Abandoned and Alone

Despite the heartbreaking imagery and flavor text, Abandoned and Alone is not that critical a weakness like some of the others are. Yes, taking two DIRECT horror could be game-ending, but knowing that this is in your deck, you basically make plans to ensure you have that two horror buffer (and with Wendy's starting Sanity of 7, this should not be TOO hard). Of course, sometimes you just have to take all that horror, which results in you being scared of being defeated by drawing Abandoned and Alone.

Abandoned and Alone removing all of your cards from your discard pile can range from inconsequential to devastating; the primary determination of which is whether or not you were planning to play Wendy's Amulet, or if you had something to pull out with Scavenging. Scenarios in Arkham Horror are generally so time-limited that you rarely draw through the entirety of your deck; making the reduced number of cards in your deck when you reshuffle a non-issue. As more investigator cards come out, we may see cards that interact with the discard pile, which may be an issue for Wendy decks.

There are not many solutions to the discard problem, but there are solutions to deal with the Horror aspect. Probably the best solution in the current Dunwich Legacy cardpool is to have Wendy put out her best ally buddy, Peter Sylvestre, to help deal with other sources of Horror (to ensure she has the buffer needed to take that direct damage). If Wendy has other allies she'd like to have (Leo De Luca and Cat Burglar to name a few) without investing in the additional ally slots that Charisma has to offer, then she could instead use a Smoking Pipe to help convert that excess horror away.

Darthcaboose · 285
Flooded Square

Found on BGG forums and credited to FFG...

There’s a couple reasons why the Flooded Square can be useful. Keep in mind that evading an enemy means two things: disengaging that enemy from any investigators, and exhausting that enemy. An enemy doesn’t have to be engaged for it to be evaded.

So, like you suggested, if you are in Flooded Square and have a friend in the location counter-clockwise from Flooded Square, and he is engaged with an enemy, you can spend an action to automatically evade that enemy.

However, another situation is, if you are in Flooded Square and you are being followed by a Hunter enemy, and that enemy is in the location counter-clockwise from Flooded Square, you can evade it which will exhaust it and prevent it from moving that round!

boardgamegeek.com

Rathrain · 3
Lucky!

One of the best cards in the game right now in my opinion. Its closest analogy are the neutral skill cards that give 2 icons, but

  • they only cover one check type, this covers any check
  • they have to be played before the draw, which makes a huge difference

Pass the check? No need to play it Fail by more than 2? No need to waste it

Its almost as if you are playing it on every check, but can choose to take it back if it wasn't needed or wasn't enough.

It lets you go for much more marginal checks with more confidence. If you get lucky in real life, you keep it and can keep it until your real life luck runs out and you need to actually play it.

Hunting Horror

FAQ. When Hunting Horror leaves play, it loses doom tokens on it. But attached Shadow-spawned doesn't lose resource tokens. Forced ability on Agenda 1a/2a does not trigger when Hunting Horror enters play by Agenda 1b.

temka · 3
Where is this FAQ from? — Amoon · 2
Why would doom and recourse tokens behave differently? — Amoon · 2
I found two discussions in the net regarding this topic, here are the links: — Synisill · 803
https://boardgamegeek.com/thread/1734112/resource-counters-hunting-horror and https://boardgamegeek.com/thread/1736599/question-about-miskatonic-museum-spoilers . I will cite one conclusion which puts it well together: Yes, doom is removed from the Hunting Horror when it leaves play. Anything specifically on the Hunting Horror (other than Shadow-spawned) will be removed when it leaves play, but anything specifically on Shadow-spawned will not be removed. — Synisill · 803
When advancing the Agenda from 1a to 1b, what precisely happens if the Hunting Horror is currently NOT in play (e.g. still in the encounter deck)? According to the source, FFG answered: So, while you are resolving the “b” side of the agenda, the next “a” side is not active. That means the Forced effect that would place 1 resource on Shadow-spawned would not be in play just yet and would not trigger. — Synisill · 803
Fwiw the Return To adds a stipulation that 2A is in effect whole resolving 1B (same for 3A and 2B). So they seemingly patched this in the Return to. — thereelaristotle · 18
Mind Wipe

Somehow I do not see any scenario with use for this core card unfortunately :( There are always MUCH more better cards for mystic. Do you use this card in your decks? When and for which monsters is it helpful?

Sarseth · 1
I thought this card was pretty versatile. It all depends on the situation you're in. You can stop enemies from advancing doom (for example Silver Twilight Acolyte, Wizard of the Order). You could stop monsters from getting an attack of opportunity (for example Goat Spawn, Mobster, Thrall). Or something not so common, like stopping the Conglomeration of Spheres from eating your melee weapons. — mystery · 1