A change my group's thinking of running for Delve is to make it a dilemma, where, when you draw it, you either have to resolve the encounters immediately, or remove it for the game. Lowers the cost to play, but increases the risk a lot from the normal "okay we'll wait until the scenario's already basically over, or at least under control, and then play it".
- Tony: no longer gets fight/engage actions from bounties. - Tony bounties: Uses (7 bounties). After Tony defeats an enemy with 2 or more bounties, Tony may take an investigate action. (he still gains resources as normal). - Calvin: Starts with until the end of time in play. - Kymani: Does not have 5xp - Silas: Cannot return a skill if it has already affected the game state. - Ursula: Start the game with Jake Williams in your hand. - Jake Williams: The first 2 investigate/move move actions don’t trigger AOO. - Occult lexicon(0/3), blood rite: to deal damage, you must also take 1 damage.
I really like the idea of Jim sealing skulls. I think that's really clever, only putting one back sounds interesting as well. Currently playing Skids with 1/3/4/4 and hes quite fun as a fighter
- Old Book of lore: must target another investigator. - Pathfinder: Costs 2R, but you must pass an agility(1) test. This makes it less of an autoinclude, and still allowing the thematically suitable seekers to have consistent movement tech . - Cyclopean hammer: It now also uses ALL arcane slots. This stops enchant weapon and mystic’s clue spells. - Enchant weapon: 2arcane slots - Relentless: fast, but you gain 1 less resource when discarded. - Infighting: play at the end of the mythos phase… “until the end of the round” - steadfast/able bodied/curiosity: has 2 of their respective icons, but remove the upper limit. Ie: steadfast has 2 will/fight icons, but has no benefit for 10 health/sanity. - ALL cards that recover cards from the discard pile, EXCEPT the improvised cards and glimmer of hope: “remove this card from play. When the deck has zero cards, return this card to the top of the discard pile”.
Ideas for the taboo list: - Lucky Cig Case (3): If you succeed by 1 or more, draw 1 card (search 3 for a card instead if you succeed by 3 or more). - Ariadne's Twine: Mr. Rook the exhaust ability, making it more of a "reload when you get a moment" card than an "infinite charges" one. - In the Thick of It: 3 total trauma instead of 2? I actually think this one's fine, but that is an outsider without Edge of the Earth looking in. - Neither Rain Nor Snow: If this test fails, you may take 1 direct damage and 1 direct horror to cancel any number of effects triggered by failing the test.
I really like the idea of Jim sealing skulls. I want to try out sealing a skull when he draws it, and letting him release it when he would draw a token and use the skull instead, if he doesn't release it for a test, then it releases at the end of the round.
Renny's fix is easy. "This card cannot ready except during the upkeep phase." I think Charlie is the reason for the original taboo, not Amina or anything actually doom related.
I was waiting for Bryn to talk about Prophease 😂 The hatred he has for that card is his white whale. Also, will you be making printable versions of your taboos? Makes it easier to remember if there is an actual card
Arcane Research and Down the Rabbit Hole are so boring for the game and when my group realised that every single Mystic deck was taking them, we just banned it. it is so degenerate and not healthy for the game and game designers to have to design all future Mystic cards with them in mind. Also Neither Rain nor Snow should just remove itself from the game
Great video. Does this entirely replace the ffg taboo list for you? or are there cards still on that list? maybe you said that at the beginning and I missed it. The best ones are the creative solutions. I think my favorite is the Hammer, I really like the flavor and that it's knock away ability will variously be an upside or downside.
I’d love to see you guys do a video where you take ally assets that you want turned into investigators. Who deserves to be given the promotion to investigator??
Does Jim's fix make him obviously better? I feel like it's fairly common that skulls are good to have in the bag. and this can be different scenarios, and during a scenario (like when skull checks a state like doom in play). Perhaps his sealing of skull should be '"may". Also, what if Jim is running Song of the Dead???
Can we taboo one of each of the dozen Mystic Fight/Investigate/Evade with Brain spells into the core set, so that they don't have to keep printing one in each new set?
Supply could be nice! Since you could invest xp to resupply your scavenging if you really want it with EC 3! This would lower the power level of the card while still allowing ways to use it often if you invest more in this strategy!
David Renfield is not that good in Amina beacuse of her reaction. I had to put Emergency Cache out of the deck since I never needed money, just savage.
A change my group's thinking of running for Delve is to make it a dilemma, where, when you draw it, you either have to resolve the encounters immediately, or remove it for the game. Lowers the cost to play, but increases the risk a lot from the normal "okay we'll wait until the scenario's already basically over, or at least under control, and then play it".
- Tony: no longer gets fight/engage actions from bounties.
- Tony bounties: Uses (7 bounties). After Tony defeats an enemy with 2 or more bounties, Tony may take an investigate action. (he still gains resources as normal).
- Calvin: Starts with until the end of time in play.
- Kymani: Does not have 5xp
- Silas: Cannot return a skill if it has already affected the game state.
- Ursula: Start the game with Jake Williams in your hand.
- Jake Williams: The first 2 investigate/move move actions don’t trigger AOO.
- Occult lexicon(0/3), blood rite: to deal damage, you must also take 1 damage.
I really like the idea of Jim sealing skulls. I think that's really clever, only putting one back sounds interesting as well. Currently playing Skids with 1/3/4/4 and hes quite fun as a fighter
- Old Book of lore: must target another investigator.
- Pathfinder: Costs 2R, but you must pass an agility(1) test. This makes it less of an autoinclude, and still allowing the thematically suitable seekers to have consistent movement tech .
- Cyclopean hammer: It now also uses ALL arcane slots. This stops enchant weapon and mystic’s clue spells.
- Enchant weapon: 2arcane slots
- Relentless: fast, but you gain 1 less resource when discarded.
- Infighting: play at the end of the mythos phase… “until the end of the round”
- steadfast/able bodied/curiosity: has 2 of their respective icons, but remove the upper limit. Ie: steadfast has 2 will/fight icons, but has no benefit for 10 health/sanity.
- ALL cards that recover cards from the discard pile, EXCEPT the improvised cards and glimmer of hope: “remove this card from play. When the deck has zero cards, return this card to the top of the discard pile”.
For scavenging I think a simple change could be to add "instead of discovering clues". It slows the card down a lot
I think it'd have to be Fast for that to be useable.
Really interesting to watch! Looking forward to see you playing with the tabooed investigators
In The Thick of it should only give you an xp loan by adding the line:
At the end of the first scenario of a campaign, you earn 3 less xp.
I love homebrew rule ideas like this!
Ideas for the taboo list:
- Lucky Cig Case (3): If you succeed by 1 or more, draw 1 card (search 3 for a card instead if you succeed by 3 or more).
- Ariadne's Twine: Mr. Rook the exhaust ability, making it more of a "reload when you get a moment" card than an "infinite charges" one.
- In the Thick of It: 3 total trauma instead of 2? I actually think this one's fine, but that is an outsider without Edge of the Earth looking in.
- Neither Rain Nor Snow: If this test fails, you may take 1 direct damage and 1 direct horror to cancel any number of effects triggered by failing the test.
Delve too deep should only be playable during the first agenda
Or before the last.
Should make a PGB Taboo widget for your thumbnails to mark the videos that use it. Really looking forward to seeing some of these in play!
I really like the idea of Jim sealing skulls. I want to try out sealing a skull when he draws it, and letting him release it when he would draw a token and use the skull instead, if he doesn't release it for a test, then it releases at the end of the round.
Ariadne's Twine. Cost X. Uses (X secrets).
Remove the exhaust ability.
I think Michael Leigh should either be 3 exp or stay 5 and change his first ability to "discover a clue" instead of "successfully investigate"
Renny's fix is easy. "This card cannot ready except during the upkeep phase."
I think Charlie is the reason for the original taboo, not Amina or anything actually doom related.
I was waiting for Bryn to talk about Prophease 😂 The hatred he has for that card is his white whale.
Also, will you be making printable versions of your taboos? Makes it easier to remember if there is an actual card
Arcane Research and Down the Rabbit Hole are so boring for the game and when my group realised that every single Mystic deck was taking them, we just banned it. it is so degenerate and not healthy for the game and game designers to have to design all future Mystic cards with them in mind.
Also Neither Rain nor Snow should just remove itself from the game
Interesting list. I expected Practice Makes Perfect and Magnifying Glass to be on there somewhere.
Me love taboo list. Me love PBG. Ultímate combo.
For Quickdraw Holster, I don't think I'd reduce the XP all the way to 2. That would make it available to too many people (in my opinion).
Changing xp in taboo does not change the level of the card!
I was waiting for Relentless haha
Definitely stealing this Jim Culver taboo. I play the trumpet so I've always been looking for a way to make him a viable investigator.
Great video. Does this entirely replace the ffg taboo list for you? or are there cards still on that list? maybe you said that at the beginning and I missed it.
The best ones are the creative solutions. I think my favorite is the Hammer, I really like the flavor and that it's knock away ability will variously be an upside or downside.
No, I think the taboo list for FFG does great. It'll probably be used for a run or two and for any of our viewers who want to try it out.
I’d love to see you guys do a video where you take ally assets that you want turned into investigators. Who deserves to be given the promotion to investigator??
Does Jim's fix make him obviously better? I feel like it's fairly common that skulls are good to have in the bag. and this can be different scenarios, and during a scenario (like when skull checks a state like doom in play).
Perhaps his sealing of skull should be '"may".
Also, what if Jim is running Song of the Dead???
Auto-transcription FTW.
I sense post-it notes in the future.
"No one's probably ever downloaded this picture before"
"No I'm the first"
Bet
Can we taboo one of each of the dozen Mystic Fight/Investigate/Evade with Brain spells into the core set, so that they don't have to keep printing one in each new set?
Oh hell yeah this is cool
Is your discord server link not working? I tried to join but it said invalid
I thought it worked, but I updated it in the description. Try it again and see if it works.
I like the Scavenging uodate a lot. Please just don't use Secrets. We don't need another source of secrets for broken secrets decks!
Supply could be nice! Since you could invest xp to resupply your scavenging if you really want it with EC 3! This would lower the power level of the card while still allowing ways to use it often if you invest more in this strategy!
Has there been an update playing board games taboo?
No, there hasn't. :)
David Renfield is not that good in Amina beacuse of her reaction. I had to put Emergency Cache out of the deck since I never needed money, just savage.
Fence should drop illicit. Tony should not gain resources during upkeep