Wendy's Amulet

As a supplement to the other reviews about how to use her amulet, I would like to add one other thing I really like about the amulet, which is that Wendy does not have to use it. You can choose to design your deck with the proper events for using her amulet, but you can also design a deck where you ignore the amulet, take whatever cards you like, and use the accessory slot for some other purpose. She works just fine this way, her main power is quite good all by itself, and her weakness is less meaningful when you are not planning to make any use of the discard pile. So Wendy has a lot of flexibility to design her decks, this card increases her options rather than limiting her to a single path.

ChristopherA · 114
It's always just another Unexpected Courage. — togetic271 · 5
Knife

The other reviews here just assume everyone knows the knife is bad and tried to defend it, so I am here to write the review of why the knife is unpopular.

If you only own the basic set, you may have so few weapons that you feel forced to take the knife just in order to have enough weapons in your deck. Otherwise, though, while the knife is not an unusable card, it is a hard weapon to like.

If you are a combat character, then a knife would be a ridiculously inadequate primary weapon, you need a weapon that does more than one damage and can be used many times. The only purpose of carrying a knife for such a character is to act as an offhand weapon. The knife is adequate for this purpose, you could certainly get away with making a character like this and have fun playing it. But there are reasons why it just isn't that great.

First, it doesn’t particularly solve a problem. A single shot with the thrown knife just isn’t enough extra ammo to really solve an ammo problem, and the knife, while cheap in absolute terms, is actually a rather expensive way to purchase a single extra ammo. The +1 for the held knife is potentially nice against enemies with odd amounts of health, that would be the reason for holding it, but it still isn’t that impactful on the game. It is only relevant if your other hand is holding a gun with ammo (not your enchanted blade or timeworn brand or switchblade), and it is only +1 – you always have the alternative of just punching the foe if you need to save ammo.

Second, if you have decided to dedicate both hands to holding weapons, you would be better off with a two-handed weapon. They do not publish a lot of low-XP two handed weapons so you may not have the option of never putting any one handed weapons into your deck, but the more campaign expansions you buy for the game the more two handed weapons you will have available and the less likely you are to want a knife whose only purpose is to supplement a one handed weapon.

Third, limited deck space. With only the basic set I was often desperate for any card that would act as a weapon so I might put a knife in my deck for that reason, but now that I have lots of expansions there are always more really cool cards to put in the deck then I have space for, leaving little room for mediocre cards like the knife. And in any case, the number of weapons in the deck is not so large that I can guarantee drawing two of them in my starting hand. Since a combat character is practically crippled without a weapon I would really prefer that every weapon in my deck be a weapon I’d be content to see as the only weapon in my starting hand. A knife just is not acceptable as the one weapon you drew. And if I draw two weapons, instead of one of them being a knife, I would be quite happy to get a second real weapon, use the first weapon until I get more money, then play the second weapon if I run out of ammo on the first weapon.

If you are not a combat character, you could cheaply play a knife to kill rats or as a one shot desperation weapon. The problem is that it takes up a precious hand slot for a weapon you're really planning to never use, you're likely better off putting something useful in that hand and either evading, or relying on your friends to protect you, they will likely do a better job running over to fight monsters than you with your one puny knife throw.

ChristopherA · 114
I don't see knife as an asset anymore, I see it as an event that deals 3 damage with two attacks...but now one two punch exists so if you can afford the extra resource it makes knife near useless outside of very niche decks. — Zerogrim · 296
Ríastrad

To pre-emptively answer your question:

"[Irish mythological hero/demigod Cú Chulainn] is known for his terrifying battle frenzy, or ríastrad (translated by Thomas Kinsella as "warp spasm" and by Ciarán Carson as "torque"), in which he becomes an unrecognisable monster who knows neither friend nor foe."

I.e.: Hulking out.

(Merely here due to Irish mythology? Or also the influence of Marvel Champions?)

from The Táin (Táin Bó Cúailnge) [translation KInsella]: "The first warp-spasm seized Cúchulainn, and made him into a monstrous thing, hideous and shapeless, unheard of. His shanks and his joints, every knuckle and angle and organ from head to foot, shook like a tree in the flood or a reed in the stream. His body made a furious twist inside his skin, so that his feet and shins switched to the rear and his heels and calves switched to the front... On his head the temple-sinews stretched to the nape of his neck, each mighty, immense, measureless knob as big as the head of a month-old child... he sucked one eye so deep into his head that a wild crane couldn't probe it onto his cheek out of the depths of his skull; the other eye fell out along his cheek. His mouth weirdly distorted: his cheek peeled back from his jaws until the gullet appeared, his lungs and his liver flapped in his mouth and throat, his lower jaw struck the upper a lion-killing blow, and fiery flakes large as a ram's fleece reached his mouth from his throat... The hair of his head twisted like the tangle of a red thornbush stuck in a gap; if a royal apple tree with all its kingly fruit were shaken above him, scarce an apple would reach the ground but each would be spiked on a bristle of his hair as it stood up on his scalp with rage."

Eldritch horror indeed.

(Honestly, I'm disappointed we didn't get some flavor text excerpting a translation.)

anaphysik · 98
I do not mind that we do not get more flavor. I think the name speaks for itself. It's great when you can read up the story of a card and you start to appreciate the link between theme and mechanics. Another great example in this regard is Key of Ys. — PowLee · 15
Bah! If there's empty space on a card then there's a literary quote to go there, I say! (Yes, I realize this is generally not correct graphic design and am being a bit hyperbolic.) The game is based on a large amount of literature (by many authors) which is itself steeped in long histories of literary tradition and influence, and which themselves contain storytelling themes and motifs that have resonated not only through this body of literature but throughout diverse human cultures and storytelling. Providing extra explicit reference to that storytelling mythology doesn't detract from the experience of doing one's own deep dive into it -- instead it amplifies and directs it. I think we should be encouraging the designers/templaters to include more references, and from more and more sources. Yes, you're correct that merely having Riastrad as a card is a cool step -- but the card could've gone further in the learning experience. — anaphysik · 98
I agree. Flavor text is always welcome, especially when it's introducing a horror like this. — TheDoc37 · 468
I don't know if most would agree but I would love it if every card had flavor text. They don't all have to be serious, some can be light hearted (there is probably a better example but sledgehammer randomly comes to mind for me). — fates · 54
Yes to more flavour text. Way more flavour text please! — Quantallar · 8
Relentless

Sadly, this card is mostly useless at the moment. I played it through a campaign as William Yorrick with a chainsaw - which seemed like about the best-case scenario for dealing the excess damage. But even after playing it many many times, I still almost never managed to get a single resource on the card.

In order to deal even 1 excess damage, you usually need to spend something that's worth more than 1 resource - like commiting a Vicious Blow, or wasting precious Chainsaw ammo on a weak enemy. The reward just isn't worth the cost, especially when you compare it to Emergency Cache.

All hope is not lost, though. I personally hope that we will see more cards to support this "Overkill" archetype in future. With more ways to overkill enemies, and more rewards for doing so, this could become a really fun playstyle. Perhaps someday there could even be a guardian who focuses entirely on overkilling enemies for big rewards. This could eventually redeem this card, in the same way that Winifred Habbamock finally redeemed Opportunist.

If that day ever comes, I will be incredibly excited to take this card out of the binder.

Jack · 65
...except in Mark Harrigan, where the damage placed on Relentless also counts towards his card ability, drawing him a card! That alone may make it worth it for Mark. I've seen it in action and it's decently useful for a level 0 card. — DjMiniboss · 44
A shotgun build makes relentless payout! — teddylockhart · 1
A shotgun build has so many better options for resources, I would not bother with Relentless outside of Mark, and even in Mark it’s just ok because it’s rare you’d want to do excess damage. — StyxTBeuford · 13052
I ran it on a Flamethrower Mark, and it was alright since flamethrower tends to overkill naturally anyway. Apart from that, I wouldn't have bothered. — suika · 9508
Purifying Corruption

Contrary to the other reviews here, I do think this card is quite good.

There are maybe ~18 rounds average on the doom clock in Arkham.

  • If your investigator has soak/healing (Tommy, Carolyn, etc) you can use it to straight cancel 2-3 of the worst treacheries you draw (~1/6th of your total in a game!), and transfer some more into random ones (using the 'remove corruption' option, depending on just how much soak/heal you have)
  • If your investigator doesn't have soak/healing, you can still use it to cancel 3 bad treacheries and take a random one later (in any fast action window!)
  • It makes you more resilient to unfortunate game states, and allows you to maximise your chances:
    • You pull something and have no skill cards in hand (wait until you have a hand, then draw one & heal)
    • You can choose to pull the 'instead' encounter card(s) when grouped up with the team so they can commit if necessary
  • You can effectively use it to transfer damage/horror between your investigator card and your allies
  • It can save your life — there'll be a fair few occasions when a treachery you draw will do worse than 1-1 to you
  • It can buy you extra rounds of the game, in scenarios where Ancient Evils and other 'add doom/can cause agenda to advance' effects are in the encounter deck
  • Calvin can use it to take damage/horror quickly and then heal a bit for a fast action when necessary (bonus: I believe the treachery you draw will be tested at your higher stats - i.e. before healing - because it's part of the cost)

TL;DR is bad encounter deck pulls at the wrong time is the easiest way to tank a scenario (possibly the only way for a lot of us), and something most investigators don't really have much say over... at least until now (neutral, asset with uses). Straight cancelling is super powerful if you can afford the cost here, and if not then transferring a bad treachery for a random one at a time of your choosing is also strong. It's expensive, but worth a look.

Being expensive is true, but you can play it with Uncage the Soul for 1 or with 2 resources from Antiquary (leaving 2 for you). — Miroque · 25
I'm thinking of using this in Tommy at some point. He has tons of soak and spare resources to fuel it. 4exp is a bit on the high side though. — fates · 54