The Skeleton Key

Skeleton Key might be a strong "maybe" purchase for Rogues and off-Rogues in multiplayer, but I'm a little surprised no one has mentioned how excellent it is for Ursula Downs.

  • Seekers love this card to begin with, as it makes their job easier, so being able to include it in a deck is fantastic.
  • Dr. Elli Horowitz and the rest of the deck searching powers of the card pool mitigate the Exceptional restriction.
  • Ursula's action compression allows her to budget the needed for moving the key.
  • Her upgrade pool is pretty limited, so not too much competition beyond the big-ticket upgrades.
Maybe? Ursual really doesn't need it, though. It's pretty easy to get her Intellect (or Investigate at least) to 6 with a few static boosts, then she doesn't need to spend 4 XP, a card slot and some number of actions to investigate. There are some scenarios with stupid high shrouds or a lot of clues, and that might help the non clue-getters to do their part, but in most campaigns? — LivefromBenefitSt · 1075
I also disagree a bit about the usability of this for Ursula. It still requires 3-4p due to the number of actions to attach and detach. Ursula's action compression is best used get in and get out of a location quickly. Even in 3-4p it doesn't make much sense to use it on 1 clue/investigator location unless they are 4+ shroud. Ursula has a huge upgrade pool. I didn't start running out of stuff to upgrade in TFA until I have at 50+ XP. One of my favorite upgrades in Ursula that functions similar to Skeleton Key is Arcane Insight. It takes up an unused slot, is actionless, can be used by anyone at your location and it actually reduces the shroud to zero. I can't see many situations where I would choose Skeleton Key instead. — The Lynx · 992
As someone pointed out on mythos busters, it kindof antistacks with Ursula because you want to be moving to investigate a new location every turn, and you can't attach the skeleton key to a new location until after your free investigate opportunity — NarkasisBroon · 10
I see everyone's points! I'll concede that the key's usefulness is directly tied to player count and the number of high-shroud high-clue locations. It happened to come in clutch in the last couple scenarios of our Dunwich campaign, but Arcane Insight probably would have been better. — MiskatonicFrosh · 344
We've used skeleton key Ursula to absolutely crush PtC in 4p. She can dash in, drop the key when the shroud is high, and dash back out. Then anyone in the party can get clues, even our Tony. In isolation the combo might not work great but with the right group composition it's extremely powerful. — FarCryFromHuman · 1
Yeah, like it’s been said- 4p this card is amazing. — StyxTBeuford · 13043
I understand the value of Skeleton Key in 3-4 player campaigns, definitely. I'm about to play a 2 player campaign as Winifred. I'll be upgrading her to Ornate Bow to leverage her high Agility. Will Skeleton Key + Lola Santiago in 2-player provide enough value/clues? Or is it the Key really only good in 3-4 player games? — VanyelAshke · 180
I haven't played with it myself, but I think it could be decent for Wini in 2P, if you plan on running Lola. You don't have to use it on every location, just the ones with high Shroud; spending an action to place the key and then one resource to get a clue with Lola should be pretty decent aciton economy. A difficulty 1 test means you can easily over-succeed for the cigarette case, as well. It may depend on how well you know the scenario however; if you're going in blind you'll probably always want to grab the key back, but if you already know the scenario then you might know if you're better off just placing the key and leaving it there instead of spending another action to grab it. — Sethala · 5
Nothing Left to Lose

This card is extremely strong. It's not quite drawing thin bananas, but it is very powerful econ. You don't have to try very hard to get 3-4 cards and resources from this. I almost always buy one of these within the first two scenarios, it just makes the rest of my deck run so much more smoothly.

dubcity566 · 111
10 actions in one (at best) is pretty strong. It's got a great niche in dark horse decks too, especially if you haven't drawn dark horse yet or if you need to play out a few assets. — SGPrometheus · 828
My problem with it is that it feels like a 3XP Take Heart that removes itself from the game (a big deal in a class that recurs stuff so easily). I've not been terribly impressed with it. Maybe now it'll have a bit more use with Mariner's Compass as the investigating equivalent to Fire Axe, so you can more reliably be at low resources, but I often find my Survivors are well over 5 cards in hand even at level 0. I think for the same XP cost, it's a lot more appealing to take Drawing Thin. — StyxTBeuford · 13043
Add cornered for laughs. — MrGoldbee · 1483
Or add Cornered because it is very strong. — Death by Chocolate · 1488
Oh wow I’ve been playing this card hella wrong, I thought you were supposed to choose either option like drawing cards or gather resources didn’t realize you had to do both! — Elecyan · 1
Just want to shout out the artist here, — Quantallar · 8
Tommy Muldoon

I didn’t see much potential in Tommy Muldoon, playing him in duo. He wasn’t that great at crime solving and he wasn’t that great at fighting. Three player changed my mind. With some copies of Solemn Vow, Tommy has the capacity to shield teammates from ridiculous amounts of damage. Especially in the Innsmouth Conspiracy, where enemies do damage just by engaging you, he can protect in ways that Roland, Zoey or Nathaniel simply can’t.

When he absorbs hits, he gets cash, or bullets, which let him absorb even more damage. The other players furiously focus on clues. As they ignore problems, he triggers Tetsuo to restore items from the trash or let people search their decks and hit those effects. (A cop who causes a lot of destruction? Clearly the 1920s were different time.)

The thing that Tommy doesn’t do well, which is draw, is much easier to deal with now that scroll of secrets is a fast action. Teammates should also find ways to help Tommy get initial cash, so he doesn’t have to choose later on between soak and damage. With a pair of Reliable’s on Becky, he can let his gun do all the talking his badge won’t.

MrGoldbee · 1483
Tommy is definitely a good protector, although to be honest I think Yorick does it better. Yorick is a fiend for protecting the party when properly piloted — NarkasisBroon · 10
I would argue that Tommy has access to a lot of the best survivor tools with 0–2, and agency back up eventually makes him psychotically good. If you’re going to spam eucatastrophe and get all your cards back then Yorrick is super good. — MrGoldbee · 1483
When Tommy is really singing, watch out! He generates resources/bullets for Becky like nobody's business. And the comnstatntly reshuffling assets into your deck really helps with diluting your deck to prevent weaknesses from being drawn. He's maybe nbetter in 3= player counts, but he's no slouch. — LivefromBenefitSt · 1075
Liber Omnium Finium

It's unlikely, I will ever play with this card, because I don't collect the novels, and when the character will be released in a deluxe expansion, they will give her some other weakness. But this looks like one of the mildest signature weaknesses to be released.

I guess, in most scenarios, if they carry Ancient Evils, you will stick them below. It's just so beneficial, to get these out of the reshuffle. If you hit your weakness, one of three AEs will re-enter the game. It will immediately strike for once, but chances are great, you still saved your group a few rounds with it, unless you draw your weakness really early. And the other two copies are save locked away anyway, unless you draw your weakness more than once a game, which I think, Gloria should not be a particular prone character to do so.

I think with other cards, like enemies or /-tests you are much better off with assigning them to the investigator best fitting the task, and scarce special effects like Daemonic Piping can be just discarded to hinder the set collecting of the game. Also, if the weakness strikes, it just opens a new slot for a new card. Maybe I would waste one slot early on, just to make sure, the weakness would not get shuffled back and creates multiple dead draws. But that's about the worst I could think of, this weakness might force you to do. Am I missing here something? Like I said, never actually played these cards.

Susumu · 381
I think your assessment is pretty correct; as long as you're not putting enemies or feet tests under Gloria, this basically keeps a card like AE from firing for at least one round. You could be poised to win the scenario and then advance the final agenda with a bad draw, but you have to know that's a possibility. Agreed, this seems quite tame, if you're eating the right cards. — SGPrometheus · 828
Thanks for the feedback and affirmation! Yes, I don't see how anybody would want to put enemies or feet tests under her with this weakness. Would be pure masochism. — Susumu · 381
Its effects can be ignored, so deny existence would work on an attack or grasping hands — Django · 5142
If you draw an enemy that was placed underneath you (which seems like a really bad idea until this weakness is drawn), it technically gains the peril keyword. Does this only effect he initial revelation of cards? or does it mean nobody can assist you with any aspect of that card as long as it is out. — Vultureneck · 74
@ Django: sure, but this still seems a waste of resources for me. In particular, if there are other cards in the mythos deck, that make more sense to burry. @ Vultureneck: the peril keyword matter (quote RR) "while resolving the drawing of an encounter card", so it should not have any effects, once an enemy enters play. — Susumu · 381
Trish Scarborough

Ask your friendly neighborhood guardian to leave a Handcuffed enemy for you, so trish can engage it and use her ability all day.

You could help them find it with Eureka!, No Stone Unturned, the new Scrolls of Secrets....

Django · 5142
Nathaniel/Yorick may be the best partner because they have signature humanoid enemy. — elkeinkrad · 500
But you don’t want Graveyard Ghouls engaged with you. Chonkers O’Banion is fine tho. — Death by Chocolate · 1488
just FYI Trish can only add seeker cards up to level 2 so no "No Stone Unturned" — wardentim · 1