Handcuffs

I asked about handcuffs and other effects. The reply:

Rules Question: I am a bit confused as to how "Handcuffs" interact with some encounter cards. The Truth is Hidden says "flip" clues to doom, not "place" doom. Would it still flip the doom on Seekers of Carcosa? Mysterious Chanting and Dance of the Yellow King look for a cultist in play. If a cultist or lunatic is handcuffed they cannot ready, but they might be the only cultist or lunatic in play. Are those cards effectively negated?

Greetings,

1) Flipping clues to their doom side is not the same as placing them. In this instance, the token has already been placed on the card, so Handcuffs will not prevent the tokens from then being flipped over to their doom side. Note that the agendas in Echoes of the Past each read “After 1 or more clues are placed on an enemy in play: Flip those clues to their doom side,” meaning the flipping occurs after the tokens are already placed. 2) As for Mysterious Chanting and Dance of the Yellow King, the answer is… sort of. Mysterious Chanting simply adds doom to the nearest Cultist, so if the nearest Cultist is handcuffed, then yes, it will do nothing. Dance of the Yellow King is trickier. It reads: “… If you fail, the nearest Lunatic enemy readies, moves (one location at a time) until it reaches your location, engages you, and makes an immediately attack.” Technically, the movement, engagement and attack aspects of this effect are not dependent on the enemy readying. While typically only ready enemies can move, engage, or attack, there is no rule stopping them from doing so while exhausted if an effect explicitly instructs them to. So strange as it may seem, if the nearest Lunatic enemy is handcuffed, it won’t ready, but it will still move to you, engage you, and attack. (Note that this would be different if the effect used the word “then” somewhere in it, for example “readies, then moves…”)

I understand that both of these answers are tricky distinctions, so I apologize for any confusion.

Cheers, ––––––––––––––––––––––––––––– Matthew Newman Senior Card Game Developer Fantasy Flight Games

Tiktakkat · 38
Between those two answers, Handcuffs seem a lot useful than at first glance. — Tiktakkat · 38
"I've got a plan!"

Good card.

characters generally struggle with combat, mostly because of deckbuilding restrictions and class-wide scores of 2 or less. Any of them can mount respectable defense via toolbox cards like Knife but overall a will not be able to kill any sort of major enemy, ranging from Ravenous Ghoul and Hunting Nightgaunt to Umôrdhoth itself.

Typically you leave these enemies to someone else to kill or try to avoid them, but this kind of defenselessness isn't always viable even with a friendly face like Mark Harrigan in the party, there is an upper limit to how much damage a character can do in a round and sometimes you'll find yourself engaged with a big threat at a time where the other guy has something more important to do or is just outright busy with a danger of his own (such as having this carcosa dude and that other carcosa dude spawning simultaneously).

This is where "I've got a plan!" comes in. Hitting routine attacks is an issue for decks, even Shrivelling is only so accurate without something like Higher Education to boost it, but mounting one big attack by chucking all of those unused little icon cards that typically gather in your hand is a very reasonable bet. Boom, one hit and you've killed the 4-hp threat you just drew or contributed 4 points of damage to the boss.

"I've got a plan!" has it's weaknesses, your sustained combat ability is still not great, you need to draw it and you need the clues, but its a high-yield attack in a class thats otherwise bereft of good combat options. This is pretty much an autotake in every deck whose Investigator isn't the upcoming Joe Diamond.

Tsuruki23 · 2588
In a group with a dedicated combat character, I found this card to be dead weight in my hand more often than not. Expensive dead weight. In my last Carcosa run (playing clue focused Rex), I didn't even consider taking it, and I didn't miss it one bit. — cb42 · 38
There is also the risk that the moment when you need this is at the start of a new Act when you have little or no clues. I generally compare this card against Mind Over Matter - which takes more actions since individual attacks only deal 1, but is cheaper and much more versatile (can also be used for dealing with locked doors and other treacheries) or for evading enemies. On a high Agility seeker like Ursula though, I might be more inclined to take the reviewed card, but I definitely don’t see it as an auto include. Of course, team dynamics is a big factor. For example, I play almost exclusively three player with a dedicated monster fighter, dedicated clue getter, and a flex character. — Death by Chocolate · 1490
Mind over matter is more of a panic button, while this cards needs some time to prepare. As other said, it's useless if no clues are available. It's also rather expansive, compared to other seeker cards. I like it as additional combat option, but ususally "upgrade" it with the acidic strange solution. — Django · 5171
Twilight Blade

This card allows you to replay the cards under Diana, at the expense of her willpower. There is also a trick with Olive McBride. When you play her, unlike events and skills, she goes back into play, from where she can be used to soak 2 horror, then through her power ignore a chaos token and go back under Diana for a card, a resource and +1 willpower! The net effect is unlimited recurrences of paying 2 resources and an action for 1 card, a resource, 2 horror and one or more uses of Olive McBride's power.

jmmeye3 · 632
She's only allowed to play or commit events and skills, not assets. Sorry buddy, it was too good to be true — MisterRogers · 20
Oops! True. So the main advantage is probably having a extra copy of safety net cards like Ward of Protection ready to play. The ability to fight with willpower could be decent once she has lots of cards under her. — jmmeye3 · 632
Yeah, it lets you keep everything more locked down once you get it out. The way I see it, it's great as an off weapon, as you can use stuff like the .45 Auto (2), which "ignores" the Retaliate ability as a primary weapon. Or, y'know, spells and whatnot. It's only because the dagger doesn't deal bonus damage that I would personally run extra damage stuff. — MisterRogers · 20
Twilight Blade

This. Card. Is. WILD. Like, legit actually for real wild. It's very very hard to see if it's good, but I think it's likely to be the card that takes Diana from good to killer. Why?

That third block of text? It seems to be a constant effect, rather than a contingent effect that turns on during fight actions.

As a weapon this is not very good, as it doesn't deal extra damage. But it's a good rat killer or finisher for enemies with uneven HP and saving charges on your attack spells. But the ability to reuse cards like Ward of Protection or Dodge seems pretty poweful to me, even if it reduces her will power. — Django · 5171
Though it does lose some value if you get Seal of the Elder sign with XP because you can return cards through her elder sign ability with hit. — Django · 5171
Each time you play a card from underneath Diana, you gained that card at the loss of 1 willpower. But you also clear a space to put a new card under Diana, which will give you +1 card/+1 resource. So I agree that this power is pretty good. — jmmeye3 · 632
Bandolier

Bandolier can be used by:

I think this card has received inappropriate disdain and mostly overlooked, wrongly in my opinion. In fact, Bandolier (0) is a quite solid card.

When looking at this card, one would probably think "why would I want an additional hand slot? I already have my guns!". Well, guardians love spending their experience points in two-handed weapons such as the Lightning Gun, the Shotgun, or the M1918 BAR. The problem becomes quickly apparent when playing regularly with these weapons: you will either have to use your precious ammo on trash mobs (and be empty when the nasty guys spawn), or you will need to refrain from playing your big weapon as much as possible, meaning that the turn you will need it, you will:

  • Need to spend 1 action to play it, reducing your number of attacks
  • Face an attack of opportunity if the baddy has spawned on you
  • Not be able to improve it right away (e.g. with Extra Ammunition)
  • Have to discard your current cards in your hand slots

The more the player count, the more enemies will spawn, and the more you will need to use backup weapons to be able to keep up with the killing. Even if you keep your Shotgun for when the big baddy spawns, several scenarios throw so many hard enemies at you that you'd wish you didn't discard your Machete. On a side note for solo, though there are much less enemies, you probably want to keep running a Flashlight during the scenario, and Bandolier once again helps you for this.

In other words, Bandolier (0) will maybe not shine in your 0XP deck, but it is an investment that will pay off as soon as you upgrade a two handed weapon. Conversely, I don't think Bandolier (2) is that much of a good card because 2 additional hand slots is just overkill, though the +1 is nice.

One real issue is the severe indirect nerfed it received recently due to the introduction of the Flamethrower, arguably the best weapon in game. Though the body slot necessary for Bandolier (0) used to be mostly irrelevant due to the thin competition for that slot, Flamethrower changed this. Obviously, you may still prefer the Lightning Gun, with which Bandolier stays relevant.

As for non guardians as well as Carolyn Fern, Bandolier (0) is a more dubious card. Except "Skids" O'Toole, who may really like having an additionnal hand slot if he plays Chicago Typewriter or Ornate Bow, other investigators should probably skip this card.

Alleria · 116
I agree with your individual points to an extent, but bandoliers in a level 0 deck is so incredibly bad. In terms of star alignment, you need three hand assets and the bandolier - especially in a guardian deck where you probably don’t have the economy to pay for that, it’s pretty rough. Of course the 2h weapons are a game changer, but I would rather pay 4xp to add the bandoliers when they are useful than save the xp to have dead cards for ~3 scenarios. — Death by Chocolate · 1490
This in a L0 Guardian deck is like the "research required" cards in a L0 Seeker deck. You're really taking it for what it can do down the road. Until it's great, it'll only really provide a single health if played, or one combat icon if committed. — cb42 · 38
Additional problems with this card (and why i try to avoid it): The card by itself does nothing, as does the asset you'd like to stick on it, when your big gun is out. It costs ressources, an action and deck slots but most guardians are often starved in all those aspects. — Django · 5171
Skids loves this, especially at level 2. Gives him the hands to utilize Thompson/Typewriter without giving up tools, and also helps cover his crappy Willpower. — Amante · 10
I could see this being effective on Jenny Barns. Using Twin .45s and flashlight would allow her to investigate and attack. Otherwise I feel stuck just fighting once I use the .45s — AbdulaOblongata · 1
Bandolier (2) should give extra ammunition or something like that. Or possibly a quick draw free action that exhausts. — PrecariousSleuth · 19