Mariner's Compass

This card has nothing to do with the bless/curse gimmick of the cycle; just another addition to a no-resource playstyle right next to Dark Horse and Fire Axe.

With a twist.

I want to say this is really is just the investigation version of Fire Axe. You know the one: very nice if you plan returning to 0 resources frequently and gives you a method of returning to 0 with some bonuses if you have a couple resources to shave off. However, there are some differences to keep in mind that make it much less ideal to such a playstyle.

1.) It costs 3 as opposed to Axe's 1 while still taking up a hand slot, so this isn't an easy play from a no-resource deck. You could play it to GET to no resources, maybe.

2.) This card expects you to have a good investigative stat already. Each additional resource committed to its test gives you a bonus of +1 as opposed to Axe's +2. The consistent extra clue for having no resources is great, but you need to be able to reliably pass that test on your own because the compass ain't gonna help you. And also because.....

3.) This bad boy exhausts. Pull the brakes, stop the presses, you get ONE use out of this each turn. To be fair, if it didn't exhaust, it would be an incredibly busted card, netting you a potential 6 clues each turn at lvl 0. However, this also means that you'll likely (preferably) need a couple other methods to help you gather clues more efficiently, and to do that you usually need...........resources. And your minimalistic lifestyle thrives off starvation.

Now, this doesn't necessarily mean this card is bad, but it does mean that you really shouldn't just run this expecting it to be your no-resource Flashlight or something. Fire Axe you could do that with because it was inexpensive and, frankly, didn't need to you to be broke in order to get use from it. Being broke was a fantastic bonus to an otherwise good budget fighting tool. You can't do that with the Mariner's Compass because the +1 to 1 resource bonus isn't worth the 3 resources it takes to play it. The compass, costing you 3 resources and a hand slot, expects you to have absolutely nothing before helping you at all, so if you pull this out AFTER using other cards, it can help you MAINTAIN your momentum. It is not something to LEAD with. This makes the compass very unwieldy and hard to pin down with its use, but if you can hit that stride, playing cards, living your life, and THEN coming back to the compass, I think this card's consistent clue-gathering boost MIGHT be worth the cost for admission. Or you could slap a compass to each wrist and just go nuts.

Personally, I don't see myself including this card anytime soon; I dislike the fact that it demands a decent overhead, and then tells you to get on the ground and lick its boots. Once you hit 0, even if you have ways of gaining more resources, there's only so many times you can go back DOWN to 0 without running out of ways to climb back up. There's a couple of consistent resource replenishers like Drawing Thin or Lone Wolf, but you're still very much limiting your freedom with what you can do with your cards and still get the most out of this. Remember, when you're not using it, it's just burning a hole in your hand (slot).

To each their own, though. If someone told me they found great success with this card, I wouldn't be shocked, but I'd definitely ask to see their deck.

TheDoc37 · 468
I like the idea of using this in a backpack deck. Ashcan Pete can pack a Magnifying Glass, Flashlight, Newspaper, Old Keyring, and Mariner's Compass, and then decide which one best fits the current sitch--all while using Duke for his main investigate tool. — Pinchers · 132
Minh, Madame, & Milan. — MrGoldbee · 1483
Dream-Enhancing Serum

Anyone with big hands need this card. I feel its hard to change anything else after you start your deck building with this so it can be limiting to adapt but no doubt its powerful Really strong enabler for forbidden tome and also very good with characters like Daisy. At dunwich legacy this card... Ughh.... Lets say at dunwich legacy use with caution if you are new :D

Makaramus · 9
??? — MrGoldbee · 1483
The review seems clear enough to me. They’re saying 1) It is a good card for big hand decks, 2) since it is a level 0 card, you are kinda committing to a big hand build right off the bat, 3) see (1), and 4) there are good reasons to not play big hand in TDL. :D — Death by Chocolate · 1488
It's been edited & punctuated. — MrGoldbee · 1483
yea I made it easier to read he is telling truth — Makaramus · 9
Three Aces Wini might want to YOMO this — Zinjanthropus · 229
What does YOMO mean? — Lateralis · 7
It's an abbrevation for "You owe me one". — Csys · 1
@Zinjanthropus yes three aces would be very good with it if you find means to put them in your deck :D — Makaramus · 9
Witch-Haunted Woods

So we came across the Abandoned Mine first and we all quickly agreed that "between 3 and 10 resources" is 4 to 9. Then came along this card...

Between 3 and 5 is technically, mathematically, quite literally, just 4... right?... RIGHT?!

Nenananas · 267
Awkward. It seems pretty clear that the RAI is 3-5 cards or 3-10 resources, but that is inconsistent with the use of between for Plan of Action. — Death by Chocolate · 1488
Yes, Plan of Action and this card are meant to be interpreted differently. I think the reasoning is that “between actions” implies non-inclusive because there are timing points between them, whereas here the resources/cards are purely discrete. 3, 4, and 5 are all the limiting points for this card. — StyxTBeuford · 13043
The Sign of Hastur

I have a question regarding this card. Does the Forced effect of the card kick in only when you place horror on your investigator card or does it also work if you place it on any of your assets e.g. Cherished Keepsake, Peter Sylvestre?

red.hexapus · 28
It triggers whenever you take damage/horror, which is before it’s placed. You take an extra no matter where you place the first. — StyxTBeuford · 13043
@StyxTBeuford Great thanks! I thought it would be the case but wanted to be sure. — red.hexapus · 28
Copycat

Now that scroll of secrets let you grab the bottom of peoples decks, this is very handy to get someone’s card from the discard pile back into their hand.

Update: This is pretty expensive, but it could be amazing clue tech for a seeker (or Roland). Adding deduction, Take Initiative or perception back into their deck means they can find it with practice makes perfect. That means you’re giving potentially --three-- uses of it. If everything goes right on Deduction(2), that’s a six clue shift for one skill card. If you team with Mandy, pick two cards!

But if you’re teaming with a mystic and/or a survivor, you might want to pass on this one.

MrGoldbee · 1483