Investigator Expansion Review: The Evergreen Investigators

Hot Take Edition

These decks are very new, the review was written before holding the cards in hand. I will eventually go back and revise many of these ratings, once we are all a bit more familiar with the cards and the new baselines set forth by Chapter 2.
Until then, take these comments as what they are, hot takes fueled by first impressions and I’ll give you a headsup on when i update this in like half a year or so.

Intro

This is an overview of the player cards in the Evergreen Investigator Decks. I will be looking at each deck by itself, starting with the investigator, then the rest of the cards. For most cards I will try to keep it short and to the point to not stretch this article more than necessary.
This follows the same structure as the investigator expansions reviews i have been doing, as these five decks together basically make up one of those expansion boxes. I will give my opinion on how well each selection of player cards stands on its own and the Core, as these products together form the chapter 2 evergreen base. I might comment on a chapter 1 application of a card here or there, but i am basing my ranking here on chapter 2.
The ranking I use for cards is Bad < Okay < Good < Excellent with each of those spanning quite a range. I use something like “Okay to Good” or “Good to Okay” when I want to specify whether it’s on the upper or lower range of that rank. Cards that are particularly important because they can slot into many many decks, get the Staple ranking. Being a Staple or not is often not just about individual power, but also about opportunity cost, favoring cards with low XP and resource costs.
Please don’t take these rankings too seriously and more as a guideline, cards need to be evaluated in context and compressing these contexts down into just one word is really unprecise. I still find it useful for this overview as a shortcut to put the cards into relation quickly.

Guardian: Tommy Muldoon

The Tommy Muldoon deck is primarily about two things: Defeating enemies with Firearms. And investigating locations. The combination of the two is what makes this investigator deck stand out to me – while the Core Set presented the Guardian class mostly as pure fighters, the investigator deck paints a much more balanced picture and funnels a lot of investigative power through the Police flavor that comes with “The Officer” Tommy Muldoon. Tommy himself is not particularly powerful, his skill line is flat and his investigator ability isn’t terribly impactful either. As a backdrop for the cards in this deck he works well enough to be a capable all-rounder. However there is a bit of an internal tension between his investigator ability which hands out extra ammo to freshly played guns and the cards which upgrade existing guns and prolong their lifetime, thus leading to you not actually wanting to play many fresh guns. This tension does put a big limiter on how much value he is actually going to get out of his special ability. Getting the extra ammo once or twice is going to feel good, but not be as huge of a deal as what many other investigators get turn after turn.

M1911: (Excellent to Good, Staple. The new gold standard for Firearms.) Core Set reprint.
Police Dog: Okay. The flexibility of supporting either combat or investigation and even on other investigators is nice, but overall not super impactful compared to some other allies.
Rookie Cop: Good. You run her primarily for the soak and then happily take the extra clue on her way out. Perfectly fine.

Service Revolver: Excellent. It works on attacks of opportunity which means you can use it to generate tempo easily. An excellent sidearm to carry alongside your main murder implement or an investigation tool.
Protective Vest: Okay. Three resources is a lot for a bit of soak and a tutor, but finding your first weapon is important and this can get you there.
Make Em Sing: Okay. At its worst when you are facing the type of enemy you really want to evade which limits its power painfully. You can run this just to get a clue and it’s probably pretty great in solo where a single clue is worth a lot more than otherwise, but in anything 2-player and up i don’t think this is all that great.

Bounty: Excellent, Staple. This outperforms Emergency Cache very easily. Resources are immensely important for Guardians, no matter if its for their expensive toys or because they want to play events frequently.
Custom Grip: Okay. If your gun runs out and you need to play a new one, this saves you an action. It also lets you replay your old gun instead if that’s preferable to what you have in hand. That’s fine, but spending a card and a resource for that is dodgy at best.
Iron Sights: Okay to Bad. Unless you are trying to make a shotgun work in Hard, i really don’t see taking extra actions for a skill bonus as an option you want to take often enough that you first spend a card and a resource on opening up that line of play. Just run more skill cards or other cards with good icons.

Physical Fitness: Okay. Nearly an actionless heal which is of course solid, but there are only so many 2 cost events a Guardian can afford to play.
Restrained: Good to Excellent. Even against non-Humanoids, this is a testless evade that doesn’t cost an action. Humanoids it will disable completely for very little cost. Fantastic little event that can disarm a lot of tight situations or make it so you simply don’t have to waste time on one of the many Humanoid weakness enemies.
Stakeout: Okay. Mostly notable for committing for +2 to an investigation test without paying anything for it. The 2 resource cost is merely an option if you really absolutely positively need to heal 1 horror.

Adapt and Overcome: Okay. It’s two icons and sometimes that’s going to be enough to make the level 0 deck if you anticipate using both the combat and the evasion option. The bonus rider against the enemy keywords is very minor to the point where it barely matters though.
Armed to the Teeth: Good. Three icons on a level 0 skill is a lot more than two, ironically this is probably going to be a better card against Retaliate enemies than Adapt and Overcome is.
Vicious Blow: (Excellent, Staple. One of the key cards that makes Guardian good at their job. The capability to spike up your damage output from the usual 2 damage to 3 damage solves all sorts of problems, saves actions, makes them competent at their thing. You rarely leave the house without these.) Core Set Reprint.

Police Dog(1): Good. Increasing the bonus from +1 to +2 brings the Police Dog to a point where he not only offers flexibility, but also a sizeable bonus each turn. Having a +2 skill bonus on tap that is not locked in to a specific skill or role is definitely valuable.
M1911(2): Good to Excellent. The upgrade is not quite as revolutionary as the level 0 is, but it still sets the new standard and will be the gun that others have to measure up to.
Extended Barrel(1): Excellent. If you are playing Firearms in a way that doesn’t just empty the clip and plays a new one, then this is a very easy upgrade to slap on there and gain +1 to your attacks. Cheap and reliable.

On The Beat(1): Good to Excellent. It doesn’t require much setup for this card to just let you pick up three clues instead of twiddling your thumbs in a round that is light on combat. Even if it just gains you two clues, that still puts it on a level with many comparable cards from both Guardian and Seeker.
Physical Fitness(2): Good. Dropping the resource cost is very impactful here, healing 3 points for just one resource and a card is a very good deal.
Stock Ammo Reload(2): Excellent, Staple. This is a lot of ammo for cheap, most likely it’s both more ammo and cheaper at the same time than playing a new gun would be. The ability to spread the ammo between multiple Firearms is likely not super relevant, but there are some cases where it can come up, like when you are holding an M1911 with a Service Revolver. This is a workhorse cards that makes Firearms a viable combat strategy in the first place.

Vicious Blow(2): Excellent, Staple. More damage, more skill bonus. Vicious Blow(0) is one of the most important cards in the Guardian card pool and while its upgrade isn’t quite as high on the ladder, it’s still an absolute beast of a card that lets you spike the damage you are doing in a test to wipe something from the board. Can be a bit of a luxury upgrade sometimes, but you are never wrong to get this one.
Detective Sherman(3): Good to Excellent. Pretty powerful, combining the combat bonus with some clue capabilities. Just an all around efficient package, rounded out even with a team soak ability that helps him trigger his clue gain. If you have ways to heal an ally, he’s a great target for that.
Endurance(3): Okay. I am not convinced that the talent cycle is a good fit for the Starting keyword. Starting does have potential, making sure that a certain card is always in your opening hand is indeed powerful. But Endurance is the kind of card i usually only want later on when i am already set up and only need an outlet for excess resources. So i am perfectly fine just randomly drawing it on turn 5, 8 or 10. This could end up coming through as an enabler for a Guardian with low combat that still wants to fight, but i find that unlikely.

Stakeout(3): Good. If you are using all parts of this card, you are getting a good deal here. Two clues in one action with a generous skill bonus is great, but doesn’t quite justify paying 3xp when you could pay 1xp and get On the Beat instead… however once you factor in the horror heal as well you get there.
Indomitable(3): Okay. It gives you a truckload of icons and that can’t be bad. But the 3xp cost is just a bit too rough, considering the icons also come with terms and conditions attached.

Protective Vest(4): Good to Excellent. Quite the glowup from its level 0 version, you are getting a whole lot of stuff bundled up here. This is a hugely impactful card that plays defense, offense and setup at the same time. Getting to throw this amount of value at the game for a single action and a card is very good. The extra handslot is hugely enabling for many lines of play. If we get additional handslots from another source eventually, then Protective Vest will go down a bit in stock, but until then this is just a great way to set up while also increasing your late game ceiling.
Thompson Submachine Gun(4): Good to Excellent. I rank this above the Winchester shotgun from the Core Set for most purposes, due to its ability to also just be a solid gun that can dispatch six normal enemies without necessarily having to do the Spray and Pray ability. However, if you need it to, this can suddenly put out a lot of damage in a short time if you need it and play the role of the Elite-killing shotgun as well. I find this particularly useful on two-handed weapons where you don’t necessarily have a sidearm like a Service Revolver or Machete alongside it.

Most useful: Bounty, Stock Ammo Reload, On The Beat
Least useful: Adapt and Overcome, Iron Sights, Physical Fitness(0)

Verdict: Could be better, but could also be a lot worse? There’s a range of cards here where i thought they’d only fall into an “Okay” range, cards that do their job but aren’t really something you are particularly happy to play. That being said, there is also nothing here that is really super awful – the worst card in this set is maybe Iron Sights and even that might still be fine in some contexts. More importantly however, the deck as a whole is looking not bad at all and i do believe it fulfills the “playable out of the box” prompt well enough. There’s certainly things that can easily be improved on with cards from the Core (kick out most of the allies, add more skills, run another weapon or two), but this is workable. Tommy doesn’t really excel at anything, but he do several things well enough to matter.
The thing i like most about Tommy’s deck is the strong focus on enabling investigation. I was complaining during my review of the Core Set about how the Guardian class was presented as little more than the brutes of the team, doing two things: Dealing damage and taking damage. With the cards from this deck in the picture, this image softens a lot and enables Guardians to be very solid flexes that pack some firepower, but also can clean up clues on their own as well. The lack of this was a major critique that was held against the Nathaniel Cho deck, so it’s great that it got addressed here.
Overall impression is positive. I am not super interested in Tommy himself, but the initial Guardian card pool built from Core and Tommy’s deck is looking very healthy. It’s decently spread out in its options and it doesn’t have any huge power outliers. So there’s room for future expansions to flesh out what was started here, just as it should be for the evergreen base pool.

Seeker: Carolyn Fern

Carolyn is surprisingly specialized on a specific thing, considering her being one of the evergreen investigators whose deck is supposed to lay the foundation for the non-rotating card pool in chapter 2. A large part of her card pool is thus dedicated to supporting her playstyle of negating horror on players and allies. During chapter 1, healing was usually considered to be an inefficient use of your limited actions, costing too much of your tempo. The Carolyn deck addresses this in two ways: By giving Caro herself an ability that lets her reclaim this tempo loss through a free clue. And by seeding a theme in Seeker where they can access more powerful effects through spending their sanity. That second bit is what also aims at making these horror heals relevant outside of this one specific investigator.
Carolyn is clearly a competent investigator, with a base Intellect of 5 and the potent Seeker card pool behind her that was never in question. There also seems to be enough hooks for her healing shtick to pay off in the card pool, so she is well supported from the start here and should be able to build some great decks right away.

Dreamer’s Chronicle: Good. A twist on the Fingerprint Kit from the Core, roughly on the same power level. It has an additional charge, but asks for horror payments to access the bonus clue and for a card commit to access the skill bonus. This is probably not worth it on its own, making the FPK the superior card by itself, but either horror synergies or Tome synergies, both of which are present in this deck, can push it ahead.
Occult Records: Excellent to Good. This is a lot of horror healing in just one card and the fact that it can be used without an action is huge. Obviously a Carolyn Staple, but actually just a good card for anyone as long as they have the hand slot for it.
Private Practice: Okay. An incentive for other investigators to dip deeper into the archetype, but i don’t think it’s quite good enough for that. This is a fine one-off in those decks just in case you draw it early, but nothing that i’d really call a compelling reason by itself to move into such a deck.

Psychology Student: Excellent to Good. Undoing two points of horror, then soaking for another one or two points of horror/damage is a great deal for just 2 resources. This beats most event based horror heals, as long as you have an ally slot to spare for a turn or three.
University Archivist: Good. She requires some commitment to the Tome bit for her ability to reliably pay off. I think if you run her, you do plan to keep her around for the hand slot as well, as a whiff on her search ability is something you probably need to be okay with.
Caustic Reaction: Okay. This does the job. Poorly, but sometimes you will be forced to run this for a scenario or two before you can put xp towards the cards that are actually reliable.

Unflappable: Bad. Outperformed by any card with two agility icons. You never want to pay an action and two resources for a single point of horror heal, not even as Carolyn. This needed two agility icons itself, which would have put it into the same spot as Guardian’s Stakeout.
Preposterous Sketches: Okay to Good. It’s a way to burn through your deck faster, drawing three cards at level 0 is quite rare. That being said, two resources are a lot and other options (Gather Intel, Lab Ass) at level 0 may only draw two instead of three, but have other benefits that make them more desirable than this.
Psychoanalysis: Good to Okay. Versatility is the name of the game here and while you overpay for either the Eureka effect or the horror heal, the fact that you get to choose between them (with info of what’s on top of the deck and whether a shuffle is beneficial) makes it worth it. The icons give the card yet another mode, even including a wild icon.

De-Escalate: Okay. This is fine if you just want an event that heals horror. It’s cheap and comes with good icons which is more than you can say off many other cards.
Insidious Truths: Okay. Notably uses the combat value, which isn’t great for Caro specifically. Definitely a useful card for other investigators, but if you don’t have at least 3 base combat you probably need to have some icons to throw into the test as well which then compounds with the cards you already have to throw into the card for damage.
Deduction: (Excellent, Staple. The archetypical “card for a clue”, this doesn’t cost anything. Actually, it even helps you with your initial test, although you probably only want to use this when you are sure to pass already. In any case, a signature seeker card.) Core Set Reprint.

Establish Motive: Excellent to Good. As long as you are running enough events, you probably want this. Tipping a test in your favor with the wild icons while also getting to replace itself is just a very desirable effect that is hard to pass on.
Literary Analysis: Excellent, Staple. Do you run multiple Tomes? Then you probably want this. Getting a secret replenished is generally worth more than a card, putting this on a level with Perception or, in the right deck, even slightly above.
Scroll of the Pharaohs(0, 4): Good to Excellent. The scroll and its upgrades sit at the intersection of a lot of things the Caro deck cares about. Tome? Check. Horror? Check. Secrets? Check. And the upgraded versions are diverse enough that there’s something in there for anyone. No matter if you go for the weapon, the investigation tool or the encounter manipulation, these all seem powerful enough to matter while not overpowering in a way that many previous Researched card have been, Translating the original level 0 card asks a bunch of actions and horror from you that you have to pay over the course of multiple rounds. Definitely a task, but one that anyone can do as it doesn’t involve any special tests. I like it, this is worth messing around with and has broad appeal to all sorts of decks and investigators. Usually these Researched cards annoy me a bit with how much of the card stock they take up (these 8 cards could have been 4 other distinct cards instead), especially since often one of the options tends to be miles better than the others. But these three options all seem very valid, so i am fine with this.

Magnifying Glass(1): Good. A very cheap upgrade. The cost is reduced by 1, all the way down to zero. Can’t really beat that cost. The ability to return the Mag Glass to your hand allows for freeing up a handslot when you draw something better, but is not terribly impactful. This is not an important upgrade by any means, but at 1XP this is just good convenience.
Unflappable(1): Okay. Unlike the unplayable level 0 version, this is at least worth the card slot thanks to a more sizeable bonus to the test, a more relevant heal and the option to just commit the card for solid icons. Still not great, but does a job that may need to be done.
Typewriter(2): Good to Excellent. Obviously dependent on the Tomes you play it with, but there is a lot of value in this one for little cost. Becomes really XP efficient if you use it to double up on upgraded Tomes (like the Scroll of Pharaohs) but even when looking at level 0 tomes, a secret is usually higher value than a card.

Caustic Reaction(2): Good to Excellent. A functional attack even if you don’t meet the clue threshold that scales up to being equal to options available to Guardians and Mystics when you do.
Hypnotize(2): Excellent to Good. Gets rid of a lot of problematic enemies with very little fuss, i can easily see this get rid of 5+ health worth of trouble in one go. With Sharp Rhetoric, the sky is the limit.
Deduction(2): Excellent, Staple. Improves Seeker’s best skill in the two ways that matter most.

Autopsy Report(3): Good to Excellent. The intellect test is going to be trivial for most Seekers in most cases, making this a fairly straightforward way to pick up an extra clue a decent amount of times. Depend on player count, this could reliably trigger once per round for the rest of the game, putting it on par with what we usually only see as investigator abilities or on high-cost allies.
Sharp Rhetoric(3): Good to Excellent. Much better at being a build-around card that you want to see early than Endurance is and is actually not that far behind the (in)famously overpowered High Education(3) from chapter 1. The playstyle it facilitates is about the most boring one you could imagine, but it’s not a bad one.

Psychoanalysis(3): Good to Excellent, with heavy player scaling. A very different card than the level 0. Instead of being mostly useful for versatility, but with little impact, this now does everything. And for everyone. Psychoanalysis(3) gains huge value in terms of card draw and healing and is useful at every stage of the game. The player scaling makes it only really shine in 3p and 4p games.
Commune with the Cosmos(5): Good. Gaining 5 clues in one go is incredible and the way this advances the game is definitely worth the heavy xp cost. There is a bit of a risk to failing the test and you probably want to play this only with the test at “everything but the autofail” which the +2 to the test might not be enough by itself for. So keep a Perception ready for this if you want to give Commune a go.

Most useful: Deduction(2), Hypnotize, Literary Analysis
Least useful: Unflappable(both), Private Practice, Insidious Truths

Verdict: There are two things these reviews want to figure out for the investigator decks. The first is whether the investigator that is headlining the deck is well supported in here; if the deck is playable out of the box. That definitely seems to be the case, Carolyn is a strong investigator and both her job as a Seeker and her individual shtick have enough behind it to let her contribute in a big way.
The other part then is how useful this set of cards is as a foundation for Seeker going forward, beyond Carolyn and her specific needs. And i am not sure yet how i am landing on this, actually. Putting this theme down in the evergreen card pool seems to signal that this cycle of paying horror for effects and healing it back is something that Seekers are supposed to care about in general. I suppose it remains to be seen to what extent that holds up. I do appreciate the nods towards a couple more familiar Seeker themes however, including Tomes, Secrets, Insights and expendable Miskatonic allies.
Seeker also gets a couple ways to fight here, but not on the same level as Guardian got clue support. I don’t think the level 0 combat options are particularly great, so you do need to buy into the level 2 events rather sooner than later if you expect your Seeker to handle themselves. But maybe that’s fine – at least for now two of the three investigators that play Seeker cards do have enemy handling beyond the Seeker card pool.
This Seeker pool has little in terms of what i’d call a staple card. This is partly because some of the cards (like the level 0 fight events or Unflappable) are just a bit too lackluster to fill an essential role, but also because i am not yet sure if most Seekers will end up wanting horror heal in the end. Psychology Student and Occult Records in particular are both great cards that have what it takes to become staples for sure, so i guess we’ll have to revisit this in the future.

Rogue: André Patel

Representing Rogue in the evergreen card pool is André Patel, whose ability directly references two things that the class is known for: Caring about succeeding tests by more than is necessary. And gaining extra actions. His statline comes with a 5 in agility, further solidifying André as a very archetypical member of the class. This is of course suitable for an evergreen deck. He’s decently powerful, a fourth action really goes a long way.
To do well, he will need to find ways to either weaponize his high agility into ways to fight and clue or ways to turn his lower combat and intellect into something he can use to advance the game. The card pool does indeed allow him to do these things.
One notable thing that is easily underestimated is his very high sanity. Rogue investigators often suffer from being somewhat vulnerable to willpower treacheries and sources of horror. While he does have low willpower, he does at least have a sizeable buffer against horror that will allow him some leeway in dealing with the Mythos.
He’s good but not overpowered, with an ability that can be leveraged in many ways, leaving a lot of freedom for how to build his deck. For veteran players, André doesn’t really add anything particularly new to the game the way that Caro, Marie and Miguel do, but in the pure context of chapter 2, he represents a good baseline for the Rogue class.

Center Stage: Good to Okay. Allows you to take three big actions over the course of three turns. You probably want some extra payoff for these, like oversuccess triggers, but just securing three tests is solid. 3 cost is slighly prohibitive.
Fame: Bad. Math is not in favor of this card, as it requires you to take what is basically 5 resource actions just to get an extra 2 resources out of the deal. That is a major loss of tempo that is very much not worth it. The only way this could ever become worth it is some major Parley synergy because without it you are better off just taking the resource actions when you need them instead of spending a card to force yourself into taking them.
The Grapevine: Good. An inoffensive card that doesn’t ask much from you but can over time save some move actions. Especially if you are the enemy handler or a parley specialist, this sounds very useful. That it doesn’t use a slot means it doesn’t matter if it sits around for a few turns just as long as you find a use for its three charges eventually.

Extravagant Ring: Good to Excellent. An enabler for the oversuccess archetype that will quickly pay itself back and can then be replaced. Especially a low level oversuccess deck can gain a lot of value out of this and André even has a built in payoff for it.
Lockpicks: Okay. I had these break on their first or second use too often to really be excited to put them in my deck anymore. 3 resources are just too much of an investment for that possibility. They are mostly fine as a placeholder for their vastly superior level 1 version but since they are so unreliable i usually just skip them.
Marcus Sengstacke: Bad. Legitimately one of the worst cards to ever come out for this game. Struggles to stay alive for long enough to even pay back his own astronomical cost, nevermind even making a profit. Completely unplayable and a waste of cardboard.

Polished Cane: Excellent to Good. This is reliable enemy handling, good enough to swat small enemies and evade medium sized ones. Elites won’t be affected by this (beyond the one damage from the Fight action), but we can’t ask one card to do everything now, can we?
Clean Sweep: Okay. I feel like i’d rather just play any card with two intellect icons on it most of the time and commit that to a regular investigate. That won’t get me a possible free move, but it also won’t cost me 2 resources. If we get synergies with Tactics, Tricks or just events in general, this might become more relevant but on its own it’s unexciting.
Pay Your Dues: Good. There’s basically two modes to this. Either you grab a cheap clue and push aside a small enemy you hopefully can leave behind. Or you leverage your money to ignore a big enemy and grab a clue alongside that. Both ways of looking at the card are solid, making this a testless variant of Breaking and Entering that can carve out a niche alongside it.

Quick Exit: Okay to Good. As with Quick Exit, any card with two appropriate icons can do a similar job of evading without a resource cost attached. That being said, keeping an enemy down for an extra turn is quite good and justifies the cost as long as you can reliably hit that oversuccess that is required.
A Sudden Fall: Okay. Basic fight actions are pretty bad, so this can’t really be replaced by any card with two icons the way that Quick Exit and Clean Sweep can. This can do the job, but the condition for the enemy to be exhausted makes it unappealing.
Right Under Their Noses: Okay to Good. Working a Hunch isn’t a card i am super excited about, but putting it in Rogue where clues are more valuable and resources are less valuable than either are in Seeker does shift the math enough that this seems solid even with the evasion condition.

Easy Street: Excellent to Good. Up to four icons on a rogue skill? That’s incredible, no matter if used as an oversuccess enabler or as encounter protection. You do need to have some money on hand for this to be good, which is why i won’t just immediately slap the Staple seal on it, but i think this might get one once i revisit these rankings.
Out the Door: Excellent, Staple. This one is easy to call, this card is absolutely fantastic. The icons are outstanding for a level 0 card and gaining some resources without an action is just what we want. This is Rogue’s equivalent to Deduction and Vicious Blow, their signature skill that just immedately makes them good at a certain class-defining thing.
Watch This: Excellent, Staple. Fewer icons than Out the Door and notably lacks an intellect icon which stops it from being committed to a Lockpicks test. It also requires you to have money to make money and if things go bad, it can make you lose money. It’s still an absolute banger of a card which just goes to illustrate how insane Out the Door really is. And for what it’s worth, Watch This can gain you 3 resources instead of “only” 2. I find it hard to imagine a rogue deck that doesn’t just play 2 Out the Door and 2 Watch This unless it’s something like chapter 1’s Preston Fairmont.

Lockpicks(1): Excellent, Staple. A much needed upgrade over the level 1 which stops the asset from discarding from an unlucky autofail. Usually you can use these over the course of a scenario without them ever breaking completely, just netting you ways to gain clues even on high shroud locations.
Out the Door(1): Excellent, Staple. 4 resources is A LOT of resources to gain without it taking an action. This is an easy xp to spend and likely one of the first things that most Rogue decks will want get after the first scenario.
The Grapevine(2): Good. Attaching a card draw to the activation means it pays off even easier as you could just use it when an enemy is in a connecting location and gain value out of it. A bit of a luxury upgrade, but definitely solid enough.

Marcus Sengstacke(2): Okay to Good. Lowering the resource cost while also increasing the sanity value means that Marcus now will make some profit for you and faster than before. How much is still partially left to chance of course, but if you can mitigate that and confidently pass most tests, he could actually last for quite a while. He interacts favorably with Well Connected and is one of the better ways to get the sort of money you need to enable the likes of Black Fan. That does give him a solid place in the Big Money Hoarder deck or one that wants to play a lot of 2 cost events.
Clean Sweep(2): Good. This still only picks up a single clue, so to be worth the resource cost you do want to hit that bonus move. What i quite like here is that the icons on the card are now good enough that you can just commit the card and do a regular intellect test +3 if that would get you the clue as well and you don’t want to spend the resources right now.
Quick Exit(2): Good to Excellent. Adding your willpower instead of getting +2 isn’t all that great of an upgrade for most rogues, but removing the oversuccess requirement from the “don’t ready” effect is very nice. More importantly however, this is a card that can be committed for +3 to a willpower test which is a life saver for many rogues like André who can go from 2 to 5 willpower to deflect a treachery with this. with the upgrade, you are pretty much gaining a whole new mode for this card and both the commit and the textbox are worth having. I think this is really good and might even become a bit of a sleeper hit. Or outright staple.

A Sudden Fall(2): Good to Excellent. Three damage is a very important threshold to hit, especially with an event it vastly increases the number of enemies you can dispatch with it than with the usual 2 damage. The exhaust condition is still an annoyance, but the numbers on the card are good enough to let this card play the same sort of role that Backstab used to do in chapter 1.
The Black Fan(3Ex): Good to Excellent. Throwing 6xp at the lynchpin of your deck and then drawing it only very late or never is always a problem with Rogue’s Exceptional cards, but when The Black Fan is able to do its thing, it is indeed very good. It does require a lot of commitment to the bit however, as the first threshold isn’t all that great and you really want at least the extra action to be active all the time to make this worth your while.
Silver Tongue(3): Okay. Rogue might be the class with the most resources to throw around, but it’s not like they are hurting for other outlets. If/When we get a parley centric rogue again, Silver Tongue will likely be an enabling upgrade for them, but until then i feel like this is too niche to be worth making sure that you got it in your starting hand.

Well Connected(3): Excellent. A very good payoff for its archetype, but even if you don’t go all the way to 20 resources for Black Fan shenanigans, this can easily give you +2 to a test every round and scale up from there. With enough money on hand, you even start no longer fearing encounter tests. One of the few XP cards where getting two of them is worth it in spite of the Limit 1 per investigator and bad icons, it’s just that good of a payoff if you want to go big money.
Right Under Their Noses(3): Good to Excellent. Grabbing two testless clues without having to spend an action on it is very good. The 3xp cost is slightly offputting, but the effect is a huge tempo boost that will be very noticable.

Contingency(3): Bad to Okay. Paying 3xp for an Unexpected Courage whose best case is to do nothing is hard to swallow. This has the potential to turn a fail into a success, but only with 3 (three!) conditions attached – which is at least two conditions too many.
The Red Clock(5Ex): Good. It gives you massive skill boosts for oversuccess, doubles your passive resource income, hands you extra actions… no matter what part of Rogue you care about, the Red Clock probably enhances it in some way. An obvious powerhouse when it’s in play, but for 10xp it better be! This is fun to go for, but do consider what else you could get for 10xp instead and whether your deck still has a strong leg to stand on while you are still waiting to draw the damn thing from your deck.

Most Useful: Out the Door(both)/Watch This, Well Connected, Quick Exit(2)
Least Useful: Marcus Sengstacke(0), Contingency, Fame

Verdict: Unlike with the previous two decks where even the bad cards had at least some niche use, there are sadly some real clunkers in this deck that don’t pass a quick sniff test against Emergency Cache or even basic resource actions. Thankfully, there are other cards in this deck that can play the role of headlining Rogue’s superior resource generation. André’s deck looks overall solid enough and once you start replacing a few of those clunkers or more unexciting events with cards from the Core Set you end up with something that is genuinely capable and good.
I do actually like the focus on event based play that has been put into this deck. Some of the level 0 versions of these events are a bit basic and safe, but their upgrades allow André (or Dexter or Trish!) to make them impactful enough to matter.
Even with the couple bad cards, this is a good foundation for the class to build on and lays out the oversuccess and big money archetypes as valid things to base your deck around. Specifically the “hoarder” version of big money has some good capstone payoffs in Well Connected and Black Fan, but i think they may need some extra juice from further sets to really take off – a bit of collateral damage from two of the resource cards in the deck not holding up to their promise.
From the perspective of a veteran player who has a full collection of chapter 1, this deck doesn’t really offer anything I haven’t seen before, unlike for example the Tommy deck which has a novel focus on flexing capabilities in Guardian and Caro’s deck with all the horror interactions. I acknowledge that this isn’t the goal of these evergreen decks – but still, wih the investigator already being very generic it would have been nice to get something spicier in the cards, especially the high xp payoffs didn’t *need* to be chapter 1 reprints.
With that out of the way, Rogue looks actually quite good from a pure chapter 2 point of view. The rogue pool from the Core was a bit lackluster and mostly propped up by a great investigator, but i feel like André’s deck does indeed fill out the holes in the card pool well enough. One critique i had about the Core Rogue pool was that Dexter was getting very little there, and that too looks very different here. André’s deck fixes his resources and gives Dexter some other interesting pieces like Quick Exit(2) and The Grapevine to consider. We can build our rogues towards multiple archetypes from here and thanks to the resource skills we got something where Rogue is better than anyone else. That’s really all i am asking for from an evergreen card pool.

Mystic: Marie Lambeau

Mystics more than any other class require specific cards to be available for them to do whatever it is they want to be doing because unlike combat, intellect and agility which all have a proactive basic action tied to them, their favor stat willpower is by itself purely defensive. Finding the spells that allow them to turn their willpower into a proactive value is often a weak point to their decks and Marie directly addresses this weak point through a once per phase card draw ability. This does wonders to pull her deck tighter together, making everything more coherent and stops her from just fizzling out from just not finding the right tool for the job. That being said, this doesn’t come for free, as a major theme of her deck is “power at a price” through blood magic. Sure, you might be tempted to even trigger her ability multiple times per round and really tear through her deck, but you better have a plan for the fallout from all that damage. Using her health pool as something that can be turned into cards, resources, damage and more, she’ll need to be careful not to get too close to being defeated by an ill-timed treachery, but in exchange she is able to do some powerful stuff. Her statline does not just give her good willpower and agility to work with, but curiously also puts her at a high intellect. This does allow her to just naturally pick up the odd clue from a low shroud location, but isn’t all that supported otherwise in the early chapter 2 card pool. Historically, there have been Mystic investigation tools too, but for now that high intellect of hers might be a bit wasted.
Still, she’s a good investigator and her innate ability to select and draw cards allows her to really tear through her deck, especially once you consider that her investigator ability also doubles up really well with the one on the Jim Culver ally.

Arcane Initiate: Excellent, Staple. The amount of value you can squeeze out of this 1 cost ally is truly phenomenal. The card pool already includes a good amount of quality spells worth looking for, including a couple of great skill cards.
Offering Bowl: Good. While 5 resources for an action is a lot, three damage is not to be underestimated and you don’t want to end up spending those earned resources on healing. So you need to have more synergies going on to make this worth it.
Bloodstone: Excellent, Staple. Getting +1 to your primary skill is super valuable and this gives you that on a cheap card. The soak is also very good, either as more buffer for your self-damage or to fix up the traditionally rather low health value of your Mystic investigator.

Sacrificial Doll: Okay to Bad. You’d need a very good payoff for the ability to drop this many resources on this enabler. That being said, as a potentially slotless source of redraws that isn’t limited by charges, there might be a world where this does something. But it’d be on the back of that payoff card, not on the Doll’s own inherent quality.
Cosmic Flame: (Excellent, Staple. While it only comes with three charges, these only get used up on successes (and skulls). Flame can also be used without spending a charge at all to basic attack with your willpower which is definitely relevant. This is a great combat spell.) Core Set Reprint.
Second Sight: (Excellent, Staple. Even if you never end up spending a charge on this and just keep the charges banked to ward of the cultist token, you get a way here to basic investigate with your willpower. Mystics are very interested in this sort of thing and you get a lot of uses out of this card before it runs out. If you draw a second copy or just feel the need to pick up some tempo you can even generate extra clues with it. Another great spell.) Core Set Reprint.

Shadowmeld: Excellent, Staple. As far as evasion goes, it doesn’t get more efficient than this. The movement you can gain here combines with the evasion very well in a way that lets you downright ignore most of the non-Hunters you draw and potentially even some Hunters. Cheap, lots of charges, great at its job.
Consume Life: Okay to Bad. This is just the equivalent of an extra charge for a spell asset, yet it costs the same as a full spell asset that would come with three or four charges. That one point of heal is not significant enough to save this from mediocrity.
Favor of Baalshandor: Good. There’s some strikes against this card, like the lack of icons and being limited to not just by trait, but also to assets. But ultimately, it’s three resources that don’t take an action, so it does the job and it does it well.

Infuse Life: Okay. To be fair, that’s a lot of life healed with just one card. But 4 resources is also a lot. In a deck like Marie’s that converts life to other things, you might still come out on top with this, but even for her 4 resources, a card and an action is a tall order to make up for with 3 points of self-damage.
Mirror Form: Good to Excellent. A cheap and efficient way to drop an asset into play which you can then use up immediately. This is a very powerful effect that bypasses both costs and additional costs of the card that is put into play and only reined in by the trait restrictions. We’ll see if that’s enough. It wasn’t for Sleight of Hand in chapter 1.
Spiritual Charm: Okay to Good. Looking at this as part of your resource econ is probably a mistake, this is enemy handling. A good answer to the the Aloof, Hunter and Evasive keywords and if it also pays out some money on the side, even better.

Blood Curse: Excellent, Staple. One of the best cards in the chapter 2 card pool, the ability to toss 4 icons into any skill test is fantastic. And it’s spell traited as well, which already has synergies. Unless my investigator has only 5 base health, i am playing two, no further questions asked. And even then, i still might.
Cosmic Guidance: Okay. If you are dealing yourself a ton of damage, then this is possibly a necessary concession you make to mitigate it. Definitely not an exciting card and one you hope to be able to shed for upgrades rather sooner than later.
Torrent of Power: Good. Honestly, this isn’t bad at all. It never really got much play during chapter 1, but when it was released back in Carcosa times we also didn’t have spell assets that worked without spending charges. Obviously Blood Curse and Soul Link exist now as well, but i could see this in a skill heavy deck like Izzie’s being played alongside the new spell assets.

Ceremonial Robes(1): Excellent to Good, Staple. These are a game changer for event-heavy decks, nearly solving the resource issue those decks face singlehandedly in one cheap asset.
Eldritch Whispers(1): Good. Requires some token manipulation to be reliable, but getting 2 extra uses is worth the trouble of replacing your basic Guts with this.
Blood Ward(2): Okay to Good. Part Dodge, part cheap healing. But i don’t think either part is really worth the 2xp, not even with the flexibility of being both taken into account. As a healing card this is going to feel good once its in your deck, but paying the 2xp for it is a bit rough. Overall I think this is mostly fine, but nothing more.

Retribution(2): Good to Excellent. This is a very efficient way to either take out a small enemy or to dump a good amount of damage onto a big Elite. Actionless, testless, works on Elites, there is a lot to like here.
Dread Curse of Azathoth(3Ex): Good. There’s a place for a combat spell that has unlimited uses and the doom interactions could even be turned into something favorable. Once we have more doom interactions in the card pool, this might go up in rank, until then this suffers too much from being a one-off that is thus not worth building around and overshadowed by Cosmic Flame(5).
Ritual Dagger(3): Good. There is some serious potential here, shuffling cards back becomes very strong once your deck is near depleted. Since it’s a repeatable effect, you can set up loops where you play the same efficient events over and over again. Three xp seems like an investment, but you only ever need one. Bit of a gimmick, but one with tangible payoffs.

Spiritual Intuition(3): Good. When you are doing everything with spells and willpower, this talent allows you to do everything better at a very good rate. I could see this be a build-around, as long as you figure out the resource situation.
Blood Curse(3): Excellent, Staple. A great upgrade to an already stellar card, this allows putting the damage onto any card at your location, including enemies. A Vicious Blow with 5 icons that doesn’t even require a fight action to deal its damage? Exceptional.
Arcane Experience(4): Good. Extra ally or accessory slot from the neutral Permanents usually directly translate into an increase in power because those assets tend to give abilities that stack with each other. An extra arcane slot however usually translates into more options, more spells you can have out at the same time but you rarely get to use multiple spells at the same time. Increasing your options has a place, but more often you will probably want to increase your power first (through upgrading your actual spells) instead.

Jim Culver(4): Excellent. Jim Culver fixes every problem a Mystic could face in one swoop. Cards? You get them. Resources? Sure. Soak? Why not, both damage and horror of course. Willpower? Absolutely. He’s insanely good and the only reason i am not just instantly declaring him a staple is that his level 0 is already so pushed that the upgrade might not be a priority. It is a very good upgrade though, especially those extra resources are fantastic.
Ultimate Sacrifice(4): Good? Question Mark? This is not a card to evaluate for how playable it is, but for how good the stories are you get to tell afterwards. But sure, if you use this to generate an extra turn for everyone and then win or resign before you get any consequences then this will have been very worth it.
Second Sight(5): Good to Okay. You are getting an extra charge, but aside from that, the level 5 offers the same amount of clue compression as the level 0. If you are using Second Sight as your main way to gather clues, then upgrading for the skill bonus and the occasional clue from a connecting location could be worth it, but this does seem like the least significant upgrade of the spell asset suite.

Shadowmeld(5): Good. I like this a lot. Any non-Hunter you hit with the “Evade, teleport 2 locations away” is as good as handled and with 5 charges on this you can do it an awful lot. Obviously, the value of evasion is always going to be a bit dependent on the campaign, but as long as the scenario design allows for evasion to be a valid way to deal with enemies, Shadowmeld is incredibly efficient at doing exactly that. As with the Second Sight, the level 0 does most of what the level 5 does already, but as soon as the card becomes a major part of your gameplan, this is worth getting for the skill bonus, movement range and extra charge.
Bend Blood(5): Okay to Bad. I don’t think there’s enough here to justify a 5xp investment into a one-shot event. While the ability to turn off an Elite for a round is a good silver bullet, this really needed to deal more than 2 damage to its primary target to feel impactful.

Most useful: Blood Curse, Arcane Initiate, Shadowmeld
Least Useful: Bend Blood, Infuse Life, Consume Life

Verdict: The Mystic class gets a lot of fun toys with Marie’s deck. Most of this is pretty much what we’d expect, the usual mix of assets and events that let Mystics do their willpower thing. But then there’s also some cool stuff in there that is just a bit different and spicy enough that they are worth bothering with, like the Ritual Dagger or Mirror Form. And Ultimate Sacrifice, of course.
One thing that i find a bit unfortunate here is that the healing options for Marie are quite limited or just straight up inefficient. While some of the other classes get a wealth of options to remove or soak damage, Marie is apparently supposed to play cards like Infuse Life which take much of the tempo that her ability generated away again. This will mean that a Marie that teams up with for example Miguel or Daniela will be looking much much more capable than one that is either on her own or accompanied by a Seeker. She’s still going to be fine of course, but i can’t help but think that something is missing, that Consume and Infuse Life both simply needed to be more attractive so that her core loop of churning her health would actually work well without off-class support. Some sort of asset to help her use her intellect in a more relevant way would also have gone a long way to make her distinct from other Mystics. Something to look out for in the future.
That shouldn’t distract from how well this deck does set up the class overall though. Blood Curse does cement Mystic as the class that throws around bottomless will icons. We have full suites of spell assets for investigate, fight and evade now. An interesting thing about these assets is that their level 0 versions are all pushed far enough that the upgrade is less of a priority than it used to. Mystics in chapter 1 were very dependent on throwing their xp towards getting their Shrivellings etc upgraded and even had to rely on xp cheating crutches like Arcane Research to get that done. As far as we can tell now, it’s perfectly viable for our new Mystics to keep their spells at 0 and put their xp towards other cards instead. That is a big deal for putting off-class Mystic into a much better place and just makes spending xp much more interesting, as it allows for such things as the Ritual Dagger. Good stuff.

Survivor: Miguel De La Cruz

As is often the case with Survivor card pools, the Miguel deck is a grab back of different effects for all sorts of situations. There is a particular focus here on events, but not as much as you’d maybe expect when you read his investigator ability. In addition to that we get a healthy dose of healing, primarily for damage, but also a standout horror healing card. We got our usual Survivor recursion, some weapons, some investigation tools and ways to pass test even with a flat statline like Miguel’s.
Miguel’s investigator ability suggests a playstyle focused around using events to get things done, but is flexible enough that you could also use this free action simply to play your Emergency Caches and recursion, possibly once the card pool widens up more even ignoring traps completely.
Miguel is the sort of investigator that doesn’t bring huge innate power but can use his card pool very well. Similar to André he will need to find a way to use his cards to turn that non-remarkable statline into something that propels the game forward. Thankfully, his cards allow him to do just that.

Daniel Jameson: Excellent, Staple. An outstanding ally that not only gives you a skill boost, but also lets you retake your important tests while also giving you yet another skill boost on top! Don’t overlook that he also lets your retake fight tests, not just evasion tests. He’s autofail protection at level 0. He’s cheap. He even has good soak. He’s a contender to Jim’s throne as the best ally in the chapter 2 evergreen card pool.
Hunting Dog: Bad to Okay. This guy however is underwhelming. That he can only give you a free move at the point of the enemy spawning is just so bad. Most enemies will spawn on top of you, which leaves this to only matter in a few multiplayer situations or when the act spawns an Elite somewhere else. Pass. With Daniel to the left and Loner to the right, this dog looks pretty silly.
Loner: Excellent, Staple. And back to something outstanding. The restriction to empty locations is definitely very relevant and will stop you from using this aggressively and will be awkward in multiplayer situations. But even just getting a free move every other round is still fantastic for a cheap slotless asset.

Old Compass: Good to Excellent, Staple. What makes Old Compass really tick is the interaction with Look What I Found to guarantee clues on 3 shroud locations. But the ability to retake tests does also allow investigators with middling intellect to attempt investigations that’d otherwise not be worth spending an action on and that’s valuable on its own as well.
Pocketknife: Okay. I see the vision here which is using the knife to finish off the 3 health enemies that your trap couldn’t quite kill while gaining some resources that go towards the next traps. I am not super convinced i do want to spend 2 resources up front for that however. I might be undervaluing this one, but chances are that any other solid weapon can easily replace this.
Rabbit’s Foot: Good. As long as you got nothing better to do with your accessory slot, this is a good cheap way to just collect a card here and there, making it an early staple at least. Interacts favorably with the cards that let your retake tests, which is neat and might actually give this a bit more play than i am giving it credit for right now.

Same Old Thing: Okay. Has the same rate as an Emergency Cache. Costs resources upfront, limits what you can spend your earned cash on. In return, allows multiplayer synergies. This can be fine as ECache #3 and #4, but unless you find some good synergy, this is just not that great.
Decoy Trap: Okay. Those icons guarantee that this will always be at least okay for you. The effect is even more scenario specific than the one on Glassing and Lie and Wait and the ability to evade with intellect isn’t high on my radar either. It does hit Elites and that’s where i see this card’s biggest potential, but it’s going to be tough to reliably put into practice.
Glassing: Excellent to Good. Just triggering this once means you get to try and discover 2 clues without ever having to take an action. That’s pretty sweet and shifting the test to agility is relevant often enough. Again, great icons on this one too. Might be a bit awkward to set up in some cases, but will probably work often enough to be worth the hassle.

Guerilla Tactics: Good to Excellent. This is a great way to deal with Aloof enemies and worth including for that alone. That it can also finish off something that walked into a trap or evade an enemy without having to engage it first is sugar on top.
Hidden Shelter: Okay. Pretty good in a multiplayer situation where everyone sticks around on the starting location for a turn, but aside from that this seems clunky.
Lie in Wait: Excellent to Good. Heavily scenario dependent, but if you can indeed trigger this multiple times you can get a lot of value here. As a Fast card, it doesn’t take much however and just getting a free 2 damage attack on something can be worth it. And, just like with the Decoy and Glassing, if you have situation where this doesn’t work, then you can always fall back on great icons.

Stalk Prey: Okay. You can find this to dig for victory points in the encounter deck which seems like a better reason to include this than the free clue. Survivors have better ways to get clues that don’t require you to put enemies on the map. The package is fine overall, but not great.
Do-Or-Die: Excellent, Staple. Getting back your best card, no limit on the level? Don’t mind if i do! Can’t pull back skills which is relevant, as is the restriction to Survivor cards, but you’ll get lots of value out of this nonetheless.
On The Brink: Okay to Bad. It’s a wild icon and little more.

Extra Rations(1): Good to Excellent. Compared to Bandages you get an extra use and a more forgiving timing window here. In exchange, you can’t use it on other players or their allies. Sounds fair.
Field Dressing(1): Good to Okay. A strict timing window and a condition, but in exchange this heals 3 points without ever having to spend an action. That’s good, but is overall probably still overshadowed by both Extra Rations and Bandages.
Rough(1): Good to Okay. That can be a lot of wild icons which makes it flexible enough to serve either as a way to secure a combat test or as encounter protection when you are already beat up.

Canteen(2): Excellent. At 6 points healed for a single action and card, this card is exceptionally good at its job. While sanity healing isn’t something you will want for all your decks, this is a one-stop solution to all your sanity-related worries.
Hunter’s Instinct(2): Good. Requires a certain amount of leveled up cards to be in your deck before this even becomes interesting. But once it does, it becomes a good way to let your level 0 Hunter’s Instinct stay relevant.
Winchester Model 52(2): Okay. The main purpose of this gun is to enable fighting for investigators with only 3 combat which will then be boosted to a much more workable 6 by the Winchester. A two-handed gun that only deals 2 damage twice is still kind of niche, but as a supplement to events or spells it could do the trick.

Guerilla Tactics(2): Excellent to Good. Adding an extra damage onto Guerilla Tactics turns it from something that snipes Whippoorwills into something that is able to actually remove real enemies.
Respite(2): Good. Shuffling your 3 best cards back into your deck can vastly improve your draws for the next turns, as long as you do it while the deck is almost empty. Since it draws you a card right away, there is also no tempo loss to Respite.
Rope Trap(2): Okay to Bad. Just worse than Lie in Wait in almost every way. Worse icons, takes an action, can’t deal 2 when necessary, randomly discards itself. It’s testless and bypasses Aloof, which gives it at least one role… but it’s one that a couple better cards in this deck already fulfill.

Levelheaded(3): Okay. If you absolutely want to start with encounter protection in your hand, this does the trick.
Longbow(3): Excellent to Good. There are very few ways to deal 3 damage in one attack and this is even infinitely repeatable. Let’s you fight with agility. Beats Aloof, too. There is a lot of power packed into this card, the only real cost to it is the two handslots.

Makeshift Bomb(3): Okay. While probably not the most efficient way to go about things, this does provide a big effect that is worth jumping through a few hoops for. Hitting multiple enemies at the same time with this without blowing yourself up is going to be difficult however, much more so than with Dynamite Blast in chapter 1.
Timely Intervention(3): Good. Great card when taken by itself, but massively overshadowed by Scrape By(1) from the Core which offers an even better effect for only 1xp.

Most useful: Canteen, Daniel Jameson, Loner, Do-Or-Die. Yes, i am putting four down. Sue me.
Least useful: Rope Trap, On the Brink, Hidden Shelter

Verdict: There’s some really strong cards in this deck that do a great job of setting up Survivor as the jack-of-all-trades class. They get movement, they get attacks, they get investigations. A solid amount of fail protection and nudges towards fail forward are also present.
Miguel’s trap gimmick thankfully doesn’t take over the pack more than necessary. There’s enough here to make it work, but the deck is broad enough in its scope that you can take him (or other survivors using his cards) in many different directions. Well done on that front!
The thing that most surprised me was the amount of healing still in here. The Core set survivor pool already went pretty hard on healing and soaking which i scratched up mostly to Daniela’s presence. But Miguel’s deck further doubles down on it and Survivor now has a lot of choice in which cards to take for those purposes.
It will remain to be seen how well the whole Trapping thing is going to play out in practice, but even if it doesn’t pan out there is definitely enough to like in here left.

Investigator Decks Spoiler Roundup #6

Intro

WE DID IT! Finally, after 5 months(!!!!) of near constant spoiler roundups for the new Core and the investigator decks, spoiler season is finally over. Gotta be real with you, it’s about time. To celebrate, we finish up our spoiler season with the previews for Miguel De La Cruz’ deck which shaped up to be a banger of a deck.

Sources

Blood Drinker was previewed by ArkhamHorror on the official site.
Respite, Decoy Trap, Stalk Prey and Rope Trap were previewed by Rolling Dice and Taking Names on their Youtube
Do or Die, On the Brink(0), Field Dressing and Extra Rations were previewed by Tatort Arkham on their Youtube
Rough, Canteen, Hunter’s Instinct(2) and Winchester Model 52 were previewed by The Barnaby Files on their blog
Old Compass(0), Guerilla Tactics(2), Daniel Jameson and Loner were previewed by ¡Tengu Un Plan! all over the place
Longbow, Pocket Knife, Rabbit’s Foot, Levelheaded(3), Timely Intervention(3) and Makeshift Bomb were previewed by Drawn to the Flame on their podcast

Survivor

This is a very good ally. He’d already be playable as just a cheap +1 agility ally with good soak, but that ability is incredible too. Attacks and evasions are of course very important tests and getting to reroll a fail can and will absolutely make a difference. This is even more the case if you use events like Guerilla Tactics or Lie in Wait to do your fighting and evading as you usually only get one shot with them. This even protects against the autofail which is a wildly powerful thing to get on a level 0 card. And then to top it off, he also gives +1 to the second test? Crazy.
Just be aware that failing your attack twice will indeed trigger Retaliate twice. But yeah, this guy is awesome and doesn’t have to hide from the comparison to Jim Culver or Olivier Bishop.

Putting a card like this at level 0 is spicy. This could end up a class-defining card for Survivor as it does not ask for a lot in exchange for the movement it frees up. Do no underestimate the “empty” condition for the location you can move into with this, that is going to be relevant a lot. It means you can’t use this well to cancel out Elusive or move into a Hunter with all actions left to fight. Maybe even more importantly, you can’t move into a location with another investigator in it which will be very awkward and influence turn order among players. Player count does matter here of course.
That being said, even if this only hands you a free move every other turn, this still is worth getting. A very good card, just don’t expect it to be Olivier Bishop or Pathfinder levels of strong.

An alternative for basic investigation to the Hand-Crank Flashlight and despite costing an extra resource that seems like a good investment unless you reliably expect to pass all your tests already – a tall order with the investigators we currently have that can run this.
Compared to the Hand-Crank, this turns the +1 intellect bonus into a -1 shroud for the test. This becomes relevant when you want to use it with Look What I Found to guarantee getting clues on 3 shroud locations. This interaction might even be the main reason why you’d want to use this in the first place, LWIF plus recursion seems like it’s an actually sensible plan to base a clue finding survivor on.
I think while not super impressive just taken on its own, this card is definitely solid enough in context to have a place.

If you are using events to do your fighting, you will often find yourself with 2 damage against 3 health enemies. In those situations, the Pocketknife can be used to finish off enemies while collecting a bit of cash for the next event. Somewhere between that interaction and the ability to use your agility to fight, this seems fine? I am not super thrilled to pay 2 resources for this, i wish it were one cheaper. Not completely unusable and i’d at least want to try it, it might play better in practice than the raw numbers suggest.

Yep, that’s been one of the early signatures of the class in the early chapter 1. While i’ve personally never been super hot on it, it definitely has enough fans and to its credit it’s never actually bad. It’s cheap and can hand you a couple of cards, if nothing else it’s a great inoffensive card you can run if you don’t have anything else going on in your accessory slot. Even has a wild icon, for when that’s relevant. Super solid and makes a lot of sense as a plant for the evergreen card pool. And who knows, cards like Old Compass and Daniel Jameson suggest that we might be going harder on the fail forward archetype in the future as well.

I really like this cycle of level 0 traps, consisting of Lie in Wait and Glassing which we’ve seen before and now Decoy Trap as the evasion based one. The great icons on the cards really do a lot to offset how conditional Trap cards like this are innately. So even if the scenario layout doesn’t allow for them to be useful, the ability to commit for +2 to two different skills will always make them at least decent inclusions. Decoy Trap is maybe the one i am least keen on of the three, but it’s still a good card in many situations. In a campaign like Innsmouth or Forgotten Age, i could definitely see myself wanting both Lie in Wait and Decoy Traps to deal with the many Hunters that are on your tail at various points. All the traps have an effect they can be cashed in for when you no longer want to keep them around. For Glassing and Lie in Wait, that’s a clue and a damage, in comparison the free move on Decoy Trap seems a lot more situational. Not sure that’ll end up all that relevant.
While i would put this a notch below the other two traps, i think this is still good.

The encounter sets from the new Core don’t have any enemies spawn at locations other than your own, so in a chapter 2 context that final bit of text on Stalk Prey doesn’t matter much yet. The thing that is expected from you here is of course to drop a trap at your feet, then conjure up an enemy that can trigger it while you also gain some benefits along the road. That seems fine, but it’s definitely a much bigger ask outside of Miguel who can make this event Fast.
There’s some things to like here, for example that Stalk Prey is able to fetch Elites. But then again you do draw the enemy, so it’s not a way to get around Aloof to have an easier way to deal with Zealots and Whippoorwills by just punching them.
Overall, this seems pretty good in Miguel, but is it something i would consider for Daniela, for example? Probably not, I don’t think this is something i am playing without trap synergies or being able to make it Fast.

Oh wow, i did not expect something so close to Resourceful to be available right from the start again. Grabbing any event or asset back is very useful, especially once you factor it that it can pull leveled up cards as well. Not much to say about this, it’s a very obviously powerful card that lets you get double duty out of your best stuff. You’ll need a reason not to play this and i can’t think of any.

I mean… it’s not great but it’s at least better than the level 2 from the Core just on account of not costing 2xp. There’s still not much of a point to it, but i suppose at level 0 it does at least not come with a huge opportunity cost if you do plan on some line of play where you commit multiple cards into one test and can’t afford to lose the cards on fail.
Nah, i don’t see it.

It’s not a strict upgrade from Bandages, as Extra Rations is only able to heal you or your own allies, not anyone at your location. If that is of no priority to you, then Extra Rations does provide quite some upside from Bandages otherwise though. An extra use and less restrictive timing make this worth the extra xp to put into it. You could even use both and be nearly impervious to any sort of incoming damage. Since you can even heal your allies with it, this can fuel some ally who uses their health as pseudo-charges for a long time, Daniela could sustain Detective Sherman with it for example. This seems good. Somewhat redundant with Bandages, but options are good as long as they all have their niches.

Speaking of options… If Bandages and Extra Rations aren’t hitting the spot for you, then maybe Field Dressing does. It’s less flexible because it can’t spread out the healing over time, it has to do it all in one swoop and requires a specific trigger. But in that one go you can still distribute the healing around multiple targets. And where Bandages and Rations offered a bunch of healing for just a single action, this does the same amount for no action at all. Add to that how Field Dressing can be recurred with different cards than the other options and we have a surprising amount of options with different niches for survivor healing now. Due to the requirement to defeat an enemy before you can play Field Dressing i would put it slightly behind the other two when looking at them by themselves, but event synergies could easily put Field Dressing ahead for some decks.

It’s another way to upgrade your Unexpected Courages into something with a bit more reach and it’s cheap enough to do. It’s particularly good at fighting of course, but the flexibility to be able to use this to pass the agility test on a treachery that would deal you even more damage can admittedly be very nice. With the healing that is available in the class, i probably would rather stay healthy in the first place, though? The card might gain more relevance when we get more cards that scale with damage on us. Otherwise i think this will end up just as niche as the Desperate skills did in chapter 1.

Oh wow, this is really good at what it does. Cherished Keepsake was a much played staple in chapter 1 and this flask basically has three of those teddy bears in it. Well worth paying 2xp to fix almost all your sanity issues. Add any sort of recursion to bring this back even once and it’s hard to imagine that you even have to care about sanity anymore. This removes trauma and fuels anything from Izzie’s shenanigans to Meat Cleaver. Obviously the accessory slot is the real cost here, but that never stopped Keepsake either. An exceptionally efficient card.

(Note: this card is getting errata to discard when its supplies are spent, just like the level 0)
Yeah sure, why not. This upgrade is never a priority because the level 0 is already so good and because it requires other upgraded cards to be in the deck in the first place. But if you run into a situation where you don’t have enough level 0 targets in your deck anymore for the level 0 Instinct to reliably provide its value, then you can just chuck this in. I suspect that i am going to be perfectly fine using the level 0 most of the time, but when i do want to open up the range of cards to recur, this does have the right price.

It can’t be overstated how much better +3 combat is than +2 combat in a class where most investigators only have 2 or 3 base skill. Getting your skill value from 3 to 6 is essential to reliably pick off targets and at 3 resource cost this is affordable too. Two-handed is the real cost here, but both Isabelle (who can also use spells to do things) and Miguel (who can use events to do things) can manage that well enough. I am more iffy about the card on Dani, who i see as more of a melee weapon user who also has the base combat that can make better use of the Guardian weapons but two out of three is fair enough.
At 3 cost this also seems fine to recur once or twice if you have a Do-Or-Die to get it back.
The bottom line is that it’s a solid enough gun in a class that doesn’t have too many of them. Seems fine when you want to enable an investigator to fight but have a low base skill and don’t want to constantly keep your sanity at the Meat Cleaver threshold.

“The value of this card skyrockets when you are able to tack Vicious Blow-like effects to it that increase the damage dealt by the attack.” is what i had to say a few weeks ago when we got to see level 0 Guerilla Tactics. Well, there you go, mission achieved. I didn’t expect to also get a damage on the evade, but sure… might come in handy occasionally when using this to stall out an Elite. This is the sort of card worth upgrading your Hunter’s Instincts for.
I suspect i will be playing this a whole lot, it’s the sort of card i enjoy. Marksmanship is a card from chapter 1 that i got lots of mileage out of and this is basically a better version of it with more options, better icons and without a Firearm requirement. This is going to kill so many Aloof or Elusive enemies. You notably don’t need to upgrade the card to kill Whippoorwills and Zealots, but the ability to finish off Bat Horrors or just generally drop a cool 2 damage on unsuspecting fools in other locations is good. As is the ability to evade an elite enemy one location over without ever having to engage it.

I am very interested in this effect, shuffling back 3 cards can be quite good. And since it replaces itself with a new card, potentially even one of the ones i just shuffled back, i don’t really have to sacrifice much in terms of tempo for it either.
Like the Ritual Dagger we’ve seen for Mystic, these reshuffle effects are best once your deck is running low. Throwing your best 3 cards back into your deck which currently only has 5-ish cards left will vastly improve your next turns and depending on the cards you threw back will even lead to more cards drawn and getting far ahead.
Is this worth 2xp then? I think it definitely can be. Not a card that will go into every deck of course, but any event or skill based deck needs to be backed by card draw anyways to keep their hand size up. So they will be running towards that point where they are close to a reshuffle and can cash this in fast. Like the Dagger it’s also a great one-off, you don’t need this early. And if you do get it early, just commit it for the two wilds and Do-Or-Die it back to your hand later. I think many decks can gain a lot out of this as long as they have a number of level 0 events and/or skills they plan on keeping in their deck.

I am very unimpressed, this is just kinda bad. The damage is testless and it can hit Elites, but how relevant is that 1 damage really for that case? Not Fast, unable to deal 2 damage when you need it to, bad icons, randomly discards itself … this reads like a way worse Lie in Wait to me, something i really have no interest in paying 2xp for. I suppose this is Whippoorwill tech or you could use Stalk Prey and throw a Zealot into this… but even then i would only consider this for Miguel, there’s no way i am spending an action here.

Has the same question behind it as the other Starting Talents about whether you really need them in your opening hand or if you are fine just drawing them on turn 5+. I think Levelheaded is one of the better talents, not as conditional as the others because every investigator has a use for encounter protection. I could see myself taking this upgrade as sort of a poor man’s Studious, where i am keen on getting the talent out eventually, but am also fine with just having an extra +2will/+2agi skill in hand from the start. It’d be one hell of a luxury upgrade still, of course.

Ooooh, they put Ornate Bow into Survivor! It now uses a bespoke type of uses, so no slapping a Stock Ammo Reload on this. But in exchange this is yet another survivor card that lets you bypass Aloof. This is clearly a great card and one that interacts well with the whole event/trap thing that Miguel has going on too. Events often struggle to take down enemies with more than 2 health, so the Bow can complement them by taking on the bigger guys. You got an unlimited supply of arrows to feed into your bow, but loading each takes an action – if you miss your enemy that means you might take an attack of opportunity before you shoot again. Luckily you can have an ally that not only gives you +1 to your agility, but also lets you retake the test if you happen to fail. This is a really good weapon and there’s a lot of support for it around already.

Make it Forced, you cowards!
Ha. Note that while you can trigger the Bomb when an investigator enters the location, you don’t have to. The reaction is optional, like all reactions.
In any case, 3 damage to everything at a location is a big game and worth jumping through a couple hoops for. Miguel has it a lot easier with this, as he can not only make it fast, but also use his Knapsack to drop it at a connecting location. Everyone else needs to leg it out of the location after playing the Bomb or face the music when they draw an enemy in the following mythos phase and have to decide whether to trigger the thing while they are still in the area.
Once we got some scenario knowledge, it’ll be fun to booby trap locations where we know an Elite is going to spawn on the agenda/act flip. Pity we can’t put two of these down in the same location.
A gimmicky card and probably not strictly super efficient to use, but definitely fun.

Oh wow, that’s a lot of icons to throw into a test after knowing the token pull. While there is some steep competition from Scrape By for the role of this card, just the fact that it’s a skill gives it enough distinction that may end up being relevant – although right now it’s mostly to its detriment, events are currently easier to recur than skills . That being said, you might just want to run both?
I suspect this is one of those cards that looks great and super worth it when taken for itself, but the level 0 is already so good at doing 80% of the job that other upgrades will often take priority over this one. Izzie loves this though and i could see her skipping Scrape By alltogether in favor of getting yet another big bunch of wild icons into her deck that she can loop.

Weakness

As far as weakness enemies go, this no-so-subtle teaser for the upcoming Children of Blood campaign is fairly tame and relatively easy to defeat. Any enemy weakness always has the advantage of being able to stack with whatever the following Mythos phase brings and that can definitely be an issue. After all, defeating this guy will sill usually take two of your actions to handle. The low combat value means that the Retaliate isn’t something to be terribly afraid of if you are a capable fighter, but of course not everyone is. If you need to be bailed out by someone else, that puts further pressure on how the team handles the fallout from the next mythos phase plus this guy. So while he’s superficially not an impressive enemy, he doesn’t need to be. Actually, he shouldn’t, he already does provide a similar impact to most other weaknesses just from being 3 health.

The Encounter Set Substitution Table

Intro

The new online rules reference, called the Grimoire, includes a so-called Encounter Set Substitution Table. What this table does is give a rough approximation of which sets in the new Core can be used instead of their chapter 1 counterparts in old campaigns. The intention behind this is allowing players that only own the chapter 2 to play those old campaigns without also having to find an old Core Set. Personally, i will add that this is also an interesting thing to think about for veteran players that might look at this as a way to change up their old campaigns with the new cards, kind of like getting a mini-“Return To” box for every chapter 1 campaign they already own.
Obviously, the subsitutions aren’t going to be perfect, especially the thematics aren’t going to overlap perfectly and lead to some weirdness that you need to handwave.
So let’s check out the suggestions made by the Grimoire and how well i think they work in specific examples.

For reference, here’s the Substitution Table in full.

Also, here’s an earlier article of mine that has images of all the new encounter sets.

The Verdict

Let me start with a summary of my findings when i dug into this chart and the suitability of the replacements. I found it lacking. The idea of using the new encounter sets to stand in for old ones is rock-solid and can definitely be done. But the specific suggestions in the Grimoire leave a lot to be desired. The list is too focused on theme over function and also hobbles itself by the desire not to repeat itself. So since they used Flying Terrors as substitute for Nightgaunts already (a very sensible choice), they didn’t also want to put it as replacement for Agents of Hastur and put the unsuitable Hallucinations instead. That is to the detriment of the functionality of the list however, Nightgaunts and Agents of Hastur aren’t used in the same scenarios so replacing both with Flying Terrors is no problem. And neither is leaving a set in the box and just not using it. The priority for putting this list together should be that it works, not that it looks symmetrical through using every set and only using it once.
There’s something here in concept, this chart could be a great asset both for new players that might find a way here to make an old campaign work for them and for veterans who might find a cool new version of a familar scenario. But the substitution list as provided is leaving a lot of that on the floor and in my opinion needs an overhaul. Nobody expects (in good faith) that the new sets can cover every eventuality or that everything has to match in flavor as well as mechanics. But we’d at least expect the list to not leave us with a replacement that opens up more questions than it answers.

The Replacements

So let’s look at these suggestions one by one.

We are starting into the list with a bit of a head-scratcher. It was sort of an impossible substitution to make in the first place, as Agents of Cthulhu is used in the two campaigns where Deep Ones matter and the new Core simply doesn’t have any Deep Ones. However, Reeking Decay doesn’t have an enemy in it at all and neither of the two treacheries does something close to what Dreams of R’lyeh does. So Reeking Decay ends up introducing more elements of damage and asset hate into scenarios like Pit of Despair and The Western Wall. I don’t think this one works all that well as a substitution, Mad Science seems like a much better fit as it at least has a 3/3/3 enemy in it and a treachery that does deal the horror that the Young Deep One did.

Again, this replaces an encounter set with an enemy and treachery with one that has no enemy in it. While Byakhee is not as much of a big deal as a trait as Deep One is, there is at least one scenario (Unspeakable Oath) which mechanically requires Monster enemies from its encounter sets to set aside for its scenario mechanics and one (Phantom of Truth) where the Byakhee trait does play a role. My suggestion here is to use the Flying Terrors set instead to replace Agents of Hastur. The giant bat monster can be handwaved to count as a Byakhee, it fulfills the Monster requirement and the Aerial Pursuit treachery plays nicely with the other enemies in the Carcosa scenarios.

There’s only one scenario that even uses the Agents of Shub, and Witching Hour requires only enemies, a number equal to the player count to be exact. Which Mad Science only has two of. So this substitution only works for 1 or 2 players. To be fair, the Mutated Experiment is indeed a good and mechanically close replacement for the Goat Spawn. But for 3 and 4 players, you need to look elsewhere. I would suggest adding Hellhounds or Bat Horrors in those cases.

This is a very good fit thematically, but again we are missing an enemy here. This is fine for the two Dunwich scenarios this is used in, but problematic for City of Archives which heavily features the Yith Observers. There is no great solution for this, i suppose you can use the Bat Terrors or Mutated Experiments as similar big monsters and just apply the relevant scenario text to them.

10/10, no notes. This is an excellent replacement, i really like Cosmic Evils. One might even argue that this is not just a replacement but even a direct upgrade.

This is a replacement that seems solid by theme at least. Flash Flood is the new version of Obscuring Fog for sure, so that checks out too. I would however argue that the most iconic feature of Chilling Cold is Crypt Chill and the asset hate it provides. Bad Weather is overall a decent replacement that works well enough, but if you want to go the extra mile you can use Putrid Vapors from the Reeking Decay set instead of Downpour to mimic the old set the closest.

This is a very close match that should mostly work very well. There are at least three cases where the assumption that the enemies spawn in empty locations seems heavily factored into the workings of the scenario (Black Throne, Shattered Aeons, Echoes of the Past). So consider maybe adapting that behavior for the replacement enemies? I don’t think it’s essential however and this can work as suggested as well with minimal loss.

Thematically, this doesn’t work at all of course. Part of the reason why the Ghoul set was only sparingly used was because of its specific flavor, so on the inverse we are bound to get into trouble replacing them cleanly as well. That being said, in terms of mechanics, this seems good. Great, even. You get a bunch of mid-sized enemies and a treachery that tests agility for damage, same as with the original Ghouls. You are going to have to make up your own head canon for why Pickman in the dreamlands hangs out with Arkham gangsters or why there’s Hellhounds in the Paris catacombs, but when we are talking about the Dreamlands and Carcosa, everything is possible, right :)

Sure, it’s a clean replacement with similar flavor at least. That being said, the cards do very different things. Locked Doors is a card that stops Seekers from investigating and can’t be discarded by testing intellect – if you want to replicate that with the new sets then consider Downpour or Unspeakable Truths from the Bad Weather and Eldritch Lore sets.

This is a very good replacement. It loses the whole “Central location” thing of the Nightgaunts set, but that was a weird gimmick in the first place. No notes, this is a very clean swap.

Good on them for giving two options here and i think these are both quite interesting on a case to case basis. Both the Bystanders and the Whippoorwills are much more relevant enemies than the Rats are of course, so this does increase the difficulty of the scenarios slightly, but that doesn’t have to be bad. I am actually quite intrigued by this, Pit of Despair with Whippoorwills sounds like a really neat thing, as does the introduction of Bystanders into One Last Job or the House Always Wins. The elephant in the room is of course Secret Name which is built around rats… but i have to be honest with you, mechanically that scenario should be super interesting with Whippoorwills too. Those birds become a menace once they get buffed by both the agenda and Brown Jenkins. Consider ignoring the Aloof on the Whippies for that scenario. Similarly, if you play the 1000Shapes scenario with Whippoorwills that gain Swarming, those -1 to all stats start to stack up to a point where this becomes a new interesting thing as well.
In terms of flavor, Bystanders can be interpreted a lot of ways, from casino guests to dock workers. And if you pretend the Whippoorwills are Swarm of Bats, they also fit well enough into abandoned houses or the caves under Innsmouth.
I think this substitution is as good as it can be.

Striking Fear is about horror, stalling and taking willpower tests. Stalling and Willpower are well represented in Torment as well, the horror is replaced with discard. Yeah, this works well i think. For scenarios where the Horror dealing element of Striking Fear is the point (like Dim Carcosa) or that otherwise ask for the Rotting Remains card by name, consider using Eager for Death from the Whippoorwill set as the closest approximation for that treachery.

Yes, this works. The MM treacheries were mostly about slowing down investigations and that is what Dead Ends does as well. Raising Suspicions does achieve this through increased pressure from the doom clock, but that’s okay. It’s not an exact match of course, but it’s good enough.

I really like that they made sure that the new locations match the old ones, only updated for Arkham after being flooded by Cthulhu. This even includes having multiple alternate copies of the locations that had alternates in the old Core, so you can exactly follow the setup descriptions of Threads of Fate, etc. Good stuff, very well done. If you are one of those people who keep replaying Midnight Masks over and over again, congratulations on a very exciting way to mix up that scenario now.

Closing thoughts

I want to make very clear that this is not an evaluation of the new encounter sets by themselves. I think those are very very well done. It’s only the replacement chart that seems a bit half-baked in its execution. The potential for the approach to pay off is there, but i don’t think the substitution chart is good enough to provide what it promises and needs work. Whether that’s something that happens on the official side or if it needs to happen as a community resource remains to be seen, i suppose.

A first look at the new encounter sets

Intro

I want to give a quick overlook over the new encounter sets from the 2026 Core. Don’t expect any deep insights here, it’s way too early for that anyways. In the end it’s all going to be about how the sets are used in the campaigns to come… and it’ll take a bit before we get to that point. I am also not going to talk about direct comparison to the old encounter sets, that’s going to be its own article.
Mostly, this is an excuse to get some photos of the cards on my site and give a few first reactions about how they felt in the Brethren of Ash campaign i played.

The Encounter Sets

The Arcane Locks set has two of its namesake treacheries. It drains an action or two, depending on player count and whether the scenario makes you backtrack it could be more. You can discard it with willpower or intellect, and while the difficulty is higher than usual, a Seeker should have little problem with that. Not super impactful by itself, but it’s one of those cards that just takes away some actions to slow you down just a bit.

The Ashen Pilgrims set is all enemies, two Hellhounds and two Cantors.
The Cantor of Flame is the only enemy in these new sets that i would classify as a filler enemy, something that just not all that threatening. Retaliate means very little with 2 combat and 1 damage, so the most relevant text on his card is probably the Cultist trait.
The Hellhound is a lot more impactful, as it comes after your assets. A 3 health, it’s usually not going to go down in one swing, so this slows you down. A high evasion means that the Hunter is rarely going to come into play, with that Forced ability you wouldn’t want to keep the Hellhound around anyways.

Bad Weather has two treacheries, two copies each. It’s themed around slowing down your investigation.
The +4 shroud from Flash Flood is a huge number and can stop an investigation at your location alltogether. You can still bypass it with things like Scene of the Crime, but even just a lowly 2 shroud location jumps all the way up to 6 shroud which is a tough ask. This ended up a free encounter draw for me a few times, when i either didn’t intend to investigate anyways or the location was even already empty. But when it’s relevant, it’s very tough to beat.
Downpour is a near-reprint from Hemlock Vale. The original version tested intellect, now it tests agility. As a result, Seekers can’t just shrug this off and non-Seeker clue finders don’t get disproportially punished by it. Instead Downpour now is equal opportunity terrifying for everyone! Oh joy. From personal experience i can tell you that Joe Diamond hates this card. Drawing this while you don’t have clues means it threatens to have you skip your turn which is very dangerous as well. This is a card that you will want to be aware of and that is worth keeping a Manual Dexterity or Courage in hand for.

Bystanders is a set consisting of three of these guys. Unless you are ready to eat the doom from them dying, you need to evade them or disable them without defeating some other way. This is a very cool enemy that can be used in very interesting ways in scenarios beyond just the surface level text on them. Brethren of Ash for example has the Fire! treachery which also threatens to kill them if you don’t save them. Raising Suspicions and Dark Magician are cards from other encounter sets that would also interact with them in a nasty way. Lots of potential with this guy, it will be interesting to see how he gets used in the future.

Yeah, this works. Cosmic Evils is the new version of the treachery i named my blog after, and as with the classic Ancient Evils there are three of them in the encounter set. Cosmic offers a sadistic choice of either having the doom clock march on or having to take damage, horror and a new encounter card. As long as the campaigns keep the pressure on the health and sanity values of our investigators (and Brethren of Ash definitely does), this choice is very much not obvious and an actual thing to think about. For reference, during my play of BoA i drew this treachery three times, i picked the doom on all three occasions and i believe those choices to be correct in hindsight too. I think a lot of people are going to pick the damage/horror/surge option when it’s not necessary because they overestimate the impact of a doom.

The Cultists set has six cards in total, providing enemies based on doom mechanics.
There are three Zealots in the set. They spawn at your location and are easy to defeat, but Aloof makes this at least a bit of an ordeal. They are a good argument for players to bring some sort of Aloof tech, but aren’t terribly threatening by themselves.
Their leader, the Dark Magician is a one-off. He’s a lot tougher and more resilient. If not defeated till the end of the round, he starts putting doom into play. First on himself, then on other enemies. Since he spawns directly on you, that should be preventable – but it is a huge priority, you don’t want this dude to start putting doom on Bystanders or big Elites.
Finally, there’s two copies of Blasphemous Invocation which can either put a bunch of doom into play or searches up a Cultist from the deck if none is around. It can at max put one doom on each enemy and only on Cultist enemies, both conditions which severely limit how bad this can become unless you left a lot of Cultists that don’t already have doom on them running around. Mostly this just conjures up a Zealot if you fail the test.
The doom generated by the cards in this set seems mostly easy enough to get rid of, but they do gain some spice if the scenario also has Elite Cultists (like BoA has) or if it has ways to spawn these guys on different locations than your own.

The Dead Ends set has another four treacheries in total, two of each one pictured. The two cards are not as mechanically linked as the ones from most other sets are, they both kind of do their own thing.
Raising Suspicions puts doom into play, as long as there is an enemy around to carry it. As with the cultists, this doom can’t go on an enemy that already has doom. So it has to spread out, making it more difficult to remove. This can be a real annoyance if you thought you could just leave a Whippoorwill or similar around and outrun it, if the doom lands on an Elite or on a Bystander.
Red Herring punishes you for hoarding clues with a higher test, but failing this isn’t all that bad in the big picture. Picking up the clue again will eat up an action and the horror isn’t nothing, but looking at the likes of Downpour the mythos phase could get a lot worse than this.

With Eldritch Lore, the encounter deck wants you to drop your clues and make it harder to pick up new ones. In both cases, it makes you take horror if you want to keep your clues.
Forbidden Secrets tests intellect and makes you drop clues if you fail. This sort of effect is a huge pain for non-Seekers who collected their few clues through means like Look What I Found, but there is at least the ability to pay horror to keep the clues. This is a tough card for some investigators, but the player choice behind it makes it a lot more bearable.
Unspeakable Truths does the same thing that many basic weaknesses do, where it puts a debilitating effect on you and asks you if you want to spend two actions to get rid of it. Or if you feel like you can keep it in play for a bit. I like when the encounter deck has a card or two like that in it, it just can’t be too many of them because that action cost is quite huge. The two times i drew it, i actually kept it in play, preferring to take a couple of points of horror here. But this could really go either way, depending on *when* you draw it as well, of course.

The Fire! set has seven cards in it, five of them being its namesake, the other two being Noxious Smoke. While there’s in principle nothing stopping a scenario from just using this set the regular way, the instances in BoA where it got used, the Fire! treacheries were set aside at first, following special scenario mechanics. And only Smoke went into the deck right away.
Fire! is quite dangerous. Since it deals damage to each card with health at its location, it will rapidly burn through your soak alongside your health. And more importantly, kill your ally assets whch is where i think the real danger of this card lies. The fire can be put out with an agility test and an action at least and that may very well be necessary in many cases.
Noxious Smoke lets you test with your best defensive skill, willpower or agility. That will already curb much of its impact in most cases, but especially with Joe i had at least two situations with this where i didn’t only sit on 2 willpower and 2 agility, but also nothing but intellect and combat icons in hand… But that’s really classic Joe, most investigators will find this a lot easier.

The Flying Terrors set has two copies each of an enemy and a supporting treachery and that enemy is quite scary for a non-Elite. We get 2 of each of these cards.
The Bat Horror has 4 health which makes it tough to take down, but even more tough through its Elusive keyword which will make it flee to a connecting location after being attacked. That does mean that a low combat investigator can shoo it away even if they miss, but it also sets the Horror up to swoop in for a Hunter attack later. The basic answer to Elusive is evasion, but at 4 difficulty that’s not trivial either. This is a significant enemy. It doesn’t hit super hard, but it’s going to take some time to deal with it.
Aerial Pursuit always surges, so even if it does nothing, that’s not a lucky break. The potential to move an enemy into you for a free attack is rough and the fact that it works on any non-Elites, not just those that have Hunter, has some potential for nasty surprises as well. Note that the enemy doesn’t automatically engage you if it has Aloof, so this will put a Whippoorwill on top of you, but won’t engage it with you (also it won’t attack you, of course).

Not all threats in Arkham are supernatural, and the Gangs of Arkham set does provide a nod to all the underworld dealings that go in in that city as well. Again, there’s four cards in total, 2 of the enemy, 2 of the treachery. As we’d expect from a set that isn’t based on extraplanar beings trying to eat us, this set is a bit weaker than many others.
The Rogue Gangster doesn’t hit very hard, but he’s tough enough to take most of your turn away if all you have is a Machete. He also rudely steals one of your resources which is mostly inconsequential, but going to be very frustrating when it matters. That this dude isn’t a 2/2/2 as i’d have expected but a 3/3/3 is a big indicator for me that 3 health is going to be the new normal for enemies going forward.
Crossfire is a bit of a breather in many cases. It could scale up in a multiplayer situation to become more painful, but the agility test that threatens damage is something that is well expected. Getting through a mythos phase with just a damage dealt is pretty much taking a break.

The two treacheries from the Hallucination set attack our hand of cards, and they do so with random discard which is definitely something to be afraid of.
Extraplanar Visions gets harder to test with more cards in hand. This creates a strange dynamic where usually you’d want to keep many cards in hand if you expect random discard to hit you to lower the chances of randomly having to discard whatever you care about. But with Extraplanar Visions it could also be valid to keep a small hand and protect your thing that way as it’ll make the test trivial. The end result is probably that this will feel fine most of the time, but random discard still always has a chance to screw you over even if you have eight cards in hand.
Wild Compulsion could make you discard multiple cards at random which is horrible, but you can also pay resources instead. I had Joe fail this by 3 three times, i paid the resources every time. Woe is you if you don’t have those resources!

First off, what the fuck is that artwork, get that out of here D:
Mad Science is another 4 card encounter set, with two copies of an enemy and a treachery. The name of the game is taking a mix of damage and horror here and provide some multiplayer scaling.
Mutated Experiment is a relatively generic enemy, with a 3/3/3 statline and 1/1 damage and horror. The Forced effect on defeat does give it some spice and might influence the order in which your team takes turns, hoping to get out of the location before the fighter takes out the enemy. Usually you have your fighter go first, so that’s a neat incentive to change things up just a little bit.
The Mutated! treachery has a lot going on, kind of befitting a Mad Science card there’s a couple levers and conditionals here. Depending on if there’s an enemy around and whether you have other investigators at your location, this might end up in different ways. That being said, as long as you don’t have an enemy on you, this is just a willpower(2) test, nothing terribly scary. The flipside is that this matters the most when you are already under pressure… even if it’s just a Whippoorwill.

The Reeking Decay set comes after your assets, with 4 cards in total. I’ve long been of the opinion that players feel too safe about keeping their assets in play, so this makes me happy to see. We can do more, but it’s a good start!
I’ve had to discard my only weapon to Putrid Vapors in the first mythos phase of the BoA finale… good times. If you don’t happen to have a spent asset around, failing this agility test definitely sucks big time and the point of horror on top just adds insult to injury. I like that this is an agility test as opposed to the willpower test on its closest equivalent from the old Core.
Willpower does help with Unnatural Decay, but it’s not an easy test. The choice of doom vs 2 damage is pretty lopsided towards the damage in general, i can’t imagine taking the doom here unless i am already near-dead or i have a way to conveniently get rid of the doom right away. Still, getting smacked for 2 damage because you failed a tough willpower test isn’t great either!

The Torment set has three treacheries in it, two copies of each. It messes with your ability to play or commit cards of certain types.
The namesake of the set, Torment, has some multiplayer scaling built in, potentially forcing all players to discard a card of a certain type. It has Peril, so there’s no table talk allowed during the resolution of this card.
Languor is the other card from the Core encounters that acts like a weakness, impeding the bearer until they do the double action discard. If your investigator is mostly asset based, they can potentially sit this out for a turn or two, but even they will feel the weight of not being able to commit some of their cards. More often than not, this probably ends up being a priority to get rid of before it causes some pain down the road.
Finally, Dissonance looks mighty scary, threatening to cost you an action and several cards from your hand. Since you are allowed to choose any card type, including one you don’t have in your hand, this mostly will cost you just one card, sometimes even none. Still, the lost action will always make this card matter.

Finally, the last encounter set is the Whippoorwills, a straight reprint from the Dunwich Legacy and one of my favorite encounter sets (both in theme and mechanics) from all of chapter 1. We got 5 cards here, 3 copies of the bird, 2 copies of the treachery.
Whippoorwills are the most annoying a small enemy like this can be. They follow you around and impact all tests you do. They only have a single health, but thanks to Aloof you need to spend considerable time out of your turn if you want to get rid of them. Things get really bad once you have two of them stack… As long as Whippoorwills are part of a campaign, any card that lets you interact favorably with Aloof shoots up in value, these things are annoying as hell.
Eager for Death deals horror for failing a willpower test. That’s not super unusual, but the scaling difficulty on how beat up you already are lets this card ramp up the pressure on you if you are already struggling.

That’s it for now, more to come

There’s a total of 23 encounter sets in the new Core. I looked at 16 of them now. Four more are the scenario specific ones for the Brethren of Ash campaign. And three are location sets. We’re going to take a closer look at everything in time, but for now i will leave it here. The next thing coming up is that i want to take that chapter 1 <> chapter 2 encounter replacement chart from the Grimoire and hold the new encounter sets next to their old versions and see what the comparison brings. Should be interesting.

Brethren of Ash: Initial thoughts

Intro

Over the weekend, i played the new Core Set campaign. Two-handed solo, on Standard, using Core-only decks for Joe and Izzy. I posted a detailed write-up of the first scenario earlier, but now that i finished the introductory campaign, i figure i’d give a short rundown of my impressions. I can’t do this completely spoiler-free, but i will try and keep it to a minimum.

Impressions

I think the most fair and succinct summary of Brethren of Ash that i can give is “Night of the Zealot, but better.” They kept the stuff that worked, removed the frustrating bits and added some genuine improvements. This of course only means something to people who have actually played the original introductory campaign, so let me expand on this.
Spreading Flames is a heavily rail-roaded tutorial that at each point clearly lays out the next steps to finishing the scenario for you. It guides you through the basic ways of interacting with locations and enemies (Investigation, Combat, Evasion), teaches about a couple of enemy keywords and concepts around treacheries (like willpower being related to horror and agility being related to damage). It is a surprisingly difficult scenario that doesn’t shy away from throwing a bunch of relatively big enemies at you right away and unleashes them in a small arena of locations. There is no downtime, you are constantly under fire from something. Like the original The Gathering, Spreading Flames heavily features a big Elite enemy that can be defeated as an optional “stretch goal”. Doing so is difficult, i would say it’s more difficult than defeating the Ghoul Priest in The Gathering.
Smoke and Mirrors stops the rail-roading and opens up a 3×3 grid of locations for some more free-style movement and investigation. Mirroring the much beloved original Midnight Masks from the Night of the Zealot, Smoke and Mirrors has an open-ended objective of handling as many cultists that can be found around the city as time allows. Some more advanced enemy keywords like Evasive and Aloof are introduced and also the scenario makes use of the Codex for the first time. There’s some variety in the locations, with some helpful abilities and some that are less so. The scenario seemed easier to me than the original Midnight Masks, i actually managed to get all cultists using Core-only decks on the first try. But there is also some fairly heavy player-count scaling at work that i’d be interested in hearing about from solo players and groups of four for comparision.
Queen of Ash is the finale and consists of two parts: One where you run around a couple randomized Sewer locations, looking for entrance to the cultist lair (and the clues to open it). And the final confrontation with the big bad. There are a couple ways to finish the scenario, some more difficult than others. One of them being overall pretty easy, but leading to a more phyrric victory. The scenario is fine, but nothing too special. I found it pretty easy, but that may be a result of doing very well in the scenarios before, my experience with the game and just being a bit lucky too. There were definitely some moments on the final stretch where a strong enemy showing up from the encounter deck could have severely threatened my ability to win the way i did… or win at all. In any case, the scenario was lacking the wildly frustrating “got you!” moments from the original Devourer from Below and that can only be a good thing.
Thematically, the new campaign works very well for me. The scenarios flow well into one another, the advancements from act to act make sense and the treacheries and enemies fit into their scenarios. Compared to the old campaign, the biggest difference here is Spreading Flames to The Gathering. The Gathering has some weird shit in it that is just very video-gamey like the disappearing door in the study and the force barrier in your living room and all that jank that doesn’t make any sense. Spreading Flames manages to blend the tutorial with the game much more cleanly.
Mechanically, there’s a couple of things here that i appreciate too that weren’t present in the old Core. They made evasion matter, which is great. There’s good use of hints and reminder text that is definitely going to be helpful. The three scenarios are different enough to give a new player a good impression of what sort of variety the game can do with its premise of being a board game that uses cards as the board. I am quite happy that Elusive is now an evergreen keyword, i quite like what that does to enemies and it’s another way to make evasion matter. Another very noticable thing is how strong the enemies are on average. There is only one generic enemy around that would be an analogue to the 2/2/2 Ghoul from the old Core, everything else does something relevant. You can generally expect enemies to either have at least 3 health or Aloof or doom mechanics. That means enemy management is super important, you can’t just bring a Machete and expect that it’s going to solve everything for you.
For difficulty, it hits a good spot. This is all definitely doable with just the cards in the Core Set itself – i know because i just did it. That’s a very good thing. The old Core suffered from that not being the case and while in my case the finale was a bit anticlimactic, i will take that over the nonsense that was Devourer any time of the day. That being said, the campaign did lack something like the iconic punchline that is yeeting Lita Chantler at an Great Old One to appease it or that memorable first time you flip the agenda in Midnight Masks. The concept of having something special on the backside of an act or agenda is actually completely absent from the new campaign which is a bit of a pity. As a final note on difficulty, the scenarios make a conscious effort to have some extra player count scaling in the scenarios. Most notably through a central location that gives free moves to small groups of 1 or 2 players. That makes a lot of sense to me as well and i used it heavily during the first scenario.
The other side of the difficulty coin is replayability. Now, i was never the person that endlessly replayed the old Core, so i am not sure how much my opinion really counts here. But there are Youtube channels where there’s endless replays of Midnight Masks to be found and getting all of the cultists gives each replay something to strive for. Since Smoke and Mirrors appears to be quite a bit easier (at least at two-player) i am not sure it has that same sort of benchmark appeal. On the other hand, i feel like while the second scenario by itself is less of a big deal now, the campaign as a whole is a better replay because it just flows better and especially Spreading Flames is much more engaging than The Gathering.

The Encounter Sets

I got a bunch to say about those of course, looking at encounter sets is pretty much the core of this website. Or well, that’s what it started out as, at least :D
In any case, i am going to leave you with a very superficial “They are good, i like them a lot!” now as i want to put out some articles where i go into more detail on the new encounter sets soon. Expect one where i just go over all the sets quick and give some short opinions. And another one where i compare them to the old sets and comment on the replacement chart from the Grimoire.

Soon™

Brethren of Ash : Spreading Flames – Blind(ish) Play

Intro and a couple disclaimers

The Chapter 2 Core Set is finally here, time to dive in. I figured I’d use the blind play of the Brethren of Ash campaign as the hook for me to do something similar to the detailed write-up of my Drowned City blind play. Since the introductory campaign, or at least its first scenario, is supposedly laid out like a tutorial, i should just be able to follow that along and overexplain it to hopefully make sense!

Speaking of making sense… one warning beforehand. I write this while playing and i don’t really editorialize it much afterwards. So expect stream of thoughts and possible repetition. I might jump wildly between third person (“Joe plays…”), first person (“I choose to…”) and even first person plural (“We then go and…”). It is what it is, two-handed solo causes minor schizophrenia, deal with it.

In the writeup i assume that you know what the player cards in the new Core do. Sorry, i know this is a hassle if you are new to the game, but linking up every Dorothy and Unexpected Courage and whatnot would take another hour or three out of my life and writing this up takes very long already – in doubt just have the Visual Spoiler (or equivalent on arkham.build, arkhamdb or wherever else) open in another tab to look up the ones you don’t know.

This play of Spreading Flames is not completely blind, i have briefly flicked through the encounter sets before and i have seen a short playthrough of it on Youtube (albeit one where the player died on the first location… hopefully i get further than that!) So i have a very rough idea of what encounter cards exist, but there will be plenty of surprises for me still because i’ve seen little of this scenario and nothing of the other two.

Oh right, obviously there will be full spoilers for the campaign going forward. Duh.

Investigators and Decks

I play solo two-handed, simulating two players. It’s my preferred way of play over true solo because it’s less swingy and also keeps many of the more interactive elements that are missing from true solo. Difficulty is Standard (that’s the second difficulty out of four). For my investigators, i am picking Joe Diamond and Isabelle Barnes and i am building my own decks instead of using the preconstructed decks. Joe is Seeker and Guardian, while Isabelle is Survivor and Mystic, so there is no overlap between the two. Both will be able to fight and clue, which should make for a solid all-rounder team. Deckbuilding with just the Core set isn’t terribly exciting of course, i don’t think we need to really get into that too deep. I took the better cards and left the worse cards in the box. The only thing really worth mentioning is that Izzie is going to lean pretty hard into her Mystic side with the spell assets to get stuff done.

Setting up Spreading Flames

Before I can take my first turn, there’s some setting up to do. The campaign book has a relatively short intro blurb about something weird being afoot in Arkham and us being on its tail, following a lead to the Miskatonic University where we are supposed to meet a friend. It’s quiet – too quiet.
I pick out a bunch of encounter sets from the box and build the encounter deck from them following the instructions. A location starts in play already, with both of my investigators at it. The rest of the locations are set aside, together with an Elite enemy, a story ally and a bunch of Fire treacheries. “You are now ready to begin.”, the book helpfully informs me. That was quick.

Lay of the Land

Whenever i play a scenario, especially when i play it for the first time, i start the game by taking every bit of information in from the initial setup that i can. First, the act and agenda deck:

For what i would have expected to be a fairly short scenario, there’s a bunch of cards in the act and agenda decks.
3 agenda cards, the first one that is visible does have a very short doom threshold however. So we are getting a few turns to set up before the agenda flips and the backside probably has something bad coming for us and the scenario properly begins. There’s an ability there that lets us discard Bystanders. I happen to already know what Bystanders are, so this makes sense to me – i’ll explain it once it’s relevant.
The act deck is 4 cards thick which seems like a lot. I actually don’t know what these are, so that’ll be interesting for me as well. Each act is usually something you need to achieve to to work your way towards the finish line. The first sub-goal is finding 4 clues (2 per investigator). The act can only be advanced at the end of a round once we have those clues available.

Next up, the scenario reference card. This gives us the token modifiers for skill tests, these are good to know in advance. We have 2 skulls, 1 tablet and 1 Elder Thing in the chaos bag right now, due to playing on Standard. The skulls will be weak in the beginning, but scale up till they are -4s near the end. The tablet is only -1 but stacks with another token. And finally the Elder Thing has the potential to put Fire treacheries into play which we probably do not want! So if I want to take a test and have it guaranteed to pass on anything but the autofail, i am going to need to test at 4 over difficulty (tablet into Elder Thing), near the end even at 5 over (tablet into skull). Honestly, when compared to Standard token modifiers from old campaigns, this looks above average. It’s definitely not holding back for the tutorial on that front.

Finally, the starting location. Shroud 2 is pretty low. Four clues on it, same as the requirement for the act advancement. Pretty obvious what the game wants us to do here, i can pretty much see the “Press X to Investigate” prompt hovering above us. We need to search the room for signs of the whereabouts of our friend that we were supposed to meet here. I don’t anticipate that this should be too difficult?

The encounter deck is 24 cards thick. Since i don’t really know the encounter cards yet, i am just not going to overthink that aspect yet. That is for later :D

Starting Hands

Joe Diamond draws his starting five cards: Hand-Crank Flashlight, Fingerprint Kit, Dorothy Simmons, Working a Hunch, Emergency Cache. That is a very good opening hand, with both resources and investigation tools. I mulligan away the Working a Hunch, hoping to maybe draw a weapon as well. I get an Unexpected Courage as my new fifth card. Perfectly acceptable.

Isabelle draws Soul Link, the Twin .45s, Premonition, Timely Intervention, Guts. I keep the pistols and the Soul Link in hand and redraw the other three cards. I get Premonition again, but also Second Sight and Cosmic Flame. Izzie has all the tools, now she only needs the money to pay for all of that.

Both also have their five starting resources. The three investigator tokens you can also see on the image I use as action trackers.

Round 1

Well then, let’s get cracking. The question is if i should clean the location in this round already or do i take it slow just in case something uncouth is waiting on the flipside of the act. Usually advancing the act is good, but i’ve been burned before by that assumption. I think i’m fine with only advancing at the end of round 2.

Joe starts, playing Dorothy. Then he investigates the location, testing 5 vs 2. And reveals an Elder Sign. First test of chapter 2 is an Elder Sign, this run is blessed. What an easy game. I gain a clue from the location and the Elder Sign gives me a card and a resource. I go up to 3 resources again and draw a Magnifying Glass. For good measure, Joe’s investigator ability also gives me a card – it’s Pursued, his random basic weakness. It enters play and threatens to deal horror when enemies appear. I probably should get rid of that soon. I can’t do that with just one action left however and since Dorothy hasn’t triggered yet, i figure i might as well just investigate again. I play Mag Glass and test 6 vs 2. I draw a skull which puts me at 5 vs 2, which allows me to gain a resource from Dorothy. What a great first turn to start into this scenario, campaign and chapter.

Izzie’s turn is much faster. Since Joe didn’t get a weapon, she will take the role of fighter now. With her first action, she spends 3 resources on Cosmic Flame. With her remaining two actions, she simply helps out Joe and discard his weakness before it can do any harm.

During upkeep Joe goes to 4 resources, Isabelle to 3. Joe draws a second copy of Dorothy which isn’t terribly useful. Izzie draws Hunter’s Instinct which is powerful, but also not what we need right now.

Round 2

(Doom: 1/3)
With 1 out of 3 required doom we draw our first helping of encounter cards!

Joe gets Wild Compulsion. He has 4 resources right now and an ECache in hand, i am fine with losing some resources here so i just take the test 2 vs 3. I draw a 0 and lose a resource. Perfectly fine.
Less fine is Cosmic Evils, the new version of the card that gave my blog its name. There’s a bit of a sadistic choice to it now, one that i think is quite well done. I have to think about this for a bit and finally decide to just take the doom. I have to trust that the design of the scenario takes an Evils or two into account and that it’s budgeted into the total doom threshold. It’s a bit unfortunate to have it right now as it will mean that the agenda will flip next round already, but hopefully that’ll be okay. The issue with the other option for me right now is that Izzie only has 5 base health and losing one of them hurts. Also, i want to use her sanity as a resource to recur skills. And who knows what the Surge brings. Could even be another Evils. If i already had soak on the board, this would probably go the other way, but sure let’s just go and Ancient Evils myself in the first mythos phase. At the very least it’s on brand, right?

Since the agenda is about to advance, i definitely want to advance the act beforehand now. I don’t want to be restrained to one location still when things are happening. Joe investigates 6 vs 2 and pulls -2. Success, but not one that Dorothy cares about. Still, i gain a clue and draw a card, my second Mag Glass. I decide against playing it, i think i want to keep the option of playing Fingerprint Kit next turn open. So instead i just investigate 6 vs 2 again. I draw -4 which is a success. Barely, but i take the last clue from the location. Dorothy is not impressed. Fine, if she doesn’t want to hand me resources, i’ll just use my last action to play ECache and go to 6 resources.

Isabelle is left without much to do. She has 3 resources which isn’t enough to play either Second Sight or the Twin Pistols. I could resource and play, but that doesn’t seem great, so i figure i might as well stock up on some cards. I use my first action to draw: Cloak of Resonance. That’s a card i can play. But might as well draw a second card first: The second Cosmic Flame. Fair enough. I use my third action to play the Cloak.

During upkeep, Joe goes to 7 resources, Izzie to 1. Joe draws his other Fingerprint Kit, Izzie draws her random basic weakness, the Gold Bug. Oof. While that card is in play, her sanity and health are both reduced by one. Had i taken the damage from the Cosmic Evils, she’d already be in striking distance of a 3 damage treachery. I suppose i will want to shuffle that thing away while my deck is still a decent size? Not sure yet how to handle this one.

Joe’s hand(6): Courage, 2x FPK, Hand-Crank, Dorothy, Mag Glass
Isabelle’s hand(6): Cosmic Flame, Second Sight, Twin 45, Premonition, Soul Link, Hunter Instinct

At the end of the round, I spend the clues and advance the act.

Two new locations enter play and one of them is occupied by the Servant of Flame, an Elite enemy that is quite terrifying. We’ll look at him in a bit. Also, a “Fire!” starts in the room we are in! Again, we’ll look at that in detail in a bit. The other Fire treacheries (4 of them!) go into the encounter discard pile, where they are now available for me to draw should i happen to fail with an Elder Thing. Let’s not, shall we.
The new act card informs us of our next goal: Reach the Quad, which requires passing by the location with the big guy in it. Helpful as ever, there is tutorial text which reminds us that evasion is a thing. We might want to take that into account, if they went through the trouble of spelling that out for us, they probably have a reason for that.

Round 3

(Doom: 3/3)
The doom threshold is met, the agenda advances. O joy.

Well, that’s almost disappointing how little is happening here. We, the assumed new player of Arkham Horror: The Card Game, are introduced into the idea that failing willpower tests leads to horror on the investigator. A good lesson to learn and one that especially Joe Diamond is going to be very familiar with very soon if things didn’t change dramatically with the new Core Set. Alright, then. Willpower tests. Joe is still unharmed, i don’t see a reason not to just take that horror on the chin. Similarly, Izzie can just do this one without any commits and see what happens. What happens is predictable: both fail and collect their horror.
The new agenda looks just like the first one, just with a higher doom threshold. 5 turns before something else happens.
Oh, by the way… Remember earlier, when i said that advancing the act is usually a good thing, that the bad things usually happen on the agenda flip instead? But that i have been burned by that before? I’d just like to point out here that advancing the act may have given us the next two locations, but it also spawned a big ass Hunter on our tail and set our location on fire. While the agenda flip was a bit of a nothingburger? Not rushing to get the clues and advancing the act in the first round was 100% the right call, that’d left me cold to what is happening now.

Right, moving on. All that yapping and we are still in Mythos. Encounter cards!

Joe pulls Unspeakable Truths. This is okay right now, we aren’t looking to find clues. And i could potentially just tank a bit of horror. I’ll see how and when i get a chance to deal with that. Probably not while my location is burning.
Izzie finds another enemy. The Mutated Experiment is a chunky enemy with a lot of 3s on him. And yet another horror related ability. This is starting to look deliberate.

So what do i do about the Servant of Flame. The non-subtle hint on the act suggests i evade him, and looking at his 4 power, 10 health, retaliate, 2 damage, 2 horror i am inclined to agree. This is basically what the Ghoul Priest from the original Core Set was. Back then, we got an overpowered ally asset to help, maybe it’s not unreasonable to think we get some sort of help with this guy as well later in the scenario?
Now, Joe isn’t really good at evasion and his only agility commit in hand is the Courage. 4 vs 4 is not something to base a plan on. Izzie however has an enemy in her face already. Still, if there’s someone who can defuse this situation, it’s her.

After some thinking time i have a plan. Isabelle starts by playing Premonition which reveals a -1. So that’s good to know! She then takes her first action and moves into the Dorms. The Mutated Experiment slaps her for 1 damage and 1 horror. I put the horror on the cloak and exhaust it, dealing a damage back to the Experiment. I open up the location (nothing here that helps me right now) and the Servant of Flame engages me. Second action, i evade. I know that i will pull the -1 from the Premonition, so i just need to bring my agility to 5 and i’m good. To that end, i commit the Twin Pistols. The evasion succeeds and the Servant is exhausted. With my third action, i’d love to move out of there, but then i’d take another attack of opportunity from the Experiment and then probably another attack later in the round. So i use Cosmic Flame to hopefully kill the mutant. I commit Soul Link (taking a horror) to test 7 vs 3 and reveal a skull. That’s a pass… but revealing skulls means i lose another charge from the Cosmic Flame which just goes straight from 3 to 1 charges here. Oh well, at least the enemy is dead.

Joe moves twice, heading straight for the Quad. It turns out to be a shroud 1 location without clues. Huh. Fair enough. For my last action with him, I play Fingerprint Kit.

In the enemy phase, Servant of Flame readies and engages Isabelle.

Upkeep: Joe goes to 4 resources, Izzie to 2. Joe draws Perception, Isabelle draws Ward of Protection.

Round 4

(Doom: 1/5)

Oh for fucks sake, how many enemies are in this deck? Joe draws Bystander. So this is the guy that the agenda deck has a specific ability for. He acts like an enemy, would cause attacks of opportunity and the like unless we handle him. If we defeat him, that causes doom, so we are usually expected to evade him. If he dies due to a Fire! treachery, that’d also be bad for us! Therefore the agenda offers us the opportunity to parley him into the discard pile without triggering his Doomed keyword. That parley uses intellect, so i suppose Joe is the right man for the job at least.
Izzie meanwhile can’t catch a break, as the Servant of the Flame apparently has a Hellhound in tow. I think i know how to handle this, but this is another of those situations where nothing can go wrong or i am once more not advancing the act this turn.

So, let’s start with Izzie then. I evade the Servant again, committing Soul Link from my discard pile using her investigator ability. That’s a horror from the Soul Link, a horror from the recursion. One of those goes on the cloak, which exhausts and deals a damage to the hound. The other horror i take on the chin. It’s only my third, this is fine. The test would be 6 vs 4, however i want to ensure myself against the -3 and Elder Thing, so i commit Hunter’s Instinct from my hand as well for another +1 to the test. I pass and the Servant is evaded. I fire my Cosmic Flame against the Hound. 4 vs 2, i pull the tablet which makes me panic for a moment, but the second token is a 0. Phew. Hound is dead, Cosmic Flame is depleted. With my final action, i move Izzie into the Quad and advance the act.

Woah, lot’s of good things happening here. Sorry for doubting you earlier, act deck! Servant of the Flame? Gone for now. The Bystander? Discarded. The burning room? Presumably burned out. What we are left with is the Quad as a central location and four other locations around it. Our new goal is collecting 6 clues and spending them at the Orne Library. The Quad has an interesting ability that allows a free movement once per round for one and two player groups. A neat way to offset some of that disadvantage that smaller groups tend to have compared to three and four player games. It’s still Izzie’s turn, i could use this to move her, but i think i will rather use this on Joe so he can start investigating those locations right away.

Joe uses the Quad to free-move into the Science Hall. It turns out to be a low shroud location with only 2 clues. And discovering them will cost a card from hand. No biggie, Joe gets a card for investigating to easily offset this. His first two actions are spent on discarding the Unspeakable Truths treachery he still has attached. It’s quiet right now, so i might as well take the opportunity. Then, he investigates the location, using his Fingerprint Kit. The test is 7 vs 2, an easy success that even nets a resource from Dorothy. He collects two clues, draws a card (M1911), then discards a card to the Forced effect on the location (Hand-Crank).

Upkeep brings Joe and Izzie to 6 and 3 resources. Cards drawn are Overpower and Timely Intervention.

Joe’s Hand(7): FPK, Dorothy, Courage, Perception, Overpower, M1911, Mag Glass
Isabelle’s Hand(4): Flame, Sight, Ward, Intervention

Round 5

(Doom: 2/5)

Joe draws Noxious Smoke, which allows him to choose either willpower or agility to test. Great, he’s bad at either. I have a Courage in hand, but decide to HODL and just let the damage come at me since i am still at full health with him. 2 vs 3, i pull tablet then -2 for a total of 0 vs 3. I take 3 damage from the Smoke, then another damage from the tablet. Oh god, Joe just went from 7 health remaining to 3 health remaining. Yeah, that could have gone better.
Meanwhile, Izzie finds another Hellhound. At some point this is just bullying.

I want to start with Izzie again, to see if she is able to handle the doggo or if Joe needs to come in and save her… somehow. Well, my Cosmic Flame is empty and i don’t really feel like testing basic combat three times in row, so i just play my second Flame and eat another attack of opportunity. That’s the second damage on her which is scary considering that the Gold Bug still reduces her max health from 5 to 4. The horror from the AoO goes on the cloak which once again deals a damage to the dog and the cloak is discarded. I kill the dog with the Cosmic Flame (using a charge), then move into the Dorms. I may need to use the healing ability there next turn.

Joe moves into the Quad, then take the free-move into Warren Observatory (3 shroud, 2 clues). I investigate with FPK and oversucceed by 2. I gain 2 clues and draw two cards: one card from my investigator ability and one from basically the same ability on the location. The cards are Working a Hunch and Deduction. Yeah, we got this part of the game well covered at least. In case something bad happens, i use my final action to replace my Mag Glass with the M1911.

Upkeep: Joe goes to 4 resources, Isabelle to 1. Draws are Scene of the Crime and Look What I Found. Joe has 9 cards in hand and discards the other Mag Glass. I don’t think we are going to need those anymore.

Round 6

(Doom: 3/5)
Despite getting bullied quite a bit by the encounter deck, i think we actually are currently ahead of where we are supposed to be. The investigation of the locations went super fast and we are close to advancing to the final act. Well, i don’t know how much doom the final agenda holds, but as long as it’s not a surprise 3 doom threshold or something similarly sinister, we should be good.

Joe draws Forbidden Secrets. Dropping clues would be bad right now, so even if i fail i probably rather take horror. But with all those cards in my hand i should be able to pass a simple intellect test, right? I commit Perception for a 7 vs 3 and pass. Perception draws me a Vicious Blow. Nice!
Izzie draws Unspeakable Truths which i am very likely just going to be riding out.

In spite of the Unspeakable Truths, i consider trying to go for the Look What I Found, but since the shroud is 3 it’s not guaranteed to succeed and brings with it the risk of damage and Fires from the tokens. So i just use the heal on the Dormitories location (which brings me back to 1 damage and 2 horror) and use two more actions to walk past the Quad into the Orne Library. There’s actually two clues here which means i don’t even need to go to the Dorms with Joe! Good info.

Joe moves into the Quad, then free-moves into the Library. With my second action, i empty my Fingerprint Kit. After committing Working a Hunch, i test 8 to 4 and pass, collecting two clues, a resource from Doro and a card (M1911) from Joe himself. The act will advance at the end of the round, so what do i do for my last action? I could play the other FPK, but i don’t really get the vibe that there’s much more clueing coming up. I rather expect the Servant of the Flame to make an appearance again. The second M1911 then in case more enemies show up in additon as well? Sure. I play the other gun and now have M1911s in both of my hands. Bring it on, nerds.

In upkeep, both investigators go to 2 resources. Cards drawn are Gather Intel for Joe and a Broken Bottle for Izzie. One of these cards is better than the other one.

The act advances at the end of the round.

Ah, as i thought. The Servant of the Flame appears again, right in the Quad. Both the Library in which we currently are and the Quad start burning. We can flee at any point now, but we do have a chance to face the Servant for a final showdown, defeating him would be our final objective if we choose to accept it. Henry Armitage shows up as a story ally and he’s a strong argument to stay for at least a turn or two as he brings enough soak to the table that he can tank the Servant for one swing on his own. I think about which of the two investigators should get him, his statboost are useful for both of them. I decide to give him to Joe, so i don’t run into an embarassing situation involving his remaining 3 health and a Smoke treachery. An interesting tidbit is that the Servant (or any other enemy) can also be damaged by throwing clues at them at a rate of 1:1. Weirdly, this scales with player count, but on both sides. So the rate stays the same, but if you are three players and have eight clues you can only use six of them. At two or four players, you could use all of them. Weird, i don’t get it.

Round 7

(Doom: 4/5)
We haven’t even cracked the final agenda yet. Seems like a good sign.

Well, look at that, there’s tutorial enemies in the scenario after all. Joe draws a Cantor of Flame, who is basically just a dude. Would’ve liked to have drawn that instead of a string of Hellhounds earlier! Joe uses Gather Intel to draw two cards, Overpower and a Hand-Crank.
Izzie gets Noxious Smoke. At 4 vs 3 i think i can just attempt this, i have Timely Intervention in hand for emergencies. For what it’s worth, 3 damage would kill me though. So i better don’t draw the autofail. Wait, i haven’t drawn the autofail all game yet, did it? Cute. Actually, you know what, i just talked myself into throwing a Ward of Protection at this. I cancel it.

So i suppose i just do a round and see how it goes? And if it’s awful i can just get out next round? Surely i will survive at least one turn. Surely.

Izzie moves into the Quad and engages the Servant. Let’s get the most difficult part out of the way first. Using the free-move on the Quad, Izzie moves into the Dorms, taking the Servant with her. Two actions left, hopefully i manage to evade the guy with them. It’s a 3 vs 4, but i do have Timely Intervention in hand to give myself +2 after the token reveal. First try is Tablet token into a +0… which is actually good enough! I commit Timely Intervention and evade the Servant. I could attack with Cosmic Flame, but it’d be a raw 4 vs 4 unless i want to burn the Timely Intervention from the discard on this. I think i’d rather draw a card here, hoping for another skill so i can keep the guy evaded through another turn maybe. I draw a card and it’s Manual Dexterity. That’s great!

Joes turn is simple. He shoots the Cantor, then moves twice to join Izzie and the big evil guy. I wish i was able to pick at least two clues on the way, but i can’t afford to stay in the fire treacheries. We got the boss in a non-burning location now, my hope is that we can just wail on him until he falls over.

In the enemy phase, the Servant of the Flame readies and engages Joe (due to Prey: lowest agility).

I get my resources and draw cards: Gather Intel and Will of the Cosmos. Joe discards to hand size, ditching a Hand-Crank and a Fingerprint Kit.

Round 8

(Doom 5/5)

Time for the agenda to advance. What fresh horrors does the scenario have in store for us?

Eh, the backsides of these agendas aren’t really that thrilling, are they? All the good stuff ended up on the act cards. I mean… fair enough. We got to do some agility tests, but i don’t really want to use any icons on that – those are much more useful for evading the big guy, i think. So i just take these tests raw. They both fail. Armitage takes the damage for Joe, but Izzie is once more at 2 of 4 health.
We got 10 doom left on the final agenda! While that sounds like a lot, it’s a bit misleading too… things are starting to burn every round now, so i am afraid we aren’t going to survive 10 rounds.
Okay, a lot depends on the encounter draws now. Please no enemies, i need to be able to focus on the boss now.

Joe draws Forbidden Secrets, but without any clues on hand it surges into Bystander. That’s an enemy, i specifically requested no enemies. Izzie gets something new – i kind of expected to have seen everything the deck had in store for us. I don’t mind a random discard, but taking a damage? That’s a big yikes right now. I pay a horror to commit Timely Intervention from my discard pile to test 6 vs 3. I pass.

Izzie engages the Servant and with her second action, evades him. If this fails, i probably just resign on my third action, so let’s hope it passes. I commit Manual Dexterity and Joe also adds the Unexpected Courage he had been sandbagging for all of the game. That’s still just a 7 vs 4 in total. I pass, and Man Dex draws me Alexsey. Mate, where were you all game. You would’ve made such a difference! Anyways, the big guy goes limp again. I attack with Cosmic Flame, committing Aleksey for 5 vs 4. Desperate measures, but we gotta get there somehow. I draw a 0 and pass. Wow. Spending a charge, i finally deal my first two damage to the Servant. Eight to go.

Joe now has a chance to unload on the Servant and he’s going to take it. Three shots. Overpower to each of the first two attacks, then Vicious Blow (and a Broken Bottle from Izzie) on the last attack. Anything useful drawn from the Overpowers also goes on the Vicious Blow attack. Plan stands, test is 7 vs 4. Attempt one: Passes with a +0. Draws ECache which is useless, but 2 damage are dealt. Shot number two draws a -2. Overpower draws another Vicious Blow. Wait, that’s actually huge! There’s six damage on the guy now and with two Vicious Blows i could deal the final four in one strike. Greedy, but i like it. 8 vs 4 passes with a -1 drawn. That’s four damage to the boss for exactsies. I was planning on just finishing him next turn with the Scene of the Crime and tossing two clues at his head, but this is even better!

The act advances -> Resolution 1.

Resolution

  • We escape together with Armitage who is now added to one of my decks.
  • I gain the campaign log entry that i defeated my masked pursuer.
  • I gain Victory XP, including 3 bonus XP for reaching this resolution. 2 Victory on the locations, another 2 on the enemy and these 3 bonus XP make for a total of 7xp to spend before moving onto the next scenario.
  • I have to choose if i want to help with putting out the flames of the burning Miskatonic University. Or if i feel like there’s no time for that. You know what, we are a PI and an ex-Cultist on a revenge spree, we don’t have time for this sort of thing.
  • Due to that decision, i earn the campaign log entry that the MU burned down. Oops. From guilt, both investigators suffer 1 mental trauma. Weeeell…

Quick thoughts

I’ll probably say more once i finished the campaign, but since you probably want some early thoughts on how i thought this was:

I liked it a lot. It hit many of the same beats that The Gathering did of course, but that’s to be expected. The Gathering nailed the tutorial part and much of what worked there was carried over to the new Core. That being said, this felt a lot different despite that. Most of all, there was just no downtime here. In the Gathering you sometimes can wander around a bit in the house until you finally meet a ghoul somewhere. But this was just beat after beat after beat. So much happened despite this just being 8 rounds in the end. The enemies were really tough, i believe without the Cloak of Defiance tricks i would’ve just been bodied early on by the hattrick of 3 health enemies that came down just as the Servant of the Flame was appearing for the first time. Treacheries hit hard too. I like the new Ancient Evils variant. There were a few situations where i was a bad draw or botched test away from defeat and had to scrounge together a plan to get out of that situation. That’s quite something for a scenario that is heavily railroaded in its structure. Speaking of railroading… i am very grateful for that note on the one act that pointed towards evading the Servant at its first appearance. If i had gotten it in my head to fight there, it would a) have been a clusterfuck and b) been VERY frustrating to see him return to the set aside cards from the victory display should i have beaten him somehow. That was good railroading there!
Yeah, no big complaints. The only thing i noticed during the game was the weird player scaling on the clues you spend for damage in the end. I don’t get what that’s supposed to achieve. Oh right, one more complaint maybe… the agenda backsides were weaksauce, they had nothing. At the same time, the acts had maybe too much. Triggering so much bad stuff on advancing the act, especially the first act, is kind of bad form in my opinion.
All the fire stuff worked well for me thematically, the scenario was much more coherent than the random “oh my door is gone” and “wow a forcefield” and “there’s ice in the attic?” from The Gathering.
Early reaction is that this is a more exciting, but also more difficult version of The Gathering. And i would call that a good thing overall.

Investigator Decks Spoiler Roundup #5

Intro

It’s Week 4 of the Evergreen Investigator Previews, time for some Mystic cards now. Let’s get to it.

Sources

Hemophobia was previewed by ArkhamHorror on the official website
Arcane Initiate, Offering Bowl, Bloodstone and Cosmic Guidance were previewed by arkham.build on their website
Sacrificial Doll, Second Sight(0, 5) and Shadowmeld(5) were previewed by Amber Autumn Faebrooke on their Youtube
Mirror Form, Favor of Baalshandor, Jim Culver(4) and Ultimate Sacrifice(4) were previewed by Northern Lights over Arkham on their Youtube
Eldritch Whispers, Ceremonial Robes, Blood Ward and Retribution were previewed by Discipulos de Armitage on their Youtube
Spiritual Intuition(3), Ritual Dagger, Dread Curse of Azathoth and Arcane Experience were previewed by Tantrum House on their Youtube

Mystic

Now that’s a reprint i can get behind. And definitely one that can hold a candle to Jim Culver, too. Arcane Initiate has been a very good card throughout the history of the game, offering cards for very cheap. The cheap cost and solid soak even made her decent enough if you don’t fully commit to filling your deck up with spells and were just happy to get two or three cards with her over time. There are two things that make me think she might actually be even better in chapter 2 than she used to be. For one, both Soul Link and Blood Curse are Spell traited, meaning that she can now serve you up a bunch of skill icons when previously her ability to draw you more spells sometimes meant that your resource situation wasn’t able to play those cards anyways. The other thing is that she seems to be quite easy to get rid of now. With so many cards having an ability to take a damage on demand, dumping Initiate before her doom can cause the agenda to prematurely advance is easier than ever.
I think a very common pattern will be to play an Initiate early in the game, cash in on a bunch of cards while you set up with your assets. And then, as the first agenda comes to a close, ditch her and replace her with Jim for a more long-term card draw engine.
Excellent card, great in the context of what else has been revealed. Approved!

At 5 resources for an action, the value is definitely there… but 3 damage is not a cheap cost. Obviously, this looks pretty good for Marie specifically who has another free action trigger for her investigator ability here that can provide redundancy for her signature. If nothing else, this is for Marie what Forbidden Knowledge was for Agnes Baker. Beyond that, it does at least bring the right numbers. Over the course of 3 turns, this will pay out 5 resources in total which is very good for an action. It takes no slot, even has a nice wild icon on it. I probably wouldn’t run this in Dexter who can already play green cards for resources instead. And i think i may want to reserve Izzie’s health pool (or tanking capabilities) for recycling Blood Curses… but it’s not out of the question either. If you run this, the trick will be to make sure you aren’t just spending those resources you gained on healing the horror this caused – or if you do, that you got a suitable amount of tempo or synergy out of that little back and forth.
Solid card, possibly even good.

This is a mirrored version of the chapter 1 staple Holy Rosary, they even mirrored the Blessed trait into Cursed. Cute. As a cheap asset that provides willpower, this is obviously very good, Rosary was a staple for that reason. I have a feeling that Bloodstone might be even better than Rosary, as health soak tends to be more important for Mystics than sanity soak – especially now with all this blood magic around that allows converting this extra health soak into cards, resources, damage and whatever else your heart desires.
So this is likely going to be a bit of an early staple as well, but notably Marie’s signature is also an accessory and the Lucky Charm from the Core Set is definitely a contender if you are basing your gameplan around taking damage and/or horror. So this faces immediately more competition than Rosary did for most of the early life of the game, which can only be good.

Kinda weird and i am not sure what i’m supposed to do with it? In principle, i’d be interested in a version of Katarina that doesn’t take up the ally slot and might not even take up a slot at all. But 3 cost and also requiring a damage on each activation is a bit iffy. It has one soak, so you can get one final activation out of it that doesn’t take your own health at least, but at cost 3 you do probably do need to get at least three or four activations out of it in total to feel like it was worth it.
I suppose one big question i have is what do we use this for in chapter 2? Token synergies aren’t a huuuge deal yet, so beyond trying to save your spell asset from losing a charge on revealing a certain token this doesn’t do too much. Might change in the future, but even then this card would need some very specific requirements (cares about tokens, cares about self-damage, comfortable running low health) for this to become a thing. It doesn’t run out, it potentially doesn’t take a slot, so there is a chance that someone wants this, but right now i am not seeing who.

Second Sight(0) is reprinted in the Marie deck, to make sure she functions at level 0. Like with the M1911, that makes sense to me.
The level 5 upgrade is not as crazy as the one for Cosmic Flame is, which is probably a good thing? If this just allowed for near-unlimited 2 clue investigations just to be symmetrical with Cosmic Flame(5), it’d be broken as hell. So what do we get for our 5xp then? A +2 to our tests, an extra charge and the ability to investigate connecting locations with those charges. Considering that my plan with Second Sight is basically to drop this early on and then just use it to investigate with my willpower for the rest of the scenario, that +2 is super valuable, of course. The extra charge is security and can be a bonus clue once i am ready to let go of the asset. And the ability to investigate connecting locations is a bit of a gimmick. Is all of that worth 5xp? Eh. I don’t think i will be going for this upgrade a lot, i value Second Sight (and older cards like it) because they do give you the ability to use your willpower for clueing specifically without investing heavily into it. If you want to be the main cluever as Marie, you probably don’t want to test 4 or 5 vs shroud forever, so you gotta do what you gotta do and the upgrade makes sense. But if you see yourself as a fighter or flex that just picks up some clues here and there, then the level 0 does a great job of that already and you are better off upgrading something else. It’s not that the level 5 isn’t worth using – it’s that the level 0 is already so good it can do most of the job so the upgrade isn’t a priority.

We’ve seen Shadowmeld(0) already as part of the announcement article for the investigator decks and i’ve sang its praises before. Just as a quick recap, i think this is exceptionally good at what it does, beats out any old versions of this effect from chapter 1. It’s cheap, has a bunch of charges and the combination of evade + move as a repeatable effect lets you dance rings around enemies.
This week, we’ve now also seen the level 5 version. And i like this one quite a bit as well. Many enemies are just straight up handled if you evade them and then teleport two locations away from them. You get the usual bonus to willpower here, as with Second Sight and Cosmic Flame that’s super valuable because it allows you to just base evade forever at a great skill level. You get an extra charge and of course the range increase on the move. Notably this allows you to skip locations which could be useful (but likely hard to use in a proactive way because you need an enemy present to evade). We are also not weighed down with restrictions of any kind here, the evasion can hit Elites, the move can go into unrevealed locations… it’s all pleasantly pushed as far as these effects allow.
Like with the Second Sight, the level 0 is already so good at its job that the upgrade is maybe not a super high priority, but I do think there is enough sauce here to make evasion a viable default way to handle enemies instead of feeling obligated to murder everything.

There’s some limitations here, not only can you only use the resources immediately and only for Spells and Rituals, but actually also only for assets of that kind. The card ignores attacks of opportunity, but considering that it instead just always deals a damage no matter if there’s an enemy around or not, that part is a bit of a wash.
That being said, all those details are kind of moot: It’s 3 resources without using an action, resources that you absolutely need if you want to set up your spell asset and still have enough left to either play another one of those assets or a big ally like Jim. I don’t think this replaces Emergency Cache, but it’s definitely a very good option for ECache #3 and #4. Notably playing both this and Cache will leave you with 4 cards that don’t have any icons on them at all, but Mystics don’t really ever have enough resources, so that’s probably fine.

This card has Dexter Drake written all over it in large letters, as he can return the asset to his hand before it shuffles back. This is the sort of card that will always find some sort of neat use, like dropping a Second Sight and using it up completely without having to hold back on charges. You’ll ultimately probably not put this in your deck without some extra synergy like Dexter’s thing or a way to sacrifice the card for profit before it shuffles away. I find it interesting that this doesn’t respect resource costs in the same way that Prestidigitation from the Core set does. Another notable difference is that Presti plays the card, Mirror Form puts it into play. That does mean it can cheat additional costs as well. That’s potentially dangerous and is what got Sleight of Hand mutated with extra restrictions in chapter 1.
I absolutely adore this type of card. Even if it doesn’t turn out to be good, it’s at the very least interesting and a catalyst for all sorts of shenanigans. That being said, i think it’s actually good, too.

Meh. It’s fine, i suppose. I’ve never been overly drawn to Fearless(0) and this doesn’t seem significantly more impressive. This might be a thing that is necessary in level 0 decks so you can keep Blood Cursing yourself but i’d be looking to replace this as soon as possible. The other skills in Mystic are too good to waste time on this. Obviously, with this card comes the promise of a level 2 down the line which will, like Fearless(2) in the Core, be much much better and an actual gamechanger for the archetype.
It’s an okay filler card. Not bad, just sort of unexciting, basically part of the cost you pay for running cards like Blood Curse and Offering Bowl.

Very good! Repay the one resource it costs immediately with the next Spell/Ritual and after that it’s just a matter of playing more of them to keep the income rolling. This is a gamechanger for any event-based Mystic, absolutely brilliant in bringing all those 2 cost events down to just 1 cost. Or just play your Wards for effectively 0.
There is however one awkward thing here: If your first Spell or Ritual of the round costs zero, this will waste the ability for the round. This might be important if you have any 0-costed events that you may want to play before your turn but more importantly it means that you cannot combine it with Favor of Baalshandor to drop a 4 cost asset into play for 0. The robes will try to reduce Favor’s cost from 0 to 0 and not apply to whatever spell you want to play off of it. A similar thing goes for Dexter’s signature.
Still, aside from that weirdness, this will just keep paying out resources. A very significant pickup for the Mystic class.

I mean… this isn’t enough on its own to make me want to play the Sacrificial Doll, but it may very well be part of the puzzle. Any skill with two will icons is of course quite usable, but Mystic does notably have a lot of competition in that place already. Not only from the many wild icons, but also from Fearless(2).
Still, 2 charges or secrets are quite valuable, so if you can get this to fire somewhat reliably, then this has a lot of promise. Worth noting that the charges/secrets aren’t based on the test being successful – you will get them even on an autofail.
Just a bit of token bag manipulation (and we’ve already gotten a bit in the Core as well with Premonition and the Mask of Silenus) tilts the expected returns on this card ahead of Guts, so i think this will have a place a an alternative to Fearless(2) as your “better Guts”.

It’s a solid card, but 2xp might be hard to scrounge together for a souped up Dodge. I think the numbers are right and the icons are definitely also fine for a card like this. But so far, whenever i gave a Dodge-like card a chance in my deck, they almost always lay like bricks in my hand. And then this can’t cancel an Elite attack either, which is when you’d want to use a Dodge the most.
I guess you could include this as just a fast heal that you use somewhat deliberately on a provoked attack of opportunity, but paying 2xp for that also doesn’t seem exciting.
It’s fine, i guess. Maybe if a campaign has a whole lot of Hunters, this can shine. Fwiw, i like that this can be used on any investigator and it does work on attacks of opportunity. That does indeed give it a good amount of range and maybe that is what makes the difference to my previous experience with Dodges.

Yeah, this doesn’t say non-Elite. Feel free to send 4+ damage back at that nasty boss enemy. Sure, you have to take the hit, but someone would have taken it anyways (maybe even you) and if you use this to slap the boss around for a bunch you might just be able to finish the scenario with this. Hot stuff.
But even against regular enemies where you’d for example cancel a horror and a damage while shooting 2 damage back, this is basically an actionless Toe to Toe which is also really good. I quite like this card and for the most part it’s probably better Hunter tech than Blood Ward is. Testless, actionless, no annoying limits, works to protect teammates. Obviously, any 2xp event always comes with a bit of opportunity cost, but this is good.

Yeah, i could see this happen. This is very enabling and if Mystics find the economy to dump into this, then it might even be worth ensuring that you have it in your opening hand. Not sure they do have that econ, but i wouldn’t rule it out either. There’s been some good cards in that direction in this set. Anyways, if it’s good it’s boring and that’s kind of where the discussion ends for me personally :D

Make no mistake, this effect is more powerful than it looks. Anyone who has ever played parallel Agnes knows how borderline gamebreaking it is to shuffle the same two events into a 4 card deck over and over. This does give you the ability to relive that dream in chapter 2 and without having to print out some parallel fan-fiction character.
That being said… am i really paying 3xp for it? It’s not out of the question, i guess. It’s a great one-off because you only ever need to draw one and you only want it once your deck is somewhat depleted already anyways. Bit of a luxury upgrade for the type of event-heavy deck that i enjoy.

I can get behind the idea that an unlimited source of 2 damage attacks at +2 skill is worth 6xp. After all, Timeworn Brand saw a ton of play in chapter 1 and that one also cost 5 resources to put out. However, this is a card that wants some build-around for its doom mechanics… and that’s where it’s just really massively inconvenient that you only can have one of them in your deck.
It’s kinda fun that this allows you to clear all doom on it on getting the right token, that could be used with something like Will of the Cosmos for synergy. It’s even potentially a good enough payoff to break out the Sacrificial Doll… or it would be if it wasn’t a one-off in your deck.
I think this is good, but it’s time has not come yet. For now, i’ll be looking at the level 5 Cosmic Flame for a similar effect that while not quite as infinite does not ask anything specific from me. And once we got some more doom shenanigans going on and this can just be part of a bigger archetype, I’ll revisit the Dread Curse.

Yeah, sure. This will see play, of course. Permanent slots are just kinda good.
I don’t think that an arcane slot is as valuable as an ally slot or accessory slot is, so i am not sure this needed to cost 4xp. It could just have been 3xp to fit in neatly with Charisma and Relic Hunter.
Anyways, solid card. Unlike additional ally an accessory slots which usually directly increase your power through stacking their effects, an additional arcane slot is more about having flexibility. That flexibility might very well be worth 4xp, sure.

4xp is not a small cost, but the upgrade does considerably increase the payout you get from Jim. If your plan included triggering his draw ability once per turn, he now also pays himself off reasonably well which is huge for a big investment like him. The 3/3 numbers on his soak also allow him to do his thing for a long while. And allows you to use effects that heal 2 horror or 2 damage on him for full value which seems relevant with how the rest of early chapter 2 seems to shake out.
Frankly, this ally seems incredible, Jim solves so many problems at the same time, offering +1 to your primary stat, soak, card draw, resource gain. What more could you possibly want.

Okay, that’s hilarious. This is obviously not the sort of card that you put into your deck because it’s the optimal card to take for efficiency. This is a card you put into your deck because you can and because you want to create a story that you can tell afterwards.
That being said… depending on player count that’s actually a lot of actions you gain here. Enough actions that it may actually be worth sacrificing yourself for. And hey, if you play this and hit a resign before the second investigator phase ends or finish the scenario you even get out of it unscathed.
I don’t think I really want to think about this card in too much of an analytical way, that kind of seems to defeat its purpose as a weird-ass fun card that tells stories. But i wouldn’t be terribly surprised if the community comes up with an actually efficient way to use this card after all.

Weakness

Seems fine, i don’t mind this. As usual, the double action discard is there to prevent the weakness from escalating super hard. The only thing you have to figure out is how much of a priority this is to get rid of. An extra horror per round can be reasonably tanked for a couple of rounds if necessary, so this doesn’t strike me as super impactful when compared to other weaknesses. Since it has a hard limit to just one horror per round, this also seems less bad than the very similar Hypochondria which has some nasty worst cases that just can’t happen with Hemophobia. If i randomly draw this, i would guess that more often than not i will be relieved not to get something more nasty like an annoying enemy, Unaware or Lethal Curiosity that is less in my control and less predictable.

Investigator Decks Spoiler Roundup #4

Intro

It’s week 3 of the Evergreen Investigator Previews, this week was all about Rogue. More specifically, André Patel. Next week: Mystic Previews! Also, the Core Set officially releases next Friday. Yay.

Sources

Unaware was previewed by Arkham Horror on the official site.
Fame, Extravagant Ring, Easy Street and Contingency were previewed by The Restricted Collection on their podcast.
Lockpicks(0, 1) and Quick Exit(0, 2) were previewed by Mythos Busters on their Twitch
Clean Sweep(0, 2), Marcus Sengstacke(2) and Pay Your Dues were previewed by will.i.game and Until the End of Time on Youtube
A Sudden Fall(0, 2) and Out The Door(0, 1) were previewed by arkhamhorrorlcg.ru on their Youtube
Watch This, Silver Tongue(3), Well Connected and The Black Fan were previewed by PlayingBoardGames on their Youtube
Right Under Their Noses (0, 2) were previewed by Los Archivos de Arkham at their convention.

Rogue

This is bad. It’s the same overall value as an Emergency Cache, but to realize it you don’t just play the card, but you have to play the card and then also take four further actions. This drains all of the tempo out of you just to get to play ECache #3 and #4? Nah. Imagine a game in which you play two of these. By the time you got your two ECaches worth of resources, you’ve basically taken 10 (!!!!) resource actions. That’s more than 3 full turns that could have gone towards progressing the scenario instead. I guess if your games usually already involve taking 10 resource actions, then this is tempo neutral and as good as ECache, but … well, i generally aim to not even take 10 resource actions over the course of a full campaign. And certainly not with a rogue. “As good as ECache” is not really the bar that i would set for a rogue economy card and “As good as ECache as long as you take 4 resource actions beforehand” is downright insulting to the one class that really shouldn’t need to ever take resource actions.
This would require one hell of a Parley synergy to take off, but honestly i am not sure this would even make the cut if Alessandra was this set’s rogue instead of André. She’s got better things to do with her free parley than this as well. It’s wild that this isn’t even the worst money card that’s been revealed for Rogue in this set yet, because truth be told i think that Fame is near unplayable. If we want any hope of a big money deck (or even just a money deck), we NEED things that are much better than this. Luckily, there is something coming up later.

This is cute. Turning successes into oversuccesses could definitely have enough value that’d be worth playing a card that has three charges for this effect. There is just the … slight issue… of this taking the Accessory slot. And one of the most important oversuccess payoffs, Lucky Cigarette Case, also does take that slot. While this is a neat card by itself, i so far don’t see it beat out LCC in value nor do i see myself take the 3xp Relic Hunter for the ability to have both next to another. Or actually… do I? Maybe? If we assume that we are André and are able to turn 3 successes into oversuccesses on turns where we otherwise wouldn’t have gotten one, then that’s three actions gained. That’s not bad at all. Once we assume that we are André and also have other assets or events that reward us for oversuccess, then the stock goes up further and we might be able to shake enough value out of these three uses that it becomes attractive enough. Obviously, if you are confident in always getting that oversuccess anyways, then you don’t need this. But maybe this is exactly what you need on level 0 to get the ball rolling on the archetype. Or you just rely on the Polished Cane and/or Lockpicks, i guess. Though Lockpicks at level 0 is a bit dodgy and Ring would actually help with that… Yeah, i don’t know. I want to like this, i wish it was an Extravagant Hat :|

This makes sense to reprint, it’s what propped up the Rogue class for most of its early life. It complements the Thieving Kit from the Core Set nicely, you now have one tool to churn through the low shroud locations and get paid for it and one tool that allows you to slowly work your way through high shrouds as well.
In addition to that, it’s also a pretty potent oversuccess enabler, giving you at least one test per turn that you can do at a fairly high base skill. This does have the unfortunate sideeffect of doing a lot of what i would have liked to be the Extravagant Ring’s job, like making sure that André gets his bonus action every round… i suppose the Ring can still help keeping that level 0 Lockpick in play? I am probably coping here :D
That being said, overall i am happy to see this back, it’s a good card that thanks to the exhaust on use can’t replace a proper seeker, it merely facilitates picking up clues as a flex, often on investigators that don’t have high baseline intellect. That’s cool and worth enabling. I could have lived without the level 0, i always found that one to be a bit dodgy outside of Winifred… but sure, why not. Who knows, the Ring might come through after all.

There’s a bunch of events in these decks that let you pay 2 to take a basic action at +2 skill and add a conditional bonus on top. These all can be compared to running any other card that just has the 2 icons on them as a commit and asking the question whether that conditional bonus is worth paying 2 resources for. Often, this kind of works out as buying a conditional extra action for 2 resources which is a very conservative rate that you usually don’t want to pay… but then you do also get the +2 to a test on top so it looks a bit better. In Clean Sweep’s case, the conditional for the move isn’t super difficult to set up, so i could see using this. But it’s a bit of a filler card and depending on what other cards with two intellect icons are around i might just value those higher for not costing 2 and giving me some other option in their text boxes instead.
The upgrade ups the value on the card considerably though. Not only do you get a skill bonus here, but the tested skill shifts from intellect to agility, allowing for different commits and synergies. The move is also no longer conditional. Finally, in the case that you don’t want to spend the 2 resources or you don’t want to shift the intellect test to an agility test (because for example you want to throw a Deduction into the test), then you can just commit Clean Sneak(2) for +3 intellect. That’s all very solid upgrades on multiple vectors that i could see myself go for.

Solid, possibly even good! Disabling an enemy while gaining a clue is the same result that Breaking and Entering offers and this is a testless way to achieve that. I think the “disengages and gains aloof” thing is a bit weaker than evasion in a general sense, though. For one, it doesn’t stop Hunters from following you around. And i am not 100% sure on how it works on a Massive enemy? I think there is some rules weirdness there where an Aloof Massive enemy is still considered engaged with the investigators? Hm.
Being a bit weaker than some of the evasion is counterbalanced by having a fairly attractive mode where you sometimes can just get a clue for a resource while also getting to ignore a rat or similar small enemy.
Seems like a fine card and different enough from other cards that do similar things to carve out its own niche.

Keeping an enemy down for an extra turn makes a huge difference and paying 2 resources for the privilege isn’t out of the question. It does require a high base evasion though, because without that oversuccess, this is going to feel pretty bad. This is an okay level 0 card overall, but probably nothing i am super excited about. I also can’t help but peek over to the Survivor cards, where this effect was on a skill in the Core Set. Kind of weird to see survivors be better at an evasion thing than rogues? But sure, this does the thing.
Now, the level 2 however is interesting. Because that one actually is mostly interesting to me as a skill card with 3 willpower icons. That’s a big deal for rogues, and especially for rogues like André who can use this to spike their willpower from 2 to 5 for a treachery test. A 3 willpower skill that also has an alternative mode of play to defuse an enemy? That actually sounds pretty good and i could very well see myself wanting to pay 2xp for it. Worth mentioning that the upgrade is also a uniquely interesting card for Dexter who can not only use the willpower icons in a proactive way, but also gets his willpower of 5 added to his agility here for a total of 8 base skill value. Between Quick Exit(2) and Shadowmeld, Dexter could use evasion in a real big way if that becomes desirable.

And another one of these, so Rogue does get a full suite of these type of events for fighting, evading and investigating. This basically follows the same trajectory of being just fine at level 0, more or less buying a conditional extra action and a +2 bonus for 2 resources. Getting +1 damage is actually better than just an extra fight action, but the condition of needing the enemy to be exhausted is pretty rough. Ultimately this is just a Sneak Attack that needs a test, nothing really too special.
Bu like with the other two, the upgraded version looks a lot better. There’s once again the switch from combat to agility (but still pulling combat into the test). And this now does 3 damage, which is a significant breakpoint to hit. Significant enough to make this card a good solution for a wide variety of enemies. It’s 2xp when compared to chapter 1’s Backstab which did this important job there, but lowering the cost by 1 and adding a much needed bonus to the test to the card is definitely worth it. This will see play. Again the icons are good, but i think while the other two basically got an extra mode of play from them, this one you will want to play for its text box almost every time.

Yet another 2 cost event that comes in level 0 and an upgrade. The level 0 is basically a worse Working the Hunch which is not all that enticing. There’s a slight upside here through the possibility of taking the clue from a connecting location, but actually using that is going to be difficult considering that you need to evade an enemy before you are even able to play this card. Add to that how this is missing the double intellect icons that make Working a Hunch solid in the first place and I’m afraid we got a bit of a stinker here.
The effect of the upgraded version is much better, 2 clues at Fast speed is definitely worth 2 resources, a card and jumping through a hoop for. People generally thought of Snitch as borderline overpowered for a while, after all. But 3xp is really rough and for that price this doesn’t feel like it’s just not quite giving you enough.

Oh, this is just straight up great. As long as you have 3 resources in your pool, this is at least an Unexpected Courage, but can scale up higher still. It maxes out at 4 wild icons when you have 9 resources, which is both very achievable and impactful. Excellent card and a likely staple for a good while. Man, there really are some banger skills in these decks. Here’s another one:

Better “Watch This”? Hell yeah, about time that we got something that gives us some resources in these Rogue cards. And they are fast resources too, which is very very important. A chapter 2 staple for years to come, this basically is to Rogue what Vicious Blow, Deduction and Blood Curse are to Guardian, Seeker and Mystic: The new signature skill for the class. I am very much on board with this, this gives Rogue an actual thing they do better than the others. As it should be for every class. My only complaint, if i absolutely had to conjure one up, is that Out the Door should have been in the Core Set instead of in André’s deck, switching places with Out of Sight. Anyways, looking forward to what souped up skill Survivor gets. Take Heart kinda was their thing in chapter 1, i’d be up for a reprint :)
Does the presence of this card excuse how bad Sengstacke(0) and Fame are? No, of course not. But does it make sure that Rogue is actually functional despite those clunkers? Yes. And thank gods, it was looking grim there over the course of the week for a day or two.

But what if we didn’t just get to play a better Watch This, but also actual Watch This! Yep, my favorite card in the game is back for chapter 2 and i couldn’t be happier about it. My love for this card is endless, we could play this for another 10 years and i’d still be hoping that it returns in chapter 3.
With four copies of gambling-based skill economy in their decks, rogues are going to be getting some income on the side as long as they pass test and it’s going to be glorious.
This is what playing green cards is all about, very excited about it. If you play with other people, remember to practice a smug look of superiority in the mirror beforehand so that you can deploy it whenever one of the inferior classes takes a resource action. On the flipside however, make sure you also have a perfect poker face when you draw that tentacle token on your test that has Watch This and Manual Dexterity committed. It’s all part of the authentic experience.

The level 0 version ranks among the worst cards ever printed for this game, so any upgraded one would have to pull one hell of a trick to get out of that pit. And you know what, they almost managed to do it. Almost. Now, to be fair, Sengstacke(2) is still not great, but at least doesn’t sabotage you the way that the level 0 does. Reducing the cost by 1 while giving him an extra sanity to stay in play longer is enough that you can assume he is going to go resource positive over time. It’s however still way too slow. You shouldn’t need to put in work and wait for your 2xp card to eventually pay off with an Emergency Cache! As a seeker maybe, but not as a rogue. Blocking off your ally slot for multiple turns while you wait for him to first go resource neutral, then work slowly on actually helping you reclaim the tempo you lost is just not what you want to be doing. Especially if it probably also means that you will want to avoid tests during your turns and hope that none come up during Mythos, warping your play pattern just for the promise of a few resources down the road. This version of Sengstacke would have been acceptable if it was the level 0, i suppose. At level 2? Maaaaybe if your Well Connected/Black Fan deck still has XP left after getting its better cards. Not impossible, but highly unlikely. And anything that doesn’t plan on hoarding money until they have 20 bucks in their pool can just get by on the skills and ECache and not bother with this guy.

Going to bundle these together because they fill a similar role. If you do big money as an archetype, there are basically two schools of thought. You can either spend the cash, throwing events and expensive assets around. Or you can use specialized cards that reward you for hoarding. This hoarder playstyle has a couple of rewards in this deck, including Easy Street, Well Connected and the Black Fan. It will be interesting to see where we land on these… my impulse right now is to spend the resources on stuff and get ahead that way, but Well Connected and Black Fan are both definitely strong arguments in favor of saving up. That sort of thing would likely have to involve the likes of Sangstacke(2) though…
I like that we are getting the level 3 Well Connected here, that’s one of the very few player cards from the chapter 1 Return To boxes that was actually desirable to own. There’s probably a bunch of people with chapter 1 collections that don’t even have this card yet despite it technically being a reprint.

I think Silver Tongue is kind of the narrowest and least useful overall of the level 0 talents and that probably extends to the level 3 versions as well. That being said, rogues are notably the ones who could most easily set aside some resources for using this. So it’s probably going to find a deck somewhere… just not sure if it is enabling enough to warrant the Starting keyword. I am probably fine drawing just the regular level 0 on turn 5 or 6 instead. Maybe once Alessandra makes her chapter 2 comeback, that’ll probably do the trick for Silver Tongue(3).

Hm. It’s kinda like that weird Survivor skill that i don’t like from the new Core Set in that it’s an Unexpected Courage that only does something if you fail the test after committing two icons to it. To be fair, i like this better than On The Brink, at least it can turn a fail into a pass, but it’s not even guaranteed and it costs extra resources? Rough, i feel like one of those two things didn’t need to be there if i am paying 3xp for a skill that in a best case scenario doesn’t do anything. I am also wondering about that restriction to skill tests against enemies, otherwise this could have been decent Mythos protection at least. Yeah no, i don’t see it. Maybe this is one for the people playing on Hard and Expert, but this is not for me. Too many restrictions on a card that is already super situational in the first place. Hard pass.

Weakness

This is potentially very brutal. You might even ride this out a bit and just not fail a test, but typically there will be the eventual test you don’t pass. And that failure then gets doubled up on with an extra encounter card which has some really nasty potential to stack up in a bad way. And until you draw an enemy, you don’t have a way to get rid of it either, so you might just get a bunch of extra encounter draws out of this over the course of several turns which could easily tip the scales against you. It’s somewhat reminiscent of Overzealous (which returns in the Core, btw). But while it doesn’t throw multiple cards against you at the same time the way that Overzealous just overwhelms you sometimes, it might very well end up drawing you more extra encounters than Overzealous does. Overzealous is one of the more dangerous basic weaknesses, so i look at Unaware and expect it to be similarly dangerous. Thankfully it does at least only trigger on fails on your turn, so a low willpower investigator with this doesn’t get completely clobbered during the Mythos phase and you do have at least some agency behind what tests to take on your own turn.

Investigator Decks Spoiler Roundup #3

Intro

Week 2 of the evergreen investigator previews, this time it’s Carolyn’s time to shine. We got the whole deck, let’s check out the new additions to the Visual Spoiler.

Sources

Lethal Curiosity was previewed by ArkhamHorror on the official site
University Archivist, Preposterous Sketches and Caustic Reaction(0, 2) were previewed by Little Geek on their Youtube
Unflappable(0, 1) and Psychoanalysis(0, 3) were previed by Arkham Sealed on their website
Magnifying Glass(1), Establish Motive, Insidious Truths and Literary Analysis were previewed by Horreur A Arkham JCE TV on their Youtube
Autopsy Report, Commune with the Cosmos, Sharp Rhetoric(3) and Typewriter were previewed by Faza mitów on their Youtube
Deduction(0, 2), De-Escalate, Occult Records and Hypnotize were previewed by me, on this blog

Seeker

I like this. A bit of a spin on Liquid Courage, the old rogue classic. But considerably souped up in its effect and in a class that has a much easier time dealing with the willpower test or discard sideeffects. Has extra relevance as a way to let Caro heal horror at fast speed (and thus gain a fast clue), but i think this is good enough to see play outside of Carolyn as well. That really is a lot of healing in one card and removing the action cost from the activation does address the tempo issue that we had with healing effects in chapter 1.

The University Archivist is a neat package. What’s interesting to me here is that she doesn’t just ask you to play *a* Tome, but to play a bunch of them. Both to make her search effect more reliable and to get consistent value out of the extra handslot. In turn, she does occupy a very different niche from chapter 1’s Research Librarian who often just ends up being a second copy of whatever singular tome the deck runs.
A cheap handslot is definitely something that i’m interested in, but paying the ally slot for it is of course something that won’t be attractive to everyone. Most of these cheap Miskatonic Allies are more notable for entering play, triggering something, then catching a stray hit using up their soak. I’d be interested in seeing how University Archivist ends up, if she’s someone to keep in play for longer or if she only gets played for her “enters play” effect in the end. Either way, i think she is definitely going to have a place – if not now, then in the future when more Tomes get printed.

The level 0 is fine. You don’t really *want* to run this… but if it means that the Seeker can kill a small enemy themselves and not have the fighter run over to them to bail them out, then it’d have been worth it. I’m mostly concerned about the 2 resources here, so many events in chapter 2 seem to ask those 2 resources from you and i am not sure that Caustic Reaction is the one that should be getting them when they could go towards something else instead.
The clue restriction is not terribly hard to meet (unless playing solo) but there will definitely be times where it bites you and you’ll be cursing it. Yeah, this card isn’t awful, but it’s one where i am not all that happy to include it.
The upgrade is a lot better. It’s now a functional attack even when the clue threshold isn’t met and scaling up to 3 damage turns this into a potent kill event. This is a card you can indeed rely on and i can see myself spending the 2xp in a Seeker deck to be able to flex a bit into fighing with this for sure. 3 damage while using your best skill with a skill bonus on top is also good enough that the Seeker can use this to help with dispatching a big Elite or similar threat that requires some group effort.

The level 0 is pretty much unplayable, any card with two agility icons will do nearly the same job. Consider me flapped by it. I suppose there is a world where Carolyn plays this because she can pick up a clue with the horror heal, but even she won’t be happy to scrape the bottom of the barrel this hard because to add insult to injury this will only allow her to pick up a clue if she already has two. Kinda yikes, considering that it already comes with the condition of an enemy being around and that evading it is beneficial. This needed the same treatment that Stakeout from Guardian got, with double agility icon that would make it a good commit. That way the 2 resource cost would have been just an optional bonus if you need the heal. As printed, it’s quite bad sadly.
Thankfully the level 1 upgrade is a lot better. You get a sizeable horror heal here that does a much better job of justifying the resource cost. And you get the icons to just use the card as a +2 intellect or +2 agility skill boost if you don’t need the heal (or can’t afford it). For a single XP, you get a solid problem solver here that takes an enemy off your back while also healing you.

Yet another 2 cost event. I don’t like Preposterous Sketches, never really did. It does dig through your deck pretty well and i don’t mind the clue restriction either, but that cost of 2 is just too much for me. I’ll stick to Gather Intel and Laboratory Assistant as my primary draw enablers for level 0. In chapter 1 i already only played this in Joe’s hunch deck, and now that Joe has left his hunch deck behind and just draws cards innately, that one use case also disappears.
That being said, “Draw 3 cards.” is mighty fine text to see on a level 0 card, so if your deck is otherwise low on costs, this does do the job.

And even more 2 cost events. Luckily Psychoanalysis is actually pretty good. The level 0 is one of those cards with multiple modes where each of the modes doesn’t seem worth it by itself, but the flexibility makes it add up to something solid. Primarily, you will probably want to look at this as a horror heal that also has great icons, but every now and then you’ll be happy that it allows your Guardian friend that has been stumbling to find their weapon to look at another 3 cards or to shuffle away an upcoming weakness that would have been annoying. Without those skill icons, i’d be down on this card, but as it is, there is enough to like here.
The level 3 then ramps up the effect to 11, to the point where it’s a very different card. Now applying to everyone at the location, this becomes an incredible card to either play early and help everyone have the right cards for their setup or near the end to wipe out a whole lot of horror. Or anywhere inbetween to just gain value from all the card draw and heals. The icons become even better, but this is no longer a card you want to commit. This is a hugely impactful play and very worth the xp investment. Obviously the value depends on player count, but i think this starts being fine even in two-player games and then shoots up dramatically as you add a third or even fourth player.

Sure. While it will only heal yourself and comes with the restriction of needing an enemy to scale off, at least it doesn’t cost 2. Obviously not super impactful, but the icons are solid and i think this has a decent shot of making some decks that care about the horror heal. That means Carolyn of course, but also investigators like Lucius that are vulnerable to horror might very well be interested in this just to stay sane.

While your Seeker likely will always have some stray intellect icons in hand to boost up a Caustic Reaction when you really have to, combat icons are a bit harder to come by. So you will have to rely on the +2 skill that Insidious Truths gives by itself. But as long as your investigator doesn’t have a base value of 1 or 2 combat, this likely still beats out Caustic Reaction(0). Discarding cards to this is a bit painful, i never much liked Occult Invocation either. But the ability to go up to 3 damage is quite significant on a level 0 card and in our early chapter 2 card pool this definitely has a place. I can see myself using this at level 0 and then upgrading to Caustic(2) a decent amount of times.

Deduction needs no introduction, both versions of this card are a staple and Seeker signature.

This is quite good… as long as you have enough Insights in your deck, of course. Most Seeker events are Insight traited, so there’s absolutely going to be a deck that plays Establish Motive to great effect. Not sure it’s necessarily going to be Caro or Joe that does, but even if not then this is still a great card that has a bright future ahead of it. In chapter 1, i’ve been playing Eureka in every Seeker deck (almost literally, i probably play it more than Deduction), and i am going to play this in every chapter 2 deck where i can justify it. I am very happy with how open-ended this is as well, with a wild icon that commit to anything and even working for other investigators.

Another very good skill… as long as your deck has the right assets available, of course. This is the second card in these previews that lends some explicit support to a Tome deck, which is at least a bit surprising. In the right deck, this is just straight up copy 3 and 4 of Perception, as secrets will usually match a card in value. Sometimes even slightly exceed it. I think this is good enough that it’s not just a payoff that you run if you already happen to have enough tomes, it’s a card that actively makes me want to consider tomes instead of other alternatives. For this set specifically, it means that at least in my eyes, Dreamer’s Chronicle’s stock when compared to Fingerprint Kit just went up by a good amount. It also makes me immediately more interested in the Researched card and the Core Set’s Grimoire.
It’s funny how you can use this in chapter 1 to recharge your Grim Memoir, which is just a Box of Perceptions. So this becomes a Perception that hands you a Perception. It’s Perceptionception!

Saves you a resource over the level 0 and it’s a nice little luxury upgrade to do, but it doesn’t change what Seekers can or can’t do. Mag Glass(0) is of course a very significant card and it being available or not does set a gold standard for what other hand slots in Seeker need to measure up to. But the level 1 upgrade … i can take or leave. Doesn’t really impact anything.
Sooo… sure, why not. It’s an extra resource and that matters during the setup turns. *shrug*

Seems fine to me. Comparable to Stock Reload from Guardian in that it offers a handful of uses that can be spread across multiple assets. It’s only 3 uses instead of the 5 that you get on the Stock Reload, but secrets are generally speaking a higher value than an ammo so that checks out. Having a way to refill your Tome for just 2 resources is definitely useful, and again like with the Stock Ammo Reload the XP is justified through the ability to double up on an upgraded asset. If you put the effort and XP into something like the Researched tome, then paying 2 more XP to be able to use it even more seems like a good deal to me. Obviously narrow since it requires assets that use secrets and also have a specific trait, but it’s a good addition to the Seeker toolbox that i will be able to make good use of.

Are you ready for yet another Seeker two-cost event? Well, ready or not, here it is – luckily it’s another good one. Hypnotize offers a solid way to get rid of an enemy. Considering that Seekers tend to boost their intellect through all sorts of assets and that this comes with another +2 on top, i can see this get rid of huge monsters with little fuss. Depending on whether there’s enemies again that punish you in some way for defeating them, this could even end up being extra valuable.

This is about as close to a pocket Roland in your palm as you can get. For most Seekers the test on the card is going to be trivial enough, even if it just gets a +1 or +2 to the test you will be getting that extra clue more often than not. So this basically gives you unlimited uses of a Roland Banks/Grete Wagner ability… seems immensely useful to me. Chapter 1 had some approaches to a similar thing, with cards like Microscope charging up for enemy defeats at your location that you can then turn into clues down the line, but this is just a much more clean and immediate way to get this done. I like this a lot, both for Seekers like Joe that defeat enemies themselves or for those that are just around when it happens.

I mean, this is pretty good and i could imagine a deck that builds around it and wants it early enough. In such a deck, spending 3xp to make sure you get your enabler on the table turn 1 isn’t out of the question. My main issue would be how boring such a deck would be, i guess. Definitely not for me, but this isn’t so far behind Higher Education that it can be written off.

Okay, wow. It’s 5xp, it’s yet another 2 cost event. But it also nukes a location for up to 5 clues. That’s huuuuge and if you get a way to play this multiple times (like say, being Agatha or putting this on Dayana in chapter 1) it seems hard to lose with this much tempo behind you. This is what a 5xp event should look like. Just you know… don’t draw the tentacle :D

Weakness

I am not a huge fan of how swingy this one can be. Asking a Seeker to pass a willpower test or lose a bunch of their clues is fine, even with the threat of an autofail (or just low willpower, like in Trish and Joe’s case) which would have them dump 4 clues unless they are willing to trade off some damage. But where it gets dicey is when this random basic weakness gets pulled by a fighter, who is not likely to have a bunch of clues at hand. They could be facing a smack of 4 damage in the face and if they happen to have low willpower as well (as many rogues do) then this can be very rough.
Healing and tanking seems to play a larger role in chapter 2 than it did in chapter 1, so maybe this will not end up as threatening in practice as it looks to me right now, but there’s definitely some blowout potential here that has me slightly worried.

Revealing 4.5 Cards from the Carolyn Fern Investigator Deck

Intro

The previews for the Carolyn Fern Investigator Deck are almost done, but today I’ve got one more round of cards to go. We got clues to find, horror to heal and enemies to hypnotize. Wait, what was that last one?

Hey, it’s Deduction… and more importantly Deduction(2)! For anyone who has seen Vicious Blow(2) return last week in the Tommy Muldoon deck, this is likely not a huge surprise. Definitely a card that sees truckloads of play, scooping up 3 clues in one go is how you make sure you stay ahead of the encounter deck for a bit. Straightforward and good in an obvious way, and also with a proven track record – this card doesn’t need further introduction. It’s good, play it, there’s a reason that Daisy is pogging out all over it.

Carolyn is all about healing horror for profit and De-Escalate is a simple card that goes towards that strategy. As long as you can find an enemy with 2 horror value, this is fairly solid just by itself, but Carolyn can even just play this as part of her critical mass of horror healing that she needs to support her ability. While this is a card that you probably upgrade out of, the card is cheap and comes with some solid icons. So it makes for a solid inclusion in your level 0 deck that does its job until you can upgrade into something with a bit more punch behind it.

If you are looking to go deeper on your horror healing than just a one-shot event (and Carolyn will want to do that), then Occult Records are likely going to be a part of that. This tome takes up a handslot, but it gives you three uses of a “Heal 2 horror” effect. Critically, these uses can be spent without an action, which does help immensely with the usual problem of losing tempo to get some healing in. This makes it potentially desirable even in other investigators just as a precaution against mounting stacks of horror coming your way. With Carolyn this becomes extra spicy however, as she turns horror healing into clue discovery once per turn… and with the Records she gets a way to do so without spending an action at all which turns her ability from one that helps you maintain tempo while healing to one that actually gains you tempo. As a drawback to rein all this value in just a tiny bit, using the book will ask you to test willpower(2), potentially costing you a card from your hand. Caro will usually be able to pass this test, but it might be a problem if Joe or Trish consider this for their decks. That being said, they are all Seekers with extra card draw available, so losing a card here or there is not a huge ask if Records allows you and your teammates to stay sane.

And here’s some genuine Seeker-coded removal. Getting rid of an enemy wholesale in just one action is pretty sweet, even if you may see it again down the line. Thanks to the +2 skill bonus each of the chapter 2 investigators that can play Hypnotize (Joe, Trish, Carolyn) can use this immediately to get rid of most non-Elites they might encounter. If it’s a particularly chunky enemy, finding an intellect icon or two to commit to the test shouldn’t be too hard either. This is particularly good if some big enemy with 4 or 5 health comes out of the encounter deck randomly on turn 2 or 3 before everyone is fully set up and ready for this sort of noise – only to get shuffled back into an encounter deck that is still almost full. But even just buying a turn or two near the end of the scenario can make all the difference and save your enemy handler several actions. Additionally, Chapter 1 had some enemies that punished you for defeating them, in fact one of the campaigns was even heavily built around that concept. If this ends up being the case again, then a way to take an enemy off the board without having to defeat it could be extra valuable as well.
Finally, i am again noticing a very solid array of commit icons on this event. This is a trend that we’ve seen on many of the revealed chapter 2 cards so far, there is a generous amount of cards that can be committed for +2 to multiple different types of test. Willpower and Intellect in this case, which are particularly useful commits when your team already has the enemy situation handled.

Surge.

And that concludes the previews for Carolyn Fern. But preview season is not over, of course. We have three more weeks of previews ahead of us, one each for André Patel, Marie Lambeau and Miguel de la Cruz. While I won’t be showing off any new cards for those decks myself, i will of course be closely following what my fellow Arkham creators have for us and i will relay all of that on this site as always. To follow along, you can check out both the running Visual Spoiler and the current preview schedule on my Visual Spoiler page. I also do weekly spoiler roundups where i gather all the new info from these reveals (and other sources like livestreams) and comment on them. You can find links to those on the frontpage. The roundup for this week is actually already up!
My thanks to FFG and especially our community manager Liv for organizing these reveals and including me in it.