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Posts posted by xuzuthor
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I am not upset that there is extra room (side to side) for the cards as it isn't that much room, and I can fill it up with the bags I use for the components.
And, then with the components out, it will be easier to grab cards.
Currently, I use a standard white cardboard card box, but when it is filled up all the way, it is touch to get them out.
There could be better solutions, but for a quick $10 solution, this is pretty good for a thick box and dividers (since the cost of a 60 card expansion is usually $15 and this was $25).
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https://www.fantasyflightgames.com/en/news/2018/3/7/the-deep-gate/
4 hours ago, Khudzlin said:Ah, it's been publicly revealed, then.
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I bought the first at Arkham Nights, and bought the 3rd while visiting family during the Easter weekend.
Since I missed the 2nd (Ire of the Void), I decided (with my parents' consent) to pre-order through FFG and have my parents pick them up for me as they come out since they live in the area. Since they sell out so quickly, I wanted to be sure to get the rest.
So, for now, I'll just be missing Norman.
I'm glad the 3rd was still there since I play Roland quite a bit and it will be nice to use the more forgiving weakness....though as soon as the new set comes out, I plan to try out Leo. Will be fun to see which I prefer playing. (in 2-player games)
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Most likely. The Arkham games are still going strong so I would guess they'll be another Arkham Nights this year too. Will be many months until they announce it though - probably in August/September.
The event itself is typically in mid-October (my guess would be Oct 12-13 if it follows the pattern of previous years), but this is all pure speculation. Just have to wait for the announcement.
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20 minutes ago, KBlumhardt said:It is, thank you!
You're welcome!

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44 minutes ago, KBlumhardt said:Here's a list of cards she can use, stolen from an awesome deckbuilder excel spreadsheet I found yesterday and can't, for the life of me, find again (or I would give credit to the creator!):
Warning: It's huge.

Required Cards Subtitle Expansion Card Number Level/Fight Cost/Health Cardtype/Evade Placement Test Icon(s) Traits Health Sanity Ability Foolishness Foolish Cat of Ulthar To Fight the Black Wind Replacement 11 ---- 4 Asset Ally Wild. Wild. Ally. Creature. Dreamlands. 1 4 Carolyn Fern deck only. Replacement. Foolishness enters play with 3 horror on him. Horror on him may be healed as if it were on Carolyn Fern. While Foolishness has no horror on him, you get +1 to all skills. To Fight the Black Wind Treachery/Weakness To Fight the Black Wind Replacement 12 ---- ---- ---- ---- ---- Task. Dreamlands. ---- ---- Carolyn Fern deck only. Replacement. Revelation - Attach To Fight the Black Wind to the current agenda. Carolyn Fern takes 1 direct horror. Forced - At the end of the round, if any amount of horror was assigned to an investigator this round and it was not healed: Place 1 doom on the attached agenda. Guardian Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability .45 Automatic ---- Core 16 0 4 Asset Hand Agility. Item. Weapon. Firearm. ---- ---- Uses (4 ammo). Action: Spend 1 ammo: Fight. You get +1 Combat for this attack. This attack deals +1 damage. Physical Training ---- Core 17 0 2 Asset ---- Willpower. Combat. Talent. ---- ---- Fast Action: Spend 1 resource: You get +1 Willpower for this skill test. Fast Action: Spend 1 resource: You get +1 Combat for this skill test. Beat Cop ---- Core 18 0 4 Asset Ally Combat. Ally. Police. 2 2 You get +1 Combat . Fast Action: Discard Beat Cop: Deal 1 damage to an enemy at your location. First Aid ---- Core 19 0 2 Asset ---- Willpower. Talent. Science ---- ---- Uses (3 supplies). If First Aid has no supplies, discard it. Fast Action: Spend 1 supply: Heal 1 damage or horror from an investigator at your location. Machete ---- Core 20 0 3 Asset Hand Combat. Item. Weapon. Melee. ---- ---- Action: Fight. You get +1 Combat for this attack. If the attacked enemy is the only enemy engaged with you, this attack deals +1 damage. Guard Dog ---- Core 21 0 3 Asset Ally Combat. Ally. Creature. 3 1 Reaction: When an enemy attack deals damage to Guard Dog: Deal 1 damage to the attacking enemy. Evidence! ---- Core 22 0 1 Event ---- Intellect. Intellect Insight. ---- ---- Fast. Play after you defeat an enemy. Discover 1 clue at your location. Dodge ---- Core 23 0 1 Event ---- Willpower. Agility. Tactic. ---- ---- Fast. Play when an enemy attacks an investigator at your location. Cancel that attack. Dynamite Blast ---- Core 24 0 5 Event ---- Willpower. Tactic. ---- ---- Choose either your location or a connecting location. Deal 3 damage to each enemy and to each investigator at the chosen location. Vicious Blow ---- Core 25 0 ---- Skill ---- Combat. Practiced. ---- ---- If this skill test is successful during an attack, that attack deals +1 damage. Blackjack ---- The Dunwich Legacy 16 0 1 Asset Hand. Combat. Item. Weapon. Melee. ---- ---- Action: Fight. You get +1 Combat for this attack. If you perform this attack against an enemy engaged with another investigator and you fail, you deal no damage. Taunt ---- The Dunwich Legacy 17 0 1 Event ---- Willpower. Combat. Tactic. ---- ---- Fast. Play only during your turn. Engage any number of enemies at your location. Teamwork ---- The Dunwich Legacy 18 0 0 Event ---- Wild. Tactic. ---- ---- Investigators at your location may give or trade any number of Item assets, Ally assets, or resources among one another. Emergency Aid ---- The Miskatonic Museum 105 0 2 Event ---- Intellect. Agility. Insight. Science. ---- ---- Choose an investigator at your location. Heal 2 damage from that investigator or from an Ally asset he or she controls. Bandolier ---- The Essex County Express 147 0 2 Asset Body Combat. Item. 1 ---- You have 1 additional hand slot, which can only be used to hold a Weapon asset. Prepared for the Worst ---- Blood on the Altar 184 0 1 Event ---- Intellect. Combat. Tactic. ---- ---- Search the top 9 cards of your deck for a Weapon asset and add it to your hand. Shuffle your deck. "If it bleeds…" ---- Undimensioned and Unseen 225 0 1 Event ---- Willpower. Combat. ---- ---- ---- Fast. Play after you defeat a Monster enemy. Each investigator at your location heals horror equal to that enemy's horror value. Leadership ---- Where Doom Awaits 260 0 ---- Skill ---- Wild. Practiced. ---- ---- While Leadership is committed to a skill test being performed by another investigator, Leadership gains Willpower Wild. .32 Colt ---- The Path to Carcosa 20 0 3 Asset Hand Combat. Item. Weapon. Firearm. ---- ---- Uses (6 ammo). Action: Spend 1 ammo. Fight. You deal +1 damage for this attack. True Grit ---- The Path to Carcosa 21 0 3 Asset ---- Willpower. Talent. 3 ---- True Grit may be assigned damage dealt to other investigators at your location. "Let me handle this!" ---- The Path to Carcosa 22 0 0 Event ---- Willpower. Combat. Spirit. ---- ---- Fast. Play after another investigator draws a non-peril encounter card, but before resolving that cards effects. You are considered to have drawn that encounter card instead. You get +2 to each of your skills while resolving that card's revelation effect. Heroic Rescue ---- Echoes of the Past 106 0 1 Event ---- Willpower. Combat. Spirit. Tactic. ---- ---- Fast. Play when a non-Elite enemy would attack another investigator at your location. Engage that enemy and resolve its attack against you instead. Then, deal it 1 damage. Trench Knife ---- The Unspeakable Oath 147 0 1 Asset Hand Combat. Item. Weapon. Melee. ---- ---- Engage actions you perform do not provoke attacks of opportunity. Action: Fight. You get +X Combat for this attack, X is the number of enemies engaged with you. "I'll see you in ****!" ---- A Phantom of Truth 189 0 0 Event ---- Combat. Combat. Spirit. ---- ---- Each non-Elite enemy engaged with you is defeated. You are defeated and suffer 1 physical trauma. This action does not provoke attacks of opportunity. Inspiring Presence ---- The Pallid Mask 228 0 ---- Skill ---- Willpower. Intellect. Combat. Innate. ---- ---- If this skill test is successful, ready an Ally asset at your location and heal 1 damage or 1 horror from it. On the Hunt ---- Black Stars Rise 263 0 1 Event ---- Intellect. Combat. Tactic. ---- ---- Fast. Play when you would draw an encounter card during the mythos phase. Instead, search the top 9 cards of the encounter deck for an enemy, spawn it engaged with you (instead of iths normal spawn location), and shuffle the encounter deck. If you cannot, draw the top card of the encounter deck. Extra Ammunition ---- Core 26 1 2 Event ---- Intellect. Supply. ---- ---- Place 3 ammo tokens on a Firearm asset controlled by an investigator at your location. Brother Xavier Pure of Spirit The Miskatonic Museum 106 1 5 Asset Ally Willpower. Ally. 3 3 You get +1 Willpower. Brother Xavier may be assigned damage and/or horror dealt to other investigators at your location. When Brother Xavier is defeated: Deal 2 damage to an enemy at your location. Ever Vigilant ---- The Path to Carcosa 23 1 0 Event ---- Intellect. Intellect. Tactic. ---- ---- One at a time, play up to 3 assets from your hand, reducing the resource cost of each by 1. Combat Training ---- Echoes of the Past 107 1 1 Asset ---- Combat. Agility. Talent. Composure. ---- 1 Fast. Limit 1. Composure is in play. Non-directed horror must be assigned to Combat Training before it can be assigned to your investigator. Free: Spend 1 resource: You get +1 Combat for this skill test. Free: Spend 1 resource: You get +1 Agility for this skill test. Ambush ---- The Unspeakable Oath 148 1 2 Event ---- Intellect. Combat. Tactic ---- ---- Attach to your location. If there are no investigators at attached location, discard Ambush. Forced - After an enemy spawns at attached location: Deal 2 damage to that enemy and discard Ambush. Mano a Mano ---- The Pallid Mask 229 1 0 Event ---- Willpower. Combat. Spirit. Bold. ---- ---- Play only as your first action. Deal 1 damage to an enemy engaged with you. This action does not provoke attacks of opportunity. Police Badge ---- Core 27 2 3 Asset Accessory Willpower. Wild. Item. ---- ---- You get +1 WIllpower. Fast Action: While an investigator at your location is taking his or her turn, discard Police Badge: That investigator may take 2 additional actions this turn. Beat Cop ---- Core 28 2 4 Asset Ally Combat. Agility. Ally. Police. 3 2 You get +1 Combat. Fast Action: Exhaust Beat Cop and deal 1 damage to it: Deal 1 damage to an enemy at your location. Taunt ---- The Dunwich Legacy 19 2 1 Event ---- Willpower. Combat. Agility. Tactic. ---- ---- Fast. Play only during your turn. Engage any number of enemies at your location. Draw 1 card for each enemy engaged in this way. Vicious Blow ---- Lost in Time and Space 299 2 ---- Skill ---- Combat. Combat. Practiced. Expert. ---- ---- If this skill test is successful during an attack, that attack deals +1 damage (+2 damage instead if it succeeds by 2 or more). "Eat lead!" ---- Dim Carcosa 304 2 0 Event ---- Combat. Agility. Tactic. ---- ---- Fast. Play when you activate the Fight ability on a Firearm asset. You may spend X additional ammo tokens from that asset. When you reveal chaos tokens for this attack, reveal X additional chaos tokens. Choose one to resolve and ignore the rest. Stand Together ---- The Essex County Express 148 3 0 Event ---- Willpower. Willpower. Spirit. ---- ---- Choose another investigator at your location. Both you and that investigator draw 2 cards and gain 2 resources. Keen Eye ---- Blood on the Altar 185 3 ---- Asset ---- ---- Talent. ---- ---- Permanent. Fast Action: Spend 2 resources: You get +1 Intellect until the end of the phase. Fast Action: Spend 2 resources: You get +1 Combat until the end of the phase. First Aid ---- The Pallid Mask 230 3 2 Asset ---- Willpower. Willpower. Talent. Science. ---- ---- Uses (4 supplies). If First Aid has no supplies, discard it. Action: Spend 1 supply: Heal 1 damage and 1 horror from an investigator or Ally asset in your location. Stick to the Plan ---- Black Stars Rise 264 3 ---- Asset ---- ---- Talent. ---- ---- Permanent. Exceptional. Reaction: Before you draw your opening hand: Search your deck for up to 3 different Tactic and/or Supply event, and attach them to Stick to the Plan. Shuffle your deck. Cards attached to Stick to the Plan may be played as if they were in your hand. As an additional cost to play an attached card, exhaust Stick to the Plan. Seeker Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability Magnifying Glass ---- Core 30 0 1 Asset Hand Intellect. Item. Tool. ---- ---- Fast. You get +1 Intellect while investigating. Old Book of Lore ---- Core 31 0 3 Asset Hand Intellect. Item. Tome. ---- ---- Action: Exhaust Old Book of Lore: Choose an investigator at your location. That investigator searches the top 3 cards of his or her deck for a card, draws it, and shuffles the remaining cards into his or her deck. Research Librarian ---- Core 32 0 2 Asset Ally Agility. Ally. Miskatonic. 1 1 Reaction: After Research Librarian enters play: Search your deck for a Tome asset and add it to your hand. Shuffle your deck. Dr. Milan Christopher Professor of Entomology Core 33 0 4 Asset Ally Intellect. Ally. Miskatonic. 1 2 You get +1 Intellect. Reaction: After you successfully investigate: Gain 1 resource. Hyperawareness ---- Core 34 0 2 Asset ---- Intellect. Agility. Talent. ---- ---- Fast Action: Spend 1 resource: You get +1 for this skill test. Fast Action: Spend 1 resource: You get +1 for this skill test. Medical Texts ---- Core 35 0 2 Asset Hand Combat. Item. Tome. ---- ---- Action: Choose an investigator at your location and test Intellect (2). If you succeed, heal 1 damage from that investigator. If you fail, deal 1 damage to that investigator. Mind over Matter ---- Core 36 0 1 Event ---- Combat. Agility. Insight. ---- ---- Fast. Play only during your turn. Until the end of the round, you may use your Intellect in place of your Combat and Agility. Working a Hunch ---- Core 37 0 2 Event ---- Intellect. Intellect. Insight. ---- ---- Fast. Play only during your turn. Discover 1 clue at your location. Barricade ---- Core 38 0 0 Event ---- Willpower. Intellect. Agility. Insight. Tactic. ---- ---- Attach to your location. Non-Elite enemies cannot move into attached location. Forced - When an investigator leaves attached location: Discard Barricade. Deduction ---- Core 39 0 ---- Skill ---- Intellect. Practiced. ---- ---- If this skill test is successful while investigating a location, discover 1 additional clue at that location. Laboratory Assistant ---- The Dunwich Legacy 20 0 2 Asset Ally Intellect. Ally. Miskatonic. Science. 1 2 Your maximum hand size is increased by 2 while checking your hand size during the upkeep phase. Reaction: After Laboratory Assistant enters play: Draw 2 cards. Strange Solution Unidentified The Dunwich Legacy 21 0 1 Asset ---- Wild. Item. Science. ---- ---- Action: Test Intellect (4). If you succeed, discard Strange Solution and draw 2 cards. Record in your Campaign Log that "you have identified the solution." Shortcut ---- The Dunwich Legacy 22 0 0 Event ---- Willpower. Agility. Insight. Tactic. ---- ---- Fast. Play only during your turn. Choose an investigator at your location. Move that investigator to a connecting location. Seeking Answers ---- The Dunwich Legacy 23 0 1 Event ---- Intellect. Agility. Insight. ---- ---- Investigate. If you succeed, instead of discovering a clue at your location, discover a clue at a connecting location. "I've got a plan!" ---- The Miskatonic Museum 107 0 3 Event ---- Intellect. Combat. Insight. Tactic. ---- ---- Fight. This attack uses Intellect. You deal +1 damage for this attack for each clue you have (max +3 damage). Art Student ---- The Essex County Express 149 0 2 Asset Ally Intellect. Ally. Miskatonic. 1 2 Reaction: After Art Student enters play: Discover 1 clue at your location. Preposterous Sketches ---- Blood on the Altar 186 0 2 Event ---- Willpower. Intellect. Insight. ---- ---- Play only if there is a clue on your location. Draw 3 cards. Inquiring Mind ---- Undimensioned and Unseen 227 0 ---- Skill ---- Wild. Wild. Wild. Innate. ---- ---- Commit to a skill test only if there is a clue at your location. Dr. William T. Maleson Working on Something Big Lost in Time and Space 302 0 1 Asset Ally Willpower. Ally. Miskatonic. 2 2 Reaction: When you draw an encounter card, exhaust Dr. William T. Maleson and place 1 of your clues on your location. Cancel the drawing of that card and shuffle it back into the encounter deck. Then, draw a new card from the top of the encounter deck. Fieldwork ---- The Path to Carcosa 24 0 2 Asset ---- Agility. Talent. ---- ---- Reaction: After you move to a location, if that location has at least 1 clue on it, exhaust Fieldwork: You get +2 skill value for the next skill test you perform this phase. Archaic Glyphs Untranslated The Path to Carcosa 25 0 0 Asset Hand Intellect. Item. Occult. Tome. ---- ---- Action: Discard a card with at least 1 Intellect skill from you hand: Place 1 resource on Archaic Glyphs from the token pool as a secret. Forced - After the third secret is placed on Archaic Glyphs: Discard Archaic Glyphs and gain 5 resources. Record in your Campaign Log that "you have translated the glyphs." No Stone Unturned ---- The Path to Carcosa 26 0 2 Event ---- Wild. Insight. ---- ---- Choose an investigator at you location. That investigator searches the top 6 cards of his or her deck for a card, draws it, and shuffles his or her deck. Anatomical Diagrams ---- Echoes of the Past 108 0 1 Event ---- Willpower. Combat. Insight. ---- ---- Fast. Play during any investigator's turn. Play only if you have 5 or more remaining sanity. Choose a non-Elite enemy at your location. Until the end of the active investigator's turn, that enemy gets -2 fight and -2 evade. Charles Ross, Esq. Acquisitions and Solicitation The Unspeakable Oath 149 0 2 Asset Ally Intellect. Ally. Patron. 1 2 You may spend resources to pay for Item assets played by other investigator at our location. Free: Exhaust Charles Ross, Esq.: Reduce the cost of the next Item asset played by an investigator at your location by 1. Logical Reasoning ---- A Phantom of Truth 191 0 2 Event ---- Willpower. Willpower. Insight. ---- ---- Play only if you have at least 1 clue. Choose an investigator at your location. That investigator either heals 2 horror or discards a Terror card from his or her threat area. Eureka! ---- The Pallid Mask 231 0 ---- Skill ---- Willpower. Intellect. Agility. Innate. Fortune. ---- ---- If this skill test is successful, the investigator performing this test searches the top 3 cards of his or her deck for a card, draws it, and shuffles his or her deck. Guidance ---- Black Stars Rise 265 0 0 Event ---- Intellect. Insight. ---- ---- Choose another investigator at your location who has yet to take his or her turn this round. That investigator may take an additional action during his or her turn this round. Magnifying Glass ---- Core 40 1 0 Asset Hand Intellect. Item. Tool. ---- ---- Fast. You get +1 Intellect while investigating. Fast Action: If there are no clues on your location: Return Magnifying Glass to your hand. Pathfinder ---- The Miskatonic Museum 108 1 3 Asset ---- Agility. Talent. ---- ---- Fast Action: During your turn, if you are not engaged with any enemies, exhaust Pathfinder: Move to a connecting location. Expose Weakness ---- Undimensioned and Unseen 228 1 0 Event ---- Intellect. Combat. Combat. Insight. ---- ---- Fast. Play during any Fast Action player window. Choose an enemy at your location. Test Intellect (X), where X is that enemy's fight value. For each point you succeed by, reduce that enemy's fight value by 1 for the next attack performed against it this phase. Strange Solution Restorative Concoction Where Doom Awaits 262 1 4 Asset ---- Willpower. Willpower. Item. Science. ---- ---- You can only include this asset in your deck by upgrading it from Strange Solution (Unidentified), and only if you have “identified the solution” in your Campaign Log. Uses (4 supplies). Action: Spend 1 supply: Heal 2 damage from an investigator at your location. Strange Solution Acidic Ichor Where Doom Awaits 263 1 4 Asset ---- Combat. Combat. Item. Science. ---- ---- You can only include this asset in your deck by upgrading it from Strange Solution, and only if you have “identified the solution” in your Campaign Log. Uses (3 supplies). Action: Spend 1 supply: Fight. Attack with a base Combat skill of 6. This attack deals +2 damage. Strange Solution Freezing Variant Where Doom Awaits 264 1 4 Asset ---- Agility. Agility. Item. Science. ---- ---- You can only include this asset in your deck by upgrading it from Strange Solution, and only if you have “identified the solution” in your Campaign Log. Uses (4 supplies). Action: Spend 1 supply: Evade. Evade with a base Agility skill of 6. In the Know ---- The Path to Carcosa 27 1 3 Asset ---- Intellect. Talent. ---- ---- Uses (3 secrets). Action: Spend 1 secret. Investigate. Investigate any revealed location in play as if you were at that location. Scientific Theory ---- Echoes of the Past 109 1 1 Asset ---- Intellect. Combat. Talent. Composure. ---- 1 Fast. Limit 1 Composure in play. Non-direct horror must be assigned to Scientific Theory before it can be assigned to your investigator card. Fast: Spend 1 resource. You get +1 Intellect for this skill test. Fast: Spend 1 resource. You get +1 Combat for this skill test. Forewarned ---- The Unspeakable Oath 150 1 0 Event ---- Willpower. Insight. ---- ---- Fast. Play when you draw a non-weakness treachery card. Place 1 of your clues on your location. Then, cancel that card's revelation effect. Rogue Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability Liquid Courage ---- The Dunwich Legacy 24 0 1 Asset ---- Willpower. Item. Illicit. ---- ---- Uses (4 supplies). Action: Spend 1 supply: Choose an investigator at your location to heal 1 horror. Then, that investigator tests Willpower (2). If the test succeeds, he or she heals 1 additional horror. If the test fails, he or she discards 1 card at random from his or her hand. Cheat Death ---- Dim Carcosa 310 5 1 Event ---- Wild. Trick. Fated. ---- ---- Fast. Play when you would be defeated. Disegage from each enemy engaged with you, discard all cards in your threat area, heal 2 horror and 2 damage, and move to any revealed location with no enemies. If it is your turn, end your turn. Remove Cheat Death from the game. Mystic Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability Forbidden Knowledge ---- Core 58 0 0 Asset ---- Intellect. Talent. ---- ---- Uses (4 secrets). Fast Action: Exhaust Forbidden Knowledge and take 1 horror: Move 1 secret from Forbidden Knowledge to your resource pool, as a resource. Holy Rosary ---- Core 59 0 2 Asset Accessory Willpower. Item. Charm. ---- 2 You get +1 Willpower. Shrivelling ---- Core 60 0 3 Asset Spell Combat. Spell. ---- ---- Uses (4 charges). Action: Spend 1 charge: Fight. This attack uses Willpower instead of Combat and deals +1 damage. If a Skull, Cultist, Tablet, Elder Thing, or Auto Fail symbol is revealed during this check, take 1 horror. Scrying ---- Core 61 0 1 Asset Spell Intellect. Spell. ---- ---- Uses (3 charges). Action: Exhaust Scrying and spend 1 charge: Look at the top 3 cards of any investigator's deck or the encounter deck. Return them to the top of that deck in any order. Arcane Studies ---- Core 62 0 2 Asset ---- Willpower. Intellect. Talent. ---- ---- Fast Action: Spend 1 resource: You get +1 Willpower for this skill test. Fast Action: Spend 1 resource: You get +1 Knowledge for this skill test. Arcane Initiate ---- Core 63 0 1 Asset Ally Willpower. Ally. Sorcerer. 1 2 Forced - After Arcane Initiate enters play: Place 1 doom on it. Fast Action: Exhaust Arcane Initiate: Search the top 3 cards of your deck for a Spell card and draw it. Shuffle your deck. Drawn to the Flame ---- Core 64 0 0 Event ---- Willpower. Intellect. Insight. ---- ---- Draw the top card of the encounter deck. Then, discover 2 clues at your location. Ward of Protection ---- Core 65 0 1 Event ---- Wild. Spell. Spirit. ---- ---- Fast. Play when you draw a non-weakness treachery card. Cancel that card's revelation effect. Then, take 1 horror. Blinding Light ---- Core 66 0 2 Event ---- Willpower. Agility. Spell. ---- ---- Evade. This evasion attempt uses Willpower instead of . If you succeed, deal 1 damage to the enemy just evaded. If a Skull, Cultist, Tablet, Elder Thing, Auto Fail or symbol is revealed during this evasion attempt, lose 1 action this turn. Fearless ---- Core 67 0 ---- Skill ---- Willpower. Innate. ---- ---- If this skill test is successful, heal 1 horror. Rite of Seeking ---- The Dunwich Legacy 28 0 4 Asset Spell Intellect. Spell. ---- ---- Uses (3 charges). Action: Spend 1 charge: Investigate. Investigate using Willpower instead of Intellect. If you succeed, discover 1 additional clue at this location. If a Skull, Cultist, Tablet, Elder Thing, or Auto Fail symbol is revealed during this test, after this test resolves lose all remaining actions and immediately end your turn. Ritual Candles ---- The Dunwich Legacy 29 0 1 Asset Hand Willpower. Item. ---- ---- Reaction: After a Skull, Cultist, Tablet, or Elder Thing symbol is revealed during a test you are performing: You get +1 skill value for this test. Clarity of Mind ---- The Dunwich Legacy 30 0 2 Asset Spell Willpower. Spell. ---- ---- Uses (3 charges). Action: Spend 1 charge: Heal 1 horror from an investigator at your location. Delve Too Deep ---- The Miskatonic Museum 111 0 1 Event ---- ---- Insight. ---- ---- In player order, each investigator draws 1 card from the top of the encounter deck. Then, add Delve Too Deep to the victory display. Victory 1. Hypnotic Gaze ---- The Essex County Express 153 0 3 Event ---- Combat. Agility. Spell. ---- ---- Fast. Play when an enemy attacks an investigator at your location. Cancel that attack. Then, reveal a random token from the chaos bag. If it has a Skull, Cultist, Tablet, Elder Thing, Auto Fail or symbol, deal the attacking enemy's damage to itself. Defiance ---- Blood on the Altar 190 0 ---- Skill ---- Wild. Innate. ---- ---- Before revealing chaos tokens for this test, choose one of the following symbols: (Skull, Cultist, Tablet, or Elder Thing). Ignore the effects of the chosen symbol during this test (including its modifier). Alyssa Graham Speaker to the Dead Undimensioned and Unseen 232 0 4 Asset Ally Intellect. Ally. Sorcerer. 1 3 You get +1 Intellect. Fast Action: Exhaust Alyssa Graham: Look at the top card of either the encounter deck or any player deck. You may then add 1 doom to Alyssa Graham to place the looked-at card on the bottom of its deck. Moonlight Ritual ---- Where Doom Awaits 267 0 0 Event ---- Intellect. Agility. Spell. Insight. ---- ---- Remove all doom from 1 card you control. Alchemical Transmutation ---- The Path to Carcosa 32 0 1 Asset Spell Willpower. Spell. ---- ---- Uses (3 charges). Action: Exhaust Alchemical Transmutation, spend 1 charge: Test Willpower (1). For each point you succeed by, gain 1 resource (to a maximum of 3). If a Skull, Cultist, Tablet, Elder Thing, or Auto Fail symbol is revealed during this test, take 1 damage. Uncage the Soul ---- The Path to Carcosa 33 0 0 Event ---- Willpower. Willpower. Spirit. ---- ---- Play a Spell or Ritual card from your hand, reducing its resource cost by 3. Astral Travel ---- The Path to Carcosa 34 0 3 Event ---- Willpower. Agility. Spell. ---- ---- Move. Move to any revealed location and reveal a random token from the chaos bag. If you reveal a Skull, Cultist, Tablet, Elder Thing, or Auto Fail symbol, you must discard an Item or an Ally asset you control (if you cannot, take 1 damage). David Reinfield Esteemed Eschatologist Echoes of the Past 112 0 2 Asset Ally Intellect. Ally. Patron. 2 1 While David Reinfield has at least 1 doom on him, you get +1 Willpower. Free: Exhaust David Renfield: You may place 1 doom on David Renfield. Gain 1 resources for each doom on David Renfield. Storm of Spirits ---- The Unspeakable Oath 153 0 3 Event ---- Willpower. Combat. Spell. ---- ---- Fight. This attack uses Willpower instead of Combat. If you succeed, instead of its standard damage, this attack deals 2 damage to each enemy at your location (any additional damage is dealt to the attacked enemy). If a Skull, Cultist, Tablet, Elder Thing, or Auto-fail symbol is revealed during this attack, deal 1 damage to each investigator at your location. Quantum Flux ---- A Phantom of Truth 196 0 1 Event ---- Wild. Insight. ---- ---- Shuffle your discard pile into you deck and draw 1 card. Remove Quantum Flux from the game. Torrent of Power ---- The Pallid Mask 235 0 ---- Skill ---- Wild. Practiced. ---- ---- As an additional cost to commit Torrent of Power to a skill test, spend up to 3 charges from among assets you control. For each charge spent in this way, Torrent of Power gains Willpower Wild. St. Hubert's Key Cleansing Fire Black Stars Rise 269 0 4 Asset Accessory Willpower. Item. Charm. ---- ---- You get +1 Willpower, +1 Intellect, and -2 sanity. Reaction: When you would be defeated by horror, discard St. Hubert's Key: Immediately heal 2 horror. Mind Wipe ---- Core 68 1 1 Event ---- Willpower. Combat. Spell. ---- ---- Fast. Play after a phase begins. Choose a non-Elite enemy at your location. Treat the chosen enemy's printed text box as if it were blank (except for Traits) until the end of the phase. Spell Athame ---- The Path to Carcosa 35 1 3 Asset Hand Combat. Item. Relic. Weapon. Melee. ---- ---- Fast Action: During a skill test on a Spell card, exhaust Spirit Athame: You get +2 skill value for this test. Action: Exhaust Spirit Athame: Fight. You get +2 Combat for this attack. Grounded ---- Echoes of the Past 113 1 1 Asset ---- Willpower. Talent. Composure. ---- 1 Fast. Limit 1 Composure in play. Non-directed horror must be assigned to Grounded before it can be assigned to your investigator card. Free: During a skill test on a Spell card, spend 1 resource. You get +1 skill value for this test. Book of Shadows ---- The Unspeakable Oath 154 1 3 Asset Hand Intellect. Item. Tome. ---- ---- Action: Exhaust Book of Shadows and spend 1 resouce: Add 1 charge to a Spell asset you control. Fearless ---- Where Doom Awaits 268 2 ---- Skill ---- Willpower. Willpower. Innate. Developed. ---- ---- If this skill test is successful, heal 1 horror (2 horror instead if it succeeds by 2 or more). Survivor Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability Peter Sylvestre Big Man on Campus The Dunwich Legacy 33 0 3 Asset Ally Willpower. Ally. Miskatonic. 1 2 You get +1 Agility. Reaction: After your turn ends: Heal 1 horror from Peter Sylvestre. Peter Sylvestre Big Man on Campus The Dunwich Legacy 35 2 3 Asset Ally Willpower. Ally. Miskatonic. 1 3 You get +1 Agility and +1 Willpower. Reaction: After your turn ends: Heal 1 horror from Peter Sylvestre. Neutral Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability Knife ---- Core 86 0 1 Asset Hand Combat. Item. Weapon. Melee. ---- ---- Action: Fight. You get +1 Combat for this attack. Action: Discard Knife: Fight. You get +2 Combat for this attack. This attack deals +1 damage. Flashlight ---- Core 87 0 2 Asset Hand Intellect. Item. Tool. ---- ---- Uses (3 supplies). Action: Spend 1 supply: Investigate. Your location gets -2 shroud for this investigation. Emergency Cache ---- Core 88 0 0 Event ---- ---- Supply. ---- ---- Gain 3 resources. Guts ---- Core 89 0 ---- Skill ---- Willpower. Willpower. Innate. ---- ---- Max 1 committed per skill test. If this test is successful, draw 1 card. Perception ---- Core 90 0 ---- Skill ---- Intellect. Intellect. Practiced. ---- ---- Max 1 committed per skill test. If this test is successful, draw 1 card. Overpower ---- Core 91 0 ---- Skill ---- Combat. Combat. Practiced. ---- ---- Max 1 committed per skill test. If this test is successful, draw 1 card. Manual Dexterity ---- Core 92 0 ---- Skill ---- Agility. Agility. Innate. ---- ---- Max 1 committed per skill test. If this test is successful, draw 1 card. Unexpected Courage ---- Core 93 0 ---- Skill ---- Wild. Wild. Innate. ---- ---- Max 1 committed per skill test. Kukri ---- The Dunwich Legacy 36 0 2 Asset Hand Combat. Item. Weapon. Melee. ---- ---- Action: Fight. You get +1 Combat for this attack. If you succeed, you may spend 1 additional action to deal +1 damage for this attack. Smoking Pipe ---- The Miskatonic Museum 116 0 1 Asset ---- Willpower Item. ---- ---- Uses (3 supplies). Fast Action: Spend 1 supply, exhaust Smoking Pipe, and take 1 damage: Heal 1 horror. Painkillers ---- The Miskatonic Museum 117 0 1 Asset ---- Willpower Item. ---- ---- Uses (3 supplies). Fast Action: Spend 1 supply, exhaust Painkillers, and take 1 horror: Heal 1 damage. Fine Clothes ---- Where Doom Awaits 272 0 1 Asset Body Agility. Item. Clothing. 1 1 Reduce the difficulty of skill tests you perform during ‘parley’ actions by 2. Desperate Search ---- Echoes of the Past 117 0 ---- Skill ---- Intellect. Intellect. Intellect. Intellect. Desperate. ---- ---- Max 1 committed per skill test. Commit to a skill test only if you have 3 or fewer remaining sanity. Reckless Assault ---- Echoes of the Past 118 0 ---- Skill ---- Combat. Combat. Combat. Combat. Desperate. ---- ---- Max 1 committed per skill test. Commit to a skill test only if you have 3 or fewer remaining sanity. Run For You Life ---- Echoes of the Past 119 0 ---- Skill ---- Agility. Agility. Agility. Agility. Desperate. ---- ---- Max 1 committed per skill test. Commit to a skill test only if you have 3 or fewer remaining sanity. Say Your Prayers ---- Echoes of the Past 116 0 ---- Skill ---- Willpower. Willpower. Willpower. Willpower. Desperate. ---- ---- Max 1 committed per skill test. Commit to a skill test only if you have 3 or fewer remaining sanity. Calling in Favors ---- The Unspeakable Oath 158 0 1 Event ---- Intellect. Agility. Favor ---- ---- Choose an Ally asset you control and return it to your hand. Then search the top 9 cards of your deck for an Ally asset and play it, reducing its cost by X. X is the cost of the Ally asset returned to your hand. Shuffle your deck. Emergency Cache ---- Blood on the Altar 194 2 0 Event ---- ---- Supply. ---- ---- Gain 3 resources and draw 1 card. Bulletproof Vest ---- Core 94 3 2 Asset Body Combat. Wild. Item. Armor. ---- ---- ---- Elder Sign Amulet ---- Core 95 3 2 Asset Accessory Willpower. Wild. Item. Relic. ---- 4 ---- Relic Hunter ---- The Essex County Express 157 3 ---- Asset ---- ---- Talent. ---- ---- Permanent. You have 1 additional accessory slot. Charisma ---- The Essex County Express 158 3 ---- Asset ---- ---- Talent. ---- ---- Permanent. You have 1 additional ally slot. Moment of Respite ---- Where Doom Awaits 273 3 3 Event ---- Willpower. Willpower. Spirit. ---- ---- Play only if there are no enemies at your location. Heal 3 horror and draw 1 card. Emergency Cache ---- The Pallid Mask 239 3 0 Event ---- ---- Supply. ---- ---- Gain 4 resources or place 4 supply tokens among assets controlled by investigators at your location, or any combination thereof. The Red-Gloved Man He Was Never There Lost in Time and Space 310 5 2 Asset Ally Wild. Ally. Conspirator. 4 4 Fast. Reaction: After The Red-Gloved Man enters play: Choose two of your skills. While The Red-Gloved Man is in play, raise the base value of each of those skills to 6. Forced - At the beginning of the mythos phase: Discard The Red-Gloved Man. The Key of Ys Let the Storm Rage Dim Carcosa 315 5 3 Asset Accessory Wild. Willpower. Item. Relic. ---- 4 You get +1 to each of your skills for each horror on Key of Ys. Forced - When any amount of horror would be placed on you: Place 1 of that horror on the Key of Ys. Forced - When Key of Ys leaves play: Discard the top 10 cards of your deck. Basic Weakness Cards Subtitle Expansion Card Number Fight Health Evade Placement Test Icon(s) Traits Damage Horror Ability Amnesia Treachery Core 96 ---- ---- ---- ---- ---- Madness. ---- ---- Revelation - Choose and discard all but 1 card from your hand. Paranoia Treachery Core 97 ---- ---- ---- ---- ---- Madness. ---- ---- Revelation - Discard all your resources. Haunted Treachery Core 98 ---- ---- ---- ---- ---- Curse. ---- ---- Revelation - Add Haunted to your threat area. You get -1 to each of your skills. Action: Action: Discard Haunted. Psychosis Treachery Core 99 ---- ---- ---- ---- ---- Madness. ---- ---- Revelation - Add Psychosis to your threat area. Forced - After you take 1 or more horror: Take 1 direct damage. Action: Action: Discard Psychosis. Hypochondria Treachery Core 100 ---- ---- ---- ---- ---- Madness. ---- ---- Revelation - Add Hypochondria to your threat area. Forced - After you take 1 or more damage: Take 1 direct horror. Action: Action: Discard Hypochondria. Mob Enforcer Enemy Core 101 4 3 3 ---- ---- Humanoid. Criminal. 1 ---- Prey - Bearer only. Hunter. Attack: Spend 4 resources: Parley. Discard Mob Enforcer. Silver Twilight Acolyte Enemy Core 102 2 3 3 ---- ---- Humanoid. Cultist. Silver Twilight. 1 ---- Prey - Bearer only. Hunter. Forced - After Silver Twilight Acolyte attacks: Place 1 doom on the current agenda. Stubborn Detective Enemy Core 103 3 2 2 ---- ---- Humanoid. Detective. 2 ---- Prey - Bearer only. Hunter. While Stubborn Detective is at your location, treat your investigator as if his or her printed text box were blank (except for Traits). Indebted Treachery The Dunwich Legacy 37 ---- ---- ---- ---- ---- Flaw. ---- ---- Permanent. You start each game with 2 fewer resources. Internal Injury Treachery The Dunwich Legacy 38 ---- ---- ---- ---- ---- Injury. ---- ---- Revelation - Place Internal Injury into play in your threat area. Forced - At the end of your turn: Take 1 direct damage. Action: Action: Discard Internal Injury. Chronophobia Treachery The Dunwich Legacy 39 ---- ---- ---- ---- ---- Madness. ---- ---- Revelation - Place Chronophobia into play in your threat area. Forced - At the end of your turn: Take 1 direct horror. Action: Action: Discard Chronophobia. Overzealous Treachery The Path to Carcosa 40 ---- ---- ---- ---- ---- Flaw. ---- ---- Revelation - Draw the top card of the encounter deck. That card gains surge. Drawing the Sign Treachery The Path to Carcosa 41 ---- ---- ---- ---- ---- Pact. Madness. ---- ---- Revelation - Put Drawing the Sign into play in your threat area. Your maximum hand size is reduced by 5 while checking your hand size durning the upkeep phase. Action: Action: Discard Drawing the Sign. The Thing that Follows Enemy The Path to Carcosa 42 3 2 3 ---- ---- Monster. Curse. 1 1 Spawn - Location farthest from you. Prey - Bearer only. Hunter. Forced - When The Thing That Follows would be defeated: Instead shuffle it into its bearer's deck. The Man in the Pallid Mask Enemy The Path to Carcosa 59 4 3 4 ---- ---- Humanoid. Elite. ---- 1 Spawn - Location farthest from all investigators. Aloof. Action: Investigate. You location gets +2 shroud for this investigation. If you succeed, instead of discovering clues, defeat The Man in the Pallid Mask.
I believe this is the link you were looking for:
https://www.boardgamegeek.com/filepage/141939/deckbuilding-options-investigators
KBlumhardt reacted to this -
1 hour ago, Soakman said:Ooh thanks! I hadn't considered that you might be able to keep both sets of signature cards in the deck. Huh. I wonder if the reward is worth the risk on average? Good to know that they can only be replaced as a set though.
Most of the signature weaknesses are worse than the benefit their signature asset gives so I doubt I will ever play with both sets unless I am just doing it for fun. I can't see it helping for the most part unless my character manipulates the deck a lot (to avoid weaknesses).
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Well, the way they word it, it seems to indicate you include them as sets (asset and weakness together), but since it's a coop, there is nothing stopping anyone from doing it any way they wish.
But, the words as written indicate what you stated (either just use original asset/weakness, just use new asset/weakness, or use all 4).
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Yeah, I have a friend in California who would have came if the notice was different so he won't be coming.
I am also holding off on judgment about the price because I have never felt like I haven't gotten my money's worth out of going, and the price increase will likely not change that. Last year I was actually quite surprised that the price wasn't higher after I learned we got an expansion (and that ended up having an MSRP of $15 by itself).
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I'd say there is a decent of getting to play the Labyrinths of Lunacy since the picture on the advertisement is the same as on it:
https://boardgamegeek.com/image/3715409/arkham-horror-card-game-labyrinths-lunacy
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It definitely is the shortest notice we have gotten. Luckily I am driving distance (Lol, was using google to get approximate hours, but did walking instead - 110 hours). Driving time is 4 hrs 50 minutes
I typically miss most of Friday as I don't take off of work, but often still have time to pick up my bag and look around.
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No problem. Am looking forward to the site announcement as well!
Booked my ticket yesterday so am good to go.
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I'm surprised there still isn't an official announcement.
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List of past dates Arkham Nights was announced and when the event occurred:
Year - Announced - Event
2010 - June 30 - Oct 22-24 (Fri-Sun)
2011 - July 28 - Oct 14-16 (Fri-Sun)
2012 - Aug 9 - Oct 12-14 (Fri-Sun)
2013 - Sept 23 - Nov 16-17 (Sat/Sun)
2014 - Sept 18 - Oct 17-18 (Fri/Sat)
2015 - Sept 14 - Oct 9-10 (Fri/Sat)
2016 - Aug 30 - Oct 14-15 (Fri/Sat)
Mid-October is the average (save for 2013 when they were opening a new event center).
And for 2017, barring no other event conflicts, I would guess October 13-14 (Fri/Sat).
It seems the Oct 13-14 guess is pretty good since it has never gone so early as Oct 6-7 and has only gone as late as Oct 20-21 way back during the first Arkham Nights (*ignoring 2013).As can be seen by the announcement dates, it likely won't be announced until next week if the event occurs. (Last year was likely announced earlier than normal as it was also advertising a new game - Arkham Horror Card Game.)
But, everything is just speculation so who knows. If the event occurs around the same time as usual, I expect to hear an announcement in the next couple of weeks.
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And, sorry for going so hard on the investigator choices, I didn't even mention the options!
I actually go against the rules for this one.
I either construct a deck for them that I feel is pretty good and varied enough to get a taste of most types of cards or I just make them the recommended starter deck since it is the most varied.
The 2nd option is actually my preference (starter deck). If you do not have a 2nd core set, you wouldn't have many options until Dunwich anyway. Plus, it lets them experience as many different cards as possible.
Then, once the first scenario completes, I let them fully reconstruct their decks for the 2nd scenario since they now have a feel for it. The upgrades are still handled the same way.
So basically, for that first scenario, I let them swap level zero for other level zero cards without spending experience (usually costs 1 xp per level zero swap). It lets them make the deck their own. They have no idea what is coming in the next couple of scenarios, so I find it really does not have much of an effect while playing the base game. Plus I only let them do this after playing that 1st scenario.
That way, they also get to experience created a deck (instead of just swapping out a single card).
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So, in summary - I prefer Roland/Agnes or Roland/Daisy or Roland/Wendy with new players - with Roland/Agnes being my personal favorite for playing with new people.
Since I have 2 core sets and quite a bit of experience, I let them choose any (even Daisy or Skids) and will choose Roland if they don't (Agnes or Daisy otherwise).
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I would definitely put Roland as one of the 2 as he can both Investigate and Fight quite well.
The difficulty there is that I would recommend him as the new player as he is easy to use (already has good stats in Combat and pretty good Investigation - awesome if he also has a flashlight or an ally to boost his stat). Also, since they are good at both, it gives them more options and allows them more options while playing - without needing to rely on their hand.
I'd also recommend you playing him as he's capable of running the show on his own so you can do whichever action the other player isn't doing or whose character isn't great with.
What I typically do is let them pick a character (if they don't want to read them, I just tell them to pick whichever looks the most fun or has the best story!). If they don't choose Roland, I choose him. If they do, I choose Agnes as I love spells.
If you are planning to give them the option to choose, you may be best off taking Skids and Daisy out of the mix unless you have a 2nd core set since Roland and Skids both use Guardian cards and Roland and Daisy use Seeker cards and a single core set is not enough to have such overlap - without expansions.
But, if they typically love spellcasters, they'll be fine playing Agnes as you'll be able to pick up the slack. And, it lets them have fun with those spells as they'll have a little more wiggle room. (Daisy is fine here instead of Agnes, but you'll need a second core set if you are playing her with Roland at the same time since they both use Seeker cards).
I have nothing against Wendy. I just haven't played with her yet - only one I haven't played with. I dislike that she has such high Willpower without access to Mystic cards though. I understand why she does since her ability is so great, but it definitely makes her tougher to play well.
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One way to help a character that may be weak in one of those areas is to add lots of cards that help make up for it, such as cards that can be used to get clues directly (or boost the number you get while investigating). And, assets that increase the investigation skill are great for solo players as clues are usually needed. Sometimes, I even included 2 of such a card in my deck to increase the chances of getting it since it's that important (and if I get a second copy, I can either use it to help a skill check or I can use the current asset to take damage and/or sanity and then put out the new one)
And, if you are playing with a character that relies on spells, you need to include cards that help you get through your deck faster. It helps any character, but is critical to spell casters.
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I agree. Roland is probably the easiest to Solo with as long as you add cards to help his low sanity.
Basically, to solo well, you need someone capable of getting clues and fighting monsters well.
I have solo-ed well with Agnes, but she's tough as you need to be sure to have both offensive spell cards and also cards to assist getting clues. If she does though, she really can do well. Having 5 Willpower used for her fight (or also for investigation if you are playing Dunwich), is just great. She's a high risk kind of player.
Marie Lambeau (promo investigator) is a bit less risky as she has a stat of 4 in both Willpower and Investigation so she only needs to get spell cards to help her use that Willpower to attack since her investigation is already pretty good. Plus, her ability can let her get through cards faster (as long as used strategically; I try to add a Doom to a card that will eventually get discarded so it won't advance the Agenda prematurely)
As a side note, after playing Skids, I noticed that he struggled much more than Roland when fighting, even when using the same weapon as Roland. That single extra point in Combat stat really helps. I found myself having to boost Skids with cards from my hand (skill cards, etc) much more for that reason.
(I have not played most Dunwich characters yet so I am mostly just discussing the base game investigators).
Any one can be solo-ed with, but without a good and quick way to get those clues and dispose of monsters, it will be a tough game. You may even wish to play on the easy setting if you have a character that is not consistent at both unless you really want the challenge. (After going through the game once or twice, I actually enjoy the challenge of trying to have such characters struggle through on standard mode, but it can be a real struggle at times!)
ProfessorDetective reacted to this -
It reminds me of a spreadsheet I made for an old CCG (only one I'd ever owned or played - not Magic and won't tell you which!)
It had many categories of cards (such as we do with allies, items, etc).
I made a spreadsheet that let you type in the amount of each type you wanted in a deck, and then it generated a random deck for you. (also had to select which of the energy types - so class in our case).
In that game the maximum for each type varied, but in this game you'd still need something to indicate if it is a unique ally as you would not want to force them to have 2 in that case (though I guess you could still as it would double the odds of getting it quicker and give you more health/sanity to use up.
Anyway, it's definitely do-able. I may even consider doing it for this game (making a random deck based on certain inputs - or if blank, completely random). But, for now, I'm not bored with it. I did it for that CCG because it was such a small CCG (only 2 sets ever released) that the same cards were picked all the time. This made it much more fun, but could sometimes be brutal to use!
It was great to try out new cards though. It really made the game different.
And, in this game, I may do the same. If I feel my deck is too awful, I'll just play on easy. (will post if I ever get up the ambition to do so)
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I do not mind how this is structured, but do wish they would schedule a reprint for Dunwich. It sold out so quickly, but they don't even have it on the schedule. And, with how they are laid out, I obviously am not going to bother buying any other until it is reprinted.
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Thanks for the rundown; I always enjoy reading other's outcomes. I have to admit, I do not play with BGotW much. Might be time to make sure that changes.
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Wow are those miniatures bad quality. How could they have gone from this to the excellent X-Wing quality? Wow.
If they were $15/mini instead of $4/mini, I would feel the same way.
I am glad they aren't more than $4 though so I'm happy for the quality I got for the price.
Plus X-wing will sell a lot more than arkham minis would as X-wing is for the game instead of just pretty accessories as with Arkham.

Is the RtNotZ storage as awful as I think it is?
in Arkham Horror: The Card Game
Posted
The box is sturdier/thicker than the one from Arkham Nights.
We got a flat sheet that you fold yourself (similar to when you buy the standard generic white card boxes you buy at many places).