Talent. Science.

Cost: 2.
Test Icons:

Utilisations (3 provisions). Si la carte Premiers Soins n'a pas de provisions, défaussez-la.

Dépensez 1 provision : soignez 1 dégât ou 1 horreur d'un investigateur dans votre lieu.

Sara Biddle
Boîte de Base #19.
Premiers Soins

I keep finding First Aid a huge sink of actions for very little. It costs 1 action to play, 3 actions to use, and 2 resources, for 3 damage or horror. Compare that to Uh oh, Bandaid Time, which heals 2 damage for 1 action, 2 resources, and can be used to heal Allies. Seekers can run Armchair Counseling, and Rogues can run Delicious Booze. And those are just for healing others; #Opium and #Heroin can shove that damage onto allies, Fearless for Mystics, Ted and Leather Coat for any Survivor... So much out there that just completely blows away First Aid. Maybe we can get an upgrade that lets you spend resources to turn it into a shocky ability instead. (Fast triggered. Sideways lightning bolt. Sith handshake, I dunno)

... The upgraded version of First Aid is already there. They just posted it (Pallid Mask). — aramhorror · 576

With the introduction of Ever Vigilant, it's time to re-evaluate First Aid and make once more the obvious comparison with Emergency Aid.


  • Encounter Deck protection: It protects Guardians more expensive assets from getting destroyed by nasty encounter cards.
  • Flexibility: It can heal Horror and Damage, on both you and other investigators
  • Economical Combo: It's an asset and so it can come in play with Ever Vigilant.
  • Heals more: It heals 1 more compared to the Emergency Aid, if you chose to spend the actions
  • Great for idle moments: if there ever is such a thing


  • Economy: its still slower then Emergency Aid
  • Not on Allies: Cant be used on allies like the obvious Beat Cop.

Disclaimer: Why heals are good? Cause there is such a thing as direct damage/direct horror. People often have to resign when they run the risk of getting killed/insane by a single encounter card.

aramhorror · 576
First Aid does not have the Item keyword, and therefore does not work with Charles Ross, Esq. — MaxDamage · 1
Whoops. Ill edit that little part out. — aramhorror · 576

Just an opinion.

What I like: There is not enough healing in the core set, so often times when you get low on health or sanity, you better book it or pray. The cost is reasonable, it doesn’t take up a slot, and you can use it on other investigators which could turn you into a little mini-healer which Agnes will love so she can ping a couple more times. The fact that it heals horror and damage is functionally useful. The will skill icon is great for both Roland and Skids right now, as they don’t have a very fun time with will based treacheries. Not needing a skill check to complete (medical texts) or a check to make it better (liquid courage) is also good in some situations.

What I don’t like: The action economy with this is abysmal. I understand, you’re not winning if you’re dying, but to just use it once you’ve spent two actions not making progress. I never feel like I have enough time to play it in solo, and even in multiplayer either the threats have been tackled evenly so there isn’t a dire need for it over something else or the situation is already so bad that spending those actions to recover won’t really help much. The scenarios are just too short in my eyes to warrant using this in most cases.

What it needs: Honestly, first aid needs more investigators like Agnes who care about taking some sort of damage or horror. It also needs other healing cards to stay out of the game. I would gladly take the risk on liquid courage over this, because healing two for a single action is much more reasonable even if it is only horror in that case. As time goes by I feel like healing options will only improve, and unless they are using first aid as a benchmark and everything else gets a risk or negative involved, first aid will fall to obscurity.

Scaling: Here’s where this card shines however. First Aid as it stands has the same level of power in all the difficulties, which gives it a slight edge. With no test needed to make it work and no test needed to get a benefit, it gets more reasonable as you up the difficulty. Easy and standard, I’m waiting for a better option but in hard and expert, this does seem a bit more reliable.

Doma0997 · 3
I agree on all points, especially re: action economy. For example, the proactive damage/horror control of Leather Coat/Holy Rosary is more action efficient than First Aid's reactive effect. For the same or lower cost, those cards can prevent 2 damage/horror for 1 action, where First Aid would require 3 actions to do so. And Elder Sign Amulet/Bulletproof Vest only increase this action advantage. True, those assets take up slots, but, for many investigators, their Body/Accesory slots are under-used. First Aid's advantages seem to be its flexibility in healing either damage or horror and its ability to heal other investigators. And for some investigators, it may be the only healing option. — Herumen · 1615