Top 10: Most fun basic weaknesses

Introduction: Alright, “most fun” might be overselling it slightly, but there’s no doubt that some weakness are just more interesting than others. In a sea of weaknesses that merely ask to spend an action or two to discard them or are just some damage here and there, these standout weaknesses give players something to play around, some actual challenge that spices up the game. Here’s my Top 10 of basic weaknesses i’d rather draw randomly than most others because they create interesting situations.

#10: Dark Pact. Arkham LCG has a couple of “campaign only” multi-stage weaknesses. While some of those are also the most frustrating things ever (i actually removed Doomed and Offer You Can’t Refuse from my pool), Dark Pact is the best of them. It gets the lowest spot on the Top 10 because it’s probably one of the weakest in the pool, but i do appreciate the flavor of the card and that you can use it to stab a teammate, one of your allies or even yourself.

#9: Your Worst Nightmare. When a weakness can promote interactivity between the players, that’s a win all around. This enemy can’t be defeated by its carrier, so someone else has to take it. Now, of course this is already true for many enemies that come off naturally from the encounter deck, after all most teams have investigators that already need to be protected this way.

#8: Reckless. As one of the few skill weaknesses, Reckless immediately stands out. It sticks with you, draining your resources until you finally manage to get rid of it by failing a test with it. This reminds me a bit of Rex’s Curse, but without all the annoying token pulling. Reckless is quite impactful for investigators that like keeping their resources and does often require taking some lines of play you usually wouldn’t just so you get to take some tests that you can fail on purpose.
EDIT: Okay, so i messed up here. I got how Reckless and Arrogance work mixed up. Obviously you will want to pass a test with Reckless and not fail it. So what i wrote above is poppycock. Sorry about that! Not sure it still belongs on the list now, but it is what it is.

#7: The Thing That Follows. The enemy that keeps coming back. Most enemies you just want to defeat as soon as possible so it’s out of your hair. This one you want to let stick around as long as possible so it doesn’t replace more of your draws. Its impact on the game depends on the location layout of the scenario, so there’s some variance to the card as well which is something i usually appreciate.

#6: Stubborn Detective. This guy is famous for the stories he creates, being so stubborn that he’d literally follow you to the City of Archives because he has a hunch. His ability is also quite unique in that it makes get by without you investigator ability while he’s around. Ultimately he’s not difficult to defeat, but he certainly can create some interesting situations.

#5: Narcolepsy. More multiplayer goodness. Literally only take a single action to disable, but the timing this card has is often awful. Especially when it is in the deck of someone who is usually supposed to take their turn first. There’s also something deeply hilarious to having your team mate get all sleepy while you are fighting Atlach-Nacha or trying to run through a disintegrating train.

#4: The injuries. Hot of the presses, these new EotE weaknesses ask the players to run specific cards to deal with them. In turn, these are more or less impactful depending on how well you adjust to them in your deck building and upgrade choices… i find that very satisfying and rewarding.

#3: Kleptomania. The final three weaknesses are where i’d actually go as far as claiming they are fun to play with. As some other cards mentioned before, Kleptomania has that multiplayer interactivity going on. But more than the others, this one rewards using it creatively and can even create opportunities for combos or at least mildly positive outcomes.

#2: Damned. This one uses the tarot deck from the RtTCU box. While it is wildly unpredictable and often downright nasty, there is just something to be said for a weakness that changes from scenario to scenario and gives you different challenges. Sometimes the effect is minor but often it is major enough that it requires some adjustment of the playstyle for the duration of a game. That’s basically exactly what i want to see from a weakness.

#1: Through the Gates. Of all the weaknesses, this is the one i like playing with the most. Like Damned, it creates different sorts of experiences whenever it is drawn. Sometimes it just plucks something inconsequential from your deck. Other times it costs you something from the board or from the hand. Or goes straight for some key piece of your deck and you will now have to go into damage control mode. Like the Injury weaknesses, this one can be built around when upgrading, as it encourages diversifying your cards instead of buying cards in pairs as you’d usually do.

Final words: Lots of these are just hitting the same buttons: Interactivity, Variance, Uniqueness. Weaknesses are something we have to include in our deck so there’s always some sort of roadblock happening along the way. If i have to see that like once per game (or more) for all of a campaign, it better be something that’s not boring. Something that actually interacts with what else is going on and that gives me something to think about. To be perfectly honest, Dark Pact and Worst Nightmare are already stretching it by that definition, but it turns out that once you remove all the “spend 2 actions” weaknesses and all those that are just a bit too punishing… there’s not all that many left to talk about!

Top 10: Most punishing encounter cards

Introduction: An integral part of the game is having the encounter deck push back at our attempts of making progress towards our goals. When we go into the Mythos phase, we already do so expecting unpleasantry and complications. But some encounter cards just take this to the top and those are the ones that lead to us grimacing in frustration or sighing because we now have something new to care about that we really didn’t want to. Here’s my Top 10 list of encounter cards that i really don’t want to draw. For this, i am making no difference between scenario specific, campaign specific or core cards – meaning i try to ignore how frequently the card is used for its place on the list.

#10: Ants! As mentioned, there’s a certain expectation we have when going into the mythos phase, expectations on what a singular encounter card is going to cost us. A card? An action? Maybe even two? Some life? Well, what we certainly do not expect is having to discard up to 4 cards from our hand and/or board. Random ones from the hand, at that. This card is a menace and thankfully it’s contained to one specific scenario.

#9: Merging Timelines. Another one that can just wreck your hand. What adds to the frustration here is not only that it also can cost you your turn… but that it is completely random. “Ants!” at least gave you a test, this one isn’t that merciful. Short of building your deck to include more singletons there’s nothing you can do about this one. You have to close your eyes and hope you end up with at least part of a turn when all is done.

#8: Brotherhood Cultist / Stolen Mind. It takes a lot for an enemy to get on this list. Usually enemies aren’t terribly frustrating because they come with lots of ways to defeat them built in. Sure, they cost some actions, but usually there will even be investigators on the team that are actively looking for enemies so they find a use for their weapons and fight events. What makes these two special is that they not only collect doom, but they scale their stats with it. Brotherhood Cultist is the well known example, an enemy that you can not afford drawing the autofail against because each attempt at defeating them that fails only makes successive attempts more difficult. Meanwhile, they work towards ending the game faster. Stolen Mind was added by the Return and crossbreeds this behavior with the automatic doom collection from Wizard of the Order, for a disgusting end result.

#7: Meddlesome Familiar. Finally, something that’s not from The Forgotten Age! One of a very, very few cards in the game that are able to cause me actual IRL stress. Brown Jenkins just gets to me and Meddlesome Familiar is a huge part of why. The Secret Name is a drawn out affair that can be taxing and having this card make sure that you always have that stinking familiar in your face is just something else. Nothing quite like taking Jenkins down for the fourth time under use of actions and other resources, only to draw a card that goes “Okay, do it again. Also, have a damage.” It’s mocking me, i swear.

#6: Ancient Evils. Ah, the fan favorite. Probably the most overrated encounter card in the game, but obviously it does have quite the impact. It can be safely assumed that the doom thresholds on agendas are balanced around having Evils in the encounter deck, so i am usually not one to think to much of it. But things get quite sketchy when excessive randomization comes into play (looking at you, Untamed Wilds!), when the thresholds are very small (looking at you, Essex!) or when it comes bundled with Cultists, preferably in the same mythos phase (looking at you, Black Throne!). These are the moments where Ancient Evils can feel absolutely rotten, especially since it doesn’t just work towards killing a single investigator. It tries to directly end the game.

#5: Straitjacket. Man, this one just keeps getting me every time. Unspeakable Oath is a truly excellent scenario that i enjoy a whole lot, but i can not deny the amount of stress and grief that a deck with both Corrosion and Straitjacket causes me. Straitjacket is an immense setback. While it doesn’t send your assets to the bin, they are returned to the hand, so you do lose all the actions and all the resources you spent on them. And before you can replay them you even have to spend 2/3rd of a turn just on discarding the Straitjacket. This thing can just on its own cost two or even more turns. Drawing a second Straitjacket after rebuilding from the first one is a legitimate table flip.

#4: The Sign of Hastur. While we are on the topic of Unspeakable Oath, tableflips and IRL stress, who the hell thought this was a good idea? Increasing all horror by 1 over multiple turns translates into so much additional testless horror, it outclasses any other horror dealing card. It’s also really difficult to get rid of sometimes, so all you can do is try and weather the storm. This is one of those cards that makes me go into high alert mode immediately when it enters play, and for the whole duration that it stays there. I’m pretty sure this card is to blame for at least some of my grey hairs.

#3: Beyond the Veil. The card that holds a whole campaign hostage. It has all the hallmarks of a frustrating encounter card: No printed way of dealing with it. High consequences for having it trigger. Low to no interactivity. What Beyond the Veil adds to the mix is that you get a front row seat to your slow but inevitable demise. Oh, and Surge. Can’t forget the Surge. That always feels like getting a kick in your face while you are already down. I can’t think of another card that this actively discourages me from playing a campaign than this one. Some investigators just don’t stand a chance in Dunwich and it’s all thanks to Beyond the Veil.

#2: Frozen in Fear. A core set classic that has been keeping Rogues and other low willpower investigators down since the inception of the game. Arkham has a lot of debilitating treacheries, as anyone who has seen the typical TCU threat area can attest to. But what sets Frozen in Fear apart is the way its Willpower test works. Unlike so many other cards, this is a test that the player who drew the card will have to pass themselves. No helping out by your friendly Mystic or Guardian. It’s also guaranteed to hinder you for at least one full turn, as the timing is fixed. Fixed to a point just ever so slightly outside of your turn, so you can’t even use something like Eye of the Djinn on it. It’s like the wording of that Forced trigger was specifically crafted to be the most frustrating it can be. Since then, we’ve seen this same templating on other treacheries as well, with TCU’s Realm of Torment being particularly notable. But none of them gets quite the visceral reaction from me that Frozen in Fear does.

#1: Umôrdhoth’s Hunger. This frigging card. The Devourer Below is already a scenario that isn’t exactly known for how fair and fun it is, but the presence of this card just makes it that much worse. Threatening instant demise to one or even multiple investigators, even its best case of costing everyone a card is annoying. Having this card around also means that every discard effect in the encounter deck is more powerful – and RtNotZ introduced quite a few of those. And playing cards is also discouraged, something i never like. Really, this card looks like it came straight out of a LotR Nightmare scenario instead of an Arkham Return to box. This is an easy #1 spot for me, the only saving grace here is that i don’t see the card ever because i don’t play that scenario anymore.

Final words: This list features a lot of TFA and Carcosa. That might be partially influenced by the fact that those are the two campaigns i play the most, so of course they left the biggest impression on me. But it does align with the reputation of those campaigns. The surprise for me here is the relative lack of TCU. I find that campaign somewhat stressful and i expected more than just Meddlesome Familiar (and a mention of Realm of Torment) to make an appearance here. There’s 4 cards from Return To boxes on the list, which is about what i would’ve expected.
I’m sure that with almost 700 different encounter cards, i must have forgotten a few important ones. So please chime in and tell me which ones. What are the cards that make you want to open a window and chuck the damn thing out?

Top 10: Most game-changing cards from the Edge of the Earth Investigator Expansion

Introduction: If we believe arkhamdb (and i don’t see a reason not to), then the Investigator Expansion for Edge of the Earth features 133 unique cards. A truly large number of cards to dump on us all at once, but i’d argue that even if we ignore the timing of them all landing together, the impact of the EotE player cards is more significant than most other cycles. There’s just that much good stuff in it, with barely a coaster in sight. This Top 10 list attempts to figure out the most important additions. Note that in this context “most important” doesn’t necessarily mean “strongest”. I am interested in cards that open up new archetypes or otherwise give us things we didn’t have before. Stuff that actually changes the game. Not just some number tweaks or spins on old cards.
Ah, and i will exclude the actual investigators from this list. Obviously they are the ones that do open whole new angles for deck construction all on their own, but i don’t want to take the first 5 slots of the Top 10 just for them.

#10: Protective Gear. Edge gives us 3 new assets that take the body slot and all of them are interesting in their own way. While the news of getting something other than Bandolier and Backpack for the body slot is already great, the Protective Gear is also notable in that it does offer some great encounter protection to Guardian which didn’t really have much for that before and to Survivor which dabbled in canceling before but never really got there. There’s no test here, as long as the treachery is a hazard, this can blank three encounter cards. And the sizeable soak alone could do a great job of neutralizing two or three encounter cards that deal damage/horror if no Hazard traits are around. It’s expensive to play, but a very nice new tool for the deckbuilding toolbox.

#9: Quickdraw Holster. The other body slot item that made the list. So far, Bandolier stood alone with its effect of giving additional weapon hand slots. Holster is finally some competition and allows Rogues as well as Guardians to keep a sidearm next to their two-handed main weapon. This is huge for investigators with signature firearms that would be interested in going for two-handed weapons but so far didn’t have a way of doing so without it being awkward. Looking at you, Tony. But Finn and Jenny could certainly also use this well. As could any investigator that wants to hold tools and relics in their hands but also keep a weapon on hand. Is it better than Bandolier(2) for Guardian? Probably not. But for Rogue, this is an important new card.

#8: Black Market. In an effort to support Bob’s unique playstyle, the EotE expansion opened up a couple new ways of trading assets between players. The combo potential that is opened by this is immense. This is the sort of card that can only exist in non-competitive games, as i am pretty sure it breaks the game in a hundred different ways. There were some ways to do switcheroos before, but they were very limited (“You owe me one”) and/or restricted to assets (Teamwork). With EotE, these limits are gone. And Black Market is the poster child for this, able to trade any card type from any player to any other player. Meanwhile it’s costed cheap enough that its even a good as just pure card draw in solo. A really fantastic card.

#7: The upgraded Composures. I don’t think i ever put one of the original composures into my deck. Too fragile, too much investment, not enough payoff. Now, these upgrades though… they are pushed to the limit. These are playable even before reading the textbox. They are slotless card with 4 points of soak, costing neither resources nor actions to play. That’s immediately playable. Using Moxie in Sefina could do wonders for her survivability, something i have used Bulletproof Vest for before. Hold Moxie next to the Vest and have a good chuckle. Similar things go for Combat Training, Scientific Theory, Plucky and even Grounded. These cards can do wonders for your next run through TFA, Innsmouth or similar campaigns where a lot of damage and horror rains down on you.
(And yes, we didn’t even look at the text box yet. It’s a really good text box, too!)

#6: Ice Pick. What looks on first glance like it’s just the next little variant on Mag Glasses is actually sort of a powerhouse. When the Council in Exile designed the Flashlight(2), a lot of noise was made around the fact that it can be used in combination with other assets. Arcane Insight has this sort of templating on a 4XP card with 3 charges. And now look at this little 1XP card, giving you that effect an unlimited amount of times and not just for investigations, but also for fights. You can cast Spectral Razor and use this to enhance it. Or This is really remarkable and held back only by its need to exhaust. Or while using Archaic Glyphs. With Duke. Or Sled Dogs. Or while using a Lantern. It even works with Monstrous Transformation! This sort of interactivity is exceptional. There’s an upgraded Ice Pick of course and it introduces another layer of shenanigans using Scavenging, but today i am just here for the remarkably open wording of how this helps your tests.

#5: Counterespionage. Any sort of cancel mechanic is immensely powerful, as it can directly translate to a whole lot of saved actions, resources, health and/or sanity. Canceling also allows for better planning, so surely FFG have to be careful about giving us too much of it. With that in mind, i would’ve called you crazy if you told me a few months ago that we are going to have Dismiss in Arkham. Dismiss is crazy good! Or that it would be modular and thus even better than Dismiss. I would’ve called you even crazier if you would’ve told me that it would be a Rogue card. Doing what another class does, but fast and while drawing a card? “Obviously this would be a Seeker card!”, i would’ve told you.
Well, but here we are and the green Dismiss is real. What a card. Solves so many problems in a world where people have been running “You handle this one” just so they wouldn’t be stuck with Frozen in Fear. I’ll play the hell out of this one.

#4: Sled Dogs. The reddit and the Discord are abuzz with people trying to tell you that Sled Dogs are bad, that they are overcosted or, and i quote, “a worse Mauser”. Those people are fools. It’s easy to look at the card and come up with a lot of others that fight better. And then many others that are better movement. And others that offer better soak for the resources. But that fails to realize that Sled Dogs is all of this at once. It’s a bad Mauser that is also a bad Pathfinder, a bad Bulletproof Vest and a bad Elder Sign Amulet. Well, turns out that the sum of all that is actually a pretty great card. And you really only need two of the dogs to get your value. This will give you once per turn either a bonus move action or a non-hand slot attack for 2 damage. While also giving you a 4/4 soak. So the argument that it takes too long for these to pay off also doesn’t hold. Of course, find more dogs and stuff gets out of hand fast. Inconsistent you say? Well, you aren’t doing it right then.
Now, the one argument against the dogs is how much space in the deck they take up. 4 dogs, 2 Calling Favors and maybe even 2 Lucid Dreaming aren’t available in every deck. But everything else is absolutely worth it, considering they are doing 3 jobs at once. On a neutral level zero card!
PS: Rod of Animalism is a bad support card for them, though. I’m pretty sure you want Charisma.

#3: The Tri-Class Talents. All five of these are fantastic pieces of economy, use the 2 resource discount twice and you are already making profit. Their trait requirements are very broad and most decks will at least eye one of these at some point. Paying 3XP for them is a bit rough, but especially non-Rogue decks or such with lots of events of a relevant trait can get a lot of mileage here.
Their capability of handing out cash to pay for your cards is what i would call their primary function, but they are at least noteworthy for enabling Synergy and for their ability to boost skill tests on cards of the correct traits.
I appreciate these a lot as sort of guiding stones that you can build decks around.

#2: The Injuries. I really like that these exist. One of the things that i learned early on in Arkham is that healing is not worth it. Soak is more efficient and spending actions just to undo damage or horror is a fool’s game. Now, that never sat right with me thematically, but it is what it is, right? I am very much in favor of EotE trying to skew the balance towards healing a bit more. It does so with some actually playable healing cards like Bandages and Words of Healing(2), but also with this set of 4 weaknesses. Each imposes a penalty that can be quite severe and the only way to get rid of it is healing it as if it was a damage or horror. A real nice double whammy of nailing a theme and shaking up a bit of gameplay. Anyone who finds themselves with one of these in their deck will want to include some sort of healing for it. Or ask someone in the group to do so. Much, much more interactive and interesting than the old “2 actions: Discard this.” we have seen way too much of.

#1: In the Thick of It. Any other card on #1 would’ve been a sham. This card on its own opens up deckbuilding by a lot. We can now buy crucial pieces for our deck right at the start of the game and no longer have to play the first scenario with our hands tied behind our back because we weren’t able to pick up that essential Charisma, Relic Hunter or Covenant. Combining it with Versatile opens up even more doors. Mateo players can now start the first scenario with 8XP!
This boost in XP is excellent in general, but gets even more important for campaigns like Dunwich or Innsmouth that are either notoriously stingy with XP throughout or at least through the first half of the campaign. You can also bank the XP instead of spending it immediately, making sure that you can get something like a Stick to the Plan after your first scenario for sure.
This is maybe the most important card since Charisma for deckbuilding.

Final words: After the yuckfest that was yesterdays Top10 list i decided to switch it up today and go in a completely different direction. I am sure there is plenty to disagree with here, but that’s fine. Opinions, right?

Which player cards from Edge of the Earth have been keeping your attention? What decks can you suddenly build that weren’t able before? Let me know, so i can leech your deck ideas so we can discuss them!

Top 10: Unsettling Encounter Artwork

Introduction: There are a lot of encounter cards in Arkham LCG, a game that constantly rides the borders between horror, fantasy and camp and all of them have artwork, of course. While the art rarely goes into full horror and usually sticks to the fantastical, there is certainly some around that unsettling in some way. Maybe they are a bit disgusting, maybe they hit a bit too close to home… in any case, here are 10 cards from my point of view that hit a nerve.


#10: Outbreak. Look, i am not afraid of spiders. I actually kinda like spiders and i think there’s some real great spider artwork in this game specifically. However, this bloated thing… yuck. None of the elegance, instead it’s just an ugly pustule on legs. Hans, get the Flammenwerfer.

Ravenous Ghoul

#9: Ravenous Ghoul. Ah, a classic. I remember that this guy stood out to me in the Core Set because its artwork is just that more visceral than the others. Smeared with blood on hands and face, there is also no doubt how it got this soaked in blood. Or what it wants to do to you. It looks extra fierce when you put it next to the somewhat goofy looking Ghoul Minion.

Descent into Madness

#8: Descent into Madness. Eyes are weird. At least from this close. We are just not meant to get this close to an eye. And while there’s not actually a whole lot happening in this image, it gets its point across perfectly. A very realistically drawn eyeball with the veins in it, wide open so we see the red under the lids and all the little details. A great case of the image being enhanced by the flavor text, too. I can’t make out anything specific in the shadows reflected in the eye, but that actually works in the artworks favor.


#7: Abduction. Due to Arkham creature design rarely crossing from fantasy into full horror, there is little artwork of enemies that is actually scary. Now, while this is a treachery, it still does show an enemy that somewhat gets the job done for me. The coloration reminds me of Ravenous Ghoul and while i don’t think it is supposed to be a ghoul, i have to wonder… what is it actually? It’s not like we see this thing on any of the enemy cards in Carnivale. All we know is that it eats whatever they can fish out of the canal. Again, good flavor text and it also only vaguely alludes to these things as “they“.

Blood on your Hands

#6: Blood on Your Hands. Just the fact that this scene is presented to us from our own view makes it very real. Most other treacheries show something happening to someone else, making us spectators. This however is first person perspective. Combine this with a really gruesome display of blood and you can’t help but feel a bit uneasy looking at it.

#5: Corrupted Orderly. When we look at the Corrupted Orderly, we also have to consider the Suspicious Orderly, so this is a double feature. While i did claim earlier that i am not bothered by spiders, i can tell you for sure that i am deeply troubled by the idea of someone having spider legs coming out of their mouth. Full artwork here: [1] and [2]. Can i also just talk about how the legs break out of a face mask and how we are all running around with face masks these days? Try not to think too hard about it when you are out shopping the next time…

Visions in Your Mind (Horrors)

#4: Visions in Your Mind. A somewhat generic scary artwork, but it’s very well executed. I am not 100% sure what is going on here, to be honest. Presumably this woman is looking into a mirror and seeing herself decay or something? It’s of course (as the title of the card alludes to) all in her mind, but if this is indeed a look into a mirror… does this mean this is another card from first person? Something to think about during your next Return to Carcosa campaign!

#3: Fine Dining and Tough Crowd. So, i’ll cheat here and put these two cards together on one spot. But really, these two firmly belong to each other, both having a very similar style to them. They give a lot of flavor to The Last King and introduce the players into a lot of the Carcosa theme in an expertly fashion. Tough Crowd shows its horror elements a bit more overtly than Fine Dining, but both are the sort of artwork that don’t seem to bad at first glance but get worse the longer you look at them.

Meddlesome Familiar

#2: Meddlesome Familiar. So, pardon my french, but fuck this guy. More so than the actual Brown Jenkins card, this treachery cements the incredible annoyance that the witch’s familiar brings with it. The artwork is truly disgusting, biting ankles is really awful and relatable and the game effect is also on point. A very exhausting card to draw and the artwork is just right for such a memorable card.

Radical Treatment

#1: Radical Treatment. Carcosa certainly featured a lot in this list, but this one from the Return to Carcosa takes the cake. This appears in Unspeakable Oath, a scenario that already walks on heavy terrain with the asylum and human enemies that are apparently tortured by cultists or other inmates or whatever. It’s all pretty dark and there are some other artworks in this scenario that could’ve made this list, but they pale next to Radical Treatment. Well, this is a picture of a lobotomy in process. Executed on someone who is fully conscious and obviously in panic. Too real. Oof. Sadly not supernatural at all, which just makes this more horrendous than any tentacled enemy could ever be.

Final words: As alluded to along the way, Arkham is rarely scary when it comes to creatures of the Mythos. It mostly starts crossing lines only when it becomes too relatable for us, when there’s things that we could imagine the impact of. I don’t know about you, but i can’t really seriously be afraid of something like the Mindless Dancer or Hunting Horror, despite them having excellent artwork. However, make me think about something biting my achilles tendon or sticking stuff in my eye and you’ll see me squirm. Obviously, this is a personal feeling and i can easily imagine someone shying away from artworks like Maggot Swarm, Night Terrors or some of the more grotesque enemies like Piper of Azathoth or Royal Emissary.

Feel free to write in your own picks! And see you for the next Top 10 list. I plan on doing a couple more over the Christmas and New Year holidays 🙂

Irregular Evils – #35

Site News

Just as a heads up, i felt like posting because i have not actually been posting a whole lot on the site lately. And i want to at least give a life sign 😉
I am still slowly working towards updating the scenario pages from TCU with the Return info. Two out of eight are done, so still a couple to go. I also want to update the TCU deep dive with Return info, which i did not start on doing yet.
I did however start on writing the next entry for the Arkham/LotR/Champions series of articles. This one is going to spend some time talking about number ranges, why they matter and how it influences our gameplay whether some stats scale from 1 to 3 or from 1 to 10. It’s currently looking like it’s going to be a long one.
Progress on all of those is going a bit sluggishly right now, mostly because my attention has been quite divided over the last month. Between rekindling my old flame XCOM2 (both playing and modding) and dusting off my LotR collection there’s not been a whole lot of Arkham since i finished my RtTCU playthrough. I also kinda blame the delays. If i had some new playercards, i’d be all over Arkham right now. Probably diving right back into RtTCU with Lily and Monterey 🙂
Eh, I’ll get to it eventually. Until then, you can however go ahead and check out the Resurgent Evils entry for RtTCU where i lay out what’s in the box and what i think of it.
If that’s not your thing, maybe i can interest you in some War of the Outer Gods?

Irregular Evils – #33

Site News

During the last week, i went over the new replacement encounter sets from the Return to The Circle Undone. I updated all of the relevant encounter set pages with my thoughts on these new cards and how they fit into the game. On the whole, i really like what the box has to offer there. If you want to check these out, find them here:

Impending Evils
Chilling Mists
City of the Damned
Unspeakable Fate
Unstable Realm
Bloodthirsty Spirits


No idea if this is of interest to anyone, but here’s another thing i did a week ago:

I took my little book of campaign logs and transferred the results into a spreadsheet. These are all full two-handed solo campaigns. It’s missing the very first plays i did when i still had only the Core. Using this, i wanted to take a look at my own preferences and how well/badly i am doing. It was also to inform me on what areas of the game to maybe focus a bit more on in the future. Some immediate things that stuck out to me:

  • I still didn’t properly beat NotZ. Honestly i don’t care about it, three scenarios do not make a campaign and Devourer Below is not satisfying in the slightest. I have no intentions of revisiting the campaign.
  • Circle Undone is the only campaign i lose more often than i win it. Actually surprised, i expected Dunwich to take that crown. It does make sense, though – Before the Black Throne is probably the hardest of the final scenarios. I’ll also note that one of the two wins was the one for the lodge after U&D, so this is even worse than it looks 😀
  • I seem to be quite bad with Survivors! Not even sure why, i really do enjoy them. That 0-3 with Patrice came as a huge surprise to me, she’s one of my favorites. I suppose i don’t need to win to have fun.
  • On the other end of the spectrum, i won with every Guardian at least once. Yay!
  • The only investigators i didn’t play yet are Rita, Gloria and Lola. That’s not entirely true, i did try both Rita and Gloria before but always ended up disliking the deck and aborting the campaign after 2 or 3 scenarios. As for Lola, I think she is just engineered to be frustrating and i find it really hard to bring up the motivation to deal with her absolutely insane restrictions.

So, i obviously knew what had to be done. I spent some time building decks for Gloria and Rita and sent them on their way through Circle Undone, poking at several of my “weak spots” at the same time. It’s actually going better than expected, at least it did so for a while. I still have to stick the landing. The first three scenarios went really well, including a very smooth Secret Name. Wages was its usual self. For the Greater Good was super close and i won 1 doom away from flipping the agenda and spawning the Summoned Beast. Union and Disillusion was a disaster, Gloria fell to damage on turn 5 and Rita fled on turn 6 after deciding she won’t be able to do any of the circle tests. The final two scenarios i still have to play. It’s going to be tough.
While the decks themselves performed reasonably well, there’s no doubt though that Rita and me are never going to be friends. She’ll forever be “Wendy, but bad” in my mind. I suppose i will leave her to the true solo players. Gloria is fine. She’s a high willpower mystic with a gimmick. Just like all the others. And Lola… well, i think the tarot stuff in RtTCU will finally give me a reason to give her a whirl.

Irregular Evils – #32

Site News

This week i finally published my writeups for The Lair of Dagon and Into the Maelstrom, the final two scenarios from the Innsmouth cycle that still didn’t have a page here. The reason for the delay is that the FFG-maintained cardgamedb hasn’t been updated in a long while, so i don’t have the card pictures i use in my articles. What’s worse, since i use german cards myself i didn’t even have the exact english card texts and titles, making posting the scenario pages difficult because they kinda require you to refer to cards by their name 😀

Lucky for me, the fine folks over at the arkhamdb (who are facing similar issues, they pull their card images and texts from the cardgamedb as well) manually typed up the texts – so i was finally able to get those last two scenarios done for you by sourcing the cards from them. Shoutout to them, they are doing god’s work.

It’s currently unknown if the cardgamedb is just being put on the backburner right now or if it’s simply not going to be updated anymore at all from now on. We’ll have to wait and see, i guess.

In terms of content released on this site i probably should also mention the XP overviews that i posted 2 weeks ago. Nothing that took me a whole lot of time to do, it’s just the XP tables from the Best-Laid Plan series all together on one page for easy reference.

As for what’s next, i started pouring over the new replacement encounter sets from the Return to The Circle Undone box. I think i will start updating the relevant encounter pages soon. The update for the scenario pages and the Best-Laid Plans) will have to wait a bit longer as i don’t actually have the box yet and don’t know when i will get it. If the dates at my preferred webstore are to be believed, i might just get Edge of the Earth before i get RtTCU. Ah well, it’s all a bit ridiculous. Get your shit together, FFG. In any case, i am confident that i can update the encounter set reviews just from looking at the cards (and maybe proxying them up for a mock game or two), but for the scenario reviews and the deep dive i need hands-on experience with the full thing for sure.

LCG News

This week we were treated to a livestream were (among other things) Maxine Newman and Jeremy Zwirn got to show off some highlights from the upcoming Edge of the Earth investigator box. Aside from being a fun stream, it gave us a good look at several investigators and a couple of interesting player cards.

Check out the full recording here. Alternatively, you can either watch Wern’s recap video that condenses the info into 20 minutes or, if you are in a hurry, just look at the card images on imgur.

We now have the full info on Norman, Lily and Bob. For Monterey we have everything but the weakness. Daniela we know very little about, but it’s all but sure that she will have the same sort of deckbuilding, starting in Guardian and moving into Survivor.

So there’s plenty of things to be hyped about there. Personally, i am looking forward to seeing more of the player cards that are meant to specifically support these new investigators. The support cards for Norman and Lily are particularly interesting to me as i expect them to fuel the event heavy deck types that i like. We’ve already seen Sweeping Kick in the announcement article, more like that to widen the archetype opened up by Nate’s starter deck would be very welcome!

Alright, that’s all i got for today. Have a good one.


Irregular Evils – #31

LCG News

Ah, finally! There it is, the announcement for the next cycle. And it’s one hell of an announcement. Not only do we know that we are going to Antarctica next, we also get news about Arkham LCG changing its distribution model!

This is just good news all around for everyone involved. To think that the days of having to chase mythos packs are finally over… i am very happy with that. And it’s cheaper in total as well. Glorious. Not to mention that Asmodee/FFG would not bother with such a step if they weren’t in for the long haul with Arkham LCG. So we can take this news as confirmation that the game has still a lot of gas in its tank.

As someone who focuses a lot on encounter design with how i think about the game, i am also looking forward to what the design team can do now. Making it so the campaign no longer has to adhere to a strict system of 1 Deluxe + 6 Mythos packs (each with their own set in stone card counts) is lifting off a huge restriction for the campaign’s design space. Anything from varying the number of scenarios to making some standout scenarios have more cards alotted could be possible now. Like… properly possible, not like that rather mediocre Heart of the Elders split from Forgotten Age.

It also means that the encounter sets can be designed much more freely now. I suspect that they will stick to a system like the existing one (a couple central sets that are repeated plus a few scenario specific ones) but again the amount of variation that can be put on top of that is large.

So yeah, this will be very interesting to see. Looking forward to getting to more info on the campaign, FFG did announce that a second article is coming up with a closer look. Can’t wait!

I am quite happy with the shown player cards as well. The investigators (Norman Withers, Lily Chen, Bob Jenkins, Monterey Jack, Daniela Reyes) are currently believed to all have similar class/sub class transitions to Norman Withers. This is interesting because those are fairly restrictive and allow for more power in the investigator abilities to compensate. I do enjoy playing Norman and what we got to see from Lily in the article is also looking fun. So this looks promising.

Not sure how i feel about the dual class cards. I wasn’t particularly feeling the old ones from TCU, but we’ll see. Could still end up being really good cards, no matter if they are hybrid or not. Something i enjoyed about the previewed cards is how many of them have investigator art on them. I for example really like seeing Sefina in the artwork of the Blur card instead of just another generic rogue (=some white dude in a suit). Having such a huge amount of cards dumped on the card pool is going to be intense. It’s comparable to when the investigator starter decks were released and those shook up the card pool considerably.

So yeah. Huge announcement. Huge anticipation. I like everything about this news so far.

Ancient Evils News

I didn’t post a news thing ever since i stopped putting out the Weekly Evils three months ago, so i figure i can use this opportunity to also give a sort of status on where i stand with the site right now. It’s been going pretty steady, the two article series that i worked on were well received and finishing them has been motivating as a result. Both Resurgent Evils (the series on the Return sets) and Best-Laid Plans (the campaign deep dives) are finished for now, covering all the released content. Well, finished until we get Return to The Circle Undone and Edge of the Earth. I am happy with how they turned out and will continue them in the future.

The individual scenario pages are still missing Lair of Dagon and Into The Maelstrom. Sadly the CardgameDB has not been updated by FFG yet and i sort of depend on them for the card images and names. I could scan my own cards but since they are german, that’d be of questionable value…

Until the CDB updates i don’t really have anything planned for the site, so we’ll see. To tread water, i have been updating some older pages, bringing some of the evaluations there in line with the more recent pages. Turns out that “Threat: Low to Mid” meant something quite different to me when i started doing this site than what it does now. Ajusted some things in response, but nothing that is really going into detail about.

Unless i suddenly get struck with an idea for a new article series, I might not post anything substantial for a while. But of course i will make sure to put up another news post when there’s more to say about either RtTCU or Edge of the Earth (EoE?). And once those are released, i’ll have plenty of content to write about again 🙂

Also, let me just mention real quick that Ancient Evils is having its one year anniversary in a week. It’s been fun, i am far from burned out and am still enjoying the game immensely. And as we just learned, the game is very healthy as well. So i feel confident in saying that for now there’s still no end in sight.

Until then! Cheers,

Weekly Evils – #30

Week in Review

Today marks the end of the breakneck schedule that aimed at catching up with the product cycle. The Innsmouth deluxe had two more encounter sets for us: Agents of Hydra is a set of four cards that rip cards out of the player’s hands and goes after their actions while it’s at it. Nasty stuff. Malfunction is a much easier pill to swallow, deactivating abilities on vehicles until a test succeeds… sure, that’s something we can deal with. Both are used in Devil Reef, a long trip around a couple of islands in a fisherboat. It tests not only the investigator’s stamina, but also the player’s.

Starting now, as announced two weeks ago, i will switch to a much slower update schedule. Depending on what new things there are to cover and what other ideas for articles i have, expect two, maybe three new articles per month. At least that’s the plan. We’ll see how it shakes out.


The Return to Circle Undone has finally been announced officially. And it looks quite promising. Three weeks ago i posted some wishes for what i want from the box, so let’s see…

For obvious reasons, the article is very light on spoilers regarding scenario changes, so talking about those will likely have to wait until we have this box in our hands in … 3 months or so? Should be around in June, going by previous timeframes between article and actual release.

What we can do however is deduce the replaced encounter sets from the picture on the top of the article. It’s all missing just a couple pixels to be really clear, but i’m pretty sure that Trapped Spirits, Inexorable Fate and Spectral Predators are visible on the Return to Death’s Doorstep scenario card. The fourth is less clear, but since it’s repeated on the Return to Union and Disillusion, it’s probably Realm of Death. Union and Disillusion also shows a replacement for Ancient Evils. Also, we can see another replacement set being shared by Greater Good, Witching Hour and Clutches of Chaos. City of Sins is the only one that fits that bill.

So in summary, that’s Trapped Spirits, Spectral Predators, Inexorable Fate, Ancient Evils, City of Sins, Realm of Death. Six sets, about in line with what we’ve gotten before. My wishes were Anette’s Coven, Inexorable Fate, Ancient Evils, Spectral Predators, Trapped Spirits. Four out of five, i’ll take it!

The article teases a good amount of player cards, which is especially interesting because for the first time, the Return To comes with completely new cards instead of “just” up- or downgrades. This is used to give us more tarot assets and an absolutely fantastic accessory to support that tarot playstyle. I was hoping for a revamped Anna Kaslow, but the new Moon Pendant is so much better than anything i hoped for in that department. And the two spoiled level 3 tarot cards, Star and Hierophant, are also really good. That is quite exciting, the 1011 tarot Lola deck basically builds itself 🙂

The picture shows Sign Magick, Trial by Fire and Well Connected as examples for cards we are getting new versions of. One of those, Sign Magick, was on my wishlist. The other two are cards i am already playing a whole lot, so i am looking forward to getting upgraded ones.

The article also previews a new story ally that is supposed to be at our side for certain scenarios. Now, i don’t know which ones those are, but with that ability to cancel Power treacheries, Erynn MacAoidh breaks Clutches of Chaos wide open. Fingers crossed we can use her there.

And then there’s the tarot deck. We are getting a major arcana with really pretty artwork that can be used to randomly assign modifiers (good and bad) to our plays. Sounds cool enough. This is the sort of thing i will likely use only rarely once i have done so a few times, but i like this sort of fun bonus stuff.

So yeah, gimme gimme gimme. Looks great.

One more thing

This was the final Weekly Evil, at least for now this series goes on hiatus. I contemplated doing a Monthly Evil instead, but settled on not tying myself to a schedule like that anymore. If i have something to talk about, i will just do so in a news post. I rewired the top menu a bit to reflect this. The News&Articles section is a bit barren right now (it’s the Weekly Evils and the Well Prepared series), but i got some things in the works … 😉

Weekly Evils – #29

Week in Review

This week completed the pages for Circle Undone. First was Union and Disillusion, a difficult scenario that curiously uses a whole lot of Dunwich Legacy cards. Last (and least) there is Wages of Sin. I will fully admit that i dragged my feet on this one and kept it for last, both because i think it’s just not all that great and because it is actually one of the more involved ones to review with its 45 cards across two encounter decks.

Next week i’ll finish up the last two remaining encounter sets from the Innsmouth deluxe and put up my words on Devil Reef. And after that i will switch to the slower pace of articles that i talked about last week.


Well then. I was hoping i get to talk about my initial reactions to the Return to The Circle Undone today, but alas it looks like FFG has more tarot cards to tease us with than anyone has any ideas on what they could be used for. If you haven’t yet, check them out on their twitter here.

As for actually playing the game, i currently got two campaigns going on and i suppose both are worth talking about for a bit while we wait for FFG to spoil … something 🙂

The first one is an ongoing Innsmouth campaign that i will keep going until all of the packs are released. Obviously that means it will be in hiatus for long periods because who knows when i will get those packs (still waiting on Light in the Fog…) but that’s not an issue. For this one, i had a bit of an interesting idea that goes against everything i usually preach on this site. Joe Diamond teams up with Preston Fairmont for this run through all of Innsmouth. Meaning that neither is really able to pass any agility or willpower tests the encounter deck throws at them, so they are just fighting uphill against whatever the mythos phase brings. I wanted to do this as a bit of an experiment to challenge my own ideas about how the game is supposed to be played and i have to say … it worked out A LOT better than i thought.

Turns out that Preston and Joe are actually able to speed through the scenarios fairly well with both of them being flexible enough to do both clue grabbing and enemy control. Pit of Despair was a breeze. The Amalgam was strangely absent and going from location to location to pick up clues and shoot fish people was not difficult at all. Joe and Preston split up here, as they both were able to do both parts. Vanishing of Elina Harper went great as well, although Preston ran out of steam for the final bit and had to resume so that Joe could win by just killing the kidnapper.

In Too Deep was super fun and the first time that the encounter deck started to really punch the two vulnerable dudes around. Pulled Back lead to some high drama more than once. But Preston and Joe got out with 5 keys, so that’s cool. Devil Reef could’ve been a disaster, but i got lucky. I was severely lacking in firepower to deal with the kraken, the Winged One and all those fish people. The lucky part is how the Underwater Cavern locations were placed in such a way that i didn’t need to use the boat to collect all three relics after recovering the keys. So i never had to run into the Terror of Devil Reef and was able to flee from most Hunters as well. That could’ve gotten ugly otherwise.

Horror in High Gear with Preston and Joe was actually the first (and so far, only) time i played that scenario. And holy crap, i feel like i did very little there. They were both in the same car and that car had two Malfunctions stacked up on it fairly quick. I decided to just let Jesus take the wheel and see what happens when you no longer have brakes. So the car just barreled from one location to the next each turn, some crap happened in the Mythos phase that usually stacked more horror on the guys and at some point the car actually arrived at Falcon Point with both investigators still alive. Barely. They were both one horror short from going insane. Flicking through the encounter deck afterwards made me realize that the chances of getting through that were extremely slim. So yeah.

The lesson here is that conventional wisdom is to prepare yourself for the encounter deck’s shenanigans if you want to survive. But it turns out that you can make up for your shortcomings there if you can just be quick about steamrolling the rest of the scenario. You do certainly leave a lot of your fate up to random chance, though. I do prefer being in control of my fate, but this was/is a fun experience as well for sure.

After slamming the Dream-Eaters cycle pretty hard in my recent ranking of all the scenarios, i also wanted to give that full campaign another go. I still have Weaver on the table, but the rest is done. Luke and Wendy went into campaign A, Nathan and Norman into B. To cut a long story short, that campaign has me deeply confused. I actually had a pretty great time with Search for Kadath this time around. On the other hand, Point of No Return was lacking anything eventful this time. Dark Side was as annoying as ever and Gates of Sleep still manages to put me to sleep IRL. But i finally managed to finish Thousand Shapes without having anyone die on the steps near the end. So that’s cool. I even finished Where the Gods Dwell successfully! With 5 doom still on the clock and without using Mandy to cheat my way through the encounter deck! Madness. I think how enjoyable this campaign is does depend a lot on which investigators you bring to it, more so than other campaigns. As an example, Wendy felt right at home in Dream Eaters A and just crushed any challenge put before her. Evasion is really strong in this campaign and i think Waylay in particular is as strong nowhere else. I’m quite unhappy with my Nathan deck this time around, but the investigator is strong enough to just smash through enemies anyways. And so is Norman “My entire deck is my Hunch deck” Withers, for that matter. I have little doubt that they will just wipe the floor with the Weaver later this weekend.

The lesson here is that while i did rag on this campaign a bit whenever i had the opportunity to, it is still a neat thing to play. I do find it inferior to the other campaigns, both because of the selection of the scenarios and because of the stunted mini-campaign format. But it is still clean ArkhamLCG fun. The other lesson is that my rankings are nowhere near definite. If i had to do them today, i would certainly put Point of No Return and Search for Kadath both into tier 3 instead of tier 1 and tier 4. But like i said then, all of that was highly subjective from the start…

Until next week, for what is likely going to be the final Weekly Evils. I hope we can talk about some undone circles then. 🙂