Dark Horse

This card can be combined with Lucky! and Lucky Dice, if you spend your last ressource on using them, as the game calculates the final skill value in step 5 of the "Skill Test Timing" (Rules Reference).

Django · 5154
I can agree with Lucky Dice, but not with Lucky!. Success/failure determination occurs during 6th step of "Skill Test Timing" and this is a moment for playing Lucky!. When this card is played, resource is spent and bonus from Dark Horse is working, it's too late do apply this bonus. — KptMarchewa · 1
Dark Horse is a static effect. Timing restrictions prevent you from activating a fast action to reduce your resources to 0 during the test effect; however, Lucky!'s timing window allows you to spend your resource after a token is revealed, at which time both Lucky! and Dark Horse should apply. — darkernectron · 8
Brood of Yog-Sothoth

Did they forget the "elite" keyword on these monsters? Otherwise you can use the following cards, to get rid of them:

However you don't get victory points, as an enemy needs to be properly defeated, to be added to the victory display.

Does the damage bonus from Lita Chantler work against this creature? It seems yes, because lita second ability is a reaction, that starts with "when", so it's effect happens before the trigger is resolved: "

"when an investigator...that investigator deals +1 damage."

So the damage is added to that from Esoteric Formula, not dealt by lita herself. So Lita's damage bonus should work with Esoteric Formula.

Django · 5154
I'd say it's debatable that they "forgot" to add the elite keyword. The inherent card text provides way more protection than the elite keyword would, but on the other hand I'm sure they didn't intent to have these things end up in the encounter deck. — Pizzagoat · 7
What do you think about this one, speaking of non - elite ? — Dark Oracle · 11
https://arkhamdb.com/card/01068 — Dark Oracle · 11
If you have Lita in your deck, you're playing outside official rules anyway. — CSerpent · 126
Mind Wipe is also pretty effective (makes it 1 HP, removes damage restriction, meaning it can be auto killed by Beat Cop, Zoe's Cross, etc). — cferejohn · 1
Mind Wipe also removes "Victory 1", so the creatures won't be added to the victroy display, like with above cards. — Django · 5154
I have a suspicion the absence of the Elite keyword is deliberate to make sure you can use of cards like stray cat, bait and switch or bind monster on them to get away or what not. The fact it enables the disk or close call possibly wasnt a big concern to them designers since they may come back around in due course and you miss the VP if they dont. Note also that while mind wipe also does remove the VP (i think) its still useful for weakening it ideally down to 1 hp ready to finish it off for good next turn. It also turns off massive letting team mates walk away without attacks of opportunity possibly. — StartWithTheName · 71714
It seems to me that "I'll see you in hell" (from A Phantom of Truth) could be used as well. No attack or damage; the enemy is just defeated. — CSerpent · 126
Waylay from The Pallid Mask has the same effect as "I'll see you in hell!" And you don't have to blow yourself up to do it. — Tiktakkat · 38
Would Hypnotic Gaze does damage on Brood of Yog-Sothoth? — liwl0115 · 42
Would Zoeys Elder Sing effect trigger an additional damage? — Planetkill · 1
Hypnotic gaze does not work as it can only be damaged by esoteric Formulars ability. Zoeys elder sign should work cause it increases the Formulars damage. — Django · 5154
Lucky Dice

UPDATE after FAQ 1.1: The dice are great for investigators with an over-the-curve economy.

Pros

  • The ability is not limited to skill tests, so you could also use it on cards where you normally wouldn't be allowed to react, like e.g. Final Rhapsody
  • The reaction ability on Lucky Dice states "Ignore that chaos token". This drawn token is not returned to the chaos bag before "another one (is drawn and revealed) to resolve." This means that at least one token which would let you fail the test is out of the bag.
  • As long as you have the credits to pay for the ability, you can repeat it infinite times. With one failure token leaving the bag with each investment, your chances of success rise, if you don't draw the -symbol. These dice can be a pricey life-saver!
  • Decent install cost.

Cons

  • The exceptional keyword: They cost 4 xp to include and are limited to 1 copy per deck.
  • They take up an accessory slot.
  • They only protect their wearer.
  • There is a small risk of losing them for the rest of the scenario.
  • Resource heavy ability: it costs 2 each time, you could also boost your stats instead to increase your chances of success, e.g. with Physical Training.
  • Restriced use: If your chances to pass a test are very small initially, Lucky Dice are prohibitive. They only give you other tries to pass it until you run out of money.

As some confusion has evolved around the mode of operation, here comes the link to a in-depth discussion with answer from Matt Newman.

Synisill · 803
When you need several Accessories, Relic Hunter (3 XP) is there for you. — Django · 5154
Did you notice that the Dice can be used multiple times per test so long as you have the creds and you dont draw tentacles on any draw (wendy tenticle replacement can block those as you say). This means it probably has a nice role in a Jenny deck where cash is a bit more abundant. — StartWithTheName · 71714
Thank you for mentioning it, i edited my review accordingly. — Synisill · 803
In combination with wendy, this is interesting. If wendy used the dice 3 times (-3; -4; auto fail) and then use her ability, she would only add the last token (auto fail) to the bag and could even continue using the dice. — Django · 5154
If you can trigger the dice off of itself, and since triggers are 'nested' does this mean you can draw the tentacles token (using the dice) and just draw again before the 'if this is tentacles' check fires? — Difrakt · 1319
@Difrakt No, you have to read the whole paragraph before using the <b>dice</b> again. So if you draw the tentacles token, you are forced to remove them. You can only avoid the resolving by <b>other</b> means, for example with Wendy's Amulet. — Synisill · 803
Sorry, Wendy's ability, of course. Or any other way that lets you ignore chaos bag results. — Synisill · 803
@synisill do you have a place in the rules where you can point to that indicates this is true? I've never seen anywhere in AH's or any FFG game where they consider paragraphs contextually relevant, and the ruling on nested triggers clearly indicates that you have to resolve triggering conditions before moving on to following sequences. In this case the new token pulled to resolve occurs in a separate instance from the trash trigger. — Difrakt · 1319
@synisill the "then" keyword has nothing to do with paragraphs. I see no reason why you could not use the dice to prevent their removal. The "Then" keyword has a specified meaning in AHLCG---the subsequent events do not occur until after all events of the preceding event are resolved. — FBones · 19414
Oops, sorry @synisill, I thought there was a "then" in the text that is not there. @Difrakt, synisill is correct, but it has nothing to do with paragraphs. It is a simple consequence of the "After" keyword. Look on page 10 of the rules reference under "Effects." All parts of an effect must resolve before things related to "After" text, so the dice cannot be used to save themselves because the effect of the first tentacles must resolve before they have a chance to be triggered a second time---and by that time the dice are no longer in play. — FBones · 19414
Is removed from the game untill the end of the current game or does it count for all the campain ? — catambroise · 2
@catambroise The removal is temporary only, until the end of the current game/scenario. It is still part of your deck and will be included if you continue a campaign. — Synisill · 803
Since FAQ v1.1 Wendy's ability doesn't work, as the removal of the dice cannot be ignored/canceled. — vidinufi · 69
After revealing a token, paying 2 and ignoring, does the token return to the bag? Because if it doesn't, you can make some 100% safe tests. Take a test and commit a ton over the difficulty (to beat the hardest modifier). Reveal the token. If it is the auto-fail, pay 2, cancel it, and draw another. The second one cannot make you fail. — MarcMF2 · 7
Contraband

Contraband is a rather inefficient Rogue card. Its best use is certainly in multiplayer. If you can add 2 ammo to a Guardian's Shotgun, that's decent. It's hardly great, though, because you're spending 4 resources and an action to do it. In terms of actions and resources, that's almost as expensive as just playing a second Shotgun! If you play it after Extra Ammunition has been played, that's better, but now we're talking about a really slow and clunky multi-card combo.

Moreover, if you draw Contraband after the Shotgun has already seen some use, then it's useless. It doesn't do anything if your friend's Shotgun is out of charges, and it's pretty lame if it only has one charge left.

Contraband doesn't go well with any Rogue cards at the moment. Note that it does not combine well with Jenny's Twin .45s. Think of it this way: if you put 5 resources into Jenny's Twin .45s, and then play Contraband, you're not coming out ahead at all. You spent 9 resources and 2 actions to get an 10 ammo on Jenny's Twin .45s, when you could have just spent 10 resources and 1 action to accomplish that without Contraband. Once you initially put in 6 or more resources into Jenny's Twin .45s, then Contraband starts to generate a little bit of profit. But at that point, you just don't need that much ammo. For instance, you could spend 8 resources and an action to play Jenny's Twin .45s, and then 4 resources and another action to play Contraband. So that's 12 resources and 2 actions for 16 ammo. If you hadn't had Contraband, you could have just put your cash into the Twin .45s directly, which would be 12 resources and 1 action for 12 ammo. So you've effectively converted 1 action into 4 ammo. But that's not actually useful, because 16 ammo is just way more than you could possibly use.

So currently, none of the Rogue cards with charges are sufficiently useful or expensive that Contraband would make any sense. That makes this card multiplayer-only, and a rather questionable pick even then. But it is totally possible that we will see some new expensive cards in the future that justify the presence of Contraband, slow and expensive as it is.

Note that this card does not work with Shrivelling, which doesn't use ammo or supply tokens.

CaiusDrewart · 3183
It feels like there was a missed opportunity here with Chicago Typewriter. If instead of spending actions to boost str on the test, you could waste extra ammo to do more damage this card would have a home. Unfortunately for the moment it's basically dead. — Difrakt · 1319
Hellooooo, [M1918 BAR](/card/04229). — SynnerG · 1
Lone Wolf

This might at first seem a card that's great in solo play but is not well suited to multiplayer. Now, it shines the brightest in solo play (duh), but I think it is excellent even at higher player counts.

Consider that this card does not need to activate every single round to generate a useful profit. Most scenarios last maybe 13-14 turns on average (some are a little longer, some a little shorter). If you drop this on turn 1 and manage to collect on it 60% of the time, you're getting 7-8 resources for the initial investment of 1 card, 1 resource, and 1 action. That's excellent.

And I'd say 60% is a conservative estimate. In most scenarios, there's enough space on the map that you can split up. Indeed, it is very often the correct strategy to do so. Furthermore, you only have to begin your turn alone. The flexible turn order of Arkham Horror really helps here. You can end your turn at the same location as your buddy, and then have your friend go first and move on to the next location. This is an easy way to collect Lone Wolf money while still teaming up with other investigators. My friend used this card as Rex in a 3-player runthrough of the Dunwich campaign; when he had it in play, I estimate he was collecting 80% of the time. If you can do anything near that, this card is excellent.

There are a handful of scenarios (in particular, The Gathering and Essex County Express) in which everyone is necessarily clustered together for most or all of the scenario. In these situations, Lone Wolf is indeed going to be pretty useless. In that case, just mulligan it out of your starting hand. If you draw it later, use it for the agility icon. (Adaptable may also be helpful here.)

Obviously, you need a plan for spending your massive pool of resources. I recommend the skill-boosting permanents (Keen Eye, Streetwise, Scrapper, Higher Education). These cards are already great, but Lone Wolf really takes them to the next level.

CaiusDrewart · 3183
Also remember that this cards effect is optional, if you dont want to gain more ressources, to keep dark horse and fire axe online. — Django · 5154