Explosive Ward

I'll compare this to Spectral Razor since they fill many of the same use cases

Pros:

  • Testless damage. Depending on your difficulty this could be very valuable
  • Potentially Costs 1 less if you're targeting low health enemies like Acolytes
  • Synergy with arcane slot increasing effects such as Familiar Spirit
  • Synergy with empty arcane slots, clearing the way for a beefed up Eldritch Initiation

Cons:

  • Anti-synergy with standard arcane slot spells (unless you managed to spend all the charges already)
  • Must be engaged. Razor comes with a free engage to deal with pesky aloof enemies
  • Increasing the damage potential still requires you to pay one more resource per damage. You can easily reach Dynamite Blast cost but for situationally less payoff since you're always targeting just one enemy.
  • Only target non-elite. This a deal breaker.

In my opinion the best reason to run EW over Razor is to lean into that big payoff explosion. This requires you setting up assets to maximize your slot conversion which will be a significant resource and card investment. All of that setup to be able to target basic enemies only is a let down.

For most investigators Razor will get you more mileage. The only Mystics who I can see potentially taking Ward are those who cant reach useful + scores (so just Marie Lambeau?)

mordequess · 35
I ran this in a daisy deck and it was very nice, just 2 cost, deal 2. gave me more reliability than spectral and got a plan and less cost than occult invocation. — Zerogrim · 290
Sefina w/o Double Double loves it. Even with, actually! — MrGoldbee · 1443
Amina with Ectoplasmic Horror RBW is regretting not having this in her deck. — coldtoes · 28
What also bugs me is the anti-synergy with Uncage the Soul :( — AlderSign · 236
Alchemical Distillation

Whenever kate apears, I'm sure she'll love it.

For 1xp (Mending Distillate) you get an easier to aquire more versatile version of this 4xp (+ researched) card:

(Though, lets be honest we only cared about: Strange Solution.)

Works great with:

Calprinicus · 5761
Shed a Light

I am a bit surprised there isn't more buzz around this card, more action compression for Survivors is huge. Between this and Sharp Vision (not to mention Resourceful to get them back) survivor is almost as speedy as some Seekers. Darrell's ability to take this, Sharp Vision, Deduction or Deduction(2) and Research Notes gives him silly levels of consistent action compression.

The auto succeed is useful for avoiding nasty token effects and the two extra clues is huge. The difficulty 0 requirement means this is only going to be consistent for investigators using Flashlight or Old Keyring, but that is a lot of survivors and fair number of investigators who splash survivor. With the new Old Keyring(3) this nets 3 clues from a 2 shroud location and 1 clue from somewhere else with auto success! If you aren't using those, you might be Darrell and getting to 0 should not be an issue.

Winging It, Lantern, Cryptographic Cipher, Otherworldly Compass, and Arcane Insight can also lower the shroud, but are secondary options since they only reduce shroud by 1 or you are less likely to have access to them.

This is most useful in 2-3 investigator campaigns where locations are more likely to have 2+ clues on them. Even though you may not profit as often from the extra clue from your location, remotely grabbing a clue off a location with a monster/locked door/high shroud is useful often enough for me to add this to solo Survivors as well.

guy · 6
Note that flashlight 3 can be used in addition to other shroud lowering, so for example this also works on shroud 4 with it — Django · 5063
It's a great trick for Darrell, since he has -2 difficulty effect readily available in his permanent camera. I can't see me going for it with any other investigator. — olahren · 3360
Not only in addition to other shroud lowering, Django. You can even use two supplies from Flashlight (3) to reduce shoud 4 to 0. I'm currently running it (and "Exploit Weakness") in Rita. The verdict is still out, as I just got the upgraded Flashlight before the next scenario, we'll be playing. — Susumu · 361
You can't use multiple supplies from Flashlight (3) on the same test. Note that it's a reaction trigger, not a fast trigger, and per the RR entry on Triggered Abilities, "each [reaction] ability may be triggered only once each time the specified condition on the ability is met." So, only one supply from Flashlight (3) each time you begin an applicable skill test. — Thatwasademo · 57
(It's still very useful, and if you have two in play you can fire each once for a total of -4 difficulty) — Thatwasademo · 57
Aye, you are right! You could combo it with a Keyring up to shroud 4. Or you could combo it with a second Flashlight and "Winging It" up to 5. — Susumu · 361
Quick Learner, anyone? — MrGoldbee · 1443
Don't forget about Gumption that can also be paired with this — tactis · 17
Bob, Wendy, and Preston can make this card absolutely disgusting by pairing it with The Skeleton Key. — pyroflare77 · 1
Actually, that interaction doesn't work because only Seekers get to have fun breaking the game. Skeleton Key locks the shroud at 1, which isn't much of a skeleton key then. — pyroflare77 · 1
Skeleton Key works with Flashlight (3) to reduce the difficulty of the investigate to 0. Skeleton Key locks the shroud, not the difficulty. — gByakko · 2
Lab Coat

This can be read to be a +1 on any skill tests performed on Seeker cards which is solid since there are a lot of seeker events and assets that request skill checks. It doesn't help with any of the "For each point you succeed by" effects though.

Also, while an FAQ entry is yet to come out, I believe that assuming the difficulty of the test is 1 or 0 this will protect against even the autofail token. The autofail token sets your result to 0 and says you fail. Then this reaction kicks in and you succeed instead. Probably best use of that would be it means guaranteed success on Alchemical Distillation.

kamiidude · 52
Are there many Seeker assets with skill checks, though? I like this card but I feel like the tricky part is that many Seekers' most common action is to investigate with a basic action with a couple static boosts from Mag Glass or whatever. — housh · 176
#Cryptographic Cypher, #Fingerprint Kit, #In the Know, #Otherworldly compass, #Pocket Telescope — kamiidude · 52
This does not save you from auto-fails. In fact, even if you perform a difficulty 0 test, an auto-fail will still result in failure. — Novenae · 1
(that was my first comment on a review, I accidentally posted it without finishing my message, so here goes) An auto-fail token makes you fail. It then *also* sets your value to 0, for the purposes of calculating how much you failed by, in case the test cares about that. IT's not like an auto-fail causes you to fail by setting your value to 0, which then *probably* fails, except if the difficulty is 0. You just fail. The 'set-to-zero' part is only sometimes relevant. — Novenae · 1
I agree, the autofail says you fail regardless of skill value. This card says when you would fail (so after the autofail token has already resolved) you succeed instead. — kamiidude · 52
In my opinion, I think Lab Coat may work with auto fail. According to Eucatastrophe, the triggering condition of Lab Coat is satisfied; I want to note that the timining of Eucatastrophe is earlier than this, so that our skill value is already zero. — elkeinkrad · 484
Also, "instead" may replace the failure from the auto-fail. Of course, it is possible that Lab Coat cannot replace the failure from auto-failure effect, but I think it can do. — elkeinkrad · 484
Geared Up

Now that we know the Aug 22 erratum updated the text to "One at a time, play..." And this enabled Backpack to work (you can play the found items). Does this allow fast events, specifically Well-Maintained, to be used between each played event.


Logic train:

  • Geared Up uses the word Play (treated as a play action, but you'er not getting an play "action").

Rules for Effects

  • Suggests 'play" would be treated as an action using the Framework event detail. Specifically 2.2.1

Rules for 2.2.1 timing

  • indicate there is a player window before (and after) each action ( in our case, a played item).

Rules for fast


Am I missing anything? Any exception overlooked?

If i'm correct, you can attach Well-Maintained to Backpack before it's discarded, discard it, triggering it to return to your hand instead, and play it again.

This would also be true with Ever Vigilant as wording is similar.

Calprinicus · 5761
Playing a card due to a card ability isn't the same thing as taking a play action. I don't think Geared Up brings you through the player window before 2.2.1 at all. — Thatwasademo · 57
Agree with Thatwasademo: you have a player window before and after the play ability of "Geared Up", but not in between, because you take no action. Similar with "Ever Vigilant": you take one Play action (playing the event), but don't have any Player Window after playing the first or second asset. — Susumu · 361
I have seen that many users were confused between "play" and "play action". When you resolve an "play action", you can "play" an (non-fast) asset or event. Some effects allow we to play a card without an play action, and this is NOT a play action. Geared Up is this case. There is no player window among playing assets by Geared Up (or Ever Vigilant). — elkeinkrad · 484
But you do have a player window at the end of the geared up turn where you could play well maintained and similar fast events and assets (it’s still your turn). — Django · 5063
OFFICIAL ANSWER FROM FFG RULES SPECIALIST: — Calprinicus · 5761
Rules Question: This is rules question for Arkham horror the card game. There are a few cards that give you sequential non-actions: - Geared Up - Ever Vigilant - Nimble My question is can you play fast event cards between the play/move non-actions? Example: Play Well-Maintained on a backpack in the middle or resolving Geared up. Or Play Elusive, mysteries remain, or open gate between the moves of nimble. To answer your question(s): Yes--you would be able to play Well-Maintained on a Backpack while resolving Geared Up, and you would be able to play Elusive/Mysteries Remain while resolving the moves from Nimble. Sincerely, Alex Werner, FFG Game Rules Specialist Rules questions and their answers are reviewed by both the Arkham Horror: The Card Game design team and the Game Rules Specialist. — Calprinicus · 5761
Rules Question: This is rules question for Arkham horror the card game. There are a few cards that give you sequential non-actions: - Geared Up - Ever Vigilant - Nimble My question is can you play fast event cards between the play/move non-actions? Example: Play Well-Maintained on a backpack in the middle or resolving Geared up. Or Play Elusive, mysteries remain, or open gate between the moves of nimble. To answer your question(s): Yes--you would be able to play Well-Maintained on a Backpack while resolving Geared Up, and you would be able to play Elusive/Mysteries Remain while resolving the moves from Nimble. Sincerely, Alex Werner, FFG Game Rules Specialist Rules questions and their answers are reviewed by both the Arkham Horror: The Card Game design team and the Game Rules Specialist. — Calprinicus · 5761
Update from Alex (a.k.a Official Arkham Ruling): I’m sending this email to inform you that we are retracting the ruling made in the email below. The results of the ruling led to consequences that weren’t in line with what we wanted for the game, nor did it follow the actual written rules for playing Fast cards. We unfortunately missed this earlier and we apologize for misleading you. The current ruling to your question is as follows: “’If the instructions [on a fast event card] specify a duration or period of time, the card may be played during any player window within that period.’ Well-Maintained must be played during a player window on your turn, so you could not play it while resolving Geared Up. Similarly, you cannot play Elusive/Mysteries Remain/Open Gate while resolving the movements on Nimble.” Sincerely, Alex Werner & the Arkham Horror team — Calprinicus · 5761