Stargazing

Worth noting this card can have extra value in Return to The Forgotten Age, where the updated explore mechanic means you'll either get to this card faster, or possibly even shuffle it into the Exploration deck for a nice surprise while exploring. If it goes into the Exploration deck, it's also protected from encounter deck shuffling and can be searched using Exploration deck supplies.

Time4Tiddy · 249
I have not played the "Return to" version yet, but are there special rules, what happens, if you draw an event from the exploration deck? Otherwise I would say, the effect would wiff. Even, if it doesn't, it would still likely be considered an "unsucessful exploration", you would get the benefit from the card, but loose an action compared to when you would draw the card from the encounter deck. — Susumu · 382
I don't see why it would wiff - it doesn't when it's in the encounter deck, which is also not designed to pull Events from. You do get the unsuccessful exploration, but you immediately get another action, which you can use to explore again, 1 resource and 1 card richer. — Time4Tiddy · 249
Consider that you would have pulled a treachery from the Exploration deck instead of this card, the action loss is happening either way, and would have a more negative outcome. — Time4Tiddy · 249
Geas

Promise to break the promise if you just want 10 curses:

If you want to keep it, the promise only matters on your turn.

  • "play" is during your turn, i can't think of a way around that (rogue cards like Quick Thinking specify "...like it's your turn")
  • "Draw" is hard outside your turn cause most rogue cards do so during your turn like Pickpocketing or Lucky Cigarette Case. All In, Manual Dexterity could work
  • "Commit" should be easiest, during mythos or other player turns.
Django · 5165
You can play fast events outside of your turn pretty regularly. With Chuck, you can do it at least once per round. — SGPrometheus · 855
If you want to get a bit more janky, you can use this to set up the flute. — Zinjanthropus · 231
> — 1337duck · 1
I cannot edit my previous comment - oops. — 1337duck · 1
D'oh. 2x. Anyways, I'm not sure you are allowed to draw in any way on your turn since it doesn't specify draw "action". Hence, stuff like Pickpocketing, Lucky Cigarette Case, All In, and Manual Dexterity would break the promise. — 1337duck · 1
Geas

Usually I build decks focused on 1 or 2 skills so I'm not interested in having a bonus to all the 4 skills. Plus you now have to stop drawing / playing / committing.
But rogues have a few events that let you add up 2 skills (for example Slip Away) and now you have a +2 bonus which is quite nice ! And a +4 bonus to the basic action (considering that the average basic skill value is 3). For example Jenny Barnes investigates as a basic action with an intel value of 4 but if she plays Breaking and Entering she does with a value of 8, which means she probably can do without committing a skill.
An other interesting thing is that the Winifred Habbamock pack contains upgraded versions of the "2-skills events" that can return to your hand at the end of the turn (Cheap Shot, Slip Away) and so ensure you to get these great bonuses more than once per copy of the card.
Now, which investigators are the most interesting to play Geas with this in mind ?

Finn Edwards plays these events with a skill value of 9 or 10 (3 + 4 or 4 + 4 and then the + 2 from Geas), and up to 12 if playing Lola Santiago. Plus the evade event (Slip Away) can be played as a free action.

"Skids" O'Toole has a 10 total skill value for the 3 non-willpower skills (compared to Finn's 11) but he has the advantage to be able to play Chuck Fergus and these events have the Trick trait ! Most of the time, Chuck will probably not be used for the +2 bonus but to make the event both fast and 2 resources cheaper which makes them free fast events played with a skill value of 9 (+ other passive bonuses) that can potentially return to your hand.

When checking cards containing "add your" to find events adding to skills I also found Ethereal Form, Read the Signs and Spectral Razor so we can look at the 2 rogue/mystic investigators: Sefina Rousseau and Dexter Drake. The first has already the possibility to play an event several times but she can achieve a really high value only with Read the Signs. The second one is likely built around assets.

Wendy Adams has access to this card and can also probably be played without committing cards thanks to her ability to re-draw chaos tokens (and so to try to achieve a less high skill value in the first time). She can play Cheap Shot and Slip Away with respectively a skill value of 7 and 9 and could also use Suggestion with a skill value of 10 in a deck trying to limit the amount of fights. She can also play On Your Own to decrease the cost of survivor events to keep the resources for the rogue ones.

Of course other rogues and Lola Hayes can also play it but I'm not trying to be exhaustive, only to describe which decks I'm the most interested in trying this card in.

And I have not discussed the 2 other possibilities (not drawing and not playing): not drawing seems limiting in case you end in a situation in which you need a card still in your draw pile, and not playing would require committing a lot (with I usually do in Minh Thi Phan's decks) and/or relying on your assets (so no munition, supply, key, ...).

AlexP · 294
I quite like this on Sefina, either choosing not to draw or commit depending on how set up she is. Sefina usually runs skill light (due to packing so many events) and draw light (due to her weakness), and can use Scroll of Secrets to "draw" without running afoul of the geas. — suika · 9508
You don't have to not draw/play/commit at all, right, just not during your turn? So you don't have to completely stop doing that stuff, just do it in other people's turns or other phases? That makes it a bit easier, I guess.. — bee123 · 31
Yeah, you can still do what you promised not to do as long as it's not your turn. Honestly this is maybe my favorite card from this pack. — SGPrometheus · 855
I really liked this in a Sefina blurse deck with Geas, Tristan, and Eye of the Djinn, with a bunch of the Mystic and Rogue stat adding events. Testing at like 8-13 stat value is nice for getting filtered draw from LCC (3), as well as not minding as much when you draw the curse tokens and get an extra action from the Djinn. Not sure how campaign-viable this deck is (was playing standalone), but I'm going to try it. — Zinjanthropus · 231
A Watchful Peace

This card finally confirms my suspicions that Silas in a shirt is a force stronger than the woodwinds used to keep the Blind Idiot God asleep or a legion of federal marshals at your back.

I love this game, but I'm not sure how this card made it to print. As others have pointed out, I think this would be perfectly fine if it had a Remove From Game clause attached to it--though even then I think it'd be a steal. Hell, I think this card would see play if were exiled after use and max once per game like a certain other red-flavored card. It's that good.

I'm playing Mary in my blind run of Innsmouth and one of the other players is running Silas. On a whim he grabbed a couple copies of this, and, without any real attempt to abuse it, we nearly trivialized the first scenario it hit the table. About halfway through that same scenario we agreed to house-rule the RFG clause, because it's just too easy for survivor to keep this jank going, even for a bunch of scrubs like us. If I can break it, I know we're in trouble.

Anyway, looking forward to the taboo version of this otherwise quite fun and powerful card. My OCD, though, will remain forever tweaked that "RFG" was never properly printed on this card. Somehow.

Sandmole · 46
A Watchful Peace ironically has caused quite an uproar! — StyxTBeuford · 13052
I just wish it were due Silas' stunning physique and wistful gaze, not a degenerate game effect! — Sandmole · 46
To be fair, I think it was equally lauded for it's sex appeal as it was panned for it's bustedness — Zinjanthropus · 231
A Watchful Peace

This card does seem like it will be highly OP in most cases when there is no VP in the encounter deck. Our group would do everything possible to get every VP that comes onto the table, even if it has not been drawn. For those scenarios when all VP is in play, this would be great late game. I do agree that using it constantly like Big Iron mentioned would make it boring, to a degree, but having other ways to mitigate the encounter deck is always a plus. This would make TCU significantly easier now since only one person can start with this bad boy off the bat. I am happy my boy Mateo just getting more cards from other classes he can use with reliable use.

Funny enough I was thinking about how WP as a powerful, taboo worthy card might not be used as much just because of groups who want to comb through the encounter deck to get all the VP possible. I do think the utility of never drawing though outweighs the additional XP, but for high score games the extra VP is desirable in its own right. — StyxTBeuford · 13052
One nice elegance is that in big groups, where this is best, you also have the best change of finding all the VP enemies anyway — NarkasisBroon · 11
You can still Delve Too Deep to get extra xp and at last draw some cards from the encióounter deck — vidinufi · 69