The Red Clock

Just a small review to say how good this card is in Jenny Barnes.

• Get an additional resource at the beginning of every round if you decide on taking it each time as you can collect the cash before placing the Charge.

•• It brings you rather easily to +4 resources each turn with Lone Wolf, making you as rich as Preston Fairmont, but with a 3-3-3-3 stat-line instead of 1-1-1-1.

• Get a +4 to your first Test each round, which brings you to 7 at least at any skill.

•• This is the equivalent of 4 resources sinked in one of your test boosters like Hard Knocks, Arcane Studies or Physical Training.

• Collect a second Charge to get 3 move actions (so no AoO if you trigger it), which is amazing to go Searching for Izzie

If you have that card in your collection while playing the Dilettante, give it a try, you won't regret it!

Valentin1331 · 84355
And only 10 xp! — MrGoldbee · 1506
Preston earns +5 resources each turn though, although I agree having Jenny's stats and flexibility to spend it whenever you want is a huge boost. — Nenananas · 273
But if you want to use the clock as a resource-generator and not that much for its bonuses just take the 4xp variant. It gives you a lesser bonus but you can spent 6 more xp on other things — Tharzax · 1
I know MrGoldbee, what a discount right?? — Valentin1331 · 84355
And to Tharzax, in the 4xp variant, you either place the charge or collect it, so you eventually get 1 resource every 2 turn, when this ones gives you 1 resource every turn. So the 4xp variant is of course leading to this one, but the 10xp one should be the end goal. — Valentin1331 · 84355
Good catch but even then I'm not sure if I would spent the additional xp since you still get 3 ressouces every 4 rounds. — Tharzax · 1
Should take a pull: for 10xp, will you take this or the Key of Ys? Which one is stronger? — liwl0115 · 52
Good question, I personally never played the Key of Ys because I consider it broken. The Clock also offers more flexibility, especially when Searching for Izzie — Valentin1331 · 84355
Question: on the turn you play this, do you get to place a charge? I'm guessing n you don't get to take the resource for it, as that's a beginning of turn trigger, but am I correct in thinking you at least get to start off with +4 to the first test, then gain first money if you will at beginning of next turn cycle. Otherwise this does nothing for 10xp on first round? Any clarification is greatly appreciated. — Quantallar · 8
Dark Prophecy

Just wanted to note that this card is great in a Diana deck with Sixth Sense, as it both increases the odds of getting the right kind of chaos token, and as it has an 'ignore' effect, you can stuff it under Diana to boost her will, get the spent resource back, and another card.

Benwobbles · 13
this should be a two of in every Diana deck and played at literally the first possible moment, its just a free cards that cycles and boosts your willpower by 1, even if it didn't help you pass tests it would be an auto include just for that. — Zerogrim · 298
Predestined

Unfortunately, this is probably one of the worst cards in the game and on the same page as Kukri as that it will never ever see anybody play it if they want an optimal deck. It is a shame that this card has one of the most beautiful artworks i have seen but can never find space in any deck that i make.

If they changed it to something like "After this test ends : Add 2 bless tokens to the chaos bag and remove 2 curse tokens from the chaos bag" it would still not see much play, but atleast you could maybe squeeze it in somehow if you are having fun with bless and curse mechanics. We already have Tempt Fate that for fast action give you 3 of both, so maybe this card could have been something similar, but with it not having any icons and requiring you to fail a test so you can get 2 pesky curse tokens out or add just 2 bless ones in if that is what you need is just a complete nonsense!

Very sad, and in a way a complete waste of already limited space that was saved for player cards in The Innsmouth Conspiracy, i wish we have gotten something playable!

Blood&gore · 450
Hopfully, we get an upgraded version in Return to that will be worth it — Nenananas · 273
I don't agree this opinion since Predestinated could be recurrently committed with Grisly Totem(3) and Drawing Thin(3)*2. Additionally, there are very few cards with curse removing effect. — elkeinkrad · 513
Yeah but if i already bought Grisly Totem(3) and Drawing Thin there are other better cards to combo it with, and even if we did buy it all it means we need 10-ish xp to actually use this card which gives us 2 blesses or 2 curses out? lol not worth it — Blood&gore · 450
I think, it might be a decent "scenario tech" card for the last two games from an Innsmouth campaign, where the game adds a lot of curse tokens into the bag on it's own. If you don't have decks that get value from the curses on their own, and in particular with Wendy, Preston or Bob, who can adapt into Predestined late without spending XP, these might be useful. But then again, Innsmouth is such an easy campaign with the current card pool, it is not strictly needed to win, and there are certainly more flashy options than this, though maybe not that many in red. — Susumu · 383
Totem+Drawing Thin combo is utilized with Take Heart, but sometimes we have the chance to use Predestinate. — elkeinkrad · 513
Moreover, you insist this card is one of the **worst** card in AHLCG. Do you really think that Predestinted is as bad as Book of Shadows(1) or Henry Wan? I think not, although Predestinate may be below the average. — elkeinkrad · 513
Yeah i still think it is one of the worst cards in this game. Henry, Book of Shadows, Kukri etc. as that it will probably never see any play, which sucks because of how limited space there is for player cards so when they make a card as bad as this i wonder what were they thinking — Blood&gore · 450
Fast speed, no cost, draw an elder sign is good no matter how many copies you have. — Zerogrim · 298
Yeah, it's versatile. — MrGoldbee · 1506
Zerogrim's comment is the best I've seen in ages — Valentin1331 · 84355
Sledgehammer

This thing was made for Yorrick to turn enemies into a thin red paste. It pairs very well with On the Hunt and Scene of the Crime (you can use the single attack feature to do two attacks on the enemy in the above scenario, or galvanize to do it all in the same turn). Throw on some overpowers and a vicious blow or two and it's basically a one and done weapon for all but the most spongy bosses.

Definitely a monster slayer and if your survivor is focused on that, great. If you aren't though, pretty expensive and action intensive.

Edit: As FHV launches this card also got a strange new use... throwing it away. Wilson is able to ad hoc this for hilarious damage, and can recur it fairly easily with Pushed to the Limit. Both of these attacks completely ignore the three action cost, enabling him to do it fairly regularly and surprisingly for big hits. It feels weird buying a card to throw it away, but it is surprisingly effective.

drjones87 · 207
Opps 2 and live and learn turn this from "cool" to "laughably hilarious", having four prevented misses per game is just so great with it, minibosses beware. — Zerogrim · 298
Hard Knocks

Out of all the resource dump/pay-to-win playable assets in its suite of cards (Hyperawareness, Arcane Studies, etc.), I think this upgrade should see the least play for two reasons:

1.) Resource economy. I saw this mentioned in passing in a comment on a Hard Knocks (2) review, but wanted to more strongly state it here since level 4 would be more of a commitment and restricts it to mainline Rogues (watch there be some investigator that takes Talent assets up to Lvl 4 or something): Rogues have the easiest access to resources; don't underestimate that. Not just in class cards, but even in investigator abilities for some of them. If you're so strapped for resources that you need a resource discount on this card, as a Rogue, then you'd be better off investing in something that gives you more resources or a greater effect than just a +2 each turn. After all, you have 4 XP to burn.

Sidebar: Personally, I would even posit that Hard Knocks (2) isn't worth the purchase. It does have much more off-class potential, but so do a lot of resource-gain Rogue cards. The argument could be made that you're buying resource discounting in the same card slot with (2), and when it comes to off-class uses of pay-to-win cards, you can be using them for any number of reasons depending on the economy and card slots of your deck; I don't want to be stringent on that, but honestly I really don't think it's worth the XP in my opinion. Not as strong an opinion as for Hard Knocks (4), though, which brings me to....

2.) The price tag. Having replenishing skill buff every round is really nice, but as a Rogue, you have much better and much more EXPENSIVE XP buys than this to consider. The vast majority of Exceptional cards are Rogue cards, and only two of them (standard disclaimer: "as of this review") offer multiple versions for incremental upgrading, so you'll be needing to save and ration XP if you're interested in their purchases. Even apart from spending XP for resource gain, there are many other (sometimes pricey) cards that utilize resource hoarding/spending better than a Lvl 4 card that gives you 2 extra "resources" per round. XP budgeting is important in general, but especially as a mainline Rogue.

I'd steer clear of this variation of Hard Knocks. The upgrades to this suite are meant to save you resources and make the card trigger more often as a result, but this is just the wrong class for this sort of an upgrade.

TheDoc37 · 468
This is a fairly nice late deck purchase for dark horse Preston, but that's about it. — Zerogrim · 298
Probably a pick for skids with well prepared. — Tharzax · 1
I think the big thing holding back Hard Knocks is that even post-nerf, Streetwise (3) is just a very good card for flex rogues and this costs only 2 less than it for 1 copy. Pumping Intellect and Agility out of the gate allows rich rogues to essentially protect their entire team game start, and then solo cluever the entire game with a perfect ability to protect themselves and regroup with the team if need be mid game, while tanking bosses late game, all without playing a single card and at a premium exchange rate. This, combined with your point about the fact that effect of the upgrade is less valuable on rogue than perhaps any other class, keeps Hard Knocks (4) down. — dezzmont · 223
All the points above are valid, but I'd go further to say that fight + agility are probably the least complementary pairing of stats. You usually want one or the other, not both. I think even willpower plus agility could be better, although Hyperawareness is similarly difficult to justify. — DjMiniboss · 44
Its mostly only good for bosskilling yeah, though I could see a combat Finn wanting both for use with the .25 Automatic — dezzmont · 223
Too bad Finn can't take this card. — dscarpac · 1269
Probably also a pick for sefina, who get it for two xp with down the rabbithole and which can help with the Rouge events which often use agility and the spectral razor or the brand. This combo could also take arcane studies(2) to have the option pushing all abilities. — Tharzax · 1