Showing posts with label Miskatonic University. Show all posts
Showing posts with label Miskatonic University. Show all posts

Sunday, 5 March 2017

Miskatonic Univeristy - New Player Cards (vol II)



Hello again my dear readers. As promised on Sunday, I am providing an analysis of selected cards. I have decided to include Pathfinder in the article as well, as it deserves few more words, given the general comparison one can make based on it. 

Instead of "ora et labora" Brother Xavier's motto is
Pray and shoot!
The first one, however, is Brother Xavier. I do have to agree, it’s not a terribly powerful card. The reason for it is the alternative cost – he takes up a slot usually taken by Beat Cop. Particularly its upgraded version is a powerful ally – increasing Combat and allowing for some test-free damage. In case of Skids’ Leo provides another worthy alternative. Most of the priest’s usefulness comes from being a damage/horror buffer. Unfortunately it’s not as big of a buffer as one would imagine. Barely one Sanity more than Beat Cop. He can, in fact, deal just as much damage as the beat Cop (2) does, you cannot control the timing though, which limits the tasks he’s capable of performing. Bonus to Will, while very thematic, has limited applications. Two main ones coming to my mind are protection against the encounter deck and helping Zoey becoming a more proficient spellcaster.

The alternative cost is the key. Please consider cards like Bulletproof Vest or Elder Sign Amulet – they provide less protection and no other benefits, yet cost more experience and can easily be considered better cards. The reason for it is – they do not take an ally slot, the alternatives are much weaker. There are barely any cards for the body slot. There are few necklaces. However, they rarely compete with Elder Sign, as they have different users. Generally speaking, the most powerful assets can be found among the allies.

I am very happy, though, with the team work approach the ally has. I am a big fan of all the cooperation elements. Shielding your teammates from the dangers is a classic. Just as a classic is the tank character, absorbing all the damage – it seems designers include this sub-class within Guardian class. It’s worth noting, Guardians are low-Sanity characters and are usually paired with low-Stamina ones, making Xavier a useful damage absorber for both team members! With "I've had worse" added to the mix, the Tank sub-class seems to slowly emerge.

Is it Jack Montrey on the picture?

Card that can be considered in relation to Brother Xavier is Pathfinder. You can ask, why? They are nothing alike! This is a true observation. Let me try to explain. Pathfinder is a powerful card, basically providing a free action per turn. Still it wouldn’t be considered as powerful, was it occupying the ally slot. Just as Brother Xavier would be a solid card, if he wasn’t.

The idea I’m trying to implant in your mind is – a vital part of cards strength is the alternative cost. And vital part of alternative cost is the slot it occupies. If a card takes no slot, even a weaker benefit might make it worthy including in the deck.

Pathfinder is obviously blast of a card. For 1 XP (!) you get a talent allowing you to have an additional action once per turn. Granted, it has restrictions (only a move action, only if you are not engaged with an enemy, only during your turn). But a free action means doing 1/3 more stuff per your turn – this is truly what you’re missing the most – actions. And move action is one of the most universal one – performed multiple times in basically any scenario. 

Out of 3 characters, which can include Pathfinder in their deck, I believe it’s the strongest for Rex. Having the card allows him to use his double-powerful investigation action more often. He also clears locations from clue tokens quicker, hence having to move more often in general. I’m not trying to say it’s not an obvious choice for Roland or Daisy, though – it clearly is a very good choice for both of them, too.

Using right set of notes you can make dead dance

 Last, but not least, I’d like to have a look at Song of Dead. I absolutely adore the design of this card for 2 reasons.

First of all, it has a non-obvious design. One can easily create a stronger Shrivelling, adding more damage, charges etc. to it. Song of Dead is a combat spell, which works differently. It has many small advantages – its costs is lower, it has more charges (hence one charge costs 0.4 resources compared to 0.75)1, never causes you to lose sanity (arguably this might be minor flaw for Agnes) and gives a slight bonus to the test. The only (though a hefty) shortcoming is the damage output – it basically only deals one damage per attack. Randomly getting a skull token is not a result you can reliably count on getting…

…unless you help your luck a bit. This slowly brings us to the other reason why I like this card. It is a very thematic, custom made card for Jim. At the same time it is still a card other characters can consider to use – particularly Daisy with her low Will can consider having a copy or two to face minor enemies.

Speaking about Jim – our jazz musician can dearly benefit from playing the Song of Dead. His Will is slightly lower than Agnes’. Therefore the boost is appreciated, giving him higher chances for succeeding the test. The critical piece focuses around drawing a skull for the added damage. Jim not only has an added chance to get a token, as he can treat Elder Sign as Skull. He also very often uses the Grotesque Statue a lot (more about it in upcoming post about him). Using the statue increases chances of getting a skull even further! Here is some useful piece of math for you:

If there are 2 Skulls and one Elder Sign tokens in the bag, chances of drawing at least one Skull/Elder Sign token are2- 37% for 15 tokens in the bag, 35% for 16 tokens in the bag, 33% for 17 tokens and almost 31.5% for 18 tokens. Of course matter of damage is not so easy – sometimes one damage is enough (in this situation Song of Dead is actually superior to Shrivelling), sometimes you need 2 (the opposite is true). When trying to maximize the damage (trying to take down some major threat) even a 15 token chaos bag yields a worse average damage (1.84, not counting increased chances of succeeding due to a boost to Will). Last piece of pure math-stats3 – total damage done with all charges – 9.2 on average, compared to 8 of Shrivelling. This includes using Grotesque Statue on every attack though; so we’re talking 0XP against 6.

I hope I didn't bore you with too much math.

Taking math into account card does not look too powerful, taking into account the XP cost. Suddenly it becomes a tool to deal only with 1HP opponents (or enemies who only have 1HP left). Unless, of course, you’re playing Jim and can alternate between standard use and boosted by Grotesque Statue attempts at dealing 3 damage.

What cards are your favorites? Do you have more interesting thoughts about cards discussed above? Please share'em with me and don't forget to visit Delve Too Deep's posts about new cards (links in my previous post about Miskatonic cards) 

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


1 It’s bit of an oversimplification, obviously. Card costing 20 resources for unlimited charges would have an even better cost: however being so costly would almost totally prevent you from playing the card at all.

2 This is by far most common scenario. All calculations are rounded and delivered in percent, even though I personally prefer simple fractions.

3 As in point 1, math approach is bit of an oversimplification here, just providing some insight into actual usefulness of the card.

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