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Arkham Horror: The Card Game
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|Recent Card Discussion|
Mar 11 2018 08:59 PM by jdk5143
I could see it needing to say "while there is a charge on suggestion..." And, if the wording on the card is the original intent, I don't see how this would struggle to get into a deck at all. 4 points for an almost guaranteed and reusable evasion is huge, even if there's hunters around.
Mar 11 2018 06:46 PM by RichardPlunkett
Sure, but most spells aren't useful after they run out of charges, this one still is.
That is certainly odd and as such is an obvious candidate for errata.
That said, while it can make Sefina an evasion machine, evading itself isn't that useful a thing to do, and at 4XP I think it will struggle to get into decks.
Mar 11 2018 12:54 PM by VonWibble
A level 4 card being really good should be the norm though, right?
Mar 08 2018 04:49 PM by jdk5143
So even if I don't have charges to spend, I can still use the action ability to make a hell of a good evasion attempt. This seems a bit misworded because of how good that is.
Mar 08 2018 03:27 AM by Bronze
That is a correct assumption.
St. Hubert’s Key
Mar 06 2018 02:06 AM by Soakman
I like it thematically. St. Huberts key was a trinket of sorts that was used to cauterize fresh animal bites to prevent rabies. It is literally used to burn a wound closed to prevent infection (hence the -2 sanity from the pain as you cauterize yourself), and in turn it gives you clarity (willpower). What I don't really get is the intellect boost. I mean, it needs to better than a Holy Rosary to be useful, but I would have rather seen a +2 to will or something. Not sure why carrying one of these with you would boost your intellect.
St. Hubert’s Key
Mar 05 2018 02:04 PM by Sildric
I don't think the -2 sanity is supposed to be a downside in the way you're thinking, but it is indeed a downside. You get to have St.Hubert's key for as long as you can not die from horror. The second you die from horror you lose St. Hubert's key and regain some sanity. It's a very video game like mechanic: Power up until you take a bunch of horror, then regain sanity and go back to being normal. I hope we get to see more cards like this moving forward.
St. Hubert’s Key
Mar 03 2018 05:57 PM by Soakman
The downside to the -2 sanity is that if something forces you to discard/lose the card before you would be defeated by horror, you don't get that 2 sanity back. It's an item and a charm, so it's possible that mythos cards like corrosion could make you lose the card prematurely.
Mar 01 2018 12:27 PM by Kwaice
I hate this card with all my heart.
The poltergeist always appears against my armed-to-the-teeth guardian that can't do anything against it (Hi Mark).
Other investigators have to run back to him just to save him from madness.
2 horrors is rough.
Feb 23 2018 12:55 PM by jdk5143
So if this doesn't have any charges on it, can you still use the action ability since it doesn't require charges to use?
Ward of Protection
Feb 23 2018 12:49 PM by VonWibble
This one, unlike the level 5 version, feels worth the 2 experience you spend for it, though still less a priority than Grotesque Statue or Shrivelling.
Low enough level for Daisy to use it too.
Feb 23 2018 12:43 PM by VonWibble
He's over-complicating that game of Letters from Whitechapel isn't he?
St. Hubert’s Key
Feb 20 2018 02:39 PM by Bronze
I am trying to think if the -2 sanity is even a downside of the card. I think that it is almost purely beneficial. When you would be defeated you lose the asset of course, but then heal 2 horror. This means that you could easily be taking more horror than you have left, off say a 'rotting remains' or something. All the extra horror you would take just now goes out the window and you reset back to 2. It at a minimum breaks itself even and in other cases prevents/protects you from other horror that you would have suffered. It also enables things like the desperate cards faster. It seems like a good card for some investigators.
*edit: It is not instead of. You would still take whatever horror is coming to you. You just lose the asset and heal 2 and maybe you still perish.
It comes down to whether it is worth the cost I guess. Marie Courbeau doesn't mind those two stats and neither does Daisy.
Feb 12 2018 09:40 AM by RichardPlunkett
Dark Horse is wonderful in the right deck. I Dunwich'ed Ashcan Pete with my main group and Dark Horse really kicked him up a notch. But it was also incompatible with some great cards, especially events eg "Look what I Found" and Will to Survive(3), even Lucky, became devalued by my desire to be near zero resources.
Yorrick is a massive resource consumer. Yorrick loves someone to have Charles Ross in play (much like all Guardians would) - or basically any way to have others help him out resource-wise. He can't afford to waste resource to enable Dark Horse.
Yorrick shines by rotating high-impact assets. Assets that were design to die. My invocation game had a high XP Yorric and he laughed at the big bad. He was unkillable by recycling leather coat and Cherished Keepsake, and could take down basically anything, by recycling Aquinnah(3) and Beat Cops(2). Calling in Favors is just ridiculous here, essentially fully recharging one of these while helping you find another.
I know 0XP Yorrick has some effectiveness issues, but the longer the campaign runs, the sillier he gets.
PS the lantern/shovel suck, machete and flashlight for the win.
Feb 04 2018 12:02 AM by LoricatusLupus
Ok, they're all fair points. My issue is perhaps more that I wanted to try out a Dark Horse-y Survivor and he's not that suited for it, which isn't his fault! I was running him instead of my normal beater (Zoey) and just found she seemed to be more naturally geared to kill, while having a few more options to pick up clues if she really needs to (Rite of Seeking is a beast). I guess I should try going again with a longer campaign and look at upgrades dedicated towards his ability. Armatige is a good shout too!
Jan 27 2018 09:23 PM by RichardPlunkett
I also expect he would have trouble soloing, but he can meaningfully contribute the investigations. His power is Flashlight friendly and Look what I Found is in faction along with some other choices.
One trick I have seen local players miss is that you should try to discard some of your initial setup. Eg. instead of playing the leather coat and just recycling it when its used up, discard it the first time for its icon then recycle it into play.
The thing being that his power isn't just recycling, it's also action advantage by getting a free card play (and if used like this, a free test icon).
You may want to directly play a weapon to take down your first foe, and maybe a beat cop too, but most assets you play should go via the discard.
Jan 25 2018 09:11 PM by Queensvillain
It's also worth noting that the Bauta mask from Carnivale is amazing for Yorick. He gains resources for recurring it and it helps him use his fight value for other skill checks.
Jan 25 2018 04:01 PM by GreatGopher
With Cherished Keepsake and Leather Coat, he becomes nearly impossible to kill. With Police Badge, he gains tons of bonus actions. With Beat Cop (preferably upgraded), he can dish out free damage all day. I played him through Dunwich with Daisy, and he made AMAZING use of Dr. Armitage's ability.
He fights just as well as a Guardian (same strength as Zoey and Roland, with access to the same base weapons, so I'm not sure why you think he's less effective). His ability is rock solid, tons of fun, and triggers all over the place. He has arguably the absolute best Elder Sign effect in the game, especially once you get some Will to Survive hijinks going on. The icing on the cake is that his signature card is fun and powerful, and his weakness isn't that bad, especially after he's set up a weapon.
He can't really investigate, so he's not great solo, but try him again as a fighty-role in a group with an eye towards building around his ability.
Jan 25 2018 02:14 PM by Vermillionde
A couple. Focus on the less obviously useful Guardian cards with single effects (like police badge). They stack well with his recursion. I generally go through build and burn phases with him, I build up assets on him (like lantern and shovel), then keep him dry on resources for cards like Dark Horse. Dark Horse, Lantern and Shovel have done right by me for investigating.
Think of him as combo recursion, and be ready to shift combos based on what you draw. For example, Police Badge, Red Gloved Man and Will to Survive is one of my favorites.
Jan 25 2018 02:22 AM by LoricatusLupus
So, this guy confuses me. I've tried running a couple of builds for him both as solo and a supporting investigator but, alas, poor Yorick just doesn't seem to cut the mustard. He plays like a less-effective Guardian with a gimmick that doesn't synergise with the Survivor card pool and can't investigate at all. Compared with a true fighter he doesn't seem to be that good at actually killing things without focussing on that (at which point I might as well take Zoe with some Survivor cards) while his need for resources locks out a Dark Horse build. I really like the character background and would like to make him work but so far he's the worst in his class...Any suggestions?
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