Dream Diary

This card is insane with Amanda, I always take 2 copys, no matter what.

It gives you a free card every turn. A card that she can commit under her, or unto test at her leisure. She can't commit it under her unless she starts the investigation phase with it, but it's still really good.

When I build with this card, I run it with charisma,so I can have both Dr. Milan and laboratory assistant, And arcane enlightenment, so I have a max hand size of 11, and 2 free hand slots for mag. glass. It works really well when it's the mythos phase, and you come across a test you aren't prepared for, commit a ???? Essence, pass that test, and watch with glee as it returns to your hand when your next turn starts.

Stupid bonkers, I love it.

You can take two books, but you can only ever have 1 copy of the bonded "Essense" card per investigator. I'd rather save my XP. It is not like Amanda has card draw issues anyway, I normally cycle an Amanda deck 2 or 3 times a scenario so I rarely have trouble without it. She makes a self-milling deck easily with the strong synergy with Dream Enchancing Serum. — Antiundead · 29
Crafty

This is a great supplement to Chuck Fergus centered decks. Helps you play that style if both copies of Chuck are in the bottom half of your deck. Let's you choose all three options when both it and Chuck are in play. It makes investigating with flashlights and lockpicks a breeze. Maybe those monster successes let you use upgraded cig case to find you Chuck.

3rdEyeGuy · 3
Rex Murphy

Rex is one of the best specialized investigators in the game even now with all the new investigators he is still incredibly high rated. There is no other investigator that can discover as many clues as him per turn. That being said please do not use him in a solo campaign unless you are a seasoned player who is looking for a decent challenge. My suggestion is to pair him with a guardian like Zoey, Mark, or Tommy in a 2 player campaign. There is nothing quite like a good ole fashioned escort mission destroying evil while rex mops up the clues.

Gené Beauregard

Absolutely retarded card that only emphasizes the problem which many in the community are starting to clearly see; Seekers are insanely overpowered. Not only do they only have a single weakness that is not even that big nowdays, which is dealing with enemies, but they keep giving them incredibly busted cards like this for no reason. I have no idea how this card made it out of the testing phase like this.

So now you do not even have to worry about enemies? You can just run over them if they have hunter and push them back, or if they do not you just push them aside so you can still keep on collecting clues like a maniac? What a joke! And a cherry on top, you get 2 stats that are actually pretty relevant, since you need Intellect obviously, but Agi tests usually deal damage which is one minor weakness of Seekers since they have a bit lower Health. It really is funny how the same brains that thought this card is fair managed to print stuff like Trench Knife and Henry Wan and probably thought "hmm yeah this is good, they will play it".

If this card only dealt with clues and gave you 2 stats, it would probably still see play, since removing clues from high shroud locations is really interesting thing that has so far not been explored that much, but with this card it will not even matter since most will use it just for enemies and occasional moving of clues. Sorry, this was not a review since there are not many things i can say about this card, but only a rant. Cards like this are clearly becoming a problem and show some favouritism when it comes to Seekers at the developers table, and it is not a good thing for the health of this game.

So to conclude = Taboo worth, or just ban it at your table when you see how OP it is, like it used to be when someone used to play with Higher Education and Dr. Milan Christopher all the time.

Blood&gore · 415
@Blood&gore, Hello there! I have finally dug back into Arkham after it gathering dust since it came out. I have a couple of cores, Dunwich, and bought into the EotE boxes. I'm curious what makes you think the card is so broken. I see that the effects are quite powerful, but it costs 3xp. Then you have to draw it, then you have to play it for a whopping 5 resources. Between the odds of drawing it, having to set up other cards, and afford paying for it, this card had *better* be bonkers good. — Judicator82 · 25
@Judicator82 Hello friend! Well the thing is, Seekers have no problems with resources since they have cards like Astounding Revelation, dr. Milan, Crack the case etc., and they also have the best card draw in the game and also the best search in the game. It usually is not a problem to cycle your deck a couple of times as a Seeker, so you always find cards like Gene relatively easily — Blood&gore · 415
I do see it being powerful, but you have to build for this card in mind. 5 resources, even with most seekers economy, is expensive. But maybe it should cost 2 more exp? Or gain exceptional. Although it's supposed to be taken by rogues as well, so it's hard to judge these things. — Therealestize · 69
If you're a new player, pay no mind to this sort of review. Gene stands in contrast to the 0xp Milan and at 3xp more provides the same stats, loses economy, but gains incidental enemy management capabilities that's worth the XP, price tag and the ally slot. — suika · 9383
I think the problem is that 1) Gene combines too many benefits in one card and 2) her ability is unlimited, save for the exhaustion. Seekers can even use Shortcut to dislodge an enemy that is on top of them. When you compare to other cards that move enemies (e.g. Warning Shot, Bait and Switch, Shroud of Shadows, Flute), they all come with extra limitations or limited uses; Gene doesn't even cost an action to trigger. I think if her ability had some kind of cost, perhaps an AOO-less action or resources, then she'd be balanced. Also, I appreciated this review, and don't see why it should be simply dismissed when there are far worse ones on this site. — jemwong · 95
Mainly because it starts by rating it card "absolutely retarded" and "insanely overpowered", and insinuates designer bias (what a joke), and advices new players to ban it, which is just terrible advice. Outside of solo (the most rarely played mode), in most circumstances dislodging the enemy doesn't remove them for good, it just means someone else has to deal with them. Having tabled it a few times, Gene is a strong card that doesn't break the game or make the game unfun to play — give her a fair shake before deciding that she's not for your group. — suika · 9383
For any new players reading this: this is a very rough review and probably should be disregarded until playing this card. — athenian858 · 1
Sorry about this being a bad review, but after some months of playing i stand by my comment. This card is completely broken. The fact that if your friend is stuck with an enemy and you just run in and kick that enemy out for basically no cost is broken, and moving clues turned out to be very very strong. But what breaks this card is that it can kick enemies that are engaged with you or the other player. It completely breaks the game when used with some movement cards — Blood&gore · 415
Frankly I kind of agree with @Blood&gore. While his review is harsh, this card is incredibly strong because of its enemy moving ability. — Daniczech · 1
I agree even after the taboo she's still broken. Just thinking of playing her in true solo EotE: the Forbidden Peaks scenario should be a cakewalk as she moves clues from the location you're moving into to the one you just left. In most cases that's going to make it a heck of a lot faster. — Krysmopompas · 363
Come on, do you really have to use the R word? Literally any other negative word would be better here. — noobwater · 1
Forced Learning

I would replace "During each upkeep phase, instead of drawing 1 card, draw 2 cards and discard 1 of them." to:

"During each upkeep phase, instead of drawing 1 card, look at the top 2 cards of your deck. Draw 1 and any weakness among them. Discard the rest."

It seems fair middle road to me. I think both other interpretations are unbalanced. If you draw a weakness with it, then allowing to discard that weaknesses (right after the revelation) is too powerful if it's a crippling asset or enemy. Then there's the other way, forcing a discard of the other card makes it near unplayable. You would not only be getting the activation of a weakness, but also losing a (good) card!

Weges · 86
How does forcing a discard of the other card make it 'near unplayable'? It just means that once or twice each scenario you will get a weakness during your draw step instead of a card - same as for everyone else. I agree that the ability to discard weaknesses after revelation is certainly not intended. — Death by Chocolate · 1428
With 'near unplayable' I meant: The card is only worth getting if you massively value the flexibility. — Weges · 86