True Understanding

Will add some pieces of data I was looking for when entered this comment section and didn't find it fully. I will repeat something of what was already mentioned, trying to make my own review pretty comprehensive. Everything turned out to be in the rules, though, but who reads them before they need it? DISCLAIMER: I will be using some encounter cards from different cycles as examples, so if you care about that sort of spoilers, don't follow my links).

  • What is "skill test from an ability"? I was sure that ability is only what is triggered, but I was wrong. Yes, there are triggered abilities (if a scenario card has any type of arrow, triggering which you initiate a skill test, you can commit this card, e.g. Bedeviled), but also: constant abilities (an effect that simply exists and doesn't have any specific point of initiation according to the rules. As I understand this card fits), forced abilities (something after word "Forced" that initiates a skilltest. In theory, bc I didn't find examples) and revelation abilities (skill test after word "Revelation", so, yes, basically half or even more cards of the encounter deck, like our favorite Rotting Remains or Crypt Chill). That's when I got true understanding what is this card about.
  • What is "scenario card?" From rules: "Scenario cards include act cards, agenda cards, location cards, treachery cards, enemy cards, and scenario reference cards." and "Weaknesses with an encounter cardtype (such as enemies or treacheries) are considered to be player cards while they are in their bearer’s deck, and are considered to be encounter cards while they are being resolved, and once they have entered play". So you can find some clues while committing True Understanding to Searching for Izzie. And don't forget that abilities on weaknesses in threat area or attached to the location can be triggered by other investigators in the same location (yes, pure Jenny can spare her out-of-class card room for something more appealing while her seeker can watch her back). Above mentioned Bedeviled now can also be taken away from Finn with some additional use by your seeker. And, basically, any parley action with skill test can be assisted with True Understanding. This chatty Cathy Poltergeist! Always spills the beans.
  • TL;DR the card is not that situational as one can find and, given you can commit it not only to your own skill tests, you are unlikely to find yourself in a situation when it's been uselessly sitting in your hand for half of a game without any chance to be triggered. It's much more easier to use it than, for instance, Evidence! while it is an actionless and 0-resource cost way to get a clue. The test, you need to pass, can also be easier than the location's shroud value.
chrome · 68
Yeah, I love this card. I find myself trying to squeeze it in wherever I can, just for the action compression. — SGPrometheus · 847
I don't think you gain a clue from "Searching for Izzie" with this card, because it would still be a "discovered clue", and Izzie says "instead of discovering clues". — Susumu · 381
@susumu I'm 99% sure it works with "Searching for Izzie". That's how I would reason it: You use two actions on a scenario card (since it is the one) to initiate the investigate action and therefore a skill test. Then you follow the sequence of skill test timing in accordance with the rules. You determine success or failure of the test during the stage ST6 and at this point you get the clue due to effect of the card if your test is successful. Only THEN, at stage ST7, you apply skill test results, i.e. consequences of the test. It is specifically stated in the rules that sometimes these consequences may be modified by the card text and you get something different from what you normally should obtain. Text on the card "Seaching for Izzie" absolutely definitely (at least for me) refers to modification of Investigate action results. Otherwise the text should be worded as "You cannot gain clues during this action." — chrome · 68
It's true, that success or failure is determined at ST6, but reaping the clue from TU is like any other effect of the action in ST7. And Izzie even says "instead of discovering clues" (plural!). If you commit a "Deduction" to the test, you also won't get a clue from it in my understanding. — Susumu · 381
The text on Izzie, or indeed any other encounter card, is irrelevant: TU grants you a clue as a totally separate effect. You don't gain clues when you succeed at Frozen in Fear, but TU will still give you one. Don't be confused by the limitations imposed by Izzie; they only apply to the investigation made from the card's action. Deduction doesn't work because it specifically modifies that investigation; TU is totally separate from it. — SGPrometheus · 847
True Understanding will discover a clue while performing "Searching for Izzie". This follows the ruling for Rex Murphy's ability to discover a clue — SanguineYume · 1
"Lucky" Penny

A straightforward use for this is as a curse-heavy solo Rogue, at which point this simply turns half your curses into blesses. In theory, this averages the value of all curses to 0.

In practice, of course, you still have increased standard deviation, which is worse than not having the curses there at all... your worst-case scenario still means assuming all your curses come up cursey.

So perhaps the better way to look at it is as an automatic 50% saving-throw-vs-curses. Difficult to say if that's worth a 4xp one-of.

HanoverFist · 755
50% until you have false covenant, then it might as well be 100% given you can selectively trigger false covenant only when the curse matters. — Zerogrim · 295
Guidance

I have run this a couple of times with parallel Roland now, because one of his directives (Red Tape) makes Guidance fast! Now it may still not be the most optimal card, but now you don't lose an action playing it, which is good.

HorrorBros · 7
This could also be nice with farsight. Get your fighter into position with pathfinder and safeguard and grant him more actions to kill the boss. — Django · 5163
I had the same thought. It's not too bad... it's a passable card for Parallel Roland w/ Red Tape. However, it was also one of the first cards I ended up cutting. Django's idea of using it with Farsight is also an interesting idea, because Deep Knowledge is also an Insight card and could thus be considered a Farsight enabler... — GermanJoey · 1096
"Get over here!"

I think this card can be situational (for 1 data point, I had fairly little use for it in my recent Carcosa/2-player campaign), but it had strong synergy with Zoey Samaras for specific spectacular situations, mostly because of 2 things:

I’m mostly sad that it and it’s updated version can’t do anything about SPOILER, otherwise it would have scorpioned two potential birds with one stone.

krzhang · 7
"Get over here!"

Definitely a good card for Nathaniel to take, but I could see uses for the card in other investigators. The engage part means you can attack enemies on another investigator without accidentally hitting them, and you can drag Aloof enemies to you. Fast means you can play it on another investigator's turn, so you don't have to go first just to take care of a monster engaged with them. Moving the enemy means you don't have to spend your actions to get to the enemy's location. Plus, if your deck has cards like Evidence or Grete Wagner (or if you're Roland), you can reposition an enemy onto a location with an otherwise hard-to-get clue.

Not a must-have card for every character, but in larger player counts (where monsters are more likely to show up and there's more non-fighting allies you might want to protect), in campaigns with more Aloof enemies (hello, Whippoorwills), or if you have reasons to want enemies in specific locations, it's probably worth checking out.

Sethala · 5
There's a massive benefit in the 2xp spent here, for sure. I think you could justify this on pretty much any guardian in any campaign, but Dunwich definitely stands out. — SGPrometheus · 847
Another thing to note is that Nathaniel can drop this bad boy in the Mythos or Upkeep phase to take advantage of this ability which is only once per phase. Not once per round. In addition, dropping it at the beginning of the upkeep phase means all enemies have attacked and are exhausted - thus cannot retaliate. — 1337duck · 1