Untimely Transaction

One of the limiting factors of this card is that many investigators already fill all or most of their slots. So let's make a list of all slotless items. Well, ones that aren't investigator specific or from campaigns. Bandages, Handcuffs, Hiking Boots, Kerosene, Liquid Courage, Mk1 Grenades, Painkillers, Schoffner's Catalogue, Segment of Onyx, Smoking Pipe, Strange Solution, Tennessee Sour Mash, The Councils Coffer, Skeleton Key, Thermos, Track Shoes,

Special shout out to Dexter Drake's Occult Scraps, which appears playable but is a -1 for the rest of the game for them, and Charon's Obol, which is technically an item but will never be in your hand.

drensley · 5
The scraps are NOT playable with this card, even if the other player would want them. Signature weaknesses are signature cards, and the RR clarifies, that these can never be controlled by another player. — Susumu · 381
Bandages and Schoffner's Catalogue...Other investors could also use it when in same place. Segment of Onyx, similar with mirror and crystallizer. If the investor does not have bonded cards at the beginning, they can't use these cards even you sell the item to them. — BoomEzreal · 8
Bloodthirsty Spirits

I was playing Winnie though this campaign, and she did well, I had Stella bail her out most of the time, but I've never seen any card go so nicely with her weakness.

"You must commit arrogance to eligible skill test."

Yeah, it's 1 test, but come on. It's really gonna force it on me. :/

Just wait until you play this with Amanda Sharpe. — dscarpac · 1217
Lol — Therealestize · 74
Hallow

In a standard 8 scenario campaign it'll take you at least 2 scenarios to get to where you can reliably use this card. After that, you have to generate 10 bless, not use them, pull this card and play it for 3 resources in a class that's usually starved.

Compare that to fortune or fate which you can pick up for just 2 experience, no set up required. You'd have to play Hallow at least twice throughout the campaign to keep pace with it, and it RFG so ypu only get 1 use per scenario. You also lose all bless tokens.

I just don't see this card ever being worth it.

drjones87 · 201
I think that when it didn't remove itself from the game, that it was very powerful. There are a select few card combos that generate a lot of bless tokens (Silas + Signum Crucis + Drawing Thin, Sister Mary plus other bless generation, and Sacred Covenant to keep blesses in the bag) that would allow you to play this multiple times a scenario, and wasn't unreasonable to put together by scenario three or four. At that point, you have a card that can, multiple times a game, remove a doom, which is a very powerful action (one action that generates at least 3 x player count actions) in itself. I think having it remove itself from the game was a necessary change, and unfortunately, it is fairly unplayable in this form like you say. — DjMiniboss · 44
If you combine it with the Sacred Lance, then releasing bless tokens becomes a benefit as much as a cost. — OrionJA · 1
Think about a bless oriented group Tommy and or Yorrick + Mateo + Mary. 10 bless are quickly accumulated and buying a turn is always great. Especially, if more than one buys this card and you get 2-6 extra turns out of a scenario. — Chiungalla · 2
Favor of the Moon

I have a question about the interaction between Favor of the Moon and Recharge. Since you're revealing the token but not as part of a skill test and Curse tokens have no effect effect outside of skill tests, what happens to the token after you reveal it? Does it get removed from the game, go back the the chaos bag, or just stay under FotM?

Renraku · 1
its a token that was just revealed "as if" from the chaos bag, so when the test resolves it should go "back" into the bag like any other token would do. — Zerogrim · 295
Somniphobia

This and Dreamer's Curse probably contend for some of the most brutal cards from any encounter set. Especially in TDE where there's -4 in the bag on Standard and you really don't want to draw it or the autofail on this one.

Do you chance taking 3 horror or damage, or do you dump out cards in your hand that might actually have proved useful next turn? Horrid, horrid quandary. Hate making the choice every time I draw these.

fiatluxia · 68
These seem overall less bad than their Core equivalents to me, actually? Like, the difficulty of the test is increased by two but any icons work and the willpower / wild icons you included (like Guts) specifically to deal with defensive tests count double... — Thatwasademo · 58
Also, Dreamer's Curse is also a willpower test rather than being agility like Grasping Hands, and it's a lot easier when all the defensive tests are of the same stat — Thatwasademo · 58
Oh yeah, and if you have tri-icon skill cards with upside like Eureka or Watch This you draw this and laugh all the way to the bank — Thatwasademo · 58
I've recently discovered that skills cards like Survey the Area work doubly well against this as well as Dreamer's Curse. — BillyB · 21