To the Forbidden Peaks

Might be considered a spoiler by some, but is probably an important rule clarification for others, in particular new players: Better double check Appendix III of the Rules Reference before playing this game.

Important of note is, that damage and horror from traumata are taken in step 2 (and only at that time, Voice of the Messenger for example does not dish out immediately an additional damage or horror from the trauma you take), while reading the scenario introduction is step 9. So, if you happen to take a trauma in the scenario introduction, you won't start with the additional damage or horror until the game after this one. That's different to all of the in between traumata you might gain in The Forgotten Age, because they happen in interludes, and hence after the previous game, before setting up the next one.

Susumu · 383
I don't know. RAW, sure, but the game breaks the rules in Appendix III all the time: example, in Scenario 1-A of Dreameaters, you may be instructed to begin your opening hand with an additional card. But drawing your opening hand happens in Step 8, and technically reading anything in the scenario intro happens in Step 9. — dscarpac · 1262
That's a good catch. I didn't know, that there are dreams, which let you start with an additional card in the opening hand. We always had dreams, that let you search for a card and play it, which we afair always did after the mulligan. But "Medic or Assistant dream" and the last "Neutral dream" use the same wording as "Studious", and that was clarified to trigger during step 8. Still, there is no need to break the RAW rules in this case. They could have easily wrote the paragraphs in an interlude, all the more, as they got rid of the Mythos-pack release model. I'm not sure, if it is an oversight or intentional. But even if it is a bug, I would go with the RAW interpretation, until they errata it. — Susumu · 383
Pretty sure they should just errata step 9 to before step 1... — Death by Chocolate · 1491
How Butterfly swords work with the "move to the location below you"? Does that mean that cannot exhaust them so to do the next attack in the same turn if I draw this icon in my first attack? — Xandros · 1
Not very clear from the rules how moving to another location during a token resolving process affects the test result. — Overseer · 1
The 13th Vision

This card has a bizarre interaction with Lucky! and cards that care about succeeding by 2 or more, like Sharp Vision. Let's say you're up by 4 on an investigate test where you've committed Sharp Vision. If you draw the -2, hooray, you succeeded by 2 and you pick up an additional clue. If you get the -4, you still pass the test but no extra clue for you. Except if this card is out at your location, then no wait, you fail instead. That opens up the window to play Lucky!, giving you +2 skill value, and turning a failure into a succeed by two, netting you both clues. (Note that Lucky! (3) can also turn a failure into a succeed by two, but hey, that's 3 XP). It's a little like Daring Maneuver in that way, but just keep an eye open for this interaction.

dscarpac · 1262
Schoffner's Catalogue

Can you use Knowledge is Power to get a fast 5 resources to pay for an item? And as an option discard the catalog for a fast card draw?

Also can you do this as Lola Hayes in Seeker role to target any color item?

Thanks.

Deathcombo · 42
There is no triggered ability on this card, so no. — dscarpac · 1262
And since the catalog has no ability you can activate Lola can use the catalog in every role — Tharzax · 1
Dreams of the Deep

Nothing stops you from committing Dreams of the Deep to another investigator's test (the same is true of Arrogance by the way, which is very useful to be aware of especially in the mythos phase), so even in rounds were Silas's stats don't shine it should be possible to get rid of this. There are almost always locations to investigate and there's generally going to be someone investigating them at a decent value. It can even be worth taking 2 damage to move to them (you'll take the damage in this case because Dreams triggers at the end of your turn, not the end of the round) to give them multiple attempts to clear it. In a roundabout way, it can be compared to a double-action discard weakness.

Flashlight (or Old Keyring) also works well if you can find a shroud 2- location (and is a solid option in general for any low-book investigator to contribute to the game), as that neutralizes the effect of the negative icons.

Also note that you don't have to commit it to any given skill test. If there's only a round or two left before the scenario ends anyway, it's very possible to just tank the damage.

When deciding whether to use box-or-book signatures, it's also worth noting that this weakness gets softer the more investigators there are, as there are more people to commit it to AND a greater chance of seeing an enemy the round after you draw it.

anaphysik · 99
It also gets easier to solve with more xp as you should have more skill bonuses — Django · 5171
Good point with committing to other investigator's tests; so....how would "your" be interpreted in this context? If the test fails, it returns to "your" (Silas's) hand, right? So wouldn't that also mean that it behaves like Unexpected Courage when committed to a test not using "your" (Silas's) skill value? — TheDoc37 · 468
Plucky

Unlike the base version with "-" health, allowing the damage to pass through to the investigator without breaking composure, this version you need to protect it from damages as well since it has 1 printed health.

But has Leather Coat, etc. and soak Item tricks like Scavenging, I find it much easier to protect than e.g. Moxie (3) on where they tends to fail treacheries and take horror hits breaking the composure. Added with an option to spend more naturally enables more Scavenging to continue protecting it.

I found that 4 is useful in Standard since 2 shroud locations with high clues are abundant in this game. Looking through those who could take Lv. 3 , it seems only Wendy Adams is at 3 waiting for that critical +1. I have tested and it improves her neutral investigation a lot. (As well as granting 5 to be really solid against treacheries.) She can now also Scavenging without dedicating a hand slot for Lockpicks.

5argon · 11519
Protect it...why? When I can just pull it back out of my discard pile and replay it for free!. but seriously yea super OP card and if you have a leather coat this is just GG never die and be smort. — Zerogrim · 296