
The wording is MOVE damage/horror, so if you're playing Daisy Walker with The Necronomicon in play, you could just move horror action-free to the investigator who put Solemn Vow on you. Very niche but it's a nice cheese.
The wording is MOVE damage/horror, so if you're playing Daisy Walker with The Necronomicon in play, you could just move horror action-free to the investigator who put Solemn Vow on you. Very niche but it's a nice cheese.
This card is one of the most insane cards seen to date. Combined with Sleight of Hand, Knowledge is Power and/or Scavenging you have a monster card.
all as actions, combined with Sleight of Hand you can use it for an entire turn for only 1 resource. With Knowledge is Power you can activate anyone of it's abilities once. Once those cards is used up play it and use it again and then once it is spend overwrite it so it gets discarded and fetch it back using Scavenging.
Use this with Rex Murphy and only 5 XP you can get all of the above and with Research Librarian and/or Mr. "Rook" ensures that this combo is almost a sure thing.
It is not even unique so all seekers can get one in multiplayer.
Edit: Got the actual pack now and it turns out that the above was not good enough, so seekers got one more tool to recycle it using Library Docent and an extra tool to find it with Whitton Greene.
The best comparison is to Holy Rosary. Same cost, slot, tags, level etc. The difference is you're trading away 2 Sanity for possible card draw each turn. The question is then how often will you draw the cards? If you are doing chaos bag manipulation then this card is great but what about a standard mystic? That depends on the bag composition.
Its important to notice that you will succeed on a Pass or Fail by that number so to figure that out you have to do some math. First off it fluctuates due to scenario effect tokens having different values each scenario but I'll create a bag as an example.
+1:2 0: 3 -1: 5 -2: 4 -3: 2 -4: 1 F : 1
Find the number you want to succeed on, then sum the qty's above and below, then again, and so on. If you are trying to succeed on the -3 then you can call 0 for 2/18; 1 for 5/18; 2 for 5/18 etc... If you are trying to succeed on the -2 then you can call 0 for 4/18; 1 for 7/18; 2 for 4/18 etc...
Though the bag may be quite different from this its not unreasonable to say that you'll probably succeed 1/3 of the time. So now you're trading 2 sanity for an unreliable extra card every 3 turns or so. I think it really depends on your deck composition and if you need that extra sanity or not. If you're taking the spells that give you horror then I'd recommend the Rosary. If not, then I think I'd probably prefer the Pendulum.
Someone explain to me how this card is better than "Unexpected Courage." Or even as good. I can't find a good reason to include it in any deck. It is worse until Doom is at 3, then better when Doom reaches 6. How often does that happen? I'm building a Marie deck and thought it would fit in well with her pro-Doom tendencies, but on analysis it is just a poor version of a common, neutral card. Convince me.
This works well with Ancient Stone: Knowledge of the Elders. If you have the Stone out and 2 resources on hand, playing Blood-Rite creates 2-4 testless damage to any enemy at your location, no matter if it’s engaged with you, engaged with another investigator, or aloof. When you use it for 4 damage, you only lose 2 secrets from your stone, keeping more for later use. You could possibly have multiple copies of Blood-Rite in hand, setting up massive guaranteed damage, even against the toughest enemies in the game. Powerful combination, but it takes both hands!