Down the Rabbit Hole

How does this card interact with buying new Lvl 0 cards? I'm playing a campaign RN and it's not exactly clear so I can't be trusted to be impartial about it.

From Campaign Play in the rules reference: Each card costs experience equal to the card's level, to a minimum of 1 (purchasing a level zero card still costs 1 experience). The number of pips beneath a card's cost indicates the card's level.

Additionally, from 1.8 "Game Play" in the FAQ: When purchasing a new card during campaign play, an investigator must pay a minimum of 1 experience. As a result, level 0 cards cost 1 experience to purchase. This minimum only applies when purchasing new cards. It does not permanently alter a card’s level or experience cost, and does not apply when upgrading a card to a higher level version.

The way that I read it, as specified by the FAQ, Lvl 0 cards cost 0 XP, but because the cost of adding a new card to your deck must be at least 1, the cost is brought up to 1. My question is this -- does the increased price from DtRH apply to the 0-XP cost of adding a Lvl 0 card before the 1-cost minimum is checked, and if so, does having the price increased from 0 to 1 satisfy the 1-cost minimum? All told, does adding a new Lvl 0 card to your deck with DtRH cost 1 XP or 2?

I think it costs 2exp, except you have adaptable. — Pawiu14 · 196
It's not clear, but I would go with your reading and say it costs 1xp — because adding L0 cards only cost 1xp *as a result* of the min 1 xp requirement. Therefore, the 1xp cost from DtRH should satisfy it. — suika · 9505
According to the rules for modifiers the calculation of the required experience happens bevor you check the minimum costs. — Tharzax · 1
If I upgrade 2 cards at -2xp between them, can I upgrade two other cards at +/- 0? Do those count as "purchasing new cards"? Or would you assume that they count as upgrades, just not at a discount? — morkmork · 13
I am happy that I can answer that now. I contacted FFG via the official contact form on their website and I got a response: Hello X, Thank you for taking interest in Arkham Horror: The Card Game. To answer your question(s): It’s true that level 0 cards cost a minimum of 1 experience to purchase—but also note, this ruling does not permanently alter a card’s experience cost. With “Down the Rabbit Hole” already increasing the experience cost for you to purchase new cards by 1, it is able to fulfill the requirement of making level 0 cards cost at least 1 XP. In summary, you would still only pay 1 XP for level 0 cards you are purchasing. Feel free to reach out to us if any more questions arise! Sincerely, Y — dr31ns5mf · 1
I don't understand. Adding level 0 cards costs 1xp. DTRH increases adding new cards by 1xp. So it should be 2xp surely. Why is it only 1? — Lobstrocity · 2
@dr31ns5mf 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 the official FAQ maintainer, and they will update the ruling you received into ArkhamDB! — Jacksonsu · 1
@Lobstrocity It's about when the +1xp cost kicks in. A level 0 card costs 0xp. Normally you pay 1xp because the rules say adding a card costs a minimum of 1xp. However with DTRH you upgrade the base cost of the card from 0xp to 1xp BEFORE you check to see if it's reached the minimum.It feels weird because at face value it looks like it's negating the drawback of the card, but they expect you to get all your level 0 cards for free when building your deck. DTRH is meant to make you commit to your upgraded deck early in exchange for a faster path to get there. It wants you to take — TenDM · 1
Myriad Forms

Brutal during Act 4, but usually actively beneficial during Act 5 since it causes exhaustion before the investigation phase, and so turns off attacks of opportunity (extremely relevant if massive, and also for retaliate). This is due to the "attacks as if it were the enemy phase" wording.

==

Q: If an effect causes an enemy to move/attack "as if it were the enemy phase" (e.g. Dhole Tunnel, Myriad Forms), does the enemy exhaust after doing so? (The wording on Ravages of War [from War of the Outer Gods] implies that, without such wording, the enemy would indeed exhaust.)

A: Yes, with the rules as written, if an enemy attacks “as if it were the enemy phase,” they would have to exhaust after performing the attack (unless otherwise specified). Cheers,

MJ Newman

anaphysik · 97
Agreed. They "fixed" this regarding the "Spectral Watcher" in "Return to TCU", so it's likely, they will do the same in the next Return-box. — Susumu · 381
Double or Nothing

With the Quick Thinking limited to once per round and Three Aces taboo'd to RFG, I think the ban on Donut could be revisited. The abusive edge cases are pretty much all gone at this point. Donuting Momentum or "Watch this!" is perfectly fine, as is committing it to an ally's check.

I think the game has room for some version of Double or Nothing in it. My humble proposal would be, at 0xp:

Double the difficulty of this skill test. If this skill test is successful, resolve the effects of the successful test twice. Then, remove Double or Nothing from the game.

suika · 9505
In my opinion the taboo is justified. If I imagine a Rouge with lockpicks and an upgraded deduction on a two shroud location this means 4 clues. And with each commited skill card this combo gets much better. And if you are afraid of drawing a autofail you can play justify the means. — Tharzax · 1
Spending 6xp and 3 cards and adding 4 curses to get 6 clues once per game doesn't seem out of line to me for the 3 cards 6xp spent, considering that it's just a single action saved over investigating twice with Deduction (2). — suika · 9505
The issue with DoN is that on its own its a good card (double difficulty for a rogue deduction or a vicious blow without any combo's) its that plus the extra effects of making any card they design possibly broken if you double it, even if no card that currently exists was broken DoN needs to be out of the game to allow cards that would otherwise not ever be printed. Removing it from the game is just a limiter on breaking the game only once, which is a speedbump and still doesn't open design space. — Zerogrim · 295
An alternative taboo that I got from a YouTube channel that I really like: No other skill cards can be committed to the same test as Donut, preventing you from simply using Three Aces to automatically succeed. Donut can be allowed back into the game, future design space is still left open, and Travis will finally be able to try out Donut + Shotgun. — NightgauntTaxiService · 463
Please tell me how to calculate correctly? If I add Double or Nothing and Quick Thinking to the skill test, then I need to pass double the difficulty of Double or Nothing and also exceed the test by +2? To make Quick Thinking work? For example, I pass a 3 vs 3 test, I add Double or Nothing and Quick Thinking and have my skill 5 (3+1+1=5) vs 6 (3*2=6) and draw a +1 counter and it's 6 vs 6, I double checked but still get Am I +2 actions from Quick Thinking? or should I have had 8 vs 6??? — LTT · 1
@LTT You do exactly as the cards say. The test would become 6 dif. Your token and skill are also 6. You succeed. Now you check the skill resolutions that hinge on success. Did you beat the 6 dif test by 2 or more? No. You would only get double the result of the test (like 2 clues if investigating.) — Robax · 1
Sneak Attack

This old staple still doesn't have a review?

Testless damage is always good, and this one is a huge upgrade. While Sneak Attack (0) requires you to pass an evade*, this one doesn't as long as the enemy is engaged on someone else. That saves you a test and an action most of the time. Two testless damage that can hit aloof enemies is excellent. Chuck Fergus makes it fast and allows it to be used on other players turns, too. An auto-include in any Chuck deck and a generally strong event that Sefina Rousseau usually wants.

When it comes to contributing to fights, I've always felt it appropriate that this and Backstab are so much stronger than any of the rogue guns. That's how a Rogue's supposed to fight, after all — not head on, but sneaking in a punch while the 's got them distracted. Save your hands for picking locks and strange gizmos, don't try to be a worse guardian!*

* unless you use it in the player window after enemy attacks with Chuck Fergus.

** unless you're Tony, in which case you're actually secretly a Guardian

suika · 9505
Very good summary, but with one caveat: baring aloof enemies, it does nothing compared to the level 0 version in solo play. It is still not a strictly multiplayer card (like "Stand Together" or "Safeguard" would be). I did purchase it in my solo Carcosa run with Sefina (and Chuck), and it was indeed good for getting more than half of my tally marks "Chasing the Stranger" (combined with "Coup de Grâce"), but the second copy lacked usefulness compared to the level 0 version, even there. I would still consider it in any solo Carcosa run, in particular with characters not great in fighting, but certainly not in other campaigns. — Susumu · 381
I'm also not sure, if you can play it out of your turn with Chuck (except for with "Quick Thinking" and similar effects). His ability reads: "When you play an event...", this does not sound, like it allows you to play an event, you normally could not play. — Susumu · 381
Chuck absolutely can play events out of turn. Fast events are played during player windows and cannot be played as a normal action. Therefore, his ability must allow you to play events during a player window. It would not make sense to say that you take an action to play, then trigger Chuck's ability to somehow retroactively play an event in the player window before your action. — suika · 9505
The caveat I have is in "Appendix I: Initiation Sequence": to play a card, you first have to check, if it can be played, then pay it's cost, then (in step 3) actually play it. If any condition does not aply, the sequence is aborted before reaching step 3. The wording of Chuck sounds to me, like it would trigger in step 3. An event, which is not fast could normally, without Chuck, not be played out of turn. So therefore, the sequence could be abortet, before Chuck makes it "playable". Not 100% sure, but that's, how I would read it. — Susumu · 381
It's a minor thing, though. Even without the option to play it out of turn, "Sneak Attack" (2) wirh Chuck is bonkers good! — Susumu · 381
The problem is if Chuck works as if you described, the initiation would be aborted immediately after Chuck makes the card fast because you are now attempting to play a Fast event as an action during 2.2.1, which is actually not allowed. So it cannot work in thee manner you described. — suika · 9505
Besides, via the FAQ from Fence: Q: With Fence, can I play an Illicit asset (or appropriate event, such as Pay Day) in the [player window] after my last action? This seems a bit more prickly as I need to initiate a play action before I can give fast to the card... But then also fast cards don't use the play Action to enter play? A: Yes, you can. Fast assets can be played in any player window during your turn, including the one after your last action is taken. Fence gives the card fast before it is actually played, so this is taken into account during its initiation sequence. — suika · 9505
I wouldn't say, that it would be otherwise unplayable with Chuck. He would "need" the action in advance, but would not spend it with the event becoming fast. Regardless, the Fence F.A.Q. is a good catch! It shows, that "When you play..." actually triggers before playing a card. — Susumu · 381
Galvanize

Galvanize is a card in need of good targets. Guardian assets that you want to use multiple times in a round are relative rare, most common targets would probably be Agency Backup, Beat Cop or Well Prepared. I've also tried this with Nathaniel Cho with Boxing Gloves to some success, since it can be found by the gloves as well.

Note that if you cannot make use of the ready effect, Galvanize is relatively inefficient for what it does; contrast Swift Reflexes, Shortcut, and Taunt. That two resource cost isn't cheap at all.

suika · 9505
Is this right? Enchant Weapon exhausts, not the Hammer. Galvanize can only ready an Asset. Since the exhausted card is an event, this wouldn't work? — acotgreave · 887
Oh darn, you're right. It doesn't work. — suika · 9505
Butterfly swords + Galvanise, fast speed 3 damage attack seems pretty worth it. but I agree you probably need the "potential" to ready a good asset in guardian to want to include this, I think 2 resource for an attack is fair, but it has to do more than that or you'd just use counterpunch. — Zerogrim · 295
Tony might like it with "Quickdraw Holster". Empty the 5 ammo from a "Colt Vest Pocket" in 0 to 1 actions. (You get 1 free action from "Galvanize", two from the "Quickdraw Holster" and possibly 1 from a bounty.) But that's a three card combo. — Susumu · 381
*1 to 2 actions — Susumu · 381
QUESTION: Must the extra fight action be a basic fight action, or can you also use a trigerred fight action? — jobib · 1
@jobib Any fight action, triggered or basic. — snacc · 1014
Blessed blade, Nephys... — MrGoldbee · 1486