A Touch of Evil - PBF Game 1

Are we playing the Advanced game? If so, shouldn’t the Horseman have Charged when the Murder card was played?

We need to improve our survivability and improve our chances of snaffling up investigation. I think this does it best at this point.

Killing minions seems one route to do that. We need more combat. :dagger:

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It seems I did miss that - but going to let that go and remember it for next time. Had he ridden it’s likely that one or both of Thomas and Anne Marie would have ended up KO’d again for another round, even if they had got one or two Investigation out of it. Thomas certainly needs a break!

What’s the best way to use my cunning? My dice rolls are ruining me at the moment

Well, you can use your cunning to get Investigation from the board. And, when you or anyone gets enough Investigation you can buy the Tools Of Science for 8 Investigation at the Blacksmiths. There’s only one set of them, but it will allow you to use your Cunning instead of Combat in fights (except against the Ghost Soldiers). There is a similar item sold there - the Relic - for the same price which allows a Hero to use their Spirit instead of Combat.

Heroes can also train to improve their Cunning at the Magistrate’s Office in Town (and train their Spirit in the Church) which there is no limit on but you need the Investigation and pass those Honor tests. Plus other items and Allies at corner locations will give you bonuses to Cunning and Spirit too.

Bear in mind all of you that you need to have a Spirit of at least 4 when fighting the Horseman or he will get additional Combat against you.

In short, a good strategy is to head for the corner locations to get items and Investigation - or try the safer locations to draw Event cards to get Investigation - then go train up and stock up!

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Let’s gamble and go back to the Olde Woods

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I’ll write these here in case any of you wish some advice or suggestions - but have hidden them in case you are happy experimenting for yourself. That’s perfectly fine though as collectively it’s still early and you are doing okay save for some tragically awful rolls at time.

General Advice

The main things that will help you succeed are Investigation and Dice. Sounds bleedingly obvious but Investigation is essential for just about everything and the more dice you roll the higher the chance you have of succeeding. Use one to help get the other where possible: training your Spirit and Cunning helps in those dice rolls during tests which will gain you more Investigation which you can then reinvest in training.

Exploration is good too where safe: Event cards are always good so staying in Town can be rewarding and the corner locations provide bigger rewards but with some risk of being attacked - but winning fights is a great way of getting Investigation, especially once you have sufficient dice. I’d say having 4 Fight Dice makes fights against Minions or corner location ambushes much more comfortable but bear in mind the need for Spirit against the Ghost Soldiers. The dangerous locations carry the biggish (1 in 3) risk of drawing an extra Mystery Card for the round, and they rarely pass by lightly, so best avoid them unless there are other rewards on offer, like collecting Investigation or fighting a Minion there.

If you don’t find Items at the corner locations then use the Blacksmith when you have the Investigation. Healing Herbs will be essential in the Showdown and even a Pistol or padded Jacket allowing you to cause or soak up an extra Wound may make the difference. There are a few Items in the Event Card deck too, and better ones at the corners, plus there are a few Event Cards that allow you to take Items out from the discard piles, so the Book of Medicine, Charm and Musket may well be back in play later on. Remember too that you can swap Items when in the same space as another Hero -although cannot swap Event cards or Investigation - so feel free to liaise and share if someone would benefit more for a particular item. It is a cooperative game, after all.

For the Showdown at the end, bear in mind the strength of your opponent, especially how many Fight Dice they will have. If you can be throwing about the same number of dice back, then between three or four of you you should be successful within two or three rounds.

Considerations for Isabella

Investigation is the key for her, as even running this I’ve realised her potential to become the “tank” for the group. (Apologies for bringing such crude videogame terminology into this haven.) If she can get to 15 or even 20 Investigation she could possibly soak up a Showdown fight by herself unless the Villain’s dice go well for them. With Lady Hanbrook joining her too - assuming she can keep her alive - her ability to soak up Wounds could be incredible. A little boost to her Combat and Spirit through Items and training - at least 4, will make life easier too.

Considerations for Heinrich

Heinrich has a good Spirit, a good Honor and a great starting Wound count, and with his Book (as long as he keeps it) a good Cunning. Investigation as always will help but he probably wants to look improving his Spirit and buying the Relic from the Blacksmith - or maybe his Cunning (book retention considering) and buying the Tools of Science (remembering Cunning is useless against the Ghost Soldiers). Then training that chosen skill in Town to buff it enough as you wish.

Considerations for Anne Marie

Be the Bookworm. There are a handful of books in the game, with two available at the Blacksmiths and two from the corner locations already come into play. You’ll need some Spirit for the Ghost Soldiers and some protection and healing too, so getting that Book of medicine back through an Event card would be lovely.

Considerations for Thomas

You know, whenever I’ve played this game and no matter how many Heroes (above 1) that I’ve played it with, one of the Heroes always seems to have rotten luck. Sorry mate: so far that seems to be you. But it can quickly change: the Endurance card will help you survive and your extra movement should help you keep mobile from any wandering Minions on the board. If you can get your Spirit up to 4 for the Ghost Soldiers and search for and buy conventional weaponry, of which there are loads in the corners, Event Deck and Blacksmiths. Other than the carrying limit you can use every weapon you carry in a fight, so a Musket, Pistol and Sword or Axe would add 4 to your Combat, allowing you to wade into the Minions for Investigation rewards.

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Best rethink that - the Hound will stop your movement and you’d have to fight him then stay at the Covered Bridge.

Right then, I’ll go to the church and try to pick up that investigation using my cunning.

Health check - am I one hit from death? I’ve got this healing card, but I don’t want to waste it

Yes you have one Wound left - but probably best save the card, see what Investigation and event you get this round, then maybe a trip to the Doctors next round - unless you draw a second healing card and wish to use that.

Anyway, first up at the Church: do you wish to use your Resourceful ability to draw two Event cards and choose which to keep and which to discard? (I have to ask).

Sounds sensible

Okay, your Event card choices are:

  • Reassuring Speech. Play as an Action while in any Town space to immediately move the Shadow Track D3 steps away from Darkness. Gain 2 Investigation for each of these steps moved on the Shadow Track OR Play to cancel any Mystery card that is Keyword Hysteria.

or,

  • Near Miss. Play to force a Hero, Minion or Villain to reroll all of their successful To Hit rolls for one Fight Round OR Play to cancel any Mystery card that is Keyword Death.

Which do you want to keep?

The first one sounds better as it’ll boost my investigation and give us more time.

Okay: Reassuring Speech it is. In what order do you wish to do your actions: try to collect the Investigation, train your Spirit, and/or play Reassuring Speech?

Play reassuring speech
Train spirit
Collect investigation please - actually I use investigation to train spirit don’t I? Better try to improve investigation before training

No as you had it is best - you’ll get at least two Investigation for the speech so can train, which is an Honor test, ten hopefully have a higher Spirit to try to collect the Investigation. Up to you though.

Ok, I’ll do it the first way! Thanks

@gmwhite999 asked for a die roll:
No problem - and I can do two rolls at once.

  • Reassuring Speech roll: d3: 2
  • Honor Test for Training: 4d6: 2 + 1 + 3 + 5 = 11

@gmwhite999 asked for a die roll:
Okay - so, your rousing oratory moves the Shadow Track back two spaces, and gains you 4 Investigation, giving you 5. You then spend 2 of that to train, and successfully make your Honor Test so you now have a Spirit of 5.

With your newly enhanced spirituality, you try to collect the Investigation on the board, rolling 5d6: 1 + 2 + 2 + 4 + 6 = 15.

Okay, you only collect 1 of that Investigation, bringing your total now to 4. 1 Investigation remains at the Church.

Do you wish to take any further actions this round, or retain your Investigation for next time?