Holy Spear

I have learned that just having an infinite +2/+1 attack on tap is already one of the best things you can manage. For most Guardians, at least on normal, it means you fight at 6 and can reasonably hit most things without other setup. It is also nice to be able to run other cards besides Beat Cop and Ace of Swords. In this sense, the first ability compares favorably to Timeworn Brand. Now, this does take an extra hand slot, but does cost one fewer resource. So how does the second ability compare?

First off, the second ability is repeatable this time, though requires bless tokens and some usage of the first ability to get it off. +4/+2 is pretty good for just being able to lay the hurt into most things, and if you have some sort of plus 1 damage ability, whether through beat cop, Vicious Blow, or Enchant Weapon, you can whack a 4 health enemy pretty reliably. I would say I prefer the flexibility over the Brand.

So, is this worth running? If you are already running Bless, absolutely! The question is more, is it worth running bless to get access to this weapon? I would say, maybe... It probably isn't as good as Flamethrower, but that has to run its own support suite to be repeatable. I don't think you're going to ruin your game though if you go for this. If you want to force bless tokens just to get the spear, I'd say go for it! Guardian doesn't have great ways to get the tokens into the bag though, so you might need some help, and as always, check with your group to see if they are on board with it. But ultimately, I am glad there is another viable high-end option for using violence as the solution to all problems.

h9uu · 31
Someone I play this game with on TTS uses this in tandem with bandolier and boxing gloves. He does love his Nacho. — gmmster2345 · 2
.25 Automatic

Finn's new friend. Fast and can turn your "additional evade" into "evade + fight". Works well with Delilah O'Rourke, Lonnie Ritter (+ Leather Jacket or Trench Coat), Act of Desperation, Sleight of Hand, Cunning Distraction.

The one downside is if you evade an disengage an aloof enemy you can't trigger the reaction on that enemy. So far this has been very annoying in Death's Doorstep and Secret Name, so maybe avoid this in TCU, especially if going with the Lodge.

Erdjo · 329
Vale of Pnath

When replaying Point of No Return, it is absolutely vital to have a plan for dealing with this location (unless you're fine with accepting R2/no resolution) -- it is a mandatory gate for advancing Act 2. Although there are tons of clues available in the other locations, you cannot actually flip Vale of Pnath unless there are specifically no clues on IT, and hitting Shroud 4 without committing or playing cards can leave even dedicated clue-getters subject to the whims of a small number of tokens in the bag unless you can rely on multiple static boosts and/or triggered abilities. For many solo investigators it will be flat-out impossible unless specifically built-around.

(FWIW, in my personal games, I house-rule that Vale of Pnath's veiled ability can be triggered as if there were no clues remaining on it if the investigators have "surveyed the vale" -- with flipping Crag of the Ghouls or Peaks of Thok leading to remembering that the investigators have "surveyed the vale." I think that offers a more varied way for investigators to contribute to advancing the act.)

anaphysik · 98
This isn't actually that difficult? You just need some static boosts or action-to-investigate assets in play ahead of time, which is most investigators' plan anyway because it saves cards and resources — Thatwasademo · 58
Oh, I guess if you're playing on hard/expert +2 isn't a reasonable margin anymore, and that's the figure I was saying was easy to hit, so nevermind. — Thatwasademo · 58
Except that most of the time you are aiming to sit at ~5 Int in play to default to that +2 margin against Difficulty 3 or lower tests with commits to boost up for the occasional 4+ Difficulty investigations. The big issue is that this is a mechanic that will throttle certain builds in a choke-point location which is just bad design. — Death by Chocolate · 1490
You can also use any of the various "discover a clue at a connecting location" cards (e.g. Sixth Sense, "Look What I Found! (2)", Seeking Answers) — LivefromBenefitSt · 1091
Burial Ground

It's a nice touch that the Ghouls in A Thousand Shapes of Horror spawn in the graveyard. Dream-Quest of Unknown Kadath makes it pretty clear that the "ghouls of the waking world" actually live in the Underworld, and simply cross over from the Dreamlands to feast in waking-world graveyards. So the Ghouls are only here due to random proximity to the Underworld entrance, because they're coming up from the Dreamlands' Underworld for their snack time, unrelated to the Unnamable itself.

Similar to the Web of Dreams overarching story, I suspect that what happens to your house in The Gathering is also probably a Dreamlands/Underworld-merging-with-the-waking-world thing, even if it's never explained in Night of the Zealot.

(Mechanically, it's also a way to make area-of-effect damage more relevant beyond just the swarming mechanic (in fact, probably more so, since most swarms are more easily dealt with via normal attacks/evades).)

anaphysik · 98
It's fun to jump over with Track Shoes.... — LivefromBenefitSt · 1091
Wendy's Amulet

TEoE introduces Black Market and Cheat the System, fast rogue events which bring you cards and resources. The fact that your teammates can use cards revealed from you deck by Black Market without spending actions. The fact that they will be put into your discard pile so you can use then again right after your teammates. The fact that you put them back at the botyom of your deck. The fact that you and you teammate got so many money from cheating system that swift reflex and will to survive are affordable, and they are all fast. The fact that your deck is thin and the order is fixed so you can easily repeat all these next turn. Easily the most broken signature card in the whole game , if not the most broken player card.

Tzolkin1065 · 155
Of course, don't go back to Dunwich, Cultists there hate well-scripted deck and will disturb it by all means. Unless you are filled with DETERMINATION and plans to erase their entire existence with A watchful peace. — Tzolkin1065 · 155
Omg... I had never considered Wendy using a watchful peace... And I thought Silas was too good with it :-P — NarkasisBroon · 11