Unearth the Ancients

Daisy begins the ritual. She's never attempted it on something this difficult before. It will take all her knowledge to unearth an ancient with this level of power.

She speaks the word of the incantation. The translation had felt nearly impossible to piece together at first. It was mentioned in hushed tones in certain texts, reprinted in partial in others, in Sanskrit here, Sumerian there. Through months of intense study, she had finally reproduced it in full.

A glowing seal appears in the middle of the pentagram she has drawn in the dirt as she mutters the words. A wizened hand breaks through the dust. Then an arm. And finally, the truest sign that she had succeeded in her task, a neckbeard.

Trailing slime as he pulls himself upwards out of the seal, Dr. Milan Christopher grunts. "Hrumph! This better be good. My clan was about to raid the Deadmines, and all our other DPS are shit."

Dedalus · 6273
PROS: — Daerthalus · 16
@Daerthalus I love that you accidentally hit enter, then clearly just decided you were done. — SGPrometheus · 847
@Daerthalus: you must have a lot to say to take so long to write your comment! — Valentin1331 · 78564
This is one of the funniest reviews I’ve ever see — Mandelmassiv · 25
Doomed

Here's a conundrum: how far can the basic weakness go to be as thematic and heart wrenching as possible, but at the same time maintain player's ability to have interesting choices and control over their investigator?

The answer is: closer than this here card, because Doomed is now the king of nastiest basic weaknesses in the game.

Well, not on its own it's not, but in the chain of events between Doomed, Accursed Fate and The Bell Tolls, this card takes the cake easily just by the association with its "upgrades". Last card in this chain of weaknesses outright kills you on the spot the moment you draw it. How bad is it? I propose we take a look at the "Doomed chain" from two very different perspectives.

From the thematic point of view, nothing fits Arkham Files game better than Doomed, because from the moment you see it for the first time, you know what's coming. You understand your inevitable demise and you know there's no escaping your fate. Your powerlessness regarding your future is certain. Sense of dread is overwhelming.

You get the idea.

This one card is the most Lovecraftianesque, Poe-like and Chambers-shaped thing in this game and there's no denying it. It embraces all the things that source material on which Arkham Files is build upon tried to convey to its readers and contains all the characteristics of reliving it in your own living room. It's a perfect thematic 10 out of 10.

But... Is it fun to have in the game from the mechanical standpoint, that's a different question entirely.

I'll start my considerations with few assumptions in mind:

  1. I'll assume that basic weakness is drawn only once per scenario;
  2. I'll assume player knows what weakness they have in their deck before starting their first scenario;

We can't really escape the comparison between "Doomed Chain" and other weaknesses printed so far. That comparison will be skewed, because no other previously printed basic weakness provides overarching effects that accumulate over the course of the campaign (Dark Pact is such a card, but it's also realeased beside Doomed). If we focus on the in-scenario effect of both Doomed and its first upgrade, Accursed Fate, we can safely say that their effects are mild to say the least. One horror, hell - even two horror is really basic and relatively bearable. None of those effects are even close to some of the previous nastiest basic weaknesses (like Overzealous that can drop the sky on your head all by itself) - but it's The Bell Tolls that makes the chain the foulest of all. Why is that? Because of it's thematic inclination: you can't do anything about it.

The strongest point of this weakness chain is also the biggest mechanical problem. You can't do anything about it. With above assumptions in mind, we can precisely say that investigator will die in scenario number 5. (We will investigate other options later on, keep on reading)

I can hear the voices already:

"Of course you can counter it! you can use Scrying or Alyssa Graham and never even draw it!"

"You can drop all the card draw from your deck and not draw extra cards!"

First of all, mystic-specific solution is just that - a mystic specific solution that not all investigators can use, and even from those that can take mystic cards, do you really want to take 4 off-class cards that don't serve any other purpose than not dying? Sure, not dying is important - but it doesn't progress the game on its own. And second, you have to draw cards! And you will draw cards every upkeep, not drawing cards isn't helping either. Basic weaknesses in general are not there to be scared of drawing cards, but to thow a wrench in the works. They also serve the purpose of affecting player behavior. (More on that later, bear with me.)

There is no real way to play around "Doomed Chain" but it's not a surprise: it is in line with its design through and through. And from the mechanical standpoint, that is not ideal. No other weakness based on its revelation effect does this. If you have Amnesia in the deck, you don't hoard cards, if you have Paranoia you try not to sit on your resources. Overzealous, as much as I hate it, can be helped with greater preparation for the encounter set shenanigans. Enemies can be dispatched in small paper bags or evaded, weaknesses with lasting effects can be discarded for 2 actions. With this, you can't do anything. Another basic weakness from The Forgotten Age expansion, Dark Pact, gives you the choice and punishes you for chosing poorly, but there is a place for human decision and its consequences. With "Doom chain", there's nothing. And for someone more mechanically oriented, that might be too far, because if you get Doomed, you just lost the character without fault of your own, before you even start playing. "Is the winning move not to play at all...?"

Because of how "Doom Chain" is designed, it can be heavily detrimental to your campaign. If you have to start from scratch with new character in scenario 6 of 8, your chances of overall success diminish, as a fresh level 0 deck will be at disadvantage. And that's with the assumption you draw one basic weakness every scenario, but let's say you were lucky and The Bell Tolls took you down later, in scenario 7. Starting final battle with fresh level 0 deck isn't really fun EVEN with Arkham Files standards in mind.

And all of this just because of single basic weakness, that could've been something different entirely. Chronophobia, anyone?

Arkham Horror LCG with its content celebrates diversity of its players, both thematically and mechanically affilicted - and anyone in between. It focuses greatly on telling player stories, and in this one case, I think that theme took precedence over the mechanics. All of the player misfortune in this game is never truely based on single card draw or single token (unless you make it so yourself with some Double or Nothing combo), and certainly not even before the game starts and player scatter to do their investigating, killing and evading. This is unprecedented, and I can see it being too much for some.

Are there any upsides to being Doomed though? Surely it can't be that bad, can it? As I've mentioned already, revelation effect of first two cards in chain is relatively mild, and as for the third card... Well, it can be somewhat diminished. I'd like to propose different approach, that we shall call "Embrace your Doom, or how I learned to love the Bell" (trademark pending).

If you can manage to not draw your weakness even in few scenarios, you're probably set for the rest of your campaign if your deck is not based on drawing whole stack few times in any given scenario. You might simply never get close enough to The Bell Tolls for it to be any real threat to the success of your campaign. But that's easy. You can go even further.

Earlier I've mentioned that "good" basic weakness gives difficult choices or affects player behavior. If you know you're going to kick the bucket faster than anyone else anyway, why not just take some risks that you wouldn't have taken because of fear of trauma or other lasting effects? You're Doomed anyway, what do you care? Sweet bell calls you home, draw those cards faster, aim for Bell in scenario 3!

TL,DR: Bells be flying, players dying, on this journey of self-discovery make your mind if you can take it anymore. The most polarizing weakness of all. Either have fun with it, remove it from the pool or just embrace the inevitable. None of those approaches is injustified nor should be looked down upon.

While I agree with the TLDR, I feel like it punishes you now, and heavily later. This could've been avoid simply by giving you a small boost now, with heavy punishment coming. Draw Doomed? Add it to the victory display, as 1xp. Draw Accursed Fate? Get X resources and Draw X cards. Now you can truly embrace your Fate! Because the downside of you dying is yes, bad. MUCH WORSE for your team, who might've needed you alive on an all-or-nothing scenario, where failure meants EVERYBODY DIES. But in it's current form? It's a double slap in the face (dead draw plus horror) plus you get to die. Even faster if some enounter cards make you search out curses. So very much bleh on this one. — CecilAlucardX · 10
I agree with the points made above. There doesn't seem to be much upside to this weakness--it boils down to "take a bunch of horror now and inevitably die later." I guess that's Lovecraftian in theme, but I just can't see anything fun about that. Permanently losing your character in scenarios 6 or 7 would be a kick in the teeth (as would losing the campaign because you drew this card early in scenario 8). I'm not sure I will play with this one. — CaiusDrewart · 3185
Uh... unless you spread the love? What happens when you play You handle this one! to any of the trees? Could you spread Doomed around to everyone? Checking with rules at the moment... — CecilAlucardX · 10
@CecilAlucardX: I’m fairly certain that it works. You could also have someone else play "Let me handle this!". @ Skid_the_Drifter: While I’ll agree that Doomed is probably the most punishing basic weakness in general, I don’t agree that it’s uniquely impossible to play around. As you say yourself, if you play as little card-draw as possible, and instead base your deck around permanent effects. In that case, you’ll often only draw about half your deck, which gives you a fair chance to never draw Doomed. It’ll certainly add a new level of tension until you’ve avoided the card in four scenarios (at which point you can basically ignore it for the rest of the campaign), but it’s far from impossible. Some investigators will suffer more from that playstyle than others (Minh, anyone?), but compared to that, I’ll straight up restart a campaign if I draw Amnesia as my basic weakness in an encounter heavy Sleight of Hand rogue deck. Anyway, thanks for the review. Even though I don’t entirely agree, it’s a pleasure to read. — Croaker13 · 2787
I agree that this card fits thematically, but is one of the worst cards in the game. I think i'll scrap it immediately, when my copy of the forgotten age arrives. Are weaknesses encounter cards? If not you can't play "You handle this one!" on it. — Django · 5155
I think I found a way to deal with doom. Please check my solution. According to the rules: "When an investigator draws a weakness with an encounter cardtype (for example, an enemy or a treachery weakness), resolve that card as if it were just drawn from the encounter deck." — John2018 · 6
if we play "You handle this one!" in solo mode, does the effect triggers and being discarded as there is no valid target. Am I correct to assume that? This can be used on accursed fate and the bell tolls cards. — John2018 · 6
To Danjo: — John2018 · 6
To DJango: Thank you for the idea. Some weakness cards are considered an encounter cards. If I have understand the rules correctly, it's belong to the encounter deck! — John2018 · 6
In solo play, "You Handle this one!" will only gain you 1 resource. The reasoning? The card reads, "Choose another investigator. That investigator is considered to have drawn that encounter card instead. Gain 1 resource." You can't choose another investigator because there isn't one, so that effect fails. The "That investigator" part relies on the first part succeeding; if it doesn't, then this part also fails. Then, you can gain one resource, which isn't dependant on any part succeeding, so yay, free moneh! But that card is yours to draw. So no, "You handle this one!" won't work in solo play. — CecilAlucardX · 10
@Croaker13: I stated that not drawing cards is not the solution as well. — Skid_the_Drifter · 147
@John2018: Even assuming it is legal to do that (I'll wait for the official ruling on this one, I'd be surprised if that was intended) it still leaves investigators that can't do anything about it. As was already mentioned, this solution wouldn't work in solo either. I think working around it would also cheapen the card, it is intended to be inevitable with all it's flavor and wording. Middle ground would show inconsequence of design. To add to my previous comment, I don't think that avoiding the draw is right play, because it impaires your performance. Instead of doing that, one should go ham and take all the risks, because that kind of behavior leaves less to the Lady Luck, and gives more control over your own in-game fate: you embrace the doom bcause it benefits you more, much ore often than cautious play avoiding draw, performing worse than it would and still dying to the bell in the end. — Skid_the_Drifter · 147
Though I understand why thematically it fits. I think a better effect would have been "You are defeated." (maybe with a trauma). It would have the same effect of unavoidable doom, but at least it does not send you back to 0 XP. — MoiMagnus · 63
(Though I think the true problem is the way killed investigators are handled. They should have said something like "the new investigator start with the XP of the old one minus 5" (or halved) instead of 0. — MoiMagnus · 63
Umm... Guys, do you really think that "drawing own basic weaknees each scenario" is a fair assumption? Majority of investigators start a game with 28 cards (I don't count initial draw, it doesn't matter here). When we draw 17,5 cards (:D) during the whole scenario, we have 62,5% chance to draw that basic weakness. If we have 62,5% chance to draw basic weakness each scenario, we statistically draw that basic weakness 5 times within 8 scenarios. Two questions: which estimation is closer to reality - that we draw 17-18 or 28 cards during one scenario? And should not that card have any statistical possibility to kill its bearer during that campaign? To be honest reactions like: "That card is bad! I'll tear it up!" means that game designers did their job well - psychological effect has been reached even when that card didn't even see play :D And, as you could see that in my calculations, I love both mechanical aspect of AH LCG and that card. — KptMarchewa · 1
@KptMarchewa: I don't think anyone was assuming that you will draw it each and every scenario. If that was true, this weakness would be obviously and utterly unplayable. A sizable chance of being permanently eliminated at some point in scenarios 6-8 is a huge deal. — CaiusDrewart · 3185
@CaiusDrewart citing from review: With above assumptions in mind, we can precisely say that investigator will die in scenario number 5. — KptMarchewa · 1
@KptMarchewa: I think you're missing the point of what my assumption really does: it evens the judgement across all weaknesses. Funny thing is that your estimation that was suposed to support your point does the opposite: it shows that across 8 scenarios you will just die without fault of your own because of one card you were dealt between you even started playing. Assuming scenario 5 as the dead end was also serving the purpose of visualizing middle of the spectrum: it is completely possible to die to the Bell well before scenario 5, just as it is possible to draw it after scenario 5. I would also like to point out that your vicious hyperbole about reaction to the card is unjustified, because no one throws a tantrum in here, and that kind of mocking should not happen. Additionally, stating that designer job is "well done" because it achieved reaction from players is abysmall - the job is well done when game works as intended. In this case, I assume that card is working as intended - but it sets up a precedence for the future. There are many variables stacked against the players in this game, auto-fail token being the most symbolic and straight-forward of all. The more of that kind of RNG we put in the game, the more swingy it becomes. There has to be a basic player field left out for human decisions and mistakes - and punishment for them. I'm sure some people were craving the flat out "you die" card, as it is very thematic. Some people will love the schadenfreude of it and that is their right, but at the same time other people have the right to say "this goes too far for me". There is no universal measure of how much "luck" is in the game, therefore it's a tough balancing out. "Doomed chain" is radical in its design, leaning far to the thematic side - and that's fine, as long as there's a place for human decision. Because otherwise, as I wrote "Is the winning move not to play at all...?" — Skid_the_Drifter · 147
This weakness is only ok-ish in the short 3 scenario campaign of Night of the Zealot. — Euruzilys · 14
Haven't yet heard back from rules on this one, but if i had to guess, it would likely end up either working as intended (Note, you cannot give signature weakness to other investigators for the same reason as you cannot give signature assets; they cannot control them), or Let me Handle this/You handle this one will get errata'd like William Maleson did. — CecilAlucardX · 10
With this weakness, it's just a matter if luck whether u'll die or not. You just have to not draw it (that and its "upgrades") too many times — matt88 · 3210
It also depends on whether your deck involves card draw. If it does, you may have a problem. If not, I think you re ok. In my last campaign play, I had Sefina and my only card draw was Arcane Initiate. I only drew my basic weakness 2 or 3 times (can't remember exactly). If Doomed was in its place I would ve been ok. So it doesn't always mean you ll always die at some point, you may be lucky enough to never even draw The Bell tolls. — matt88 · 3210
Thematically I understand the lovecraftian hopelessness that this card encapsulates. Mechanically its abhorrent. There is nothing for the player to learn, there are no ways to adapt to the weakness. Statistically you perish assuming the only draws you take are end of round. Unless you have Alyssa Graham / Scrying, this is a death sentence. — darkernectron · 8
Might we salvage the "Doomed Chain" by adding "Forced - At the end of the game, replace this card in your deck with Accursed Fate" to The Bell Tolls? The tension will ratchet because the threat of death is extremely present but no longer an inevitability. — Courier_Snow · 1
Calvin Wright

So time may tell but for now Calvin just seems horrifically underpowered. The idea is cool - you can happily fail early scenarios to gain trauma which increases his skills which means you can spend those scenarios trying to grind XP instead of making progress - but the payoff really isn’t there to make up for him having such awful base stats.

Let’s compare him to Mark Harrigan, another investigator who uses something bad happening to him (taking damage) to boost his skills. Using Sophie he can boost any skill by 2 for a relatively low cost of taking one damage. Sure, this doesn’t apply throughout the whole game like Calvin’s ability, but Mark easily makes up for this by a) having good stats to begin with, b) being able to boost a stat more than once for a critical test and c) being able to heal the damage to get further uses of his ability. Calvin has awful stats unless he is close to death, cannot naturally boost his base skills above 5, and gets weaker if you heal damage or trauma from him. Mark even benefits from taking damage whilst Calvin gets nothing other than approaching having a decent stat value.

Calvin’s weaknesses are pretty glaring. He is awful at the beginning of a campaign (or any time he has less than 3 damage/horror on him) as he can’t do anything effectively. With 0 in everything he has almost no hope at fighting or evading enemies and he can really only discover clues by using Flashlight to make locations 0 shroud or via events. He can use enemies that deal damage to boost his physical skills, but when stuck with an enemy that only deals horror he is going to be in trouble. Even 2 is a bad number to have in a skill and 3 is still poor, so he really needs at least one other investigator to kill enemies that he cannot handle early and another one to discover clues. However, this goes against his desire to fail scenarios in order to gain additional trauma as the other investigators are not likely to want this to happen, leaving him in an awkward position early in the campaign. Once he gets some trauma he starts to become okay, but then a lot of his deck needs to be devoted to keeping him alive and becoming merely ‘okay’ is not worth the annoyance of being useless for a long time.

So all in all he is definitely interesting, but I can’t really see him being anything other than awful unless some amazing combo comes out that only he can use.

ksym77 · 91
I think I agree with this. Another thing is that Calvin must get his stats to 4s and 5s just to be competitive with other investigators. Because he isn't getting free cards/clues/resources from his special ability, whereas everyone else (except Lola) is. But getting to high stats is a slow and difficult process, and once he's there, he has to deal with being extremely fragile. He does run Key of Ys quite well--I will grant him that--but Yorick and Pete run it even better, so I don't think that saves him. — CaiusDrewart · 3185
Key of Ys is good for everyone. it's just better for characters who can tutor and/or protect it. In addition to what has been said, Calvin has the same problem as a rogue with charons obol (see reviews for it). He makes you play defensively when you're close to death, instead of taking risks to win the game. Another point, his weakness alone can permanently kill him, if he has too many trauma. — Django · 5155
I'd like to point out that Calvin can only gain from fighting werewolves. Think about it (very minor spoilers). — CecilAlucardX · 10
@CecilAlucardX: True. But that combo is so broken and cheesy--so clearly an oversight on the part of the designers--that I don't think I would play with it, personally. — CaiusDrewart · 3185
You want Monstrous Transformation for him! — jd9000 · 76
*knowing wink* Mayyyybbbee. — CecilAlucardX · 10
I wish he had 7 health and 7 sanity. Maybe that would make things more balanced? Although he can just be this game's "ultra hard mode". — bigstupidgrin · 84
Comparied with Mark and Baker,the test"you" may be mean the card you control,that would make it more balanced? — wjqcx512 · 7
@wjqcx512: no; the "you" here is just shorthand for "your investigator card," which is the same with Agnes. Mark specifically says "cards you control," which includes your investigator card. Calvin would be insanely good if he got stats for damage/horror on all his cards. From what I've read, people who've played him think he's insanely powerful, just difficult to use. — SGPrometheus · 847
Song of the Dead

Up until Forgotten Age, this had been relegated to the back of my stack of Mystic player cards. With the Player Card options included with Forgotten Age, though, I think this may see play. Between Dark Prophecy, the new "Seal" mechanic, and the upcoming Olive McBride, I'm thinking that Jim may see Song of the Dead as carrying a lot of potential.

mckayba · 2
Even without Jim, the cards you mention increase the chance of getting bonus damage by a lot, depending on the skulls penaly. — Django · 5155
If there are 2 skull tokens out of 16 total, Dark Prophecy increases the chance of drawing a skull from 12.5% to 49%. Olive McBride increases the chance to 33%. Even with these, I don't think I'll use Song of the Dead in the Diana Stanley deck I'm working on. Even if you could use a Dark Prophecy every attack, it would do 2 damage average, just like Shrivelling and Shards of the Void. — jmmeye3 · 631
Dark Prophecy

Rule from Matt:

Q: How does Grotesque Statue + Dark Prophecy (or the upcoming Oliva) work?

A: "Yes, you can use Grotesque Statue and Dark Prophecy (or Olive) during the same skill test. When you use multiple effects that replace “revealing a chaos token” with something, else, you must first declare your intention so you are reacting to what you draw from the bag, because each of these effects are meant to be triggered before you draw tokens from the bag.

If you say you’re going to trigger Prophecy's ability first, you should then say which of the 5 tokens you’re about to reveal from Prophecy's ability will be turned into 2 tokens from the Statue (For example, “I’m going to reveal 5 tokens using Prophecy, and for the first token, I’m going to reveal 2 instead of 1 using my Statue). Then you’ll ignore one of the 2 statue tokens, and be left with 5 total tokens, which you’ll then choose 1 to resolve (with a bad symbol on it). Because all of these tokens are considered to be revealed simultaneously, what you are not allowed to do is reveal the first few tokens with Prophecy, and then decide whether or not to use the Statue — by then you are committed one way or the other.

If you trigger the Statue’s ability first, you would do the same thing, declaring your intent. (For example, “I’m going to reveal 2 tokens using my Statue, but for the second token, I’m going to use Prophecy's ability to reveal 5 instead of 1”.) Then you would choose between resolving the first token or the 5 Prophecy tokens. (Here this is a little strange, because Grotesque Statue says "Choose 1 of those tokens to resolve, and ignore the other,” which implies that you only get to resolve 1 token and ignore 1 token, but for the purposes of resolving these types of effects, the 5 tokens revealed from Prophecy's ability should be treated as 1 revealed token). If you decide to resolve the 5 Prophecy tokens you would then choose 1 to resolve with a bad symbol on it and ignore the rest, as usual.

I hope this helps. I know it’s a bit complex, but it’s all optional (and of somewhat limited usefulness, in my opinion), so I don’t expect it to come up too often. That said, I will make a note to add this to next iteration of the FAQ. "

Cambro · 18
Hey Cambro, are you on Discord? If so, you can send these rules queries to me - @zooeyglass - and I can add them to the arkhamdb FAQ, should you wish it. — zozo · 3000