Doomed

I think Doomed is an amazingly cool weakness, and those who feel like it denies player agency might want to take a closer look at the math. I ran some simulations, and assuming I did it right the numbers look very fun. In these simulations, I ignore the possibility of drawing Doomed or its replacements twice during one scenario, since that should be uncommon (but it would be quite bad).

Let's say you run 8 scenarios, and draw half your deck each time; specifically, let's take a 28-card deck (standard 33 minus the starting 5) and draw 14 cards per game. In 8 scenarios, Doomed will kill you 36.4% of the time and there's nothing you can do about it.

Or is there? What if you try to draw fewer cards (by pushing to complete faster, taking fewer draw actions, etc)? Just by reducing by 1 card draw per game, and taking 13 instead of 14, your odds of death by doom drop to 28.8%. Reduce to 12 cards and it's down to 22.1%. Alternatively, suppose your deck is built for card draw and you ignore Doom and pull 16 cards per game: you'll die 52.7% of the time.

Maybe the worst happens and you draw Doomed the very first scenario. Your odds of death (back to 14 cards here) are now 50.0%. Maybe you play the remaining games super aggressively, deciding that the risk of defeat and trauma during a scenario isn't that big of a deal now, and only draw 10 cards per game: with that strategy you can push your doom risk back down to 21.2%.

If you have better luck and survive the first scenario without any Doom, your (14-card) odds are down to 22.7%, so you aren't out of the woods yet. Survive 2 games sans Doom and you can breathe more easily: 10.9%. Draw Doom once in the first 2 games and you're at 34.4%, close to where you started... and even with only 6 scenarios left, the impact of drawing 1 fewer card per game is still significant.

Note that, because of the way the probabilities work, drawing Doomed/replacements 4 times over the course of a campaign is much more likely, and many players will find themselves with The Bell Tolls in their decks by the final scenario (something like 50% using base assumptions). Also I did not include the effect of adding additional story assets or weaknesses over the course of a campaign, but it's fairly significant too, so whoever has Doomed should try to pick those up when possible.

Bottom line is Doomed makes a situation similar to the chaos bag; players can change the odds at a cost, but aren't in control of the outcome. The interesting difference is that the cost/risk picture is very long-term: each avoidable card draw hurts you very little (probably), but over the course of the campaign the likely cost for making a lot of avoidable draws is enormous. It's very much in keeping with the concepts of the game both thematically and mechanically.

timzania · 6
I think you're missing the point of the critique entirely. Even if the chances of elimination due to "doomed chain" were below 5%, it still creates the situation in which it's something out of your control. Question is, how many things in the game should be out of your control and left to luck. We're talking card game with randomized player decks, randomized encounter decks, randomized setup (depends on scenario, ofc) and randomized outcome to certain player actions (chaos bag). From the mechanical standpoint, how many "you're SoL" moments do we need in the game, and does it make it more challenging? Because I don't think it makes the game more challenging - it's not a challenge to flip heads on the coin 10 times in a row, it's tedious at best. Simple fact that "it broke new grounds!" doesn't make it any good. Matter of principle, rather than statistics. Basic weakness this severe should have some more decision making process behind it, just like Dark Pact has - and ultimately, implementation of Dark Pact proves that there was a way of making Doomed chain much more engaging. — Skid_the_Drifter · 147
Thank you for doing these calculations! However, I must say your post kind of convinced me of the opposite of what I think you were going for. It seems to me that this weakness has an unacceptably high chance of eliminating your investigator with you totally helpless. Also, I think a weakness so bad that you have to basically forgo draw actions... I don't know, that's a little much, for me. — CaiusDrewart · 3202
Certainly, you are correct that the investigator may have the agency to influence the odds a little bit. But I don't think the chaos bag is an appropriate metaphor. You can give yourself 90%+ odds of passing a test, and the game usually doesn't hinge on one test--if you fail, you can just try again. This isn't like that. A ~30% chance of just losing your investigator in the last couple scenarios, which you could maybe reduce to 20% or so by strictly avoiding card draws? That's not the same thing. I don't like it at all. — CaiusDrewart · 3202
"Alternatively, suppose your deck is built for card draw and you ignore Doom and pull 16 cards per game: you'll die 52.7% of the time." — MoiMagnus · 63
If my deck is built for card draw, I will most likely draw around 25 cards, not 16 (except maybe in the first few scenarios, so lets says 16-20-25-25-...) — MoiMagnus · 63
There is something that MUST be taken into accourt. Bad luck and Murphy's law. I did try this week-ends. Ended up Doomed sc.1 and 2, and Accursade face sc2. No need to say I just stopped and started against, with another weakness. — Palefang · 78
what does it mean: under your investigator's earned story assets/weaknesses? if i do not have an earned story assets or weaknesses, i won't record doom approaches? — BoomEzreal · 9
Protective Incantation

The economy boost your entire group gets from not having to boost/commit cards to cover that -5, is that worth 1 resource a turn?

I say yes.

Is it worth an arcane slot? Hmmmmmm.

Rich via Dr. Milan Daisy Walker is taking this all day long.

spoth3d · 4
Might be good for Carolyn too, since she has the economy to support it and her arcane slots aren't that valuable. — SGPrometheus · 856
If you go into tests mostly with ability score of 2 higher that the difficulty, then this is not really worth it. If you aim to hit the highest negative, and you remove the single highest token, then this saves you resources in the long run — Adny · 1
Charon's Obol

This card is powerful but as one might expect, you are playing with fire here. Just be aware that you spend 2 xp to get it and then it grants you 2 xp each time from then out. This means that should you buy this after scenario 1 (the only reasonable time to get this) you don't really get "bonus" xp until the conclusion of scenario 3, as following scenario 2 it just pays for itself.

(MILD SPOILER) Without spoiling too much there are scenarios which kill your investigator if they are defeated Obol or no Obol. So the total number of scenarios you have to survive with Obol is slightly lower than one might initially think since you would be killed with or without Obol in these cases. (END SPOILER)

It is also worth noting that Ursula and Leo can take this card. Easy to miss it.

Complete list of people who can play this as of FA: Skids, Wendy, Jenny, Sefina, Lola, Leo, Ursula, Finn.

This is worth getting if you are comfortable with the risk involved. But you must get it early, otherwise just leave it behind.

Soloclue · 2622
Playing this as Ursula is risky, because you don't have cards like Elusive to bail you out if things go wrong. — Katsue · 10
Alchemical Transmutation

I don't see why someone would take a copy of this card instead of Emergency Cache.

Emergency Cache vs Alchemical Transmutation:

  • Cost of 0 ressources vs 1 ressource
  • Gives you 3 ressources for sure vs 0 to 3
  • No side effects vs possible damage
  • No slot vs 1 spell slot

Ok, you can use Alchemical Transmutation 3 times (or 4 times with Akachi Onyele), but in most scenarios, you won't have that much spare time.

Ezhaeu · 51
It makes a very good Double or Nothing target to stack other effects on (such as Quick Thinking or Watch This!) for Sefina since it only has a base difficulty of 1. — Death by Chocolate · 1492
Also you should have mentioned 1 action (Emergency Cache) against minimum of 2 actions (Alchemical Transmutation) for a similar effect. Though you can (and you should) repeat the Transmutation if you have any spare time for it -> or not even put that card in your deck at all. — XehutL · 48
BTW, should it be to maximum of 4 I would be inclined to add it to my deck, or perhaps with not losing the charge when damage occurs. But not in its current mutation - both Emergency Cache and Forbidden Knowledge are currently waay better option. — XehutL · 48
You're not missing anything. This card is really bad. — CaiusDrewart · 3202
One thing would make this card indispensible, a free trigger after paying it. I use it alot in Akachi decks as you can be fairly sure of bumping her Willpower up to 8, giving a good chance of maximum returns. But using a damned action to do it puts my teeth on edge. — bern1106 · 2
@bern1106 that free trigger would make it way more powerful, true, but if they're whenever they make an 'indispensable' card, they've made a mistake from a design perspective. — Death by Chocolate · 1492
Maybe FFG adds an upgrade like scrying 3 that is free to trigger but deals damage and horror. — Django · 5177
Marie Lambeau + 2 Book of Shadows + 2 Scrying + Alyssa + Forbidden Knowledge + this = Deck Controlling, Clue Gathering, Resource Whore. — crymoricus · 252
Marie + This + Book of Shadows = 5 resources, 3xp, hand slot instead of the Arcane slot (think about it), unlimited charges, first three charges are free (pays for itself in 2 turns, zero actions) (must have at least one doom on a card she controls). I'm trying to build around this, it's not easy lol. But it's fun to try. — crymoricus · 252
Man, I hate it when people disregard cards because it "worse than Emergency Cache". As if two Emergency Caches will always be enough resource cards for every single deck in the game. I'm not defending Alchemical Transmutation in particular, but if that's the only case you're presenting, it's hardly a review. — TheDoc37 · 468
But EC is still a good baseline for comparison. Nowadays a mystic deck would in fact rather consider EC as potential third or forth copy of UtS than the other way round. There are many other valid options to slot instead of EC in all classes. AT isn't one of them. (At least for most investigators. I can see, that a Rogue-Mystic like Dex or Sef might find value it it due to synergy with "succeed by x" builds, but I have not played that combo myself.) — Susumu · 383
Ursula Downs

Ursula has the abilities of a dedicated clue gatherer like [Rex Murphy], so let's compare her to Rex and not Daisy and Minh.

Stats:

Ursula loses 1 fight and gains 1 escape.

Rex couldn't really use his strength without a [Fire axe] and tons of money anyway.

Now Ursula has high chances of being able to escape monsters. That's especially useful when you know that seekers have low combat abilities and that Ursula cannot splash for combat cards like [Fire Axe] or [Elusive].

Ability:

Rex's ability isn't capped, Ursula's ability is. That changes a lot of things.

In solo play, most locations will contain only one clue and Ursula's ability is better.

With 3-4 players, most locations will contain tons of clues and Ursula's ability will fall behind Rex's.

In duo, the two abilities are quite similar. Rex needs to move, investigate and succeed by 2 or more to get both clues.

Ursula needs to move, investigate successfully during her free action and then investigate successfully once more.

Rex only needs to succeed one test, Ursula has more flexibility in her actions.

Rex doesn't really need [Archaic glyphs: guiding stones] but Ursula could definitely put it to good use to investigate as fast as Rex!

Cards pool:

Rex can splash for awesome cards like [Fire Axe], [Ward of Protection], [Elusive], [Scavenging], [Lone wolf] and so on. He seems more versatile, stronger in the early campaigns & safer. With money, [fire axe] and [Higher education] he can basically succeed in every task easily. But later in the game, his card pool only improves with Seeker cards.

Ursula has access to [Armor of ardennes], [Charon's Obol: the ferryman's pay], [Grotesque statue], [Lucky dice], [The chtonian stone], [Jewel of Aureolus: gift of the homunculi] and [The gold pocket watch: stealing time]. Those are all strong late campaign cards. Those can be combined with [Dr. Elli Horowitz: assistant curator] or [Relic Hunter] to great effect. Basically she can gain xp faster and use that xp better.

She still has access to [Mind over matter], [I've got a plan], [Knife] and [Manual dexterity] to survive alone early on. Later in the game she will have access to [Strange solution: acidic ichor] and [Disc of Itzama: protective amulet]. The later also prevents Yig's revenge from stacking in the victory pile!

This may still be a bit weak for solo play, especially against bosses, but in a duo it would work wonder!

Bonus cards:

Both are useful but not broken. It's a bit sad that Ursula's card takes up an ally slot. [Dr. Milan Christopher] & [Dr. Elli Horowitz: assistant curator] are both really interesting ally choices. This may make [Charisma] a high quality option for Ursula at some point.

Malus cards: Both are back-breaking but generally won't cost you the game. Be sure to pack some horror soak for Ursula anyway.

Conclusion: In my opinion, Ursula is a really good dedicated clue gatherer. She may be even better than Rex in a multiplayer campaign or in a duo as she has a better late game potential and her ability is basically equivalent to Rex's in a duo. She is also favored in scenarios with tons of locations to explore & investigate and little to no time to do so.

Kiliath · 568
Nice review, just one thing to remeber. She can't take Armor of ardennes ( its lv 5) — Cambro · 18
She could take Runic Axe these days, or Hunter’s Armor…! — legobil · 4