
To understand this card, first you need to compare it to Shrivelling (3). The cards are extremely similar. The advantages of Shards of the Void are
- Does not inflict horror upon you when you draw a special token.
- Has a tiny chance of gaining a nice bonus by drawing a “0” token.
The disadvantages are:
- You steal the 0 token from the bag, hurting everyone in the party every time they make a skill test, potentially for quite a long time.
- Shrivelling can be upgraded to the mighty Shrivelling (5), Shards cannot be upgraded.
The advantages are rather modest. The disadvantage of stealing the 0 token is quite painful, but is proportional to the number of investigators. If you are playing solo, I could see Shards being competitive with Shrivelling if you are a mystic who is concerned with horror. If you are playing with 4 investigators, as I do, Shards is clearly inferior to Shrivelling.
However, that doesn’t mean it doesn’t have a clear purpose. You don’t take Shards instead of Shrivelling. You take it because you are only allowed to take 2 copies of Shrivelling, and having only 2 combat spells in your deck is not a lot. If you decide your character wants more combat spells, you are going to have to take a combat spell which is inferior to Shrivelling, and by that standard Shards is looking like a very reasonable choice. It is still an accurate attack that does a reliable 2 damage and has a good number of charges.
Shards of the Void is meant for the dedicated combat mage who needs multiple attack spells. And once you have Shards of the Void, you want to be aggressive with it. You want to run around helping the party by taking on monsters, so you can use up the charges and return the 0 token to the bag. The last thing you want to do with Shards of the Void is to play it as a “just in case” defensive card, then go off and do other things, leaving it in play for a long time while it eats away at the effectiveness of every investigator.