Treachery

Terror.

Mythos

Surge.

Revelation - If you have at least 3 horror on you, lose 1 action.

She froze, and her throat clenched. Her eyes began to water. Her vision spiraled and blurred. Then, at long last, she finally understood.
Magali Villeneuve
The Path to Carcosa #85. Delusions #5-6.
Descent into Madness

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Reviews

I have a dubt with this card. It means 3 horror in my main chara or 3 or more horror in total including assets? Because I have a case with Yorick has 2 horror and the asset beat cop has 1, the total is 3 but only 2 on me. So should lose the action or not?

Emisario · 4
"You" here only means your investigator card. So in your case, no. — toastsushi · 68

Really weird card. First, the art is personally a bit ick to me, "wet-looking realism" isn't my preferred style.

Second, this thing's balancing is absurdly variable; either it just surges into something harmless, surges into something bad, or costs you an action before throwing something bad at you. Add in the fact that there are 2 of these in the encounter deck (almost certainly back to back, because encounter decks are sentient and malevolent) and you could go from "nothing-nothing-Ghoul Minion" to "nothing-nothing-Corpse Dweller" to "lose an action-lose an action-get an Asylum Gorger thrown in your face." Yes, I understand that randomness is an inherent element in a card game like Arkham, but this degree of it doesn't feel right.

Third, Descent into Madness does nothing with the rest of its set. No "If there is a hidden card in your hand..." trigger, no "For each hidden card in your hand..." reference, just a Revelation effect that feels more at home in the Core Set's Striking Fear. This is a bit of a letdown, especially due to how innovative the rest of the set is (or at least was, on release) with the Hidden keyword.

Very "eh" card. Best thing I can say about it is it's a masterclass in why Surge should virtually never be printed on cards that actually alter the game state; Surge is a very blunt tool, and the variability it adds to a card can make the element of random chance go from "present" to "overpowering."