Eye of Chaos

I thought I should just point out the differences from the L0 version because it took me more than one second to notice.

  • +2 willpower to the test
  • Bonus effect triggers FOR EACH curse revealed, rather than just once.
  • Extra willpower icon

I haven't played with Curses enough to know whether this triggers twice enough to make it worthwhile, but it seems like it'd require a full bag of curses to get good value out of it. I think I'd generally be happier with the extra clue from Rite of Seeking or Clairvoyance, despite their downsides.

Lovetann · 3
The big difference is if you're able to keep generating curses and keep pulling them, then you can charge them up essentially infinitely. Probably less of an issue with someone like Akachi or Dexter, but still a very big consideration for a team that works with curses. — SSW · 216
Having done a Leo+Rex ALL the curses strategy I can say if you prepare for it you can totally just keep the bag full of curses and be basically fine. — Zerogrim · 295
The rub with blurse is that filling the bag with bless or curse is way easier than almost anyone anticipated. So yes, you can definitely stack curses on this thing, and what’s more, the failure or success of the test has no baring on the curse effects. So even if you fail, you could pull several curses and get tons of clues on adjacent locations. — StyxTBeuford · 13049
I am currently working through a 3p campaign with Gloria using Eye of Chaos (4) and Favor of the Moon for clue-finding. I think the +2 Willpower is excellent for helping handle the curse -2 modifier. — SocialPsientist · 148
Purifying Corruption

While normally trading one encounter card only allows the ability to swap an especially bad treachery for a random one, another potential use case for this card is when the group has mythos scanning such as Alyssa Graham and wants to be able to give the top encounter card to someone who isn't first player. E.g. the lead investigator is a Guardian or Rogue and the other investigator is a mystic who sees Rotting Remains on top of the deck.

Or give Roland a foe to bop. — MrGoldbee · 1484
Purifying Corruption

So first off I don't think this card is very good. 4 cost 4 xp is extremely high and most people would rather not take 1 and 1.

However there are two different decks which may be interested?

Tommy with Spiritual Resolve might be interested in three instances of 1 and 1. Same with anyone who has Peter Sylvestre and Jessica Hyde out -- that turns this card effectively into "skip the next three encounter cards you draw", which is very good.

I personally can't see why you'd ever want to activate the fast ability. Maybe there's something I'm missing here. I guess Tommy or Calvin can use this combo to just take 1 and 1 whenever they want, since nothing exhausts. Not exactly a mind blowing combo but it's something?

KasaiAisu · 41
I was just thinking about this card recently, so I'm glad to see your review asking some questions about it. :-) I think I'm seeing three questions in your review: (1) Is taking 1-and-1 worth it to cancel a treachery for most investigators? (2) Why would you want to use the fast action? (3) Is this card worth 4 resources and 4 XP? I haven’t played with it yet, and here are my answers in this moment… (1) Taking 1-and-1 is likely worth it for some of the worst treacheries, especially those that add doom or make you lose critical assets/cards. Many investigators have allies they are happy to sacrifice to cancel treacheries. (2) The fast action lets you use this card like William T. Maleson if you want to. You can cancel a bad treachery for 1-and-1, then choose to draw a new one to heal 1-and-1. The net result is you traded a known bad treachery for an unknown encounter card that may be easier for you to handle. (3) This is the hard question for me, especially not having played with it myself. — SocialPsientist · 148
The fast ability is also a great way to use the card as an "I'm outta here!" by instantly "resigning" via investigator defeat. — suika · 9499
Using the fast action is better than maleson because its denying a bad treachery now for a random treachery at a moment of your choice, I feel like that may be worth something just on its own, 4r 4xp is a hell of a price though. — Zerogrim · 295
What if you're Roland Banks (or otherwise relying on having enemies to fight), and you use this card both to cancel the treacheries you can't handle and to summon enemies? — Thatwasademo · 58
For Why you want to activate the fast ability, I can think of two reasons. — Hulahoop12 · 1
1. Timing of draw. If we scout the encounter deck and place cards that last the round on top, this would be a great time to activate before round is over. E.g. Furtive Locals from Innsmouth, Or a lot of the hazards from edge of the earth. There is potential synergy with Quick Learning Too (-2 to difficulties during a treachery test? Great. although there is a risk of drawing enemies.. have a plan).. The other case is when you have treachery cancellation cards but need specific window to use (think Patrice). 2. The healing option can be a secondary combo with dmg/heal options similar to spirit of humanity, triggering effects based off heal, e.g. carolyn. Overall, i think most of the time, this will be used for free cancellation of treachery at the cost of 3 health/sanity, and the secondary ability will be ignored. — Hulahoop12 · 1
Someone recently built a deck that uses the zappyboi to draw through the entire encounter deck in order to fail theoretically unlimited skill tests in order to get theoretically unlimited actions from Lifeline, so that's something. You could also use it to draw theoretically unlimited elder signs in Mateo. — Zinjanthropus · 229
As I understand it Diana can snatch it under her before it leaves play with 3 or more corruption (and get it back later with her dagger). — AlderSign · 391
Dream-Gate

Is Dream-gate an encounter card? Seems like it function like one when in play. I asked and Maxine clarified for us:

Greetings,

Good question! In this case, I would say that while Dream-Gate is in play, it is an encounter card, since it is a location and location cards are generally encounter cards. However, while it is set aside and out of play it functions more like a player card, for deckbuilding purposes and the like. So if Gate Box moves you, that is a player card effect moving you, but when Dream-Gate moves you, that would be an encounter card effect moving you.

Hope that helps!

MJ Newman (she/they) Senior Game Designer

This is how I have always thought it functioned, as MJ said, locations are encounter cards. most obvious side effect of this is that if you have deny existence in hand, the bad side of the dream gate really just means you have to spend a turn doing rig maintenance, and then discard deny at the end of your turn to escape without taking horror — NarkasisBroon · 11
Dark Ritual

You know what I was really really expecting to see come out of Innsmouth, a higher level dark ritual with one change.

"...Spend 1 resource or release 1 curse sealed here. If there are no tokens sealed on dark ritual discard it."

The main issue with curses is having a lot of them around all at once, if you only have 2 curses about they are nowhere near as deadly and a single false covenant can easily just siphon them out of the bag, having a card that turns a large dumping of them into a slow drip feed would have been really useful, but I guess favor of the moon does that a lot better.

Given how much curse erasing exists just in survivor I don't see why you would run Dark Ritual for that, the biggest and best rogue curse card is Faustian bargain, it seems a little silly to use that and then follow it up with a resource sink.

Using dark ritual for short bursts seems to be the only use case it has, when you have a turn or two where failure can't be tolerated you can throw it down and spend the 2/3 resource cost to keep curses at bay, but even then at level 0 this card still looks poor compared to what tides of fate can do.

I'm trying my hardest to think if there's a reason you'd want curses sealed for the sake of it, like with guardian cards that can grab sealed blesses but I can't think of anything, I like to think every card has some amazing power if used well but for now I concede to Dark ritual.

Its coffin was carved by False covenant and buried with Favor of the moon. I hope like with all cards one day I will see where its power lies, every card is amazing in the right place, this one is probably going to need to see return to Innsmouth before that place arrives.

Zerogrim · 295
This card is honestly fine at level 0, when the Rogue doesn’t yet have cards like Skeptic or Covenant or Favor of the Moon to get around bad curse effects. You will probably want to upgrade out of it, but even just sealing some curses for a turn or two where the tests might be critical for your fellow gators isn’t a bad move at all. Faustian nets 5 resources for your group, so spending 1 or 2 to seal some back seems just fine to me. — StyxTBeuford · 13049
If you're going to play Faustian then seal the curses, group benefits aside you may as well have played an Emergency Cache. Or if you really want to share resources, a Stand Together (0). — suika · 9499
About the only reason I can think of to play this is to help the seeker translate Cryptic Grimoire. — suika · 9499
Yea helping translate the grimore is real handy, and its the obvious deckslot filler for when you want another curse card later down the line, I think the card really only exists so the rogue player who turns out to a table with curses doesn't get boo'd away at level 0. — Zerogrim · 295