Barrier Node

Anyone else utterly lost as to how this card is supposed to work? Why does it have 1 health but text to get +2? Clearly the card can take damage and then heal that damage, but there's no reason for the health to be split between printed and text-based (especially since so few cards blank the text of player assets like this)? Is there some quirk to the rules where printed health is treated as different from text-based? This card just raises more questions than answers.

jmbostwick · 11
The +2 health is conditional on having the card's five runes. Check the Drowned City campaign guide. — Thatwasademo · 59
Sorry, having dug out my own copy of the campaign guide, I notice they're actually called "glyphs" not "runes". It's on the left column of page 3: "Some artifacts contain alien glyphs (see Artifacts above). Any text below these glyphs is considered to be blank unless investigators have translated each alien glyph on the artifact." — Thatwasademo · 59
Ascetic

So I finally played this card in a Lucius Galloway deck in The Dream-Quest campaign, after only theorizing about it before.

All in all, I am happy with my experience and it went as expected. A few things to consider, though:

  • The deck/investigator is specialized in not defeating enemies, but instead handling them via evading - a perfect fit for the card, because not defeating victory enemies is not a loss.
  • The 2 campaigns in The Dream-Eaters are short (4 scenarios each). Granted, you get more victory overall, but I found them also to be challenging and there is hardly enough time to clear each location anyway, so another good fit.
  • The first scenario instantly rewarded me for going Ascetic, as there was an ingame reason to not pursue victory locations. I did - and I kid you not - finish the scenario with 0 victory, which felt great!
  • I drew Offer You Cannot Refuse as my basic weakness. Boy, that ground my gears! Do I get the 2 experience as usual or not? If yes, can I spend them? After all, according to the Rules Reference, basic weaknesses are drawn at the end of the deckbuilding process aka after I included Ascetic... No worries, bullshit FAQs to the rescue: I found a ruling here that explained (despite conflicting with the Rules Reference) you can still spend the experience gained by Offer You Cannot Refuse before the first scenario. Now to the other part: Do I even get the experience? I ruled that one myself and said yes. Why? Because Ascetic uses both the words "gain" and "earn" in relation to experience. Offer You Cannot Refuse makes you gain experience, whereas in the course of scenario resolutions you earn experience (which is what Ascetic apparently wants to prevent). It's an edge case, but I am convinced my ruling is both correct and fair.

One downside I noticed, though, was a psychological one, from a player's perspective: If you don't go for cards with experience cost reductions or pack Adaptable, you are playing with. the. same. deck. the. entire. campaign. Even if you like that card as much as I do, that can get boring, because it robs you of a significant part of the AH experience.

AlderSign · 441
Bored? — MrGoldbee · 1512
Asceticism: practicing self-denial as a measure of personal and spiritual discipline. — MrGoldbee · 1512
Idol of Xanatos

People would think a lot more highly of this card if they'd just waited to release it with George Barnaby lol. Turning 1 card into 1 health/sanity repeatably is obviously not a great value proposition, let alone for 3 resources + 1 action upfront. It quickly looks better when the first skill discarded in a turn effectively goes back into your hand AND draws a replacement, though.

And while the rate doesn't get there on its face, I think it's worth pointing out that repeatably preventing the first N damage/horror over a scenario adds up to a LOT of sustain. I don't think it's quite good enough if you don't have some insane synergy like George does, but I also don't think it's horrendous either. This game likes to nickel and dime you to death. Most encounter decks don't have haymakers waiting to hit you with chunk damage. It's all 1 damage here, 1 horror there, then you look up and suddenly the monster that's about to hit you for 2 damage and horror is lethal. Not so with a trusty necklace.

Worth 3 resources and 1 action? Almost certainly not, but make this thing Fast and cost 1-2? I'd probably test it in builds with good card draw and/or recursion. And red is the color for that...

prezeden · 7