The Red Clock

The Red Clock is interesting in that it can give you a lot of useful effects - but you'll want to play accordingly for them, since the timing of the effects may not be ideal. If you're seeing the first charge come up, here's hoping that you're in the right place to take advantage of that boosted skill check - either from a good fight, or from dealing with a harder challenge. If you're seeing the second charge come up, then plan on not moving earlier, so you can swing to the right place after. It's likely the third charge that you'll have the most luck with - it's almost always possible to find use for another action.

Many rogues can take it, but given how many tend to favor Lucky Cigarette Case in their builds, you'll want to make sure you're getting more use from it than from other cards, or are late enough that you're also able to grab Relic Hunter.

Special callouts go to those with Seeker access, including Finn Edwards, Trish Scarborough, and Ursula Downs, who can get it through relic access - as the other review has mentioned, Eldritch Sophist is capable of taking charges from this and putting them on other tools, allowing for perpetual use of it. Pendant of the Queen is probably the best use, but Divination, the versions of Archaic Glyphs and Arcane Insight can all benefit from the Seeker side access, and Blur, Suggestion, Obfuscation, and Decorated Skull can all benefit from the Rogue side.

There's also some synergy on the Mystic side, meaning it can combo in the hands of Dexter Drake, Sefina Rousseau, and Akachi Onyele, who can get it through Charge access - Mystics prefer to add charges to items, but this does mean that using Akachi's core ability/elder sign effect, Enraptured, or, if you're desperate, Recharge, you can try to manipulate the clock to an extra action or extra resources sooner. This might also be considered a source for Torrent of Power - not necessarily a good one, but it's charge-gaining nature makes it better than most, and that level of control does let you dip back down in preparation for whatever you'd like on your turn.

At a glance, I'm not convinced that it's worth 4 XP to have an exceptional item that takes up a common slot and could require more support - but it certainly has potential in the right hands.

Ruduen · 1021
Finn Edwards cannot take lvl 1 seeker cards, so he can't take Segment of the Onyx to play Pendant of the Queen. — walla · 1557
True Understanding

Based on the following entry for Grounded, I think this can be committed not only to "Test [skill type] (difficulty)" tests printed on a scenario card, but also to actions which are themselves a skill test, if the action is being triggered "from an ability printed on a scenario card": arkhamdb.com

Q: What consistitutes a "skill test on a Spell card" for the purposes of cards like Spirit Athame and Grounded? A: A "skill test on a card" is any ability that directly prompts a skill test, either through the template "test skill (X)," or by initiating an action that is, in itself, a skill test (for example, any card with Fight, Evade, or Investigate action designators).

By this interpretation, some cards (not exhaustive) which do work with True Understanding: Green Room (https://arkhamdb.com/card/03055), The Man in the Pallid Mask (https://arkhamdb.com/card/03059), Spires of Carcosa (https://arkhamdb.com/card/03091), Reading Room (https://arkhamdb.com/card/03134), Searching for Izzie, Of Life and Death (https://arkhamdb.com/card/06301), Moon-Forest (https://arkhamdb.com/card/06218), arguably Feathered Serpent if you don't have a scepter (https://arkhamdb.com/card/53047), Cubic Ooze (https://arkhamdb.com/card/85041)

Yenreb · 15
Curse of Aeons

It seems that Curse of Aeon helps you to find for Sixth Sense, or Song of the Dead. However, this card is too hard to utilize with thoes cards. What's problem?

First, it's hard to succeed with + . In general, token has -1/-2 modifier at the beginning of the game, and -4 modifier at the end of the game, in standard difficulty. It means that you need to test with +4 or higher at the beginning, or +6 or higher at the end.

Second, the probability is too low. You could check the probability in my review of Blessing of Isis; the probability of triggering with 10 bag is about 14% if no additional ability is used. Olive significantly increases the probability of triggering. However, you should resolve ++"one additional token" if you trigger Olive. For Blessing of Isis, your + could nullify additional token, whereas Curse of Aeon doesn't.

Of course, there are some advantages of this card:

  • Jim's is 0, so that he doesn't care about . His + = -2, and his Olive is just -2 + "one additional token".
  • Curse of Aeon can cap your chaos bag with lots of token; check the other review.
  • Curse of Aeon decreases probability. You can stop revealing tokens with 2 . It gives additional chance not to reveal if you can overcome +.
elkeinkrad · 498
Extra Ammunition

The best guns in the game, things like Lightning Gun or Flamethrower, cost huge amounts of experience and have limited uses. Extra Ammunition is essentially buying 3rd and 4th copies of those guns for only 1xp and 2 resources. Guardians have access to cards like Stick to the Plan and Prepared for the Worst to thin out their decks and search for these big guns fairly reliably, and that makes it a straightforward inclusion to add Extra Ammunition to these decks as well.

With only 6 shots of lightning gun, you have to worry about how you're going to deal with the rest of the enemies in the game. With 12, you're feeling a lot more comfortable. This shouldn't be the first card you buy in a Big Guns Guardian deck, but it absolutely should be one of the cards you buy.

Don’t forget that since it’s a supply you can also get it with Backpack (especially the level 2 version) which will dig dee for your expensive guns, Emergency Cache’s to pay for them, and Extra Ammunitions to keep them full). — Death by Chocolate · 1484
Flare

Maybe this is not the worst card in the game. Maybe it is. Maybe it's genius. Selling your soul: 1xp per success is certainly in line with the ethos of this game. Tactically, you have to ask yourself: Are the benefits of this card worth 1XP per session? Maybe it is! Feels a little dirty doesn't it? That's Arkham.

Pro: It is a nice single use attack with sweet bonuses or around a 40% chance [depending on the size of your draw deck] to draw an ally - very tempting.

CON: It costs 1XP per success due to Exile.

EXILE - During campaign play, a card that has been exiled must be purchased again with experience points (between scenarios) if you wish to re-include it in your deck. If exiling 1 or more cards would reduce your deck below your investigator's deck size, when purchasing cards between scenarios, you must purchase cards so that a legal deck size is maintained (when purchasing cards in this manner, you may purchase level 0 cards for 0 experience cost until a legal deck size is reached).

Lotharun · 2
I don't think Flare is anywhere in contention for worst card in the game. It's pretty solid because searching for allies and not having to pay for them is very very strong, especially with higher level allies. — StyxTBeuford · 13051
With Deja Vu it doesn't cost anything (nearly). — bugiel_marek · 24
2$ for a friend's Leo de Luca OR a big attack? — MrGoldbee · 1493
@bugiel_marek Good point! But yeah - deja Vu itself is 5xp, so that's something else to consider for value. If you create an exile deck and build around Deja Vu, then I could see that working nicely. I think that's point with DeJa Vu. Me, I was looking for a way to get an Ally quickly into Agnes' hand and she does not have access to Deja Vu. — Lotharun · 2
Flare is easily the best of the exile set. If you want to look at maybe the worst card in the game, check out the fire extinguisher. — SSW · 217
Lotharun: You may already know this but since you said "draw" twice (once in your review & once in your reply), just in case you didn't realize: Flare says "Put into play". You're not just drawing! You search, draw, and put into play for NO additional cost, all as part of using the Flare. That's the beauty of it- you didn't only just find Leo De Luca or Agency Backup- you also got them into play for a cheap 2R. — HanoverFist · 756
Can I play Flare and refuse to take the ally I have drawn and just discard Flare? For example - I have 2 copies - Peter Sylvestre and 2 copies of Leo De Luca, and from the start I came and I played Peter Sylvestre, and now I'm looking for Leo De Luca using Flare, but I find the 2nd copy of Peter Sylvestre, so I have to take Peter and replace him, and expel Flare? I would like to skip the 2nd copy of the same ally so as not to exile Flare, and be able to play it another time. — LTT · 1
In case the question is still relevant, and you check it out here: in general you would have to resolve a target of your search, if you find one. For reference see Agnes Baker's "Dark Memory", which she has to take from a search with "Arcane Initiate", should she not find a second spell among the three cards. With unique (*) allies, like Peter, if they are already in play, the search would wiff. Because: "There can be no more than one instance of each unique card, by title, in play at any given time." A second Stray Cat or Beat Cop, you would need to take. — Susumu · 382