Joe Diamond

由于ArkhamCards组牌时显示的Hunch deck同一张牌只算一次的问题,我一直以为直觉牌库必须出现11张不同的牌,不能出现重复的牌,但人物卡的背面没有规定直觉牌组不能出现重复的洞察事件牌。不过如果直觉牌库不能出现重复卡牌,会让戴蒙德的游戏体验隔热更加充满挑战也更加合理,因为有的洞察事件牌非常强大,比如“荒诞素描”能一动抽取三张牌,而黄家的升级卡牌隐秘的研究也是0费抽三张,如果想提高游戏难度,可以这样选择。如果同个洞察事件牌只能出现一张“荒诞素描”

xzx468 · 1
It's still 1$ and an action to draw 3 cards. Hardly game breaking. — MrGoldbee · 1559
如果直觉牌库放两张荒唐素描像抽牌库再加两张隐秘的研究,戴蒙德就比其它的调查员更快地抽完所有的牌而他其实可以使用40多张牌去进行游戏,这让他和其它黄家相比更加强大 — xzx468 · 1
Ever play Amanda with Perception(2)? Easily drawing 8 cards a round with cryptographic cypher. Twice per deck rotation. — MrGoldbee · 1559
I don't know, but I laughed seeing this back and forth transcending the barrier of language — HeroesOfTomorrow · 93
前四循环和后六循环的调查员不能放在一起比较,后面循环有些调查员确实很强大 — xzx468 · 1
@xzx468 To be fair though, some of the strongest Investigators of the game come from the original Core set: Roland, Agnes and Daisy are all very powerful, and Wendy is one of the most broken Investigator of the game. Though I do agree comparing anyone to Amanda is dumb, because Amanda is broken beyond human belief — HeroesOfTomorrow · 93
The mythos is beyond human belief. — MrGoldbee · 1559
@MrGoldbee That implies Amanda is an Eldritch Abomination herself — HeroesOfTomorrow · 93
She is a Deep One. — Susumu · 389
Cosmic Flame

This spell does 2 damage without spending a charge; you're only forced to lose a charge on revealing a skull, or if you want to do the 3rd, targeted damage. If I'm not mistaken, that is a first for mystic spell assets. Its existence therefore reinforces the potential for a dedicated willpower fighter.

On the other hand, 5 xp is a lot, especially when they decided to reprint 0xp Machete in the same set, which similarly has access to infinite conditional 2 damage actions. They did not reprint Machete, and the new Machete must exhaust for +1 damage. Therefore, I believe a more appropriate comparison for this card is the new Sledgehammer (3). From that perspective, Cosmic Flame (5) seems easily worth its xp cost. It grants +2 willpower, unlike its guardian counterpart, which offers no bonus on the 2 damage/action mode. It offers higher damage per action. It also offers the utility of splitting the 1 damage across a second target, and even damaging an aloof enemy without engaging. All that, and it occupies only one arcane slot, compared to sledgehammer's two!

For those with dreams of using willpower tests to shoot enemies forever and ever, look to this card.

kision314 · 2
The 0xp machete is much, much different. — MrGoldbee · 1559
This spell is totally worth its xp. You get the usual+2 to your willpower, which helps everyone who starts with a four and faces harder enemies. You can deal two damage reliable with a big chance not to spend a charge and have the option to pitch a third damage when needed. Also the extra damage doesn't need to hit the attacked enemy, which is alone worth 5 xp in my opinion, when you fight whippoorwills and have only a machete — Tharzax · 1
@MrGoldbee You're exactly right. I missed the change to machete in the shuffle. I've updated the review. — kision314 · 2
On the Brink

It's hard to appreciate On the Brink with the current card pool, but if you are playing with everything you have this cards gets ludicrously good very fast. It completely outclasses upgraded Unexpected Courage. Having this in hand means you can take bigger risks, and commit more cards in hand to a test you want to pass without worrying about wasting all those card if you draw the wrong token.

This helps you a lot with skills that care about succeeding to trigger, like Do or Die and Resourceful, and especially with skills that want you to succeed by 2 at least, like Brute Force, Sharp Vision and Expeditious Retreat, while also offering autofail protection, letting you return the card and draw one to replace On the Brink.

It has less good synergy with Take Heart, given you usually want to commit this to test you know are gonna fail, and getting a +2 makes said failure less certain, outside of Drawing Thin, but the level 0 version introduced in Miguel's pack works a lot better for that on the basis it only gives just a +1 instead.

So if you are a Survivor that likes to commits lots of cards, like Silas Marsh and Isabelle Barnes, or someone with Survivor access like Minh Thi Phan there is no reason why you shouldn't run this. You won't regret it.

Well, On the Brink (0) is in Miguel and nearly as good for two XP less. — MrGoldbee · 1559
@ MrGoldbee I mean, yeah, but if you are gonna use the basic version of On The Brink, you might as well upgrade it later on. I wouldn't call it a priority upgrade, but it is certainly a good way to spend 4 exp, as it is much more value than upgraded Unexpected Courage, and unlike "You've had worse", the "upgrade" isn't actively detrimental — HeroesOfTomorrow · 93
I don't think this card will ever shine. It's main problem is, that it's protect other commited card against a really bad draw. With at least +3 to you go a long way. So maybe on hard or expert this card gets better. In most cases this card is a +2 wild and then the upgraded courage offers a better utility for tests on treachery cards, where you are punished for each point you fail — Tharzax · 1
I really see the main use case in a fail deck with Take Heart (Drawing Thin), as mentioned. — AlderSign · 469
Yes, but then the level 0 version is better due to less icons and XP wise cheaper — Tharzax · 1
@Tharzax I still think this is worthwhile to support other things, because again, On the Brink both makes it easier for you to pass a test and oversucceed and gives you a safety net if you fail. It's like Adapt and Overcome: you get value regardless of how the skill tests goes — HeroesOfTomorrow · 93
I meant the lvl 0 version, yes :) Wouldn't spend XP for that one combo I think. — AlderSign · 469
That's a lot of words to try and upsell the idea of spending two exp on a single wild icon. I think the only reason you would ever want this is if you're doing a "try to fail" deck because then at least you're paying for a draw. — Spamamdorf · 5
@Spamamdorf I love the immediate self-contradiction of saying "spending two exp on a single wild icon" and "at least you're paying for a draw". If there is utility to the card beyond the wild icon, then you are not spending 2 exp just for that. And frankly, if people are willing to spend 3 exp to keep reusing Backstab and Pilfer, which are events that cost a pretty penny, for the amount of value you are getting, 2 exp is a very reasonable price for upgraded On the Brink — HeroesOfTomorrow · 93
No contradiction, its two different scenarios. You should never spend exp on this just to mitigate failure, but if you WANT to fail it might be worth it. — Spamamdorf · 5
@spamadorf You have no control whether you are going to fail or not all the time, it's easy to intentionally fail, but it's hard to always pass, obviously, and only gets more difficult as the difficulty level increases. This card offers double duty, because it makes it more likely to pass and mitigates the effects of failure at the same time. This versatility is exactly what makes Survivors so strong and flexible. — HeroesOfTomorrow · 93
You have plenty of control on whether or not you're going to pass tests. If you're going into every test tossing a coin on whether or not it's going to pan out you're not playing very well. The default state of the game is that you will pass most tests you're trying to pass. — Spamamdorf · 5
@Spamamdorf I am happy you are playing a version of the game where there is no -8, or an autofail for that matter. The nature of Arkham's skill tests are just a bunch of coin flips you have tools to rig in your favour, but they are still coin flips, and you can totally get a result you don't want even when you are trying your hardest to pass. It's inevitable something you are planning to do won't go as planned at some point, and the difference here between succeeding of failing a scenario is whether you have a reliable back up plan to fall upon or not. While you shouldn't be exclusively gearing up for the worst case scenario which is unlikely to happen, anything that narrow the randomness or gives something in return in case you do fail, is still incredibly useful to help you bounce back. And yes, you can nearly gurantee some skill check so you can always pass them with some tools (Analysis, Olive, Justify the Means, Seal of the Elder Sign, etc,), but you cannot gurantee a result on EVERY skill test you take, sometimes you won't even have the tools to reliably load the dice in your favour, especially on harder difficulties. That is why doing things without "testing" is considered really powerful in thie game system. So saying to have " plenty of control on whether or not you're going to pass tests", is an absolute lie: you don't always have that, which is why you need to roll with the punches sometimes — HeroesOfTomorrow · 93
If you read my comment, I said "most tests" not "all tests". Paying two exp for 10% chance of drawing a card is a bad deal bro I'm done trying to get you to understand that. — Spamamdorf · 5
@Spamamdorf And what I'm trying to tell you, is that you are not paying 2 exp for a chance to draw, you are paying 2 exp for extra skill value and an extra benefit if you fail regardless. — HeroesOfTomorrow · 93
Bonesaw

How to understand (Max once per game)? You can heal an investigator only until you fail, or you just cannot take more than one trauma per game once you fail the test? Or maybe you can heal any investigator max once per game and if you fail you get trauma?

Verth · 1
From rules you can find here: Limits and Maximums: — Twinkle_Toes · 1
"Max X per ": ... If a maximum appears as part of an ability, it imposes a maximum number of times that ability can be initiated from all copies (by title) of cards bearing that ability (including itself), during the designated period. It means if you once triggered this ability, it doesn't matter if it was fail or success you cannot trigger it anymore this game — Twinkle_Toes · 1
To make this even clearer, other cards that are worded more precisely exist (e.g. Abbatoir). — AlderSign · 469
Downpour

Not much to say about this card, except I like how it is very close to the Heavy Rain treachery in Scarlet Keys, so we have consistent rain mechanics.

The reason I am writing this is a maybe helpful suggestion: I was going into the mines on day 2, and I didn't like the flavor of rain underground. In case this comes up for you and you feel the same, and you own The Forgotten Age (as you should), in the encounter set Forgotten Ruin, there are 3 copies of Deep Dark. I am switching these out for this scenario on Day 2. They are not identical, but they both target your clues in a way. Deep Dark seems weaker, but it's a good flavor fit I think. In 4 player, Deep Dark could be worse if it comes up at the wrong time.

Undaddy · 2
Hmmm, you couldn't imagine collected water dripping down in a moist cave or the outside rain seeping through its cracks and therefore directly intercepted the scenario structure? Not really a fan of that. — AlderSign · 469