What if I play Psychology Student and have another copy of PS in my hand, will PS heal 4 horrors in total? And then, if I have PS in play and I play another PS from my hand, will it again heal 4 horrors?
What if I play Psychology Student and have another copy of PS in my hand, will PS heal 4 horrors in total? And then, if I have PS in play and I play another PS from my hand, will it again heal 4 horrors?
Stalk Prey — the enemy tutor comes to Survivor and not a lot of people care
tl;dr: Stalk Prey is the weakest card in the enemy-tutor family — if you allow the cross-class comparison. For nine years the effect lived only in Guardian and Rogue; moving it into Survivor 0 hands a dozen previously locked-out investigators an enemy on demand, and most of them don’t care. Those who already could are better off with other options.
THE FAMILY
Every player card that searches the encounter deck for an enemy, as of July 2026:
| Class | Name | Cost | Spawn | Benefit |
|---|---|---|---|---|
| OtH (0) | 1 card 1 resource |
With you | mythos draw replaced | |
| OtH (3) | 1 card | With you | mythos draw replaced 3 resources (on defeating it) |
|
| KtHN | 1 card 1 action |
With you | 1 clue X resources (X = its health) |
|
| WtP | 1 card 1 action |
With you (exhausted) |
X cards (X = its damage + horror) | |
| PtTR | 1 card 1 action |
Normally | X resources (X = its printed health) | |
| Stalk Prey | 1 card 1 action 1 resource |
Normally | 1 card 1 clue 1 free move (toward it) |
These six sit in three classes, so "which is best" is mostly a category error.
Nevertheless, the ONLY ones that allows enemies to normally spawn is Stalk Prey and Paint the Town Red (and not to our benefit). Given both are from Chapter 2, I wonder if this is a deliberate change in game design.
TWO ARCHITECTURES
Draw replacement (both On the Hunts). Mythos-phase filters: instead of a random draw — a treachery that might screw your finicky sanity — you draw a chosen enemy, engaged with its spawn overridden. No action spent; the table's encounter intake doesn't rise. OtH (0) searches the top 9 and, on a whiff, makes you draw normally anyway. OtH (3) searches the whole deck, so it can't miss while enemies remain, and pays +3 resources on the kill.
Action-speed tutors (the other four). These replace nothing: an action buys an extra enemy, compensated in tempo.
WHAT STALK PREY ADDS
It joins the action-speed group with the smallest payload — one card, one clue — and two properties none of its peers has (not necessarily great):
I fail to see how option (2) is positive in the majority of cases: AHLCG rewards consistency. If you get an enemy, you probably should know how you are going to be dealing with it. Nobody should go out fishing for enemies and pull a cultist that puts your team into the witching hour, or a chunky enemy over your unsuspecting seeker. Does this make the card bad? No, but it does make imperative that you have a much higher situational awareness of wth you are doing before using it.
Also, mind the "Then" clause: no enemy in the top 9 cards means no draw and no clue.
NEW ACCESS
Investigators who can take Stalk Prey and could take none of the earlier five:
Of these, the ones that care are parallel Wendy, Miguel, and maybe Silas:
Yorick might be interested, since those graves are not gonna fill up themselves, but he already had OtH (0) .
I wanted to figure out how "Starting" works and the internet told me about a new resource for the game: The Grimoire. It's the new online rules document for 2026 and beyond, found at this url:
Grimoire
images-cdn.fantasyflightgames.com
Here's the entry in the Grimoire for Starting:
Starting
Starting is a keyword ability.
After drawing their opening hand and taking a mulligan (but before shuffling any cards that may have been set aside during this step back into their deck), an investigator may search their deck for one copy of a card with the starting keyword and add it to their hand.
• This means that an investigator may begin the game with one additional card in their opening hand.
Had one game with William Yorick and baseball bat. I don't quite see why it is a good fit at all. An auto fail leave the player encountered yet unequipped. Two hand slots means there's no backup weapon. Yorick can only retrieve assets after a defeat. Any two health enemy, at level difficult, could be hard to defeat at difficult level.
I Immediately swapped to .45 Thompson, and eventually went for old hunting riffle, by which time the risk can be managed with eucatastrophe and will to survive. and most importantly old hunting riffle, while jammed, is a valid candidate of act of desperation, which can loop with Yorick's elder sign ability and resourceful.
I can't think of a single use for this card. Seriously it's just +1 damage and only +2 will. It's exceptional so it not only is more expensive than other more useful cards but also is so bad because you need to have something in place to handle the doom that gets placed on it. If it did not take up an arcane slot I could maybe see a use for it or if it was at the very least a fast action and cost nothing to play but it's just awful. If you are doing some kind of challenge run I guess I could see some use because of how bad it is or maybe a doom build but it's just so awful. I think that if it was a level 0 card it could work maybe but seriously in a mystic deck? You gotta be kidding me.