마지막 꽃송이
인과율을 벗어난 기생체

열쇠

안정한.

중립

변환 - 당신이 위치한 장소에 있는 모든 조사자에게서 피해 1씩과 공포 1씩을 회복합니다. 이 열쇠를 안정한 면으로 뒤집습니다.

일련번호 #11-B31 / 분류 등급: 적색 / 해당 열쇠는 외계 기원의 식물체로 보이며, 길고 검은색의 부착성 덩굴을 통해 숙주의 정맥과 연결됨.
Robert Laskey
진홍색 열쇠 캠페인 확장 #44. 죽음과 혹서 #31.

마지막 꽃송이
인과율을 벗어난 기생체

열쇠

불안정한.

중립

변환 - 플레이 상태인 모든 적에게서 피해를 1씩 회복시킵니다. 그런 다음, 조사자가 이 열쇠를 변환했다면, 이 열쇠를 안정한 면으로 뒤집습니다.

...기생충과 비슷한 방식으로 숙주에게 부착되며, 숙주와 신경 연결을 이루어 사고와 기억에 접근할 수 있는 것으로 추정됨.
Robert Laskey
진홍색 열쇠 캠페인 확장 #44. 죽음과 혹서 #31.
마지막 꽃송이
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FAQs

(from the official FAQ or responses to the official rules question form)
  • Q: Does The Last Blossom require each enemy to have been healed for 1 damage to shift back to its stable side? Is having 1 damage on all enemies a requirement to initiate the effect, or is at least 1 damage on an enemy enough? Will the shift happen in either case? A: No, it’s not necessary for each enemy in play to heal 1 damage in order to shift The Last Blossom. But, in order for this effect to be considered “resolved”, it needs to have “changed the game state” by healing at least one enemy. After that, you will be able to shift The Last Blossom.

  • Q: If performing the Shift ability on the Unstable side of a key would not affect each investigator or each enemy in play, can I still shift the key? A: To perform a Shift ability on a key, you must resolve as much of that ability as possible, and if that ability changed the game state at all, you are considered to have successfully shifted that key. For example, to shift The Last Blossom from its Unstable side, you must heal at least 1 damage from an enemy in play (though you must heal 1 damage from as many enemies as possible). Similarly, in order to shift The Bale Engine from its Unstable side, at minimum 1 investigator needs to discard 1 resource (but each investigator must discard as many resources as possible, to a max of 3). (Rules Q&A, August 2023)

Last updated

Reviews

This stupid OP campaign asset can easily trivialize the entire Scarlet Keys run, especially when you get it online early enough. Healing investigators for 1 damage and 1 horror at the same location pretty much means you do not have to worry about any semi-evenly distributed trauma. Let's say you are in a 2-player game and both have mental and physical trauma. When the game starts, you heal 1/1 immediately. Then, when an enemy shows up, you deal any amount of damage to it and begin what can easily turn into an infinite loop of healing investigators and one enemy till your heart's content. If you can evade the enemy, you can buy yourself a ton of time and shift the key again round after round, keeping a healthy amount of restoration with minimal investment of actions/resources to keep at least 1 damage on an enemy. The game presents numerous ways of doing that from a distance OR with minimal danger. I strongly advise house ruling this thing out of your games if you want a real AH game and not some trivial stuff.

MarTom · 2
Considering you can only shift a key once per round it only adds up to healing everybody at your location for 1/1 every two rounds at the cost of at least 2 actions to handle the enemy. I guess I would have to see it pulled off in a 4-player game at maximum power to see if it really was gamebreaking but it seems like the designers don't view infinite drip-healing as that problematic of a thing since Peter Sylvestre, Jessica Hyde and Girish exist. — soiDF8 · 4
Perhaps it was a bit of an overreaction on my side, but I do consider this to be a very powerful effect. This could also be due to the fact that we had Finn Edwards in our run, which pretty much meant an infinite source of evasion and attack options that don't really have a significant opportunity cost for him. But even if we consider the effect in isolation, it still basically means that on turn one 1 mental and 1 physical trauma doesn't count. It's a free In the Thick of It for everyone. And while healing one damage from an enemy may or may not result in needing an extra action to kill that enemy, healing 1/1 several times throughout the scenario is still more than powerful. Most healing effects don't provide such instant access to combined healing and/or they require an inevstment of actions/resources and/or have some other limitation, such as having only a certain amount of uses. Guess what I am saying is we are at a point in the game where healing an enemy for 1 is a very insignificant cost to pay to get access to damage/horror healing compared to what the game offers in that department in the form of player cards. — MarTom · 2