Szenario

Mythos

Einfach / Normal

: -1 (-3 stattdessen, falls du dich an einem Außerdimensional-Ort befindest).

: Enthülle einen weiteren Chaosmarker. Falls die Probe misslingt, lege die obersten 3 Karten des Begegnungsdecks ab.

: -2. Falls die Probe misslingt und sich Nahab an deinem Ort befindet, greift sie dich an.

: -3. Falls die Probe misslingt, handle das Schlüsselwort Jäger auf jedem Gegner im Spiel ab.

Der geheime Name #120. Der geheime Name #1.

Der geheime Name - Back

Szenario

Schwer / Experte

: -2 (-4 stattdessen, falls du dich an einem Außerdimensional-Ort befindest).

: Enthülle einen weiteren Chaosnmarker. Falls die Probe misslingt, lege die obersten 5 Karten des Begegnungsdecks ab.

: -3. Falls die Probe misslingt und sich Nahab im Spiel befindet, greift sie dich an (unabhängig von ihrem aktuellen Ort).

: -4. Handle das Schlüsselwort Jäger auf jedem Gegner im Spiel ab.

Der geheime Name
Der geheime Name

FAQs

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Reviews

Review for the scenario, not the reference card. Spoilers ahead. I need to do some more research to get real numbers to back up feelings (or refute them).

I'm pretty sure this scenario is up there for my least favorite in all of the games I've played (everything but TIC and some side-stories as of writing). Having just played through this with two other players again, here's my attempt at trying to find out why.

1) This scenario is too damn long! Looking at the numbers, we have 4 + 6 + 8 + 8 = 26 turns on the agenda deck (although this will probably be less considering doom on Nahab). This feels long to me, but I haven't taken the time to compare it to other agenda lengths. Edit: A quick scan up through TDE puts 26 on the high end, most being 16-20 turns. On the act side, we have 3 (Act 1) + 1 (To unlock Gilman's Room) + 5 (Act 2) + a minimum of 2 (Act 3) = A minimum of 11 clues to run through the act deck. Again, I haven't had time to compare to other scenarios offhand, but this seems big when also taking into account the movement needed to traverse the witch house and the extradimensional spaces. Usually by the time I advance to Act 2 I am just exhausted by this scenario and wish it would end there. My investigator is usually feeling the same with the accumulated damage/horror from the whole thing.

2) The encounter deck feels heavily weighted towards . I feel like the game taunts you with all of the hexes having the discard ability if there's an exhausted witch at the location because there's exactly 1 witch enemy, she doesn't show up until Agenda 3, and you'd much rather get her off the board than exhaust her (at least before Act 3) in order to keep doom in check. Each hex is a (3), which can be quite prohibitive for some investigators. Hope your has some buddies! The consequences of not getting rid of them range from fairly mild (like Wracked) to fairly debilitating (playing a or and drawing Bedeviled).

3) The enemies. We've got 3 rats and a Brown Jenkin to start, with Nahab to follow later. Everything is fine and dandy until the agenda starts ticking up and you suddenly have ROUS (Rodents of Unusual Size) with 2, 3, 4, and finally 5 health. The rats are tanky! To be fair, they hit for just 1 damage, but given the scenario length, it adds up. I'm not sure what to make of Brown Jenkin. Do you take the time to kill him? On the one hand, he doesn't actively do anything, just make you cycle through your deck faster and boost his friends with +2 fight. On the other, he'll make sure you draw your weaknesses pretty quickly, and he's worth clues and experience. That said, nothing feels worse than taking the 2-3 actions to engage and kill the familiar just to have him come right back with Meddlesome Familiar. Similarly, defeating Nahab and immediately drawing Ghostly Presence feels terrible. The duo also come back regardless when you advance the agenda and act decks. Maybe you're expected to consistently evade Nahab?

4) This scenario feels like it was designed for investigators to lose in act 3. If you don't have a consistent means of evading Nahab, you're stuck tanking damage while trying to kill her decently sized health pool. For each turn you leave her up, that's another 1 clues you need to grab (likely off the 4 shroud Site of the Sacrifice). All the time, Jenkin is making sure you draw your weaknesses. Oh, I hope you didn't draw Pulled by the Stars!

5) Special mentions.

Strange Geometry: For some investigators, e.g. your dedicated fighter, this often effectively reads "You cannot move this turn. Take 1 damage and 1 horror." Rough.

Ghostly Presence: I had a bit of a perfect storm hit here which I feel the need to share. Obviously, this isn't typical so take it with a grain of salt. We had all 3 investigators at the same extradimensional location. Our encounter deck was low (~4-5 cards) and we just advanced to Agenda 3. And so we get the following events:

  • Agenda advances to 3, Nahab spawns in her room.
  • Encounter draw 1: Ghostly presence. Nahab moves to the location with all investigators. Everyone takes 1 damage and 2 horror.
  • Encounter draw 2: Ghostly presence. Everyone takes 1 damage and 2 horror.
  • Survive solely due to Tetsuo, cry a little on the inside while the digs for answers.

    All this to say, I'm hoping for some serious revisions in the "Return To" version.

TheMathDoc · 8
Yeah this one is too long and Ghostly Presence is so painful I think it at least should've come with a test. Unfortunately the Return to version barely changes it: just some new locations for variation. — Nenananas · 242
Agreed. One of the worst scenarios in my experience, and I've played them all. — krifar · 25
Remember that other investigators can resolve treacheries that require an action to resolve. Your guardian with holy rosary 2 can resolve them to add some bless tokens to the bag. — Django · 4854