Seal of the Elder Sign

Expensive. I think this card is waiting for an investigator who can take it who has a bomb elder sign.

As is, I can't really think of many reasons to take it, outside of multiplayer. 5 for a (probably) auto-success is okay?

Very team comp dependent. Some investigators love it, some of your buddies will love it. I think it is waiting for its moment to shine.

Myriad · 1226
I'd say Akachi qualifies as an investigator who has a bomb Elder Sign. This is pretty terrific for her. (Though she probably wants to grab some upgraded spells first.) — CaiusDrewart · 3185
I think this card is great. 5xp is a lot, but I place a lot of value on knowing that a test will succeed, and the added bonus of an elder sign effect is icing etc. — SGPrometheus · 847
>Father Mateo?:] — Pleechu · 1
Combos with someone who is running Deciphered Reality or the Seeking Stones, big-time (throw in a Double Or Nothing while you're at it) — Low_Chance · 13
Just noticed this is a spell; Arcane Initiate can fetch it. Awesome. — SGPrometheus · 847
I think Diana Stanley is that investigator as it helps her not only pass a skills test but recur her Dark Insight which is super powerful. — Snakesfighting · 94
Can Minh's elder sign ability return this card to it's owners hand before it goes out of game? — Malfean · 1
#Malfean im guesing it could but ... effect from this card is applied same time as hers. You will be forced to removed it regardless you will trigger to hand transfer or not. Remember there is no instead keyword on her ability so it is not overriding any other triggers on cart it self. — Bany · 14
but it is not Forced ability so ... tbh you could theoretically choose order of triggers ... someone need to clarify this :) — Bany · 14
From rules “ A card that has been removed from the game is placed away from the game area and has no further interaction with the game in any manner for the duration of its removal. If there is no specified duration, a card that has been removed from the game is considered removed until the end of the game.”. So you can’t remove it from the game and then take it back, because you can’t interact with it once it is removed — Phoenixbadger · 199
Time Warp

Neat if not situational card.

Its not a homerun of a card, but it is great at mitigating threat, which Mystic is becoming the best at.

Overall, really cool for a support character or a character who is prone to risky plays. Save yourself and your group. Stitch Wendy back together with a Time Warp after Roland blasts her brains out with the Shotgun.

Be kind. Rewind.

Myriad · 1226
I do have some questions about how this card works. If for example cards were committed to a skill test during that action, are they returned to their owners' hands?? Do I get my ammo/charge/supply back, if I used one? Do I undo damage/horror taken or done?? And, most importantly, do I get my action back?? — matt88 · 3216
*if card were commited* — matt88 · 3216
*cards* — matt88 · 3216
Yes, the full game state — Shiro1981 · 1
Cheat Death

Death prevention cards are probably worth a look in any build in the endgame of a campaign.

This one comes with a hefty cost, but I think most Rogues would normally consider 1x of this card regardless.

I kind of like it better than similar cards, like I've Had Worse because it provides healing after you take the damage, it allows you to disengage AND move somewhere else.

It also has a few edge cases for Rogues outside of just combat too, but they are pretty rare.

Anyway, I would always consider 1 and probably never run 2. I also don't consider it mandatory with the Obol, but it is nice to have 1. Some might say it lessens the impact of the Obol, but I think most rogues would try to take 1 anyway... so it kind of mucks with the math a bit.

Myriad · 1226
I feel like this card might look better than it really is. Don't get me wrong; I think this card is super cool. But thinking about usage cases, if you have 1 health/sanity left and take 3 damage/horror, it doesn't save you. Additionally, the forced move could actually be bad, or fizzle, which is annoying. I agree with maybe taking 1, and pairing with the Obol for synergy. — SGPrometheus · 847
Also it occurs to me that it discards Skids' weakness from play, as it discards all cards from your threat area and his weakness doesn't have a "cannot leave play" provision. — SGPrometheus · 847
Since it says remove cheat death from the game as the final provision... is that pertaining to that card... or all cheat deaths in deck? — Roakana · 2
I'm fairly certain you just remove the copy of Cheat Death. This is interesting, also, because Sefina could also use The Painted World to copy this, and theoretically play it as many as 5 times in a single scenario. I think you'd kind of have to be intentionally killing yourself off to be able to play it 5 times, of course. Probably worth it to get rid of those annoying threat area treacheries. — Zinjanthropus · 230
"I feel like this card might look better than it really is. Don't get me wrong; I think this card is super cool. But thinking about usage cases, if you have 1 health/sanity left and take 3 damage/horror, it doesn't save you." — GrandMasterJ · 2
That was annoying. But regarding this: "I feel like this card might look better than it really is. Don't get me wrong; I think this card is super cool. But thinking about usage cases, if you have 1 health/sanity left and take 3 damage/horror, it doesn't save you." — GrandMasterJ · 2
Okay, no line breaks or paragraph breaks, just endless text. Got it. That statement is not correct, however. You cannot overkill or be overkilled. Once you drop to zero, that's the sum total of the damage you will take. Cheat Death can be used to heal you back up to 2/2 and move you. — GrandMasterJ · 2
Congrats, you just took three tries to add something that is wrong to a 3 year old comment. — DerBK · 2391
Unfortunately I believe that @DerBK is correct (though the way he expressed it was rude and unpleasant). My reading of the rules is that you would place damage and horror next to your investigator card and it is entirely legit for it to have excess, at which point you are defeated. So playing this card will heal two of both, but only keep you in the game if you're then still above 0. Which is a shame, because it slightly undermines what's otherwise a beautifully thematic and interesting card. I'll still play it though. It makes for some truly memorably moments. — mythosmeeple · 473
Lupara

If you are a fighty rogue you should take this and sleight of hand.

Great for Jenny, fantastic for Skids (he has slight flexibility in actions) and probably not worth it for Sefina outside of some weird builds.

But this is a weapon that makes Guardian's green with envy. Drop it and unleash hell into a big enemy for maximum effect OR sleight it out and unload and pop it back for a repeat.

This is a perfect target for prepared for the worst! No longer is that card just a placeholder, but it can actually set up for some bigger damage later.

And it is only one handed?

Man, I think the only thing I don't like about this card is that it has two ammo. But even that isn't that big of a downside. You will probably want to ditch it after using it anyway.

Its good. Really good. And what a homerun for theme.

Myriad · 1226
Should be good with the new guy too, especially since his signature event can find it. Who else can run it? Just Wendy? — SGPrometheus · 847
At 3 XP, Wendy can't use it. Lola could. — AndyB · 955
Aw yeah; thought it was 2 for some reason. — SGPrometheus · 847
Lola can play it, but with her big deck it's unlikely she draws this and Sleight of Hand. — Django · 5161
Hello Tony! — MrGoldbee · 1492
Charon's Obol

A few questions about Charon's Obol.

1.)Are you playing a Rogue? - Yep? Okay good! Stick around.

2.)Can you take the pressure of knowing that any game might be your last for this investigator? - Awesome! Take some free XP!

3.) No number 3. That is really it. This card is a playstyle card, but I think every rogue should take it regardless. If you are worried about getting taken down, you might invest in a copy of the next card, but I still think EVERY ROGUE should play this.

Unless you are in an all rogue group... then it is really a matter of first rogue to it (or to stick around).

Also, don't buy this late game. You need to buy this in the first scenario for optimal gains.

Myriad · 1226
Wendy can take this, and she is exceptionally good at staying alive. — SGPrometheus · 847
Are you useing ultimatum of finality — Chaos1842 · 7
Not sure if this is the right place to ask, but can you take a permanent out of your deck in-between scenarios? The longer you have this in, the more it will hurt if you die and have to start with a new investigator. Can I use it for 3-4 scenarios and then drop it? — FutilityJones · 1
#FutilityJones: Outside of a formal ruling, I would say no. Under campaign play, when a non-permanent card would be added, a different card must be removed to maintain deck size. Since removing the permament wouldn't sastify the deck size limits, you cannot choose that to be removed, and must therefore choose something else (i believe). HOWEVER, if someone else can purchase and use the card, only one of you can have it in play, so only one of you takes the risks (and gets the benefits). Thematically, The Ferryman will always want his due; if you buy this, it is yours for YOUR life. — CecilAlucardX · 10
One major problem with this card is that, even if you find a way to consistently manage to stay alive, with or without Cheat Death, is that you might be defeated as a part of a scenario ending effect. A few days ago, me and my friends finished playing Scenario 6 of Carcosa cycle and didn't manage to reach a resolution, as the agenda advanced before we managed to advance the act deck (we were 1 turn away btw). As a result, all investigators were defeated. I wonder if Obol would trigger in this case, but I believe it would. — matt88 · 3216
It absolutely would. Defeated means defeated. — Death by Chocolate · 1489