Guard Dog

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Way to read deckbuilding restrictions. Disregard. These dogs are still very good boys and going to ger a lot of use in a lot of decks, but Daniela cannot take them.

Charlie can though!

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guys are mandatory on Daniela. For give experience Daniela becomes able to kill most enemies in the game without lifting a finger.

Charisma, a regular guard dog and this upgrade. She has myriad soak and healing options, and basically being able to pull three testless damage out of thin air is ridiculous. "Motivating speech" also has the exact resource cost needed to put these guys into play.

You could very easily build an entire deck around this concept and a level 0 survival knife. Throw in a trash can lid and a teddy bear for the enemies that really hurt when they hit (or rod of animalism and everyones favorite footballer) and you are more or less invincible.

Daniela and her dogs are going to be a force to be reckoned with.

drjones87 · 188
Arcane Research

Mystic cards are expensive, and this card successfully mitigates all of that. With only two exp you can get a copy of the level 4 spells by the second scenario, which is extremely powerful. Couple it with in the thick of it and rabbit hole for absolutely ridiculous early game gains.

drjones87 · 188
Call for Backup

Official rules response on Call for Backup, re: the potential of healing damage/horror from cards without health. (You can't.)

Q:

Call for Backup reads, in part, "heal 1 horror from any card" and "heal 1 damage from any card". Can these effects be used to remove damage/horror from locations (or other unusual cards) that can have damage/horror placed on them for scenario mechanic reasons? (If the answer is "yes", that should really be errata'd out, or else it can break numerous scenarios.) More generally, can it be used to heal damage/horror from cards without health/sanity? (E.g. Daisy's Necronomicon.)


A:

Thank you for your interest in Arkham Horror: The Card Game.

To answer your question(s):

We are ruling that, unless explicitly stated otherwise, cards without a health value cannot have damage healed from them, and can cards without a sanity value cannot have horror healed from them.

When Call for Backup states that it can heal “any card”, that card must be able to be healed. Daisy’s Necronomicon cannot be healed.

Feel free to reach out to us if any more questions arise!

Sincerely,

Alex Werner, FFG Game Rules Specialist

Rules questions and their answers are reviewed by both the Arkham Horror: The Card Game design team and the Game Rules Specialist.

anaphysik · 94
isn't that inconsistent with Ancient stone (Minds in Harmony) being able to heal daisy's necronomicon (from a previous FAQ under Minds in Harmony) — aurchen · 1
Hello! Can you share and forward the official ruling email (including questions and answers) you received to arkhamdbfaqs@gmail.com? This is the mailbox of Jared, the official FAQ maintainer, and he will update the verdict you received into ArkhamDB! — Jacksonsu · 1
Breach the Door

By itself it's not a particularly great or flexible card, an action to play, a test to succeed, resources to pay, for the solo it can be a silver bullet for objective or victory locations, but usually it's more like skill-icon fodder and an early cut for upgrades. it's the deckspace issue that REALLY treats this card harsly.

BUT.

in multiplayer it's a whole other ballgame, the bigger the team the better. Usually in small teams you´ll cheese up the clues on hard locations with clue teck, so Breach the Door is wasted money and card-draw, but when you run into that 4 or 5 shroud location with 3 clues / investigator, even the cluevers are gonna go "uh, I need a minute". Enter: Breach the Door!

As a main fighter in a team, you might often get saddled with a dud turn, best spent regrouping, setting up, taking resources. Breach the Door gives you a neat trick to do to help the team burn down tough spots. A location with 2 clues / investigator and shroud 2 or 3? Turn it into a 0-shroud and watch as all the "flex" character and yourself suddently contribute an easy 8 clues in 9 actions, not bad i'dd say. Otherwise you might take a 4 or 5 shroud and turn it into a 1 or 2 shroud, all of a suddent the cluever does'nt need any setup at all to take care of the whole thing by themselves.

I really hope to see more stuff like this.

Tsuruki23 · 2519
Though I agree its a very multiplayer focused card, I disagree on the reason. The real value of this card isn't to cooperate on a location, though you can in a pinch. The real benefit is to be able to declare one critical location a game that you are a cluever at, which in many scenarios means effectively having a bonus cluever at to split off from the team at no cost, because guardians are extremely self sufficient in terms of staying alive.. — dezzmont · 210
Chuck Fergus

The kind of adition that I LOVE seeing added to a cardpool.

it's not a new card per-se but the issue with many XP cards is that they enable a playstyle all by themselves, a playstyle that may not fully exist without them. Chuck Fergus the 4xp version does wonders for an event based deck, but being 4 XP ensures that you cannot truly lean into the archetype until after a lot of upgrading. The 2xp version ensures that you can build the deck in a much more final form for the first scenario, bolstered by the fact that 2 copies of Chuck are no more then 1 scenario away, or even with In the Thick of It you can include the first copy and hope to draw/mulligan from the get-go.

So, a quick look at what Chuck actually does:

4 out of 5 classes have Tactic cards, all but mystic. Many of them are attacks or evades or else do some sort of damage. Multiclass characters can really have a field day with Chuck.

The vast majority of tricks belong to , even if onlyfor these, Chuck can be absolutely worth it.

  • Backstab and Sweeping Kick, Sneak Attack and Cunning Distraction, for many of these cards, cards that do damage or evade things, adding to squeeze in more actions or a bonus on the skill test is useful, expanding your window for usefully leveraging the card or increasing the hit chance. For example when youre in heavy combat, squeezing in a fast Sneak Attack at the end might be just what you needed to finish things off efficiently, or else a One-Two Punch to burn down a boss.
  • It only takes 2 uses of the cost reduction to fully pay for Chuck's own cost, playing a 3-cost card every turn is sure to bankrupt you immediately, and it makes the big cards like Dynamite Blast and Cunning Distraction much more palateable.
  • All the cards in the Breaking and Entering, Cheap Shot and Slip Away suite can really benefit from any one Chuck buff, and as a deck design they scale well with more xp down the line.
  • Cycle the deck and draw cards with Easy Mark, if you find just the one and got nothing better to do with Chuck, you get to cycle it like a freebie.

Altogether a great card.

Tsuruki23 · 2519
OG Chuck was 5xp... this seems like a crazy good "downgrade", saving 3xp by paying only 1 additional resource (and an icon on a card you never want to commit). I guess Chuck must have been way too xp intensive before, as I can't see that you would ever upgrade this version once you bought it. At 2xp he can even be picked up by Rogue-adjacent characters like Dexter or Lola. — Red_Rob · 1
The main difference between Chuck at 5 XP and at 2 is that the 5 XP version lets you choose *two* options. That means you can use the upgraded versions of e.g. Pilfer and both reduce the cost and add the bonus to more reliably oversucceed and get the card back for next round. — Staffan · 3