On several places throughout the forum I noticed people complaining about uselessness of certain cards, game mechanisms etc. (like f.e. Bank Loans, Lodge Membership, continuous spell effect cards - add your 'favourite'). This topic is here for all those who want to throw dirt or defend them.
The most useless card/concept/mechanism
And to start it - I think the Cult Membership (BGoTW) is a complete flop! Is there any (real] benefit of joining?
Citron said:
And to start it - I think the Cult Membership (BGoTW) is a complete flop! Is there any (real] benefit of joining?
How about the Riverdocks ability to trade trophies for $5? I have NEVER used this. If I have enought trophies to get a benefit, it will be a blessing or such, not a few bucks.
Nghtflame7 said:
How about the Riverdocks ability to trade trophies for $5? I have NEVER used this. If I have enought trophies to get a benefit, it will be a blessing or such, not a few bucks.
Saved us once when the Great Ritual turned up, no-one had any money, we only had two spells, and we didn't have the speed to get to the bank for a loan, back to the magic shop to buy the 3rd spell, and back again to French Hill - but the River Docks were close enough to make this work.
The Darke's Carnival special, on the other hand - spend $1, on a success gain $3 - has never even been attempted. I'm not sure under what circumstances a character with a blessing (the only time that encounter is going to be likely to be profitable) is going to waste the limited life of their blessing for an average of half a dollar's profit a turn... The only time I can think it might be useful is if you're down to your last dollar, have an outstanding bank loan, and are making a desperate attempt to hang onto your items just a little bit longer because the AO is going to wake up in a couple of turns anyway.
Call Ancient One, Massa Di Requiem Per Shuggay (sp?), Join the Winning Team. Each one goes against what I consider the "Spirit of the Game" to be. I don't believe in waking the Ancient One up so you can beat on it, and if you wanna go backstabbing, go play Battlestar Galactica.
How about join the winning team. Just why? I've simply removed it from my copy of the game.
Yes, Join the winning team - in cooperative game.. Never attempted it. No fun
Waking up AO - however it may be "anti-gamespirit", sometimes it's the only way to beat AO.
STL Membership, mark me down for another from today's game. I tend to do a visit or two each game, always seem to get a membership giving encounter (I always prefer to pay the $3 though, getting beat up is embarrassing
).
Bank Loan and Darke's Blessing, only things that haven't seen action for me. Have completed JtWT (solo game)
.
If we're looking at board stuff, then Bank again, Administration also. General Store isn't quite dead and buried, but close. Ye Olde Magick Shoppe only with Marie (any others whose PS requires drawing Spells?). I used River Docks in early games, nowadays never. DH, Darke's Carnival and Dunwich Village. IH, Gilman Hotel for now (will probably grab encounters there in the future, read the Shadow over Innsmouth this week).
Cult Membership negates "a gate and a monster appears" at three locations that have those. Downside you miss out on a chance at an Ally, but I'll take Cult Encounter for $100, Alex.
Citron said:
Worse than useless: Cult membership, Rare book collection and Velma's Gratitude.
Nobody will take this is they can get away with it.
Almost useless: Sheldon Gang membership, Rail Pass
Almost worth it: Darke's Blessing, Coded messages
Arkham Advertiser:
I make all these cards more available through my newspaper for the taking.
Rare book collection: You get full value back for any unique tome.
Velma's gratitude: You get a retainer in addition: No takers. The injury card is too much
Sheldon Gang members: Available for 5 toughness at the Woods: No takers
Rail pass is available at any depot for $3. I took it once, but didn't get my money's worth.
Darke's blessing. No takers,though we have activated it twice.
Coded messages. Always talked about but never activated.
Changed. Takes away a doom token too. No takers. Too out of the way.
Captain of the White Ship: Takes away a doom token too. No takers.
Useful in certain circumstances:
Bank Loan: If Jenny, Wilson, bootlegger. Retainer holds always seem to get burned.
Silver Twilight Lodge: I like it, but no one else does. Pass Diana's PS and its too good.
Missions: Only two ever accomplished. One removed rumors and one for final battle (that didn't happen)
Tasks: Probably about 5 have been accomplished. Probably 15 have been attempted.
Used a lot: (In order of use:) Arkahm Asylum, St. Mary's Hospital. Curiosite Shoppe, Police Station, Science Building, Gilman's Grocery, South Church, Congregational Hospital, Harney (sp) Pond, Ma's Boarding House, Ye Olde Magick Shoppe.
Nice analysis Mageith!
I always buy the rail pass when I get the chance and have the money. Only got the Sheldon gang membership once. Don't remember why. It wasn't quite useless, but I won't go out of my way to take it unless the 5 toughness of monsters are monsters that I don't mind having back in the cup. I certainly wouldn't use a Colour out of Space or Flying Polyp to get it.
None of the condition cards has ever gotten activated. Mainly because when their encounter comes up, the investigator doesn't have the price of admission. I've never even turned over Darke's Carnival or the Rare Book collection, so I don't knw what they potentially get you.
Never had anyone get Changed, but I have bothered with Captain of the White Ship a couple of times. Again, I wouldn't go out of the way for it, but if an investigator with the price of admission is nearby for some reason, I like it.
I never take bank loans, but will always pay for the STL membership if I have the $3. Like Dam, I hate the embarrasment of getting my butt kicked and tossed out on the street, and upon occasion have found that the Inner Sanctum Encounters bring big rewards.
I don't have any small box expansions, so I don't know what the cult thing does. That also means I have no idea what exhibit items do, or any of the spells and items that folks talk about "being broken." Besides, nothing is broken as long as we have fun. I do ignore anything that wakes the AO, though, because I play mostly solo, and consider the game a loss and start over if the AO awkens. With one player, the die rolling drill of the final battle is tedious.Though I may revisit that if I start yusing the epic battle cards again.
Nghtflame7 said:
I always buy the rail pass when I get the chance and have the money.
My biggest hurdle. Always draw that encounter when I have less than $3 or if I have 3+, then no luck getting that encounter.
Nghtflame7 said:
Yay! I know from experience, either have $3 when you go to STL or slide up your Will (once even that didn't help Mary, who went there on the first turn and got beaten for 3 Stamina, which of course then sent her to the Hospital
).
In my group, we always joke about wanting to engage in some petty larceny -- but inevitably the Gang Membership encounters only hit at the beginning of the game when nobody has any trophies. We usually take STL memberships, like other people here, as getting beaten up is a less appetizing alternative. Only problem is then I always feel a compulsion to stick around and get some good encounters.
Got Changed once with Ashcan Pete, took way too long and didn't end up really doing anything for us. I didn't have enough time to use the Great Seal and the extra stats didn't help when the AO woke up. I think it's way too tough to get up there, aside from the really unfortunate mythos card which warps someone up there, it was probably the only time anyone's ever bothered.