Подія

Spirit. Double.

Cost: 0.

Вцілілий

As an additional cost to play Wrong Place, Right Time, spend an action.

Move up to 5 damage and/or horror from your investigator to assets controlled by investigators at your location. For each asset defeated by this effect, draw 1 card. Remove Wrong Place, Right Time from the game.

Adam Schumpert
The Feast of Hemlock Vale Investigator Expansion #115.
Wrong Place, Right Time

FAQs

(from the official FAQ or responses to the official rules question form)
  • Q: If a card ability allows me to move damage/horror to another card, can I move that damage/horror to a card without a health or sanity value? A: No. An effect that can “move” damage/horror from one card to another—such as Wrong Place, Right Time—must move that damage/horror to a card that has a health or sanity value, respectively.
Last updated

Reviews

Contrary to another reviewer, I do not think this card is an auto-include on Tommy Muldoon. In fact I think the card is rather mediocre on him. You want to be placing damage/horror directly on assets on Tommy to get rid of them sooner. Wrong Place, Right Time encourages you to place damage on your investigator and then move them off of you to defeat your assets. Waiting until you can defeat multiple assets simultaneously with Wrong Place, Right Time seems counter-productive on Tommy. You could have killed off the assets yourself to gain resources sooner and then used the two actions (and 1 card) from playing this card to draw cards the regular way. Wrong Place, Right Time may help you later on in the scenario since some damage/horror will inevitably leak onto Tommy himself, but usually I'm not very willing to spend multiple actions to draw a couple cards late into a scenario.

Wrong Place, Right Time is however a lot stronger in multiplayer when played with Tommy, when another investigator can use this to place damage/horror on Tommy's assets to defeat them.

The best use of this card is in a deck that can take advantage of the big heal, and ideally plays a lot of assets that are expendable (e.g. Leather Coat, Cherished Keepsake, Improvised Shield) and assets you are encouraged to get rid of (e.g. "Devil", Hunting Jacket, Brother Xavier, Tetsuo Mori). Hank Samson is an example of an investigator who could run this, since you can even circumvent the "no healing allowed" on the bonded side of Hank.

The card looks better on Agnes Baker, who benefits from being able to move horror off her. Agnes Baker can also conveniently run assets like Hunting Jacket and "Devil" which work well with Wrong Place, Right Time.

Overall though, while this card may have some niche uses, the high action cost really limits the playability of the card. On the plus side, it is also 2 willpower/2 agility commit card, which is rather rare for level 0 events.

flamebreak · 42

Let's imagine the board state necessary to make it productive to play this card.

First, you need 5 damage and/or horror on you. This should be relatively common for investigators who don't have good soak.

Second, you need one or more in-play assets at your location that can receive up to 5 damage and/or horror. A Precious Memento could take all of it assuming it has no damage and horror on it. This should be relatively common for investigators with a lot of good soak.

Finally, in order to draw a card or two you need to be willing to discard one or more assets. This lets out expensive, self-healing assets like the Precious Memento and Jessica Hyde. You need to instead play with cheap, recyclable soak such as Leather Coat, Cherished Keepsake, Hunting Jacket, or a composure like Plucky. Drawing cards for these can help replace them quickly.

So to build around this card you should include lots of cheap soak. But instead of using it to soak your damage and horror, put the damage and horror on yourself. Then, instead of taking a draw action or two, play Wrong Place, Right Time.

Frickenator · 26
Try a pal's Obsidian Bracelet to heal Hank Samson, who can move damage but not heal. Also a big $ maker for a certain motorcycle cop. — MrGoldbee · 1514

This card seems like an auto-include in every Tommy Muldoon deck from here on out. Two actions for a 5 heal, up to 5 resources and a card or two seems absurdly strong and I can't wait to try it!

In fact, this card has the possibility of doing so much at once in Tommy Muldoon that I can see it freeing up deck slots for other cards, like more upgrades for his dear Becky

Chillstad · 35
I am really looking forward to playing this card soon. My first thought though, went to empowering my teammates shenanigans that benefit with moving around of health and horror. I’m thinking Agnes, Caroline, and the Peter Sylvestre booster club to create an even larger chain effect. — Staticalchemist · 1

I couldn't find a place for this card. I have played a whole The Forgotten Age campaign with Hank Samson enemy-killer and George Barnaby clue-finder and do-it-all. I played with current (Scarlet, Feast, Drowned). I played every scenario several times, and I have never used it, I only have committed it. So, I tried for maybe 20+ games.

I thought this card would be okay in Hank Samson, since he can't heal when he is in boss mode. The thing is, the best opportunity I found was having Coat, Cherished, and two allies in play, even though George had Improvised Shield and Profane Idol in the deck. The thing is, things never align to do the draw 4 or 5 and "heal" Hank.

Let's begin by saying that playing this for draw 3 is bad (you "heal" 3) and draw 3-1=2 cards. Let's think this begins being good at draw 4.

You need to have 4 or 5 damage/horror on you. You need this card in hand. You need two actions (why??). You need four or five assets that are 1 point away from dying (you can use other people's assets). Then, all your soak dies and you draw 4-1=3 cards. Two actions to draw 3 and "heal 4" while losing allies. This never aligns in current, and you have to use Coat and Cherished level 0 instead of 1. I lost the assets to Treacheries, I lost cards in my hand, I suffered only horror and no damage, all kinds of things that prevent the situation from happening.

(how to play it?)

I have not played all the campaigns. Maybe other campaigns have some kind of slotless cheap 1-point soak, using composures, moving damage to Memento, Peter or Jessica (not to defeat them, but to heal). But, in the end, this is two actions.

The only reason I kept this is because in TFA, in this team, two foot or two brain icons are good, but I could have taken Unexpected Courage.

MarcMF · 10
Yeah, your analysis is correct. The problem is partly this card and partly Hank. Killers need to move around, engage enemies, and generally compress actions, and Hank doesn’t have most of the tools other enemy managers have to zip around the map killing acolytes or whatever. He has only three actions. So while this card is theoretically ideal in him, in a way, he’s the worst character of his category to try to find two consecutive actions to throw away in order to use this. I’ve played it a couple times—only in Hank, of course—but it sits in my hand forever and usually winds up commmitted. — Eudaimonea · 6
Ideally, this is a Tommy card, but he suffers from the same issue. — AlderSign · 447
It's an Agnes card. You take horror all game, but need to spread it around to not die. Mystic doesn't have comparable cheap soak. — MrGoldbee · 1514
Probably it can also find a home at Yorrick, who could use it to heal investigator and recur the assets — Tharzax · 1