Hemispheric Map

Neutral cards are few and far between, especially long lasting assets, so here's one Accessory option that boosts and regardless of class.

The card is very powerful in theory. For 2 resources a +1 to 2 skills is great (camera great, so you get your money's worth even if you just ignore the empowered bonus. And sitting somewhere connected to 2 locations actually seems like it should be easy.

Often enough locations aren't actually in play for the majority of a map, other locations being connected to them doesn't fill the bonus requirements. This makes Hemispheric Map rather terrible when locations are being hidden behind Agenda or Act advancements, which they routinely are. Furthermore many high density clue locations are bottlenecks, for example Attic and Cellar, Hemispheric Map is just blank at these places, they are far from rare! If you take this in The Night of the Zealot, the card is inoperable in The Gathering, it's active throughout nearly every location in The Midnight Masks, and again it's just Off in The Devourer Below.

So you pay 2 resources, 3 XP and an Accessory slot for an item that's largely offline.

If I start talking about the other campaigns, it's again a rather specific set of goods and bads:

  • It's no good in Dunwich until the 5th scenario (even then it's not helpful in the most important part!), it's flaky in the 7th and 8th scenario, so a mixed bag.
  • It's nearly useless in Carcosa until the 5th scenario, from which point on it's actually great, terrific even.
  • In the Forgotten Age it's all over the place, in exploration scenarios it's just off, the other scenarios tend to be multi-connected up the wazoo.
  • Verdict is still out for Circle.

TL:DR, steer clear unless you're familiar with the map and know about a few high intensity spots where it will be good, frankly speaking the only campaign I can guarantee that it's good in is Carcosa scenario 5+, where locations are routinely connected to 2 others or more.

Tsuruki23 · 2568
Thermos

I think that the 4 resource cost is going to be prohibitive for most investigators. For 4 resources, you can play an asset that will help you actively advance the scenario such as Dr. Milan Christopher or Beat Cop. In my opinion, this card doesn't really deliver a powerful enough benefit to justify that cost.

Still, Carolyn Fern might want it for its flexibility and its potency. Any Mystics who are running 2 Arcane Research assets can benefit from its stronger horror healing ability early on, and Agnes Baker in particular would appreciate that. If the campaign has gone poorly, I can see some Rogue characters using their Adaptable talents to switch this card in towards the end of the game.

I think you'd only ever use it for the heal on traumatized investigators - if you use it for the one-off healing, it's mostly less effective than First Aid, and that's saying something, since First Aid is largely regarded to be an inefficient card.

I think the combo with Arcane Research is a thing. It may be expensive but some investigators could afford the price (I can see this on Agnes with double Forbidden Knowledge and Take Heart). — matt88 · 3210
This is released, and it is 0 XP — bits-in-a-ghoul-tummy · 32
I've been idly speculating at an Ashcan Pete deck that starts with 2 Arcane Research just to turn on desperate skills without having to drop Huberts. In such a deck the Thermos might find a place given he can ready it using his ability. Probably junk but its an option. — The_Wall · 287
Hemispheric Map

I thought that this card was going to be pretty solid for people that can benefit from both of those stats. Certain investigators like Jim Culver, Marie Lambeau or even Wendy Adams to name a few. I'm giving it some more thought as to when you usually want the intellect bonus, the majority of the time it's on a dead-end where you will not be getting any help.

If you just need the than you're better off with Holy Rosary. And I'm not sure if taking it just for the is worth it alone.

Half of the time you'll be getting the bonus because most locations have two connected symbols to them, but the half of those locations seem to be the ones connecting to the locations you'll be getting close at in many scenarios. They're not the locations themselves where you will be picking up clues. I really wouldn't count on having the secondary benefit. It's an unlikely scenario but may eventually be a benefit in certain circumstances. I think overall it might not see play..

Bronze · 187
St. Hubert's Key is another very unflattering comparison here. No investigator with access to that would want to consider this. — CaiusDrewart · 3183
St. Hubert's Key is unique, though, so you might consider this because the Key is unavailable. — Katsue · 10
Thermos

I think that this is too expensive for anyone but Calvin Wright to consider. I can see him needing to get himself out of a hole every once in a while. An investigator doesn't want to spend 4 for an asset that can heal once per turn. Even if it is somewhat a bit more flexible than First Aid. Only the second version of First Aid makes someone's list the majority of the time.

When Calvin Wright starts getting to that tipping point, he can lower his stats in a pinch to get to a safer ground. But, I still don't see it as that appealing.

Bronze · 187
I agree. This card is a cute idea but way, way too expensive. It's just hard to dump this many actions and resources into an effect this weak and still have a good shot and winning the scenario. — CaiusDrewart · 3183
A healing magic chicken-soup card will be included in decks largely because it is healing magic chicken-soup. — Cluny · 52
@cluny That’s redundant. Chicken soup is magically healing by default. — Death by Chocolate · 1489
I gave this to Ursula going into Depths of Yoth with four trauma. It was in my opening hand along with Emergency Cache, and I was starting with two resources. It felt great to get that healing on the first turn....but the tempo of a who turn lost certainly ended the campaign for me. — CSerpent · 126
(eta: four PHYSICAL trauma. I was ignoring the two mental she also had) — CSerpent · 126
Timeworn Brand

Quite the sick single-handed weapon. Its direct comparison is to the Machete and of course this is purely better statistically. As it should be for 5 experience. When you break it down, it has a better bonus to hit than the machete and always provides a bonus damage. Whereas the machete only does the bonus damage if they are engaged with you (problem if on someone else and you need to do multiple damage or an evaded enemy) and only if it is the only thing engaged with you.

The cost is high for this weapon at a cost of 5, and the experience rivals that of the Lightning Gun. But we are talking about a weapon that doesn't have an ammo limit, and only takes up a single hand. Comparing firearms to handheld weapons isn't typically something done lightly. The firearm should have the advantage at these direct comparisons. But even so, once per game you can still swing very strongly with this weapon at something scary. Often you will only need to be making one or two hits like this per game anyway as a necessity. That is the problem that arises from something like a firearm. You occasionally run across something you might not want to waste an ammo on, but find yourself doing so anyway while you wait for the proper target or you try to deal with them hand and fist. This weapon has the advantage of waiting for that moment and then unleashing upon it. And you receive an excellent benefit of filling your hand with useful cards upon completion. Zoe obviously stands out with the will and str 4 that would provide for a serious swing when something shows up that needs to be cut down.

This should be up there with the most powerful weapons in the game if it is not the one at the top.

Bronze · 187
I basically interpreted the "Once per Game" condition as a limitation for the last part of the ability (ie. the "If this attack defeats an elite enemy draw 3 cards" part). Are we sure it is for the whole ability?? It basically makes more sense to be that way, otherwise it would be too strong I suppose, but I would like to see a clarification. — matt88 · 3210
I think a natural reading of the card would be that the once per game applies to the whole ability. Moreover, this just has to be the case; this card would be completely, utterly broken if it applied only to the card-drawing clause. If it applies to the whole ability, this card is strong but reasonable for a 5 XP card. It's got to be the latter. — CaiusDrewart · 3183
If you read the rules, it is pretty clear that ‘max X per’ effects the entire ability: “If a maximum appears as part of an ability, it imposes a maximum number of times that ability can be initiated from all copies (by title) of cards bearing that ability (including itself), during the designated period.” — Death by Chocolate · 1489
This card isn't unique, very intersting for 4 player. I assume you can't reset the limit by re-playing this card, correct? But other investigators could play their own or take yours with Teamwork and use the ability, as it's not a group limit. — Django · 5154
@django See my previous comment’s quote from the rules. ‘Max’ is different from ‘Limit’ and is a restriction across ALL copies of the card. — Death by Chocolate · 1489
If "the Max once per game" applies to the entire bottom text what's the point of there being an exhaust clause on the ability? — ExemplarX · 1
nvm I RTFC'd — ExemplarX · 1
@ExemplarX: exhaust prevent using top abilty for the rest of the round. Personaly I would intepret this "Max" as limitation for what comes after "If ". Card has very high cost in XP and resources so it should be balanced. But Grim Rule tells us to interpet this in worst possible way until FAQ or QnA dont tell otherwise. ;-) — theczarek · 2
@ExemplarX: don't forget that there are also other effects that exhaust cards, for instance <a href="02015">Wracked by Nightmares</a>. Normally, you can use exhausted assets unless their usage requires to exhaust that asset. You cannot do it with this one due to specific limitation on the card. — chrome · 61
An exhausted card cannot be exhausted again, but this does not effect abilities that do not exhaust, so the first ability can still be used. So exhausting this item does not make sense to me. — Django · 5154
No no, the first ability specifically states that timeworn brand has to be ready to use it. You can't use both abilities on the same turn. — Eschaton1 · 1
You can still use the second ability after you used the first in the same round. — v6t2b9 · 1
When I have to add my "willpower" to skyll value, I also have to consider boost from card in play like "Peter"? — Flazzy · 5
Yes you add your total willpower. If it was only the investigator value, it would be mention as "basic willpower" and not just "willpower" — Tanean · 1
Great card for Diana - she can reliably work the 5 str swing, buff with Vicious Blow, and still have her blade in the other hand. By the time the bigger Elites are spawning hopefully she has a solid +3 or +4 will going to really smack them (and could still buff Vicious Blow as this attack is additive). — Time4Tiddy · 249
The "once per game" limit does not apply to the whole second ability. I does not have sense. Card uses "exhaust" mechanic this means the card readies during upkeep phase and "limit once per game " cannot prevent it. If they would want to prevent it they would have to add there additional condition "do not ready this card during upkeep" a why would they do it ?!? Simply if they would want the second ability to be used only once per game they would simply put there "discard" or "remove from the game" or "exile" mechanic instead of "exhaust" mechanic with additional two written limits/conditions. So this card functions very simply - you can use the first ability on it as many times as you want if the card is ready but in this case you get very basic attack bonus a dmg bonus which is far worse then Att/Dmg bonuses you can get from another card with similar cos/exp. value — Rado Gaman · 2
@Rado Gaman: It just means you can't choose to do the big attack and then still keep hitting with the regular attack ability (for example, if you missed the 4 damage attack, and the enemy is still alive). The reason this doesn't discard/remove from game/exile is simple, you can continue to use this card after using the big hit. What you CANNOT do, however, is to use the big hit multiple times during the same game, even on a future turn after it readies again. This card is extremely powerful - the boost/damage bonus is on-par with other weapons, but it's one-handed and infinite use, whereas with guns you have to consider the (very-limited) ammo count. — robert054321 · 1
regarding the "Max X per game"... I agree with the majority that you can only do the bottom ability once per game period regardless of the "draw 3 cards" aspect or not.... But is it a single "attempt" per game? Or a Single "hit"? i.e. if you draw tentacles when you attempt the big hit, do you lose the ability to try again? Anything specific in the rules that would answer this? — stm08007 · 1
edit: it seems clear this means max 1 ATTEMPT per game (regardless of success or fail). this seems harsh but the correct ruling unless anyone has something that says otherwise! — stm08007 · 1
I would rule that you can only exhaust Exhaust Timeworn Brand once per game. — Lotharun · 2