Map the Area

(links contain minor Night Of The Zealot card spoilers, which you've almost certainly played by now but hey just bein sure)


The PI thing pays the bills and all, but Joe really wanted to be a cartographer. Map is a great option for his Hunch deck:

  • It costs him -2 economy vs other investigators due to the "free" hunch draw and -1 cost
  • The discount takes it down to 0$...
  • ... which combined with its versatility makes it almost always useable when it surfaces.

With two in there, pop the first one in any medium/high shroud room- if he's not already in one, Joe can likely find one. He's really quite surprisingly mobile. High-clue 3-shroud rooms are great targets as tactis's review noted; the 3-difficulty Investigate isn't too rough at 6 skill, and the Map puts the room in 0-range for Flashlight & Keyring users.

But save the second one for late game, where it'll shine. A LOT of missions include a "boss" room- and not just literal bosses, but also final-act rooms and/or rooms with a ton of clues & shroud that hold XP. Map helps with both.

(Especially those intricate finales like "Investigate using , then test 7 to put a clue on the God Of Turmoil, then Parlay with against God Of Turmoil's HP to offer him a drink, then put the Lime in the Coconut and drink them both up, then...")

Assuming 12+ turns to complete most missions, and an efficient Hunch deck made of reliably playable cards, he can strategically park the final Map in his Hunch deck until that final encounter with confidence that it'll show up.

Once you've reached that final cell / temple / dimension / era / hill-people basement where they kidnapped your dog(!!!!), this card can effectively read "Your whole party gets +1 to every skill for the rest of the mission." And that ain't shabby.

HanoverFist · 738
But it suffers the same problem like logic reasoning in the hunch deck: you can't control when the card shows up on top of the deck. I suppose it is better to put it in you main deck so you can store it in you hand until the right circumstances appear. — Tharzax · 1
It's true you get more control if it's in the main deck, but my reckoning is that you actually do have limited control. With LR, you want it on hand to immediately use when a Terror like Frozen In Fear gets ya, which could be at any point in a mission. (It's also an excellent 2Will commit in a pinch, which you can't do from the Hunch deck.) With Map, you want it for the boss room- which is most likely going to be near/at the end, and is not quite so timing specific (you can afford getting it a turn or two late), and if you burn through as many of the other 10 hunches on the way there, your last copy of Map may be your last card in the hunch deck (guaranteeing it), or one of a few, increasing its odds. As for the first copy in the hunch deck, just pop it when it shows up- odds are very good that there's a clue-havin' room within arm's reach that will benefit. — HanoverFist · 738
Also, even without a boss room, I feel like it hits that Hunch-deck requirement of "Can I (almost) always play this for good value?", even if there's no boss room. With only 4book and 4fight, my Joe appreciated being able to boop one room into stronger odds whenever Map showed up. (For that same reason, even without the Hunch deck, I feel it'd still be worth taking 1 in the main deck.) — HanoverFist · 738
Winds of Power

Feel like your Flashlight(3) isn't magick enough? How about your Fine Clothes? With Winds of Power, you too can feel like a real mystic by adding charges to your assets.

Whats that? You want to know how to use them? Sure, the trick is OH IS THAT A DARK YOUNG OVER THERE? ... ... stomp stomp stomp ... ... SLAM ... car screeching noises

thathatguy · 2
(you can't put charges on Flashlight(3), because it has a uses ability with a different use type) — Thatwasademo · 58
(fine clothes works, though) — Thatwasademo · 58
Tool Belt can do that, maybe... — elkeinkrad · 497
Ectoplasmic Horror

This feels...weak?

Mystic fight actions by default do 2 damage base form, with the exception of sword cane, so this is a 1 action weakness. If we have a few testless damage events like Gaze of Ouraxsh, String of Curses (Self Combo), Sweeping Kick etc. this becomes a none issue. The ease of dealing with this is compounded with the low fight test your doing. Now what if you have only 1 or none of your slots filled? Then this is annoying, but your a mystic so that's highly unlikely. If you don't get this early there's a good chance both your slots are filled anyway and its a 2 fight 2 hp monster.

This is assuming your dealing with it, your fighter will MAUL this card. But let's say ONLY mystics can interact with this, It's still not that big of a deal. Finally, 1 horror? for a mystic? that seems wrong. Mystics eat horror like candy, and if you're Agnes you laugh at this card as it kills itself for almost free.

This only really hurts if your going with the "make every slot an arcane slot" build, which feels VERY underwhelming, and If you were doing that for fun build I'd say the build is gimping you enough as is, just re-roll the weakness.

As is, maybe errata this to do damage instead of horror?

. · 35
I feel like it should've been the other way around: the more slots you have filled, the more tokens you draw. Still, that wouldn't prevent a Guardian swooping in and killing it like any other enemy. — Nenananas · 258
I suppose the intention behind this monster is the additional token draw which might produce additional usual bad effects from your spell — Tharzax · 1
Also... I just realized that this card says "the first time you reveal". Not "each phase", "each turn", nothing — DrOGM · 25
I'm pretty sure that it means "each time you attack/evade, revela extra tokens for each empty slot" and its worded like that because only the first token each time triggers it — Jota · 7
Honestly, it's a little weird that they made that a static ability instead of a forced ability like the one on, say, Arkham Woods: Lakeside. — Thatwasademo · 58
Unsealed Phantasm

I'm not really sure where to put this but I think there's a transcription error in this card's stats here. It should be 5 fight, and 4 evade, not 4 fight and 5 evade. That isn't really a review tho, so I'll add a comment on the card itself. It's a big beefy enemy with a somewhat annoying effect but if you've got this far then someone in your team should really be able to handle big beefy enemies and it does at least stay dead once you defeat it- which is more than you can say for some campaign finale specific big beefy enemies. So it does have that going for it.

bee123 · 31
I have fixed it just now, but it will likely take a few weeks till the update. You can follow the link to GitHub near the bottom of the page and report issues there, too, if something like that comes to your notice. — Susumu · 371
It's been updated now. Thanks again for the report. — Susumu · 371
Abbess Allegria Di Biase

Ladies and Gentlemen: let me introduce you, to the best ally in the game

There are two main ways you lose in Arkham Horror LCG: either the encounter deck defeats you or you run out of time when the doomsday clock hits noon.

You mainly lose by time out because you wasted or did not have enough actions to complete the scenario.

And one of the main actions that consume the lion share of the limited amount you have every scenario is the dreaded concept of moving

That is why Shortcut is considered such an incredible card that is a mainstay in any seeker deck: spending a card (and no action, mind you) moving is considered INCREDIBLY powerful (especially because the level 0 version of shortcut also does not cause attacks of opportunity, allowing you to safely "drag" an enemy away, something that is not true for the level 2 version which, between that and the added cost of 1 resource, is significantly less popular) [Edit: People in the comments pointed out there is a difference between "taking" an action and "performing" an action: you always perform an action when you take it unless it is somehow nullified ot stopped, but you don't always need to take an action to perform it. Shortcut lv2 is an example of that, and Attacks of Opportunity care if you "take" an action, even if you are not spending actual actions to do it. If you perform the action, you do not get attacked, so the upgraded shortcut won't cause you to get smacked. You will STILL lose an action from Frozen in Fear however because it will trigger every time you perform an action at all, while base level Shortcut and Allegria do not make your perform a move action, they move you as an "effect"]

Enter Allegria: who for the admitedly high price of 4 resources (though for an ally it's quite a baseline cost). gives you a soak of 2/2 and the ability to move every round to a connecting location without spending an action, and said movement also does not provoke attacks of opportunity

That is asbsolutely bonkers good and unbelieveably versatile: you have an enemy on you and another one about to punch you in a connecting location with the hunter keyword? Just either move away from the hunter or engage him too if you can defeat both,

Got teleported one the other side of the map? Slowly crawl back there one move per turn as you do other stuff on the way or get immediately there with 4 moves

Need to do one last thing before resigning and only have 1 extra round to spare? That would usually leave you with 2 actions, 1 to move to the location you need to be to do what you need to do (if it is in a connecting location), another action to do it and one to move back and then going through the mythos phase before you can resign (Chuck Fergus shennanigans with "I'm outta here!", other types of free movements and extra actions not withstanding), with Abess? You can actually do that in one round!

That alone would be enough to make Allegria one of the best allies in the game sought by all classes but maybe Seeker who have a decent alternative that is cheaper in resoruces, does not occupy and ally slot but is not as versatile in return, she doesn't need anything else to be fairly broken on its own: and yet she does have another ability that comes up in multiplayer...

She is one of the few allies other investigator can use the ability of, even if they are not at her location (as long as they are in a connecting location.

Specifically Allegria can "push" another investigator out of her location or act as a rope and drag that investigator in the location the one controlling her is, as long as the moving investigator is in a connecting location

That is nothing short of amazing: this nun does not make it harder just for you to lose by running out of time, it also helps others with that. There are only few allies that are as versatile as Allegria in that regard, and most of those I can think of are just meat shields that can tank damage and horror for other investigator beside the one controlling them

I am not joking when I there is not investigator that doesn't want Allegria: Guardians can close the gap faster to reach enemies and lay the smackdown, Seeker can stack Pathfinder and get to place with clues at insane speed, Rogues get to evade an enemy and move away immediately (which is usually as good as killing them if they are not hunters), Mystics can drag themselves away from danger if they are not ready to face a threat and Survivor... Can do what Survivor usually do and get a free actionless move every turn I guess

The way Allegria synergises with every investigator goes from complementing them perfectly (Roland can beat up an enemy on a location with clues after Allegria helps him drag them there, Luke gets esentially a free Elusive that brings him to his Dream-Gate and Monterey Jack can cash out with his signature ability without even spending an action. Keep in mind all these investigator can also take Shortcut and Pathfinder to be able to get from one side of the map to the other in one turn without spending an action easily) to not synergising with them really, but allowing every single one of them to do what they do spending one less action moving every turn

While Allegria support is brilliant in multiplayer, I think where she truly shines is in single: this Nun singlehandely might make it possible for true solo investigator to not just get through the campaign, but actually win most scenarios, especially those with massive maps like in Innsmouth Cospiracy and Edge of the Earth

Althought I do have to admit: I might be a bit biased here. As an Italian man I am very proud to regard an Italian nun be one of the best cards in the game in my experience playing her.

Beata tu sia suora Allegria de Biase: sei veramente la più benedetta!

Are you saying that shortcut (2) provokes an attack of opportunity? Because only actions can do that, and shortcut(2) doesn't take an action to play or activate. — zrayak · 86
I may not understood the ruling fully, so someone can correct me if I am wrong, but from what I read in the FaQ of Shortcut level 2, you are still performing a basic action as a free action when you trigger that card, and so it apparently behaves like you took an action beside actually spending an action. They did specify that you would still lose one action if you trigger shortcut level 2 when you are Frozen in Fear for example, so I don't think it's unreasonable to think it would cause attacks of opportunity. It is similar in a sense to Ursula's ability. Because it specifies that after you move you can take an investigation action, you do still take AoPs if you are engaged when you do, in spite of you triggering a reaction instead of an action — HeroesOfTomorrow · 54
I also thought Shortcut (2) didn't cause AoO, but you're making me doubt... Still, I'd argue it's an insane card because it can earn you so many additional actions. Even if you only use it 3 times (e.g. in a 3 player game, each player uses it once), that would still be equivalent to Ace in the Hole, which is 6 XP. Seekers are usually swimming in resources so that 1 extra is really negligible. Also, the best ally in the game by far is obviously our OG hero Lita Chantler ;) — Nenananas · 258
The Frozen in Fear ruling is ... certainly new, but it doesn't affect AOO since AOO are about actions "taken", and the very FAQ entry that ruling is about is about distinguishing between actions taken and actions performed. FAQ Game Play 1.1 still applies, as long as nothing is increasing Shortcut (2)'s cost. — Thatwasademo · 58
Shortcut (2) has the bold move-Action designator. So you perform a move action with all consequences even if this action is fast. — Tharzax · 1
("Attacks of Opportunity are only triggered when 1 or more of an investigator’s actions are being spent or used to trigger an ability or action. abilities with a bold action designator do not provoke attacks of opportunity.") — Thatwasademo · 58
*{Free Trigger} abilities with... — Thatwasademo · 58
Note that any time you're instructed to "Perform" or "Resolve" an action also shouldn't provoke attacks of opportunity since the AOO rule uses the words "takes an action", again per the very FAQ that's being cited to produce the (imo) unintuitive result that Shortcut (2) counts for Frozen in Fear, but Free Triggers in particular are explicitly called out in the FAQ. — Thatwasademo · 58
@Thatwasademo I'll edit my review: gotta say, there is a reason why "actionless action" are among my most disliked aspects in AH LCG, together with player windows for free action: they both feel needlessly complex mechanics you need to actually actively study to comprehend. I did notice how "Frozen in Fear" specifically says actions you "perform", while Ursula's sheets says to "take" an action in spite of not consuming one of her three actions. It doesn't help that in the italian translation of the game they use "effetua(re)" both in place of "perform" AND "take" (The later should be "Fare"). Frozen in Fear and Riot Whistle both use in italian "effetua" instead of different verbs like in english — HeroesOfTomorrow · 54