I'm pretty sure Carolyn should be able to take this card and not have it count towards her 15 off-class options as long as she takes it with the Mercy command added, no? Since it can heal horror, that should satisfy her deckbuilding, and thus allow her to spend up to 10 exp on various customizations for it just as long as Mercy is among them.
Without even taking any extra actions into account, this is a Wini card. It's a Rogue skill, it can give Wild skill icons, and that's all you need.
"After this test ends, end your turn." is a real shame, because I'd definitely play this on my first action just to draw more cards, but this clause pretty much forces you to play it on your last one for 3 (or possibly more) icons. Still good though.
The natural comparison for this card within Survivor class is good old Leather Coat as a damage soak. Let's analyse the differences:
- +1 cost compared to Coat
- +1 damage soak
- takes more occupied hand slot compared to body slot where Protective Gear is the only alternative within Survivor class
- you need to discard it first, where you can play Coat directly for 2 damage and then replay it quite easily with discard recurring cards
- No symbols to commit vs. on Coat
Overall it doesn't look as a worthy rival for Coat, because it takes up a hand slot and the setup is more complicated. The problem is that for reliable recursion of it, you want to stick to one-handed assets so you don't replace big 2-hand assets with Shield and play another asset in place of Shield before Forced effect kicks in. If you're a Survivor fighter you don't want to give up 2-handed weapons when you can get soak somewhere else. For now I think this card can find a place in Survivor decks not focused on fighting as a cheap damage protection and only when you have better alternative for body slot.
Pretty good for a shapeshifting Charlie Kane (base value 1/1/1/1) or Carson Sinclair (2/2/2/2). :) The rest of this is to fill the 200 minimum characters. The rest of this is to fill the 200 minimum characters.
I need some clarification for the text "Limit once per game at each location".
The clarification is very significant, because Darrell Simmons gives HEFC a new relevance.
The rules say:
"Max X per " imposes a maximum across all copies of a card (by title) for all players. Generally, this phrase imposes a maximum number of times that copies of that card can be played during the designated time period. If a maximum includes the word "committed" (For example, "Max 1 committed per skill test"), it imposes a maximum number of copies of that card that can be committed to skill tests during the designated period. If a maximum appears as part of an ability, it imposes a maximum number of times that ability can be initiated from all copies (by title) of cards bearing that ability (including itself), during the designated period. If the effects of a card or ability with a limit or maximum are canceled, it is still counted against the limit/maximum, because the ability has been initiated." [arkhamdb.com](https://arkhamdb.com/rules#Limits_and_Maximums) How do I have to understand this? Question A: If there are two copies of HEFC in play and the last clue ist discovered at a location where the players controlling these assets are. Is an evidence placed on each copy or only on one copy? Because the rules say "If a maximum appears as part of an ability, it imposes a maximum number of times that ability can be initiated from all copies (by title) of cards bearing that ability (including itself), during the designated period." I would read this as "It needs 6 individual locations cleared to stack up two copies." Question B: If I have 1 copy of HEFC in play and get an evidence at a location. Then I play a second copy of HEFC. Can I - if a clue is placed on that location again - get another evidence for the second copy of HEFC? I would read this as "No." Question C: If I have to discard my copy of HEFC from play and get it back to play (e.g. by Scavenging). Does the limitation of this copy reset? I would read this as "No." Therefore the total number of evidence that HEFCs can provide to a group is limited to the number of locations in a game. What if a location leaves play and later enters again, like e.g. locations in "Before the Black Throne"? Are they treated as new locations?