Rite of Seeking

Rite of Seeking (4) is unusual in that it is one of the few cards to grow more expensive when upgraded. However, it is certainly worth the cost. One danger of the previous Rite of Seeking was the waste of a valuable charge on a failed check. With the (+2) built into the upgrade Rite of Seeking this is far less of an issue. Furthermore, gaining two additional clues instead of one is a sizable gain, further compressing actions. On the other hand, it is near useful in solo play as rarely will locations have three clues on them.

This card often gets a bad rep from the community, but it has a particularly strong niche: 3 player — Chitinid · 14
Marie Lambeau

Marie Lambeau was offered as a promo card in the Investigators of Arkham book. I hadn't the chance to grab that at the time, as shipping was prohibitive. Now, if you're in the same position, proxy her. Really.

Marie Lambeau is a great investigator for solo play.

Just look at the stat-line breakdown of Marie Lambeau:

  • at 4 , she has the ability to cope with a lot of what the encounter deck will throw, at least in terms of Treacheries.
  • the 4 of Marie Lambeau puts her on par with Minh Thi Phan and Rex Murphy, at second place behind Daisy Walker, all of them being investigators! This is really amazing, as you definitely need the clues in that game.
  • at 3 , nothing to sneeze at, Marie can always evade what she can't fight.
  • at 1 though, she has no way to defend herself, at least until you get that Shrivelling out.

Her ability is a bit tricky, but can be powerful.

First, remember that you only check for the Doom threshold during the Mythos phase, allowing you to pile up some Doom tokens on the board the turn before the Agenda is supposed to advance. That said, when the Agenda does advance, you remove every doom token in play, even the ones on player cards.

This entitles three things:

  1. Willingly getting a player card out with a Doom token on it to trigger Marie's ability will reduce the time you have before the Agenda advances by 1 turn. Then for the X-1 turns remaining, you have 1 extra action . But wait! There are restrictions on those actions: you can play Spell cards or trigger their .
  2. When the Agenda advances, you lose the benefit of Marie's ability, as all doom tokens are removed. So you need a way to get those Doom tokens back in play.
  3. Going blind on most scenarios (or not), no matter what, you're probably not so prepared to help the encounter deck advancing too fast. So you may want to trigger that ability with parcimony, thus getting extra doom tokens on the penultimate turn before advancing the Agenda.

All of this require :

  1. Experience of the scenarios you play
  2. Experience at actually playing the deck, and being tricky overall
  3. Getting a reliable and consistent way to put those doom tokens on player cards

That last point is not that easy. Marie's ability is not reliable. Browsing the current card pool, the alternatives are:

  • Alyssa Graham gives you further , parring Marie to Daisy, and encounter deck control as well as Doom management
  • Arcane Initiate gives you at least the Doom token you want, and helps you grab those Spells. And... that's it! Granted, those two allies are pretty good in their own right.

Yes, yes, and just when you think those two cards are perfect for Marie Lambeau and just after you add 2 copies of each in your deck, you take a look at her special weakness: Baron Samedi. I think Baron Samedi is a very punishing weakness:

  1. He cannot leave play until he as 3 Doom tokens on it. It's action yes, but as it requires to exhaust him, you need 3 damn turns to get him out and obviously before the Agenda deck can advance, so in most Agenda (with a Doom threshold at 6 or less) it's not even possible. In the meantime, you can always benefit from Marie's ability true, but 3 Doom can really hurt.
  2. It fills the damn sole tiny, tiny, tiny ally slot you need so badly.

Overall, on your first scenario, pray not to draw him too early, and get at least 3 victory points. If you do, you will be able to buy Charisma.

All this blabbering on Doom management makes you want to introduce some shielding. Marie's special event Mystifying Song is one way to go: for 3 Resources and no (it's a Fast event) it buys you one more turn to pile those Doom tokens. That's pretty good if you draw it.

If you do not though, include 2 copies of Moonlight Ritual. At least, you'll be able to hold on to the current agenda if something has Ancient Evils comes your way.

Check out the sample deck here: arkhamdb.com

banania · 409
Her Signature Card helps you to get 3 doom on baron samedi on short agendas. The permanent Talent "Blood pact" is also a good option to trigger her ability. — Django · 5163
I like the idea of Blood Pact overall, but the cards is not so efficient in my opinion, as you probably won't be able to trigger it much during the game. Or at least, much less so than you'd do with those other talents triggered by spending resources. The true strength of Blood Pact is of course to be Permanent, as you can trigger Marie's ability from the get-go. I have yet to try it. It's somehow does not appeal to me, but it might be more efficient than I think. — banania · 409
One note since this has been written that David Renfield is a great way to pt doom on the board. — jacque_stampunk · 3
Even if you only use it during the last round of each agenda, blood pact is still pretty good! Reliably activating Marie's ability is also worth a lot, so I'd encourage you to try it. — Chitinid · 14
Fearless

Fearless is a pretty straightforward card. I honestly don't see any reason not to include in any deck that relies heavely on Spells, which is to say, most decks of investigators.

Most of the Spells assets require that you do a skill test. With one icon to commit, Fearless helps you do just that, and providing you succeed, it heals 1 horror.

Some of those Spells inflict horror damage when you draw a non-numerical chaos token (example: Shrivelling), so you might want to mitigate those downsides a bit.

In any case, that card is always good encounter deck mitigation, as a lot of treacheries throws tests to the investigators, and the game has many ways to inflict horror you might want to heal.

Great great card.

banania · 409
And if you look closely, you can see the symbol on the back of the hood is the same "alpha/omega PX" symbol as on Armor of Ardennes. Interesting coincidence, or perhaps foreshadowing? — SGPrometheus · 847
Clarity of Mind

I've used this card (mostly with Agnes) but I'm not sure about it.

At its best, this card is 2 resources + 4 actions (counting the one to play the card) to heal 3 horrors:

  • Even with Akachi Onyele, it's still 2 resources + 5 actions (counting the one to play the card) to heal 4 horrors
  • With Marie Lambeau who provides Action advantage for Spells, it's still 2 resources at best because you don't always have the ability to trigger the extra Spell action.

What's more, until now, investigators have other ways to repeatably heal themselves without reducing their action count:

banania · 409
I think this is actually a really bad card. Compared to First Aid, it's the same cost, same number of charges, heals horror, but takes up an arcane slot and can't heal damage. Other than 'you can't take First Aid since you can't take guardian cards,' I'm struggling to justify this card over First Aid. To make matters worse, I consider First Aid to be a really bad card anyway, and this is worse than that. — dr00 · 13
Astral Travel

I'm not convinced about this card. I don't feel like Move actions are the most difficult actions to take in this game. I understand very well the "action compression" it provides, for example if you need two Move actions to get to where you wanna go. But here's the catch:

  • You have to pay 3 resources for an otherwise free (at least in terms of resources) action. Considering you can use 1 of your action to get 1 resource, it would require to move 4 locations away to get value out the card
  • It does not prevent enemies from making attack of opportunities, so you can't use it as an emergency card
  • If you reveal the wrong token, you lose an asset That's too much of wrong sides for my taste :) It's too bad, as the exact same Spell in Arkham Horror the Board Game was probably one of my favorite.

Very situational at least, and until investigators have a way to switch easily cards like Adaptable, it will probably not see much play.

banania · 409
Neither am I. — XehutL · 48
.. I mean why this, if we have cards like #Elusive ? — XehutL · 48
It's a decent one of card in my opinion. There should be a situation in each game played where this would save a couple actions mid to late game and make the scenario easier for a good amount of investigators, but it's not amazing or anything. It might even get an upgrade later that let's it happen to a non-revealed location or something which would be enticing. — Bronze · 187
Note you can Uncage the Soul to play this for free. — clydeiii · 41
Moving does suck sometimes when you have to pass a test to get in or out of a location, but since this action is an explicit Move action, it won't even help you with that. Seems like a pretty weak card. — donkler · 1
I had a situation in The Pallid Mask where a location connecting the two key locations was divided by a location requiring an agility test (and I drew an encounter that made that spot dangerous if you stayed there till the end of the turn.) Astral Travel saved our mystic from needing to pass by it. — Lemmingrad · 21
I don't think that the action per resource ratio matters here since investigators rarely spend actions for resources (plus, you get a free one every turn). Like Bronze said, it's a good 1-of card that can really help you get where you need to go when you need to get there. — dr00 · 13
This card functions REALLY well in Carnevale of Horrors, where time is at a premium and locations can be difficult to get through quickly. Have your Mystic grab an innocent bystander, and (poof), they're saved! — Sarkazein13 · 1
Well, maybe my review was a bit too quick on this card. These days, I tend to include 1 copy of this card in every Mystic deck I built, because there are scenarios with lots of revealed locations, and sometimes you just want to be able to go back to that "resign" location. Situational, but can be a game saver. — banania · 409
doesnt look very impressive but this card won me several games now on father mateo in my dunwich campaign. — lyii · 1
I feel like this card should be an asset, like arcane slot, (3 charges), ->Move. Move to any revealed location and reveal a token etc. — LeFricC'estChic · 86
This card can be interesting for the end of a scenario where you have to go back to the exit, obviously very situational, but it can successfully solve that kind of scenario. — Manlufo · 1