Forbidden Tome

I admit, this card makes me want to design a Big Hand Ursula deck. With a couple of Pathfinders, plus this, she can get all the clues, everywhere, as long as she can get 12 cards in hand, which might be a bit if an ask, but she might be up to it. Harvey or Mandy with multiple Pathfinders is a better bet, although a tad less flavorful.

Atach it to Abigail Foreman for even more shenanigans! — Death by Chocolate · 1485
Even more efficient if you're triggering it with Knowledge is Power — Zinjanthropus · 229
Played once when I "blind translated" the book (I included the level 0 card without checking if the upgrade were interesting) and with less than 12 cards in hand I had never the tempo. — AlexP · 252
Forbidden Tome

An hilarious Seeker card, letting you heal and damage for one action, but only in the biggest of Big Hand decks. Harvey likes this, but does anyone else? Maybe Big Hand Mandy or Daisy. Of course, you want to make sure you are taking some damage for this to be useful, and Seekers are notoriously low-Health, so it's a bit of a gamble....

You could activate it for free with Knowledge is Power — Zinjanthropus · 229
True, and Daisy could activated it with her tome action letting her use it for 1 "normal" action on 8-11 cards, which is not great, but, inn a clutch.... — LivefromBenefitSt · 1067
Death by chocolate suggested using this to clear Guardian Angel. A smart idea! — MrGoldbee · 1472
Amanda, too — MrGoldbee · 1472
Liquid Courage

aeongate took a good broad look at this card, so I want to highlight an even more niche use for this card... Drinking your problems away!

This card is the first* player card that can LITERALLY DISCARD WEAKNESSES out of your hand because its discard effect is random. Preston can forget his "Debts". Winifred can't discard Arrogance (since it will be automatically committed), but it sure is an easy test to fail!

It can't discard any of the various Hidden weaknesses, due to the additional rules for Hidden cards, but there are other non-Rogue specific weaknesses that you may want to drink away.

Probably the best weakness you'd want to discard is The Tower • XVI or Dark Memory, but good luck getting Agnes to fail a test! Dreams of the Deep should be easy enough for Silas to handle on his own.

Finally, there is at least one campaign specific weakness this can discard that I won't name here, but they exist.

*OKay, so aeongate is right, the level 0 version did it already, but no you're also healing 2 horror in the action, so it is efficient even when unsuccessful.

Ooh, if you use this with The Tower and Arrogance in your hand (The Tower presumably prevents you from committing Arrogance) you have a decent chance of discarding at least one of them. — Zinjanthropus · 229
This was actually true of Liquid Courage (0) which has the same random discard on fail. I always assumed that even random discards ignored weaknesses, but it seems you're right that rules-as-written, they do not. Seems like a classic FFG rules oversight if you ask me, but admittedly the concept of drinking to forget your weakness is pretty funny. — Trinity_ · 203
True, though if you fail Liquid Courage (1) you still get to heal 2 horror. Of course you can't guarantee discarding a weakness unless you're down to only weaknesses in your hand, which might mean that you're already screwed in the case of Wini. — Zinjanthropus · 229
Agnes could try "Drawing Thin", to up the test to 6 difficulty. She still likely might pass the test, but has better chances to fail that way. — Susumu · 371
Preston cannot take it, it's illict — Drostt · 116
Agnes can take Drawing Thin. — MrButtermancer · 56
Pilfer

No reviews yet, for this shiny new Wini card? Let me add my thoughts!

Mechcanically, this card is straightforward. Spend one action, 4 resources, and use your agility to look for 3 clues instead of the usual 1. Keep in mind, it's not to be overlooked that this has the Trick attribute, so Rita Young can grab it despite it being a card rather than . Another high-ish agility survivor would be Wendy Adams, who could choose to take this as well.

Inside the Rogue pool, there any many who could take this, and of course it fits nicely with our intended aviatrix, Winifred Habbamock, as she has a base 5 agility.

As far as click compression goes, this card feels in line with the usual suspects like "Look what I found!" (here you get more clues, for arguably the same number of actions), Deduction (quite a bit more cost here, but we're not in the class so things can't be that easy to get extra clues), or Scene of the Crime (again, higher cost and an investigate action instead of a freebie, but a chance at getting 1-2 more clues).

The hard pill to swallow here might be the cost of 4 just to take an Investigate action, which may auto-fail on you. If you're playing games with low player counts, you also might not have a need for 3 clues from one location, which makes this card situational and less valuable. However, if you're like me, and play in many 2-4 player games, this card feels like a solid fit for your high-agility characters, especially if you can synergize with it.

In a four-player game, it's not unlikely for a location to have 8 clues on it, so why not Double or Nothing when you've already placed The Skeleton Key. In that case, you are attaching the key for 1 action and playing this event for 1 action, plus the 7 resources to get both out. That's hefty. But with double or nothing, you're now nearly guaranteed to get 6 clues off the location, which feels like a win. Maybe you even use Gregory Gry to get you some resources back at the same time? Then let's say you only spent 5 resources because you used Sleight of Hand to get the key out? Now we're talking.

Is it a perfect card? No, and I wouldn't throw it in a solo deck most of the time. But in multiplayer, particular with 3-4 players, I think it helps if you're building a flexible rogue who can help grab clues for the team.

Giffdev · 85
It's really good in Rita, though 4-cost is pretty hefty for her if you don't take Drawing Thin. At least she can also take Easy Mark. — Zinjanthropus · 229
And now Sneak By — StyxTBeuford · 13028
Perception

I... don't know about this. I mean, it's less flexible than Inquiring Mind (at least early in the scenario). If you overplay it, you can get 2 cards, but you are better off playing Preposterous Sketches (2) if you want cards. Maybe Amanda Sharpe likes this, or for the higher-difficulty Chaos Bags,

Or pair it with Deduction (2) as part of your Practice Makes Perfect package. Of the entire cycle of lvl 2 upgrades to the original neutral skills, I think this one is the most relevant (followed by Overpower for certain niche decks). — Death by Chocolate · 1485
This is muuuuch better than Sketches. Boost intellect on an important test, like a Deduction 2 test, and then get a bunch of cards to replenish it. Pretty much every Seeker deck still takes Perception, and the upgrade is just more rewards for doing what you already want to. — StyxTBeuford · 13028
And yeah, the synergy with the very powerful Practice Makes Perfect bumps it up to a 10. — StyxTBeuford · 13028
I would agree that this is better than Sketches. No action cost, +3 to the most common type of test, Practice Makes Perfect, obvs. You could also combo with Double or Nothing in certain decks (currently Rogue Mandy, eventually Trish) — Zinjanthropus · 229
I mean, it depends. If you want clues, you'll spend that XP on Deduction (Perception + Deduction (2) will give +4, 1 card, and 2-3 clues while Perception (2) + Deduction will give +4, 1-2 cards, and 2 clues). If you want cards, you just go with Sketches (2) or, more likely, Feed the Mind (0) or (3). If you really want cards, I suppose, you could go with Feed the Mind _ Perception (2) and probably draw 5 cards. Doing that with Feed the Mind (3) of course, is likely to get you horror, unless your hand is empty.... My point being, that it's situational, and XP is finite. — LivefromBenefitSt · 1067
I straight up disagree that you take Sketches 2 over this. And sure, XP is finite, but I think the general rule is, if you already were taking Perception, take its upgrade. In 3-4 players, sure, Deduction first makes sense. Below that? This beats Sketches easily. — StyxTBeuford · 13028
I agree that Perception (2) is not a priority upgrade, but I am almost always looking for how to squeeze more xp into my deck as I near the end of a campaign, and this is an easy pick. And regarding Sketches (0 or 2) I almost never want to be spending an action drawing cards (even 3 cards) if I could be spending my actions advancing the game instead (especially when I can squeeze some fast draws in on top). — Death by Chocolate · 1485
Especially in Seeker, where I would regularly find a chunk of my deck locked up with level 0 cards. 2xRook, 3xRabbi, 2xEureka, 2xPMP, 2xPerception) is 11 deck slots I wouldn't upgrade/replace, but this helps with 2 of them. — Death by Chocolate · 1485
Yeah, Sketches requires both that you have a clue on a location and that you spend an action. This is just gas in the clue getting engine. — StyxTBeuford · 13028