Easy Mark

If you are short of cash, XP and require significant set up this card can help you to pay for those core assets you desperatly need at a very cheep price (1XP for 3 copies). I have been testing this card in the 19XP enemy management decks (Leo A. and Rita Y.) that I will be taking to Arkham Nights 2019. In the context of stand alone mode where XP is very limited If you don't want more Weaknesses and multiplayer where you tend to have actions to spare (specially as the enemy manager) I would recommend this. On the other hand, If you have acces to Drawing Thin and ignore the updated Taboo List and/or if you alredy have Hot Streak in your deck, then you can definitely skip Easy Mark. Also the reaction effect is very sweet but is very unreliable so I rate this card considering that I will most likely be expending an action to play each copy of Easy Mark.

Alogon · 227
Astral Travel

It might not be worth the slots in your deck, but I wonder if this is Luke Robinson's get-out-of-pointless-reality card. You can ignore the 6 shroud investigate OR horror penalty and just use this action to move away.

Giffdev · 11
True, the pendant of the queen also does the job though its a lot harder to assemble than just finding an astral travel — NarkasisBroon · 1
That's one way, but considering you'd move to any revealed location at the end of the phase anyway, it's probably easier to just cancel or tank the 2 horror. Mr Rook can eat it for you while also fetching the weakness, Deny Existence is amazing, and Rosary/St Hubert's Key are probably already being run. — StyxTBeuford · 426
At 3 ressources this is very expensive and has about 1/3 chance to discard an important item or ally. — Django · 1972

This works well for any investigator that needs to hang on with low sanity and/or health. The two willpower icons make sure that this is not a dead card even if you are doing well. Could replace Guts in some decks.

I played Perseverance in a solo Zoey Samaras deck with great success. Her 6 sanity isn't much, and a few failed Smite the Wickeds makes you weep. Would have saved me from spoiler, but another spoiler prevented playing it! As a thematic bonus the art kinda looks like Zoey.

wjr · 11
Logical Reasoning

I have two questions about this card:

  • is it possibile to split the healing between more investigators? or do i have to target the same investigator with every "2 heal" chain?

  • is it possibile to split effects of card? example:(in case i have 2 clues ) healing 2 horrors to an investigator, and then remove a terror card ?

or do i have to choose only 1 effect and stick with that for all the clues i have?


Rosco · 1
Yes, you can split the effects, that's why it says "for each clue you have" — Sassenach · 53
That could just be referring to the number of times you can perform a single action. "do it 3 times (i.e.)". It's not clear about the split. Since is a relatively new card (return to carcosa) i suppose there's no FAQ about this right? — Rosco · 1
Since it’s ‘for each clue, either’ you can split the effects as per your second bullet point. Re: your first ‘heal 2 from an investigator’ clear states ‘an’ then it’s pretty clear it can’t be split further. I could also interpret it as only being able to clear horror from one investigator total, but I think it’s intended to be read as ‘pick an investigator for each heal 2 chain.’ — Death by Chocolate · 12

This card is incredibly powerful in so many ways. Normally, 2-handed weapons, and especially Firearms, are difficult to use because they are either:

  • A - Expensive (both in XP and resource cost)
  • B - Limited Ammo

Becky solves both of these problems, and opens up an entire strategy based around having a super powered up Firearm that never runs out of ammo.

At 0 XP, cards like Warning Shot suddenly look quite attractive since you can easily afford to spend ammo on it. And you can play Upgrade cards like Reliable and Custom Ammunition and they will remain relevant for the entire scenario, effectively giving you a permanent +1 or +1 damage against Monster enemies.

Tommy Muldoon can easily keep Becky full of ammo by using cheap soak Assets like Leather Coat, Cherished Keepsake, Guard Dog, and later Brother Xavier, Bulletproof Vest, Elder Sign Amulet, plus any number of Story assets which are typically Allies. As an added bonus, these assets do not get discarded, but shuffled back into your deck, so you can keep drawing and re-playing them over and over again to keep reloading Becky.

It also has icons so it's a great target for Well Prepared giving either +2 or +1.

Just about the only downside this card has, is that if you fail to find it in your opening hand or after using Prepared for the Worst, and it somehow gets discarded from your deck, hand, or play area - there is no easy way to recover it.

Faranim · 176
I think this card is very nice to have in the early campaign (well, if you're fortunate enough to draw it.) My problem is that it gets outclassed in the later campaign, because doing 2 damage per action in the late campaign is just not where I want to be as a Guardian. At that point, I'd much prefer the XP cards that do 3 or more. — CaiusDrewart · 1498
Custom Ammo is a good suggestion there, of course--but that card would look even stronger on some of the XP weapons. — CaiusDrewart · 1498
While it can save you 10xp on a pair of heavy weapon cards, you definitely want the double Prepared for the Worst, and to puppy dog eye your seeker buddy to invest 10 in double No Stone Unturned 5 for reliability. The Mk1 Grenades do make a great back up weapon, as they don’t compete for slots, and are as good (or better) than a flamethrower against multiple targets in a space, and make your PftW’s much less likely to whiff. Plus they’re easy to load up with ecache3, and if you’re running tabky cards like, Bro X, Dem Boyz, or the talent nobody uses, you can even protect your allies from the splash. — Death by Chocolate · 12
I think looking at this card as the main feature of Tommy- as something worth using Prepared for the Worst for- is probably not optimal. At its absolute worst it's 2 shots at +2 combat and +1 damage for a meager 2 resources. If you get it early it keeps you in the game until you grab a better gun, and if you grab it late it can more easily keep resources on itself as your deck will be more diluted and full of soaks (if you've been using them and you don't have too many of them discarded to Rookie Mistake). I think you still take 4 or 5 weapons alongside it, and Tommy has a pretty solid array to choose from. Any charge/ammo based weapon like Thompson, Enchanted Blade, or .45 Automatic can be thrown with Act of Desperation, which to me is one of the strongest cards he can take. Relying only on Becky hurts consistency and power in my view. — StyxTBeuford · 426