Occult Invocation

Yes! Another way for Seekers to hand out a little hurt! They don''t want a lot, but with this and "I've got a plan!", you might be able to get by without potions or bows, especially if you are Ursula, who might well choose to just Dodge enemies except the few who would otherwise ruin her day. It's nice to be able to save the XP for other things.

Extensive Research

The upgrade is a slightly stunty card that might find a home in any Big Hand Deck. This is more of the same, only slightly stuntier, and best suited for Harvey Walters, for whom it was literally tailor made. So much so that he probably doesn't want to spend the XP on the upgrade. Seekers are usually pretty good at finding clues in less complicated ways, but sometimes you just want to buy 2 clues and keep moving. Niche, but good in that niche.

Cryptic Writings

It's a nice adjunct to/replacement for Burning the Midnight Oil. Rather than being 2 Resources for something you would probably be doing anyway, this is fast in a different way. I guess it would not fire if Minh Thi Phan recurred it from her discard pile with Scrounge for Supplies, but why would she do that? NOt flashy, but a nice utility card, especially since Seekers often need to spend resources on Assets to really get going. This might also help Roland Banks with his perennial resource problems.

Does Roland draw cards during his turn? Maybe with the new "Draw 2 cards after you defeat an enemy" card — Yenreb · 15
Yeah I dont see how Roland justifies this. Astounding Rev works much better thanks to the Stick to the Plan interaction, though it also works great with Practice Makes Perfect and Calling in Favors. — StyxTBeuford · 13028
Higher Education

It's temping to turn this review into a referendum on the "Blood on the Alter" 3 XP Permanent boosters, but let''s not.

Assuming you want to play with the "pay to pass strategy, most 0-cost "play from your deck boosters" are 2 XP, so this is a bargain. The "you must keep 5 cards in hand" drawback is moderately steep. So, to make this more than a "sometimes treat," you need to have good card draw (to find it and keep it active), good Resource economy (to pay for frequent use), and and that need boosting. Seekers tend to struggle a bit with resources while they get their rigs out, then slowly amass quite a pile toward the end, so having a way to turn that surplus into winning is not a bad thing, even if "pay to pass" is not your main strategy. Which Seekers might like it?

Note: I am assuming Taboo, so spamming Dr. Milan Christopher isn't an option.

Amanda Sharpe -- Her dreadful stat line could definitely use boosting, but she has no inherent economy or card draw, so you would have to build heavily for it.
Daisy Walker -- She's definitely interested in boosting her , and Old Book of Lore (plus her free tome action) gives her easy card draw, but she'll need to work on getting resources. Daisy finds this more attractive than most since many of the static boosts are Hand items, and Daisy wants tomes.
Harvey Walters -- This card was literally made for him, and he has no problem whatsoever with keeping 5 cards in hand, although he needs the boost less than most and still needs to watch his economy.
Joe Diamond -- He can definitely use the boost, and Preposterous Sketches in his Insight Deck is helpful at keeping hand size, but his decks tend to be pretty resource intense, so cashflow will be a problem, and he can get static boosts from Hawk-Eye Folding Camera, Magnifying Glass, Tooth of Eztli, all of which are probably better spends.
Mandy Thompson -- When her search engine (heh) is up and running, card draw is no problem and her resource economy is robust with the extra Astounding Revelation draws, but she can get static boosts much like Joe
Minh Thi Phan -- She could use it, but skill cards and Grisly Totem are more her speed.
Norman Withers -- Relatively high stats, plus pricey Spell Assets and Events make this unattractive for Norman. I suspect he would prefer the Crystalline Elder Sign and Arcane Studies (4).
Rex Murphy -- Rex could use boosting, but he needs to keep an eye on card draw and resources, now that Taboo has kneecapped his beloved pal Milan. Maybe?
Ursula Downs -- In my experience, Ursula struggles a bit with resources at the begining, then has an excess at the end. With a little card draw tech, this might work with her.

Do any non-Seekers want this? Most of them have better options in their home class. Carolyn Fern of Roland Banks, maybe, if they can keep the cards and cash coming? I don't see Finn Edwards, Marie Lambeau, or any of the Dunwich crew using up their precious 5 of slots on this.

So, an OK card, but definitely more suited to some decks than others.

I forgot to add that, in my experience, Seekers tend to struggle a bit with resources while they get their rigs out, then slowly amass quite a pile toward the end, so having a way to turn that surplus into winning is not a bad thing, ebven if "pay to pass" is not your main strategy. — LivefromBenefitSt · 1067
Good Heavens! I left Ursula off the list! I've had trouble with card draw in Ursula, but she usually starts building up resources at the halfway point, so this might be good, especially with a few Feed the Minds to move things along. — LivefromBenefitSt · 1067
Instead of using comments, you can just edit the original review. — StyxTBeuford · 13028
Can I? Thanks! I had not realized that. — LivefromBenefitSt · 1067
I would add Monterey Jack can find this very useful for Will tests he'd otherwise have no chance in passing - he makes a lot of money and has a bunch of card draw, so the 5 card requirement and cash for points doesn't hurt him at all. I'd still plan on failing the average test, but if you're doing something like Dream-Eaters (especially solo) where you have to pass the occasional Will test to advance the act, this is a lifesaver. Well worth one of his level 0 Seeker slots to start, and if you have two you might not bother upgrading to the expensive xp level 3 version. — Krysmopompas · 360
Liquid Courage

I'm generally a fan of upgrades to cards that aren't strictly better because they make for some interesting deckbuilding considerations (and card analysis!). Each dram of Liquid Courage (1) has you heal two horror and discard a card if you fail the Willpower test, and heal one horror and draw a card if you succeed, where the original had you either heal one horror and discard, or heal two. Clearly, healing two horror is better than one, so in the event an investigator fails the test on Liquid Courage, the level one upgrade will be better. As for succeeding, drawing cards is pretty good, so I think that most investigators will be happy to take an extra card even if they are desperate for healing.

The fact that the additional horror healing is tied to failure on Liquid Courage (1) is going to be another upside for most investigators wanting horror healing. Generally, high Willpower goes a decent way towards protecting you from taking horror from encounter cards like Rotting Remains, so paradoxically the very investigators that had a good shot of passing a Willpower 2 test were the ones who least needed the additional healing from a successful Liquid Courage (0) test (the main exception being Agnes Baker). To make matters worse for the Dunwich Legacy version, Rogues as a class tend to have lower Willpower and sanity than most, so they were likely to end up sipping for a single point of sanity and a lost card for their trouble. Pretty unappealing!

Liquid Courage (1) solves that problem neatly by healing double when you fail, meaning that is no longer a lose-state for the card, and it still rewards you for actually passing the skill test should that come up. It now offers reasonably efficient repeatable horror healing, but you really have to be willing to throw away cards to use it effectively. Alternatively, target investigators who are out of cards to ignore that downside and you might also help them fill their hand back up. It's possible you can soften the blow of Liquid Coruage a bit by playing Survivor cards that want to be discarded - Moonstone, Winging It, and Fortuitous Discovery, to name a few - but given that the discard is random, you'll still have to thin your hand out a bit to make it likely you hit a specific card.

One substantial downside remains for Liquid Courage (1), and that's the possible scenario reference card effects for the , , , and tokens, which can sometimes punish you for failure and push you away from taking superfluous skill tests. The meaningfulness of this downside is going to vary from scenario to scenario, but I think in general this shouldn't disuade you too much if you are particularly hurting for horror healing. Maybe you can beg a Mystic teammate to seal the for The Doom of Eztli to put your mind at ease!

Finally, a niche use for Liquid Courage (this also applies to the level zero version) is in generating a low difficulty skill test to commit multiple "succeed by" Rogue skills to. This is most likely applicable for Sefina Rousseau with her 4 Willpower, and you can throw in "Watch this!", Momentum, and/or All In to generate resources and cards. Additionally, Double or Nothing will only push the skill test to difficulty 4 where it will likely still be possible to oversucceed.

This doesn't quite have the versatility and simple reliability of something like First Aid, but it can put out much more horror healing for you and your team if you can stomach discarding a couple of cards. I suspect many of the low Willpower Rogues could stand to benefit from trying the new and improved whisky to salve their sanity. I doubt most Finn Edwards players will give up on playing Peter Sylvestre for a similar role, but Liquid Courage (1) might free up an out-of-faction slot if you are willing to run without the big man, and it is Illicit-traited if you're playing into that. "Skids" O'Toole and Tony Morgan could also both do a lot worse than turning to the bottle with Liquid Courage (1). It'd be a disservice to review such a good horror healing card without mentioning Carolyn Fern, and I think this is likely to be her best low-level option for repeatedly healing hear teammates' horror.

Trinity_ · 203
This is definitely an interesting one. As far as direct horror healing cards that Wini can take (so excluding the pretty solid ally in her pack who only heals from herself), there's this and Moment of Respite. Moment of Respite is probably a little less awkward to use, but it is also 3xp. I'm about to try this in Dim Carcosa (true solo), because I couldn't resist shelling out for Ace in the Hole. We shall see how it goes. — Zinjanthropus · 229
Note that Joey "the Rat" Vigil (3) and Fence (1) can get this down fast. Joey can also discard it once it's out of supplies (though you could also Contraband it). Smuggled Goods could tutor it or recur it from the discard. It could also be Scavenged or Backpacked. I'm not sure if those synergies make it good, necessarily, but there are a lot of them. — Zinjanthropus · 229