Cost: 3.
Test Icons:

Move. Move to any revealed location and reveal a random token from the chaos bag. If you reveal a , , , , or symbol, you must discard an Item or Ally asset you control (if you cannot, take 1 damage).

Extradimensional travel had its risks, he knew. But who could resist the frontiers beyond time and space?
Adam Schumpert
The Path to Carcosa #34.
Astral Travel

I'm not convinced about this card. I don't feel like Move actions are the most difficult actions to take in this game. I understand very well the "action compression" it provides, for example if you need two Move actions to get to where you wanna go. But here's the catch:

  • You have to pay 3 resources for an otherwise free (at least in terms of resources) action. Considering you can use 1 of your action to get 1 resource, it would require to move 4 locations away to get value out the card
  • It does not prevent enemies from making attack of opportunities, so you can't use it as an emergency card
  • If you reveal the wrong token, you lose an asset That's too much of wrong sides for my taste :) It's too bad, as the exact same Spell in Arkham Horror the Board Game was probably one of my favorite.

Very situational at least, and until investigators have a way to switch easily cards like Adaptable, it will probably not see much play.

banania · 143
Neither am I. — XehutL · 33
.. I mean why this, if we have cards like #Elusive ? — XehutL · 33
It's a decent one of card in my opinion. There should be a situation in each game played where this would save a couple actions mid to late game and make the scenario easier for a good amount of investigators, but it's not amazing or anything. It might even get an upgrade later that let's it happen to a non-revealed location or something which would be enticing. — Bronze · 98
Note you can Uncage the Soul to play this for free. — clydeiii · 6
Moving does suck sometimes when you have to pass a test to get in or out of a location, but since this action is an explicit Move action, it won't even help you with that. Seems like a pretty weak card. — donkler · 1
I had a situation in The Pallid Mask where a location connecting the two key locations was divided by a location requiring an agility test (and I drew an encounter that made that spot dangerous if you stayed there till the end of the turn.) Astral Travel saved our mystic from needing to pass by it. — Lemmingrad · 9
I don't think that the action per resource ratio matters here since investigators rarely spend actions for resources (plus, you get a free one every turn). Like Bronze said, it's a good 1-of card that can really help you get where you need to go when you need to get there. — dr00 · 4
This card functions REALLY well in Carnevale of Horrors, where time is at a premium and locations can be difficult to get through quickly. Have your Mystic grab an innocent bystander, and (poof), they're saved! — Sarkazein13 · 1
Well, maybe my review was a bit too quick on this card. These days, I tend to include 1 copy of this card in every Mystic deck I built, because there are scenarios with lots of revealed locations, and sometimes you just want to be able to go back to that "resign" location. Situational, but can be a game saver. — banania · 143
doesnt look very impressive but this card won me several games now on father mateo in my dunwich campaign. — lyii · 1

It might not be worth the slots in your deck, but I wonder if this is Luke Robinson's get-out-of-pointless-reality card. You can ignore the 6 shroud investigate OR horror penalty and just use this action to move away.

Giffdev · 11
True, the pendant of the queen also does the job though its a lot harder to assemble than just finding an astral travel — NarkasisBroon · 1
That's one way, but considering you'd move to any revealed location at the end of the phase anyway, it's probably easier to just cancel or tank the 2 horror. Mr Rook can eat it for you while also fetching the weakness, Deny Existence is amazing, and Rosary/St Hubert's Key are probably already being run. — StyxTBeuford · 400