Antiquary

I tried to put this in Sefina with ornate bow and some favor cards. It was not a particularly great deck, in general I find Sefina a bit challenging especially on harder difficulties, but it did really allow this card to shine.

dubcity566 · 111
I think I know the answer to this, but does anyone know if you can use charges one agility/strength/lore tests when using Empower Self? Thanks! — christhelibrarian · 13
Jacqueline Fine

Notice that Jacqueline can cancel Frost Tokens without resolving the "On Reveal" effect.

FAQs (taken from the official FAQ or FFG's responses to the official rules question form):

When a token is 'cancelled' or 'ignored' in its entirety (such as through Wendy Adams's ability, playing Counterspell or revealing two tokens with Grotesque Statue's ability), treat the token as if it had never been revealed at all. All of the token's effects are cancelled or ignored, and any effects that would trigger off that type of chaos token (like Baseball Bat with and ) do not trigger. However, when a token is only partially ignored or cancelled, as with Defiance, the token is still considered to have been revealed, and effects that trigger off it being revealed do trigger.

(From arkhamdb.com)

b4sh0r · 5
Money Talks

Since no one has written a review on this interesting card yet, I'll give it a look.

For 2xp, you get 3 upgrades with this card compare to the lv. 0 version of Money Talks.

  1. a ? icon to commit. This means that talking about money is no longer irrelevant even if you're not yet rich, although adding a ? icon isn't going to wow anyone, and so you still want to be rich. Just note that Money Talks is now not a dead card in a Crystallizer of Dreams build.
  2. You can now money talks for any investigators anywhere on the map now! This is I think the strongest effect for this upgraded card. Just shout louder and if you're rich you can basically auto pass a test for anyone. This effect can be life saving to another investigator across the map. Just don't draw the auto fail token.
  3. Draw 1 card. This is "mildly" good; like Lucky! lv. 2 good. Card draws add pace and consistency to your deck.

To sum up: for 2xp this card adds flexibility to what you can do and add a bit of consistently to your deck. Is it worth it? I think for rich people, why not? I like it. The #2 effect is especially strong. This may not be first thing a rich rogue want to upgrade. (You want to make sure you can get rich consistently and fast first.) But nevertheless for all the rich guys in the game it's worth a good look.

To maximize the potential of Money Talks? Save xps to Double, Double it, since it cost nothing, and will likely pass two test for anyone and you will also get to draw 2 cards. Now that is a pretty sweet deal, although the combo more so speaks to how strong Double, Double can be (and how expensive it costs).

-- Update: I've asked FFG. This is how Money Talks interact with Double, Double

To answer your question(s): "The only thing that would happen if Double, Double were activated after Money Talks (2) is that an extra card would be drawn; the skill test could only be made a resource skill test once, and the condition for testing that skill test wouldn’t change."

liwl0115 · 41
You cannot trigger Double, Double for two different test with single Money Talks. With Double, Double, the only thing you can get is drawing one more card, maybe; or, cannot be triggered. — elkeinkrad · 499
Since you can play this card only if a skill test is initiated, you can't combine it with double double since there is no way I know to do so in the time window of the reaction of double, double — Tharzax · 1
You finish the process of playing Money Talks, and thus can trigger Double, Double, while you're still at the "when" timing point for the skill test being initiated, so I'm pretty sure you can actually use Double, Double on this, but you can't affect multiple skill tests. The second time you play Money Talks, you'll just change the resource test to a resource test again and draw a card. — Thatwasademo · 58
(contrast events like this which change a skill test to events which initiate their own skill tests -- those don't finish resolving until after the skill test they initiated ends) — Thatwasademo · 58
But when is the effect resolved? When you have changed it or when the changed test is over? The only other card which produce a similar effect I know is the asset mind's eye. — Tharzax · 1
It's just like any effect that changes any aspect of a skill test (most such effects just increase your skill value), it's "done resolving" immediately, but creates a lasting effect (see "Lasting Effects" in the rules reference). — Thatwasademo · 58
In Arkham Horror things happen one at a time - if something needs to happen in the middle of something else, it makes a nested sequence (see FAQ 1.4), and has to finish resolving before whatever was interrupted can continue. So the original skill test would not be able to proceed if Money Talks wasn't done being played. — Thatwasademo · 58
There are a few exceptions to this, mostly about drawing multiple cards, but none of those exceptions apply to Money Talks. — Thatwasademo · 58
Well, let me again send a question to FFG game rule specialist on how Money Talks interact with Double Double. I'll update FFG's reply later — liwl0115 · 41
Update: I've asked FFG. This is how Money Talks (2) interact with Double, Double. "The only thing that would happen if Double, Double were activated after Money Talks (2) is that an extra card would be drawn; the skill test could only be made a resource skill test once, and the condition for testing that skill test wouldn’t change." — liwl0115 · 41
Delve Too Deep

Still a staple for me in Dunwich - lord knows the xp is most welcome in that campaign...

(Now to find a way to make this 200 characters. If I dream big enough, there's some kind of chance that this might do it.)

Krysmopompas · 360
Money Talks

I don't like this card.

Whenever I tried to play a big money rogue, I put two of these in without thought. Not anymore.

1) It is a dead draw in early game. Without your resource engine going on, this is worthless. You can't even commit it for skill icons.

2) It is mostly dead in early scenarios. Big money engines needs some xp to fire on all cylinders. Before that, you won't find yourself sitting on a lot of resources. Don't forget big money decks loves to spend resources as much as they love to amass them.

3) If you struggled through the worst, congratulations: This is now a very strong card, almost an auto success barring tentacles, against any type of test. But was it worth to carry it all along the early scenarios? Maybe pay the 1 xp tax and bring this into your deck later? You'd probably pay 2 xp for the improved version at that point. But since you upped the budget, is going even further to buy Sure Gamble better(I for one would rather have Sure Gamble)? If you are going to pay xp for these, when would you do it? After the third scenario? Sixth?

Therefore I think this card is a semi-trap. Don't get me wrong, payoff is there, but I just think this is another one of Rogue luxuries instead of a big money archetype cornerstone. A weird one that is, at 0 xp. Obviously you can choose to struggle with these early, and reap the rewards later (kinda similar to Delve Too Deep). I just want to point out that it's not all roses.

Amazing Adaptable target though.

Aesyn · 572