Showing posts with label Dunwich Legacy. Show all posts
Showing posts with label Dunwich Legacy. Show all posts

Sunday, 26 February 2017

Miskatonic Univeristy - New Player Cards (vol I)



Hello again, my dear readers! Based on your reactions posts about investigators build a good and needed cycle. However every now and then it’s good (and necessary since we’re running out of investigators anyway) to write about a different subject. The recent release of Miskatonic University creates an opportunity and need to share my thoughts about the new player cards.

There are 13 new cards – 2 neutral ones, 2 for each class and a whopping 3 new Survivor cards (2 out of them use the new exile mechanic introduced in Dunwich Legacy rules).

A first glance over the cards made me quite optimistic already – they seem to be on the stronger end of the spectrum and one can easily see a game play situation/deck they would fit well. Even the ones I don’t particularly fancy still seem to have good uses and match particular play styles.

I do not plan to have a very detailed look at all of them, would like to make some general points about them instead - particularly the ones that might be less obvious. I have chosen 2 cards to describe in more details in a separate post – Song of Dead and Brother Xavier.

Guardian cards seem to be an attempt at creating different Guardian sub-types. Emergency Aid not only provides an enormous boost for existing allies (more uses of for Beat Cop [2] and Guard Dog), which is rather obvious. It also delivers yet another healing card in Guardian’s arsenal. And since they are usually paired with low-Stamina characters, it is an additional opportunity for a support/healer role to be added to Guardian characters. You can read more about the sub-classes in upcoming post.

It's bit funny to use Pathfinder for extra movements... in a museum

Seekers are given yet another quick movement card. I guess this is the direction designers wish to develop the class. I’ve got a Plan on the other hand (sort of along Whoops) is another of the cards that provide some means of fighting to less-fighting classes. Such cards are not only necessary to make solo playing enjoyable, but also do not disturb overall class archetype too much, while making deckbuilding far more interesting. After all, these are only singular cards. They do not allow to consistently deal with monsters, but rather to manage “back to the wall” circumstances or give them something to do, when team is facing a “boss” enemy. Their existence also arranges for another layer of decision making – should I keep the card for later and ask my team fighter to relieve me now? Or should I rather use it now, to allow him to do some other job he’s currently busy with?). Both of these cards are very strong, so Seekers (and Roland) get a substantial boost.

I have mixed feelings about the Adaptable card. This comes back to my approach to the game. I like to treat it as a role-playing experience. Granted, it’s easiest during first run of the campaign and somehow manageable during next few runs. And it is definitely getting much harder afterwards. You can’t make yourself forget content of the cards, resolutions etc. Therefore, willingly or not, you do plan your actions based on the knowledge you’ve gained. However, using Adaptable for the purpose of deck changing, in order to adjust it to scenarios feels… well a bit like cheating. As very well pointed out by KP The Aficionado (link to the whole great article at the end of the post) – if you decide to swap level 0 cards, you might as well take Adaptable, so it’s cost-effectiveness is terrific. Contraband is yet another Rogue – support card, slightly underpowered in order not to become grotesquely overpowered in the future, when some multi-use asset comes into the card pool. 

I am a big fan of teamwork cards.

Mystic is my beloved class and yet again they got really awesome cards! Delve to Deep is easily my favorite card in the whole set. First of all, it is incredibly thematic. It reminds of Lovecraft characters, who decide to pursuit the blasphemous knowledge despite knowing that curiosity might lead to their demise. Further on, it builds on Mystic’s tendency to deal a lot with the encounter deck (Ward of Protection, Drawn to the Flame, Scrying…). Lastly, it has a very unique and powerful effect! Great stuff! And in the later stage of the campaign it can easily be replaced, as experience gets less and less important (cards bought in the beginning of the campaign stay with you for its whole duration, while the ones acquired later for fewer scenarios).

In a popular vote for the best card of the mythos pack
held among all the Shuffle's authors
Delve Too Deep won, getting 100% votes!

Survivor cards deserve mostly few words about the exile mechanic. I am a big fan, as it adds yet another layer of decision making. They also seem to have a reasonable cost and extremely thematic uses (designers even considered a very role-playing aspect of the fire extinguisher – using it as a blunt weapon – truly a nice touch!). The 0 level card is rather on the weaker side, though one might see a good use for it, particularly in bigger teams, more prone to have multiple enemies at one location.

Important note - if you don't find an ally you DO NOT exile Flare

Last, but not least, the neutral cards. It becomes quite clear to me now, there are 2 categories of neutral cards. The first category encompasses staple cards, needed, or at least very useful for investigators of every class (and pretty much everyone) – 5 double icon skill cards, Emergency Caches etc. The other one includes cards that are weaker than their class – restricted friends. You use them to have some means of covering your class’ weaker sides or just for the synergy/combo related benefits (think: Knife, clearly an inferior weapon to any Guardian stuff). The two new neutral assets clearly belong to the latter one, providing a weaker way of healing or a combo opportunity for Agnes (possibly more of clever synergies will show up in the future).

So we’re 2 expansions in and so far Mystics got almost exclusively strong cards, while other classes more of a hit and miss ones. The class ideas are getting clearer with each pack and I’m already biting my fingernails impatiently waiting for next cards.

What are your favorite new cards? Which one do you consider the strongest? Let me know in the comments section!And definitely check out Delve Too Deep's post about the new cards.

Addendum: Here is the second part of DTD's analysis (with quit few guests on board.

 All images are courtesy of cardgamedb.com and fantasyflightgames.com

Sunday, 19 February 2017

Rex Murphy: The Reporter



Rex’ story is one of the coolest backstories of all Arkham Files investigators. It has been made even more complete in the latest installment, which explains his analytical abilities are not just inherited in the gene pool, but more of a reaction he developed to deal with all the mishaps happening around him. 

Legacy: Rex’ design has been a nice balance of strong drawback caused by being cursed (in Eldritch Horror – for the entire game!) and an even stronger ability to counter this disadvantage. While in Eldritch you might consider him sort of an all-round investigator (who can be customized a bit with the starting upgrade of player’s choice), Arkham Horror’s design makes him a clue gathering gate closer (relying on sneaking into them past the monsters). His clue gathering side is once again brought back to live in AH:TCG, and he can also sneak quite well because…
 
Skill values: …due to his more balanced (compared to Daisy) skills, he can actually count on evading some monsters on his own more consistently. It comes at cost of 1 Intellect, which hurts a bit, as his special ability depends on passing the test with a wide margin (more about it in just a minute)1. It is not the end of the world, however. He has access to plenty of intellect boosting cards, so manages to investigate very successfully. He is just not quite as great at using I’ve got a plan! or Mindover Matter. All in all, I believe Rex’ set of skills allows him to achieve his goals through slightly simpler means. As it’s often the case for me, I’d see more of a radical approach more efficient – Combat of 1 would allow to boost any of other 3 stats, and each one would have its benefits.
It is hard to comment on thematic value of his skills – he is sort of a bit fragile (though his Stamina is one higher than Daisy’s as he profits from Dunwich Legacy’s higher Sanity/Stamina total) non-fighting, clever dude. So I guess solid work here.

Strength
Theme



Special Ability: Oh my! Rex absolutely dominates here in all possible (sub)categories! First of all, the ability grants him an astonishing action-efficiency. It goes without saying, that doubling the result of a vast majority of actions he takes during a game creates a colossal advantage. As long as he spends most of the time investigating, he even dwarfs Daisy’s free action. Consider following example – if both he and Daisy spend one action on a tome and the rest investigating, Rex actually gets one clue more (provided he succeeds, obviously, both times triggering his ability). This is why he should spend as much time as possible investigating. It makes him a strong team player – his team members take care of all other threats, while he searches for evidence.

Rex' ability, while already superb has been made even stronger
by polish (miss)translation which omits "while investigating"

The ability also provides a very interesting gameplay experience – you balance the odds at each location, deciding if (usually it’s more of a question of “how?”) you want to aim for 2 clues. Since he’s almost destined to be built around Scavenging (more about it in 2-3 minutes)2, it involves planning how to best use it and all the available icons in your hand. Therefore despite being just as one dimensional as Zoey, he feels so much more exciting to play.

Last, but not least, using this ability grants me great deal of nostalgia, as it is a very clever reimplementation of Rex’ original special ability from Arkham Horror. And they both make great sense thematically – he has a very analytic mind, thus adding things together quicker – drawing conclusions as well as linking one clue with whereabouts of the other3.

I am impressed and almost made speechless by Rex’ Elder Sign ability for so many reasons. Firstly, it introduces a choice. As you know, in my textbook choices in a game = good. And the choice is a very cool one. Sometimes it’s obvious you cannot afford to fail a test, but there are occasions, when you really feel torn between two options. Secondly, it adds to his theme of drawing cards (along with his signature card) and has a terrific interaction with his weakness (more about it in a minute)4. It is truly a blast!

Gameplay
Theme

Signature Cards: Seekers, as a class, do have some card-drawing capabilities (See: Old Book of Lore, Cryptic Research). Rex’ signature card fits this pattern nicely and creates a lovely interaction with his clue gathering ability. It also builds a clue gathering AND card drawing theme for the character (along with the Elder Sign effect). Its power is strongly correlated with the scenario clue-approach – in some scenarios you can reliably plan to use it, in other it’s very hard to make good use out of it. In this way it plays similarly to “I’ve got a plan” (more about it in a week)5

In his spare time, Rex enjoys painting graffiti
Generally speaking, card drawing abilities are very strong in card games, as they simply give you more options. AH:TCG does not differ from  the standard card game. In fact, drawing 3 cards with Search for the Truth is already a decent result and a fairly achievable one. Even if for some reasons (full hand?) you decide not to use it, its massive icons for sure will come in handy to help Rex trigger his ability

Rex’ Curse seemed to me to be a very clever design choice. It’ supposed to create an ever-reoccurring jinx, haunting Rex and nullifying his efforts. In the practice, however, it does not do much. Unless you’re very *khem* unlucky or playing a long scenario, your chances of seeing it more than once are rather slim. Even with some added draw potential of Rex you might easily not see the card at all.6 Secondly, quite often it doesn’t impact chances of passing the test too heavily. It can even help a bit, sometimes allowing you to pass by 2 or more (I admit, it’s a rare case). To be honest one of most impactful effects of the curse is an increased chance of triggering nasty Chaos Token effects (adding doom to the enemies etc.) as effects of both drawn tokens apply. Even so, some chance for extra negative results on top of causing you to fail one test is rather not something to be overly concerned about.

Dear Lord, my 'stache DOES look fabulous


The card extends the gameplay in an annoying way, adding to the most important drawback of the chaos bag – time it takes to perform the physical act of randomizing the bag and drawing a token. It’s even more frustrating if you’re pulling one token after another.

Just to be on the safer side, should you expect a crucial (and rather hard) skill check coming soon, strongly consider using a choice to fail a skill check with the Elder Sign effect (provided you happen to draw it during the re-draw procedure), as it allows to both get rid of the curse and draw 3 cards.
The curse originally promises to deliver a very thematic experience, but seems to fail a bit in this regards (again – unless the scenario is one of the long ones).
 
Strength

Theme

Deckbuilding/Class: As one can easily predict, Rex has been designed as a Seeker. And this class definitely fits him very much. So much, that in fact I even somehow accept him as a pure Seeker. A Survivor subclass would fit him, too – even more so due to the Scavenging build – if not for so many Fortune cards which would still be unavailable for him due to his deckbuilding restriction (a super thematic one, by the way). While one can toy with different sub-variants of his Seeker/Neutral set of cards (Mind over Matter is, for instance not as a straightforward choice as for Daisy, while Manual Dexterity and Hyperawareness make much more sense), he seems to be designed with (ab)using Scavenging in mind, which almost forces to include 2 copies of Scavenging and at least one of Rabbit’s Foot. It definitely provides a powerful synergy, it limits reasonable variants (at least for now) available for Rex’ deck, though. 

Strength

Theme


Like his Dunwich friend, Zoey, Rex is designed with one job in mind. For Zoey it’s putting an end to the existence of wicked monsters. For Rex it’s discovering the horrible truth about sacrilege forces bringing doom to mankind. His power lies mostly within his ability, a clearly superb one (possibly the strongest special ability so far). He is yet another great Seeker character with a clear purpose and strong design. He definitely does best work in a team – the bigger the team, the better, as he can vacuum clean all the clues from a location in no time.

You can kill some giant vampire with this stake


Strength

Theme



All images are courtesy of cardgamedb.com and fantasyflightgames.com



1Or more if you’re a slow reader.
2Again more if you’re a slow reader.
3Sometimes clues represent more of facts, information; sometimes they are more of concrete pieces of evidence you need to find or even objects you will use, or locate.
4I believe you’ve noticed the pattern already, haven’t you?
5Regardles of your reading pace.
6It is the case for all the personal weaknesses, I know. However Rex’ curse seem to require bit more in this regards – maybe it should start the game in play? Or would it be too harsh?

Wednesday, 15 February 2017

Zoey Samaras: The Chef



There is a variety of motives, causing the investigators to stand against the seemingly unbeatable powers of the otherworldly forces. Revenge, curiosity, or simply will to survive when faced with monstrous being trying to hunt you down. Zoey, however, is different. She is on a God-given mission. While technically a Chef, most of her life is spent following God’s orders. He speaks to her and she fulfills His instructions, killing the wicked abominations and guarding our world.

Legacy: I have a revelation to make in the very beginning of this article. Zoey has been pretty much my favorite character so far, when taking into account both Arkham Horror and Eldritch Horror. She was always a very proficient fighter with added layer of other capabilities and neat skills. In AH, she had high Lore/Luck value on top of her fighting competence and due to her Killer Instinct only needed one weapon to wreak havoc on all monsters. In Eldritch Horror she got even better! While still bearing her Cross to aid her during fights, she was also able to get additional missions straight from the Creator. And due to her well-spread stats she was also a proficient gate closer! A “killer” combination! (if you pardon this unintended punchline)

So when I learned, Zoey will be included as one of Dunwich Legacy investigators, I was beyond excited. And my excitement grew even further upon reading all Zoey-related cards. I was a bit conscious about her skill seemingly being inferior to Jenny’s, still was very much looking forward to playing her.

SPOILER ALERT!

I was disappointed

Zoey I love. This is how I will remember her!

Skill values: Zoey’s skill values shape her as a very evident killer with one job – slaying the wicked foes. Combat of 4 allows her to rip through them with a great efficiency, whereas Will of 4 protects her from all kinds of negative effects (while also inviting to take advantage of some of the Mystic options). However, one can wonder, since she’s to be a fighter and only a fighter, why wouldn’t she have lower Agility? One point less wouldn’t make a noticeable difference, but could help her to either do a decent job at investigating or boost her Combat to crazy levels (there are characters with a skill value of 5 in the end). 

I don’t really find any thematic explanation for this choice, either. In the end she just seems like a worse version of Roland (another spoiler alert – you’re going to read this phrase again).

Strength 


Theme 



Special Ability: Getting a resource for engaging an enemy is a decent skill. It comes even more handy for a Guardian – their cards are expensive and they do not have any cards to gather extra resources (so far). However, if you compare Zoey’s ability with Jenny’s you have a nasty impression, it’s a slightly weaker variant, really. On an average you do not engage one enemy per turn. The difference is not that big and the ability provides a cool synergy with Zoey’s Cross, nevertheless one can easily see it’s on the weaker side of thing. 




 I am not too sure how to thematically interpret her ability, unless on a quite abstract level. Is it the killer instinct that enables her to be very ehm… resourceful when faced with monsters?
I have mixed feelings about Zoey’s Elder Sign effect. On one hand it’s very thematic. On top of that, many of Zoey’s tests are, in fact, Combat skill checks, so there are decent chances it will get triggered during a fight. On the other hand – it annoyingly often gets drawn during other kinds of skill checks. Moreover, quite often an extra damage doesn’t matter at all – it just leads to an unnecessary overkill – mostly because you can’t really plan to draw an Elder Sing or make reasonable strategy based on an assumption you will get one of 16 (or more!) tokens.

Strength
 Theme



Signature cards: Here we go! Zoey starts to shine for a difference. Her Cross is my favorite signature card so far. It provides alternative means of doing extra damage, while not being a weapon. Beat Cop style, if you allow me such a comparison. It does not require any actions and the resource cost is pretty much negligible, since Zoey gets one when engaging an enemy.

All points one can raise about an upgraded Beat Cop apply to her Crucifix too – you can snipe out single health enemies with a great efficiency (this is definitely my favorite use). If your partner did some damage to the enemy you might finish it off, just by engaging it – no risk, no nasty chaos tokens). When facing a major guy (Ghoul Priest level or so), one additional damage for the start of the fight might also save you one attack in the end.

Giving Zoey a Cross was an obvious design choice – it’s her starting gear in Arkham Files since its beginning and naturally fits a believer (a God’s warrior, one could say). I am just slightly skeptical about a connection between the holy jewelry and suddenly striking the monsters.1



This would be such a cool graphic if not for the dinosaur-like creature
making a come back from Unexpected Courage



Zoey’s weakness might vary in impact, depending on few factors. The obvious one is the strength of the drawn enemy. The second one is its type – is it a hunter enemy or not? If it is, Zoey most probably won’t have to >>hunt<< (haha!) it down, though it might stalk some of her teammates. The timing (and size of the map) is also crucial. If there’s nothing very urgent to do, Zoey (or one of her friends) might as well go and smite the wicked. In this sense it’s just one extra monster added to the adventure, possibly even less impactful for a bigger team. If it’s drawn towards the end of a tense scenario… oh well, then it’s Cover Up all over again (these seem to affect Guardians so badly!). And unlike all the task weaknesses it still matters in the last scenario. All in all, it’s slightly more damaging than a typical weakness, while not being Roland’s level.

The weakness is an obvious thematic choice for Zoey. Even though the design is bit simplistic (and surprisingly similar to Jenny’s weakness) one cannot deny its thematic quality. She’s on a God given quest and once he points to another target, she feels compelled to fulfill his commands to the point at which failing does permanent damage to her mental stability. 

Strength


Theme

Class/Deckbuilding options: Zoey is a Dunwich Style Guardian. The class choice is obvious both mechanically and thematically. She can have some options on what to take from the different classes depending on your needs and approach. Regardless of exact direction, you can always use Double or Nothing for devastating blows (combined with a weapon and a Vicious Blow it does 6 damage in one go!), all round strong Lucky! (nicely supporting Double or Nothing, as well). If you’re looking for an extra fighting edge (and more chances to draw a weapon), Baseball Bats come in very handy. If you decide to help a bit with Zoey’s investigating capabilities, Rite of Seeking and Drawn to the Flame both seem to be a very good option. Finally, if you’re looking at some support alternatives (also helping with Zoey’s low Sanity), Liquid Courage does the job.


A Chef by day, a monster slayer by night.
Let's hope she does not use any of the gained monster bits in her day job...
 I have already mentioned how the Dunwich characters’ deckbuilding requirements are on the weaker side of things for me. Zoey is less affected, as there are tons of strong level 0 Guardian cards. However, I could picture her with a Mystic subclass so well! High Will would allow her to use multiple spells, Fearless to heal Sanity… That would not only make Zoey stronger, it would also fit her legacy image. In Arkham Files games her Lore stat (which is the spellcasting attribute in the previous 2 games) is on the higher end. Such a wasted opportunity! Not to mention, I feel slightly uneasy with some of the cards Zoey can theoretically access when it comes to the theme side of things (all Dunwich guys are affected, I guess).

Strength

Theme


All in all Zoey seems to be a bit bland. She does lots of fighting and that’s pretty much it. Even spiced up a tiny bit with a selection of 5 cards from different classes, she’s still extremely one-dimensional. In fact, in the post about Roland I criticized him for being rather dull. I am taking my words back – he’s so actually quite fun and even more so, compared to the killer chef.

While I do appreciate a specialized approach, it makes playing her bit on the boring side. To make matters worse, she is only slightly more of an efficient killer, than Roland is, while the latter can do so much more! We even tried her in a 4-player game, hoping her highly specialized profile would fit a bigger party more. Still she was a minor disappointment. Unfortunately the final verdict is not favorable to Zoey.

Strength


Theme


1I am a Christian myself, however I can see no place for God in the universe of Lovercraft and definitely not the Judeo-Christian one. The cold, uncaring universe in which humanity is part of thin layer of a biosphere in a Necro-cosmos faced with unhuman powers beyond their understanding, Idiot-God Azathoth, destroying worlds at will and just all the lack of purpose do not fit with the concept of the all-loving God. It begs a question – who speaks to Zoey? 

All images are courtesy of cardgamedb.com and fantasyflightgames.com