p copies of On The Mend enter your bonded region when you become Vincent Lee. What is the principle by which you gain those but don’t gain other signatures? — Eudaimonea · 5
Are you talking about Transfiguring into Vincent? Because that ruling makes no sense, since only the front side of the investigator card is replaced (and starting with On the Mend is stated on the back). Would be happy about a source, though. For Pete I see it as clear, because the game has already begun by the time you Transfigure. Unless you interpret the wording "you begin the game..." independent from the game having begun, the same holds true for Family Inheritance, as the permanent keyword has a very similar wording. Even more important, the front of Preston does never instruct you to put it into play, so although it mentions it is in this situation nowhere else stated what a "Family Inheritance" is. — AlderSign · 391
Yes, that's the ruling I'm talking about. It certainly makes no sense. You can find it in the podcast spoiling Transfiguration. It was an official ruling from FFG: https://therestrictedcollection.podbean.com/e/ah020-spoilers-from-the-drowned-city/. — Eudaimonea · 5
Thank you! — AlderSign · 391
Magnifying Glass

This becomes really good with Kate Winthrop if you plan to do actions on an empty location. Having always a +4 bonus on any test if you got 2 magnifying glass is really awesome. A must in my opinion.

arvendor · 27
You drop the clues when you put'em back in your hand. — MrGoldbee · 1486
Task Force

Just want to point out that.

A) Playing this provokes an attack, so be careful with that. B) The "actions" on this aren't actions, so they dont provoke attacks.

This opens the door to be using assets that would normally put you in jeopardy or moving enemies around. For example if somebody else has an enemy, you can move the player and an engaged foe goes with them, which might have a variety of uses.

This card picks up a LOT of steam in a bigger group and at higher level, where more and more players are toting bigger effects on better and better cards, not to mention that higher level characters can pull off bigger and bigger stunts.

All of that said, I think this card could have used "Does not provoke" as part of it's text, simply as a means to be useful when all the enemies are on you.

Tsuruki23 · 2568
Baddies HATE a task force. — MrGoldbee · 1486
Obsidian Claw

This is easily the artifact that was most desired during my first Drowned City run. Everyone knows that Pathfinder is incredibly powerful - so what about a permanent Pathfinder that doesn't even have the unengaged requirement, and can move two spaces for good measure? Drag enemies around as you like, and be wherever you need to be!

Sure, the flip side is a little sad. The fight is of limited use. Finn Edwards or other Dirty Fighting users who can deal 2 damage with this. That still only puts this on par with 'okay' attacks, and most fighters have standard weapons that can be used more than once per turn for more consistent results.

But when you already have access to one of the stronger effects in the game, it doesn't matter if the 'bonus' effect is weak. The flip effect of this could not exist, and this would still see constant use - and if you happen to be on the path where you can get this on your second mission, it should be a priority objective to do so.

Ruduen · 1015