
Intro
No time to talk, lots of cards to go through as we got the whole Tommy Muldoon deck dropped on our heads. Previews happened all week, at a pace of 4 to 5 cards per day. This right here is where i collect all of them in one place and comment on them. Same thing is happening next week with Carolyn Fern’s deck. I will also be showing off some cards next week, by the way ;)
And because those 20-ish cards aren’t enough, there also was a Live Stream on Youtube where FFG showed off more than a dozen cards across all five decks. This is going to be a long one.
Sources
Overconfident was shown on the official ArkhamHorror.com site.
Vicious Blow(2), Stock Ammo Reload, Indomitable and On the Beat were previewed by The Whisperer in Darkness on their Youtube
Police Dog(0, 1), Physical Fitness(0, 2) and Bounty were previewed by Valentin1331 on arkham.build
Custom Grip, Thompson SMG, Scroll of the Pharaos(0,4, 4, 4), The Grapevine(0, 2), Red Clock, Consume Power, Torrent of Power, Blood Curse(0, 3), Bend Blood, Glassing, Hunting Dog, Same Old Thing all were previewed by FFG live on their Youtube
Make Em Sing, Adapt and Overcome, Armed to the Teeth and M1911 (0, 2) were previewed by Arkham Horror Memes on their instagram
Rookie Cop, Detective Sherman, Endurance(3) and Protective Vest(4) were previewed by Quick Learner on their Youtube
Restrained, Stakeout(0,3) and Extended Barrel were previewed by Los Archivos De Arkham on their Twitch
Guardian


Police Dog comes in and asks how much value you put into flexibility and versatility. There are other cards that give you skill bonuses to either attacks or investigation, but the dog can give you either. In fact, he can even give that bonus to another player. In exchange for that flexibility, you get that bonus only to one test per round. For the level 0, that’s where the tradeoffs end – and while it’s not unplayable, it’s also not all that enticing. But i think the level 1 does change this outlook significantly by also upping the bonus from a +1 to a +2 which means the level 1 dog not only offers flexibility, but also burst power. Getting a repeatable source of +2 to any of the two game progressing actions every round is quite good and at 1xp it’s competitively enough priced that i can see myself going for it as soon as i am not just the 100% dedicated murder hobo of the team.
If you do put the dogs into your deck, you definitely plan on upgrading them to level 1 as soon as possible, chances are you are pretty much never going to enter a scenario 2 with level 0 Police Dog. Truth be told, chances are you just jam Logan in scenario 1 and upgrade to Police Dog(1) from there if that’s your plan.
Something else i think is worth pointing out: Stat-boosting allies in chapter 2 so far have been unique. So unlike with old Beat Cop, you can’t stack two Logans on top of each other. You can in fact use Charisma to get two of these Dogs. Or a dog and Logan.
Overall: I actually like the level 1 quite a bit, but the level 0 is a bit of a filler.

And here’s another ally that helps you get some clues. Well, *a* clue. Rookie Cop’s primary purpose is tanking some damage for you, but that she also gains you a testless clue on her way out is definitely appreciated! She’s not as good as chapter 1’s Tetsuo who was just exceptionally good at dying for a good cause, but she’s still a really good ally. Unlike many others that we’ve seen, she’s also one that doesn’t plan on hogging the ally slot for forever, she can be part of a rotating cast of sacrifi… i mean expenda… i mean temporary friends.
Great, i like this one. Not super strong, but certainly a card to consider often enough.

Another card that helps you be a bit more flexible, allowing for an evade or investigate using your combat value. In a general value sense this is fine, on a level with Breaking and Entering if everything goes right… but for an event i would usually expect a bit more oomph behind it, like the skill bonus rogues get on B&E to make sure things go right in the first place. My biggest sticking point here is that the times when i want to evade with a Guardian is when i am facing an enemy i can’t take down in one turn, some big Elite. However that is exactly when the difficulty of the test on this card is very high, so the evade capabilities of this are limited to smaller enemies… which you can usually just shoot. So it’s kind of at its worst when i need it the most. The card is not particularly pushed in terms of power level and there are only so many events i can spend 2 resources on. This is probably not going to make the cut.

The fuck are you wearing, mustard boi? Questionable fashion choices aside, this will clearly see play, a lot of it. Getting just two resources at Fast speed already puts this on a level with ECache and you will quite often be able to get three or more out of it. Like with Crack the Case in chapter 1, you probably will not always be able to maximize the card because you need those resources – but the fact that it will give you the resources when you need them is already good enough. Great card, and i appreciate that it can play a team support role as well and spread the wealth to someone else.

For the most part, this is just a somewhat overwrought way of reloading your gun. Chapter 1 has some cards in it that interact well, like the Remington and Custom Modifications, but in a chapter 2 context i see this mostly as a placeholder for the Stock Ammo Reload in your deck. Or you could just play an additional Firearm in your deck instead, after all this doesn’t actually give you a better rate on resources per ammo than you get on a fresh gun. Well, i suppose it does save a play action on the new gun, but i’d still look to replace this with something else rather sooner than later.


The biggest problem with healing cards is always the tempo loss from having to spend actions on it. This isn’t *quite* Fast, but close enough as it will give you your healing on top of a move. The level 0 is fine, but not outstanding, two resources are kind of a lot. The upgrade however is significant. Lowering the resource cost while also upping the amount of damage healed makes Physical Fitness(2) a very nice way to purge trauma or just to safeguard against mounting damage from scenario effects and enemy attacks, no matter if provoked or not. Healing cards that can’t be used on other investigators or allies are bit limited, but the numbers are right. Well, at least on the upgraded one they are, i am not super keen on the level 0 version.

Chaining Deep Ones to radiators is surprisingly efficient! This takes care of a lot of enemies with very little fuss, disabling them for at least a turn – or forever, if they are Humanoid. This seems quite good to me. The card is playable on any enemy attack, so it can be used on attacks of opportunities just as well as on regular attacks, when a Hunter moves into you or if a treachery hands out bonus attacks.
One thing worth pointing out is that even if it’s not Humanoid, the card only gets discarded at the end of the round, after the Upkeep phase would ready the enemy. So it stays down for at least one more round.
A great card to have in the Guardian toolbox.


The card is interesting in that you can either play it for two resources to get the horror heal – or just commit it to your investigation, get the +2 anyways and only miss out on the heal. So you basically run this for its icons and if you need the horror heal, you can get a bit here without having to lose tempo for it. However, like i said earlier, there is only so many events i can afford to spend 2 resources on and i am not sure that Stakeout(0) quite holds up to On the Beat and Scene of the Crime for me. It’s cool that i can pretty much play a primary clue Guardian fueled by events now however… well, as soon as i figure out how to pay for all these.
The level 3 confuses me because it removes the one thing that i really like about the level 0: The icons. It is now much better when actually played as an event, gaining 2 clues in one go while also healing a good chunk… but giving up the “skill” mode of the card is rough when it’s also 3xp. I don’t like that aspect at all. That being said, the card isn’t bad. It lets guardians pretend to be seekers for a moment and once you factor in the horror healing you definitely get your value here. I just wish it still had two intellect icons. Three actually, to match the bonus in the textbox…

The game text on the card is somewhat redundant, as the best way to overcome alert and retaliate is passing the skill test. Which is something the icons on any skill already help you do. This does offer a bit of safety against those keywords, but i’d likely put any skill that gives me +3 to the test over this as i’d just value that +1 higher than the explicit alert/retal protection. Might be more worth it in higher difficulties than the one i play?
At the end of the day, i see this as a card that offers the flexibility of committing either for combat or agility icons and that’s solid… but the restriction to attacks or evasions undoes some of that right away. If i could use this to adapt and overcome certain encounter cards, i’d probably be more interested as that is one of the major ways the agility skill is relevant. Bit of a filler card. Isn’t awful, does the job, but i’d wager you can do better. Like for example you could play…

I have played Crack Shot before and it’s remarkably solid. Three icons on a level 0 skill is a great thing to have, the difference between getting +2 and +3 is often huge. This is a more open-ended version of Crack Shot, so that’s a fine baseline. How much more open-ended? Well, if i understand the rules correctly (and i give that a solid 50:50), this cannot be committed to an intellect test on a Fingerprint Kit for example, because while the skill gains two wilds once part of the test, the lack of an initial intellect icon means it can’t be committed to an intellect test in the first place. That leaves willpower and agility then. How often do you test those on an Item? Likely this flexibility doesn’t matter at all for Tommy Muldoon, but once we get our eventual Guardian/Mystic and Guardian/Rogue hybrids, this may become relevant. Notably, Armed to the Teeth does work for melee weapons, so even if we look at it from a pure Guardian angle, this is a better Crack Shot. And that seems perfectly fine to me.


I already sang the praises of the M1911 during the Core Set reveals and even gave it the #2 spot on my list of potential game-changers from the Core because getting a Firearm at a reasonable resource cost is just that damn special. Tommy’s deck also has the upgraded version, which continues to just be chapter 1’s .45 Auto with a resource cost shaved off. And again, that one cost makes all the difference. I was hoping for this card to be here, this is just a great baseline to move forwards from.

It’s a slightly tuned down Reliable. The blue Magnifying Glass went under the radar for all of chapter 1 and never got the notoriety of its handslot-using cousin, but it’s been an excellent card nonetheless. Not sure it really needed to be tuned down to only work with Firearms, though. That doesn’t make it less good, but does of course limit it in its application.
Will see play, will be good. I might even play it alongside Reliable in a full card pool.

That +3 skill bonus is pretty huge, as usually just a +2 isn’t enough to bring a base value of 3 into a range where it comfortably can beat many shrouds. Now, this can bring Tommy from 3 to 6 intellect, enough to reasonably expect two to three clues from a shroud 3 location. That puts it on a similar clue enabling level as Scene of the Crime, and while On the Beat isn’t testless, it also doesn’t require any enemies around and can even lead to a third clue. Add to that the ability to use this as a scenario depended Parley enabler (like for example to woo Ichtaca in Untamed Wilds) and you got a very solid card that is worth 1xp for sure. The icons are good too for when you don’t need the effect. I like this one a lot, both as a quasi-upgrade for Scene of the Crime and as a complement where you can use one while enemies are around and the other while they aren’t.

5 ammo is a lot to gain out of just one card. This allows you to basically replay your firearm for just 2 resources and chances are you get more ammo out of this than the weapon had originally. Being able to divide the ammo up onto multiple firearms can be a thing (like if you are using a M1911 alongside a Service Revolver), but it only a small extra benefit on the side. I’d just purely evaluate this as a 5 ammo for 2 resources trade and that is a very good trade. It does cost 2xp, but since it allows you to double up on your upgraded weapons as well, that seems entirely fair. A staple for the Firearm deck in the making.

Hey, it’s good old Vicious Blow(2). The level 0 card is a staple of the Guardian class and while the level 2 isn’t quite as prolific, it’s still a very nice upgrade. Two icons is a lot more than one and both the consistency gain and the chance of hitting the +2 damage oversuccess make this a good value add to any Guardian deck once they got their essentials figured out.

So many Ally cards in Guardian! I was expecting an upgraded Logan Hastings, but instead we get this guy here who brings +1 combat on a warm body to the table. With Charisma, you can even stack Sherman’s and Logan’s skill bonus which seems relevant enough before even looking at abilities. Sherman has that same “tank for the team” ability that we’ve seen on several Guardian allies now which is neat and gives the class a bit more of a team-player angle. He also serves up some more testless clues, something that Guardian seems to be able to conjure quite a lot in this evergreen card pool of Core + Investigator Decks.
Looks quite good to me and definitely worth the 3xp.

Oh, there’s a lot to unpack with this one. The card is, except for the new Starting keyword, unchanged. So what do you actually get from that keyword? Well, here’s the rules:

So you get the knowledge that the card will always be in your opening hand if you want it. If you include Endurance as a critical part of your gameplan – for example to have a 3 combat investigator reliably fight despite their shortcomings in the printed combat value – then that is obviously valuable. A side-effect of that is that you don’t need to include a second copy of Endurance. Finally, this might also cause you to start the game with an extra card in hand, effectively reducing your deck size. This isn’t guaranteed though – if you draw the card in your starting hand naturally, you’d only get a benefit from Starting if you have another card with the keyword in your deck.
Clearly this is overall weaker than Permanent which also guarantees that you start with the card but doesn’t make you spend an action and resources on playing the card. The potential for an extra card in hand (and some slight deck thinning) is a minor upside of Starting over Permanent, but clearly this is meant as a weaker form of the concept. Which is fair enough, Permanent is one of the best keywords you can put on a player card.
So is this worth it then? Endurance itself… i am not so sure about. You’d really need to depend on the card enough that you’d want to guarantee it in this way which i don’t think Joe, Dani or Tommy will usually do. The keyword is one to keep an eye on for the future, though. I have some qualms with the implementation here, i don’t like that it depends on the luck of the draw during mulligan whether you start with an extra card or not, it should fetch up the card pre-mulligan imo. Exclude the card explicitly from the mulligan itself if you don’t just want this to be Studious with extra steps. But the keyword itself is clearly capable of adding some serious power to a card. I am just not sure that the Talents are the ones where this is really worth it.

I have never been one to look down on skills that just give you a bunch of icons. Passing tests is important and if something like chapter 1’s Defensive Stance is what makes it happen, then i am all for it. At 3xp this does however come at an opportunity cost that is too high for my liking. The promise of 5 icons, 4 of which are wild, is one that i am very much interested in, but if you add that price tag and also a fairly strict condition, then i don’t think i will end up playing this much after all. I do like that this comes with solid icons just by itself, so the fail state is at least reasonable – but overall this doesn’t excite me the way i’d want a 3xp card to do.

There is a bit of a sticker shock element to this, where 4xp seems like a lot at first glance, but i actually like this one a lot. This bundles several cards into one tidy package. So when you draw Protective Vest, you are actually drawing three cards: A Backpack, a Bandolier and a Leather Coat. Which you then play all at once for one action. This gives a lot of value and power from just one card which justifies the xp cost quite handily. In one swoop, this card plays setup, provides defense and increases the ceiling on your offense. That’s significant. If i had the option to pay an extra 2xp an 1 resource in chapter 1 to tack 3 health soak and a hand slot onto my Backpack(2), that’s a deal i would have taken many many times, so i definitely see myself going for this in our new cardpool.
Notably, this is the only way to gain an extra hand slot in chapter 2 (at least as far as we’ve seen), something that is definitely desirable if we plan on wielding Service Revolvers or Axe Wrenches alongside our Becky, shotgun or Thompson. Due to how enabling this sort of effect is i do hope we get a cleaner one eventually that comes with less baggage attached. This Vest is pretty good if you use all parts of it, but i’d like there to be a handslot enabler available that also just provides the basic functionality for decks that don’t focus on Firearms specifically.

Our big gun of the set. Like the shotgun, this can put a lot of damage into one enemy in a short time, but the Thompson achieves this through extra attacks per action instead of extra damage per attack. This has advantages (able to split damage between two enemies, an autofail doesn’t ruin your turn, able to conserve ammo) but also disadvantages (more tests overall, no combat bonus on bonus attacks, uses extra ammo cards less efficiently). Which one is better is going to depend on the deck and investigator and i think that’s a great way to make sure these two weapons complement each other instead of competing against each other.
Seeker




So we are still doing Researched cards, huh. Are we still only doing them in Seeker? Why?! Anyways, the Scroll clearly fits in with Carolyn’s shtick of healing horror for profit, providing a way to actually put horror into play deliberately. But even outside of Carolyn, the translation of the level 0 asset isn’t a huge ask. Four actions, four horror after playing the thing and it does at least partially refund some of the investment with three cards. No tests and no situational triggers involved, so it’s just a matter of drawing the thing and spending the actions. The horror you get here is definitely not nothing, but at least there aren’t any wild tests involved or situations you need to manufacture with enemies at your locations or similar. The worst part is probably that the thing exhausts on use, so you have to slowly translate it over the course of 4 rounds. So no quickly dropping this in at the last minute and getting it done on the last two turns, you are going to need to spend some time with it.
The upgraded versions all seem worth at least considering. Bast provides encounter deck manipulation, Ra is a Seeker gun and Set discovers clues. Ra is definitely the one that makes me perk up the most, as fighting in Seeker is just a more special thing than getting some extra clues. One in three yellow cards can find clues, you don’t really need to do the whole song and dance of a Researched card for that. The attacks from Scroll of Ra don’t seem overly powerful, thankfully. The encounter deck manipulation is probably the strongest one here, as it not only allows ditching the worst of the cards, but reordering the remaining ones also gives a way to manipulate which player draws which card.
Historically, Researched cards trended towards being somewhat problematic in terms of power level, but I don’t think any of these upgrades are really sticking out too much from what we usually expect to get from player cards. These seem… fine?
Rogue


Not bad at all. What makes both versions of The Grapevine work for me is that they don’t use up a slot. So you can just drop it into play at some convenient point without having to maybe hold something else back while you wait for things to align in a way that you can gain value out of the asset. I do like that it helps with handling a bunch of enemy keywords (Aloof, Evasive, Hunter) in addition to the movement benefits. And the upgrade is also worth it, that card draw makes it much easier to gain value. I’m not sure i ever want two of these in my deck, but this is a great one-off.

Out of all the rogue cards from chapter 1, i never could have predicted this reprint. The Red Clock is obviously a crazy card, but for 10xp it better be! It plays into the oversuccess and extra actions theme that André has going on as well as the free movement angle that the designers are pushing for Rogue now, so i see why this is here. What a wild card. In chapter 1, i didn’t play this often because the 10xp are just a huge cost and i was happy with just the 4xp version or a plain old Cigarette Case… but assuming the lower level Red Clock doesn’t also return (i think it would have previewed alongside the big one here), maybe this is where i finally give this another go.
Mystic

Nah, I’m not paying 3 for a Shrivelling charge. At that cost for a single-shot attack, i at least want a bonus to my skill value so it doesn’t miss. That one heal doesn’t seem worth enough to offset how mid this card is at its primary job, even for Marie.


Between Soul Link and Blood Curse, level 0 Mystic has wild icons for days. For months, even. The amount of test security gained from these skills is incredible and my impulse is defaulting to just having two of both in all decks that can run them. That being said, Mystics will have to carefully figure out how much horror and damage they are actually able to take. These cards are all individually very very worth it, but there is a critical mass of self-harm that could prove to be too much. Personally, i will try to greed these as much as possible. Surely there is no way this backfires, especially if i start paying horror with Izzie to recur these skills so i can deal even more horror and damage to myself :D
At level 3, the upgraded Blood Curse is out of Izzie’s reach and that’s probably for the best. Notably, with the upgrade the damage doesn’t have to be put on a *player* card, so you can use this to tack a free damage to an enemy at your location onto any test. Obviously that is very very good, Mystic has a Vicious Blow now. Viscous Blow, if you will.
Man, these Mystic skills we’ve seen so far are all just great.

This is less great though. A card that returns from chapter 1, and it’s one that never really saw much play. You can use it to nuke a test by emptying out a spell you control, but that has rarely been worth doing. And with Soul Link and Blood Curse being right there and already providing you with ways to pass your tests, i don’t see a bright future for this card in chapter 2 either. It’s not bad per se, it’s just mostly outclassed by the alternatives. A world where this becomes actively desirable exists, but would require some very specific support pieces like maybe an asset that actively wants its charges to get depleted fast or a “charge battery” that offers sacrificial charges at an exceptionally good rate. For now, i am not keen on this one.

I don’t think this packs enough of a punch for me to consider dropping 5xp on this event. If i am spending 5xp on a one-shot combat event, i need it to be able to deal 3 (at least… probably more, actually) damage to one target. I see the appeal as a way to disable an Elite boss for a turn and that can potentially make this a great silver bullet to prepare for the final scenario, but just on the base of its raw impact as a combat spell, i don’t think there’s enough here.
Survivor

I feel like the ally slot is too valuable to use it on something minor like this Hunting Dog. It’s an effect you aren’t going to use every turn and where you hope to gain enough value out of it over the course of the scenario through randomly hitting the condition now and again. The ally slot makes all the difference here, just look at The Grapevine again and then compare it to Hunting Dog. They both have a similar vibe of enabling your investigator to stay on top of enemies, but Hunting Dog has worse timing and a higher opportunity cost. As cute as he is, i don’t see this floppy boy be worth it.

Schoffner’s Catalogue for events… except not really, not in the parts that made Schoffner’s such a good card. Costing 2 and paying back 5 basically makes this the same net gain as ECache, but limiting the money on only being spendable for a certain card type. In exchange, you get to use the resources for other players too. What took Schoffner’s over the edge and made it outclass ECache was the Item trait and the synergies that came with it, leading to easy recursion and other benefits. Same Old Thing notably lacks that synergy, so at least at this point i am not sure it even beats out ECache most of the time. It’s a card that does its job and you do need resources to play your events of course, so this will see a solid amount of play. But until we find a way to recur Same Old or gain some benefit from it being a Condition traited card, this is most definitely not in the same league as Schoffner’s.

Like its fighty cousin, the already previewed Lie in Wait, this is a great card. Bonus actions, clue compression, allows investigating with agility, gives a skill bonus, it’s fast, this is just all fantastic. Like Lie in Wait, Glassing also has great icons which alone would be worth running the card for. There’s a bit of wording confusion about which locations exactly are being investigated here, but no matter what the final verdict on that will end up as, this is a very good card.
Basic Weakness

Asks for a double action to discard it, until you do it threatens some ping damage. Doesn’t get much more basic than that. This isn’t anything super new or exciting, in fact i am surprised that this hasn’t been in chapter 1 before. Sure, this works for an evergreen weakness.











































































































































































































































































