Storm of Spirits

A straightforward upgrade. 3xp for +1 on commit, +2 on the test, +1 damage to each enemy, and +1 damage to investigators on a symbol.

The +1 damage is the part that you should be focusing on. The +2 won't matter as much as you might think, since you could always target the weakest enemy in the pile.

A little steep on the xp cost for my taste, but if your campaign is sufficiently swarming multiple 3hp enemies you wont regret the upgrade.

mordequess · 35
by now mystics have multiple ways to ameliorate the xp of their spell upgrades, so xp cost of Spells is not that much of a concern as it once was — fiatluxia · 65
Self-Centered

I would consider this one of the weakest weaknesses in the game. I have been more than happy to let this weakness sit in my threat area during Dunwich for the entire 2-player campaign so far. The downsides are extremely minimal in 2-player as investigators will rarely be at the same location anyway. Perhaps it gets nastier in 4 player or if you are playing party support gators (Bob, Carolyn).

Also, the art is hilarious, especially as I've been playing Lily Chen with this in the deck. Martial artist or self-centred scrambler? Who can tell?

fiatluxia · 65
As some who actually helps my team still don't see Self-Centered as being bad, the more people are gathered together the higher chance someone can just spare two actions and clear it. — Zerogrim · 290
Devastating on Minh or Carolyn. Less so for mages. — MrGoldbee · 1441
As a I read it, Ward of Protection (2) cannot save other 'gators, so it is quite nasty for mages. Maybe rogues are less affected. — chrome · 56
It is possible for Carson Sinclair to have both this card and Selfless to a Fault in his threat area. I have no idea how that one works. — General_Ferere17 · 2
@General_Ferere17 Self-Centered prevents you from avoiding the condition in the forced effect — Signum · 14
(Misclicked post) so Carson has to take the horror and shuffle Selfless to a Fault into the deck. It's not that there's a deadlock between conditions, it's just that you aren't capable of meeting the condition to avoid taking the horror. — Signum · 14
Foresight

I made some mistake with this card and wanted to remind others. I was playing it with Norman, as he could see a card on top of the deck, when 2-cost card came up I would play Foresight in an attempt to get the best deal of -2 cost and it is even Fast.

However, this Fast has "when". It could be used only when you are about to draw that card. You cannot just pop an Asset card on top of the deck to the field Fast like that! (Luckily Norman has a lot of Skill cards with drawing effect to synergize with, and this card itself has wonderful .)

5argon · 9150
You can play it during the draw from upkeep. — yinwhite · 17
You could take a draw action and play foresight — Django · 5050
Yeah, that's how I play it now (either use draw action or wait for upkeep). I was trying to save the draw action and play Foresight Fast during the turn in Investigation phase. Waiting to play in Upkeep is fine, but having to survive one more Enemy Phase is sometimes rough. — 5argon · 9150
Personally prefer foresight as counter for weaknesses and enc cards. Alyssa really helps with that and has +1 int for norman so he can investigate without spells — Django · 5050
Draw action foresight is basically worthless as Norman - the strength of foresight is that you can play something fast, with the discount being less necessary. With Norman, taking a draw action to Foresight a card means you get a -1 discount to that card, since he could already play it from deck for -1 cost. That's it. — SSW · 209
Unavoidable Demise

"Oh boy I can't wait to draw my encounter I hope it's not too bad! Man I enjoy playing an investigator with less than three evade."

RTTCU sees us guardian enjoyers, us low evade fans, and tells us to eat this 4 damage overhead lmao, and you best not pass it either cause then the agenda deck is thinned by three cards and IT'S VICE AND VILLANY TIME BABYEE SAY GOODBYE TO YOUR ASSETS!

ironbrw · 17
I do like the flavor of the encounter cards, but yeah.... vice and villany is the worst — Therealestize · 69
4 damage from the third of these is less than 2 from 3 of them. However it’s all at once so it could killl someone with low health. — Django · 5050
It's only 2 scenarios that pairs these encounter sets: "Secret Name" and "Wages of Sin". And V&V didn't leave a huge impression in our RtTCU blind run. UD much more so, because we were less prepared for agility treacheries. Still, I played Patrice and got much milage out of "Alter Fate" with these sticky treacheries. — Susumu · 361
it's free money if you have "I've Had Worse" — Zinjanthropus · 227
"Hit me!"

"Hit me!" is a great one-off "Hail Mary" card to slot into your initial campaign deck, that really combines the seemingly contradictory risk-taking nature of a Rogue, with the anti-chaos bag BS safety of a Survivor.

For a Survivor, think of it as another Lucky! you use when you have failed a test by around 1 or 2, and just barely need to scrape by a bit more. Once you get some XP, you can consider replacing "Hit me!" with other cards that fulfil a similar nature such as with the incredible Eucatastrophe, another great single "emergency" kind of card.

For a Rogue, think of it as a placeholder for Sure Gamble. It's a good option to consider if your deck also has big-pay-off-with-single-test cards such as Backstab or Pilfer.

Cards like "Hit me!", Sure Gamble, and the like, are arguably better deck options in solo or 2p games where versatility is more prized, as you don't really have a pool of specialists (and additional "chances") to smash down nonsense such as Locked Door or random scenario must-pass kind of checks. Every little bit helps, and "Hit me!" can just be that little gamble that tilts the odds in your favour.

Which segues quite nicely into how I've found this card great for Lola Hayes, the Queen of versatility. Not only does "Hit me!" fulfil the deck building criteria for 2 classes, is an event and thus not vulnerable to Crisis of Identity, but it's also available for use when she's in 2 different roles.

All in all, "Hit me!" is a fun one-off card to consider that can augment most deck archetypes out there, and which value rises in lower player counts, and perhaps even higher difficulty levels where minus modifiers are more prevalent. Think of it as an unreliable 3rd Lucky! or 3rd Unexpected Courage, which you upgrade into something better as you progress in the campaign.

Sojourne · 95
O hey I didn't see you there .35 Winchester, o no I'm not doing anything special, just making all* tokens non-negative. — Zerogrim · 290
Only the first token revealed after hit me counts for it’s effects. So curse and -4 is still-2 total. However curse and skull is not an autofail. — Django · 5050
This is still a fine interaction with (tabooed) Winchester. (-2) is a modifier, you should be able to cover in all tests. And for the bonus damage to trigger, you just have to reveal a token with a non-negative modifier, not to be zero or above in total. — Susumu · 361
Hello, "hit me" works like "Sure gamble" on chaos token cultist, elder thing... ? - become + — Dorianna · 1