Sneak Attack

After the enemy attacks at enemy phase, it's exhausted. Before that enemy is ready, the player has the chance to play fast event (between 3.3 ~ 3.4). Thus, if you give Sneak Attack to fast, you can play this without evading. As I know, Chuck Fergus and Directive can do.

elkeinkrad · 505
'When you play a tactic or trick event... The event gains fast'. I could see this implying that you have to have the action to play the event in the first place before you can make it fast. I certainly hope that's not the case, because if it isn't, there's a player window in the upkeep phase, before cards ready, that would allow this sick interaction to go through. Truly a sneaky attack. — Lucaxiom · 4561
@Lucaxiom In Fence FAQ, no action is necessary, and Chuck's text looks same as Fence. — elkeinkrad · 505
You take into account a cards resulting costs after modifiers to figure out when it can be played, I forget the exact wording but yea chuck does work here for the same reason fence does, so yea 0 cost fast 2 damage, its almost like chuck should be worth XP or something. — Zerogrim · 297
As per the latest Chuck Fergus FAQ of March 2024, you can't do it. — Gsayer · 1
And of course, Aloof enemies are not engaged with me..... — tasman · 1
nvm. The above comment was directed at the lvl 2 version of this card. — tasman · 1
.25 Automatic

I think this would be a lot of fun with Trish and enchant weapon. It’s XP heavy, and costs a lot, but every turn it’s out, you can turn a clue into an evade AND an attack. Winnifred can also have a lot of fun with pickpocketing(2), and since both cards are fast, she can set them up as soon as she needs them. What’s in your pocket? Bullets? It was bullets.

MrGoldbee · 1497
Thing in the Sarcophagus

This enemy is one of the factors that make Guardians of the Abyss hard. Not the biggest of course but it has 5 HP and it can potentially spawn very first round and dealing 5 dmg is not an easy task in the early stages of the scenario. It can be evaded, sure but that requires investigator with at least decent evade.

I'm not sure if I understand forced ability correctly. If I attack it with a knife then it immediately attacks me back and by doing that it gets exhausted afterwards and does not attack during enemy phase? Or it does not exhaust?

bugiel_marek · 24
Enemies only exhaust after attacking in enemy phase. That's a mere mechanism to mark, which enemy has already taken their turn, like flipping the investigator card. (Although it can be taken advantage of with some card effects.) For instance, an enemy, who makes an attack of oportunity also does not exhaust. — Susumu · 383
But it's clearly written in rules that attacks of opportunity do not make enemy to be exhausted afterwards. Here it's not aop. — bugiel_marek · 24
v — bugiel_marek · 24
Please don't get me wrong, it's not like I want to force this understanding of cards wording, I've played it like you suggested all the time. But I stumbled upon this card yesterday and read it's text carefully and wasn't sure what to make of it. — bugiel_marek · 24
The only mention of enemy exhausting is after they make an attack in the enemy phase. In no other occassion do enemies exhaust after making attacks. — suika · 9523
So since there's a place that says when we exhaust (and it's mentioned only there) then it explains it all. Thanks guys. — bugiel_marek · 24
In addition, this enemy attacks before your attack is resolved, because of "when" timing sequence. Therefore, even if you defeat this enemy, this enemy will attack you one time. — elkeinkrad · 505
Thanks @elkeinkrad for reminding, this makes it even nastier. — bugiel_marek · 24
Why this enemy doesn't get a VP is beyond me. It certainly is worthy of one. — Soul_Turtle · 506
If I were to guess why that is then I'd say that most likely whole scenario could potentially give too much exp. — bugiel_marek · 24
This. Plus the game might end up with to few enemies in the encounter deck otherwise. This is still relevant with one or two players, as Agenda and Act advancements reshuffles the discard pile into the encounter deck frequently. It sure is an enemy, that would be worthy a victory point, but there are others in the game, that aren't worth one either. I think, the difficulty of an enemy is one, but not the main consideration in design, if it is worth an XP. — Susumu · 383
How do you resolve the spawn? If no location has any clues, I would say it doesn't spawn att all. — RickH · 1
If no locations has any clues, the location with the most clues has 0 clues. In other words, you can choose to spawn it in any location. — suika · 9523
Pet Oozeling

I believe that Favor of the Moon and Favor of the Sun combos with this little being too.

You get 1 risk-free symbol per Favor you have out - and if it's Moon you even get a free resource!

I'm starting to get the impression that the Favors are going to break many mechanics since they can be used in non-skill test scenarios (for another example Henry Wan) to guarantee not pulling a mean symbol while also not losing the token from the Favor (since, as far as I know, and tokens only go back to the pool when resolved during a skill test).

slyguavas · 49
actually the favors release one token sealed on them and this token is treated as if just being drawn from the bag, so you have to draw another from the bag and return the cursed/blessed one to the token pool afterwards. they just work as a guaranteed first draw of these tokens — galge · 16
oh sorry i get what youre saying. pardon me — galge · 16
Henry is still a waste tho. — MrGoldbee · 1497
Bless and curse tokens revealed outside of a skill test have no effect on their own unless otherwise specified by a card effect. — Django · 5171
The tokens would go into the chaos bag, though, not back onto the favor. — OrionJA · 1
Mysterious Stairs

This is the worst luck-based bottom location in multiplayer.

We (4-player group) had to wait for another Endless Descent draw to push the scenario forward. If we ran out of those and this location was our last then srsly, this would be annoyingly broken :D

Vigerus · 33
While its annoying, you can just investigate to remove its effect. In fact you'd need to do it either way even if you do draw an endless descent since you can't move out of this location without gathering the clues. — madhatter152 · 8
I believe what Vigerus might be referring to is that when one resigns, by default they put all their clues on their location. Which means depending on how many clues each of your gators has. That would make resigning on this location extremely problematic. The "resign places clues on your location" rule so rarely matters that it's frequently forgotten, even by the designers I think I'm some cases. For example the resign location in "the house always wins" is victory. But managing to get that victory point without being defeated requires serious shenanigans :-P — NarkasisBroon · 13
A week ago, I got this location (after Endless Descent) to be in the bottom. First resigning investigator would drop few clues to the other one, making it impossible to resign there (shroud is quite high, cannot get clues in time). I just ignored the drop clues on resign rule here, seems too much punishing... — johniez · 3
Especially frustrating here is that they have the technology to fix this from other scenarios: Just make the Resign action take your clues and return them to the token pool (or put a forced effect that takes them when you're eliminated). — Thatwasademo · 58