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Arkham Horror: The Card Game
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Today, 08:03 AM by RichardPlunkett
Ok, I put two copies of 0XP Archaic Glyphs in my deck at the start of the campaign. At some point I fulfill the criteria to: Record in your Campaign Log that “you have translated the glyphs.”
There are currently two kind of upgraded Archaic Glyphs (Guiding Stones and Prophecy Foretold), both costing 3XP. Being a devout gambler I decide to trust my deck's future to the luck gods and when I find myself with 3xp to spare decide to upgrade both cards (instead of just one). This costs just 3xp, instead of the usual 6xp. But, instead of choosing which ones I want, I shuffle all the upgraded Glyphs into a pile (there are 2x2=4 cards in this instance) and draw two at random. Those two go in my deck, and thus I am stuck with the almost inevitably sub par results.
So, that's all easy enough. You can do the same for the Strange Solution, and there are 2x3=6 cards to draw from there.
This all assumes you have an entire play set to yourself, a reasonable but not guaranteed state. But I reckon that if someone else has already taken one then you should just draw randomly from what is left.
Jul 14 2018 01:24 AM by RichardPlunkett
It says "after you perform an action other then the => below [suffer bad effects]".
That effect applies to the person who drew it. So they can use [Combat] test Action on the card to try to get rid of it without suffering the penalty, or they can do other stuff and suffer the penalty.
Failure at the [Combat] test lists no penalty, so the only downside to trying to remove it safely is lost time. Consequently, Getting the strongest person in the room to remove it would make good sense.
Jul 12 2018 10:15 AM by aquadrehz
Does it always deal 1 damage to you if you try to discard this treachery?
Jun 19 2018 08:33 PM by jdk5143
Alright, I blink. Can someone give an example or two of how this works.
Jun 12 2018 06:50 PM by VonWibble
Yeah, comboing 3 cards, 2 of which alone aren't that great? I'm not sold.
May 25 2018 09:39 AM by bern1106
That's a good point about combining with On the Hunt, if you throw Mano o Mano into the mix as a first action, 3 damage and not even a hair out of place and defeats those damned odd numbered critters.
The Chthonian Stone
May 24 2018 11:01 AM by manthos88
Thanks for the info.
The Chthonian Stone
May 24 2018 10:18 AM by RichardPlunkett
"As an additional cost for a card with the seal keyword to enter play, its controller must search the chaos bag for the specified chaos token and place it on top of the card, thereby sealing it. If there is a choice of which token to seal, the card’s controller chooses."
I am pretty sure "the specified token" means singular. And since you are also told to choose if there are multiple options, I am confident you get just one, not all.
Meanwhile, Daisy's Necronomicon says to treat each [Elder Sign] you reveal on a chaos token as a [Auto-fail], so you should do that, including triggering effects like on this card.
The Chthonian Stone
May 22 2018 09:39 PM by manthos88
Also, if, with Daisy, I have The Cthonian Stone and the Necronomicon on the board and I reveal an Elder Sign token, does the Cthonian Stone's effect trigger??
The Chthonian Stone
May 22 2018 09:19 PM by manthos88
When you seal a token on this card, do you seal just 1 token, or every token of the chosen type?? (For example, if I choose to seal skull, do I seal one or all of the skulls??)
May 17 2018 07:29 PM by LoricatusLupus
When is a tome not a tome? When it's an upgraded version of the same card. A real shame, because being able to get three "free" Investigate actions would go a long way towards making Daisy as attractive as Rex for getting multiple clues.
May 12 2018 08:01 PM by VonWibble
If all the investigators are at the "last location" - the one they have to find all the clues on to complete the scenario, then this becomes worthwhile. But that makes it only any good late game, and at a cost in experience to boot. Probably should have cost 1 really, I have to agree I probably won't be using it.
May 07 2018 09:03 PM by manthos88
May 07 2018 09:02 PM by manthos88
It comboes with On the Hunt quite nicely, but other than that, I don't see another good usage of this card. I don't know if I would ever include it in any deck...
May 05 2018 01:55 AM by jdk5143
There's ways to make a monster move without triggering attack of opportunity. But the cost of one action for 2 damage is pretty much on par with a bashy deck, so they'd rather have something more useful. It's obviously better for those nonbashy investigators, but then asking them to stay in a room is a pretty tough ask.
May 04 2018 10:36 PM by Shuwar
Thought so. But that's actually pretty bad for both flavor and gameplay reasons, It would be nice to think of a way to push an enemy into a trap (which would still probably mean you get attacked on the way).
May 04 2018 12:10 AM by jdk5143
Yep. For example, an enemy could come to your location via Hunter, or be dragged over from someone performing a move action while engaged with one, neither of which are spawning an enemy. Its all about an enemy coming into play, not into a location.
May 03 2018 12:51 PM by Shuwar
I guess 'spawns' does not cover enemy entering the location?
Key of Ys
Apr 24 2018 06:28 PM by VonWibble
Its very good in a Yorrick deck as he can get it back even more easily than an investigator with Scavenging.
Seal of the Elder Sign
Apr 24 2018 06:26 PM by VonWibble
I did try it as the exp in this latest campaign seems a lot more generous, used it to make Yorrick pass a check and get a Red Gloved Man back for extra usage. Not sure I'd upgrade Unexpected Courage though as this should imo be used to pass a check and get the eldritch sign benefits together which is a bit more situational than UC. I'd replace things like Manual Dexterity though for sure.
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