The Last Blossom
Paracausal Symbiote

Key

Stable.

Neutrale

Shift - Heal 1 damage and 1 horror from each investigator at your location. Flip this key to its Unstable side.

File #11-B31 / Subject Class: Red / Key appears as flora of extraterrestrial origin, with long, black prehnsile vines that attach intravenously with host.
Robert Laskey
Le Chiavi Scarlatte, Espansione Campagna #44. Calura Mortale #31.

The Last Blossom
Paracausal Symbiote

Key

Unstable.

Neutrale

Shift - Heal 1 damage from each enemy in play. Then, if an investigator shifted this key, flip it to its Stable side.

...forming a neural link with host, much like the symbiotic relationship of a parasite, with access to host's thoughts and memories.
Robert Laskey
Le Chiavi Scarlatte, Espansione Campagna #44. Calura Mortale #31.
The Last Blossom
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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