If you would have told me a year ago that I'd be hyped to see somebody talking about 6 year old content for a 7 year old co-op card game for 2 full hours.... 🤣
Thank you for the review of cards. Helps a lot for a new player. While you have a ranking of investigators, you don’t have a ranking of the different investigator extensions. Beging at the beginning of my collection videos like this help to set priorities when building the collection
Used “Prepared for the Worst” in a EotE deck… she had a back pack too… throughout the campaign, it only found 1 or 2 knives out of the 4-6 weapons that were in there..
In the beginning Double Or Nothing was like a pseudo Deduction for Rogue. Nowadays its, "I'll Pilfer, DoN, Watch This, Quick Thinking, ManDex for 6 clues, 2 extra actions, 9 resources, and draw 2 cards." The newbies at my table were like, "uh.. wut?" and my veteran friend was just grinning.
For Dark Horse, staying at zero resources is the wrong general strategy. Instead, accumulate resources as normal *but* have taken Scrapper, so that you can on-demand go to zero resources whenever you feel the +1 boost is worth it (since you can spend them during a skill test window to pump even when Scrapper's stats aren't relevant). That leaves you more flexible to play assets, etc. BUT the real excellent strategy is (if you have access to it) to combine Dark Horse+Scrapper with Lone Wolf, which vastly opens up flexibility to nuke your resources while still regularly having enough to play cards -- it's especially good for fueling Fire Axe/Mariner's Compass, and frankly even just the extra +2 from Scrapper itself is very relevant to many characters. Even without that particular combo, in general I've found Dark Horse decks to benefit a lot from resource cards like Nothing to Lose or just classic ECache. Obviously a lot more people can play Dark Horse than can play Dark Horse+Scrapper, but for your average "Dark Horse Survivor" that's definitely the way to go, instead of trying to function entirely at zero resources.
Lucky dice was a nice card as originally printed because it could cancel the autofail, which not many cards can do. Still it was expensive, but a nice insurance. After the errata (not taboo, errata) that says you cant cancel the autofail... it's terrible.
What is the difference between removing a card from the game, like you do with Lucky Dice, and exiling a card? Thanks in advance. You've been answering a lot of my rules questions across numerous videos lol
Removing it from the game keeps it from your deck, but removes it from your deck for that scenario. Exile removes it from the game AND from your deck, which means you need to either buy the card again or replace it with a level 0 (or another) card if you don't.
Never noticed that they made cards without any traits. Was it a mistake, or maybe they thought "If it bleeds" needed a nerf because it was obviously going to be too powerful. Wild that it isn't a spirit that you can grab with NatCho because then it might actually see play as a one of. Can they taboo a trait onto it?
I noticed you didn't do "return to" cards. Was curious on your thoughts about the Bandolier lvl 2? Seems like a rather nice item, especially for someone like Roland Banks. Allowing him to have a big gun or two flexible weapons while still using things like a flashlight and magnifying glass or a similar combo for clue gathering, throw in the willpower bonus on top of it to bolster his weak spot of sanity tests. To a newbie like me it seems like it'd work great to make Roland into a killer flex or solo investigator. Not matter what he is always getting clues. Also feel like some solid possibilities with making Skids into a good flex as well. But really curious on hearing others thoughts.
Bandolier 2 is great! I didn't talk about the Return To cards because they are a different product than the Dunwich Revised Core and they also seem to be going out of print. So until they start showing signs of coming into print again or being reprinted in a new format, it's likely I won't be covering them in future videos either.
I recently started playing with Emergency Cache level 2 (on your recommendation) and you're right that it is really good! One of the things I like about it is that my decks don't always start with Emergency Cache level 0 because most of their cards are cheap, and when I upgrade into expensive cards I can then add in some E-Cache level 2s and not have to take a feels-bad by spending experience for E-Cache level 0s.
Flare - are you sure you only have to exile if you find somebody? I mean, SEARCH TOP 9 CARD (for an ally and put it in play). Then exile. You can search, find none, but still "THEN exile". Like every other card you search for something, you search. If it's there, you get it, If not, you still searched. Then exile. So why do we presume it to only exile at a successful search? (which bumps the tier in my book, if this is really the case)
"Then" has specific rules meaning in Arkham LCG. You only do "then" if the previous thing happened completely. If something says, "Take 2 horror, then draw a card" preventing even 1 of the horror will also stop the card draw.
@@obsidian-dice oh, wow, did not know that. I find it a strange rule, to have to completely fulfil the instruction (vs as best as I can) in order to have the THEN effect. But thank you for clarification. Hope I'll remember this next time I see a 'Then'.
If you would have told me a year ago that I'd be hyped to see somebody talking about 6 year old content for a 7 year old co-op card game for 2 full hours.... 🤣
Heard. I’m one of the new players that has jumped on for the first time since the revised rereleases. So this definitely hits for me!
I stand by my comment on the A Chance Encounter artwork and I'm now working on a "Charlie Kane drowns his constituents" deck concept.
We need a link
I always learn something when I watch your videos doing card analysis. Well done and much appreciated. 😁
Great breakdown as always, looking forward to seeing this format for other campaigns!
Maybe it'll be good idea making similar video about core/revised core set. Maybe it'll be trivial ranking, but for new players it might be usefull
Yea I agree
Thank you for the review of cards. Helps a lot for a new player.
While you have a ranking of investigators, you don’t have a ranking of the different investigator extensions. Beging at the beginning of my collection videos like this help to set priorities when building the collection
List idea! Cards that still don't have a home even after Scarlet Keys
Super stoked for this little series! My friends and I are just getting into the game and we're addicted
I like this type of video. I hope you do more.
This is a cool video series. I'm also hoping you'll do a Carcosa retrospective like you did for the Dunwich Legacy
My Arkham sensei is here!
I would maybe play «Taunt» in Dunwich. Due to all those aloof whipporwills. Usually a hard pass on the unupgraded one.
Used “Prepared for the Worst” in a EotE deck… she had a back pack too… throughout the campaign, it only found 1 or 2 knives out of the 4-6 weapons that were in there..
The card pool was soooooooo limited in the beginning that I don't think there can really be regrets. Kukri was not so bad by comparison.
They actually did put Rite of Seeking (2) in the Revised Core Set. Not the level 0 version though, strangely.
Which is even weirder to me. Rite of Seeking should've been there in the original core for sure.
@@PlayingBoardGames Definitely agreed
In the beginning Double Or Nothing was like a pseudo Deduction for Rogue. Nowadays its, "I'll Pilfer, DoN, Watch This, Quick Thinking, ManDex for 6 clues, 2 extra actions, 9 resources, and draw 2 cards." The newbies at my table were like, "uh.. wut?" and my veteran friend was just grinning.
But Jim, you should really try Nkosi with Song of the Dead.
...sorry I meant Justin
Ubiquitous was not the right word.
You might have been looking for universal instead.
For Dark Horse, staying at zero resources is the wrong general strategy. Instead, accumulate resources as normal *but* have taken Scrapper, so that you can on-demand go to zero resources whenever you feel the +1 boost is worth it (since you can spend them during a skill test window to pump even when Scrapper's stats aren't relevant). That leaves you more flexible to play assets, etc. BUT the real excellent strategy is (if you have access to it) to combine Dark Horse+Scrapper with Lone Wolf, which vastly opens up flexibility to nuke your resources while still regularly having enough to play cards -- it's especially good for fueling Fire Axe/Mariner's Compass, and frankly even just the extra +2 from Scrapper itself is very relevant to many characters. Even without that particular combo, in general I've found Dark Horse decks to benefit a lot from resource cards like Nothing to Lose or just classic ECache.
Obviously a lot more people can play Dark Horse than can play Dark Horse+Scrapper, but for your average "Dark Horse Survivor" that's definitely the way to go, instead of trying to function entirely at zero resources.
I still think, even with that, Dark Horse is outpaced by other archetypes with the game's current card pool.
Lucky dice was a nice card as originally printed because it could cancel the autofail, which not many cards can do. Still it was expensive, but a nice insurance. After the errata (not taboo, errata) that says you cant cancel the autofail... it's terrible.
Zero level Oops is good in true solo! Since Relic Hunter is in the revised core you can have Holy Rosary and Jewel of Aureolus.
💖💖💖💙
What is the difference between removing a card from the game, like you do with Lucky Dice, and exiling a card? Thanks in advance. You've been answering a lot of my rules questions across numerous videos lol
Removing it from the game keeps it from your deck, but removes it from your deck for that scenario.
Exile removes it from the game AND from your deck, which means you need to either buy the card again or replace it with a level 0 (or another) card if you don't.
@@PlayingBoardGames
Aah thank you! That makes sense
as someone who has basically only played mystic, the two survivor allies that heal themselves always seem broken to me.
Never noticed that they made cards without any traits. Was it a mistake, or maybe they thought "If it bleeds" needed a nerf because it was obviously going to be too powerful.
Wild that it isn't a spirit that you can grab with NatCho because then it might actually see play as a one of. Can they taboo a trait onto it?
I noticed you didn't do "return to" cards. Was curious on your thoughts about the Bandolier lvl 2? Seems like a rather nice item, especially for someone like Roland Banks. Allowing him to have a big gun or two flexible weapons while still using things like a flashlight and magnifying glass or a similar combo for clue gathering, throw in the willpower bonus on top of it to bolster his weak spot of sanity tests. To a newbie like me it seems like it'd work great to make Roland into a killer flex or solo investigator. Not matter what he is always getting clues. Also feel like some solid possibilities with making Skids into a good flex as well. But really curious on hearing others thoughts.
Bandolier 2 is great! I didn't talk about the Return To cards because they are a different product than the Dunwich Revised Core and they also seem to be going out of print. So until they start showing signs of coming into print again or being reprinted in a new format, it's likely I won't be covering them in future videos either.
@@PlayingBoardGames Thank you, knowing that I'll be sure to grab the "return to" sets now rather than later.
Yes, that's a good call!
Strange Solution doesn't take up a hand slot AND costs 1, it is definitely busted.
I recently started playing with Emergency Cache level 2 (on your recommendation) and you're right that it is really good! One of the things I like about it is that my decks don't always start with Emergency Cache level 0 because most of their cards are cheap, and when I upgrade into expensive cards I can then add in some E-Cache level 2s and not have to take a feels-bad by spending experience for E-Cache level 0s.
Flare - are you sure you only have to exile if you find somebody? I mean, SEARCH TOP 9 CARD (for an ally and put it in play). Then exile. You can search, find none, but still "THEN exile". Like every other card you search for something, you search. If it's there, you get it, If not, you still searched. Then exile.
So why do we presume it to only exile at a successful search? (which bumps the tier in my book, if this is really the case)
"Then" has specific rules meaning in Arkham LCG. You only do "then" if the previous thing happened completely. If something says, "Take 2 horror, then draw a card" preventing even 1 of the horror will also stop the card draw.
@@obsidian-dice oh, wow, did not know that. I find it a strange rule, to have to completely
fulfil the instruction (vs as best as I can) in order to have the THEN effect. But thank you for clarification. Hope I'll remember this next time I see a 'Then'.
There really should be a rouge card that lets you return from a resign condition.
I wish I had half of passion you have for this game
5:08
Lightning Gun is simply terrible...
On easy and Normal, sure, on Expert it is pretty good.
Man. Guardian really did now show well here.
Theyre not included in core cause dunwich is core part 2
Which I think was a bad choice for the card pool health of the game.
@@PlayingBoardGames i agree. I thought they should've been bundled or more clear that the core set isn't a good solo purchase