Schurke
Vorteil

Gegenstand. Relilkt. Verflucht.

Cost: 3. XP: 2.
Test Icons:

Außergewöhnlich. Schnell.

: Hänge den Generalschlüssel an deinen Ort an. Falls er bereits an einem Ort angehängt ist, löse ihn und schicke ihn stattdessen zurück in deine Spielzone.

Setze den Schleierwert des Ortes mit dieser Verstärkung auf 1 fest.

Stanislav Dikolenko
Die Tiefen von Yoth #270.
Der Generalschlüssel
FAQs (taken from the official FAQ or FFG's responses to the official rules question form)
  • Q: How does The Skeleton Key interact with Obscuring Fog or Lantern? A: If an effect "sets" the value of a statistic, that overrides all other modifiers. In other words, if a 4 shroud location has Obscuring Fog and The Skeleton Key attached to it, its shroud would still be 1, no matter what, because The Skeleton Key sets its value to 1. It is worth noting that this answer would be different if it set its "base" value – the "base" value of something is the value before modifiers are applied, so that would allow it to be modified afterward. But here Skeleton Key sets its value to 1, AKA the total value after all modifications.

  • Erratum: This card's ability should read: "If The Skeleton Key is in your play area, attach it to your location…" - FAQ, v.1.41, October 2018
Last updated
Reviews

TL;DR: Think of the key as a late-mission MP support Event, not an Asset. It competes with no slots, and you don't have to play it until/unless it's needed. If 3R and 1 action to trivialize an entire 3+ Shroud 8+ Clue location for EVERYBODY in your party seems worth it, then it doesn't matter when you draw your one copy- you'll always be happy to see it.

+++

I recently completed a 3P Carcosa as Tony Morgan; the key here was a late upgrade in the "eh why not" vein after getting all his other needed upgrades. It ended up being a relief to see on each remaining mission.

Left me wondering why it never really got much in the way of reviews, but I think I can see why- it looks deceptively cumbersome. 3R to play, 2 actions to place & recover, only 1 per deck, Lockpicks exist, etc. But here's the thing: in 3-4 player MP, all of these become unimportant... a single use of the key will pay for itself.

  • Fast. No need to play it til you need it, and ultimately costs only 1 action to place it at a destination.
  • NO SLOT. Did you notice that? Some assume the key is an Accessory or Hand item at a glance, and thus in competition.
  • Item. You can tutor it with Backpack, which many Rogues enjoy running.
  • You likely want it late. High-shroud spots often reveal near end of mission. This reduces the 1-per-deck risk.
  • Scales hugely in MP.

That last one's the biggy. It's rare that a campaign doesn't have at least one location with 3+ shroud and 2+/Investigator clues. In SP you can clear that with an event or skills. In 4P though, the Skeleton Key becomes an 8-charge Flashlight that your whole party can use in addition to any other investigation skills they have.

If you can get the key to work on 1 hard room in a mission in 3-4 player MP, it's a terrific and reliable value. The uninstall/reinstall effect is neat, but distracts from the fact that it should pay for itself with a single use.

(FUN FACT: Preston & Dexter aside, everyone who can take the Key has 3+ base INT, and is thus themselves now investigating at a minimum of +2 after using it.)

HanoverFist · 210
When I learned about Skeleton Key I was really excited because it could pair with the Ornate Bow and make the loss the Lockpicks not that big of a deal. But I only play 2 handed solo so it just didn't have the payoff since there just aren't enough clues at one location to justify using it. It might still work in some Rogue decks that have a bunch of extra actions like Leo DeLuca, Haste, Quick Thinking or other free action cards. Maybe I will design a deck with that in mind and make Skeleton Key an element of the cluegetting. — TWWaterfalls · 548
Smart thinking! The key goes nicely w/ 2H rogues who like the Bow, Typewriter, or .45 Thompson. But yeah, in 2P it may still be a tossup as to whether you'd want it, or another copy of something like Followed to scoop clues from high-shroud spots. — HanoverFist · 210
everyone who can take the Key has 3+ base INT, and is thus themselves now investigating at a minimum of +2 after using it.) — MrGoldbee · 165
Not Sefina! — MrGoldbee · 165
Preston, Sef, and Dex. — StyxTBeuford · 2311
Of course, Preston and Sefina can use Lola Santiago, who still likes the reduced shroud; and Sefina and Dex can use spells to investigate at 4 or 5 vs 1. — Yenreb · 9
Lola combo is CLUTCH. — MrGoldbee · 165
  • 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 · 2788
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 · 377
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 · 377
Thanks — Django · 2788
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 · 2788