彼端
黑暗幽冥

支援

聖堂. 幽靈

费用: –.

中立

吉姆·卡爾弗牌組專用。永久。

每個疊加的靈魂失去所有印刷的屬性並獲得靈怪屬性。在傷害或恐懼將要被放到疊加的靈魂上時,必須改為將其放到吉姆·卡爾弗上。

強制 – 在你的回合開始時:將靈魂牌堆最頂部的卡牌疊加到彼端,作為靈魂。如果疊加了4個或更多的靈魂,將此卡牌翻面並結算其文本。

John Pacer
安魂鎮息 #52.

Story

中立

強制 – 對於每張疊加到彼端的非弱點靈魂,依次選擇一張並從混亂袋隨機抽出1個標記。如果是……

- ……標記:你可以治癒1點恐懼,或將靈魂牌堆最頂部的卡牌疊加到彼端,作為靈魂。(在結算此效果後,不用再對此靈魂抽出標記。)

- ……標記:丟棄此靈魂。受到1點直接傷害或恐懼。

- ……標記:丟棄此靈魂。治癒1點恐懼。

- ……標記:你必須丟棄此靈魂或受到1點直接傷害。

- ……任何其他標記:丟棄此靈魂。

將此卡牌翻回到其支援面。


提示:疊加到彼端的靈魂在場上,但只保留他們的名字和文字框。靈魂不佔用槽位、沒有生命值或神智值。在一個獨特的靈魂被疊加到彼端時,棄掉其他所有已經在場上的同名支援。靈魂被丟棄時放置到靈魂牌堆的底部

安魂鎮息 #52.
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FAQs

(from the official FAQ or responses to the official rules question form)
  • Q: For spirits attached to The Beyond: (1) Are they still considered assets or some other card type entirely? (2) Are they still considered under Jim's control? (3) If (2) is yes, if Jim fails a test on Crypt Chill and must choose and discard an asset he controls, can he choose to discard a spirit attached to The Beyond? (4) Can he play a card like Summoned Servitor, which requires him to discard a card he controls, to discard a spirit from play? (5) If the Vengeful Shade weakness in his Spirit deck is engaged with him, then defeated, is it placed in Jim's discard pile or at the bottom of the spirit deck? A: Yes, the spirits are still considered assets, but they are not Ally assets, and cannot be removed from play except by the abilities on The Beyond or abilities on the spirits themselves (e.g. Stray Cat). Jim could not discard a spirit from Crypt Chill or Summoned Servitor. And because the Spirit deck “owns” Vengeful Shade, if it entered play and was later defeated, it gets discarded to the bottom of the Spirit deck (per the rules for discarded spirits). (March 2024)
Last updated

Reviews

Parallel Front Jim Culver is what is known as a Jim Culver that has ascended past a Jim Culver.

And Parallel BACK Jim Culver... is to go even FURTHER BEYOND!!


To imperfectly sum up: Parallel Back Jim gets a separate 10 card "spirit deck", full of allies. Every turn he draws one and it enters play, free of charge, requiring no slots. They can't soak (no HP/sanity), but can do just about everything else they could as a regular ally.

You get to put Allies of ANY COLOR into this deck, of L2 or less. This can mean things like a free Leo DeLuca on turn 1.

The downside is reliability- most of the text on The Beyond amounts to "When you put a 4th ghost in play, (probably) discard each ghost." It's based on a token pull for each one, but without chaos bag manipulation, odds are they're gone.

So if you just chuck a bunch of powerful allies into the deck, Jim will ride an erratic wave of powering-up-and-down. With a bit of planning, though, he can instead get a couple high-powered allies in play and keep them there.


Keeping Your Ghosts ... uh... Alive?

This control falls into 2 main categories:

1. Token manipulation

Self-explanatory; when you hit 4 ghosts, you can still use most of the standard tricks to influence what tokens you pull on them, thus protecting the ones you'd like to stick around and allowing the others to move on.

Firstly: Curses in general. Curse tokens keep a ghost alive, and Parallel Front Jim further benefits from Curses, so really you're heavily incentivized to run a curse deck. Consequently...

2. Manual Ghost Removal

Discarding ghosts from play on your own time lets you to avoid the 4-ghost threshold to begin with. Now, there's not a whole lot of tech available to do this externally...

(UPDATE: An official ruling has invalidated the first two options here, see bottom of post.)

  • Sacrifice is great if you choose to run a few purple ghosts
  • Summoned Servitor transforms its usual drawback of discarding an asset on play into a blessing here, becoming the single most versatile "bump off a ghost" tool available to Jim. Just keep it as a normal ally so you control when it's played.
  • Promise Of Power indirectly helps here- one of the ghosts in the ghost deck is a nasty creature weakness that DOES count towards the 4 ghost limit. Connecting a single fight or evade removes it; Promise Of Power gives Jim strong odds of landing that punch.

... but the best manual removal comes from what's in the Ghost Deck to begin with, thanks to self-discarding allies. Stacking it with allies who's abilities cause them to discard themselves lets Jim aim for a few high-powered ghosts he wants to keep around, and a variety of little guys who give small boosts and then get out of the way.


Ghosts Of Interest To Jim

Self-Discarding Ghosts:

Add these, and use their ability when drawn to stay under the 4-ghost threshold, keeping your Superghosts in play longer.

Superghosts!

Allies with great powers that you can build your deck around, and want to remain in play as long as possible.

Delivery Ghosts

Another angle for building the ghost deck; these are Allies who give you something on arrival and/or over a few turns, and whom you don't mind losing upon hitting the 4 ghost limit.


I'm sure there's others who have potential value to Jim- this ability and his statline are amazingly versatile; it's not hard at all to picture a STR or INT based Jim given all the static boosts available, and base stat replacers from Hound & Servitor.

No matter what you do though, you'll have fun with your personally customized audience that gives even Charlie a run for the money.


(Appendix: At time of writing, there's apparently some debate as to whether the text on The Beyond removes the "Asset" quality from ghosts. If so, some of the methods listed above- such as sacrificing a ghost to bring a Servitor into play- would not work. My interpretation of the card is that this isn't the case, and it only affects italicized text traits, but if an official call comes out to the contrary, I'll modify this review.)


UPDATE: As of Mar 13 2024, @HatfulBob posted on Discord an official response to several questions asked about this card. The full list of questions, and their answers, follows:

For spirits attached to Jim Culver's "The Beyond":

  1. Are they still considered assets or some other card type entirely?
  2. Are they still considered under Jim's control?
  3. If 2 is yes, If Jim fails a test on "Crypt Chill" and must choose and discard an asset he controls, can he choose to discard a Spirit attached to the Beyond?
  4. Can he play a card like Summoned Servitor, which requires him to discard a card he controls, to discard a spirit from play?
  5. If the geist weakness in his spirit deck is engaged with him, then defeated, is it placed in Jim's discard pile or at the bottom of the spirit deck?

RESPONSE:

Yes, the spirits are still considered assets, but they are not Ally assets, and cannot be removed from play except by the abilities on The Beyond or abilities on the spirits themselves (e.g. Stray Cat). Jim could not discard a spirit from Crypt Chill or Summoned Servitor. And because the Spirit deck “owns” Vengeful Shade, if it entered play and was later defeated, it gets discarded to the bottom of the Spirit deck (per the rules for discarded spirits).

HanoverFist · 712
Love this deep dive! — MrGoldbee · 1443
A 3rd way to keep your ghosts alive: pair up with Suzi (Subject 5U-21) and have her devour all but 3 of your ghosts. At the begining of your turn, since there's no more card in the deck, none will be attached, and thus you will never hit the 4 ghost threshold. A fun note: if Suzy Regurgitate your ghosts, they become alive somehow! (Regurgitation put those devoured ghosts into your hand, rather then the spirit deck) — ethereal64 · 498
@MrGoldbee: Thank you! Really hope it helps make him more approachable. @ethereal64: DEVIOUS! So long as Jim has a way of dealing with the Vengeful Shade he'll have to draw every round for the rest of the game, but there's probably a few answers to that. — HanoverFist · 712
Binder's Jar solves the Vengeful Shade in this situation. Vengeful Shade is a non-elite enemy and Binder's Jar seals defeated enemies, so you can (ab)use Binder's Jar to permanently seal the Vengeful Shade the first time it appears. — Telosa · 53
["Devil"](/card/10119) says move a damage Does move damage to it also count as place damage on it ? — Lumina637 · 5
Miss Doyle seems fairly legitimate as a geist too? Similar to how Patrice's weakness works, you can use the mini-cat to get rid of Vengeful Shade when it shows up. — slyguavas · 49
  1. As I understand, the attached allies (new geists) don't take any slots. At least it should be so or the whole concept doesn't work. But I cannot justify it via the current rules. Can you help me?
  2. If a treachery card or any other effect causes us to discard an asset, can we choose an attached ally? I'm not sure as per the attachment rules.
chrome · 56
1. The Beyond says spirits do not take up any slots, what else do you need? Slots are not part of the text box (which is remains). 2. The Beyond says those cards are in play so they can be discarded if the source effects can target them (they dont have the ally trait or costs so treacheries that target allies or the highest cost asset wont hit them). Also remember that they are discarded to the bottom of the spirit deck and not your discard pile. — Django · 5070

EDIT: This original review contained misinformation about the spirits you could attach to The Beyond. After reaching out to FFG, I have added some of their rulings about the card.


Official rules response from FFG:

  • Q: Do Jim Culver's spirits attached to The Beyond count towards ”synergy” traited cards like Close the Circle?
  • A: Yes; Jim controls The Beyond and any spirits attached to it, so they count for Synergy cards such as Close the Circle.
    • Alex Werner, FFG Game Rules Specialist
Calprinicus · 5788
You seem to have missed that the Spirit deck requires 10 *different* allies. — Eudaimonea · 5