Somniphobia

This and Dreamer's Curse probably contend for some of the most brutal cards from any encounter set. Especially in TDE where there's -4 in the bag on Standard and you really don't want to draw it or the autofail on this one.

Do you chance taking 3 horror or damage, or do you dump out cards in your hand that might actually have proved useful next turn? Horrid, horrid quandary. Hate making the choice every time I draw these.

fiatluxia · 68
These seem overall less bad than their Core equivalents to me, actually? Like, the difficulty of the test is increased by two but any icons work and the willpower / wild icons you included (like Guts) specifically to deal with defensive tests count double... — Thatwasademo · 58
Also, Dreamer's Curse is also a willpower test rather than being agility like Grasping Hands, and it's a lot easier when all the defensive tests are of the same stat — Thatwasademo · 58
Oh yeah, and if you have tri-icon skill cards with upside like Eureka or Watch This you draw this and laugh all the way to the bank — Thatwasademo · 58
I've recently discovered that skills cards like Survey the Area work doubly well against this as well as Dreamer's Curse. — BillyB · 21
Sledgehammer

This weapon had been surprising in a lot of ways. It's not until I actually tried that makes me realize multiple fight let me virtually pump temporary accuracy (commits, Physical Training, Hard Knocks, etc.) once and get more benefit compared to attacking separately and having to pump twice to hit both. It is more test compression rather than action compression.

In effect, investigators with low like 1 or 2 gets more benefit, since normally you would require massive pumps to land a single hit. I am currently running Wendy with this plus the Jury-Rig, surprisingly bringing her 1 to 5. Suddenly, I am very willing to pump 1 or 2 resources with the good old Hard Knocks to ensure the hit. Crafty in the same package is an excellent temporary pump card to support a play like this.

At 2 it is quite flexible how you use that extra action in a test-less manner. Other than moving in and swing like you are in Monster Hunter, I had some cool plays like keep evading on the last action for long fight with the big guy, or for high enemies, having other investigator take engagement away to tank damages each round and then engage back on my first action to prevent smashing my friend into pulp.

5argon · 11338
Ward of Protection

So... this card lets you cancel any card drawn from the encounter deck by you. This includes monsters which I guess if you're swarming in baddies or don't have an enemy handler can be helpful, but there are genuinely better ways to handle monsters. What this card doesn't let you do is cancel Ancient Evils drawn by another investigator. This means that this card has at minimum a chance to cause you to lose six actions (since there have to be minimum 2 investigators for this scenario to come into play), two cards and two resources. This only scales upwards the more players in the game.

I cant think of any monster that takes more than 2-3 actions to deal with except boss monsters, and they aren't in the encounter deck. Plus, On The Hunt basically serves the same function by spawning it with your fighter, for 1 resource and skipping the mythos draw for the fighter.

As such, this card is basically a never pick in my view as being unable to cancel Ancient Evils just isn't worth it any other benefit.

drjones87 · 203
there is generally no single card that makes ward 5 worth it but there is one keyword I'd say is worth considering cancelling. "Surge" ward 5 blocks cards that surge, which means it can block an effective two cards by blocking a nasty surge card. Still I'd only consider ward 5 IF I had XP to burn AND I played a character who frequently ran to the opposite side of the map, beyond that yea, ward 0 and 2 are just much more solid options. — Zerogrim · 296
If you play "Return to" campaigns, that replace "Ancient Evils", that's counter your point. Because all replacement to date have been 1) less impactful and 2) peril, so you can't fend them off other players. I agree though, that in most multiplayer situation, WoP (2) is better. But it can shift towards the end of a campaign. A "Mindless Dancer" can be a worthy target. — Susumu · 382
I agree with Zerogrim, that it's a late campaign upgrade, if you have finished your priority upgrade. But it doesn't matter, where on the board you go, because WoP (2) works accross the board on any investigator. — Susumu · 382
It's rather an easy campaign final anyway, but the Dagon's & Hydra's Brood are rather "Ancient Evils" with hitpoints, as long they are slumbering. You can try, to get the doom away, but risking to make things even worse on an auto fail. — Susumu · 382
Also calculating in "a loss of two cards and two resources" is off. You simly loose the whole round, including Mythos and Enemy phase. Yes, you have 1 round of actions less time to archive the goal, but the game doesn't do anything in the meantime as well. So the loss of the upkeep phase is rather pointless. — Susumu · 382
Of course, that's not to say AE is normally not a prime target for any WoP. But there are situations, when fending off an enemy might not be better. In particular, if the board is currently swarmed, because they came in a big batch. — Susumu · 382
Safeguard

I was curious if there was any way to fannagle getting two people into a locked room with this, so I asked the dev team. The short answer is no. The long answer is the email below:

Thanks for the questions! For the answer to your question about moving into the Vault with Safeguard: The text on the Vault states that you cannot enter the Vault unless you control the [Elder Thing] Key. The text on Safeguard lv 2 allows you to move to a connecting location with an investigator AS they move. Here's the breakdown:

Since your investigator moves with your friend to the Vault simultaneously, and the Vault specifies you cannot enter unless you control a specific key, you are unable to move with your friend as they move to the vault, since you don't control the key, and the "cannot" in the Vault's unrevealed side is absolute. The wording on Safeguard also doesn't trigger off of your friend declaring their intention to move into a location: it only triggers as they move into the location. As a result, you can't use Safeguard lv2 to enter the Vault alongside your friend under any circumstance (in the situation you posited), because you don't control the [Elder Thing] key. Additionally, if you have the [Elder Thing] key, you cannot Safeguard with your friend who doesn't have the key into the Vault, as they cannot move into the Vault unless they control the key in the first place.

Please note, though: with the wording on Safeguard lv 0 ("After another investigator moves from your location to a connecting location, exhaust Safeguard: Move to that location."), you are able to follow your friend who controls the [Elder Thing] key into the Vault, as the timing of the move occurs After​ they move into that location. So oddly enough, Safeguard lv 0 is more helpful in this situation than the upgraded version!

Thanks for playing!

drensley · 5
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
Belly of the Beast

Not the greatest of clue finding cards, but can have a niche for investigators who are good at evading but not as great at investigating, such as Rita, Silas, parallel Skids.

The fact that you have to succeed by 2 is rough, but will happen often enough in, for example, a Rita Young deck that just stacks agility using cards like Track Shoes and Peter Sylvestre. And the fact that it's fast and 1 resource makes it easy to play when such an occasion happens. Just don't count on it as your main way of getting clues.

Another important thing to mention is that automatic evade cards such as Stunning Blow and Stray cat do not work with this card, since automatic evasion is not the same as automatically succeeding as an evasion test (by contrast, cards such as Hope or Stroke of Luck do synergize with this card).

Tl;dr Nice card to have if you're planning on evading (by) a lot anyway, but not a must include by any means and certainly not for every deck.