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.
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