Grim Memoir

This card is absolutely wild. It's incredibly efficient for the price, with the most easily searchable keyword in the game (Research Librarian, Whitton Greene), gives a +2 boost at level 0 on an item which is unconditional, and further boosts the most important resource in the game; card draw, all the while giving 4 uses for 3 money for a single hand slot. Fingerprint Kit exhausts and has 3 uses while only giving a +1 boost and costs 4 resources. Further, the uses are secrets, which, while this isn't a strong contender to boost the uses, the fact is you can very easily with Astounding Revelation or Eldritch Sophist, or Truth From Fiction. Did you need more handslots to hold it and get more boosts with Magnifying Glass? Arcane Enlightenment is right there

In Daisy this feels like a no brainer because she has the extra action just to use this. Harvey loves this because its an easy and reliable way to proc an activation of drawing a card during his turn. Minh can use it to keep powering her Skill commitment engine. Ursula can also trigger it using her extra action. This feels good for Trish, and Joe, and Roland as well. Hell, if you're clueving with Jenny, Charlie or Lola it seems like a no brainer. Darrell may want this over test-at-0, just for card draw. Mandy likes it, Norman, Rex looooooves the +2 boost. Everyone who can take it should consider it. The fact it doesn't exhaust can make for incredibly powerful turns with Amanda if she has a Deduction under her, if you set up a turn to just investigate with this 3 times going bam bam bam. She needs a little bit more of a boost than the others perhaps, but its crazy how efficient this is compared to any other asset at level 0 that has the Investigate keyword on it. Even Luke who has a higher brain stat, could respec to using this for the first few scenarios going standard seeker with Dr. Milan and Magnifying Glass and this for test at 7 until he gets more XP to dump Sixth Sense (4) or your spell of choice. He can even be running Perception and Deduction with this and be perfectly fine until he gets some 10-20XP.

I could compare this with Cryptographic Cipher, but that at least has a potential of gaining you 3 free investigates. But dammit I will compare, because this gives you 4 investigates you were going to do anyway, with a +2 (where the Cipher had a -2 to shroud on the action) and you can draw an extra card most of the time. It costs the same amount of resources, and has 1 extra use. The power creep is real. The closest comparison in fighters is Glory. Guardians or any fighter have very few benefits at level 0 the way this just gives it to you. The upgraded Thompson turning bullets into money, or On The Hunt getting you money for killing, or the upgrades on Runic Axe. Outside of Investigator powers like Tony's Bounties or Zoey's engagement, there simply is no comparison with how well Seeker cluevers get rewarded compared to Guardian fighters.

Once again, Seekers simply receive cards that straight up reward them for doing what they do best in the most efficient way. Even if there were an upgrade for this, I have no idea what it would need to add to make this better, because I could see this being in a deck from campaign start to campaign finish. I would run this over Magnifying Glass simply because I get the boost, and if I'm drawing more cards, I get to my skills such as Deduction or any of my other good cards much faster that it's irrelevant.

The Scarlet Keys had so many good cards for every class, and many archetypes, but this is subtly one of the best and I could very well see it as a new staple.

Yeah I definitely could've seen this card being 2 or 3 xp — Nenananas · 258
Honestly, this strikes me as a bit too good. Like you said, it rewards Seekers for doing what they want to be doing anyway, an the opportunity cost (forgoing Magnifying Glass) isn't as great as one might first think. Honestly, I don't think taboo would be unjustified for it, either chaining or making it exhaust to use. — NightgauntTaxiService · 430
an easy upgrade would remove the secrets and you would be able to use it infinitely or until something terrible happens — brkndevil · 19
Otherworldly Slaughter

If someone whats to know the translation of the gliphs:

come you did what do to here again you are nothing; timeless, forgotten, a figment, a shard of a fractured memory; but here, so much more; a promise, a signatory, a blood-inked curse in a covenant of tear drops ever swimming ever falling ever drowning in thoughts in memory in time; and it, it is the final err, it is the shell reign; and your thoughts, they are its and it is you; coin-sides, both end all and nothing at once, all at once, all at once.
Call for Backup

Does this card can interact with permanent cards?

So, for example, if a play with "Ashcan" Pete and I start the game with 1 card of each other class than survivor (Down the Rabbit Hole, Forced Learning, Geared Up and Underworld Support) and play a Survivor Card and Call for Backup.

What will happen?

Yes, you controls your permanent cards. This card is very good in a Lola deck with permanent cards from different classes — king_doragon · 1
You also control your Charakter sheet so most Charakters control at least one class by default — Tharzax · 1
"I'm outta here!"

A small joke about this: the "Spirit" trait is translated to the word meaning "bravery" in Chinese localization. While it works fine on other cards, it is quite funny when you look at this one. To get out of shit do require some trick, but that comes nowhere near bravery (Well, I guess you can say that it takes a brave man to acknowledge his own powerlessness, maybe?)

: Resign. Heavy spoiler incoming, get outta here before it's too late.

Jokes aside, let's take a look at how many scenarios in each campaign have an escape option, and which ones are good for this. I will categorize every resign option into one of the 4 groups:

  • Objective, where you win the scenario by resigning;
  • Panic button, where you are required to do things and then resign, but if things go south you can always just say "I'm outta here!";
  • Failsafe, where you technically can resign but gives a bad outcome (at least you are not dying from Obol);
  • Non-option, where resign must NOT be used.

As of now I have completed NotZ, PtC, TFA, TCU, TIC, EotE, TSK and FHV; ratings for the remaining campaigns are only theoratical. Comments welcomed.

Night of the Zeal: 2/3. Conclusion: Hardly worth the deck space

The Dunwich Legacy: 6/8. Conclusion: Don't take it until you get to the finale; but in the finale, it's well worth a slot (and 1 XP, if you don't have Adaptable)

The Path to Carcosa: 4/8. Conclusion: take at deck creation, drop after finishing Oath

  • Curtain Call: Objective, only available in act 3; do note that you can't get out until the stranger is dealt with, because until then the lobby doesn't have ": Resign" (note the difference in wording compare to No Asylum)
  • The Last King: Panic button
  • Echoes of the Past: Failsafe
  • The Unspeakable Oath: Objective, only available in act 4; extra points for circumventing the "no ready enemy" restriction and for a relatively big map

The Forgotten Age: 4/9. Conclusion: take at deck creation, keep it at least until finishing Eztli, drop no later after Elders Part 1

The Circle Undone: 5/8. Conclusion: take at deck creation, keep it at least until finishing Doorstep

The Dream-Eaters: 3/8 (1/4 for Campaign A, 2/4 for Campaign B). Conclusion: take only if you have slots to spare, and drop as soon as you need one

The Innsmouth Conspiracy: 6/8. Conclusion: some situational use in the 1st, 3rd and 6th scenario, swap in with Adaptable if needed

  • The Pit of Despair: Objective, only available after finding the place; extra points for circumventing the "controls the green key" restriction and for a relatively big map
  • The Vanishing of Elina Harper: Failsafe
  • In Too Deep: Objective, only available after someone reach the station; extra points in multiplayer for the option to split up in a huge and annoying map
  • Devil Reef: Failsafe, extra points for circumventing the "in the Fishing Vessel" restriction
  • A Light in the Fog: Panic button, extra points for circumventing the "If The Moon Room is unflooded" restriction (I would argue that Diving Suit is not essential in the finale)
  • The Lair of Dagon: Failsafe

Edge of the Earth: 5/10 (or 3/5 if you go the shortest run). Conclusion: take at deck creation, drop whenever you need the slot after finishing 1-1

The Scarlet Key: 7/10. Conclusion: get one (buy or swap) before 56-Y if you have trouble with a or (4) test; otherwise, it hardly worth the deck space

The Feast of Hemlock Vale: 5/8. Conclusion: depending on your plans about FHV, can either be a Failsafe/must have, or a complete waste of deck space. SInce this campaign has so much routes to choose from, there isn't really a conclusion that I can give.

  • Hemlock House: Failsafe
  • The Silent Heath: Failsafe. Do note that you can only add Crystal Remains to the Victory Display if you resign via Estate Ruin's ability. Not sure what will happen if you just vanish into thin air
  • The Lost Sister: Failsafe
  • The Twisted Hollow: Failsafe (act 1&2), Objective (act 3; only available after finding the place); extra points for a huge map
  • Fate of the Vale: Objective (act 3 v.IV only), huge extra points for ignoring all those annoying resign conditions.

Side Stories: 4/9. Conclusion: good to have for Casino Heist

Parallel: 6/7. Conclusion: a good idea to have one if the team decides to go any of the parallel except Baker's; a VERY good idea for O'Toole and Wendy Adams to bring one into their own parallel

  • Read or Die: Panic button for everyone else; Failsafe for Daisy (or Non-option if you can't bear the advanced weakness)
  • All or Nothing: in act 1, Panic button for everyone else; Failsafe for O'Toole (or Non-option if you can't bear the advanced weakness); In act 2, Objective
  • By the Book: Panic button; Roland gets the upgrade as long as Grey is dead but he isn't, so you can resign the minute Grey is gone if you can afford the entry fee
  • Red Tide Rising: Panic button; Wendy Adams gets R1 as long as she doesn't die, so you can even resign right at the begining if you can afford the entry fee
  • Laid to Rest: Panic button for everyone else; Failsafe for Jim (or Non-option if you can't bear the advanced weakness)
  • Relics of the Past: Panic button for everyone else; Failsafe for Monterey (or Non-option if you can't bear the advanced weakness)

Final conclusion:

  • If you are not taking Obol, most of the time this is just a worse Manual Dexterity, with some situational shine
  • With Obol (and ideally in multiplayer), it's a good failsafe that well worth a slot considering the consequnce for dying
  • If your investigator have an annoying weakness that spawns way out of reach, this can be include as a solution
  • Save for one and a quarter exception, it's always a good idea to swap this to at least a Manual Dexterity in the finale
ethereal64 · 554
Amazing review and fun write up, thanks a lot! — Valentin1331 · 73318
I don't get, what's the point of a "Fail Safe" in a scenario, where there is an unconditional Resign option on the act or agenda, like in "Midnight Masks" or "Threads of Fate"? In "Where Doom Awaits", it's only a Non-Option in solo. As long, as another investigator can finish the scenario, the rogue who is about to pay the obol might still consider getting outta there. — Susumu · 371
Ah: I get it now: making it fast with Chuck might give you the one extra action needed to achieve something extra before dooming out! — Susumu · 371
In "To the Forbidden Peaks" it's the objective, not a Failsafe. Of course, you first need somebody else to get to the top. — Susumu · 371
@Susumu The Objective for “To the Forbidden Peak” is “resign at peak, along with the supplies”, rather than simply resign. Resign early in solo means you get R2, that’s at most 7 xp lost and at least 1 more frost in the bag later; in multiplayer, it means your teammate need to spend extra actions (and probably suffer more negative effect) to carry your share of supply to the top. Thus I ruled resigning early in this scenario a Failsafe, because you should try your best not to. — ethereal64 · 554
Well I think, it's a matter of circumstances. You are right, that you can't get outta there with supplies, and that's a big downside. However, playing this card would not trigger R2. The objective is: "If each undefeated investigator has resigned, advance." It does not say, it has to be on the mountain. It could also be used for a "win more" outcome. Say, the other investigators picked up all the supplies, the rogue climbs down the mountain again to a location at level 0 or 1, where a treachery has dropped down a clue, picks up the clue, moves up one location to get rid of it again, then resigns, this would net an additional XP, or even more, depending on how many locations have been invalidated for XP. — Susumu · 371
I double-checked The Depths of Yoth, the Secret Name and Dealings in the Dark and I'm confident there's no card with a resign ability in any of those three fwiw. So I think, with a second pair of eyes , you can be reasonably sure the card's effect can't be used in those scenarios. And as a side note, I think there's also no option to resign in Guardians of the Abyss Part 2.. — bee123 · 31
"To get out of shit do require some trick" I love it — best clause I've read all week. It might sound like I'm being ironic, but I'm not. And also thanks for the high-effort and useful review or whatever... — Spritz · 69
This list is perfect for Adaptable Lola who can swap it in when useful and swap out when not. There are a lot of other Adaptable cards (Pocket Telescope, String of Curses, Fine Clothes) that could have similar lists, allowing Lola to "tech" for every scenario. Adaptable Lola FTW! — MindControlMouse · 43
Fickle Fortune

I just came from a 4 player game where we drew this when all investigators were under 3 damage/3 horror. The investigator who drew this was running Soul Sanctification and was at full health. Taking a step back, I can't imagine a 24 action swing being worth 6 charges + some incidental healing. We chose to remove the doom.

This seemed like a pretty chance situation, so I have a genuine question - is anyone taking the first option voluntarily? Depending on player count, is everyone healing 3 and 3 worth losing a turn vs. gaining a turn and taking 1 and 1?

In the ideal scenario with 4 players at full health all running Soul Sanctification still can't be worth 24 actions, right?

TheMathDoc · 16
First, healing 3/3 is sometimes more valuable spending 1 doom. If someone is defeated by damage or horror (or resigns due to its threat), they will lose future action and it might worth 24 actions. Second, first effect does not have the text:"this effect may cause the current agenda to advance". Thus, if we add Fickle Fortune in hand 1 round before advance, doom is no effective (like Arcane initiate). Last, first effect does not have "remove from game", so this card can be drawn second time. If second effect is chosen at the second drawn, this card gives 2 damage/horror healing with net 0 doom. — elkeinkrad · 497
What's with this mentality that somehow 1 doom ALWAYS equals all players total actions? Do y'all always finish the game on the very last round? From my experience, this card is insane, and the healing is a big part of that. I might write my own review but healing 3 damage AND horror from EVERY SINGLE INVESTIGATOR without costing an action is INSANE. It allows you to save so many resources and time not having to worry about cards that damage you. The fact that it can trigger on the witching hour is just icing on the cake. — Nenananas · 258
Both options are good but they depend on the circumstances. If I remember my play experience we would have coosen the doom removal most of the time since it was usually the bigger problem. — Tharzax · 1
@ Nenanas: that's hugely depends on the scenario. In "do as much as you can" scenarios, like "Midnight Masks", you often do. And there are high-stake scenarios, like "Doom of Eztly", where you rather not risk it, because timing can get tight, and the punishment for failure is severe. Also, some scenarios get harder, the more the agenda advances. Train cars get sucked into the vortex, enemies get +1 health, etc So preserving an earlier agenda as long as possible also makes the game easier. But in general, you are right. If you end the game with several turns to go, additional doom does not matter at all. — Susumu · 371
@Susumu I agree, it is very scenario dependent. But OP seemed to imply it's never a good option and I wanted to highlight the strengths. I'd even argue that in some circumstances healing 3 damage and horror is worth losing a turn for; and it's not really losing a turn because you don't draw extra encounters. On the contrary even! That amount of healing power allows all players to ignore several encounter cards and depending on the encounter deck arrangement could win you time. It's one of the few doom cards I think is actually worth placing a doom for without shenanigans. — Nenananas · 258