Dark Insight

I'm honestly just curious: does this card also cancel enemies? I've had fantastic success with it just cancelling weaknesses and treacheries, but I'm not sure how far its utility goes. Anyone out there know? I suspect it does since it otherwise has wording very similar to Ward of Protection (5)

Malgox · 20
I would presume that it does. It doesn't say Treachery, it says Encounter Card. I feel that wording is significant. So unless the card drawn by another investigator has Peril, I think Dark Insight can cancel it! — cb42 · 38
I hadn't considered that unti now, but by the wording it seems like it does. Still, I do have my doubts, because that makes it effectively way better than Ward of Protection (5), since it can be played on other players and also cancel weaknesses, which makes it way too powerful, so considering all these, maybe the answer would be no??... I don't know... — matt88 · 3210
While, having a unique card be just about as good as a 5 XP card does seem more powerful than the designers would have intended, I can't come up with a textual reason why that wouldn't be the case. Though to be fair if Duke is probably *more* powerful than most 5XP cards... it's just that he's designed to bolster an otherwise weak investigator card. Dark Insight is just that kind of gas Diana needs to work — Malgox · 20
Huge difference between Ward of Protection (5) and this one: WoP discards the treachery card, while this one reshuffles it into the deck - so it will be drawn again at some time. — Iluvatar · 1
Yeah, agree with @Iluvatar, it doesn't discard the threat. It doesn't replace a player's lost draw to a weakness, either. In fact, in this scenario, it just means that down the road you'll have an additional lost draw (presuming you draw it again that same scenario). — cb42 · 38
If used on herself, her ability somewhat negates the disadvantage of losing a draw. With XP you can use Seal of the Elder Sign to recover this card, which lets you trigger her ability again when using this card. — Django · 5154
Woah, that's a great point, Django--and noted about the shuffle clause, @lluvatar — Malgox · 20
I've had some difficulty understanding the FAQ on shuffling a single card into an empty deck. If the last card in the encounter deck is an enemy and I play dark insight, what happens to the enemy? — Sycopath · 1
In AH, if you are instructed to shuffle a card into a deck that doesn’t (because it’s empty) it gets discarded instead. — PanicMoon · 2
Rita Young

I think Rita Young is a very good pick in a multiplayer group, particularly at 3-4 player counts, where each investigator is given a role, therefore not having to deal with picking up clues, which is one of her weak points, so she can focus on dealing with enemies. Her abilities and card pool offer a wide variety of options on how she can be built and make for a solid investigator in any group. The first fighting tool one can have in mind for her is Ornate Bow, but even though she has the highest base Agility in the game, I'm not sure it is quite as good for her as it is for other investigators with high Agility. The reason is that she doesn't have access to cards that support the Bow like other investigators do. She doesn't have access to Leo De Luca, Venturer, or Narrow Escape, cards that make reloading the Bow less painful. She does have an inbuilt deal-1-damage mechanic though, which helps a lot with the Bow, but, still, I'm not convinced it's quite that good. Don't get me wrong, I'm not saying it's bad for her; I'm just saying it's better for other investigators than it is for Rita.

Alternatively, in multiplayer context always, she can play Baseball Bat , a decent card for her, which allows her to fight with a base combat of 5, which is decent in most cases and, with the help of her special ability, deal with 1-or-3-health enemies easily. She won't be always fighting anyways. She can use her skills to leave enemies in the dust and zip across the board to help where it is necessary. She can also use Resourceful as breakage insurance, Cheap Shot and Stunning Blow as an alternative way to deal 2 damage in one action, or Gravedigger's Shovel as a back-up weapon. She can even nab a clue with it!

With enough experience, Rita can become a monster. She can use Old Hunting Rifle, a card which Rita is the best-suited investigator to use in my opinion, because she has alternatives in case it jams, and it becomes even better if she can pull it out with Sleight of Hand. She can combine Baseball Bat or Old Hunting Rifle with Will to Survive in order to unleash heavy loads of damage in a single turn, not to mention that she can also use Ace in the Hole. Ace in the Hole + Will to Survive, the ultimate combo!! It has only been available for Lola Hayes so far!! When Ace in the Hole and Will to Survive are combined with cards like Baseball Bat and Old Hunting Rifle, some serious damage output can be dished out in a single turn, allowing elimination of hoards of enemies or big bosses!! Consider this: Rita Young is engaged with a 15-health boss and she has a Baseball Bat in play. She plays Will to Survive and Ace in the Hole. She attacks 3 times with Baseball Bat, then she plays Sleight of Hand to put an Old Hunting Rifle in play, attacks 3 times with the Rifle and plays Resourceful to get the discarded Baseball Bat back into her hand. The result?? The boss is dead and Rita has both Baseball Bat and Old Hunting Rifle in her hand, allowing her to use them again in future turns. Well, that is best-case scenario of course, and requires having the right cards in hand, but I gave this example trying to showcase Rita's ultimate power with the right cards, when the stars align.

So, why use Ornate Bow, when you can make use of such powerful card combinations?? Ornate Bow is still good, but if I'm given the chance to play Rita Young in multiplayer, I'd rather go shooter style with Will to Survive and Ace in the Hole!!

matt88 · 3210
In our 4 player multiplayer group, Rita has been good for flitting around, taking care of small health minions or dealing that last damage onto the enemy. I do disagree about the Ornate Bow statement: i think it's fantastic for her, because it deals 3 damage to an enemy that then is either dead, needs that one more damage to kill, or should be shuffled onto the guardian. She can also evade that enemy just to reload and shoot the bow. Or just fricken one shot the Hoods, so that it doesn't need to be engaged off of her. — CecilAlucardX · 10
I say both. 2 of each weapon to make her do the enemy handler role excellently — Tsuruki23 · 2569
While she doesn't have access to a lot of the Rogue cards that make the Bow better, I think a lot of Survivor cards are good for it as well, such as Track Shoes and Survival Instinct 2. Combined with Rita's agility and ability, she can dance around enemies a lot without killing them, saving the Bow for the highest priority kills. The fewer times you have to shoot it, the fewer times you have to reload. It depends on a lot of factors though. Old Hunting Rifle certainly combos better with Ace in the Hole / Will to Survive, and she can also take Swift Reload. — Zinjanthropus · 230
Actually the answer to your question lies within question itself `So, why use Ornate Bow, when you can make use of such powerful card combinations?` → if one can do the job with one card only, why rely on combo? Combo may never arrive or may arrive late. — bugiel_marek · 24
Bought in Blood

As far as signature weaknesses go, I think this is one of the milder ones.

When you use it to discard an ally from play, it's essentially an automatically-failed Crypt Chill. If you use it to discard allies from your hand, it's like a milder version of Amnesia. You get to choose which one it is, so you can evaluate where you are in the game and choose the lesser evil.

Leo Anderson's unique abilities means that he should have a few allies in his deck, and that he'll normally be wanting to play one ally per turn at most. So most of the time that you have this card, you should have a choice between discarding allies in play or allies in your hand, so that should give some wiggle room to advoice the worse of the two choices.

If you don't have any allies, it's just a dead draw. That could be a lot worse! However, if you have no allies in play or in hand, then maybe things are not going well already.

The fact this weakness punishes you more the better your position is does make it very nice, if I am already getting beaten down having "lose 1 draw" as a weakness is pretty nice. — Zerogrim · 295
Is that suposed to be Leo in the art? — Lodge_Infiltrator · 1
Hot Streak

For me, this is the ultimate "big money" card in the game so far (as of The Circle Undone deluxe expansion).

If I am running a resource-intensive deck for a Rogue investigator with access to level 4-5 Rogue cards, I will normally plan to get this card before the end of the campaign if possible. Hot Streak (2) is a good stepping stone to this card, so I will often get that first and then invest 2 experience later on to upgrade it after the fact.

Because you spend 3 resources to get 10 resources, you're essentially getting 7 resources for a card and an action, which is as good as you can get right now in terms of action/card to resource ratio. (the exception to this is if you play Lone Wolf early in the game, but that provides resources over time instead of all at once).

Rogue investigators can use this windfall on Streetwise, which is usually slightly more efficient as a skill pump than most other options. lets them gather clues and lets them avoid enemies. Hot Streak gives a lot of fuel for this skill pump.

As of the time of this writing (The Circle Undone) , no card costs more than 7 resources. So, after you play Hot Streak, you should have the resources to pay for whatever one card you need. If you're "Skids" O'Toole, 10 resources can translate to 5 extra actions over 5 rounds, so that's also something to consider.

Overall, I like this card - it's good at what it does. The experience cost is a little high, but I think that once an investigator has a decent skill pump in play, they're going to want this card so that they're able to use the skill pump as effectively as possible.

A small note - in the art, the backs of the cards being played are the same as the card in Sure Gamble. Maybe everyone's playing the same game?

These are card decks from The Clover Club. Peter Clover also has a towel with that emblem, which (surprise) pictures a four-leaf clover.. — Susumu · 381
In Hit me! they have different cards though: https://arkhamdb.com/card/08112 (you can't see the back, but the front side for the king is different) — elfstone · 1
Stubborn Detective

I like this card (as much as anyone can "like" a weakness card). It's got a really interesting theme, but at 3 Fight and 2 Health it is more of an annoyance than a serious danger.

Some investigators rely more on their text box traits than others. Here are a few unusual interactions:

That's just as of The Circle Undone - I am sure there will be more unusual cases going forward as more investigators get added.

Does this card blank out the portion of the text box well? I would think the answer would be yes. If that's the case, what happens when you draw that token? My assumption would be that it would be a 0 in most cases (barring the presence of the The Necronomicon). I don't know if there's an official ruling on it, though.

Anyways, this card pretty cool - that detective must be pretty stubborn to follow the investigators so diligently!

He definitely blanks out the elder sign part of any investigator; it's in their text box! And I would agree that such a draw would result in no modification to the skill being tested. The funniest thing is when he somehow shows up in a different dimension or a different time. Maybe he's more than he seems... — SGPrometheus · 841
Joe Diamond can no longer use his Hunch deck. — CSerpent · 126
I feel like if Lola got this weakness, she should just try her best to keep evading him. Think of the jank that could enable! Better yet, adapt in Handcuffs so that you can just keep him perma-evaded for the entire game. If you need to move, just engage him first! — Zinjanthropus · 230
I think with Calvin Wright it is a bit of an issue. I could imagine it just simply not being fun to play that combo, especially single player. Even if you manage to evade with something like the Stray cat, you'd have nearly no way of doing damage to him. You'd end up with a deck heavily designed to help you deal with the detective. — Phoenixbadger · 199
Hank Samson's Resolute version can be healed again with this card and Patrice Hathaway can be normal for once, — AlderSign · 391