Sparrow Mask

Question:
Can we stack more than 2 offerings? Or are we limited to only 2?
I can't find anything about the word "replenish" in the rules, and of course I've got the same queston for all those cards with this world....
Thanks.

question · 1
Replenish has been understood to mean "up to its normal uses as a limit", not sure if that's plainly written anywhere but that's how the cards are intended to work. — Zerogrim · 292
There is indeed nothing in the rules in that regard, but the Oxford Dictionary says: "replenish something (with something) to make something full again by replacing what has been used. [Example 1:] to replenish food and water supplies [Example 2:] Allow me to replenish your glass." You cannot replenish a glass by pouring, than what was original in it. (You could try, but you would make a mess, assuming it was full originally.) So you are limited to maximum the original number of uses. If a card allows you to exceed the max (like "Extra Ammunition" or "Contraband" do), it does not use the term "replenish". — Susumu · 366
Zoey Samaras

It seems Zoey didn’t get a scenario released with her new parallel card. A pity and a bit of missed opportunity if you ask me. i feel like there is some great story telling potential in how this chef went into mythos hunting with divine justice and what her life was like before all that.

legobil · 2
Sled Dog

I recently tried to make the Sled Dogs work in a Leo Anderson deck, thinking that his investigator ability would be the centerpiece of what made the dogs truly shine. I was wrong, wrong, wrong. What truly matters is draw speed.

So after a swift rebuild (due to a certain snake-infested second scenario) I replaced a third of my deck with spirit events, equipped my Boxing Gloves, and choose the 5th dog for my combo piece. Bark Harrigan, the Barkham Investigator who starts with two additional weapon hand slots. I didn't upgrade into any weapon, trusting only to my Sled Dogs and Catling Gun. The 8 dmg per round carried us through the entire 4P TFA campaign (with the help of a dedicated evader for big HP pools) since my fight value was at 10-11 with these options.

But Sled Dogs should work even better with Nathaniel Cho. NatCho has the least setup of all Guardians. He hits the floor running and just needs to keep drawing events with his Boxing Gloves. Sled Dogs is a nice addition to him since you're not reliant on the dogs to function so you can churn through your deck to get the combo pieces (Ever Vigilant, Rod of Animalism, minimum 2 dogs) in your hand.

And when you do have them in your hand they're a solid complement to a weapon-less Event playstyle. Instead of wasting one of your best events on a 3 or 4 health enemy harassing the cluever you can simply tap the dogs for a highly accurate attack and save your event for when you need to deal 15 damage in a round against the big Elite.

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Other observations

  • Considering Duke's investigate FAQ, all subsequent move actions after the first action don't provoke attacks of opportunity. Like say there's an Acolyte two locations away with a massive enemy dealing 3/3 damage/horror inbetween. With 4 sled dogs you can run over there, get the acolyte engaged with you, and end your movement back where you started. Without taking any attacks of opportunity.

  • Every dog is worth +1/1 soak before you need to kill them off. This value is doubled with The Star when they go to 3/3.

  • The Sled Dogs only give some value (beyond soak) when you have at minimum two of them. So the priority is to get the Rod ready. Not to spend three resources to get one dog out early.

  • You only ever need 3 resources when you play Ever Vigilant since Rod of Animalism doesn't exhaust. Either you're playing the Rod and two Dogs for a total of 3. Or you're playing three dogs for a total of 3 because you've already played the Rod.

  • While Rod of Animalism gives you all the Ally slots you need, it is not a bad idea to buy a Charisma later on as insurance against effects like Crypt Chill and Snakescourge.

Droll · 12
What might help to find your dogs are "Calling in Favours" or with some ep "lucid dreaming" — Tharzax · 1
Calling in Favors was something I strongly considered but it wasn't worth the deck space for the Barkham investigator (or Cho I suppose). The problem I ran into was that since I wasn't making an "ally deck" all the cards spent on the Sled Dog combo didn't interact with the rest of the deck. Investing further into the combo (that by itself doesn't win me any scenarios) would just destroy my tempo. I do think Sled Dogs are a great addition to a Leo Anderson deck, but not as something you build around. With just TWO sled dogs + the Rod of Animalism you have a 1-resource disposable ally that you can target with your weakness or Calling in Favors to get out the high-cost humanoid allies like Beat Cop (2). And the Rod of Animalism will still synergize with your Guard Dogs. I hadn't considered Lucid Dreaming though! (We don't have the Dream-Eaters yet) — Droll · 12
The Beyond

So from deckbuilding on the app, it seems that you do not have to spend the XP to add in allies that are higher than level 0 to the spirit deck? So they not count? Kind of cool I can toss in allies like Priest of Two Faiths, Miss Doyle, etc. even at 0 xp. Looking forward to playing Parallel Jim one of these days.

From || Jim's back side: "Spirit Deck Instructions: [...] This deck may be upgraded separately using your unspent experience." -> So it seems, the app simply has a bug here. — Susumu · 366
Speak to the Dead

If this card works with Favor of the Moon, which I think it does (although I would like an official answer) it has some notable combos although many are action expensive, so lean into recurring fast action events.

This list could go on for a while. You can use Uncage the Soul to recur Speak to the Dead if you wish, but may need a spare Favor of the Moon.

Wildcarde · 2