The theme is "Power Combos" and "Extra Signature Cards".
.45 Thompson (3) - Guardian
Refund for using it? Yes, please.
The combos though make it ridonkulous.
Well-Maintained - 1 xp and you get it back. And it is almost completely paid for.
Act of Desperation - Mark Harrigan only. Get a full refund for playing Super Man Thug with it on top of the refund for using it.
Both of the Above - It is a 3-card combo so I would never rely on it, but if you get it? "Say 'hello' to my little friend!"
Pure Awesome. 5/5, 6/5 for Mark Harrigan, 8/5 with Bandolier (2) added and you pull the 4-card combo.
.45 Thompson (3) - Rogue
Compared to Chicago Typewriter (which is the same object) it is 1 less xp, 1 more ammo, 1 less damage, and instead of getting Fight bonuses for using extra actions you can "double" your damage for 1 ammo if the enemies are swarming.
Skids O'Toole can do the Well-Maintained combo.
Finn Edwards can do the Act of Desperation combo.
Jenny Barnes can try for the triple.
Not as Awesome as the Guardian version, but still solid. 3/5, 4/5 with the combos.
Enchanted Blade (3) - Guardian
Base fight bonus is raised, and the charges now heal horror and draw a card in addition to the damage bonus, AND cannot be wasted.
Overall a definite upgrade, but like the original, when compared to similar cards the main benefits are situational by campaign. If the Relic property is critical, along with the three horror healing charges, then it is going to be worth a lot more.
Of course for 5 Sanity Guardians like Mark Harrigan and Roland Banks, those three charges will mean a lot, and especially for base 5 Fight Mark Harrigan the unempowered version is a perfectly serviceable finishing weapon.
Above average. 3/5, 4/5 for Roland, 5/5 for Mark. (And Mark with this, .45 Thompson (3), Bandolier (2), Well-Maintained, and Act of Desperation is just unfair for monsters - 10/5 for drawing to the inside straight flush.)
Enchanted Blade (3) - Mystic
An extra charge that can be spent for an extra power-up.
Like the other weapons, this works on a per-investigator basis. Agnes Baker, Father Mateo and Marie Lebeau do not have the base Fight to make it worthwhile. Diana Stanley and Jim Culver do, and particularly while Diana powers up it is an excellent weapon. Akechi Onyale is perfect, giving it an extra charge to start and being able to recharge it, but she really should be Shriveling enemies instead.
Variable. 2/5 for the weak Mystics, 4/5 for the strong Mystics.
Grisly Totem (3) - Seeker
The performing investigator draws a card if the test succeeds.
This makes the card fully functional when Minh Thi Phan is in play - you get 2 bonus skill icons and a card draw. It is still not that great without her around.
Depends on the investigator. 2/5 in general, 4/5 with Minh in play, 5/5 for Minh and Silas - see below.
Grisly Totem (3) - Survivor
Get your card back if you fail - a Survivor "standard". And good enough at that.
But let's combo that with Silas Marsh with Minh and the Seeker version. Silas gets 2 bonus icons for a committed card, he gets a card back if he fails, he gets a card draw if he succeeds. Oh, and he can commit two cards and get both back if he pulls the Tentacles and one back plus the draw if he does not.
Depends on the investigator. 2/5 in general, 4/5 for Silas in general, 5/5 for the Minh and Silas combo.
Scroll of Secrets (3) - Seeker
Manipulates 3 cards at a time rather than 1.
Which is nice, but it takes a Seeker hand slot and an action.
Except for Daisy Walker because it is a Tome.
Fair for everyone but Daisy. 2/5 in general, 4/5 for Daisy.
Scroll of Secrets (3) - Mystic
Extends manipulation to the Encounter Deck and the tops of decks.
An improvement over the base card in that respect, but still looking for the something-something. Like . . . Alyssa Graham to get a free look at the top of the Encounter Deck then this to bury it for an Action and a Secret instead of Doom.
The combo makes or breaks it. 2/5 in general, 4/5 in combo with another deck manipulator card.
Tennessee Sour Mash (3) - Rogue
Bumps the Will bonus and adds a Damage bonus for the end use.
Pretty much a custom card for 2 Will "Skids" O'Toole and 1 Will Finn Edwards. They will actually beat Will tests on Treachery cards with this. And they get a solid 2 damage attack when done.
Rating by Investigator. 0/5 for Preston (he cannot take it), 3/5 for Jenny and Sefina (they do not really need the Will bonus but it isn't useless for them), 4/5 for "Skids" and Finn.
Tennessee Sour Mash (3) - Survivor
Cheaper and an extra charge for an Evade against a non-Elite enemy on the combat use.
Not spectacular, but not weak for any Survivor. It provide particular cover for Calvin Wright until he soaks some damage and Silas Marsh with his 2 Will.
Generally good. 3/5, 4/5 for Calvin and Silas.
The Council's Coffer (2) - Neutral
Everyone pile on for a once per campaign super-team power-up.
It is worth 2 xp and 1-4 skill test (5)'s for a free any card once per campaign? IF you draw the coffer soon enough to make the tests in time?
It should win any scenario - but just that scenario. That feels way too swingy for me, but I'd really need to use it half a dozen times to judge it.
Mysterious. ?/?.