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SGPrometheus

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Everything posted by SGPrometheus

  1. Yeah, it's just bad. There are several weapons available at level 0 that are objectively better, or just as good. It's like the Springfield, but not as bad because it's level 0.
  2. Like a schoolboy desperate to be called on by teacher, I'll volunteer first: It engages, but doesn't immediately attack, whoever the lead investigator chooses. Obviously the group can discuss who it would be best to engage, but the decision is ultimately the lead investigator's. If the lead investigator decides to roll a d20 that's fine, but when the game allows you to mitigate disaster, it's a good idea to do so. The rules under the "Enemy Engagement" section of the rulebook don't specifically say what to do other than engage an investigator at the enemy's location, meaning it's up to you. Hope that helps!
  3. Easy, just use David Renfield and Arcane Initiate, then kill them before their doom becomes relevant. You can depend on the scenario to off them for you, or you can run some weird tech cards like sacrifice and moonlight ritual. On top of those options, her signature spell helps you stave off the extra doom you added, making her quite good at delaying agenda flips. I think I've played her once, or maybe seen her played once, and she was extremely good. Having an extra action every turn is phenomenal, and spells can do pretty much anything you want. The doom drawback is something Mystics deal with anyways, and she can make it an advantage. Knowing which scenarios can add doom to the agenda is crucial. On the other hand, I think she has the worst weakness in the game. Taking extra damage is no joke, especially for mystics, and you need to shorten the clock by three rounds (not turns, full rounds) to get rid of him. Also he takes the ally slot. In scenarios where the doom is unpredictable, he is a nightmare. As for a card I've never felt compelled to use: The Council's Coffer A ridiculous amount of effort and xp for an effect basically no one needs. Instead of this card, why not just put in the card you're going to find? There's some out-of-faction / bonded shenanigans you can pull, but the effort is way over the line. I feel like I'd only slot this in to say I did it.
  4. Yep, @Assussanni and @Buhallin are correct; an exhausted unengaged aloof enemy still can't be attacked. Don't know how I got that idea.
  5. No worries! Roland can absolutely shoot the unengaged, evaded enemy without taking any actions to engage it, just like he could shoot it while it's engaged to Wendy. As long as it's not ready and aloof, and barring any bizarre circumstances, an unengaged enemy can be attacked by any investigator at its location. An exhausted enemy can also always be attacked by investigators at its location. Hope that helps!
  6. 1. Correct, only one success will exhaust massive enemies, rendering them incapable of smacking your allies. 2. Indeed it does both: it is in her threat area and occupying one of her hand slots. Weaknesses are funny that way. Basically if a card's in your play or threat area, it'll occupy the slots shown on the card.
  7. Core: It's the same for me: Midnight Masks is best, the other two aren't as good, with Devourer just being frustrating. Dunwich: Favorite: Essex County Express. The first time my play group went through this, we spent a round setting up, drew all 3 Ancient Evils, and immediately died. I think it was the only time we played two scenarios in one session. Honorable mention: Blood on the Altar. Similarly, the person playing Ashcan (this is the same play group) lost Duke permanently here. It was hilarious, and we never finished the campaign. Least Favorite: Miskatonic Museum. Like everyone else, I don't enjoy the single-enemy mechanic of the scenario. Carcosa: Favorite: Unspeakable Oath. The pure pulp horror of escaping the asylum, inciting the riot, and fighting off the staff is so cool to me; I always enjoy this scenario. Honorable mention: the Pallid Mask, for the same reasons others have mentioned. Worst: The Last King. Too often we find ourselves on the cusp of clearing a bystander of clues when they suddenly flip, screwing us out of a reward for our effort. Also, the seeker can't even do their job and just has to find some tests they can pass somewhere. Ugh. The Forgotten Age By a wide margin my favorite campaign. I'm hoping that Innsmouth wil have a similar adventure/pulp feel, and I'm excited that it's based on a work I know well. Also, the Return for this one improves on a lot of the pain points I endured. Best: Gosh, I really don't know. I agree with most that Depths of Yoth is a terrific scenario that's really suffused with lore, but I'm tempted to say Turn Back Time because secret scenarios are the absolute coolest. Honorable mention: City of Archives. I understand why you hate it, I really do. But it forces you to consider your deck from a totally different angle, which is such a good example of scenario design, even if you don't like how it's implemented. I even like how the scenario itself is totally out of place in the campaign: it's alien in a meta level. Also it's based on a work I know well, which goes pretty far. Worst: Boundary Beyond. I don't find any scenario in TFA particularly frustrating, but this one, with its awful location connections and pointless agenda/act difference, particularly annoys me. Circle Undone Best: For the Greater Good. A challenging scenario that requires your group to adapt to the situation and change your strategy add things unfold. I love the keys and im glad they're coming back in Innsmouth; they add an objective that you have to protect and manage in a unique way. I also like how different the scenario feels depending on your previous actions. Honorable mention: The Secret Name. The Dreams In the Witch House is one of my favorite stories, and I love getting to play through it. Also, Brown Jenkin is legitimately awful. Worst: There's a lot of candidates for this one, but I agree with the consensus that Wages of Sin is ridiculous and awful. It is extremely difficult to even have a chance at getting more than one heretic; all the forced effects on unfinished business could have been milder, or there could have been fewer things that triggered/flipped them in the scenario. Dream Eaters Best: Kadath, hands down. This campaign has really incredible scenario design, and is probably the best-made campaign so far. The Kadath scenario successfully gives the players the sense of traveling throughout the dreamlands, tracking down leads and being hunted by mysterious assailants while doing so. Phenomenal. Honorable mention: A Thousand Shapes of Horror. I love the creepy beginning, then the monster, then the mini-depths-of-yoth ending; it builds really well. Worst: The only scenario I've not played is Weaver of the Cosmos, and I've genuinely enjoyed all of them. I think the hospital one, the one that begins the B campaign, is my least favorite, but it's just the least fun one to me, despite being a whole plot reference to the Nightmare Hospital episode of Steven Universe. I just find the other scenarios more interesting. Standalone Best: the Blob. I love the ridiculous B-movie pulp of it, and it plays closer to a WoW encounter than any other scenario, so it's a blast. The rewards are also crazy good, which is fun. Honorable mention: Excelsior Hotel. Similar pulp vibe but more murder mystery, and ridiculously repeatable. Very fun. Worst: Despite how dated the original two have become, I still like them better than Saw: the Scenario. That being said, I also hate the Saw movies, so that might have something to do with it. Also, playing it with multiple groups is probably a lot more fun.
  8. Yeah, the broods are a pretty funny example of enemies that maybe should be elite, but aren't. I'm pretty sure it works the way you expect: the enemy is defeated. There have been a few wacky methods of defeating the broods even since before they were released, specifically Mind Wipe and Waylay, but the Universal Solvent seems ridiculously efficient.
  9. Since first watch doesn't have the word "cancel" on it, it's not considered a cancel effect within the game's mechanics, so she can't put it under herself. For a card to count toward her ability, it needs to actually use the word cancel; like dodge, deny existence, ward of protection, etc. Hope that helps! Welcome to the mythos!
  10. Parsley, sage, rosemary and thyme. Anyway, we already have 8 and 14; mystic and seeker respectively. A couple are really obvious, like Mike McGlen (Rogue) and Kate Winthrop (Seeker). That being said, there have been curveballs in the past that I wouldn't have been able to predict by their subtitles such as the cook, Zoey Samaras: sounds like a survivor, turns out she's a guardian. Or Agnes Baker, the waitress who is a mystic. So not knowing the characters from other IPs, I can't really guess aside from the obvious. The one I'm most interested in seeing is Carson Sinclair. Assuming he's mundane, I think the best argument is for the most supportive type of guardian possible. Guardians are the archetype most likely to enable their allies to succeed and to provide resources and cards to them, so it seems to fit to me. I feel like Charlie Kane, as a politician, makes a lot of sense as a neutral investigator, as he has to appeal to the largest base.
  11. That sounds like an awesome pair to me; they both have enemy management and clue finding abilities. Roland is by the book, and Trish is like, "this evidence fell off a truck, I swear."
  12. I'm pretty sure you're out of luck. The reprints are cards that I'm pretty sure were already doubles in one core set, like Physical Training and Vicious Blow. I remember Milan being a one-of, and he's not in Harvey's deck at all. If they release .pdfs of the pamphlets that come with the decks, there are decklists on those.
  13. How many hands are you playing? I doubt any of them would be decent solo, but in a 3/4 player game they all have the tools to fill in n the gaps and make the ends meet, so to speak. The problem is that they're all built as all-rounders instead of with any focus, which you kind of need in this game. I certainly don't think the problem is their cards; lvl 0 lockpicks, alternatives to Rite of Seeking and Shriveling, and decent level 0 survivor weapons are all interesting and valuable additions to the game, to name a few. It just seems like their decks are not the best places for those things to shine.
  14. You cannot. It's mentioned in the FAQ for Dr. Henry Armitage: Unless otherwise specified 'drawing a card' always refers to drawing a card from your investigator's deck. Armitage's ability cannot be used on encounter cards. The same goes for pretty much anything that refers to drawing cards.
  15. That's really weird, because I'm pretty sure Wini's pamphlet specifically calls out Copycat as singlehandedly triggering her ability. Regrettably, this would make it impossible to Copycat The Home Front and Neither Rain Nor Snow.
  16. I believe that to be the case. However, looking at the way the barriers are set up, it looks like the path of least resistance (going for 1 barrier instead of 3) would force you to snake your way through the town, wasting a lot of moves and exposing you to even more dangerous locations. So there might not actually be an easy path? I'm very excited for this scenario.
  17. I'm going to assume a few things here: by "starter" you mean the core set, and by "investigator decks" you mean the recently released starter decks (Nathaniel, Harvey, etc). If these assumptions are correct, it doesn't really matter whether you learn the game with the starter decks or the default investigator decks from the core set. Using the starter decks will probably be faster since they're pre-built with random weaknesses already chosen. If you don't own the starter decks yet/ are waiting for them to arrive, there's no reason not to jump in with the default decks from the core set, assuming you have the time. If you don't have the core set, you'll need to get one of those, since every expansion campaign uses cards from it. Hope that helps! Welcome to the mythos!
  18. Yeah, I think the whistle will end up feeling pretty good. In general when we take risky shots at our teammates, it's because we're choosing between engaging it and not killing it, or not engaging it and killing it. The free action from the whistle allows us to engage it AND kill it, instead of having to choose and take the risk. I do still want to know if it takes the accessory slot though.
  19. *shrug* I agree that more enemies make the whistle better, but my friends and I play 5-handed and we mostly just shoot at each other and hope for the best. That being said, having a whistle then would have been nice.
  20. The decks all look like very cohesive, strong decks. Nathaniel fights and doesn't investigate, Harvey investigates and doesn't fight, and the other three generalize and can basically do anything, depending how they draw. They seem built close to what I've found to be a good philosophy: you can focus on one role, but you need at least a few cards that can do other roles. On paper at least, they all look pretty strong.
  21. This pack looks like a straight-up bomb. The scenario looks like a lot of fun; I'm guessing that there's only one copy of each location, but there's already replayability from the sheer volume of them. Additionally, this looks like one of those scenarios that asks you to gamble how much time you can spend screwing around with alternate objectives without getting murdered, which are always fun. So I'm up on the scenario already. As for the cards, I'm loving these Mystic spells that are just Shriveling and Rite of Seeking for more money and no drawback. The curse token effects on them are a really nice complication on top of what's already a strong card, and they're also independent of success, which is really cool (at least this one is; I want to say Armageddon is the same way but I can't remember). Theosophist we've seen and he's interesting and all, but I'm super intrigued by this whistle. Engage actions are pretty worthless unless the scenario/campaign has a lot of aloof enemies (I'm looking at you, Dunwich), but I feel like getting a free one every round might show me they're more valuable than I think. It's cut off in the image, but it might occupy the accessory slot, which would suck. Still, I might slot one in as a "second copy" of Hallowed Mirror. For Zoey, quite strong. The craziest thing about the pack though is these covenants. They remind me of the permanent talents from Dunwich: Higher Ed, Streetwise, etc, but actually balanced this time. Their price point of 2 exp is also very relevant since 2 is where most "off-class" deckbuilding requirements cap out. The first two they've shown look extremely powerful for a very nominal investment, so they look like something that people will want to include in maybe every deck? They're not totally universal though: unlike the old permanents, you are going to need some bless/curse manip to make them really shine. What we can't tell yet from the previews is the kind of saturation we can expect for token manip, but it's looking pretty decent. The real question is if the token generation will be incidental enough to create a strong "token economy" without taking away from a deck's focus. All will be revealed... in time. Can't wait
  22. Team Covenant's packs got delayed 😧 Hopefully we get them by Monday, but I was excited to sift through them over the weekend. Ah well.
  23. They have pdfs of all the campaign booklets on the site under Products: https://www.fantasyflightgames.com/en/products/arkham-horror-the-card-game/ It doesn't look like RttFA is up there yet, but give it six months.
  24. Well, you can discard a weakness from your hand if you discard it randomly. As you say though, you can't choose to do this; if the only card in your hand is Dark Memory, for instance, and you're forced to discard two cards, you can't choose to discard it. However, if you're forced to discard two cards at random, you're forced to discard it, and don't get a choice.
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