The Enchanted Path

Just played this scenario for the first time and we stayed on the path as instructed. Big mistake. Found out afterwards the designer assumed no one would listen to the instructions and everyone would leave the path. This was an enjoyable scenario that was ruined by a joke that has a huge negative impact on gameplay.

thericker3 · 6
Dreamlands is a disordered place. Don't trust so easily. — MrGoldbee · 1492
Such a genuine surprise that people would spend (15*the number of investigator) actions to place clues on an 8-shroud location and try to discover said clues. In addition to that, deliberately avoiding unrevealed locations on a blind run for potential victory points. — toastsushi · 74
@toast TDE could well be your first campaign, so you might not know that. Also in the design space of Arkham, it's entirely possible that an agenda flip or resolution would reward you for not exploring. But that's a design problem inherent to blind plays of Arkham, where it sometimes turns into a game of "guess the designer's intention". It can be a bad experience if you guess wrong. — suika · 9511
to be fair, the card Text strongly suggests that staying there is possibly not the right thing to do. — PowLee · 15
Ditto what @PowLee says. Also, in a 2-player game, after spending 30 actions (with no time to deal with enemies), and then finding 10 clues on a 8 shroud location? Sure, technically not impossible, but on your first playthrough without being prepared for this location? Highly likely you misplayed something. — Nenananas · 270
I'm afraid, my friend, that you'll not find much sympathy here. On the other hand, if you don't want the game to be mean to you, this is maybe not the best game for you? — SGPrometheus · 847
The card explicitly says "but you feel you are missing something"... It's an 8 shroud location that requires three actions per clue just to place the clues, that you need to collect a ton of clues from, that even tells you that you are missing something. It's obvious that you aren't intended to attempt this ridiculous task on scenario 1. You can only blame yourself for this one. — Soul_Turtle · 500
One can call it obvious, but that doesn't really make sense considering that Arkham is a game about narratives and using the information in the narrative to navigate scenarios. The scenario plays up that you shouldn't leave the path, it is heavily established early and Arkham is a game where certain choices have long term consequences. You can't say "I didn't expect anyone to listen to what I told them to do" as a game designer, especially because this is literally playing on real world myths and fairy tales and it feels very much like it is tempting you to leave the path, rather than it being legitimate. It violates the normal rules of "Establish, Payoff" pretty heavily, and the capstone of why this 'tehehe' wink and nod moment didn't work is that Arkham is a NARRATIVE game, and it stands to reason that having the narrative say one thing and the mechanics try to tell you to do another isn't going to work out for many players. It is a suuuuuuper common pain point in dream eater playthroughs for a reason. — dezzmont · 222
It is not “obvious”. My blind run of this campaign was in three player. I was Patrice and I had built a deck packed with skill icons. I suggested to my group that I generate the clues and commit what I had to their tests and we aced it. Naturally, we later discovered how damaging this was, but in previous campaigns, you were generally awarded something regardless of the path you chose. You can burn down your house and get Lita and trauma, or you can forgo Lita for the house in next scenario and bonus XP. That’s how an RPG should run. This dream eater scenario definitely breeches some player trust because they rightfully and conditionally assume a “pure” avoidance of the woods will grant them a story path (not unlike doubt/conviction or circle undone allegiances). — LaRoix · 1646
I really think it's pretty obvious. There isn't a scenario 1 in any other campaign in the entire game that presents even an optional challenge anywhere close to "spend 3*5*playercount actions, then investigate an 8 shroud location 5*playercount times". On a card that says "but you feel that you are missing something". Did you not get even the slightest meta sense of "the requirements to do this task seem really overtuned for the first scenario in a campaign, and the card says we're missing something, if we do this we won't even see half of the locations in the scenario, maybe we aren't supposed to be doing this?" I'm not sure how it could be any more obvious, besides being outright impossible. Though to counter the handful of people who actually stayed on the path despite all of this, it probably would have been smarter design to just make it impossible outright. — Soul_Turtle · 500
As for Arkham being a narrative game, staying on the path does tell a narrative: the investigators were too scared to leave the path and didn't experience anything in the whole scenario, hence they gained no experience. Terrible gameplay? Sure. But it certainly does tell a narrative where you made a choice that has long-term consequences. — Soul_Turtle · 500
Well MJ has said that there was an alarming number of people who did not stray from the path. In a blind run, there’s a human tendency to not really absorb all the text coming at you. I don’t think it should have been made impossible; I think the designers put this option in, they should have rewarded the players who don’t stray (like give them scenario advantages in the next two scenarios since they won’t have XP). My problem isn’t that there’s no story different, but that there’s no incentive to take the road less traveled, so to speak. — LaRoix · 1646
Trench Knife

One under-appreciated aspect of this card is that it gives you some seriously good bonus against swarming enemies in the Dream-Eaters campaign, so it can work as a very cheap off-hand weapon alongside your primary extra-damage weapon.

snacc · 1020
I wouldn’t say it’s under appreciated. Most swarming enemies have very low combat values such that it’s better (as is always the case) to simply lay down the damage with something that hits harder and move on in a speedy fashion. — LaRoix · 1646
On the Trail

I feel like this is a stronger pick on the end than the one, since Seekers are gonna hoover up clues anyways and probably want to keep away from enemies depending on the build, whereas Guardians are going to appreciate the expedited move actions to get to the enemies, while also getting the added bonus of testless clues - especially for lower- Guardians.

Some stand out choices:

  • Roland Banks will always appreciate more clues, and will also take some move actions.
  • The quintessential fighters - Mark Harrigan, Zoey Samaras, and Nacho - are always gonna take the opportunity to get up close and personal with some baddies - especially Zoey, since it can help mitigate Smite the Wicked's "furthest location" clause.
  • Joe Diamond can stick this in the Hunch deck and play it for free - it's Insight traited.
supertoasty · 40
Feels like a wonderful match for Zoey like you say. Plus it's a Tactic, making it Stick To The Plan-able... she can ensure it's on-hand when Smite The Wicked pops. — HanoverFist · 748
I think, it's not good in the hunch deck. Unplayable, if there are no enemies on other locations. Useless, if you are surrounded by locations without a clue. This makes it too situational for the random turn, you'll see it. The Insight trait is much more relevant for Farsight (or possibly "Cryptic Grimoire"). With them, Joe would like to take this card for his main deck, as he sure has some cards, that are already fast in the hunch deck. — Susumu · 381
Ups, the trait is irrelevant for Farsight, it works with any event. Somehow I thought, it also asks for Insights. — Susumu · 381
Jeremiah Kirby

Firstly, I assume the FAQ will state that - is neither even nor odd, nor are uncosted weaknesses.

It is also important to remember 0 is an even number for lots of reasons and if it isn't in your local reality I am sorry and you contact your local Old One to offer your service to them, because the structure of the universe has already broken down to the point math is starting to fail. This can have big ramifications that push you towards 'even' due to cards like emergency cache and just because there are a LOT of 0 cost events, which is nice for synergizing with card draw.

Jeremiah is very interesting because he encourages you to play a deck that leans towards evens or odds. If you play him in a deck that is split right down the middle between your desired result of evens or odds, vs odds or evens depending on what you picked as well as all your skills and uncosted weaknesses, you are going to expect an average result of 3, rather than the 2.5 you might expect, due to the fact 0 is a possibility here and thus we are dealing with a range of 6 results rather than 5. However, how extreme the results can swing vary with how depleted your deck is. If your deck is split after mulligain and you play him turn 1, you have a 15% chance to get 4 cards or 1 card, and a 2% chance to get 0 or 5, and a 33% chance to get 3.

However, if it has been a few turns and you have drawn a couple cards and somehow managed to stay perfectly even (which is unlikely, but your deck will try to 'push' towards an even distribution because of hypogeometric probability: Your more likely to draw cards that are over-represented which means they get less over-represented) and you are down to 18 cards with 9 skills, undesired results, or weaknesses vs 9 of your desired 'hits,' you will find that you only have a 1.5% chance of the super extreme 0 and 5 results, a 35% chance to get 3 cards, and a 35% chance to get 2 and 4! This is because of that aforementioned hypogeometric probability kicking in 'harder:' if you drew 3 'hits' already, there are 3 hits already gone and now its really 6 'good' cards vs 9 'bad' ones.

So, on average this is proooobably drawing you 3, and it gets less stable as time goes on. But a 4 cost ally with poor soak potential (especially if they are your main lore buff!) who is netting you +1 investigate is merely sufficient. Our good old buglover probably still is beating out Kirby at that expected result: Seeker has a lot of good draw already, which can be used to assist allies after your set up, and while resources are generally less valuable seeker has a lot of expensive effects that can benefit from an extra cash a turn if your constantly investigating. If your going more testless seeker then draw helps more but the lore doesn't. He is a great stepping stone to other cards, but doesn't shine at those results. You could use charisma to run both, which I find questionable because seeker doesn't need THAT much help with lore tests and they do have some other great options for boosting them, but we can loop back around to that in a hot second.

But what if we slanted our deck towards even or odds? Lets say we make our deck almost entirely evens or odds cost cards, so that after our opening draw we have 20. How good is he then? We now get 4 cards around 40% of the time if we open with Kirby, 3 cards 30% of the time, 5 cards 15% of the time, 2 cards 10% of the time, 1 card 1% of the time, and 0 cards essentially never, with that result occurring less than 1 in 1000 times. This isn't a big gain in our expected upper limit (you should still probably plan for 3 most of the time), but you will 'brick' less often and draw 2 or fewer way less, making a more consistent rollout, and you probably care way more about NOT drawing 0, 1, or ideally 2, than you do about getting lucky and drawing 4 or 5, so it isn't too terrible that this mostly mitigates the disaster scenario and ensure you have some stuff to commit to tests or get you out of a pinch, rather than pushes the upper boundary of excess cards you might not need.

Is this worth it? Well Seeker has a LOT of really good even cost cards, so I would not be shocked to see an evens seeker: Glyphs and its upgrades, upgraded magnifying glass, Dream Diary,, book of old lore, encyclopedia,, occult lexicon AND the blood rites it adds to your deck, shortcut the list goes on and on. There are some power players in the odds slots, for example Necronomicon comes to mind, but its not too critical to avoid getting ANY odds, just not too many, so if you want the odd strange solution it isn't the end of the world.

Oh, and also, he apparently is good pals with a certain bug doctor which means he can self accelerate you into getting two ally slot lore boosts, which combined with some of the rest of this package may result in a neat "Clue Shotgun Daisy" build where you stack as many bonuses as you can to fire off guiding stones.

The big draw for odds I think would be that Kirby can help you snag up some segments of onyx, which is a big concern for any seeker and a huge reason to run card draw and deck search. Overall though, the odds slot seems a bit of a weaker pick for him (Which is why I think he was made an even card himself!), because while there are a LOT of good odds cost cards, they are often more utility based than deck defining and its harder to really stuff em in there. The lack of 3 cost events and the fact that most of the 1 cost events are more situational really hurts aligning towards that, and honestly it isn't too anti-synergistic with onyx because drawing cards still helps your future searches for onyx, especially if those drawn cards further accelerate you through your deck. Of course, this could all shift on a dime depending on your off class, and I am sure someome smarter than me will make a really great 'odds' deck down the line.

Finally, there is the third, secret, 'get thrown out of the O'Banon Casino for counting cards' deck strategy of just remembering what is in your deck, figuring out what you need and what you are likely to get, and deciding on the fly, which makes this a triple threat of a card: It is fine if you just play it and kinda forget about it as long as you have a good grasp on your deck's current state, it could be a fun deckbuilding challenge that forces you to try to 'figure out odd mystic' or figure out how many fast effects or good commit symbols you could stack in a certain cost bracket, or it could be an in game skill testing card where you need to weigh maximum card draw vs trying to 'target' cards you need!

As such, while he may not be razzle dazzle, Kirby is a worthy inclusion into the Arkham Card Game, simply because he is likely going to be REALLY fun to toy around with for a LOT of nerds like me who really like to bust out the abacus. He has a lot of depth that is hard to touch upon in this one review, like his synergy with fast actions or other ways to dump your hand out faster, or how he interacts with every other class, or how he changes the value of certain upgrades and will now make the difference between 0 and 1 cost waaaaay bigger for some characters, or how you might use this as a pseudo tutor by trying to make sure at the very least all of your 'deal with X situation' cards are even or odd together so you can always panic draw for them, or how a lot of staple seeker combat tools are odd cards and thus this encourages seekers to be more helpless.

A++ design, if nothing else, for just the sheer puzzle that was placed into every seeker's lap. And good seekers LOVE puzzles.

dezzmont · 222
Greed

I was scared of this weakness at first, but it's actually not that bad. It's mid- to low tier, albeit a bit more dangerous in the more horror heavy campaigns such as Innsmouth Conspiracy.

First, try to avoid being reduced to 0 resources during your turn: [...] Upkeep phase: 4.4 each investigator draws 1 card. Once those cards have been drawn, each investigator gains 1 resource. So staying at even 1 resource turns this card into, well, an unlucky Rotting Remains. Our Bob wont like it, but he does start with 8 Sanity so he can take bit of mental anguish over his finances.

Now, a personal weakness like this kinda forces your hand abit when it comes to deckbuilding, because you can never afford to go too low on Sanity. You could include an Cherished Keepsake but Bob really like the card draw from either Lucky Cigarette Case or intially Rabbit's Foot. You might want to invest in Relic Hunter early, or you could go for Peter Sylvestre as your first ally. He'll keep you sane enough to handle Greed when it hits (as well as boost your mediocre Agility score).

Eventually upgrading the deck into a big money-Bob deck will neuter the weakness completely. So that's certainly an option, and it feels like that's what Bob himself would have wanted. But there's lots of ways to soak Horror in this game; you just need to plan ahead a bit.

Last, Greed reminds me of Harvey Walters' Thrice-Damned Curiosity. Harvey's curiosity punishes him for having lots of cards on hand. Bob's greed punishes him for spending all his cash on items. And both feel a bit contrary to the character designs.

olahren · 3561
Agree all around, and interesting how Harvey's weakness is so much worse than this. Harvey's weakness is basically "The better you play, the harder you'll fall", full stop- holding back on card draw protects him, but also doesn't advance his position. Whereas with big-money Bob, saving a little money both protects from the weakness AND advances his position. Even their desired permanents- Studious for Harvey, Another Day Another Dollar for Bob- will increase & decrease their liability, respectively. — HanoverFist · 748
Why this card has three different amounts listed? It's just clear that when there is 10 and less resources you take 1 additional horror. Why to list 5 and 0? — Kuciapka · 1
You have to take +1 horror for EVERY condition that's true, which is what makes it threatening- the less money Bob has, the more horror he takes. (e.g. If Bob has 12 resources, none of the last three lines activate, and he takes only 1 horror. If Bob has 4 resources, then the 1st and 2nd conditions- LessThan10 and LessThan5- are both true, so Bob takes 1 +1 +1 = 3 horror.) — HanoverFist · 748