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Arkham Horror: The Card Game


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Recent Card Discussion
Quantum Flux
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Jan 11 2018 10:49 PM by slothgodfather

I mean, kinda. I have never seen Beyond the Veil actually trigger and I've played Dunwich 3 times. I guess it would let Mystics draw more aggressively. 

I have.  I got it late game and got wiped out.  I've seen it hit a few other players on various play throughs as well.   It doesn't always happen. 

Quantum Flux
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Jan 03 2018 06:30 PM by Apophenia

I mean, kinda. I have never seen Beyond the Veil actually trigger and I've played Dunwich 3 times. I guess it would let Mystics draw more aggressively. 

Quantum Flux
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Dec 23 2017 04:07 AM by AnnetteSoleil

Mystic once again getting some of the best cards. This kind of breaks the Dunwich campaign, hahah.

Dr. William T. Maleson
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Dec 19 2017 07:16 PM by slothgodfather

jdk - absolutely.

Dr. William T. Maleson
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Dec 13 2017 02:34 AM by jdk5143
Do you get a chance to look at the encounter card before you can use the Dr's ability?
Dr. William T. Maleson
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Dec 13 2017 01:26 AM by Inquisitorbroeska
Sure looks like it. That rad dude deserves a card. I'm going to hit him up for an autograph!
Knuckleduster
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Nov 19 2017 02:17 PM by VonWibble

Any investigator with decent combat will use these early campaign, I think its a good card. The important thing is that it does extra damage - my general rule is that 1 damage things are bad (Song of the Dead), 2+ damage things are generally fine. 1 handed as well giving an advantage over some other weapons. 

 

Splashing this into a Zoe deck early on makes sense, you will often be fighting at base +2 with 1 hit kills. Who cares about retaliation if your skill is generally good?

Knuckleduster
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Nov 15 2017 07:49 AM by Greatsageishere

 I also think it's probably waiting for a 4 or 5 strength Rogue. 

or, a rogue who receives bonuses to skill tests on illicit cards. I've been thinking about this for a while.

Knuckleduster
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Nov 14 2017 06:29 PM by phillosmaster

It's good for weak enemies with a lot of HP.  Many strictly human enemies and ghouls have about 2 or 3 fight and 2+ HP.   Save your Rogue firearms for the tough to hit enemies.  I think it's a scenario call whether you think it will be useful.  I also think it's probably waiting for a 4 or 5 strength Rogue.  Some bruiser that doesn't have access to the Guardian card pool.  That's not a bad idea for Mike McGlen if he gets printed.  .32 Colt does some good work in my Mark deck so I can see this having a very similar function for Rogues.

 

Right now I think all the investigators who can take this have better options available to them unfortunately.

Knuckleduster
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Nov 11 2017 10:41 PM by RichardPlunkett

I agree that it looks pretty awful. But to defend it's existence, if you compare it to the .32 Colt, it is cheaper and doesn't run out of ammo or if you compare it to the zero-xp Switchblade it does damage every attack, not just on +2 over-successes.

So it isn't strictly worse than some other available choices and we just have to balance those advantages vs the disadvantage of retaliate.

Still whenever I do that it comes out much worse and I think I would rather have a Kukri, or maybe even a Knife.

Knuckleduster
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Nov 11 2017 02:35 PM by amberan

What is the reason for this cards existence? Do I miss something? It's expensive, weak and with no exceptional skill bonus...

Song of the Dead
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Nov 07 2017 08:38 PM by amberan

If you miss and deal no damage, the +2 obviously does nothing - you can't hurt a monster with a miss. But misses can do damage to other investigators, and in those circumstances it does apply. The +2 is not limited to successes, eg the way switch blade is.

I see. Nasty :-)

Song of the Dead
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Nov 06 2017 06:19 PM by RichardPlunkett

If you miss and deal no damage, the +2 obviously does nothing - you can't hurt a monster with a miss. But misses can do damage to other investigators, and in those circumstances it does apply. The +2 is not limited to successes, eg the way switch blade is.

Song of the Dead
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Nov 06 2017 01:40 PM by amberan

I disagree, the +2 damage seems to work regardless of success/failure. As noted, is it a separate clause, and it has no documented dependency on success (unlike eg. switchblade).

Fortunately, this only marginally constrains its use. On most adventures the [Skull] symbol is manageable and even if it is troublesome you will know its an issue before you decide to attack and risk your friend's life.

Thematically, this is death magic and the [Skull] represents a local spike in power that is usually favorable, but not always.

 

I believie it says "+2 damage", and in case of failed attack you are not inflicting any base damage to which you can add those +2...

Combat Training
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Oct 28 2017 08:14 AM by RichardPlunkett

No. This only restricts you choosing to assign horror to your investigator, it says nothing that stops you sticking it on Ally/Items/etc.

Combat Training
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Oct 27 2017 12:22 PM by Jenemai

If you have an Ally etc. do you still have to put the horror onto this card first or can you put it onto the ally?

Dr. William T. Maleson
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Oct 21 2017 08:55 PM by stahlwolle
Is this Anton Torres of FFG?
Song of the Dead
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Oct 18 2017 02:31 PM by slothgodfather

It's also more viable in a scenario with more skull tokens in the bag in general. 

Song of the Dead
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Oct 17 2017 09:38 PM by swornabsent

I've only seriously played this out of Jim with Grotesque Statues to maximize skulls, and even then I'd just as soon see a Shriveling, so that tells me all I need to know about its effectiveness. Good points regarding it being a viable combat substitute for investigators like Daisy though. I suspect as the card pool grows we'll see it become more viable in Jim/whatever Mystic with more token draw shenanigans, and less viable for the likes of Daisy as she continues to get better in-class substitutes.

Devotee of the Key
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Oct 13 2017 05:24 PM by slothgodfather

yep.  The Hunter keyword checks to see if they are exhausted or not.  This ability does not.