Sleight of Hand

I'm not clear what the intent of the latest Taboo is on this one.

I can see it restricts the items you can deploy to level 0-3.

Does it also cancel the "At the end of your turn" effect? Or just restrict the items you can deploy?

If it cancels the return, that seems to be 9/10ths of the value of the card gone?

Seems like they forgot to add the ellipsis here... It's just the first part that gets replaced, like with Milan. — Nenananas · 258
If you're confused about the full sentence about the tabooed card, I think, it's good to check Printable Taboo Card from FFG site here: https://www.fantasyflightgames.com/en/products/arkham-horror-the-card-game/. — elkeinkrad · 500
Logical Reasoning

I think I like this card most in Joe Diamond (main deck, not hunch deck) as a replacement for Guts, because it's multi-use:

  • Commit to a test
  • Then put it in the hunch deck by defeating an enemy with Detective's Colt 1911s or drawing an
  • Reveal it from the hunch deck later and:
    • If you need it (either because he's taken horror or you've gotten a bad Terror) - play it for only an action (-2 resources from hunch deck and it doesn't really cost you a card because it doesn't come from your hand).
    • If you don't need it - let it get reshuffled back into the hunch deck to use later when you might need it!

I've been running Joe as a 19XP Standalone Deck (because his signature weakness doesn't matter in standalone) and this card has been better than expected because of its multiple uses.

Fence

Quite long time since the last review, I got my Fence from new format The Forgotten Age Investigator Expansion and would like to review it for small collection. Card must be already Fast to get -1 cost, so assuming you only have TFA and R.Core, you only have Finn's Trusty .38 (OK) and Switchblade (not so good) that can get the -1 cost. Most Fence value would focus on gaining Fast.

Revised Core Set era players would have Illicit card pool jumpstarted by 2x Lockpicks (1) and 2x .41 Derringer (2). For Lockpicks you maybe able to sneak in the exhaust Investigate before you run out of actions in the same turn you play it. For .41 Derringer (2) a Rogue that could also investigate may delay playing the gun, and instead use actions to investigate nonstop until after you get an enemy, then you play the gun skipping AoO to deal with it. From my experience, not having to gear up ahead of time like a Guardian and just get to work results in much better scenario tempo, fitting for flex class like Rogue. (If you are not getting enemies, then you are ahead since you didn't pre-play the gun.) And gearing up after you got a spawn not only skips AoO but saves an action, so you have 3 actions to shoot it like those who geared up early.

Holding an Asset on hand until the last moment also allow using resources reserved to play it to use other Event cards on your hand instead. You will have a lot of answers on your hand.

Draw cards like Pickpocketing / Lucky Cigarette Case mixes well with gaining Fast, you can focus on hoarding Illicit cards ready on hand without playing them then you get a lot of choices to choose from when situation comes.

Then you have the classic Illicit Talent Burglary and Pickpocketing. Burglary gaining Fast reduce number of usage count to break even, but it is not a commonly used card. Pickpocketing gaining Fast is actually quite interesting (the Lv.2 version has Fast officially so it must be interesting) as you can wait playing it when there is no easy to Evade enemy yet, similarly to Fast guns, so you don't have to sink an action ahead of time and just work on clues, etc. There is also synergy of Pickpocketing drawing up Illicit guns while you are in the heat of battle (where your drip upkeep resource starts piling up but you have no moment to spend them on assets), then you can gear up with Fence and continue fighting with more ammo.

For Dunwich owners you have Fast Contraband that can add ammo ignoring AoO, or Fast Chicago Typewriter which left you with more actions to improve accuracy in the same turn you play it. Fast 2-handed weapon is interesting as you maybe working with something like Flashlight and it is not out of use yet, but you fear you won't be ready for enemy so you need to play it ahead of time bumping the one handed assets away. Then if nothing comes you are stuck holding clunky weapon and became slower in getting clues. Fast weapon fixes all these kind of problems.

Playing Fence itself is a pre-investment that set you back 3 resources and an action so you should spend 2 XP to get 2 copies for mulligan. If even so it comes 5+ rounds later, commit it might be a better idea.

5argon · 11002
Remember also that fence can make second fence fast, and having two fences can make cards like pickpocketing fast *and* -1 cost — NarkasisBroon · 10
I don't get the point why you should wait to play a Derringer until an enemy appears. Since you can play it as a fast action with fence there is no delay of other activities. You should better try to use fence every round since it also exhausts. — Tharzax · 1
@Tharzax Resources you reserved for the fencing the gun in can be used for other Event cards with cost in your hand. For example if you have both Slip Away (Event) and Derringer (Asset) on your hand plus Fence, you have answers for both low combat and low agility enemy spawning on you within 3 resources. (i.e. It adds reactionary nature to Asset, to be similar to Event) — 5argon · 11002
Word of Weal

Could someone help me clarify this?

Can I Word of Weal a test made by a Summoned Servitor? I know it's probably gonna be yes, but somehow in my mind something tells me it could not work. Maybe because it's the servitor taking the test, idk, just wanted to be sure.

AL · 1
The servitor doesn't take the test, its controller does, so as long as there is doom on your servitor it will work. — Zerogrim · 295
Thanks! — AL · 1
Adaptable

I feel like this game doesn't facilitate tinkering with lvl 0 cards once you are in campaign.

However this card can offer some investigators at least 5 XP discount for doing so. (Basically swapping a total of 6 cards) I'm in search of truth here and hopefully I can shine a light on Adaptable.

I have been delving in the deck-building of this game for a long time now and here's where it lead me:

4 investigator have a particular predilection towards a card like Adaptable. (Technically 5 - Lola Hayes - Unfortunately I have no desire to play her)

  1. Jenny Barnes can take any 5 lvl 0 cards and at early levels she doesn't have the support of Lola Santiago. Once she gets there, 2x Art Students and 2x Working a Hunch are no longer needed. And we can swap those for 2x Deduction. And since there are two spots open for any class cards, why don't we protect a rogue with 2x Ward of Protection? The last two were tricky to figure out and took me by surprise. 2x Daring Maneuver were in a pool of cards I couldn't quite place. Why would anybody use them instead of any Neutral skills? Well, .41 Derringer allows you to take additional actions if you succeed by 3 or more. So with cards Sure Gamble and Daring Maneuver we can ensure we get there. Hence this is a later swap.

  2. "Skids" O'Toole. I'm currently returning to Carcosa with him and Patrice Hathaway, and I have always underestimated "Skids" O'Toole as a potent investigator. I playtested him a bunch and he is not the worst by any means. Cat Burglar is the first guy he meets walking out of prison. And somehow he get's interested in ancient relics such as Ornate Bow. A small tangent. The first two cards I would instantly want is Venturer and Bandolier. To carry Lockpicks with a Bow. (Venturer instead of Contraband which was used with .35 Winchester) 2x Narrow Escape and you can safely reload Ornate Bow in front of an enemy (I also suggest using Crystallizer of Dreams here). Again the last two came quite late. Swapping 2x Scene of the Crime for 2x Followed gives us a variety of options when and where to find clues.

  3. Leo Anderson. Here is a similar trick as with "Skids" O'Toole. As soon as we get M1918 BAR we would want to supplement it with 1x Contraband, 1x Venturer and 1x Bandolier. M1918 BAR provides us with just enough damage, yet the bonus of strength is not the best against low health enemies. 1x "Eat lead!" can go a long way to handle that problem. Swapping 2x Scene of the Crime for 2x Followed gives us a variety of options when and where to find clues. Same as Skids.

  4. Finn Edwards is a juicy one. He is closer to Jenny Barnes with the ideas. He wants a great rogue ally to fight like an assassin. Delilah O'Rourke! Early we want neutral skills for more consistency - 2x Manual Dexterity and 2x Overpower. Once we get the boosts from out fellow assassin we can branch in better lower value skills such as 2x Hatchet Man and 1x Opportunist. And we are in Syndicate now so we need a proper Trench Coat too. All of this is supported by Streetwise and 2x Pay Day. Early in his life Finn was getting 2x Lucky! with his drinking (Liquid Courage). Once he graduated to Liquid Courage he chose his own path of staying sane (above 5 sanity). So 2x Lucky! swapped for Fight or Flight and Practice Makes Perfect. 2x Momentum are Practiced skills as are 2x Hatchet Man.

ambiryan13 · 178
Bob Jenkins is also a very interesting target for Adapatable. As you upgrade your 5 rouge cards you can convert your survivor cards to new level 0 rogue cards. — tdctaz · 48