The Star • XVII
You Have Been Chosen

Asset. Tarot


Cost: 3. XP: 3.


Each asset you control with health gets +1 health.

Each asset you control with sanity gets +1 sanity.

When the game begins, if The Star • XVII is in your opening hand: Put it into play.

Robert Laskey
Return to the Circle Undone #1.
The Star • XVII


No faqs yet for this card.


I think both other reviews posted right now are accurate but focusing on Tommy Muldoon a bit too much. Obviously, he likes this card a lot. But I think that anyone who has access to the Star should think about running a copy. That doesn't mean they all do, but it hard to argue with the power this brings to the table for .

Let's start with the obvious: Beat Cop, Agency Backup, Guard Dog. All allies that need to take damage/horror to do their thing, now they can go for a bit longer. It is worth mentioning that the Council in Exile made a level 2 Guard Dog that gets even stronger with this card.

On top of that, anything that just soaks now soaks better. Leather Coat? You got it. Cherished Keepsake same thing. But if you like to play to protect your squishy teammates, True Grit and Something Worth Fighting For get better too. And lets not forget Brother Xavier and Tetsuo Mori.

The other tarot slot card in is Ace of Swords, I haven't seen in played much because boosting can be done in easier ways. I do think the 3 cost is real, and multiple copies are bad without Anna Kaslow or Moon Pendant. Still, getting to put one down early is probably going to give you another 5 or 6 soak over the course of a scenario. Put a Charisma in to get out as many allies as you can, and go nuts.

Veronica212 · 286
oh dude, this with L2 guard dog *drool* good call — Zinjanthropus · 224

This card obviously cries out Tommy Muldoon for sure. It might be so obvious actually that it might not even be worth writing this review in the first place. Sure +1 health and sanity is a nice thing for a couple of allies that do something when placing a damage on it like Agency Backup or the good old improved Beat Cop but with Tommy all those allies net up to +2 Becky bullets or cash, so I would say auto include for Tommy. Improves the quality of every asset with health and sanity though, so this works with Key of Ys or Guardian Angel or also Leather Coat and Cherished Keepsake. Since this is a pre-release review, this might change, but otherwise I see some potential using the tarot slot in a new way.

thakaris · 193
what this also does is throw alot of power into the 1 health 1 sanity cards, if you are running star anyway to boost beatcop fine clothes and ward of flesh both look a lot stronger. — Zerogrim · 286

Just finished playing this in Tommy. Alongside Spiritual Resolve and Spirit of Humanity, this card is completely insane. Works great with Guard Dog, Beat Cop (2), basically all of the cards you were already playing. Absolutely 10/10 card.

KasaiAisu · 41
Okay, now I'm confused. You finished playing this with Tommy? You must have played alongside a Mystic using Time Warp as well, since this card hasn't even been released yet! — thakaris · 193
You can always proxy unreleased cards — StyxTBeuford · 12940

Best card for Tommy. The cost of most absorber is "health + sanith - 1". Thus, Tommy's ability actually gives net 0~1 resources. In this reason, Tommy needs another money sources, or cheap absorbers such as Cherished Keepsake, Leather Coat, Madame Labranche. However, The Star • XVII gives +1 health/sanity. It means that your absorber gives 2 more resources. Whenever you defeats your absorber, you can earn 3~4 resources. This is almost Emergency Cache. How is wonderful?

However, here is another problem. It's more hard to defeat your asset. It means the resource payback is delayed, and signature weakness is more critical. How to take damage/horror?

  • Spirit of Humanity: 1 damage/horror + 2 .
  • Solemn Vow: heal 1 damage or horror of another investigator's any controlled card.
  • Purifying Corruption: draw encounter -> (if non-surge treachery) cancel + 1 damage/horror + place 1 corruption -> remove 1 corruption [NET] 1 damage/horror only.

Don't forget Purifying Corruption don't require exhaust cost; this help you to take damage and horror what you want in one turn, due to The Red-Gloved Man.

elkeinkrad · 471

I really don't like Tarot cards (not Lovecraftian at all) but I get why RttCU has gone all-in on amping up Tarot for the rest of this campaign. Still, if you have Dunwich, Forgotten Age and Innsmouth runs where any investigator is running a Tarot card, it's way too 'min-maxy' for me, favouring trying to boost your stats in a slot you wouldn't use over story. Boo hiss.

Krysmopompas · 353
But more tarots mean the slot is far more contested, and the level three ones aren't really min maxy, they're more specialised. Surely they solve the problems you had with the low level tarots — SSW · 206
Hyper-specialized IS min-maxy. — Death by Chocolate · 1376
I dunno, I feel like the tarot cards are the least of the ways AHLCG departs from Lovecraft and mostly I dunno, speaking for myself I don't mind that kind of thing all that much. I feel like maybe for me Lovecraft and pulp and Lovecraft's successors taken together makes for a better game than Lovecraft alone. But even so, I kinda take the tarot outside of circle undone thematically to represent weird coincidences, strange luck , investigators' superstitions. The kinda folklore that just might have a kernel of truth in it, but maybe the kinda truth you're perhaps better off not thinking too hard about. And honestly, I kinda think stretching to come up with thematic justifications for out-of-place cards is half the fun of this game — bee123 · 25
Min/max is a role-playing game holdover term. There’s no reason your deck can’t be as efficient as you want. And there’s the taboo list if you want to have your nonsense curbed periodically. This card is basically “guardian allies are now slightly better, and for Tommy, much better.” Also Bee123 is right. — MrGoldbee · 1404
The level 3 Tarot (and the Level 1 Tarot) are cards that are useful to particular investigators and builds. They do take up deck space, and, if they aren't in your opening hand, they are a little expensive, so I feel it balances out. It's a card choice, like many others, and they aren't overrepresented in the deck lists, so I don't really see how it's a problem. Of course, if you or your group don't like them, you can always ban them in a "House Taboo List." I doubt MJ or Jeremy will bust down your door and tell you off — LivefromBenefitSt · 1023
This with Guard Dog: YES! — Zinjanthropus · 224