The Skeleton Key
  • Can other investigators use the keys ability to move it to their play area when it's attached and later attach it themselves?
  • If not, what happens when this card is moved to another player's play area with Teamwork? Is the new controller the only one you can attach and detach it? Or is the owner the only one who could detach it, after the new controller attached it?
Django 1579
This is all covered in the official FAQ under “(1.14) Control of Attachments”, and I recommend checking that out for details, but the short answer is: No other players can’t use the Key’s action ability. If control is transferred with Teamwork, the new controller is the only one who can attach/detach it. — Death by Chocolate 10
I should have included reference to “(1.2) Triggered Abilities” which specifies what triggered abilities people can activate - relevant here: NOT triggered abilities on player cards which you don’t control. — Death by Chocolate 10
Coup de Grâce

Worth noting that this card can situationally combo with Quick Thinking (especially in a multiplayer game when you have more chances to commit Quick Thinking outside of turn). If you can use Quick Thinking to get an extra action when it’s not your turn, e.g. during the Mythos phase or during another investigator’s turn, you can use Coup de Grâce without worrying about ending your turn prematurely.

Jake Williams

Overall probably the worst thing about Ursula downs is her special card. The bonus this cards is nearly non existent because you move and the enemy is still on you at your new location. Maybe helps get enemies closer to allys so they can fight sooner. Jake is a good damage soak though at 3/2. Overall id say hs is easily replaced by dr. Milan. However if you have him out before you get one let him tank a few hits first.

vosh 2
While Milan is definitely better, Jake's abilities are extremely useful for Ursula. The first one allows her to either leave locations with massive monsters without getting clocked or move closer to allies who can kill her enemies, and she should be able to evade after her move. The second ability is consistent card draw if you get him early, which is also strong. I'm not saying he's on par with Zoey's cross or Roland's .38 even, but i think he makes Charisma an even better first upgrade. — SGPrometheus 104
The 2nd ability is great in Forgotten Age. Every time you explore successfully you get to draw a card, then you auto-move to the newly revealed location and Ursula can use her free investigate. After getting the Expedition Journal, it gets even more powerful: free explore, free card draw, free move, free investigate. And you still have 3 actions left... — Ezhaeu 15
He is also support for fieldwork, which you can use to pump an evade or bow shot. — Myriad 543
Disciple of the Devourer

In our group we has an argue about how this card is played during the setup phase of Return to the Midnight Mask scenario.

We played a four players game and during setup we spawned them with one doom Token each. But in the first mithos phase we pulled the Mask of Ummordoth trachery, followed by Masked Horrors, and this treacherys plus the dooms un the cultist and the one in the agenda, made the agenda to flip over during the second round of the game, and that leave us with a bitter taste in our experience of the campaign.

Later we checked the Acolyte wording and was quite different from these replacements. Making us wonder if these enemys maybe dont start the game with a Doom token. Because the forced effect says: "when you spawn..." But in the rules "you" refers to the investigator who drew the card, or the one controlling it.

Can anyone explain how this card actually works in the setup of the scenario?

When you draw it from the encounter deck you spawn it to the furthest location (downtown in your case i think), then you(the investigator who drew the card) forced to put a doom or a clue(if you had one) since you were on Agenda 1. — Uncle George the Farmer 220
You spawned them correctly. ‘You’ is the drawer, or in case of ambiguity, the Lead Investigator would choose, but since nobody has clues yet, there is only one option (spawn with doom). Players never ‘control’ enemies. However, from your description, the Agenda shouldn’t have flipped until the third round of the game (second Mythos phase). No matter how much Doom is in play, the Agenda only flips when the threshold is checked during the Mythos phase (BEFORE encounter cards are drawn). They aren’t any harder to kill than Acolytes and yes, you HAVE to scramble to kill the cultists at the start of Midnight Masks. The scenario is very punishing like that. You don’t get the luxury of spending a couple rounds building up. — Death by Chocolate 10
The problem is that the Setup for four players spawns 3 of these guys (3 dooms in play), then the mithos phase came (4 dooms), then the Mask of Umordoth (5th doom) and, in the same mithos phase other investigator drew masked horrors (6 dooms on the agenda), and the treachery makes the agenda advance. So having played only one turn the agenda flipped over. — Fenrirgarm 3
Masked Horrors: Revelation - Each investigator with 2 or more clues takes 2 horror. If no horror is dealt by this effect, place 1 doom on the current agenda. This effect can cause the current agenda to advance. — Fenrirgarm 3
So I get that the scenario is supposed to be harder than the original, but If this setup works the way we played it, it means your group is forced to kill at least one of these disciples during the first round or there is a chance you miss an entire agenda from the beginning. — Fenrirgarm 3
Okay, yeah. It seems that Masked Horrors is the problem ‘gotcha’ card, not the disciple. Surprise aside, that means that if someone grabs two clues from the first location - which is trivial in a 4p game at the House or Rivertown, you can protect against that treachery. Otherwise, killing a disciple on the first turn is still both doable and advisable. — Death by Chocolate 10
Trusted

This card is fine. It's not bad. It's not great.

As has been noted below, it gives many allies an extra use. This is definitely helpful. Of course, then there's also the more obvious utility: 1 extra point of horror and/or damage that you don't have to take.

The cost is 1 resource and 1 card, no action.

The closest equivalent cards are: Dodge and Second Wind.

In some ways, Dodge is better. It costs 1 resources and 1 card, no action. Dodge can let you avoid more damage. Odds are you're more likely to only take advantage of either the 1 extra sanity or health with Trusted, but not both. Dodge let's you avoid a whole attack which can be much more damage.

On the other hand, Dodge only works on enemies, not treacheries. Trusted lets you store damage away from your investigator. In addition, it can make scenario allies more hearty if the scenario tries to kill them (think Adam Lynch.)

Second Wind has a different cost than Trusted: +1 action but -1 card (because you draw to replace it.) It can heal more but it has a very limited play window for best effect. This card is best suited to investigators that take damage regardless of the allies they have. Mark Harrigan and Sophie, I'm looking at you.

This card is well costed and serves a useful niche. It's not bad. It's not game breaking. I'd recommend Trusted in decks that have 6 or more allies. Maybe 4 or more if you include Calling in Favors or if your allies run very useful abilities with a self-damage component, like Aquinnah or Beat Cop.

jblade 5