The Skeleton Key
  • Can other investigators use the keys ability to move it to their play area when it's attached and later attach it themselves?
  • If not, what happens when this card is moved to another player's play area with Teamwork? Is the new controller the only one you can attach and detach it? Or is the owner the only one who could detach it, after the new controller attached it?
Django · 5154
This is all covered in the official FAQ under “(1.14) Control of Attachments”, and I recommend checking that out for details, but the short answer is: No other players can’t use the Key’s action ability. If control is transferred with Teamwork, the new controller is the only one who can attach/detach it. — Death by Chocolate · 1489
I should have included reference to “(1.2) Triggered Abilities” which specifies what triggered abilities people can activate - relevant here: NOT triggered abilities on player cards which you don’t control. — Death by Chocolate · 1489
Thanks — Django · 5154
Do we know what happens to the SK if a location leaves play? — PanicMoon · 2
Attached cards are discarded if the base card leaves play. — Django · 5154
Coup de Grâce

Worth noting that this card can situationally combo with Quick Thinking (especially in a multiplayer game when you have more chances to commit Quick Thinking outside of turn). If you can use Quick Thinking to get an extra action when it’s not your turn, e.g. during the Mythos phase or during another investigator’s turn, you can use Coup de Grâce without worrying about ending your turn prematurely.

iceysnowman · 164
That is probably the best combo for the card I have seen so far. Either that or hatchet man, do a thing or two and off your enemy with this. Nice catch. — Myriad · 1226
Mr. "Rook"

Bug card!

If you have already drew all of your weakness, it's a 2-2 ally cost 3 and 0xp but provide 3 search 9 for 1 effect, bug card.

if you still have some weakness in your deck, so what? For my experience, about 80% game I can draw all my weakness.So eventually it's almost same weither you use Rook or not. Is draw weakness early or on a specific time a bad thing? It's right for some weakness like Amnesia. But for most weakness I don't think so, because it means your is controllable, it won't appear on a inappropriate time that bother your crucial plan.

Amarthiul · 8
Been tedting it in a Lola deck (forgotten age) and its been amazing. Even if you hit your weakness you still got a 9 card tutor, drew a card and removed one crisis for 3 resources. First turn i only search 3, then 9 afterwards. Obv doesnt work too well if you are running heavy yellow assets. — Daerthalus · 16
I think this card is really good and even better with calling in favors. I think of it as no stone unturned for 3/6/9 on a stick for three uses. Yes, you will more consistently draw weaknesses, but this adds consistency to seeing more cards and drawing the best option or key card. — Gyara2020 · 1
Jake Williams

Overall probably the worst thing about Ursula downs is her special card. The bonus this cards is nearly non existent because you move and the enemy is still on you at your new location. Maybe helps get enemies closer to allys so they can fight sooner. Jake is a good damage soak though at 3/2. Overall id say hs is easily replaced by dr. Milan. However if you have him out before you get one let him tank a few hits first.

vosh · 9
While Milan is definitely better, Jake's abilities are extremely useful for Ursula. The first one allows her to either leave locations with massive monsters without getting clocked or move closer to allies who can kill her enemies, and she should be able to evade after her move. The second ability is consistent card draw if you get him early, which is also strong. I'm not saying he's on par with Zoey's cross or Roland's .38 even, but i think he makes Charisma an even better first upgrade. — SGPrometheus · 841
The 2nd ability is great in Forgotten Age. Every time you explore successfully you get to draw a card, then you auto-move to the newly revealed location and Ursula can use her free investigate. After getting the Expedition Journal, it gets even more powerful: free explore, free card draw, free move, free investigate. And you still have 3 actions left... — Ezhaeu · 50
He is also support for fieldwork, which you can use to pump an evade or bow shot. — Myriad · 1226
I think I've kinda slept on Jake Williams a bit. being able to move without an AoO combos pretty well with Fieldwork for enemy management. Even better if you use your free action to investigate with Prophecy Foretold. Still not enough for some situations, of course. Sadly, being a 1-of in a 30+ card deck makes him pretty unreliable. — Zinjanthropus · 230
Disciple of the Devourer

In our group we has an argue about how this card is played during the setup phase of Return to the Midnight Mask scenario.

We played a four players game and during setup we spawned them with one doom Token each. But in the first mithos phase we pulled the Mask of Ummordoth trachery, followed by Masked Horrors, and this treacherys plus the dooms un the cultist and the one in the agenda, made the agenda to flip over during the second round of the game, and that leave us with a bitter taste in our experience of the campaign.

Later we checked the Acolyte wording and was quite different from these replacements. Making us wonder if these enemys maybe dont start the game with a Doom token. Because the forced effect says: "when you spawn..." But in the rules "you" refers to the investigator who drew the card, or the one controlling it.

Can anyone explain how this card actually works in the setup of the scenario?

Fenrirgarm · 11
When you draw it from the encounter deck you spawn it to the furthest location (downtown in your case i think), then you(the investigator who drew the card) forced to put a doom or a clue(if you had one) since you were on Agenda 1. — Uncle George the Farmer · 48896
You spawned them correctly. ‘You’ is the drawer, or in case of ambiguity, the Lead Investigator would choose, but since nobody has clues yet, there is only one option (spawn with doom). Players never ‘control’ enemies. However, from your description, the Agenda shouldn’t have flipped until the third round of the game (second Mythos phase). No matter how much Doom is in play, the Agenda only flips when the threshold is checked during the Mythos phase (BEFORE encounter cards are drawn). They aren’t any harder to kill than Acolytes and yes, you HAVE to scramble to kill the cultists at the start of Midnight Masks. The scenario is very punishing like that. You don’t get the luxury of spending a couple rounds building up. — Death by Chocolate · 1489
The problem is that the Setup for four players spawns 3 of these guys (3 dooms in play), then the mithos phase came (4 dooms), then the Mask of Umordoth (5th doom) and, in the same mithos phase other investigator drew masked horrors (6 dooms on the agenda), and the treachery makes the agenda advance. So having played only one turn the agenda flipped over. — Fenrirgarm · 11
Masked Horrors: Revelation - Each investigator with 2 or more clues takes 2 horror. If no horror is dealt by this effect, place 1 doom on the current agenda. This effect can cause the current agenda to advance. — Fenrirgarm · 11
So I get that the scenario is supposed to be harder than the original, but If this setup works the way we played it, it means your group is forced to kill at least one of these disciples during the first round or there is a chance you miss an entire agenda from the beginning. — Fenrirgarm · 11
Okay, yeah. It seems that Masked Horrors is the problem ‘gotcha’ card, not the disciple. Surprise aside, that means that if someone grabs two clues from the first location - which is trivial in a 4p game at the House or Rivertown, you can protect against that treachery. Otherwise, killing a disciple on the first turn is still both doable and advisable. — Death by Chocolate · 1489