Grisly Totem

The totem gets better with any upgrade of Dream Diary, as it gives the equivalent of Unexpected Courage or better for free each turn. This fixes seekers (who are not minh) problem that they don't have cards to commit for the totem every turn.

Combining that with Dream-Enhancing Serum means you can hold on the first copy of other cards for longer, having a bigger chance of triggering the serums reaction. The totems draw effect also makes it more likely to trigger the serums draw.

In total these assets are pretty expansive ressource wise. So you should also facter in some economy cards like Emergency Cache, Crack the Case or Astounding Revelation (if you have search effects).

Django · 5108
Notably, if you use Grisly Totem on Essence of the Dream, you're effectively netting a card rather than just replacing it. — Zinjanthropus · 229
"I'm outta here!"

I love this card.

At first I figured I would just play it for the boots. But then, while playing a game, swarmed by monsters, some with really high agility, I was like, "man! I am screwed!"

And then, as if by fate and chance, I discover a Resign card on the board. The very goal to the game. And then you realize just how amazing this card is in a pinch. It costs nothing and you don't have to pull a coin. You just get out! That's an alive and fine investigator.

Wanna do some last minute clean-up, take an extra risk? This card let's you do that. You can spend your turn trying to milk XP or just try crazy stuff, and then get outta dodge.

10/10. Love this card. I would run 1 and just hope I can draw it when the situation calls for it.

I agree it's a good card, but I think the trouble is the competition for cards that fill similar roles. Manual Dexterity is the first obvious choice since that gives you the same double boots, however, that one will net you a card to replace it. But if you have decent card draw, a resign option is comparably equal in terms of usefulness. The other option is to take Elusive which is a 1 boot and 1 book so not as good icon-wise, however, for 2 resources, you could simply warp to the resign location (for fast) which is probably better since Rogue's aren't usually poor. It's a preference thing though at the end of the day. — LaRoix · 1645
It's an absolutely perfect card for Adaptable, you can certainly say that for it. There's a huge amount of variation across scenarios in how important resigning quickly is, and Adaptable lets you use in scenarios where it's a big deal and take it out for ones where it isn't. It does do two things elusive doesn't FWIW- it lets you resign where the resignation spot has enemies and it lets you resign via resignation abilities that aren't on locations. So, (vague-to-avoid-spoilers) , it can get round some limitations and conditions on resignation that elusive can't. Sooo, I think it is one of the most situational cards in the game, but within its niche, it's pretty powerful.. — bee123 · 31
Thermos

While this card is too inefficient to consider in most circumstances, it shines when you are trying to nurse a traumatized investigator through multiple campaigns. I currently use this card to manage a Mark Harrigan deck with four mental and physical trauma. In a three-player game, you can usually spend a turn healing after this card hits the table. When used as part of a broader horror/damage mitigation strategy (i.e. Elder Sign Amulet, True Grit, etc.) it can be quite effective for scarred investigators hoping to save the world one last time.

Also nice for Carolyn fern if Calvin is around. — Django · 5108
It's a cool idea to make a trauma campaign with investigators like Mark, a mystic with arcane research, and Calvin. Definitely take See You In Hell and other cards that toy with the trauma/defeated mechanic. As others have stated though, the extreme cost of the card, and huge tempo hit can take away from the fun. In general, I think the main issue Arkham Horror has with healing is not so much the cost, but Doom. If there's Ancient Evils in the deck (which is common), then spending all those actions and resources to heal feels wasteful. — LaRoix · 1645
Seeking Answers

I’m shocked no one has mentioned one of the most obvious upsides of this card: you use the shroud of your current location rather than the one you’re pulling from! This is great for clueless connecting locations, or at least snatching the last clue from a high-shroud location. It may also, rarely, save you a move action If you’re getting the last one.

Still far from an auto pick due to the fact that it’s an event, so its advantage is fleeting, but not a bad filler card at all.

livebyfoma · 20
It's true, it's not a bad filler card, but if you are looking for filler cards in seeker you either don't have the complete card pool or are doing something very weird — NarkasisBroon · 10
Yeah, the issue is that you’ve spent a card to get 1 of the clues off of the high shroud location - but you still need to find a way to get the rest - and most options seeker has to get the rest are sustainable enough that you didn’t need this card in the first place. I could see this being used in solo, perhaps when there are a decent number of high shroud 1 clue locations that you’ll expect to see. — Death by Chocolate · 1479
You could get additional clues if you are Rex, commit Deduction, or have some other means of getting a bonus clue. Seeking Answers I think is a great card on cardboard, but it is oddly situational. — LaRoix · 1645
Was also going to mention that many Seeker cards reward you for investigating. If you're location is empty of clues, it might be worth while to spend a resource, net a clue elsewhere, and use your other cards to make the effort seem less situational. Dr. Milan will pay for the card, whereas Practice Makes Perfect or Perception could be useful to help dig up useful cards in the deck, helping you maintain tempo. I think waiting for the ideal situation for Seeking Answers is not likely to present itself too often and that might be where people gloss over it. — LaRoix · 1645
Sorry LaRoix, neither Deduction nor Rex will get an additional clue from the connecting location. They both specify the bonus clue is from the investigated or current location respectively - neither of which is the location you are pulling a clue from with Seeking Answers. So you end up getting 1 clue from each of your current and the connecting locations. — Death by Chocolate · 1479
Premonition

The previous reviews do a great job of explaining the potential benefits of this card when applied to different tests, and in the hands of different investigators. But, for my money, the absolute most important and powerful aspect of Premonition is only mentioned in the comments!

TheNameWasTaken put it perfectly a year ago: Premonition is "best played in the window at the start of the investigation phase, before anyone has yet taken their turn. Seeing what token will come up for the first test this round lets you decide [which player will use the token to best effect.]"

For those curious about the rules, you can see this in the Timing) Chart:

2.1 Investigation Phase Begins

PLAYER WINDOW

2.2 Next Investigator's Turn Begins

I cannot overstate how valuable the card is when used in this manner (in multiplayer, clearly). It transforms it from an niche or circumstantial value card – spending one card to "save" using other ones – into a strategic tool. We've all had those rounds, when the encounter deck vomits all over you, or an Act turn ends up spawning a monstrosity engaged with your most vulnerable and isolated investigator. In those moments, there is no greater feeling then when your Mystic/Daisy/Dunwich whomever declares "Wait! I'm having a Premonition."

mistakes · 66