In the Thick of It

I'm surprised no-one's mentioned Calvin yet! This card allows you to start with trauma, giving him an instant stat boost. You can also tailor the trauma to how you're playing him.

The experience can be used on staples like Five of Pentacles and Spirit of Humanity. You can also be a bit fancier and buy cards like the new Prophetic, making Dark Horse decks run smoother by using Prophetic to pay for your Spirit events.

Jaysaber · 7
Actually, Pawiu14 did already mention Calvin. And so did I after him. — Susumu · 381
Underworld Support

I was incredibly skeptical of this card.

To me it seems to say "draw more weaknesses and lose deck consistency" I am someone who is struggling to keep the other permanents out of my decks but this one I felt would never win my heart....until...

Bob Jenkins

Playing bob you realize just how many good cards for him are either limit 1, unique, exceptional or just don't stack, reducing your deck to 25(or 28) doesn't seem like a lot but then you look at one other card he can take, short supply, after your opening hand you have 23 cards left in your deck, ten go straight to your discard pile, what are the odds you get items (for scavenging), improvised events or Weaknesses in there (a weakness you see in your discard pile is one you don't have to fear).

you lose 1 rogue slot, but you gain the ability to double the value of the other 4, so that feels like a win.

your deck consistency goes way up (scavenging, resourceful, scrounge, Lucky Cigarette case all benefit from this set up)

so anyone like me who couldn't see the value in this try it in bob with short supply, and don't think of the one game you end up seeing your signature in the discard pile, think of every game where you got to add 10 more clever tools to win the game with and not compromise your deck consistency to add them.

Zerogrim · 295
Yeah but you can never build out of survivor tech. — MrGoldbee · 1486
Preston would have loved it if it wasn't illicit. Ah well. — suika · 9511
I can't think of a bob build that wouldn't want scavenging and thus resourceful and scrounge, its just so good in him. three cards out of 25 for infinitely reusable items seems difficult to beat. — Zerogrim · 295
Down the Rabbit Hole

How does this card interact with buying new Lvl 0 cards? I'm playing a campaign RN and it's not exactly clear so I can't be trusted to be impartial about it.

From Campaign Play in the rules reference: Each card costs experience equal to the card's level, to a minimum of 1 (purchasing a level zero card still costs 1 experience). The number of pips beneath a card's cost indicates the card's level.

Additionally, from 1.8 "Game Play" in the FAQ: When purchasing a new card during campaign play, an investigator must pay a minimum of 1 experience. As a result, level 0 cards cost 1 experience to purchase. This minimum only applies when purchasing new cards. It does not permanently alter a card’s level or experience cost, and does not apply when upgrading a card to a higher level version.

The way that I read it, as specified by the FAQ, Lvl 0 cards cost 0 XP, but because the cost of adding a new card to your deck must be at least 1, the cost is brought up to 1. My question is this -- does the increased price from DtRH apply to the 0-XP cost of adding a Lvl 0 card before the 1-cost minimum is checked, and if so, does having the price increased from 0 to 1 satisfy the 1-cost minimum? All told, does adding a new Lvl 0 card to your deck with DtRH cost 1 XP or 2?

I think it costs 2exp, except you have adaptable. — Pawiu14 · 196
It's not clear, but I would go with your reading and say it costs 1xp — because adding L0 cards only cost 1xp *as a result* of the min 1 xp requirement. Therefore, the 1xp cost from DtRH should satisfy it. — suika · 9511
According to the rules for modifiers the calculation of the required experience happens bevor you check the minimum costs. — Tharzax · 1
If I upgrade 2 cards at -2xp between them, can I upgrade two other cards at +/- 0? Do those count as "purchasing new cards"? Or would you assume that they count as upgrades, just not at a discount? — morkmork · 13
I am happy that I can answer that now. I contacted FFG via the official contact form on their website and I got a response: Hello X, Thank you for taking interest in Arkham Horror: The Card Game. To answer your question(s): It’s true that level 0 cards cost a minimum of 1 experience to purchase—but also note, this ruling does not permanently alter a card’s experience cost. With “Down the Rabbit Hole” already increasing the experience cost for you to purchase new cards by 1, it is able to fulfill the requirement of making level 0 cards cost at least 1 XP. In summary, you would still only pay 1 XP for level 0 cards you are purchasing. Feel free to reach out to us if any more questions arise! Sincerely, Y — dr31ns5mf · 1
I don't understand. Adding level 0 cards costs 1xp. DTRH increases adding new cards by 1xp. So it should be 2xp surely. Why is it only 1? — Lobstrocity · 2
@dr31ns5mf Hello! Can you share and forward the official ruling email (including questions and answers) you received to arkhamdbfaqs@gmail.com? This is the mailbox of the official FAQ maintainer, and they will update the ruling you received into ArkhamDB! — Jacksonsu · 1
@Lobstrocity It's about when the +1xp cost kicks in. A level 0 card costs 0xp. Normally you pay 1xp because the rules say adding a card costs a minimum of 1xp. However with DTRH you upgrade the base cost of the card from 0xp to 1xp BEFORE you check to see if it's reached the minimum.It feels weird because at face value it looks like it's negating the drawback of the card, but they expect you to get all your level 0 cards for free when building your deck. DTRH is meant to make you commit to your upgraded deck early in exchange for a faster path to get there. It wants you to take — TenDM · 1
Myriad Forms

Brutal during Act 4, but usually actively beneficial during Act 5 since it causes exhaustion before the investigation phase, and so turns off attacks of opportunity (extremely relevant if massive, and also for retaliate). This is due to the "attacks as if it were the enemy phase" wording.

==

Q: If an effect causes an enemy to move/attack "as if it were the enemy phase" (e.g. Dhole Tunnel, Myriad Forms), does the enemy exhaust after doing so? (The wording on Ravages of War [from War of the Outer Gods] implies that, without such wording, the enemy would indeed exhaust.)

A: Yes, with the rules as written, if an enemy attacks “as if it were the enemy phase,” they would have to exhaust after performing the attack (unless otherwise specified). Cheers,

MJ Newman

anaphysik · 97
Agreed. They "fixed" this regarding the "Spectral Watcher" in "Return to TCU", so it's likely, they will do the same in the next Return-box. — Susumu · 381
Double or Nothing

With the Quick Thinking limited to once per round and Three Aces taboo'd to RFG, I think the ban on Donut could be revisited. The abusive edge cases are pretty much all gone at this point. Donuting Momentum or "Watch this!" is perfectly fine, as is committing it to an ally's check.

I think the game has room for some version of Double or Nothing in it. My humble proposal would be, at 0xp:

Double the difficulty of this skill test. If this skill test is successful, resolve the effects of the successful test twice. Then, remove Double or Nothing from the game.

suika · 9511
In my opinion the taboo is justified. If I imagine a Rouge with lockpicks and an upgraded deduction on a two shroud location this means 4 clues. And with each commited skill card this combo gets much better. And if you are afraid of drawing a autofail you can play justify the means. — Tharzax · 1
Spending 6xp and 3 cards and adding 4 curses to get 6 clues once per game doesn't seem out of line to me for the 3 cards 6xp spent, considering that it's just a single action saved over investigating twice with Deduction (2). — suika · 9511
The issue with DoN is that on its own its a good card (double difficulty for a rogue deduction or a vicious blow without any combo's) its that plus the extra effects of making any card they design possibly broken if you double it, even if no card that currently exists was broken DoN needs to be out of the game to allow cards that would otherwise not ever be printed. Removing it from the game is just a limiter on breaking the game only once, which is a speedbump and still doesn't open design space. — Zerogrim · 295
An alternative taboo that I got from a YouTube channel that I really like: No other skill cards can be committed to the same test as Donut, preventing you from simply using Three Aces to automatically succeed. Donut can be allowed back into the game, future design space is still left open, and Travis will finally be able to try out Donut + Shotgun. — NightgauntTaxiService · 463
Please tell me how to calculate correctly? If I add Double or Nothing and Quick Thinking to the skill test, then I need to pass double the difficulty of Double or Nothing and also exceed the test by +2? To make Quick Thinking work? For example, I pass a 3 vs 3 test, I add Double or Nothing and Quick Thinking and have my skill 5 (3+1+1=5) vs 6 (3*2=6) and draw a +1 counter and it's 6 vs 6, I double checked but still get Am I +2 actions from Quick Thinking? or should I have had 8 vs 6??? — LTT · 1
@LTT You do exactly as the cards say. The test would become 6 dif. Your token and skill are also 6. You succeed. Now you check the skill resolutions that hinge on success. Did you beat the 6 dif test by 2 or more? No. You would only get double the result of the test (like 2 clues if investigating.) — Robax · 1