Glowing Eyes

Clarification from FFG regarding the definition of "threat area":

Question: Are encounter cards which are attached to one of your player cards (like for example Threads) of Reality) also considered to be in your Threat Area?

Answer: Encounter cards attached to cards in your play area (or locations, or to your investigator itself) are not considered to be in your threat area. Generally speaking, the only cards that are in your threat area are enemies engaged with you and cards that are explicitly added to your threat area by a card effect.

Jeko · 14
... and cards attached _to_ enemies engaged with you, presumably? — Tamsk · 1
They did say "Generally speaking". I can't imagine where else those would be. Permanent treacheries seem to be in the threat area as well (but are only explicitly added there the first time). — Yenreb · 15
Yeah, cards attached to enemies in your threat area are probably also considered to be in your threat area as well. — Jeko · 14
Hello! Can you share and forward the official ruling email (including questions and answers) you received to drawntotheflamepodcast@gmail.com? This is the mailbox of Frank, the official FAQ maintainer, and he will update the verdict you received into ArkhamDB! — Jacksonsu · 1
Disciple of the Devourer

I've got a rule question about this guy :

If you choose to place one of your clues on its location when he is revealed and that he spaws in a location that is not revealed, what happens when you first enter (reveal) that location ? Does that clue is added to the number of clues that are added to the location as usual ? For exemple, in solo, if he spaws on a 1clue/per investigator location, does that location will get 2 clues once your reveal it ?

Sokourov · 542
Technically, this is not a space for rules questions, so who knows if this will be deleted, but tokens on unrevealed cards are added to the card when it is revealed. So, if the Disciple is at a "1 per" location (unrevealed), and you put a clue on it, once it's revealed it will resolve the clues for its revealed side (1 clue), then add the one that was place there (2 clues). This folows a general rule that clues are (almost) never created or destoryed except by scenario directions 9usually on Acts and Agendas). Otherwise, it becomes too easy to "lose" clues and be unable to advance the act. — LivefromBenefitSt · 1073
Thanks a lot for your answer ! — Sokourov · 542
Emergency Cache

EDIT: with more experience, I see the value of the card. But if you've got a lot of 0-cost cards (Shortcut, Leather Jacket), abilities that draw resources (Zoey's special ability, Dr Milan Christopher), and not a lot of skill cards that increase your card draw, then you may not see any value in it.


In the beginning of the opening round and at the end of each round, you gain cards and resources at a 1:1 ratio.

With all skill cards as well as many events and assets costing 0, not to forget that you'll commit cards and especially asset cards when slots are full... a resources needed per card ratio of 1:1 seems common in my decks and many of those I see about on this website.

With my limited experience and player card pool, depending on the investigator/s chosen, I've found I'm more likely to end a game with up to 10 unneeded resources than lack the resources needed to play a card.

This is strange. It of course depends fully on what type of investigators you are playing, so it's difficult to evaluate. One thing you should keep in mind is that resources are much more important at the beginning of the game. Say you're playing Roland Banks and you want your Machete and Beat Cop out. That is 7 resources right out of the gate. Playing EC+Machete+Cop grants you to have both in play on turn one, otherwise you'd have to wait 2 rounds until both can be played. Another thing is, if you have too many resources, it's usually good to somehow make use of these, either by including expensive tech cards, or resource sink cards (for example Talents that boost your stats like Physical Training, which will help you to fight and deal with Treachery cards). Third, you might have some cards in your deck that accellerate your card draw, causing you to need more resources. I once had an "Ashcan" Pete deck that always had lots of resources left, so I invested into Scrapper (3), which helped me pass lots of skill tests. Do you have a link to one of your decks that never runs out of resources? — PowLee · 15
Yeah, this is a bizarre assessment that I'll chock up to, as you said, limited experience. Outside of specific rogue builds that like hoarding, if at any point you find yourself sitting on a pile of resources that large, 9 times out of 10 that means something has gone wrong. Usually it means you're not playing cards--maybe you're not drawing the ones you need, or you need to tune your deck a little, or you're just going through the scenario taking raw actions and pitching icons as needed (which is horribly inefficient)--but in any case, something is wrong. Granted, not all decks need Emergency Cache, some cards have made it obsolete depending on your faction, but the vast majority of decks need some sort of resource generation (even Dark Horse builds!) if for no other reason than on average playing a card is going to leave you at a deficit. On that note I'm not sure where you've gotten the idea that "many" assets and events cost 0; the overwhelming majority cost multiple resources to play, even if you're just looking at the core set. Whatever the case, you're definitely not playing a Guardian, I'm guessing maybe Seeker, since a lot of their earlier cards are on the cheap side. — MiskatonicFrosh · 344
I was playing a guardian, Zoey, when i ended with as many as 10. https://arkhamdb.com/deck/view/1004670 — shenaniganz11 · 40
Your link isn't public, but that explains it. Zoey has excellent economy on her own as long as she's doing her job, and can easily forgo this card. Other guardians generally need a little more help. Like PowLee I'd recommend loading her with talents like Physical Training (and maybe Hyperawareness for the full stat coverage) so she can use those extra resources to win. — MiskatonicFrosh · 344
Act of Desperation

For "Ashcan" Pete, Finn Edwards, Wendy Adams, Jenny Barnes, Preston Fairmont, Tony Morgan and Rita Young:

Have some real money-making fun by using Sleight of Hand to cheat an expensive item into play, then use Act of Desperation for a whopping payout! It's like cashing in a refund for something you didn't buy!

snacc · 1008
Except sleight of hand needs the item to be IN PLAY at the end of the turn to return to your hand. You get the money, but you lose the item... — aurchen · 92
Correct, but you still paid one and got back probably a lot more than one. — StyxTBeuford · 13036
@aurchen yep that tends to be how refunds normally work! — snacc · 1008
Of course, there are only about 8 one hand resources that cost more than 3, so you might be better off playing Emergency Cash rather than 3 other cards, although, to be fair, you don't get to shoot your enemy twice with Emergency Cache and then throw it at your enemy's head. So, hilarious but not efficient? — LivefromBenefitSt · 1073
Someday, though, I want to empty the Guardian .45 Thompson (getting 6 resources), throw it at an enemy's head for 2 damage, and get 6 resources for my troubles. I am working on a Tommy Muldoon deck, so my dream might come true. — LivefromBenefitSt · 1073
Note that, in addition to Tommy, Mark, Zoey, and Finn can also do the Guardian Thompson + Act of Desperation combo — Zinjanthropus · 229
This card is the single biggest tentacle magnet in the game. I can't tell you how many times I — Pinchers · 131
(Continued) I've pulled that blasted red token when the stakes are so high: +6 to hit, 2 damage, and 6 resources to cash out an empty gun and keep the party going. And guess what? Act of Desperation is somehow linked to the autofail on some infallible metaphysical level. But yeah--it's a great card. — Pinchers · 131
Considering the most recent taboo allows sleight to be used on Thompson again, you could sleight the Thompson into play for 1, shoot as many times as you can (Finn could play Ace in the Hole), then AoD for just a massive swing of resources. — Zinjanthropus · 229
Sister Mary

((UPDATE: Revising my notes, as the campaign continues it’s clear there are a lot of seal and release tokens for bless effects. So the goal of Sister Mary is to fill the bag and autosucceed, then trap them again. With that in mind, she doesn’t need to level up her weapons much from the Winchester, can focus on assets and events that put that weapon into play.))

Most of the reviews on this site do a good job of telling you what a card does and how to use it. They point out cute little exceptions, tell you whether something is worth a second look or not worth your time at all.

It’s super hard to write that review for Sister Mary. At the time of writing, the TIC pack is just coming out. There are cards for all five classes that use bless and curse tokens...And we get four very interesting, clear-cut investigators. Amanda likes skill cards, especially ones that get her clues. Silas likes to dodge and fight. Dexter likes putting new assets into play and using rogue chicanery to get rich doing it. Trish can evade and take advantage of monster presence to get even more clues...

Sister Mary adds good tokens to the bag. Now, if you’ve been playing Arkham for a long time, (and during the pandemic you probably have), you’ve internalized a lot of thoughts about the chaos bag. It’s best to have a skill +2 above the challenge you’re trying to beat. if you’re ever stuck, look at the bag and chart out how many of those tokens will give you a success.

But what if some of those tokens give you a +2, with a chance of driving the autofail? What if some of the tokens are negative, with more draw?

So already the anchorite is tricky.

Then you get the card pool. She’s the first five blue/2 purple character, and those are deep carpools with many many ways of playing them.

With access to Mystic cards between 0 and 2 XP, you might try Mary as a mage. But eventually, you’re going to find you want the really upgraded versions of spells and they’re not available.

With guardian level 0 to 5, you might try for a build similar to Carolyn. But Miss Fern has a few things going for her that Mary doesn’t: horror healing cards like Peter Silvestry, seeker access, built-in moneymaking, and a four next to the little picture of a book.

So you have a mago-guardian who is extremely indirect. You have an evasion of three, which neither class will help you with. Same with your fight score, and with five health you don’t wanna be sitting on top of monsters whiffing all day. At the same time, paying three bucks for a spell to give you plus one to your fight or evade seems like a nonstarter in an already asset-heavy deck.

That is why sister Mary is, at least at the start of the cycle, a three or four player character. Because you can do some fabulous support. Ward of protection (and ward level two), word of radiance, stand together, I’ll handle this…the power is yours to mitigate the mythos phase. The book of Psalms heals horror from people like Silas and Roland. while massively boosting the token pool, and it doesn’t exhaust. You can put scrying mirrors in each hand or teamwork them over to allies, so that your pals have no excuses for failing checks. You can make sure everyone is properly equipped (passing money between rogues and survivors, or passing weapons to Amanda.)

And when nobody fails checks, the game goes faster, there are fewer problems with the mythos deck... Everyone’s happy.

There are already inklings of what blessed tokens can do. Rite of sanctification protects you from Mary’s weakness, can be played in both slots, and gives passive economy to your teammates. (They’ll definitely appreciate putting a six resource Tommy gun into play for two bucks.) Combo with tides of fate to turn a very ugly bag into a pile of future money.

And the future abbess has another neat trick: her ability is automatic. She doesn’t need to trigger an action, play a card or move.

Over the next few months, we’re going to get dozens of cards that give us cool new uses for blessed tokens. There will be spell and guardian upgrades, cool covenants, and everything will make sense.

But until then, it can feel like solving a jigsaw puzzle with half the pieces. Is it worth three bucks for a token adding version of dodge? Is a beat cop reasonable? Physical training?

If you can’t make sense of her, that’s OK. All will be revealed in time. You’re simply lacking the one thing that sister Mary has in spades: faith.

MrGoldbee · 1477
Cute ending. Don’t forget one major thing the sister has over the psych: She can take Lightning Gun. While the +5 has long been considered a bit overkill, it makes you barely care that she has only 3 base combat. Flamethrower’s pretty good too. — Death by Chocolate · 1487
I may just try it! — MrGoldbee · 1477
The BAR might be worth considering, as well. — Zinjanthropus · 229
The issue with the BAR is that without a high base combat, you lose a lot of the value from being able to attack with 2 or 3 ammo for smaller, efficient hits. — Death by Chocolate · 1487
Sister Mary is probably a cenobite rather than an anchorite, considering that her card talks about fellow monastics. Sorry for the pedantry. — LivefromBenefitSt · 1073
You’re probably right. They didn’t teach me this while I was prepping for my bar mitzvah. — MrGoldbee · 1477
You cannot pass Sea Change Harpoon to Amanda. Signature cards cannot be controlled by other investigators (see FAQ). — Yenreb · 15
Fixed. — MrGoldbee · 1477
There are some decent offensive options for her like Radiant Smite and Spectral Razor. Similarly, for clues, there are various event options from guardian and rogue that should be plenty. — Chitinid · 14
Rogue? — MrGoldbee · 1477
He must mean mystic: i.e. Read the Signs, Drawn to Flame. — SGPrometheus · 827
Agreed with the update. Paradoxical Covenant, Tempt Fate, Rite of Sanctification, and Olive, make Sister Mary very capable to do just about whatever she wants, at least once a turn. The updated spells make it so that she can not only succeed almost on demand, but decide if she wants the cursed benefit for each spell. Bonus if you use Eldritch Inspiration (1), then you can fire off the curse benefit twice... Eye of Chaos = 4 clues, or 3 clues and 1 charge. Armageddon = 4 damage, or 3 damage and 1 charge. and these are level 1 spells. — Abbojm01 · 5
Forgot to mention that Favor of the Moon is the card that makes this all happen. — Abbojm01 · 5
why she can only add a beat cop not 2 of them? — natartnat · 1