Blood Eclipse

I haven't had a chance to use this card yet, and generally higher-level events are a smaller priority for me in deckbuilding since I tend to focus experience points on assets.

However, I can see people using this card as "Brother Xavier's Parting Gift" - you can play this card and take 3 damage on Brother Xavier for a potential 6 damage on an enemy. That's a powerful attack.

Still, it's something that requires 4 experience, 6 resources, and a few turns of setup in order to do. Is it worth it? Maybe in some situations, but I think usually experience is better invested elsewhere.

This card is a nice trick for Calvin. It's cheap in terms of resources, can deal nice amount of damage in one action, is flexible and lets him pump his stats pretty quickly. Luckily this card doesn't demand to put direct damage. And this theme... — KptMarchewa · 1
Blood Eclipse

Although 3 experience is pretty steep for a one-off attack, there are a couple investigators for whom this haymaker plugs a gap.

Carolyn Fern has lots of conditional ways to deal with enemies; her Mind over Matter is best with an otherwise-underwhelming Machete, Shrivelling needs several boosts to be reliable, "I've got a plan!" requires setup, Dynamite Blast is expensive, and Guard Dog or Beat Cop take the ally slot that she would prefer to be Peter Sylvestre. This ranks highly in that company, the self-damage being analogous to dynamite and it can be soaked or healed by usual tricks.

Likewise Marie Lambeau might find this a reasonable addition to her spell arsenal, especially since the damage can off a David Renfield to a doom-free grave.

Its worth pointing out that Leo Anderson has 4 and can take damage with low risk, but he has so many options for dealing with Poltergeist that he can safely ignore it.

The_Wall · 289
Can you name 1 way of Leo dealing with Poltergeist other than using this card?? Cause I can't think of any... — matt88 · 3229
Timeworm Brand is a relic and amazing with Mr Anderson's strength 4 & willpower 4. — The_Wall · 289
3 probably is a bit much for the effect. Zoey also has 4 willpower, though — Zinjanthropus · 231
Indebted

Fun fact - did you know this was the first card with the Permanent keyword that wasn't an asset? It's kind of weird when you consider that cards like the John Dee translation of the The Necronomicon are considered assets. Most other Permanent cards are assets, so it makes it a bit unusual in that regard.

Looking at the rules as written - seen here - could suggest that this card actually has no effect since it's classified as a treachery and not an asset. "When a treachery card is drawn by an investigator, that investigator must resolve its effects. Then, place the card in its discard pile unless otherwise instructed by the ability." You technically never draw it, so you never trigger the effect, right? I could see someone reading these rules and interpreting the card this way. However, I think it's pretty clear that's not how this card is meant to be interpreted.

A more devastating read of this card would be "you start each game with 2 fewer resources" reading that each game starts you with 2 resources less than the game before it, so that your progression could look like this:

  • Game 1: 3 resources
  • Game 2: 1 resource
  • Game 3+: 0 resources

Technically the wording is ambiguous enough that you can read it that way. Tough, right? Again, I don't think this is how the card was meant to be interpreted, but it could be read that way. (But it shouldn't be, because I am very sure it's just a flat -2 resources at the start of play.)


As for my actual thoughts on the card, I generally find it to be one of the more preferable weaknesses. It's one of the weaknesses that actually impacts my playing more, actually - with less weakness cards in the deck, I am more likely to draw more. The downside is that it does get you with its effect every game, but I believe that one of the keys to a good deck is consistency, so I like knowing exactly when a weakness is going to hit. It's something that you can take into account for your plan. It does slow your start a little bit, but it saves you that tempo hit later on in the scenario. Having 3 resources still gives you enough to play key cards like Machete and Shrivelling (and Dark Horse, of course!) to get you started. Is it possible that 2 resources could be the difference between winning and losing? Yes, but most of the time this is just a minor and predictable setback. I still think it's well balanced, though - annoying, but not completely negligible.

I don't think the RaW is in conflict here. Sure you don't draw the weakness as described, but it begins in play and has a constant effect. — Difrakt · 1327
I’m seconding @Difrakt that there is nothing in conflict with RAW. What gets triggered when a Treachery is drawn is its Revelation effects (which Indebted doesn’t have). Permanent cards start in play, and Indebted has ongoing effects. Regarding ‘fewer reasources’, by your logic they should still get 5 on the first game since there was no previous game to have 2 fewer than. — Death by Chocolate · 1490
I'm not sure I agree. Its a pretty bad weakness to get. You *always* draw it, it always hits you early (when you are most vulnerable), it prevents you getting setup (as you can't build your deck around it), and it pretty much always takes 2 actions to clear as you need that economy back. It's not the worst weakness, but its up there as one of The Really Bad Ones. I think it just feels good, as you feel safer drawing now its out of the way, but that's just your brain forgetting how much it really has hurt you already. — duke_loves_biscuits · 1285
I also think of this as one of the harsher weaknesses. It's not quite Overzealous, but it's pretty bad. Getting properly set up at the start of every scenario is just critical and this really does significantly impede that. — CaiusDrewart · 3200
Basically for me the really bad weaknesses are this, Overzealous, Amnesia, most of the monster weaknesses, and Doomed. (Though of course this does vary quite a bit by investigator.) — CaiusDrewart · 3200
Colt Vest Pocket

How does this work? It has 5 ammo. You spend one action and one ammo to fight. How is one meant to use up all 5 ammo in one round? I can think of Gold Pocket Watch or Ace in the Hole, but I am not a fan of cards needing other cards just to be serviceable.

deserter85 · 1
^ — Shakiko · 6
Leo de Luca, Skids' ability and Quick thinking (perhaps combined with double or nothing) come to mind easily. Also 3 ways to play it as Fast action. Also there was Eat lead that you might splash in some decks. — Shakiko · 6
Handcuffs

This has an interesting use case for investigators. The majority of the time any would likely remove the threat from the board instead of evading it. There are already quite the number of limitations to this card. But even if the targets in a particular scenario are plentiful, you need a reason that you would want the humanoid permanently evaded rather than disposed of.

There are plenty of cultists that accumulate doom, but they are usually easy enough to remove from the board except for maybe Brotherhood Cultist. That makes dealing with him much easier. I think that the real use case for handcuffs would be in multiplayer formats or scenarios where the deck shuffles itself from the discard pile often. If are placing handcuffs on the enemy, then they will remain in play and never get shuffled back in. So you will only see that threat once. While not as good as adding it to the victory display, this can still be helpful for some of those pesky humanoids you might hate seeing such as Seeker of Carcosa.

Even non-fighting splashes for a card would likely have many other options to consider over this one.

Bronze · 187
Do note that Seeker of Carcosa does still pick up clues while Handcuffed. — Death by Chocolate · 1490
The wording is rather strange. "IF" the attached enemy is a non-ELITE, it can not ready and doom cannot be placed on it. — buzard · 1
The wording is rather strange. "IF" the attached enemy is a non-ELITE, it can not ready and doom cannot be placed on it. What if the enemy is Elite? What effects are there, or are not there? I'm assuming you can attach to an Elite, but there is no effect. But then the card should say "non-Elite enemies only". — buzard · 1
@buzard You can use this on an Elite enemy simply to evade it. The other effects won't occur (the card will still be attached to the Elite enemy but will have no effect). — matt88 · 3229
Thanks. It's always interesting to be able to play a card so many different ways. — buzard · 1
What about if there is already doom on affected enemy? Will it stays or it should be removed? — Bany · 14
How does this interact with lots of scenario and treachery cards: — Tiktakkat · 38
The Truth is Hidden says "flip" clues to doom, not "place" doom. Would it still flip the doom on Seekers of Carcosa? What about Mysterious Chanting or Dance of the Yellow King - if a cultist or lunatic is handcuffed they cannot ready, but they might be the only cultist or lunatic in play. Are they effectively negated because of the wording and limits? — Tiktakkat · 38
Does Handcuffs take two actions to play? One to put it into play as an Asset, then one to perform the Evade Action? — dragonwarriorfan · 20
It's two actions. One to put in play, one to activate the effect. It's no different than, say, a weapon that says "Fight" followed by special effects, or a Tome ability. — crymoricus · 252
Does it go to the discard pile if the handcuffed enemy is killed, or back to play area to be used again? — crymoricus · 252
Would like to know this myself — docd · 1
Discard pile. — Myriad · 1226
IIRC a fair few encounter cards tell you to place doom on the nearest cultist enemy, or if none are in play to spawn one. In these scenarios not only do you keep two pesky 'spawn at empty locations and accumulate doom' enemies forever out of the deck, but you don't spawn additional doom or enemies when drawing such an encounter card. If you engage it so it trails around with you, it's also useful to negate any "put doom on the closest enemy" effects from scenario cards after a poor token draw. — BlankedyBlank · 23
Funny you should mention brotherhood cultist. I took 2 handcuffs in forgotten age as Yorick, mainly because I noticed that snake people are apparently still people. It was possibly the best card in the entire deck, tied with mr pawterson. Literally every scenario in TFA but one has a plentiful supply of exceptionally annoying to kill humanoids that handcuff instantly solves with a trivial test that can be repeated at no penalty but the action. Handcuffs(2) was an excellent upgrade I ended up getting 2 copies of, but less important for Yorick than it would be for other guardians in that campaign. — dD_ShockTrooper · 9