Waylay

I will offer a dissenting view. This card looks powerful but I don't think it is outside of some rare situations or possibly a rich investigator that can't fight. It requires an action/test to evade and exhaust the enemy by any of the investigators. It requires a second action/test to defeat the enemy. And it requires 3 resources to attempt the test (success not guaranteed). And beyond those drawbacks it quite situational since it can only be used against non-elite enemies.

Most of my Survivor decks either want to use Dark Horse or they usually a little on the poor side and 3 resources is a lot. I would prefer to just kill the enemy. There are several good examples of high health non elite enemies in the other review but overall there are probably fewer than 10 such enemies in all of Dunwich and Zealot scenarios.

I might however spend 1-2 XP to add it to my deck for Undimensioned and Unseen but beyond that it is just too situational and expensive to be useful in general.

I haven't played about half of the investigators yet but the only one that really wants this card imo is Wendy Adams with 4 agility and 1 combat. She just can't fight even with access to the Rouge weapons (there might be one that uses agility) although Ornate Bow works for her (I think). Rita Young probably prefers to straight up evade and run away or use the Ornate Bow or Baseball Bat to whack most enemies. Situationally it would be great for her but not very often. Pete has Duke and Fire Ax to just kill enemies. Yorick will just kill enemies.

The Lynx · 979
I ran it in a Wendy deck through Carcosa and never used it during the whole campaign (except as fodder for her ability), because I always had something better to use my resources or actions on. I teamed her up with Mark who usually dealt with enemies and in a pinch I could always evade non-hunters, non-elites or I used Sneak Attack (2), which I ran in the same deck. The card would be more playable if it was less resource hungry, or if you could use it on ready enemies. — PowLee · 20
It's a good adaptable target for specific scenarios where it can be quite effective, such as undimensioned and unseen — Weirdmarine · 3
As you say, it absolutely shines in Undimensioned and Unseen. I ran it in a solo Wendy run through that scenario and took out three of the big beasties with it. Way more efficient than trying to defeat them normally. Otherwise, the 'non-elite' restriction makes it difficult because most enemies with high health ratings tend also to be elite, and the only real advantage to this is the action compression you can get from using only two actions to defeat them. — Sassenach · 179
I think an evaluation of the card based on running Wendy alongside Mark, who is pretty much universally considered the best "kill em all" investigator is not at all fair. If you're running this card in solo Wendy, it's faster usually than Evade + Sneak Attack. In solo you just need the board to be clear, and the fact that this instantly kills one enemy regardless of their total health is a huge deal (two tests sure, but less than would have been needed to kill them otherwise most likely). You have to build her for evasion (Sylvestre, Track Shoes, Moon, possibly Trench Coat), but if you do it's a good way to keep the board clear. Also, testing twice in Wendy is not nearly as demanding as testing twice for other investigators, thanks to her main ability and her survivor access. — StyxTBeuford · 13028
I will agree that you don't take this card in a Dark Horse deck, but not all Survivor decks should take Dark Horse. — StyxTBeuford · 13028
But is Wendy the only investigator that it makes sense for? Or a couple of isolated big health non-elite enemies? — The Lynx · 979
I think Rita could do it also. Finn I dont think wants it because his slots are too competitive. Patrice could also use it if she builds up her agility a little (she likes double icon events the most). — StyxTBeuford · 13028
You are still leaving out that Survivors are a relatively poor class (with or without a Dark Horse deck) and 3 resources for a one time event is a really big cost on top of the 2 actions that aren't guaranteed passes. These aren't rouges with cash to throw at everything. I just don't think it is a great card if it is mostly limited to one investigator and even then situationally useful. Because I think Rita would just as soon evade it for a damage and then use her Bow or Bat or just simply run away from it than spend 3 resources on it. I haven't even looked at Patrice yet so perhaps. — The Lynx · 979
Well Patrice can (and in my opinion really should) take Labranche, which combined with her Violin means she can pay for 3 resource events every turn if she wants to. I also don't agree that Survivors are necessarily poor. That's again mostly an archetype dependent on Fire Axe, Labranche, and possibly Dark Horse. 3 resources isn't cheap, but it's not that demanding either. Rita's ability is incredibly good for closing damage, but a card like this is situational but powerful for killing a high health enemy much quicker (for example Hoods). The fact that it commits for two agility icons makes it a low risk include, not a high risk one. — StyxTBeuford · 13028
I should also add that Rita vastly prefers taking Peter Sylvestre over Labranche, so a poor build makes less sense with her in my opinion. — StyxTBeuford · 13028
I find that Survivors are typically poor because they have very few gain resource cards available except for the ECache and the recently taboo'd card. If you are stuck with collecting one resource per turn or spending actions for resources then I like to use those resources judiciously. Spending 3 for one event that takes two actions (evade and pass the Waylay test) makes it very situational in its use. I still don't see how killing a 3 or 4 health enemy with Waylay is quicker than a normal fight action for Rita. Grab a baseball bat and whack it twice and save 3 resources. I think this card works for Wendy alright, for Rita it is not bad and I haven't played Patrice so I can't comment on her. I am not saying that it is a terrible card (the two skill icons largely save it) but it isn't anywhere close to Backstab/Sneak Attack that have been mentioned as comparables. I have it as one of the last 5 cuts from my current Rita deck. If it stays in the deck then it will probably be cut after the first campaign. Also it seems like a bad idea to use it against Hoods since he attacks when evaded. — The Lynx · 979
Well Rita can't take Backstab or Sneak Attack as they're tactics, not tricks. Waylay is nice as an option to fight with Agility on evade value instead of Combat on fight value. Typically Rita can get to 7 Agility with Sylvestre and Track Shoes, while her best weapon options (Meat Cleaver, Baseball Bat) push her to 5 Combat. Having the option to test against either value or to use your higher stat is sometimes worth it. Yes you're better off hitting the Hoods with a normal weapon, I agree, but you don't always have or draw a weapon, so an evade + Waylay into Hoods takes care of the problem and only hurts you once. For enemies with high fight and high health, Waylay is absolutely a worthwhile include. It's campaign specific for sure, but again because of the two icons it's often an easy replacement for Manual Dexterity. — StyxTBeuford · 13028
For what it's worth in Rita I'd probably replace it at some point with Ornate Bow. — StyxTBeuford · 13028
TIC has 7 health non elite enemies. — MrGoldbee · 1468
Logical Reasoning

This seems like a great upgrade for multiplayer Carcosa campaigns, especially as run by Carolyn Fern...get 3 clues first, have everyone else join you on your space, then one action and 2 measly resources from you, and everyone on the square gets healing and resources. Using this early in Dim Carcosa in particular would really help.

Krysmopompas · 360
Yes, playing this card twice helped us to win the Dim Carcosa. Great card for multiplayer. — Trochomancy · 1
Rise to the Occasion

This card work realy well with Calvin Wright because all of his base skill values are 0 :)


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Jashugan · 10
Rotting Remains

It's been years now since Lita Chantler and pals first confronted the Ghoul Priest all the way back in The Gathering, and the Striking Fear encounter set has been terrorizing us ever since. Are there any other cards that feel more like frenemies than these guys? They're familiar, adversarial, and you can always rely on them to show up for you at some point when you'd rather they didn't. But you can't stay mad at them for too long - after all, they're such a staple of the Arkham experience that the game just wouldn't be the same without them. It's like, "Oh Rotting Remains, you gave me yet another mental trauma - you rascal!"

With that said, it's this set's very ubiquitousness that merits its members a legitimate analysis. After all, these cards aren't restricted to a specific scenario, so you will run into them over and over again. As such, it's probably worth asking yourself what you need to include in your deck to deal with them specifically. What's worse is that they tend to appear in encounter decks alongside scenario-specific treacheries that amplify their nastiness.

The two general considerations in choosing what cards to include in your deck to deal with these are: (1) What investigator am I playing as? and (2) What difficulty am I playing on?

Of the three, Dissonant Voices is probably the most straightforward to analyze. Regardless of the game state, most of the time you're just going to eat this card. You should generally be playing your assets instead of holding onto them, so hopefully this card hits you after your board is already set up. The loss of playing events hurts a little more, but should hopefully not affect your turn too drastically. After all, you always have other things you can be doing, such as drawing a card, punching an enemy, or investigating your location. And the card disappears at the end of the round anyway - with no check! So grit your teeth and deal with it.

The other two cards in the set - Frozen in Fear and Rotting Remains - are significantly more troublesome. Even though neither possesses an unconditional penalty (you can escape unscathed if you pass a skill check), the punishment for failing is harsh, and can often be deadly. In addition, the nastiness of both of these cards scales upwards with the difficulty you are playing on. As to which card is worse? In my opinion, it's a toss up.

Frozen in Fear will almost always cause you to lose at least one action. It's uncommon to have a turn where you don't perform one of the listed actions (move, fight, or evade), though this will depend somewhat on your role on the team. In general this card is less of an upset to Seeker investigators, who will often be content to stay put and perform investigations, and who have access to other movement options such as Shortcut or Pathfinder. Guardians - who will usually be taking fight actions more than the other factions - are probably hit the hardest by this card.

Of course the worst part of Frozen in Fear is that you have to pass a will check to get rid of it. Here's where the number of players becomes an additional factor: On solo mode, each lost action is a much larger percentage of the total actions available to you; never mind the fact that it can be tougher to pass that accursed check without any teammates to help you out by committing cards. Failing this test more than once in solo mode is going to be game over a lot of the time.

As for Rotting Remains, this card scales in a particularly nasty way with the difficulty level. Not only is it harder to pass the check at the tougher levels, but the higher variance will on average lead to worse results for a failed check, even if you're boosting to the corresponding sweet spot. For example, if you are playing on Easy and boost yourself to +1, you'll only take 1 horror for drawing the worst negative token (in this case a -2, ignoring special tokens). On the other hand, if you are playing on Expert and boost yourself to +4 (as you should), you'll take the full 3 horror for drawing the -8 token.

As for how to deal with these cards, you have three basic options:

And this is where your choice of investigator comes into play:

  • Out of all the factions, Mystics have the easiest time dealing with these cards. Ward of Protection cancels out both the ill effects of the treachery, and spares you a draw from the chaos bag. Scrying can assign the treacheries to the best-equipped investigator. In the event they do perform the skill test, their naturally higher Willpower grants them the highest chances of passing. And if they do end up taking horror from Rotting Remains, they tend to have higher-than-average sanity to soak it. Agnes Baker can even weaponize this particular card if she gets hit.

  • Seekers are in a similar situation. They have Forewarned and the excellent Dr. William T. Maleson to help them manage the encounter deck. That aside, their Willpower is above average and their sanity totals are the highest of any faction, so performing the skill test will rarely be the end of the world for them. And of course Higher Education exists, so there's that. Heck, Daisy and Norman are half Mystic, so they have all of the above options available to them as well. The one oddball is Joe Diamond who would really prefer to avoid these cards altogether with Forewarned and even On the Hunt. Also of particular note is Logical Reasoning which functions as both a prophylactic and a panacea for this entire encounter set.

  • Rogues and Survivors are a real mixed bag and have to be considered on a case by case basis. Sefina Rousseau can basically use the Mystic analysis above, and William Yorick's infinite supply of teddy bears will keep him safe from any Rotting Remains (although it begs the question why a digger of graves would be disturbed by this imagery in the first place). But then you have your Skids and your Finns for whom an unfortunately-timed Rotting Remains is really going to hurt. As such, "You handle this one!" is worth a strong consideration for just such an occasion.

  • Finally Guardians are the ones who really don't want to draw these cards. With their fair-to-middling Willpower, they are going to fail that check fairly often and the punishment is the most painful for them to boot. A Rotting Remains gone wrong is GG for Mark Harrigan or Roland Banks a large percentage of the time, especially when combined with a special token that also inflicts horror. A failure on a Frozen in Fear test is also a serious problem, as you'll often be swallowing all your teammates cards on subsequent checks, since Guardians tend to not pack lots of cards with icons. If I'm running multiple Guardians in a group, I tend to choose Leadership over Unexpected Courage specifically to deal with the Striking Fear set when it comes up. Anyway, On the Hunt is probably the most efficient way of dealing with these cards as it allows you to (temporarily) avoid them altogether. Carolyn Fern is of course the exception, since she doesn't like fighting and can deal with the horror better than almost any other investigator in the game.

A quick note about Roland Banks specifically: these treacheries are so bad for him a higher difficulties that I always opt for Dr. William T. Maleson over say, Art Student as a secondary Ally when moving up from Standard to Hard. Keep your fingers crossed that you draw an enemy to punch so you Roland can get his clue back!

In summary, the Striking Fear set embodies everything we love and hate about the encounter deck. I'm sure it will continue to make our lives miserable for years to come, so we might as well be prepared for it.

bricklebrite · 518
I'd say Gaurdians have pretty great Willpower. They're the second highest average of any faction (two 4s, four 3s). I think Rogues honestly have the worst time dealing with Rotting Remains since their Willpower is the lowest on average and their sanity is the second lowest on average. — StyxTBeuford · 13028
"You handle this one!"

It's no coincidence Finn Edwards shows up in the artwork of this card, as he exemplifies the type of rogue that wants (and needs) this card.

Rogue have notoriously bad , presenting only a single 4 investigator and a single 3 investigator. They also have the only two 1 invesigators in the game, beaten out only by Calvin Wright, who still outshines them with a built in booster.

Rogues are then desperate for ways to withstand the horrors of the encounter deck, and the selection of in-class cards at their disposal to achieve this is... pitiful. Dario El-Amin, Moxie and Tennessee Sour Mash (and it's upgrade) represent the only boosting cards in their arsenal (as of Dream-Eaters), and the first two examples are far too unreliable (the third is an auto-include for some investigators). The only other cards that technically aids in dealing with the encounter deck is Cheat Death, a 5xp sink that won't see much time in any deck as a result.

It's so bad for rogues that THEY DON'T EVEN HAVE A CARD WITH TWO ICONS ON IT, with the not that relevant, technical exceptions of The Gold Pocket Watch and All In. Really, in order to inure a rogue against getting screwed over by the encounter deck, you need to rely on neutral or out-of-class cards that, fortunately, is an option for every rogue character. Still, those are precious card slots getting occupied before any other card can be considered, especially when you're only allowed up to 5 out-of class cards, as Jenny Barnes and Finn Edwards are restricted to.

Thus, I say with confidence that "You handle this one!" is a must-have for all the rogues with 2 or less, and a serious consideration for any 2 or less investigator that can take it. Of course it's efficacy will vary depending on the scenario and campaign, but remains the most tested attribute from revelation effects, and horror remains the most common punishment from treachery cards. And it goes without saying that you don't play this in a one-handed solo campaign, for obvious reasons.

Now, I've ignored its glaring downside until now, namely that someone's footing the bill for your brief respite from the encounter deck, and you may not feel comfortable saddling some poor sod around the table with your problems, especially if the're your friend.

Thing is, in many a case, your fellow investigators will be grateful for you sending treacheries their way, guardians and mystics who've run encounter-hate cards specifically. A guardian will generally be appreciative of the time-saver of having an enemy spawn on them, rather than have to use actions to move/engage an enemy someone else drew. Likewise, a mystic running Ward of Protection will be hoping to be the one to draw Ancient Evils to prevent an entire round's worth of turns being skipped. Having "You handle this one!" can enable their encounter-hate more effectively.

But even without that archetype, having a 4+ investigator in your team is enough to justify taking "You handle this one!", doubly so if said investigator has a high sanity threshold (which is correlated with high ). It is a co-operative game, after all; your well-being directly benefits the group, and no-one wants to see one player struggle turn after turn to discard a Frozen in Fear.

A final word; until more rouge encounter-insurance cards get released, investigators like "Skids" O'Toole and Finn Edwards are going to have to justify not taking "You handle this one!" every campaign. Doesn't matter if it and Tennessee Sour Mash are or aren't good; the fact of the matter is, the're just aren't any other options (or so I claim, I would really like to be proven wrong on this one).

Lucaxiom · 4465
If you’re building your deck with lots of money well connected and money talks also work — Django · 5093
You're forgetting Diana who also has 1 Willpower, though that's admittedly kind of dubious. Funny enough "You handle this one" onto Diana is actually a really strong play. The one thing I think you slightly neglected is that there are alternatives to YHTO in dealing with treacheries for the four investigators in question (Finn, Skids, Tony, Preston), and these alternatives are particularly important since playing any of them solo means YHTO is useless. Skids and Tony can take Steadfast, Take the Initiative, and Delay the Inevitable, which actually go a long way to mitigating the worst treacheries. Tony can also go Seeker and take Logical Reasoning and Inquiring Mind, or Survivor and take Perseverance and later Test of Will and Devil's Luck (which Preston can also do). Survivor Tony, Preston, and Finn can also embrace the failure a little bit with Take Heart, using it on any Will test as a means of gaining back some lost momentum, and Finn in particular really like Peter Sylvestre for the agility boost and horror soak. Finn can also take Logical Reasoning. Finally, all of them can take Sour Mash and Smoking Pipe, the former I like much more on the 2 Will guys than the 1 Will guys. So in every case there are solid alternatives to YHTO that makes it more than feasible to run these boys solo, but in any case I agree that for multiplayer YHTO is a heavy consideration and one of the best mitigation cards they have. I especially like it for Preston who's incredibly limited in doing anything during the Mythos phase. — StyxTBeuford · 13028
Yeah, I agree it's a good card, but I wouldn't go so far as essential. I'm playing Finn in a Return to Carcosa campaign right now without any encounter mitigation whatsoever, and I honestly haven't felt the lack. I tend to think this card ultimately suffers from the problem a lot of "defensive" cards do, which is that the best defence against the encounter deck is to finish the scenario. It's one thing if you're a mystic/Carolyn etc who can mitigate more or less everything, but with the best will in the world (ha) my experience with Rogues are best served not worrying about their limited mitigation options entirely and focusing on compensating for their weakness to the encounter deck with action economy and cluevering speed. So, yeah, I disagree that you need to justify not taking this card as one of the relevant investigators. I honestly think people overestimate how much of an issue low will is :) — bee123 · 31
Eh, a badly timed Rotting Remains will always be an issue. But for Finn at least something like Frozen in Fear isn't that much of a killer, as he has access to extra actions just by being Finn. — StyxTBeuford · 13028
You can't finish the scenario if you are dead and variance is a thing in this game so having defense against the Mythos is always a good idea (Solo and Multiplayer). If you draw for example 2 horror treacheries like Rotting Remains at the start of the scenario and you or your team don't have any mitigation (heal, cancel or skillboost) then you won't have a good time no matter the tempo of your deck/team, I can assure you that lol — Alogon · 1125
That all said I really dislike level 0 Sour Mash, especially solo, and I think there’s plenty of better options there for encounter mitigation. — StyxTBeuford · 13028
Also quick note I didn't realize until now: You cannot "You handle this one!" into a Ward of Protection because Ward of Protection is "when" while YHTO is "after", and the timing language of the game places when before after. So the window for Ward is gone when you play YHTO. In other words, hold on to your Ward 2s. — StyxTBeuford · 13028