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Tips & Strategies (4)
Tips & Strategies (4)
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- 01Roll for the Galaxy
- 01Clank! Legacy: Acquisitions Incorporated
- 00Spirit Island: Branch And Claw
- 00Through the Ages: A New Story of Civilization
- 00Twilight Imperium (4th Ed.)
- 00Thunderstone Quest
- 00Tainted Grail: The Fall of Avalon
- 00Nemesis
- 00Arkham Horror: The Card Game
- 00Sword & Sorcery
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Anytime you need to spend clues (or money or lose Sanity/Stamina) spend your Power tokens first! Many of the Reckoning cards in Lurker have effects based on each investigators total Power or the total of all Power held by all investigators. The less Power in the hands of the investigators generally makes the Reckonings much easier to manage or completely negligible.
Since the Lurker Herald makes things a easier I play that whenever you get Power it is assigned to the Pact it was gained from. That way if you use up all the Power from a specific Pact you can’t use that Pact’s abilities until you get more Power for it. Also, disallowing the expenditure of Power from a Pact when it’s exhausted makes it more difficult to get a lot of Power and spend it all in the same turn.
When an investigator gets the Devouring or Doom gate trophies it’s a good idea to keep them instead of using for any location abilities or encounters. Since the gates never go back into the pile you’ll not have to worry about them opening on an unwary investigators.
Also keeping the trophies with the highest penalty makes closing/sealing easier overall.
When playing with the Lurker Herald, Michael McGlenn can take a Blood Pact and lose 1 stamina (autohealed) to get a Power token each turn and Harvey Walters can take a Soul Pact and lose 1 sanity (autohealed) for a Power token each turn. It’s a great way to build up free power (with some risk), especially when clue tokens are sparse.
Some folks don’t like this mechanic, but it is the rule. Note that if Mikey or Harvey forgets to do this during upkeep, they should not be allowed to do so retroactively.