
Survivor Week 2 + In-Flight Report + Back of the Box
Community Previews are ongoing and this is the end of week 2 for the Survivor cards. Now, due to the Americans being out of their offices for turkey-related shenanigans, we are going to have to wait on the final cap-off article on Survivors for another week. But in exchange we got some tidbits from the In-Flight Report at PAX Unplugged last week. Also, since this Spoiler Roundup is already concerning itself with some stuff outside of just the community reveals, i’ll also put the info from the spanish back of the box which we got an early look at in this summary. I’ll go over the cards first in the same format i have been doing for the other Spoiler Roundups. Then talk a bit about other random stuff revealed through the In-Flight Report afterwards. And finally, there’s also some pretty encounter artwork to end the article on.
Next week, once we have Izzie’s full text I’ll do my Early Impression article for Survivor like i did for Seeker before.
Sources
Old Compass and Nameless Lurker were previewed by Drawn to the Flame on their podcast, also they shared the encounter art for Ashen Rebirth on Discord.
On the Brink and Broken Bottle were previewed by Rolling Dice & Taking Names on their Youtube
Scrape By and Fedora were previewed by ¡Tengo un plan! on their Youtube
The In-Flight Report is an official event by Fantasy Flight Games that was broadcast on Youtube
The Spanish back of the box was posted on an Asmodee store site. It has since been removed from there, but here’s a saved image. I usually don’t include leaks like this in these round-ups, but this one has by now been acknowledged by FFG. So i expect this to not overlap with any still upcoming community previews and thus feel like it’s fine to share here.
Daniela Reyes


The spanish leak partially reveals Daniela Reyes, showing her front and her signature. We can pretty safely assume she’ll be the Guardian-Survivor, so that leaves only the weakness unknown.
Pixel hunt and translation weren’t done by me and i don’t speak the language. But here’s what the assumed gametext for Daniela is:
Daniela Reyes – The Mechanic
3 will, 2 int, 5 com, 2 agi
Warden. Entrepreneur.
(Reaction) after an enemy attacks an investigator at your location: Fight that enemy using a basic action or a Fight ability on a card. Limit once per round.
Elder Sign: +1. Deal 1 damage to an enemy at your location.
9 health, 5 sanity
The ability to get extra actions out of enemy attacks opens up the door for otherwise undesirable play patterns. Attacks of opportunity or engaging enemies with your last action are things that players will usually avoid, but Daniela gets enough of a payoff for it that it can actually be worth it for her which allows her to spend her actions more efficiently. That she’s able to use her weapons for her counterattacks makes this especially potent. Notably, her old version excluded attacks of opportunities from being able to trigger her old ability, this does no longer seem to be the case which is a huge gain in how frequently you’ll be able to use it. That she’ll be able to trigger from any investigator at her location being attacked also helps. And then of course, there’s her signature which also helps playing into this:
Daniela’s Wrench – Asset
Cost 2, takes a hand slot
Item. Tool. Weapon. Melee.
Daniela deck only.
(Fast trigger) Exhaust this card. Choose an enemy at your location. That enemy engages and immediately attacks you.
(Action) Fight (using combat). You gain +2 combat for this test. If this enemy attacked you this round this attack deals +1 damage.
It allows engaging enemies without taking an action and is also an easy way to provoke enemies into triggering Daniela’s bonus action, which makes this quite the efficient little enabler. That being said, a handslot is of course a real cost and is going to limit what weapons you can have alongside it unless you have ways to gain extra handslots.
Overall, the new version of Daniela is similar to the old one on the surface: A tanky 5 combat investigator that wants enemies to attack for a payoff. But between the new card pool (Guardian up to level 5 instead of Survivor up to 5 is huge for her!) and how much more permissive the new triggering condition is, this version does take a different enough place on the roster.
Guardian

The other so far unrevealed player card from the leaked back of the box is Endurance, the Guardian entry into the cycle of stat boosting Talents.
Endurance – Asset
Cost 2, no slots
Talent.
(Fast trigger) Spend 1 resource: You gain +1 combat for this skill test, or +2 combat if this test is an attack or evasion attempt.
(Fast trigger) Spend 1 resource: You gain +1 agility for this skill test, or +2 agility if this test is an attack or evasion attempt.
Like the other two we’ve seen, this one starts to look quite solid when used within its primary use case where you get 2 stats per resource. I’d especially be interested in this as an evasion enabler for investigators that are usually unable to do so. While that doesn’t strike me as a thing that Daniela wants to do, Joe very well might be interested in that.
Dexter Drake and Trish Scarborough

The In-Flight report revealed that Dexter and Trish are going to be our Core Set Mystic and Rogue. Nothing else in addition to that, however that reveal all but confirms to me that Daniela is indeed Guardian-Survivor. There was an outside chance before that she’d end up as a Guardian-Rogue with a Mystic-Seeker and a Rogue-Survivor in the box alongside her… but of course that doesn’t line up with Dex and Trish at all.
Trish Scarborough
Well, actually we have been given a bit more about Trish, possibly more than FFG intended. There was a part in the In-Flight Report about FFG’s collab with Gamegenic for new Arkham related stuff – basically a glorified ad break (and imo incredibly awkward…). However, among the images shown for the deck boxes, there was this:

Hey, that’s Trish’s front. With some pixel hunting, one can make out the stat line (2/4/2/4 as old Trish had) and her health/sanity (8/6). Making out the ability text is not that easy, but if you squint real hard and compare word lengths (and whatever else the cryptographists behind this info do), it looks like she gets some sort of bonus action that has terms and conditions attached, possibly just straight up Finn’s ability to gain a bonus evade each round. Or a free move. Or you know, something completely different because we can’t see shit on this image :D For all we know, that’s not even her final card text and just a placeholder so Gamegenic could whip up their promotion images.
Survivor

That… is just very good. It’s like Lucky and Eucatastrophe had a baby. It doesn’t beat the tentacle, but aside from that it can turn any fail into a pass. That’s really good! Also worth mentioning that Reid already confirmed on Discord that Scrape By will get day 1 errata that will simplify the card by making it “automatically” succeed. So you don’t do some weird “succeed by -3” thing here.
Between Scrape By and Timely Intervention, Survivors will be able to walk into a lot of dodgy tests with confidence.

This is a lot better than it looks at first glance. It pretty much does the same job as the old Flashlight did, guaranteeing successes on shroud 2 locations. It does cost 2xp to acquire, but in exchange the tool no longer uses any charges. That seems very worth it, as it makes sure that any Survivor can use Old Compass as a consistent tool to gain extra clues throughout the scenario.
One important bit to point out is that while the Compass does exhaust if you use the retry at -2 difficulty, it doesn’t need to be ready to be used for its regular ability. So you can keep investigating at -1 shroud without any limit.
And that is just using the Compass for its base purpose of having easier investigation tests. Survivor has had various pieces of synergy with effects like this in the past and if we are seeing something like Look What I Found in the new Core, then that will increase the value of the Old Compass even more.
Very good card that does its job remarkably well even in spite of no clue compression.

Eh, this is one of those Survivor cards that is too clever for its own good.
If i am committing two wild icons alongside even more cards to a test, i don’t expect to fail, making the “on fail” effect of the card at odds with it being a skill with 2 icons. It can be used to protect your important other skills from the autofail, but that is such a niche usecase that it’s rarely going to be worth spending a deckslot on it… nevermind even paying xp for the privilege.
There is some synergy in the wider card pool with skill cards that do something on committing them and those that do something on failing. But if your plan is spending 2xp to get another use out of Take Heart, then at the end of the day you are still committing 2 wilds to a test that you actively want to fail. Doesn’t seem like a great plan to me.
I suppose it’s at least better than the old Unexpected Courage(2) from the Stella deck, for how little that is worth… but to be honest I don’t really see much of a use for this card. While your options for spending xp are still limited, you might just take this upgrade to make your Unexpected Courages a little bit better sometimes or just because running up to four copies of Unexpected Courage is actually pretty decent… but i think this is just going to fall off super hard once Survivors have something a bit more tangible to spend their points on.
~~ ! Speculation Sidebar ! ~~
The above assumes that there is actually an Unexpected Courage in the new Core. For all we know, having two wild icons might in the new environment be considered an effect that’s not available at level 0. Actually, for all we know, broad access to wild icons might now be part of the Survivor class identity! Wouldn’t that be interesting. A fascinating thought and one that would change the value proposition on On the Brink a lot.
Imagine this:
– No Unexpected Courage in the new Core.
– Instead, a skill with 1 wild icon that draws a card, to live alongside Perception and friends
– Two wild icons on one card is now a Survivor coded effect, representing their ingenuity and flexibility.
– Two wild icons is now costed at 1XP baseline.
That’d be pretty sick to be honest. Of course pure speculation. Fun to think about though and illustrates what sort of opportunities a new Core holds and how looking at the new cards through just a Chapter 1 lens doesn’t necessary tell the whole story.
Neutral

We got a new Flashlight with our Seeker previews, now we are getting a new Knife with our Survivor previews. Fair enough! I think this card is for most purposes slightly better than the old Knife, as you will only have to discard Bottle if you indeed hit a target while you could fail the big important test on Knife.
Overall, the minute differences between Knife and Broken Bottle don’t really matter too much for its evaluation, though. It’s marginally playable sometimes, but for the most part it just sets the baseline to compare your in-class cards to. It’s a card that kind of has to exist and especially on a new card pool you will include it every now and then to fill up the numbers… but of course it’s not exciting in any way.

Imagine us getting a headwear slot before we are getting a footwear slot. The audacity. We better get some rogue shoes or something as well to establish that slot as well.
Yeah, so this card is pretty bad, isn’t it. I can’t imagine paying 2 resources just to soak a stray damage or horror (or both, if the stars are right). So all this does in my eyes is two things: Establish the headwear slot. Establish the Apparel trait. Which may or may not be intended to be different from the Clothing trait. As written, i can’t put a Hidden Pocket into it, which is kind of sad. That’d almost be a reason to use it. Jumpsuit and Cloak of Resonance both are Clothing traited, so it looks like the Fedora was specifically singled out to not count as Clothing. How weird.
That being said, I am really happy to see the headwear slot. I have been outspoken against the existing masks and footwear items being mechanically different from assets that take up proper slots in the past over and over. Streamlining this now makes a lot of sense to me.
Basic Weaknesses

Ooooh, i very much approve of the new card frame. Anyone who has ever done custom content for this game knows how absolutely painful the old enemy frame is for fitting artwork in there. It was narrowest right in the middle, leading to either awkwardly setting off images to the side or having huge blank areas on the sides. Probably both. I can only imagine that the official art faced similar problems with the enemy frame, so now they are finally getting rid of it in favor of a simple straight divide between the art and the game text. Very good and will no doubt prove to be a huge upgrade once we have gotten over the unfamiliar look.
As for the weakness enemy itself, the dude here is pretty impactful. He’s an Aloof Acolyte that needs to be defeated before he causes the agenda to advance prematurely. That can take up quite a few actions between having to walk all the way over to where he is, engaging past the Aloof and then finally defeating him. And unlike with regular Acolytes where you can decide to just eat the doom and not bother or sometimes get a lucky break as they show up in the turn where you’d advance anyways, the Lurker will gather new doom after an agenda advances so he will stay relevant and could potentially cause two or more doom to enter play over the course of a scenario if he stays unanswered.
At the end of the day, he’s just a dork with 1 hit point but he will be a huge priority when he shows up and will eat up a turn or two – one way or the other. That puts him on the upper range of what we usually see from weaknesses for sure.
Fun fact: If there are no empty locations, he gets discarded on reveal. Not likely to happen, but it’s a little shred of cope to hang onto…
Other info from the In-Flight Report

Close after release of the new Core, we are also getting a new line of investigator starter decks. We didn’t get any information on how the deckbuilding options of these are going to look like, but i would assume they are going to be single-class investigators, just like the first range of investigator starter decks. It’s just the thing that makes the most sense with these pre-constructed decks, allowing new players to buy cards for specific classes they want to focus on. [EDIT: Actually, i have just been told that Duke already confirmed them being single-class. Good to know!]
These are the product that was mentioned as “another thing releasing in Spring ’26” during the Core announcement stream a few weeks back. I wonder if this means a preview season for the investigator starters right after the preview season for the Core is over… i’ll be writing these roundup posts for a long while, am i not?

Children of Blood is a three-scenario campaign, slated to release in Summer. Looks like Vampires are coming to Arkham? The lack of a full-sized campaign in the 2026 lineup is definitely a sore point, so Children of Blood will have to do some heavy lifting to provide the replayability and depth we usually expect from a proper campaign expansion box. This will be the first three-part campaign that wasn’t released as a tutorial campaign which makes it hard to predict how that might shake out.

Finally, Traces to Nowhere is a scenario pack that we’ll get in Fall. Personally, i have not been terribly interested in standalone scenarios for a long while now, but if it’s something that ties into Children of Blood (the shadow on the Traces to Nowhere artwork is kind of similar to the long-nailed Vampire-thing on Children of Blood…), then maybe it’s something i want to look at? Anyways, not too much info on this so far, plenty of time till Fall ’26.

And here’s the overview of what’s coming up in 2026.
The Core Set + Investigator Starters is a really nice one-two-punch that will do a great job of establishing the starting card pool for the new Current environment, the designer’s new vision and intent for the classes and laying out the base capabilities for the investigators going forward. I’m pretty excited about all of that, what we’ve seen so far of the new Core is very promising.
The campaign content is a bit thin and the lack of a full campaign is definitely a major sticking point with this lineup. With all the restructuring that is happening at FFG across their product lines (beyond Arkham, this affects the other LCGs and board games as well) it’s a safe assumption that a Core AND five Starter decks AND a full campaign was simply not doable with the time, money and printing capabilities available and that something had to give. If the choice was to either do what they did here or present new players with a full campaign but only the Core for player cards, i think they made the right choice. The Core Set doesn’t even provide enough upgraded cards for a full campaign worth of XP, getting those player cards out through the investigator starters makes a lot of sense.
There’s a lot of misgivings in the community right now about the lack of a full campaign, but that is almost exclusively from a veteran players perspective. I think putting the priority on establishing a player card pool makes a lot of sense for new players. And those new players are rightly the focus when trying to re-invigorate the game and put it towards long-term success.
Overall, this is a pretty packed lineup for 2026 and we got more information about it in the In-Flight than we usually get… and for what it’s worth we might still get something in Winter or very early 2027.
Finally, some more encounter art!

See you next week after the FFG article for a more detailed first impressions on the Survivor class in the new Core!












































