- Q: I have a question regarding The Eye of Truth and the Restless Journey cards from Where the Gods Dwell. I commit Eye of Truth to Restless Journey (Fallacy) and then succeed at the test, putting them both into the victory display. Eye of Truth says: "While attached, The Eye of Truth contributes its skill icons to all tests on copies of the attached treachery." I know that "copies" of cards are determined by card title, so does this mean that Restless Journey (Hardship) and Restless Journey (Lies) are not eligible for the +4 Wild icons on their tests? Or is the parenthetical text intended to be considered a sub-title (since each Restless Journey says "Restless Journey" rather than the full title with its matching parenthetical text)? A: We rule that the text in parentheses after each “Restless Journey” is meant to be a subtitle. As such, when you play The Eye of Truth while attempting a skill test on a Restless Journey, should you succeed, you would be able to apply the wild icons on The Eye of Truth to the other copies of Restless Journey.
Habilidad
Hechizo. Experimentado.
PX: 5.
Si esta prueba de habilidad está en una Traición y la prueba tiene éxito, añade esa Traición a la zona de victoria y vincúlale El ojo de la verdad.
Mientras esté vinculado, El ojo de la verdad contribuye con sus iconos de habilidad a todas las pruebas que estén en copias de Traición vinculada.
FAQs
(from the official FAQ or responses to the official rules question form)Reviews
For a skill card to cost 5 xp, the effect must be awfully useful, and this card definitely is. It's not just that you're helping the entire team pass an annoying treachery easily; you're also permanently removing one such copy from the game, which is useful in every scenario you can think of and especially ridiculous in The Circle Undone with its "if three of these are in play, bad thing happens" treacheries - Terror in the Night, Ultimate Chaos.
And if that wasn't enough to convince you, it's practiced, meaning you can just pull it with Practice Makes Perfect on any kind of non-treachery test you're having difficulty with. Parley/evade/whatever at +4, then get the card in your hand ready for the next treachery.
Really doesnt need much discussion. Great card.
As a 4x skill card you can beat some surprising tests, a hard scenario test, a parlay, but treachery tests is where it'S at. On one hand you can filter out a bad treachery by sneaking it aside, and you make the other copies of it easier too! Many late-campaign treacheries will murder you if you get hit! Also makes stuff like Frozen in Fear less nasty.
Great card, but is it worth 5 XP? Not at the start, no. Not worth slowing down a research card or some key asset. It's a great use for XP once youre post-20 XP.
Incredible in Carcosa.
Picked up an annoying weakness that's blocking your infinite deck shenanigans, but it's labeled as a 'treachery'?
Buh-bye.
Present & future list of cards this skill may apply to (Spoiler Warning):
Just browsing cards that can be used by Amanda Sharpe and found this card. In an Amanda deck this is an additional Promise of Power without the cost of curse tokens, and it may remove a random treachery you draw the next turn. Does it worth 5xp for that effect? I don't know, but I know I will try this card in my next companion.