Thermos

While this card is too inefficient to consider in most circumstances, it shines when you are trying to nurse a traumatized investigator through multiple campaigns. I currently use this card to manage a Mark Harrigan deck with four mental and physical trauma. In a three-player game, you can usually spend a turn healing after this card hits the table. When used as part of a broader horror/damage mitigation strategy (i.e. Elder Sign Amulet, True Grit, etc.) it can be quite effective for scarred investigators hoping to save the world one last time.

Also nice for Carolyn fern if Calvin is around. — Django · 5108
It's a cool idea to make a trauma campaign with investigators like Mark, a mystic with arcane research, and Calvin. Definitely take See You In Hell and other cards that toy with the trauma/defeated mechanic. As others have stated though, the extreme cost of the card, and huge tempo hit can take away from the fun. In general, I think the main issue Arkham Horror has with healing is not so much the cost, but Doom. If there's Ancient Evils in the deck (which is common), then spending all those actions and resources to heal feels wasteful. — LaRoix · 1645
Seeking Answers

I’m shocked no one has mentioned one of the most obvious upsides of this card: you use the shroud of your current location rather than the one you’re pulling from! This is great for clueless connecting locations, or at least snatching the last clue from a high-shroud location. It may also, rarely, save you a move action If you’re getting the last one.

Still far from an auto pick due to the fact that it’s an event, so its advantage is fleeting, but not a bad filler card at all.

livebyfoma · 20
It's true, it's not a bad filler card, but if you are looking for filler cards in seeker you either don't have the complete card pool or are doing something very weird — NarkasisBroon · 10
Yeah, the issue is that you’ve spent a card to get 1 of the clues off of the high shroud location - but you still need to find a way to get the rest - and most options seeker has to get the rest are sustainable enough that you didn’t need this card in the first place. I could see this being used in solo, perhaps when there are a decent number of high shroud 1 clue locations that you’ll expect to see. — Death by Chocolate · 1485
You could get additional clues if you are Rex, commit Deduction, or have some other means of getting a bonus clue. Seeking Answers I think is a great card on cardboard, but it is oddly situational. — LaRoix · 1645
Was also going to mention that many Seeker cards reward you for investigating. If you're location is empty of clues, it might be worth while to spend a resource, net a clue elsewhere, and use your other cards to make the effort seem less situational. Dr. Milan will pay for the card, whereas Practice Makes Perfect or Perception could be useful to help dig up useful cards in the deck, helping you maintain tempo. I think waiting for the ideal situation for Seeking Answers is not likely to present itself too often and that might be where people gloss over it. — LaRoix · 1645
Sorry LaRoix, neither Deduction nor Rex will get an additional clue from the connecting location. They both specify the bonus clue is from the investigated or current location respectively - neither of which is the location you are pulling a clue from with Seeking Answers. So you end up getting 1 clue from each of your current and the connecting locations. — Death by Chocolate · 1485
Premonition

The previous reviews do a great job of explaining the potential benefits of this card when applied to different tests, and in the hands of different investigators. But, for my money, the absolute most important and powerful aspect of Premonition is only mentioned in the comments!

TheNameWasTaken put it perfectly a year ago: Premonition is "best played in the window at the start of the investigation phase, before anyone has yet taken their turn. Seeing what token will come up for the first test this round lets you decide [which player will use the token to best effect.]"

For those curious about the rules, you can see this in the Timing) Chart:

2.1 Investigation Phase Begins

PLAYER WINDOW

2.2 Next Investigator's Turn Begins

I cannot overstate how valuable the card is when used in this manner (in multiplayer, clearly). It transforms it from an niche or circumstantial value card – spending one card to "save" using other ones – into a strategic tool. We've all had those rounds, when the encounter deck vomits all over you, or an Act turn ends up spawning a monstrosity engaged with your most vulnerable and isolated investigator. In those moments, there is no greater feeling then when your Mystic/Daisy/Dunwich whomever declares "Wait! I'm having a Premonition."

mistakes · 66
Avian Thrall

In my last playthrough of Dunwich, I blew this guy to smithereens with my trusty Shotgun only to suddenly have a moment in the shower where I went, "wait a minute... was I suppose to buff the Avian Thrall?"

The question remains: what is the "it" referring to on the card? At first glance, I thought it meant the Avian Thrall, meaning it gets -3 fight whenever you hit him with pretty much anything but melee. However, if the "it" refers to the traits, then your attack would get -3 fight, making him effectively 8. So which is it?

I think it makes more sense to debuff the enemy given the traits (kinda hard to Machete a flying pterodactyl if you know what I'm saying. But grim rule exists so I am left to wonder.

I figure if they wanted the debuff to apply to the players, then they probably would have worded it as so: "Attacks made with assets that have the Ranged, Firearm, or Spell traits get -3 fight against Avian Thrall."

LaRoix · 1645
"It" refers to the enemy's fight value. So if you shot it with a shotgun, the Avian Thrall would only have a fight value of 2. Note that assets and investigators do not have any fight values. Some assets modify investigator's *combat* skill value or other skill values like willpower during a fight skill test. But "fight value" refers specifically to the value on the enemy. — iceysnowman · 164
Oh I see, that makes sense. Thank you! The debuff is a cool mechanic nonetheless, enemies with weaknesses to specific traits really. I hope to see more of this type of thing in the future (mind you I have not played every expansion yet as of the posting of this comment). — LaRoix · 1645
Hospital Debts

I wanted to add a more recent review that adds rules citations for three important pieces of information mentioned by earlier reviews/comments. Let's read the fine print on these Hospital Debts!

First: If you draw Hospital Debts naturally as part of the Upkeep phase at the end of the round, you will not be able to sneak two resources onto it before the round ends. The rules for timing make clear that there is no ~Player Window after you draw cards.

Second: In multiplayer, other investigators at the same location can activate and pay for Hospital Debts. In the rules, Activate) Actions can be taken on "all encounter cards in the threat area of any investigator at that location," and according to the rules for Weaknesses,) any weakness with an encounter cardtype (like "Treachery") "are considered to be encounter cards [...] once they have entered play."

Third: In multiplayer, the "Limit twice per round" applies to each investigator individually, meaning that three different investigators could pay down the debts in a single turn. The relevant) rule on limits specifies "Unless stated otherwise, limits are player specific." And this is likely relevant to a number of other cards.

Again, these three points have been mentioned elsewhere, but I wanted to collect them all in one place with relevant citations. I so often find that discovering the rules behind one card makes me better understand other cards, and the game as a whole!

mistakes · 66
Thanks so much for posting this! It's always helpful to have everything in one place. Given these elements, what's your stance on the card? It definitely feels much less debilitating knowing other investigators can chip in a few dollars, and that it won't cost them an action is nice. Also great that everyone can take care of it in a pinch at the end. — LaRoix · 1645
I think the most important part of a weakness' design is the kind of tension it creates, and I think Hospital Debts is really good at that. Skids would ALWAYS be happy to spend a few extra resources on his turns, and the fact that you have to plan ahead to get your debts cleared makes for interesting decisions. The fact that other players can help doesn't water that down to me, because it still requires planning your movements and resources across the team. I also really like that this is an XP-based weakness. Skids has access to a number of very poweful 1 XP cards, so you're not totally sunk if you get caught by this...but losing out on 2 XP even once can make saving up for the big ticket Rogue Exceptional cards feel out of reach. — mistakes · 66
If any player or investigator may trigger the action, what is the point of this weakness? Since, in 3 player games everyone can freely activate this twice per player and solve it in one round. Or am I forgetting something? — condedooku · 2