Shrivelling

This is an exceptionally strong card. One of the most powerful and coveted upgrades in the game.

A repeatable source of 3-damage attacks is amazing. The number one way the developers make this game hard is by throwing lots of high-health health enemies at you. The number one way to lose is to draw more enemies in a short span than the team can deal with. A card that can repeatedly annihilate 3-health enemies in one action makes the game way easier. Being able to consistently crush the bigger stuff that comes out of the encounter deck in 2 actions is extremely useful, too.

Shrivelling V stands out as a particularly great purchase relative to the other superweapons in the game. Let's compare it to Lightning Gun (itself a very good card!). Shrivelling V is 3 resources cheaper, which is a huge deal, and has 33% more charges! It also has a far better slot situation as one arcane slot is a much smaller price to pay than two hand slots. Yes, you lose some to-hit bonus, but Shrivelling V's +3 bonus is still very good and will get results even on Expert. There is the horror penalty for Shrivelling V, which is harsh but has several workarounds (see below). All in all, I think the comparison is very favorable.

The 2 horror drawback is notable, one of the few "if you pull a special token" effects on a Mystic card that is harsh enough to make you sit up and take notice. But I find Shrivelling V well worth it. First, Mystics have naturally large sanity pools, and two excellent level 0 cards that can soak multiple horror. Mystics also have efficient in-faction horror healing if they want it. Second, since Mystics have really high Willpower, they take fewer horror from the encounter deck than anyone else. All this means that one sanity hit from Shrivelling V, or even two, is often not that a big deal.

Moreover, Mystics have an abundance of cards that cancel a bad token, let you redraw one, or let you draw two tokens and pick one (which drastically reduces your odds of triggering these effects.) You can combine any or all of these with Shrivelling V as the campaign goes on, which really neuters its drawback.

Note in particular how perfectly Grotesque Statue's 4 charges line up with Shrivelling V's 4 charges. I often aim to have both in my deck by the mid-to-late-campaign. If you get them both in play, you basically have 12 damage whenever you want it--damage that you can literally guarantee, even on Expert. Awesome.

To go back to the comparison with the game's other superweapons: compared to something like Lightning Gun or Shotgun, Shrivelling V is much more convenient. From a slot perspective and a resource perspective it's much easier to just pop it into your deck; you can easily still have the money and room to play other expensive and powerful stuff in addition. I'll repeat once more that 4 charges (that's 12 damage!) for 3 resources is just an amazing deal. It really is.

I end up buying this sooner or later (usually sooner) with pretty much every Mystic I play, and I really think it is one of the most important cards in the game for consistently winning at high levels.

Finally, the fact that Shrivelling V is a Spell is very helpful, given its powerful interactions with the likes of Arcane Initiate, Recharge, Uncage the Soul, and Arcane Research.

CaiusDrewart · 3183
Technically, it has 33% more ammo than Lightning Gun, but who's counting. — SGPrometheus · 841
Don't forget both Books of Shadows. The more expensive one grants an addtional arcane slot. — Django · 5154
@SGPrometheus: LOL, you are right. Let me fix that. :) — CaiusDrewart · 3183
Quick Study

This is incredible out of Roland.

When fighting a monster on a location without clues he can use this to gain +3 for the check then recover the dropped clue for free.

If his personal weakness is drawn he can drop a clue on almost any location and hoover it back up with the boost. This is especially useful if all the nearby clues have already been taken.

What about inside of Roland? — DeckLicker · 1
"The Color Out of Roland" - H.P Lovecraft — snacc · 1014
Shotgun

Now that Marksmanship is out, my group did a theoretical calculation of max damage possible in 1 attack, particually to kill Spoiler in one attack. The following assumes a party of 4 players and using Extra Ammunition, Venturer and Contraband to pump ammo into Shotgun equal to or higher than the amount of chaos tokens.

Thanks Caius and Jd90 for your tips

Sum: 48 Total Damage!

Django · 5154
This isn't quite possible because at the moment no character can take both Seal of the Elder Sign and Vicious Blow II. However, you can still guarantee an Elder Sign by getting your Shotgun to 20+ ammo (easily achievable for Zoey with Extra Ammo, Venturer, and Contraband), and then using Eat Lead to pull the entire chaos bag. — CaiusDrewart · 3183
Note that other players can only commit 1 card to your tests too. — jd9000 · 76
Getting error message on iPhone, will update calculation later — Django · 5154
About Marksmanship: "fast cards can only be played on your turn" that part of "fast" definition affects cards without additional mentioning when you can play this (like Magnifying Glass, Switchblade etc.). I don't see a reason why playing 2x Marksmanship is not possible. — KptMarchewa · 1
Actually the rule is fast **assets** can only be played on your turn. Non-asset fast cards can be played at any time, provided you meet their conditions. — Daerthalus · 16
If you are playing Labyrinths of Lunacy, you can go much higher. I won't say anything else... :) — duke_loves_biscuits · 1278
I've played labyrinth as mini campaign, but don't see what you mean. It has some auto damage effects for specific bosses, but they don't stack with the above calculation. — Django · 5154
Update: Added Hatchet man. The damage is added to next attack, so double or nothing works. — Django · 5154
you cannot count the base damage of 1 plus the five damage of the shotgun, by the way if the other investigators are Leo, Skids and Lola they can all commit both vicious blow and hatchet man giving you an other damage at that point. — Cadio · 1
I believe you can also Double or Nothing Hatchet Man... — Evilamarant7x · 38
Marksmanship has you activate an attack action and gives the bonus for that attack. Using two would activate two attack actions — shenaniganz11 · 40
sorry, i read that wrong. You're right — shenaniganz11 · 40
There's nothing stopping you from playing Fast events on other player's turns. The problem here is that Marksmanship only works on your own attacks, not on allied attacks. Otherwise you could use Lucky! (0) on allies. — suika · 9511
Newspaper

Newspaper is everything Newspaper was not, the ideal way to pull your weight in clues while your primary job is something else. Take it solo, take it in duo, leave it in larger player counts (except 3 player with "Ashcan" Pete, where the ability to grab 3 clues is astonishing).

The extra clue is all the difference. A 2 character can complete a moderate or easy location by committing a Perception or Unexpected Courage and even stand a decent chance without the extra cards, it's also great for those rounds where you've got your weapon out and some combat support assets so you've got nothing better to do than to try the easy clues. William Yorick and even Agnes Baker will suddenly have a pretty good way to fish clues from 1 and 2 difficulty location, and the added bonus can still contribute to a successful "Look what I found!".

Wendy Adams and "Ashcan" Pete can both put Newspaper to good use, although unlike William Yorick who only goes for clue's occasionally, they look for them all the time, which slightly diminishes the effect and priority of Newspaper in favor of more consistent cards like Flashlight. Take note of the 2 icons, those icons are a big number for an item, especially considering the fact that both of those characters are pretty good at Scavenging. A recursible +2 bonus is not to be ignored! Even if you never actually play the card as an asset.

The only real downside for Newspaper is the scenario factor. if you advance the act repeatedly and keep wiping off your clues then yes its good! So good! But when there's just two acts (One even?) Then you're straight out of luck, thankfully though there's still the Scavenging interaction.

Tsuruki23 · 2570
Pete can't ready this, it doesn't exhaust — HeroesOfTomorrow · 60
Seal of the Elder Sign

Only take for a deck that has a superb effect.

Akachi Onyele and Father Mateo have super powerful effects so they are obvious benefactors. Father Mateo especially likes this since he has a choice of benefits in addition to an "Automatic success" result.

An incredible trump card to play against a key opponent, a game-stopping treachery like Locked Door or to gain tempo during crunch-time. This card is as varied as the important tests that may come up. In single player try to hold onto this for those tests that you just aren't geared for (Aforementioned Locked Door is a good example of something that just screws over a . In multiplayer the card also gains a new niche as a way to net easy, no-risk kills on enemies engaged with your friends.

Don't forget that you can boost a buddy, characters like "Skids" O'Toole, Finn Edwards, Silas Marsh or Zoey Samaras all get massive benefits, some of which really kick off with foreknowledge (Like Zoey's damage buff, which is incredibly powerful when you can plan and account for it, all of a sudden she can one-shot a major threat.).

Tsuruki23 · 2570
Even for weak elder sign effects this is good to have for important tests, like Rotting remains making you insane with autofail. — Django · 5154
You are correct in theory, but in this scenario you would be far far better served by a card that pull´s it's weight all the time, Shrivelling 5, Arcane initiate 3, Ward of protectiong 5. This card only really shines when you seriously want the elder sign trigger. — Tsuruki23 · 2570
I’m running a Diana Stanley deck, with Preston Fairmont as the co-investigator. Both have pretty strong elder sign effects, so should be flexible to get my cancelling cards back or for Preston to auto-succeed a very difficult test — Phoenixbadger · 199
Nice with Dexter too, you can use it to reload a spell after using. — Emmental · 142