Charon's Obol

I think, the review by CaiusDrewart holds really well over the years, showcasing how bad this card really is. However, there had been two cards released in the meantime, that invite me to compare them to this card, just based on the XP earned from them (not taking into consideration other facts, like that you tend to play timid and therefore bad with it): Arcane Research and In the Thick of It.

It's no surprise, that Arcane Research beats the crap out of "Charon's Obol". It gives the same 2 XP per scenario two scenarios earlier, for a much lesser price. But at least the Obol should be much better than In the Thick of It? I mean, it's a class card vs. a neutral card. Class cards have to be better? And the neutral gives you just 3 XP, the Obol so much more, right?

Wrong!

To compare these cards, you have to put into account, that XP earned early in a campaign provide you with better cards for more scenarios, than if you get them later. XP earned in the sixth scenario are double the value than XP earned in the seventh, because you net profit from them in two scenarios, rather than just one. Therefore, XP earned after the first scenario is worth 7 times as much as after the seventh, and XP from the start of the campaign even 8 times. If we take this into account, the XP*scenario value you gain from these cards are the following (assuming a standard 8 scenario campaign without any side quests):

  • (Double) Arcane Research: 14+12+10+8+6+4+2=56
  • In the Thick of It: 3*8=24
  • Charon's Obol: 10+8+6+4+2-2=28

You have to consider, that "In the Thick of It" gives you the 3 XP for 8 scenarios. While "Charon's Obol" delays your other purchases after the first scenario by 2 XP, which would be actually worth 14. Sure, you get them back a scenario later. That's why I count them only as -2. Hence, from a strict mathematical point, the XP you gain from the Obol are only slightly more than the ones from "In the Thick of It", at a much higher risk. So go for the Obol, if you think, the game is boring without it. To raise the stake and gain some thrill out of it. But never ever buy this for the gain in XP instead of "In the Thick of It". You are much better served with the neutral card in that case!

Another option would be taking "In the Thick of It" to purchase the Obol at the start of the campaign. This is of course the highest stake, but at least it offsets the XP cost of the Obol. The XP*scenario value gained from this combo is 64 (assuming, you get to the last scenario with this investigator), the same as from "Arcane Research" plus 8 times the spare point from "In the Thick of It". This indeed looks much better. But it also increases the risk of succumbing to the Obol, starting with 2 traumata from the beginning and making being defeated in the first scenario relevant. I still think, it's bad, for the reasons mentioned by CaiusDrewart.

Susumu · 381
doesn't this all kind of assume XP earning power in levels in infinite?, the reason earning early XP would be more valuable than later is if you earn more XP/rewards because of it, but that isn't always true, you can max out on VP and rewards on levels with or without high level cards in a lot of cases. — Zerogrim · 295
You say this, but in lets me afford Golden Pocketwatch...which saves the party 4 encounters and 1 doom. Rogues love risk & XP. — MrGoldbee · 1485
I played Rogue characters with GPW without the Obol. I get, that it is a spot on theme card for Rogues, but it makes them too much of a liability. Consider a three player party in a scenario without resign space. The rogue has already played his or her YHTO, and there is one card of Rotting Remains left in the 20 size encounter deck. On a 5% chance, that the Rogue would get a mental trauma, the Mystic will likely play the D2D. On a 5% chance, that he or she pays the obol, likely not. So yeah, the Rogue gets 2 XP more, but the team gets 3 XP less because of that. In our group, players picked up the obol twice. And both times, it was worth a very cinematic narative, but very unfavorable for the group. One player as Leo was killed, because we only made it to the forth level on "Depths of Yoth", and I as Trish didn't made it out of the temple in "Return to The Doom of Eztli". But that's not the point of this review. It is rather about delaying XP to later scenarios is hardly worth it. It's the fact, that you first have to pay 2 XP to get a boost in XP from 2 scenarios later onwards, which makes the card obnoxiously bad. And even ItToI a comparably better card. — Susumu · 381
Use In the Thick of it to buy the Obol. What are you even here for if you don't want the risks. — Lailah · 1
That's an option, I already wrote about in the last paragraph. It sure offsets the cost of initial XP to pay for the Obol, and Rogues have good use for the spare XP in a Lockpick or 3 Easy Marks. But it makes the investigator more fragile, and changes nothing on the fact, that ItToI provides almost as much as the obol on it's own at a much lower cost. 2 traumata are nothing compared to risk of resuming with a new character or tanking a scenario fur the group, because you have to resign too early. — Susumu · 381
Easy, just take the Obol and don't lose. — suika · 9505
Takada's Cache

Such a sexy card to put on Stick to the Plan for Guardians. It's even a differently titled Emergency Cache haha letting you attach both. Also pretty good with Backpack which is a very common staple.

This is definitely going to be a card I'll strive to find during Edge.

chirubime · 28014
The downside: to get this, Takada has to be dead. Which can happen as soon as the initial plane crash. In which case, it might be a good pick to face her mirage. But I would not deliberately kill her of, just to get hands on her stuff. Her as an ally is also really great, in particular for a guardian. — Susumu · 381
Robes of Endless Night

Regarding the "not provoke attacks of opportunity" part everyone thinks about getting your Shrivelling or Mists assets out, if you're in trouble or run out of charges.

But I noticed that Soothing Melody is a great life saver spell if you're engaged with a nasty enemy, too. Although you don't get a resource reduction, you could heal important allies like Beat Cop (2) or Grete Wagner up before facing the threat or give your health/sanity some space of if you're afraid of Retaliate/Alert or a bad symbol token in the chaos bag, before you're going to make the skill test. Also you draw a card, which you may commit. Using Clarity of Mind or Healing Words instead would provoke attacks of opportunity.

Rite of Equilibrium is another example why the Robes of Endless Night are good with spell events, too.

Miroque · 25
Truth from Fiction

No review yet? It's better than its level 0 counterpart in many ways, as you expect.

  • One resource cheaper which makes for better economy and easier to play. You could pay with the resources from Crafty, if you want.
  • One intellect icon more making it very potent for committing to skill tests for investigation, parley or important intellect tests like "I've got a plan!" (you can play Truth from Fiction later with Eidetic Memory or De Vermis Mysteriis from the discard pile, if you like).
  • All of the sudden very strong and flexible in multiplayer because you can help out your non- friends with Secrets.
  • You don't longer need a clue at your location making it more playable in late game (although you want one because then you're placing 3 secrets which is sometimes as much as the assets came with originally)
  • With the release of the latest expansions, there are a lot of new interesting cards with secrets (like Eon Chart, Professor William Webb, Schoffner's Catalogue, Ariadne's Twine...). Being an Insight you can make it fast and free with Cryptic Grimoire or playing it in Joe Diamond's hunch deck, of course.
Miroque · 25
Butterfly Swords

This weapon is bad, and there are a few reviews that say it is, but it is hard to understand just how... amazingly terrible this weapon is. On first blush it is just not that good but it is actually far more insidious than that.

To understand why this is such an amazingly bad weapon, you need to do my favorite thing: Lots of math!

Drawing from the bag a lot of times to achieve an effect is, in Arkham, a bad thing to do. This isn't intuitive, there are many games where "Make 3 tests to do 1 damage 3 times" is actually better than "Make 1 test to do 3 damage." Arkham is not one of those games.

When making attacks with the swords, you test twice. One is probably an auto-success if the other has any chance of success, which means your expecting about a 7% to 4% autofail on one, and 25% fail rate on the other (say... you have 7 total combat strength vs a 5 fight enemy). This means your expected damage comes out to about 5 expected damage when swinging this thing around in a fairly standard situation to be in, which makes it not even a full +1 damage weapon. You are just flatly better off using a weapon with a stronger hitrate boost than a +2 in this scenario, as well as making your attacks hit harder than a mere +1, rather than trying to play into some weird sort of consolation prize for failing while also failing more. After all, you can make up for lost damage on fails way more easily by doing double the damage AND failing less, rather than attacking twice as often.

And your reward for probably being worse than a neutral 1 handed weapon in output is... producing more scenario specific negative tokens. Assuming there are 2 tokens you really don't want to draw for their own sake in a 15 token bag (which is pretty standard for arkham early to mid campaign), you will see one of those really bad tokens 43% of the time. This is probably the best you can expect, but it can get much, much worse.

Just a little example that minimizes spoilers: In Carcosa's first scenario, if you are trying to push past an enemy in a room affected by the scenario, you can expect to take 2 horror every turn you fight with these (not to mention it is a scenario with a -4 symbol). Obviously you can't have the swords at this scenario, but if you hypothetically had the butter knives right now, you probably would completely kill yourself from full health as most guardians after 3 turns of fighting.

And this is just the tip of the iceberg: Spawning enemies, placing doom, losing clues (though obviously that last one is less of a concern for guardians), losing assets, enemies healing, enemies damaging friends, losing actions, all of these things and more can happen on token draws and more! The terrors trying to do kung fu will bring you cannot be understated, and it is why this weapon is so amazingly bad: Not only does it make you worse at fighting than pretty much any other XP weapon that doesn't have a taboo (and probably most 0 XP in guardian) but it makes the game harder for everyone as your turn partially becomes Arkham Horror's turn.

This is why 'purely benign' skill cards like Alchemical Transmutation are considered bad if their upshot isn't strong enough: Merely drawing from the bag for a skill test is a downside even if the listed consequence for failure is 'nothing' often enough. Even rogues don't generally set themselves up for lowball 'nothing' tests.

"But what if the first attack would generally hit?" If the first test would generally pass anyway, you absolutely should be using a different weapon. The only advantage of the swords is to make it virtually guaranteed you will do 1 damage vs enemies you have a harder time hitting. If you are fairly sure you will hit anyway, you hurt yourself any time you are not stabbing a rat because now you fail to do 2 damage 10% of the time (assuming the bag is fairly mild that scenario), compared to the 5% of a normal weapon. Doing more than 1 damage an attack is why you bring weapons in the first place, baring some very specific exceptions, and this just made you WORSE at it than a 2 XP weapon. And, obviously, this gets worse the worse the bag is for you, and it causes worse things to happen to you over the course of a campaign. If even 3 'really bad' tokens are in the bag, you actually will expect to see more than one a turn on average. It gets really terrible for you, really fast.

"What if they release a card that rewards you for spamming attacks?" This is called Custom Ammo, it is fantastic. They will probably never release a version of this card that would work with a machete, and building around 5 XP card using an equivalent event or skill in guardian is obviously a non-starter: Yes you could with a hypothetical full turn +1 event do 13 damage on the turn you play it... or you could just use a lightning gun or flamethrower every turn, and just use the support slot in the deck for ammo. This card will probably never get support because any support it does get would be too dangerous to game balance in the context of other, better weapons. We might see it on something like a character power, but if it was gunna happen it would probably have happened on Lilly Chen. Maybe a scenario specific asset, but obviously that is of very limited general deckbuilding utility and even a damage boost of 1 probably isn't good enough to overcome the 'you are drawing bad tokens every other turn with this and your team is begging you to stop' problem. Either way, if they were gunna print that and intended for it to be used with this weapon, wouldn't it have been in this set?

"What if I am Lilly Chen, or don't want to use ammo synergy cards?" Timeworn Brand exists, which out preforms this card in basically every way as well as freeing a hand slot for a useful tool or backup weapon. As does Cyclopean Hammer, which usually radically out preforms either as long as you build around it even slightly.

The cruelest thing about this weapon is that it came out in the EOTE box, which is probably the worst campaign to use it, because it will probably actively kill you there on your first playthrough if it gets even remotely cold, but there are a few other campaigns this weapon is very bad, such as Carcosa (where in some scenarios skulls are effectively autofails, meaning you will have 4 autofails in a 17 sized bag and thus you will be doing an average of 1.2 damage a swing with these even assuming you are otherwise good on the bag), TFA (Speedrun killing yourself!) and TCU (where pretty much every scenario past early game has really bad token effects).

We could also get into all the anti-synergy with any sort of temporary boosting effect (like 'pay to pump,' exhausting boosts, or committed cards), or the fact these are a nightmare vs any retaliate enemy (again, have fun in Carcosa where you will statistically take more damage than you deal vs some enemies just from the skulls+autofail problem!), and how these are not technically a strict upgrade on knives 2 (they have overall better potential damage, but if you care about having a very 'sure thing' 2 damage they are worse for characters with good speed), but the fact these are low damage weapons with a big downside is already enough to sink them as a concept: You want your low damage weapons to either have the potential to do more than high damage weapons, or come with some big upside that overcomes the fact they don't do the primary job of weapons as well. You don't want them to have a special gimmick that just makes them worse.

This weapon could be named 'Cursed Butterfly Swords' and it would make more thematic sense, the effect of drawing lots of tokens will cause so many bad things to happen it feels like it should be a "I gain radical power in exchange for this benefit." effect. But in reality it promises, at most, just 1 extra damage on top of what a Timeworn Brand (already not exactly the highest damage weapon in the game) does if everything goes perfectly, and has a lower average expected damage output than it in reality. It is deeply in need of some sort of help to make any sort of sense to take in any deck.

dezzmont · 222
And then you sell it to amanda and the universe implodes as she gets roughly eighty billion attacks. the cards that combo with butterfly swords aren't theoretical, if we get a guardian written in the stars or even atlas it will be amazing and we already have a few characters who are close to using written with it anyway. — Zerogrim · 295
The payoff with Amanda totally ignoring that it is effectively a 2 handed solo mode only combo is, at least for damage, 12 in a turn. This is nice, but it is, for a 5 XP weapon, 'par' for guns, and slightly above average for class specific 2 handed melee. It is a bit more interesting with say... Overpower, because it is harder to directly compare drawing 3 cards with drawing 6, but while the Amanda combo is the jank I love, the payoff of 'doubling' attacks won't make sense unless the benefit is so overwhelming it overshadows base weapon damage/effects: Sure I could do a hypothetical 'guardian written' to get ONE turn where I can do 12 butterfly damage... or I could just do that with my 3 damage weapon and attack thrice a turn for 12 damage anyway. Or just use the combo space in the deck to reload guns that do 4 damage an attack natively. If the combo isn't out-preforming 'weapon par' it isn't really a combo. — dezzmont · 222
So, for the kind of support this weapon needs to make sense, we wouldn't be looking for some sort of 'bonus damage on attack' effect unless it was such a ridiculous level it breaks the game anyway. Instead, we would need both the following to be true: 1: It needs to be some sort of bonus that is hard to replicate with just a stronger weapon (say... drawing cards, getting resources, healing, ect.), AND it needs to be consistent enough to build a deck out of (you can't build a deck around a combo you can only use once or twice per scenario, after all). I think the first is more likely than expecting a viable guardian turn long damage boost effect, because it is a natural guardian space, but I have serious doubts of if it will be consistent enough that it is viable as a deck's engine, and thus worth using a two handed 5XP card. — dezzmont · 222
the whole point is that you don't need to wait for the 19 damage butterfly swords move to be possible, its already possible. hard to pull off sure, but possible.(BfS+WitS+VB2) it will only get easier in time, or we will just get a campaign with alot of high fight, low health enemies which the swords are great at dispatching. — Zerogrim · 295
sidenote: why o why isn't it jsut "exhaust on a succesful attack to do +1 damage" — Zerogrim · 295
Not to disagree with your review. But you mentioned, they might design some "scenario specific asset", that boosts this weapon. They actually already did that. You can get her in the very first scenario of this game. — Susumu · 381
* actually after the scenario, not in it. — Susumu · 381
@Zerogrim: Said enemies would be better tackled by flamethrower or grenades. Any 'rapid attack payoff' needs to offset quite a lot of distance because you can attack a lot with any melee, so it needs to hit this weird sweetspot of "useful enough that I want to do it 6 times, but also doing it 3 times isn't enough. And I agree that it is weird that isn't the effect, because it causes the level 5 to be a weird downgrade in very specific scenarios that the level 2 was actually good at (such as being a pseudo-sidegrade to a bow for Skids, who can't use the magic bow to auto-reload) @ Susumu: Well that asset is in it too, as you can take control of it during the scenario. I was grammatically unclear because of the header of that section, there are scenario assets that do this but building around a scenario asset is (usually) not wise. In addition, while Lita does make the knives do 13 damage on 4 hits, you can also just, again, use a good weapon to get to that level with her as well, because it is fairly easy to get a weapon that is more than just 1 damage per-action on knives. Read as "It is unlikely we will see a lot of very powerful turn wide boosts outside of one off effects on story assets, because the designers are pretty aware this is a dangerous design space." — dezzmont · 222
Amanda can just use Acidic Ichor... — MrGoldbee · 1485
Exactly. "6 savage blows in one turn!" sounds amazing but the only reason the universe would implode after setting off that combo is because you just lost in TCU. — dezzmont · 222