Talisman of Protection

This card is also a good asset for William Yorick as he can recycle the card in and out of his graveyard into rebirth loops and replay the necklace again after an elder sign or ability to grab it from the discard pile like Resourceful or Scavenging. My group didn't have this when I first played Yorick and will consider it next time!

Palacer · 1
True of any 2 health/sanity item tho, right? — MrGoldbee · 1483
I think Palacer is about it being fast(?) — AlderSign · 375
True that it's fast off an Elder Sign. I think MrGoldbee's point is that all other health/sanity items are effectively fast for Yorick off of an enemy kill, which tends to be much easier for Yorick to plan around. — HanoverFist · 743
Almost. The reason this stands out for Yorick is because he can attach this health/sanity item into an easily accessible arcane slot and recycle it constantly while not occupying an important accessory slot to survive better with cherished keepsake for example. I'd rather use police badge or bangle of jinxes for him (another underdog card btw). You can have the best of both worlds with the talisman keeping you alive, coming back again, and freeing up your accessory slot to use other great items. Other investigators are forced to make harder choices to stay alive longer and sacrifice slots. — Palacer · 1
The fact that this item is also fast is $$ — Palacer · 1
Ascetic

I absolutely adore this card because it mitigates a core problem of this game that has existed since Dunwich: investigator death.

In the past, if you failed certain scenarios, were an unlucky Charon's Obol bearer, were Doomed, or just suffered enough trauma to kill or drive your investigator insane, you would have to restart mid to late campaign with a deck that is severely under-leveled for the scenarios you would be playing into. I’m sure at many tables, players opted instead to just be flexible with the rules in these tense moments (“oh did we remember to hunt with that enemy last round?” looks at damage on investigator card “yeah I’m sure we did”).

With Ascetic, it’s still not good, but it’s significantly less painful to have to start over with a fresh investigator late in a campaign. This is exactly the power level this card ought to be at because we still want death to feel bad, but not so bad that the campaign feels derailed or that players have to fight off the urge to cheat.

joshcurtis · 43
Honnestly, I think I have almost always considered the death of an investigator as the end of the campaign so that I didn't have to continue with a 0 XP deck. — AlexP · 264
Morbid Curiosity

I love that it's a weakness that you can remove while progressing the game but it's too easy for cluevers.

I think this is well balanced for fighters as you can always get help from a teammate... unless you draw it during your turn. I had this in Marion and it was terrifying. In my most recent game I had 5 turns in a row where I draw this during my turn (after playing an event) and I was forced to take a horror and shuffle it back in my deck before anybody could help remove it. I ended the scenario with 1 sanity remaining and this being the only card in my deck. Very scary.

DrZoidberge · 13
The rules say you can’t shuffle 1 card into an empty deck so it gets discarded — Django · 5142
You should add fool me once to your deck. — Tharzax · 1
Hold Up

This card mechanically feels similar to "I'll take that!" to me - you play an item from hand after succeeding after a specified test. However, I'm a bit flabbergasted by how much better that card seems than this one. First, Hold Up requires you to play it in advance of performing the fight action, whereas "I'll take that!" is fast and allows you to respond to your own success. The auto-fail sends this card to your discard pile as opposed to you being able to retry the same test for another chance at an over success. Second, Hold Up's effect replaces the damage of the test, while you keep the clue or the evasion of the enemy with "I'll take that!". Finally, this card costs 1 resource while the other card is free. These cards are on a completely different playing field in regards to level of power!

Phanticus · 2
I also don't get this card. "I'll take that!" even gives you 2 options, whereas this one requires an enemy. — AlderSign · 375