Sparrow Mask

I can imagine this being a solid card for Calvin, or in conjunction with Spirit of Humanity. Throw in all the Survivor self-healing soaks (Peter, Jessica, Precious Memento) and you've got some sustainable combinations.

Benwobbles · 13
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 · 77548
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 · 744
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