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The Clover Club



The Clover Club The Clover Club

The Clover Club

Type: Agenda
Encounter Set: The House Always Wins
Doom Threshold: 4
Each Criminal enemy gains Aloof.
If an investigator deals damage to a
Criminal enemy: Immediately advance.
Your questioning has drawn the attention of several men – hired thugs, by the look of them. “Francis doesn’t want to be bothered,” one of them says. “We suggest you leave the premises before we force you to leave.”
Shuffle the encounter discard pile into the encounter deck.
If the players have completed Extracurricular Activity, advance directly to agenda 2b. If The House Always Wins is the first scenario in the campaign, advance to agenda 2a.
You have entered the Clover Club Casino in search of Dr. Morgan. The club is bustling at this late hour, filled with patrons looking to relax and drink, or make it big. You don’t appear to be in much danger.
Quantity: 1
Number: 63
Illustrator: Matthew Cowdery
Want to build a deck using this card? Check out the Arkham Horror: The Card Game Deck Builder!


4 Comments

If I deal damage with a Guard Dog to a Criminal enemy, can I advance ?

The answer is yes, because the Guard Dog is a card your investigator controls, and thus "you" are doing the damage. However, let's talk about something a bit more interesting, which is just exactly how tough your situation is to pull off in the first place.

All Criminals under Act 1a are Aloof, and thus won't engage with you. You would have to take the engage action to pull one to you and then attack them yourself -- doing damage before your dog had a chance to do so.

Or you could engage one of them and then not attack -- walking to another room would trigger an Attack of Opportunity which would let your Dog get a bite in.

Finally, the easiest way to do this is to have your Guard Dog at your side, and then successfully gain a clue in the same room as the Pit Boss. He'll immediately swing at you, hitting your dog for a counter-bite, and you also get a clue or two for your troubles. That sounds like the best return on investment for your troubles.

If you draw into a criminal from the encounter deck, does it engage or just hang out there?

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RichardPlunkett
Apr 24 2017 10:53 AM

Aloof enemies don't engage when they come out of the deck. This agenda makes Criminals aloof. So it would seem they just hang out in the location you were, when they were drawn.

I could see an argument that they don't actually become aloof until they are already in play and engaged with you. But that would make the whole criminal aloof thing almost completely ineffective and since we can assume an intent of having a meaning effect, I think it has to be played that they are aloof in time to avoid initial engagement.