Seal of the Seventh Sign

Just an idea since it's hard to know just how useful Seal of the Seventh Sign is in any given run:

House rule it to change "Seal ()" to the following:

Forced - After a token is revealed during any skill test: ignore that chaos token and draw another chaos token. Do not trigger any abilities as a result of this effect.

By house-ruling it to leave the token in the bag and just drawing a second when you pull it, you'll get to know exactly just how many tentacles this card has saved you from. Happy brewing!

Athe · 11
I don't have the numbers here, but a more "scientific" approach would be to see how many tests a scenario usually has in average, and check what are the average chances of pulling an autofail. Then you would probably decrease the result by a good 30% or something because the Seal will usually not be your first card to play (you'll prioritise your Spells like Shrivelling or Sixth Sense), and that will give a rough estimation of the number of actions saved per game. The question will then be: is the result worth the very quite high costs - resources, experience and slot? — Valentin1331 · 71544
Barricade

Decided my comment was better as a review so I'm posting it here.

This could be really good in The Forgotten Age. Over half the scenarios see you starting with only one available location and everyone starting there, with the rest of the locations to be found by exploring (i.e. only when the investigators want to). Since there are no valid locations for non-elite enemies to spawn, they get discarded instead - double value if you discard one of the many vengeance enemies you don't want to defeat! It can especially help with setup if you took interlude penalties that interfere with startup. Of course, it does require you to find one in your opening hand... and a certain starting penalty might make it hard to find. Still, there are many dangerous non-elite enemies in TFA and quite a few of them don't have hunter, so you could theoretically explore around them, depending on the scenario, even if you draw Barricade (3) later.

Even outside TFA, it could play well with anything that can hit multiple enemies. Some cards that come to mind are Dynamite Blast, Storm of Spirits, and the Seeker's own Ancient Stone (4) + Cryptic Research (4) combo.

Athe · 11
Rite of Equilibrium

This review is pre-Feast of Hemlock Vale (loosely halfway through spoiler season, specifically), so I have no idea how this will play out in practice, but this card might be worth another look in the context of Kōhaku Narukami. While Tempt Fate does still do a very good impersonation of the first mode without the action cost and with a draw, playing this for x=10 at the end of round one effectively banks 5 actions for you. Since you're also already incentivised to fill the bag with blesses and curses, and his weakness does a lot of horror damage, the second mode of this card should be pretty usable as well for when you draw it with a full chaos bag.

It remains to be seen if we'll get any other full bag/nearly full bag payoffs like Hallow in the rest of the expansion, which would further give this card a niche over the raw efficiency of Tempt Fate for just getting some tokens in the bag. (Though you can at least run both in Kōhaku for a very expensive extra turn - 2 actions, 3 resources, and 10 curse tokens is probably only worth it if someone in your group has curse payoffs or mitigation in some form.)

AceEmpress · 2
And Narukami's sign card can make combo ,using cards like Prescient or Speak to the dead to reuse Rite of Equilibrium and get more actions. — OnThinIce · 26
The Tower • XVI

–ASSET WEAKNESS RULES

This card is an asset weakness. An asset weakness is considered to be controlled by its bearer (source: my email to FFG). That means that this card can be targeted by

·Crypt Chill

·Dunwich treachery Pushed into the Beyond

·Forgotten Age Lost in Time

Other asset weakness that can leave play is Occult Scraps. Asset weakness that state "cannot leave play" are Necronomicon, The King in Yellow or Baron Samedi.

MarcMF3 · 7
Nice detail, but you probably wouldn't want to shuffle this into your deck with Lost In Time after playing for it Lol — Svyatoslav28 · 37
I don't understand how you could get around "A player may not optionally choose to discard a weakness card from hand, unless a card explicitly specifies otherwise." https://arkhamdb.com/rules#Weakness — Okami · 41
You don't. This review isn't about getting it out of your hand, it's about making it leave play after you've paid the 4 resources and play action to get it out of your hand in the intended manner, with the examples being mostly to protect other, actually useful assets. On that note, Subject 5U-21 can devour this card (or Occult Scraps) once it's in play, which can be pretty helpful. — Thatwasademo · 58
1 more asset weakness that can leave play: The Devil - XV, another problem tarot. Of course, much like The Tower - XVI, once it's an asset in your play area, it's not really a problem anymore. Occult Scraps is the only one you actively want to be rid of ASAP. — HanoverFist · 725
Now I had the Devil as my weakness and I hated how often I started with it. An action and resource hog that is really only “good” as a shield against the asset hating cards. One thing though that I learned as aI had drawn Kleptomania as my random basic weakness was this. I could take depleted assets that did not conflict with my slots to hold as a hedge against Crypt Chill and the like. We determined that Kleptomania could not be used on the weakness Assets so I turned my pain into a plus twice during the campaign. — Staticalchemist · 1
Carson Sinclair

To those who have not looked at Carson closely yet, his ability has 1 free quota each turn, but you can use your actual action to do it too as long as it is not to the same investigator. Therefore if you play 4 players, you can use your free , then 2 actual for the remaining 2 players, then you still have 1 action for yourself.

Even if you have just 1 action left per turn, others using 4 actions per round is liberating. Even when I use my remaining action to just Move or play Obsidian Bracelet / Emergency Cache I still feel that Carson makes the team successful. He still has Skill cards to "help" in other's turn, as incentivized by Selfless to a Fault. (Though to actually get through this card, it has to be other's action inside your turn. Regardless, your deck will likely have some Skill cards.)

I have played limited Core + TSK Carson once choosing , while initially looked like suicide since he has nothing new other than Guidance (1) (which is good) and old Working a Hunch, just being a "2x Vicious Blow + 2x Deduction guy" hasten the team's tempo greatly when combined with his giving ability. (And it also save other's deck space to include more non-Skill cards.) You can basically order someone to deal 2~3 damages or pick 2 clues.

Therefore, in high player count there is no need to try hard and boost 2/2/2/2 to usable range (such as trying to build around Runic Axe / Sledgehammer / Lightning Gun) as you have many different players to give actions and they can cover fighting and clue gathering. It is possible to focus on a card that is immediately effective in one action and share benefit to others instead, like Obsidian Bracelet / Dynamite Blast. You can fill in support role with these cards that actual fighter has no time / resource / equipment slot / deck space to waste. TSK gave a lot of cards like this : Guard Dog (2) to fix engagement and deal auto damage, Girish Kadakia to tank and give boost, Motivational Speech for other's Ally, or Ever Vigilant (4) / Prepared for the Worst (2) for quick setup even while they are engaging. You skill cards and soaks should cover your own protection to / tests, or fix it without involving tests like Second Wind / "I've had worse…".

Perhaps more worrying to those who have not played him yet is that, is this any fun? It is!

  • You have to be tactical with your ending location the previous round if you want to to many different teammates without moving. You can also rally the team to come to your location to prepare for your command. A card like Fighting Lessons or Bestow Resolve that allows remote commit makes movement planning even more fun.
  • You will always be in the conversation when Mythos Phase is over regardless of cards in your hand. Either they will explicitly request your actions before/after they play because they have good solutions on hand but not enough actions, or you be the commander and volunteer to go first and order/push others around if you have some sort of solution on your hand. (Both ways, there is a sort of "trust me" energy that is addictive!)
  • If you get an enemy engagement, there is an incentive for others to go first and kill / take engagement because they could get an action back from you. Or you can go first and do it yourself (using boosts, some test-less cards, or 0 difficulty techs) or even take some AoO to still have others help you in one action.
  • Have fun eyeing all of your team's token draw at the same location, because you get to copy any pulls. (This one is easy to forget sometimes, maybe have other players remind you too so they can get more skill commits if you can draw a lot.)
5argon · 10330
Carson's Elder Sign is honestly one of his most fun aspects! Especially funny if the other investigator's Elder Sign is just a bland boost; they'll be looking at your draw with jealousy... — Nenananas · 257