Quick Learner

Anyone see the brand new errata on this as of May 2024? I had just finished explaining that it doesn't affect the mythos phase to friend. He checked and saw this errata!

Anyone know when/where this was discussed and changed? Just curious! It reads like it plays now, at least.

DanPyre · 57
They did this for "Plan of Action", and then needed to rule "Quick Learner" the same, since both cards are worded the same. — Susumu · 340
It makes the card worth 1 xp or less now. Complete nerf. — MrGoldbee · 1404
Yep trash card now. Their ruling about Plan of Action was a complete mistake imo. — snacc · 973
For Stella, it is still good, I think. She rather wants to fail skill tests in mythos phase anyway. Sure, cards like "Rotting Remains" can hurt more, but for these she has "Neither Rain Nor Snow", and there are not that many scaling treacheries in the game, that it matters that much. For others it got probably much worse. But I'm not sure, how outside Stella wanted the card to beginn with. — Susumu · 340
*who outside Stella, not how — Susumu · 340
I disagree with the phrase, "It reads like it plays now." It used to do that, but now it doesn't. — Eudaimonea · 3
R.I.P. Quick Learner. May 2024. Even in the Stella deck, the price is too high. It is lvl.1 card now — Axel_Templar · 1
I don't get this sentiment. Failing in the Mythos Phase is usually the best Stella can do. It's like getting a fifth action for her. She can profit from her fail engine with "Rabbit's Foot" and "Drawing Thin" before her turn, then (assuming it is viable based on AoO, but that issue would stay the same with the old rule for QL) use the first action to move, play an asset, engage an enemy, etc. There are plenty options availble without a test involved. You don't HAVE to fail your first action as Stella, unless of course, you draw an "Ancient Evils" or other card not involving a test in the Mythos Phase. — Susumu · 340
@Susumu I disagree that failing in the mythos phase is the best thing Stella can do. Failing in the mythos phase usually has some serious consequences, especially if the test's difficulty is raised by 2. Using the first action to fail an investigate or evade, or even fight if it doesn't have retaliate is usually much better, especially if you have cards in hand that let you benefit even more from the failure (LWIF, oops, Live&Learn, etc.) — neescher · 297
Sure, cards like LWIF and "Oops!" are great for her, and require her to fail a test during her turn as well. But they require to fail by two or three or less, which migth not always be trivial with double QL, and if you want to use "Drawing Thin" as well. And you won't draw a treachery with a test every round, so they are particularly great for the turns, when you don't. NRNS can turn off any bad effects of a failed test (but makes it harder to fail due to 3 wilds), and can be recured almost ad infinitum once you add "True Survivor" to your deck. (In fact ad infinitum, if you add "Resourceful", which you likely do anyway.) — Susumu · 340
Hiding Spot

Please help me great when an enemy would become Ready at the end of the enemy phase? Don't enemies that attack normally during enemy phase exhaust, and only ready up in the upkeep phase? So if they all gain Aloof (they never discard the hiding spot) and normal enemies who attack, exhaust, who are these enemies that discard the hiding spot? How long can it last? Many rounds? What's the longest you folks have kept a hiding spot up for?

Quantallar · 5
Aloof enemies would discard this card, unless they either have been engaged with an investigator before gaining aloof (they won't disengage from gaining aloof and hence attack and exhaust in the enemy phase), or have been engaged by an investigator. If an enemy floats on the location with aloof, it (normally) won't attack in the enemy phase and therefore would be ready at the end of the enemy phase, which discards this card. — Susumu · 340
I guess you could extend it for a round by exhausting all enemies and then playing this, so the aloof effect would go away at the end of the following Enemy Phase, but even that is kind of using up actions that could be used to advance the scenario. n the other hand, I've never used it, I don't think, so what do I know? — LivefromBenefitSt · 1023
Power Word

Taking the FAQs above into account I tried the following out.

It is extremely effective to multi-Power-Word one hunter enemy, preferring a hunter enemy preying on me like Guardian of the Crystallizer or Bianca "Die Katz".

With "Thrice Spoken" and "Tongue Twister" you can have a ...

  • ... Charging Warrior -> "Go [1].", "Go [2].", "Go. [3]", "Betray [1].", "Betray [2].", "Betray [3]." -> Runs into a location and deals up to 3x1 damage to enemies with an an equal or lower fight value. "Killing 3 Swarm of Rats at 3 connected locations is crazy ... same is killing a 3 health enemy 3 locations away!"
  • ... Charging Evader -> "Go [1].", "Go [2].", "Go. [3]", "Distract [1].", "Distract [2].", "Distract [3]." Runs into a location and evades up to 3 enemies (maybe including itself) with an an equal or lower evade value. "Make Rita Young look like a sloth!"
  • ... (untabooed) an Ambulance -> "Go [1].", "Go [2].", "Go. [3]", "Mercy [1].", "Mercy [2].", "Mercy. [3]" Runs into a location and heals up to 3 allies for health and/or horror. "Make Bianca "Die Katz" a charging Lay-on-Hands-Paladina who heals 6 health for 1 action at a location 3 steps away!"
  • ... Charging Cluever -> "Go [1].", "Go [2].", "Go. [3]", "Confess [1].", "Confess [2].", "Confess. [3]" Runs into a location and discovers up to 3 clues if its health is equal to or higher than its location's shroud. "Get an On the Trail (3) once per turn!"

In all cases you can also change the resolution order to or skip any of the commands: eg. "Go [1].", "2nd Command [1].", "Go [2].", "2nd Command [2].", "Go [3].", "2nd Command [3]."

You go to the power-worded enemy and send it to it's target doing whatever you want. When the enemy is at least 2 locations away, exhausing or evading it is not necessary. If it is aloof from e.g. Existential Riddle you can even ignore this part because aloof enemies don't exhaust.

Your power-worded enemy becomes a freeking multi-functional boomerang.

You can support this playstype by taking cards like Word of Command and Lucid Dreaming to get the copies out of your deck very fast.

thrice spoken can command each OTHER enemy with power word — Adny · 1
Oh thx, you are right. I will edit my review the next days. — GrueneLupenAufheben · 116
Hallowed Mirror

Justice for Vincent! The mirror should absolutely be takeable by him. This card is very good but the fact that, of the two dedicated healers in the investigator list, Carolyn and Vincent, only Carolyn can take this card, seems like a pretty significant design oversight. If on Gray's Anatomy, "The card itself does not heal damage/horror..." but is takeable by Carolyn and Vincent, this card should be too. The card itself does not heal damage/horror, but it directly leads to a way to do so.

acquavaa · 2
vincent can absolutely take this — Adny · 1
Someone should tell the deckbuilder tool that, because it doesn't show up under eligible cards. — acquavaa · 2
I am not an expert and I could understand if I am wrong, but Hallowed Mirror does not have "healing" on it, so it cannot be taken. It's silly, and I think rules as intended would have it be something Vincent could take, but I think rules as written would say that bonded cards do not count towards being able to include something in a deck. — DjMiniboss · 44
FAQ under Empty Vessel. But apparently, it has been reverted, so never mind — Adny · 1
Ancestral Knowledge

Not every Investigator with access to level 3 Seeker is going to go hard on skills, though if you were already running 6-8, there is very low opportunity cost to this, because you can add some more flexibility cards while not changing your chances of drawing them. The downside is the interaction with Practiced Makes Perfect, meaning you're more likely to whiff on your first time through the deck (which, you're Seeker probably, so its fine). But My favourite interaction is the wording on the lightning bolt. "Draw 1 attached skills". Not "add to your hand". So this card, can, for Harvey Walters, guarantee draw 1 additional card for 5 turns in the game for when you don't already trigger it from a Eureka or Perception, or your Vault of Knowledge investigate trigger. At this stage in the game post Hemlock Vale, there are certainly enough skills, especially one's that cantrip already, that Harvey can just take a toolkit of skills, taking a Guts, Perception, Manuel Dex, or maybe Plan of Action, Eureka, Deduction, Survey the Area. Amanda loves this card, but I would posit that this card is also absolutely fantastic for any Harvey build and I would prefer it to Studious for the same XP.

Good spot! Although it is worth mentioning that it is double the XP cost of Studious, because this card is Exceptional. — snacc · 973
Harvey's ability reads "draws 1 or more cards from their deck", so that interaction doesn't work — aurchen · 1