
I never found out what "reveal" means on this card. It doesn't say "play" or "discard" and revelation effects are exclusively on encounter cards. So I only used it as a hand size increase. What do I do with the cards in the second ability here?
I never found out what "reveal" means on this card. It doesn't say "play" or "discard" and revelation effects are exclusively on encounter cards. So I only used it as a hand size increase. What do I do with the cards in the second ability here?
Used in: The Doom of Eztli, Heart of the Elders Part 2, The Depths of Yoth
The Doom of Eztli: Basically reads "Add Ancestral Fear to the victory display," adding doom to locations in this scenario causes a lot of problems (, , and become worse, Final Mistake gets more difficult).
The Doom of Eztli Part 2 Heart of the Elders Part 2: Just like in The Doom of Eztli, you'll usually want to add this to the victory display to avoid losing too many turns (remember, doom on locations sticks around when The Lonely Caverns advances).
The Depths of Yoth: Here, the first "choice" actually becomes a viable option, as you can clear doom by advancing to the next depth level. In addition (for some reason), Forgotten Ruins isn't paired up with Deadly Traps in this scenario, so there isn't as much punishment for ending up with doom on locations.
Strategy: In standalone, Ancestral Fear becomes very interesting, forcing you to be very thoughtful about what other cards with Vengeance you add to the victory display lest you cross the 3 Vengeance threshold for Serpent from Yoth and The Depths of Yoth's . In campaign mode... I'm not going to lie, I hate this thing's design when it comes to campaign mode. Vengeance, ideally, should provide the players a choice a la Offer of Power, forcing them to weigh long-term costs against short-term gains. Boa Constrictor does so by forcing the players to either deal with an annoying hunter or use up 4 damage worth of resources and make things worse later, Serpent of Tenochtitlán tempts the players with that victory point, while Descent to Yoth doubles the temptation and cost. With Ancestral Fear, though, the first "choice" is usually so untenable that it doesn't feel like a choice at all until you reach Depths, making Vengeance less of a choice and more a simple "do bad things" mechanic. And its other keywords (Peril and Surge) mean that your friends can't help you with your "choice" and you'll get another encounter card for your pleasure. If you're playing Campaign Mode, understand that, even if you're a complete pacifist towards all snakes (though not non-snakes, like this jerk), you'll still probably end up with around 4 Vengeance due to Ancestral Fear. If only Yig was willing to talk it out...
Hello there. Just a question. If I haven’t defeated this enemy, and it is on the Main Path, should I trigger the 2 forced actions every round? Or it must be only one time, once it reaches the Main Path?
I think the most interesting candidates for this card are investigators who also have access to the Mystic class.
As of the Scarlet Keys, this means : Carolyn Fern, Sister Mary, Lily Chen, Amina Zidane (remember, Vambrace is a charm), and to a lesser degree, mystic Carson Sinclair and Zoey Samaras. Unfortunately just out of reach for Diana Stanley...
Low-level mystic events offer awesome possibilities for dealing with the encounter deck's treacheries (Deny Existence and Ward of Protection are staples for a reason). You can now redirect a dangerous card drawn by a teammate to yourself if you can deal with it (it has probably happened to some/most of you that your friend drew an Ancient Evils while you were the one holding the cancel...)
Compare the 2 xp cost to upgrade to Ward of Protection (2) VS the 3 xp cost of this accessory, that grants a similar benefit to multiple cards, on top of good soak and a bonus to ALL skills against revelation effects. This brings these characters' average-to-good Willpower (except Carson Sinclair...) to interesting levels, and shores up their Agility/Intellect defenses as well.
Of course, Ward of Protection (2) has the advantage that it can be used at any location, while the Vambrace encourages you to stick with your fellow investigators.
Lastly, as Guardians / Mystics, most of these characters can be built as enemy-managers, and the Vambrace can redirect an enemy to yourself, potentially saving you an "engage" action and/or preventing the sudden appearance of an enemy on your teammate from messing up your team's activation order.
not a review but a question:
If I use flashlight to investigate, is it regarded as an activate action or an investigate action?
There are a lot of similar questions, e.g.
If I use Scout Ahead to move, is it regarded as a play action or a move action?
If I use Disguise to evade, is it regarded as an evade action or an activate action?