Web-Spinner

How does this card not end up ready at the end of the round??? it is after exhausted cards ready!

I need to write more in this review.

I still need to write more in this review

I really still need to write more in this review

Phoenixbadger · 199
Cards like <a href="https://arkhamdb.com/card/04232">Slip AwayA Test of Will</a> can prevent enemies from readying during the upkeep phase. — Jeko · 14
Should just say "Slip Away". Links apparently don't work in replies... — Jeko · 14
just kill it lmao — ironbrw · 17
Under Surveillance

I have just realized something: as you don't have to discard it after having played it, Wendy's Amulet don't force you to discard the card and you can attach it to your location. And when you discard Under Surveillance due to its forced effect, you are no longer "after you play" it so it goes to your discard. Meaning this can be the only event in your that has the double advantage of being playable from your discard and not returning below your deck.

AlexP · 266
This trick also works with a number of other cards in her pool, such as Lure, Snare Trap, and Hiding Spot. Also, most infamously: breaking the game using Premonition with Versatile. — Death by Chocolate · 1488
Ok, I assume it's the first time I want to play a card that attached to a location. — AlexP · 266
This was correct, but Wendy's Amulet has been errata'd in the meantime. The forced effect now also triggers, after you discard an event from play. — Susumu · 381
I'm not following the amulet says "AFTER you play an event OR discard an event from play.... — stm08007 · 1
... why wouldn't this be required to follow the Amulet requirements once you "Discard it from play"? — stm08007 · 1
@stm08007 it's because you are reading it from arkhamdb, where the text is already with the corrected erratum. But if you look at your physical copy of the card (maybe it's already corrected in Revised Core Set though), or even here on arkhamdb if you check the picture of the card, you will see that on the card the text reads without the part "or discard an event..." — chrome · 60
This is wrong: "Forced - After you play an event" still takes precedence over "Attach to your location". It would still go on the bottom of your deck instead of in your discard pile. — AlderSign · 381
Dynamite Blast

What happens to a bug that gets hit by dynamite, the same thing that happens to mutants and mist creatures.

Do not underestimate the power of this card when going into war. (and try not to think about the poor poor couriers running this lit stick of dynamite from one city to another)

Zerogrim · 295
"Hold up, I'm gonna throw this dynamite at Europe." — SGPrometheus · 835
Fortune or Fate

So for 16xp you can have two copies of this, two flares and two deja vu's.

Would you spend 16xp to block 2 doom and flare twice per game?

while blocking a doom isn't entirely the gold pocket watch its pretty close, and i think the gold pocket watch is amazing, so for the same price per doom block you get flare instead of skipping mytho's draws, I want to get this card and try that deck out so much.

Zerogrim · 295
The card says ‘Max 1 per game.’ So you can only lock 1 doom per game. Unlike limits, maximums are shared across all copies and instances of a card in the scenario. — Death by Chocolate · 1488
I ammm bliiind O well *shrug* — Zerogrim · 295
Good news! Thanks to Burn After Reading, your idea sort of applies again! It just changes to "would you spend 16 XP to block 2 doom and testlessly discover 4 clues per game?" If you want a bit more certainty of hitting usable cards, take 2 copies of this as well and fire one off occassionally. Perfect case scenario, you'd block 3 doom per mission, though that's an extra 2XP each time it happens. Since all involved cards are L2 or less though there's plenty of people with XP acceleration that could use it... Preston, Wendy, Yorick, Parallel Pete (via Let God Sort Them Out, heh) come to mind. Plus ALL survivors just got Pelt Shipment, giving XP boosting towards buying new cards, and re-purchasing an Exile card counts. — HanoverFist · 744
Elspeth Baudin

Question here on how the patrol keyword works on Elspeth. If there is a memory on her current location, does she stay there or move? The rules say that patrol enemies move to a connecting location toward the nearest qualifying location... Does that mean a move is mandatory, and if the nearest qualifying location is the current one, the shortest path is off and back...? That would seem strange... Clarity would be appreciated!

Since patrol seems to be a copy of hunter and the rules for patrol are copy pasted from hunter I believe there is simply an omission of "if the enemy is at a valid location it does not move", that would make it work inline with hunter and with warring. this is the way I play with patrol enemies and I think it is the intended approach. — Zerogrim · 295