Abigail Foreman

A few more cycles have been released now, so what other Tomes should Abigail Foreman be holding for you?

  • Book of Psalms: Maybe! This is only Joe Diamond at this point, but doubling the effect is strong. You can switch it back with something else if need be.
  • Cryptic Grimoire: Only with the Untranslated version. It'll help get more curses in the bag, I guess.
  • Abyssal Tome: Yes! Daisy can be a very strong fighter with Abigail holding this. Part of a Doom package, but this combo is fun.
  • Medical Texts (2): You'll have to take the test again, but if you're really hurting on damage you can clear it out on one action and then get rid of the book for something else.
  • Prophesiae Profana: If you're hurting on actions at the end of the scenario and you're trying to get everyone out on time, this will work. Again, another case where the fact that you can switch out whatever Tome on Abigail for something else is excellent.
  • Encyclopedia (0): The same as said in other reviews for Encyclopedia (2). You don't spend another secret. Very strong.
  • Forbidden Tome (0): Not useful because you want to spend the secrets.
  • Forbidden Tome (3) & Forbidden Tome (3): Yes.
  • Esoteric Atlas (2): For really big maps, I guess?

That's it so far with the Player Cards as of Edge of the Earth. Let's see what we get next!

dscarpac · 1217
Really nuts with forbidden tome to move and get another clue if your deck is built around it — Django · 5154
I have a quick question regarding the wording around "Resolve". Specifically, how does this card interact with Grim Memoir? I use the activate ability on Grim Memoir, I pass by 2, I discover a clue and I draw a card. I then exhaust Abigail Foreman to resolve the activated ability again: I'm assuming I don't use another secret but do I perform another investigate action? Or do I just resolve 'post test' — The_Herve · 1
Post test — SemiSecretSquirrel · 127
Butterfly Swords

The level 5 Butterfly Swords are far more capable weapons than their lower level sibling. But as one of the most expensive weapons in the game (in terms of Xp), they better be. Let's have a closer look.

The Good

  • The swords can deal three damage on their first attack (if you succeed at both tests and exhausts them).
  • A three action potential of seven damage makes this one of the more dangerous melee weapons in the game.
  • Three resources is cheap for a high-end weapon.
  • Can be upgraded from (2) to (5), so can be paid for in installments.
  • Each activation is split into two attacks, so missing one attack and hitting on the other will still do 1 damage. Having to test twice isn't always good though, but more on that later.

The Bad

  • Two handed, so no Flashlights or the like.
  • No Relic trait. It's a small thing but several of the cards competing with the swords are relics.
  • Too expensive (in terms of Xp) to be a good backup weapon.
  • The second attack is + , so it's better for investigators with a decent agility. Which so far means Lily Chen, alternately Mark Harrigan.

The Ugly

  • What might sound good at first; "one free attack per activation! Woho!" is actually +1 damage with extra steps. But as SSW pointed out, there's a benefit to the extra step: You get two attacks each doing 1 damage, rather than one attack doing 2 damage, so missing the first and hitting on the second attack only subtracts 1 damage. But, in my mind that benefit is eclipsed by the disadvantage that is...
  • ...having to pass two tests PER activation can be harsh. If you're aiming for the full potential of the weapon, that's six tests to deal seven damage. This is especially true on harder difficulties. You'll learn to hate high combat enemies with Retaliate and extra nasty special tokens.
  • The swords are sorely outclassed by the Cyclopean Hammer they were released alongside. The hammer has +total to hit, which for guardians is at least +3, sometimes +4 or more. The hammer also easier to buff one or two attacks with skill cards and/or stat pumps than having to buff 4 to 6 attacks. Plus the situational but neat movement effect.

TL;DR There are two things I like about the Butterfly Swords. 1) You can deal 3 damage with your first activation each round, as long as you pass both tests. 2) you can upgrade them from level 2. Everything else are either mediocre or bad. The swords are hard sells at 5 Xp, and I would advice you to buy Cyclopean Hammers instead.

Maybe someday we'll get a card effect that will add +1 damage to each attack made that round - or something like that . That might make the swords worth your time.

olahren · 3553
These are definitely in the crosshairs for getting on the 'anti-taboo' list. The observation that 'the free attack every turn is just a worse two damage gun' is spot on and it definitely feels like the designers over-valued this quite a lot. — dezzmont · 222
You don't lose the follow-up attack if you miss the first attack. This means without the exhaust it is a consistent 2 damage split over 2 tests. Which, depending on difficulty and stats, can be straight-up better than the Hammer. Plus you can split across multiple targets when necessary, and it's less painful to hit over a teammate. Add that and the cheap costs in, and it looks a lot better than you're making it out to be. — SSW · 216
It looks a lot better against Monster enemies, if you have Lita Chantler. But under normal circumstance I would agree with olahren: the damage output is not enough for a 5 XP weapon, and the fact, that it requires more tests has far more disadvantages than advantages. — Susumu · 381
I'm planning a Zoey, Bless, token manipulation with butterfly swords, could easily see you doing 4 damage an attack every turn with olive and isis — Zerogrim · 295
Olive is once per-turn so getting bonus attacks doesn't really help your attempt at fishing. And retaining the bonus attack even if you miss at first is sorta a 'plan to lose' strategy, even on hard or expert, unless as noted some 'per-attack' synergy gets added to the game. You would much rather just have a high hit rate weapon than the ability to try again with a totally different stat when the bag is higher variance, especially because high hit rate weapons also do more damage per-attack and thus unlucky whiffs from high variance bags matter less. The math on these things just don't add up for the moment, but this sort of effect obviously could turn on a dime if any turnwide rapid attack synergy crops up in Blue. — dezzmont · 222
If you crit fail any other weapon attack, you deal no damage. If you crit fail the first or second butterfly swords attack, you can still deal damage. That isn't planning for failure at all, it's a unique benefit that no other weapon in Guardian offers. — SSW · 216
But that comes at the price to take double the amount of tests. In particular on your first attack, where you fight without the foot bonus, you might need to push your skill committing cards, just so you don't have to place another doom. And that's normally not worth it for 1 damage. It gets really off, if you have to boost even the second test with the added skill to avoid BS tokens. — Susumu · 381
Not all special tokens are that bad, especially if you're playing on lower difficulties. Play Standard, slap 2 reliables on it, and you're set. It's not terrible by any means. I won't take it in Hard or Expert, but not everyone plays at those difficulties. — suika · 9505
Thanks, SSW. I've updated the review and removed the point I was plain wrong about. And you (SSW) does have another fair point. Two attacks with the swords are better than one attack with a +1 damage weapon IF both weapons are going to fail once AND the swords then hit on their second attack. But that's a two edged sword (pun intended). What you describe as an advantage ("more tests means more chances to deal damage!) can often be an disadvantage over time. Especially when you compare the better +Hit on the hammer, potentially nasty special tokens effects and the difficulties involved in buffing many small attacks compared to buffing fewer, bigger attacks. Anyhow, thanks for the feedback and I've updated the review. — olahren · 3553
You will only crit fail maybe 1 in 16 attacks, so butterfly swords lose you tempo far more than they help. Especially because you crit fail more often if you need more than 2 damage on swords. — dezzmont · 222
Between Teamwork and a bunch of cards and characters from the upcoming set, there will be a bunch of ways to equip Amanda Sharpe with Butterfly swords if you really want to. Vicious Blow (2) is practiced, so Amanda can include it in her deck. Run Pathfinder and/or Shortcut to avoid wasting actions on movement, and you can tuck a Vicious Blow under Amanda to unlock a potentially 13-19 damage turn! — OrionJA · 1
Now this is the kinda jank I can get into... — dezzmont · 222
(If testing at 6 isn't reliable enough for Amanda's super turn, use Versatile to include a Trial by Fire) — OrionJA · 1
5 to 10 XP another player has to put into their deck for you seems like a big ask for me. In particular, because Amanda can likely use Acidic Ichor like no other Seeker, thanks to her ability and access to upgraded VB, Overpower and other commitable practice skills, and would deal almost as much if not more damage with it. — Susumu · 381
If you were building an monster-killer Amanda you definitely would also want to include Acidic Ichor. It's great, but it does run out of charges. Also, although you can deal 12-15 damage with the Ichor in a vicious blow turn, the chunking might occasionally be a problem. — OrionJA · 1
It is a huge ask Susumu, but it is a 'positive tempo' combo, which means it technically works. But like a lot of 'other person build around' combos it has a hidden cost in that it actively makes the game less fun for someone else. Unless your character's identity is being setup (ex: Bob) and thus gets to have fun by doing this, you probably don't want to do so, and no blue character currently wants to hand away stuff, so this probably is relegated to either a happy accident in a team that includes Black Market on their rogue, or a multi-hand solo shenanigan. — dezzmont · 222
Another thing that I don't think anyone has mentioned is the fact that you don't have to attack the same enemy twice. You can split up your damage, which is something no other melee weapon does as far as I know. You can use the first +2 combat attack for a weaker 1-health enemy, then use the +agi (which is probably going to be at least +4 with Lily) attack on a high-combat enemy. It might not be something that happens all the time, but being able to split up the damage can be useful sometimes. Even more flexible with Enchant Weapon, so you can do 1+3 damage or 2+2. — neescher · 316
Another small but notable point is more tests means more elder signs (more autofails yes but we're thinking positively :) ) and some of the users of this card have some stellar elder signs, notably--Lily, Nathaniel, and Zoey. — Sycopath · 1
This card is more competitive now that Cyclopean Hammer has been taboo'd. Both weapons hit for two damage on normal attacks and exhaust for three damage. The hammer allows you to push enemies, but the swords allow you to spread damage. I am a little surprised nobody has mentioned the use of upgrade cards. Reliable gives +1 for the first test and +2 for the second test. Enchant Weapon add one damage to either attack for further spread. — SpicyNugy · 2
Ice Pick

Decent card for "Ashcan" Pete when he's just using Duke, I'd think...and the upgrade is even better. Both cheap, recurrable from Resourceful or Scavenging, and helps him do what he already does, be a useful bum! :)

Krysmopompas · 366
While nice to also heal horror, you don’t need horror on her to use her ability. — Django · 5154
Sry wrong card, previous comment is for heavy furs — Django · 5154
Heavy Furs

The synergy with Lonnie Ritter is too good not to be mentioned:

This basically reads: Spend 1 resource: Heal 1 horror and cancel one non- chaos token

Note that you can trigger this effect even if Lonnie Ritter has all her sanity.

  1. If you plan on using your and have access to cards, this combo is too good to ignore.

  2. This is also the best Horror Management engine for low willpower such as Finn, Winifred.

  3. This is especially strong if you play Hard/Expert as the symbol tokens are so punishing there.


Edit 21/04/22: Now that I've used this card in more different ways, I can identify at least 2 other niches for this card:

  1.  A (Silas or Yorick) that plays Baseball Bat and Old Hunting Rifle and want to prevent the from hitting the table. Add Nightmare Bauble and/or Eucatastrophe and you'll never see your weapons leave play.

  2.  Bless Decks such as Yorick and Tommy (that can also somehow both abuse this card by replaying it infinitely) to simply trigger another Draw Token Step every time you hit a symbol token, hopefully triggering your Ancient Covenant.

Valentin1331 · 78281
While nice to also heal horror, you don’t need horror on her to use her ability. — Django · 5154
Remember that the chaos token you cancel has to have a symbol on it, so you cannot cancel the -8. — dscarpac · 1217
Carolyn can execute this trick essentially for free. — GeneralXy · 41
How are numbers not symbols? Is this explained in the rule book? — spoonman2084 · 1
It looks like the rules treat it as impicitly given: there are numbers and there are symbols. See @Precient, for examle: you're instructed to pick “odd”, “even” or “symbol”. Obviously, “odds” and “evens” describe numbers while the term “symbol” excludes them. — Eugene of Sarnath · 49
Baseball Bat into OHR is about the best possible weapon progression for Parallel Pete, so he now wants these furs too. — HanoverFist · 746
Rod of Animalism

We can now convert an arcane slot into a couple of allies to hold our spells. But is this good? I would not say so.

To make the combo reasonable reliable and consistent, you need two copies of the Tarot, and two of Rod, for a total of 8 XP. (And the second Rod will always just be to commit, because it's unique.) Twice Charisma to get both cats into play along another ally cost 2 XP less and save 4 deck slots. It's also much more reliable, thanks to the permanent keyword. It's also a bummer, that the Rod takes an accessory slot, which is quite a competitive slot for , hence make the Hierophant necessary for the extra arcane/ accessory slot.

Or you could just take Relic Hunter, instead of the Tarot. 3 XP, 2 deckslots (and likely 3 resources and a play action) cheaper, more reliable, less flexible in the use of your natural arcane slots, and definitely less fun. But probably still not that great? As a 4 XP permanent, like Miskatonic Archaeology Funding, the Rod would sure be a fun option for Familiar Spirit, which could work in some decks.

Susumu · 381
RoA is unique, you can take only one — Pawiu14 · 196
Unique is not exceptional. I also pointed out, it's unique. But this only mean, that only one copy can be in play anytime. You should likely take two for consistency, unless maybe with "Backpack" (2). — Susumu · 381