This is the only card that can help you continue with the same investigators in another campaign after you win one, as it can heal your physical or mental traumas. If you are lucky enough (≈15% each new scenario), you will be able to recover the traumas you get in the final scenarios.
Parallel Investigator Challenge Scenario rule states that you can upgrade your pair of signatures in between any scenario. For all Roland decks there is no downside to do it on the transition to the final scenario, since fixing Advanced Cover Up does not matter anymore. (Unless the ending mental trauma would drive you insane, and you really care about your investigator's wellbeing post-campaign.)
I would like to add a new perspective to □ Tripwire. Players might think of a time bomb trip wire with 1 count by combining with □ Improved Timer and □□□□ Explosive Device (additional 5 XP investment). But you can stop at just □ Tripwire. By eliminating any enemy appearing in the same turn they appear utilizing -1 Fight, -1 Evade, the trap lasts indefinitely! If you want to put minimal XP in the trap this is a strong 1 XP wonder.
My friend was attempting to left □□□□ Explosive Device around with some timer and Resign, leaving the rest of the team to lure enemies to the bomb and fight using the reduced fight and evade. It was a cool but unfortunately the rule says the trap must be removed following that player's elimination (resign). (Same for attached Map the Area, Breach the Door, etc.)
Control of Attachments : Player retain control of the card attached to location (which is a scenario/encounter card).
Elimination : The cards he or she controls in play and all of the cards in his or her out-of-play areas (such as hand, deck, discard pile) are removed from the game. Any card that player owns but does not control that is in play remains in play, but if that card leaves play it is removed from the game. (The trap is both owned and in control, so it will not get remain in play.)
This is my favourite card in the Scarlet Keys pack (among many great cards).
Why?
- It's flexible: Customisable offers lots of ways to lean into a card giving lots of replayability in future campaigns.
- It's powerful. It's REALLY powerful.
- It's a puzzle. If you manage to get 3 enemies with Power Word in play, managing them all each round is a challenge, and sometimes a negotiation with other players. When you solve the puzzle, the benefits are huge. Sometimes the "solution" means an investigator has to compromise in some other way.
- It's a story. I play AHLCG for the RPG moments and this card creates many. I had turns where I Commanded 3 enemies to do things to my will, then blew them all up with Storm of Spirits, followed by an Ethereal Slip across the map to victory.
But more than anything, it's the best card because It's ALL those things combined. There are many great cards in the game, that do one or another thing very well. Consider Grizzled. It's hugely powerful, and flexible, but, in the end, it boils down to "just" an incredible Skill card.
And that's why I love Power Word because it enables us to enjoy every aspect of what makes a great card, in one place.
Thanks to this card, any 4 of the Dunwich investigators who aren't above taking things can work together to create a garbage can lid that has 7 other, smaller garbage can lids hidden inside of it.
Has science gone too far?
EDIT: No it has not, due to the play-from-garbage-only clause on shield, which I overlooked. Wow. What a literally garbage card.