Blessed Blade

Fancy duelists might kill me, but this is an offhanded blade. Unless multiple people are filling the bag with bless tokens every turn, your odds won’t go above ~40% of getting that extra damage. But if you’re a guardian with a gun or mystic blade, Yorrick with an axe, or have vicious blows...You can finish off an enemy and make the world just a little bit easier to deal with, every turn.

And if you’re rocking ancient covenant somewhere on the team, you make the world even better for yourself. When the bag is good, you can start out with the blade as a first hit, hope for the bonus damage, and strike again to replace the token.

Can’t wait to see the upgraded version.

MrGoldbee · 1493
I agree that this is kind of sub par. Offhand/support weapon feels right, although with meat cleaver or survival knife there are already options. Support Mary is probably the best place for this to go, in a 4-hand game with enough chaff to kill. — SGPrometheus · 849
You either go into fully blessed-base build and hope to draw bless say 1 in 2 attacks so this effectively deals 1.5dmg while adding bless tokens to the bag at lvl 0 or use it as you described as an interesting off-hand. I haven't thought about the 2nd use, so kudos! — Eruantalon · 104
No upgrade! :0 — MrGoldbee · 1493
Predestined

This is a failure card that the queen of failure, Stella, only wants in certain circumstances.

Here’s when it’s most useful:

-You’re playing with characters who put a lot of curse tokens in the bag,

-You’re in a big group and other people will be using the bag enough to drain the blesses;

-It’s your third action and your fourth action won’t involve a skill test. (Maybe you’re doing a track shoes test with drawing thin.)

Probably not the best pick, but Silas can make good use of this card. Throw it in with another card at a skill check. If you succeed, take back the predestined. If you fail, take back that useful skill card. With ancient covenant, each of those tokens might be a future success. Predestiny indeed.

MrGoldbee · 1493
This card pairs nicely with the Survivor Grisly totem if you can find a way to guarantee failure — dlikos · 166
Agnes Baker

Since the reviews of this character were close to the game's release, they don’t mention the absolute perfect partner for Agnes: Carolyn Fern. In a duo that’s closer to a psych study than an adventuring party, the waitress can take horror four times a turn and the therapist can keep up and grow rich. (Every phase? Yes, because of the quick trigger of forbidden knowledge, and the fact you can have two. As well as pain pills. Of course, you won’t have to do this every turn unless you have a truly wretched encounter deck, bonded enemies, and weaknesses that spawn foes.)

If you’re going this route, ancient stones and solemn vows, as well as the big man on campus, allow a tremendous amount of healing. The new book of psalms means you can even fill the bag with beneficial tokens while getting paid.

It’s a breath of fresh air if you’ve ever played Agnes before, being torn between the horror you get from the encounter deck, shriveling, and enemies, and your natural urge to use your power. Send your foes packing as you spin into your delusions of being an ancient witch from an era undreamed of.

(For a really nifty combo, you can use dark horse and the resources Carolyn gives you to play costly cards on your turn, and get plus one versus anything in the encounter deck. It also gives you an outside chance of passing agility checks, which most campaigns have a few of.)

The duo can easily become a trio or quartet, but fill your ranks with saner investigators. You’re going to need a lot of personalized attention, and remember a therapist’s hour only lasts 50 minutes.

MrGoldbee · 1493
I'm running these two right now! My Carolyn deck took a couple scenarios to really get going but has ramped up significantly after stick to the plan and some xp healing items like Ancient Stone. — iguanaDitty · 5
Dont forget you can get two Ancient Stones for the price of 1 on Carolyn with Shrewd Analysis, since she only has one legal upgrade target! — Death by Chocolate · 1484
Glowing Eyes

Clarification from FFG regarding the definition of "threat area":

Question: Are encounter cards which are attached to one of your player cards (like for example Threads) of Reality) also considered to be in your Threat Area?

Answer: Encounter cards attached to cards in your play area (or locations, or to your investigator itself) are not considered to be in your threat area. Generally speaking, the only cards that are in your threat area are enemies engaged with you and cards that are explicitly added to your threat area by a card effect.

Jeko · 14
... and cards attached _to_ enemies engaged with you, presumably? — Tamsk · 1
They did say "Generally speaking". I can't imagine where else those would be. Permanent treacheries seem to be in the threat area as well (but are only explicitly added there the first time). — Yenreb · 15
Yeah, cards attached to enemies in your threat area are probably also considered to be in your threat area as well. — Jeko · 14
Hello! Can you share and forward the official ruling email (including questions and answers) you received to drawntotheflamepodcast@gmail.com? This is the mailbox of Frank, the official FAQ maintainer, and he will update the verdict you received into ArkhamDB! — Jacksonsu · 1
Disciple of the Devourer

I've got a rule question about this guy :

If you choose to place one of your clues on its location when he is revealed and that he spaws in a location that is not revealed, what happens when you first enter (reveal) that location ? Does that clue is added to the number of clues that are added to the location as usual ? For exemple, in solo, if he spaws on a 1clue/per investigator location, does that location will get 2 clues once your reveal it ?

Sokourov · 721
Technically, this is not a space for rules questions, so who knows if this will be deleted, but tokens on unrevealed cards are added to the card when it is revealed. So, if the Disciple is at a "1 per" location (unrevealed), and you put a clue on it, once it's revealed it will resolve the clues for its revealed side (1 clue), then add the one that was place there (2 clues). This folows a general rule that clues are (almost) never created or destoryed except by scenario directions 9usually on Acts and Agendas). Otherwise, it becomes too easy to "lose" clues and be unable to advance the act. — LivefromBenefitSt · 1091
Thanks a lot for your answer ! — Sokourov · 721