
Stella Clark could benefit from this card. She a low investigate stat and can take 8 horror. Mysterious Raven can also take first 1 horror. And there can be situations where getting clues the normal way is though and then this card gives you 1.
Stella Clark could benefit from this card. She a low investigate stat and can take 8 horror. Mysterious Raven can also take first 1 horror. And there can be situations where getting clues the normal way is though and then this card gives you 1.
Just as an FYI if someone is wondering if you are able to commit a On the Mend during a skill test (which is then in limbo) and are able to pull another one (if you are playing with more than one player) from out of play: It is possible. It was a little counter intuitive for me. I checked this with the super helpful people in the arkham horror boardgame geeks rules forum.
"Absolutely this is legal. I remember the first time I played Vincent in a four player game I made the mistake of sleeving one of each On the Mend in the matching colored sleeves that each player was using. I realized as I played that there were many, many opportunities for me to take an On the Mend while another one was in limbo so I changed them all to clear sleeves mid game. You musn’t think of your two On the Mends in a two player game as “his and hers.” You will often get into positions where you have one committed and the other in hand. I believe that’s both the letter of the law and also the intention."
You will take 2 Horror just by reading the card text out loud.
Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur!
One extra card in the opening hand sounds tame, but mulliganing with 6 cards is so liberating. The usual mulligan flow if your deck is with enough redundancy (not really having to hard mulligan for any key card, however hate to get the similarly tasked cards) is :
Step 1 is improved because you see 6 cards and there are many more possible asset pairings than 5 cards. Step 2 and 3 is improved since while mulliganing those cards are excluded out and guaranteed to turn into something else, the more cards you can exclude out the better you can tailor your opening hand.
My evaluation is that this card worth the XP the more a deck can flex (than getting it for the sole purpose of finding specific thing / hard-mulligan). How many ways your deck can flex, at start of the game you gotta be one thing first and do reasonably well at that before you transition to truly flexing. Mulligan mechanics + 6 cards can really let you choose what you want to be at first clearer.
So if you are planning to play investigators that can access Lv.3 and want to not just vacuum clues, reserve early 3 XP and give this card a try! (e.g. Joe Diamond of course, Daisy Walker with her access, Ursula Downs / Monterey Jack fighting with , Vincent Lee getting opening setup.)
It's noted that a card at a location includes the location itself. It's common to remember some scenarios as soon as that remainer is heard.
To avoid the spoiler, I hide the name of scenarios and just use link utility. Please avoid putting a mouse onto the hyperlinked text if you want to avoid spoiler.