Toe to Toe

How does this card (and similar cards that bait enemies into attacking) work with the enemy keyword elusive?

"If a ready enemy with the elusive keyword attacks or is attacked, after that attack resolves, that enemy immediately disengages from all investigators, moves to a connecting location (with no investigators, if able), and exhausts. This effect occurs whether the enemy was engaged with the attacking investigator or not."

It seems as though it would immediately make the enemy move away before you can finish resolving the rest of the card. But I'm not really sure.

The FAQ for Weeping Yurei says you still get to finish the attack if you draw a token that causes it attack you and activate elusive during the skilltest. — Uffruption · 109
Wolf Mask

Ed: I was wondering about the difference in text between Wolf Mask and Zoe Samaras: "when you become engaged," and "when you engage an enemy." @Quick_Learner pointed out that there is no difference between these kinds of effects according to FAQ (2.4). Enemy and Investigator engagement is mutual. So, Wolf Mask is replenished by all engagement except for that with Massive Enemies.

ZachsFisher · 65
Man these masks are stupidly overpowered. Y'all can miss me with these ffg, i don't wanna have the game become easy mode. At least have them complete in accessory slot... — Quantallar · 8
The problem with Zoey Samaras and the cross is that they trigger “when” you engage and require a reaction. As per machete’s errata, there is no timing point of engagement. However 1) the mask uses ‘after’ and not when so it is not reliant on the timing point and 2) it does not trigger on reaction so is more similar to machete as a constant effect (specifically the offering recovery) rather than Zoey or the cross. — travisc · 1
Katana

I think this is generally a bad card when things like Machete exist, especially as Machete only takes up one hand slot. You can assemble things like Steady-Handed or Knight of Swords on specific investigators to help you succeed by the right amount for its test, but even then Katana exhausts when using its +2 damage option, so what's the point in building an engine around it when you're going to get less damage than 3 actions on a Machete? The +2 if you're not bothered about the extra damage is okay, but if you're not bothered about the extra damage then the humble Knife becomes a cheaper and less resource intensive option.

The interesting bit therefore is the fight test. While people like "Skids" O'Toole can use this, there's better things which can go in his hands (e.g. if you want to do fighting, the new British Bull Dog is nice albeit ammo intensive). For this reason I'd recommend:

The last thing I'll say about this card is its resource cost stinks. 4 resources for two kinds of actions which are hard to get working properly? No thanks! Overall I'd say it has niche uses on some investigators around its action, but is otherwise outshone by easier to use fight assets which are cheaper and take up only one hand (e.g. Machete).

HungryColquhoun · 9383
"Worse than Machete" isn't much of a statement when that applies to all but maybe 2 weapons. I think you're overselling the problem of only getting 3 damage in one action once a turn though. How often are you really needing to do 6 or more damage a turn? — Spamamdorf · 5
Bonnie Walsh can only ready Ally assets, not weapons. — DrOGM · 25
@DrOGM - good catch, edited. I could have sworn I read her card before posting and still mentally skipped over 'Ally'. — HungryColquhoun · 9383
`@Spamamdorf` I think if the 3 damage was guaranteed you'd be right, but as you have to game getting a success of two it's too much of a hurdle to jump through (and two hands is a big issue as well, I guess they should have made it a wakizashi!). Personally if I'm going combat for enemy management then 6 damage in a turn is the minimum bar for me even in a level 0 deck (otherwise I find them poorly specialised and not supporting multiplayer effectively). Even on flex decks I would normally expect 6 damage. — HungryColquhoun · 9383
Yes, it's finicky, but you didn't answer the question which wasn't what do you shoot for but how often do you need that much damage? Unless you're the only goon in a four player game with three seekers you probably are just fine dealing 3-4 damage a turn most of the scenario. And then you simply pack a few events for the boss at the end. Are you regularly drawing 6 hp of enemies in two player or 12 in 4 player every turn? Not likely. — Spamamdorf · 5
`@Spamamdorf` Definitely some of the time, if two enemies spawn at once (or one spawned and then a hunter who caught up with you). I feel like the deck building mentality is to build for the 10% of situations that are bad and cause loss of a scenario, not the 90% of the time where dealing 3-4 damage is fine. Besides, I play two player - so I build decks that do things reliably in those tough situations, not with the mentality I've got 3 other investigators to cover me so I can get away with a lack of specialisation. Clearly we approach the game differently, and that's fine. Reviews are idiosyncratic and there will be other people who play like me and so appreciate this review, and people who play like you and so don't so much. I think both of our points of view here are well justified, personally. — HungryColquhoun · 9383
To compare damage, you need to calculate average damage, not just assume that every fight action is a success. The +2 combat increases the odds of success versus machete, and there is a chance of getting the +2 damage with each action. I haven’t done the calculation but I would guess that Katana does more average damage than Machete when fighting tough enemies with fight value equal to your combat strength, depending on the chaos token pool. — jmmeye3 · 630
Ravenous Myconid

Beyond the amazing power of its upgrades, this level 0 creature can act as a resource generator. Uncanny Growth has no limit to how many growth it can put on at once, meaning you can turn each point of success into a resource.

Looking at the cost analysis:

Cost: 4 actions (to play, get event, investigate, get resources), 2 resource cost, ~2 cards to commit.

Benefit: 1 clue (~1 action), 6 resources, 1 health/sanity.

Result: -3 actions, +4 resources, -2 cards, +1 health/sanity

which is not worth it, compared to other cards that generate resources.

For a big-Money deck that focuses on high skill value, it might be worth it. For instance, in Jenny, who can take Streetwise, each cycle (get Uncanny Growth, play Uncanny Growth and boost with Streetwise, get resources from Myconid) would increase her resource pool by roughly 50%. Though, woe to the person that draws an autofail (maybe bring Justify the Means?).

Crazly · 184
for anyone confused in the same way I just was, this doesn't work with Streetwise (0) which was linked, but Streetwise (3) gives 3 skill value out for 2 resources in — Thatwasademo · 58
so... apparently [Lab Coat](/card/09050) can make Auto Fails a Success by 0 as long as you only go to shroud 1 places — brkndevil · 19
No Stone Unturned

This card isn't great for seekers, but it is a literal life saver for their guardian friends.

Seeker decks are usually good to go at level 0, where by design guardians are entirely dependent on having their weapons out. A seeker can make reasonable progress against a location without any tools, but a guardian might as well be attacking an enemy with a butter knife with their bare hands.

If you have terrible luck like me, this is basically an auto include in your seeker decks if you have a guardian mob handler. Once their weapon is out the card loses a lot of value, but saving them from milling for four turns to get a damn weapon is huge.

drjones87 · 199