Calvin Wright

So time may tell but for now Calvin just seems horrifically underpowered. The idea is cool - you can happily fail early scenarios to gain trauma which increases his skills which means you can spend those scenarios trying to grind XP instead of making progress - but the payoff really isn’t there to make up for him having such awful base stats.

Let’s compare him to Mark Harrigan, another investigator who uses something bad happening to him (taking damage) to boost his skills. Using Sophie he can boost any skill by 2 for a relatively low cost of taking one damage. Sure, this doesn’t apply throughout the whole game like Calvin’s ability, but Mark easily makes up for this by a) having good stats to begin with, b) being able to boost a stat more than once for a critical test and c) being able to heal the damage to get further uses of his ability. Calvin has awful stats unless he is close to death, cannot naturally boost his base skills above 5, and gets weaker if you heal damage or trauma from him. Mark even benefits from taking damage whilst Calvin gets nothing other than approaching having a decent stat value.

Calvin’s weaknesses are pretty glaring. He is awful at the beginning of a campaign (or any time he has less than 3 damage/horror on him) as he can’t do anything effectively. With 0 in everything he has almost no hope at fighting or evading enemies and he can really only discover clues by using Flashlight to make locations 0 shroud or via events. He can use enemies that deal damage to boost his physical skills, but when stuck with an enemy that only deals horror he is going to be in trouble. Even 2 is a bad number to have in a skill and 3 is still poor, so he really needs at least one other investigator to kill enemies that he cannot handle early and another one to discover clues. However, this goes against his desire to fail scenarios in order to gain additional trauma as the other investigators are not likely to want this to happen, leaving him in an awkward position early in the campaign. Once he gets some trauma he starts to become okay, but then a lot of his deck needs to be devoted to keeping him alive and becoming merely ‘okay’ is not worth the annoyance of being useless for a long time.

So all in all he is definitely interesting, but I can’t really see him being anything other than awful unless some amazing combo comes out that only he can use.

ksym77 · 91
I think I agree with this. Another thing is that Calvin must get his stats to 4s and 5s just to be competitive with other investigators. Because he isn't getting free cards/clues/resources from his special ability, whereas everyone else (except Lola) is. But getting to high stats is a slow and difficult process, and once he's there, he has to deal with being extremely fragile. He does run Key of Ys quite well--I will grant him that--but Yorick and Pete run it even better, so I don't think that saves him. — CaiusDrewart · 3191
Key of Ys is good for everyone. it's just better for characters who can tutor and/or protect it. In addition to what has been said, Calvin has the same problem as a rogue with charons obol (see reviews for it). He makes you play defensively when you're close to death, instead of taking risks to win the game. Another point, his weakness alone can permanently kill him, if he has too many trauma. — Django · 5162
I'd like to point out that Calvin can only gain from fighting werewolves. Think about it (very minor spoilers). — CecilAlucardX · 10
@CecilAlucardX: True. But that combo is so broken and cheesy--so clearly an oversight on the part of the designers--that I don't think I would play with it, personally. — CaiusDrewart · 3191
You want Monstrous Transformation for him! — jd9000 · 77
*knowing wink* Mayyyybbbee. — CecilAlucardX · 10
I wish he had 7 health and 7 sanity. Maybe that would make things more balanced? Although he can just be this game's "ultra hard mode". — bigstupidgrin · 84
Comparied with Mark and Baker,the test"you" may be mean the card you control,that would make it more balanced? — wjqcx512 · 7
@wjqcx512: no; the "you" here is just shorthand for "your investigator card," which is the same with Agnes. Mark specifically says "cards you control," which includes your investigator card. Calvin would be insanely good if he got stats for damage/horror on all his cards. From what I've read, people who've played him think he's insanely powerful, just difficult to use. — SGPrometheus · 847
Song of the Dead

Up until Forgotten Age, this had been relegated to the back of my stack of Mystic player cards. With the Player Card options included with Forgotten Age, though, I think this may see play. Between Dark Prophecy, the new "Seal" mechanic, and the upcoming Olive McBride, I'm thinking that Jim may see Song of the Dead as carrying a lot of potential.

mckayba · 2
Even without Jim, the cards you mention increase the chance of getting bonus damage by a lot, depending on the skulls penaly. — Django · 5162
If there are 2 skull tokens out of 16 total, Dark Prophecy increases the chance of drawing a skull from 12.5% to 49%. Olive McBride increases the chance to 33%. Even with these, I don't think I'll use Song of the Dead in the Diana Stanley deck I'm working on. Even if you could use a Dark Prophecy every attack, it would do 2 damage average, just like Shrivelling and Shards of the Void. — jmmeye3 · 631
Dark Prophecy

Rule from Matt:

Q: How does Grotesque Statue + Dark Prophecy (or the upcoming Oliva) work?

A: "Yes, you can use Grotesque Statue and Dark Prophecy (or Olive) during the same skill test. When you use multiple effects that replace “revealing a chaos token” with something, else, you must first declare your intention so you are reacting to what you draw from the bag, because each of these effects are meant to be triggered before you draw tokens from the bag.

If you say you’re going to trigger Prophecy's ability first, you should then say which of the 5 tokens you’re about to reveal from Prophecy's ability will be turned into 2 tokens from the Statue (For example, “I’m going to reveal 5 tokens using Prophecy, and for the first token, I’m going to reveal 2 instead of 1 using my Statue). Then you’ll ignore one of the 2 statue tokens, and be left with 5 total tokens, which you’ll then choose 1 to resolve (with a bad symbol on it). Because all of these tokens are considered to be revealed simultaneously, what you are not allowed to do is reveal the first few tokens with Prophecy, and then decide whether or not to use the Statue — by then you are committed one way or the other.

If you trigger the Statue’s ability first, you would do the same thing, declaring your intent. (For example, “I’m going to reveal 2 tokens using my Statue, but for the second token, I’m going to use Prophecy's ability to reveal 5 instead of 1”.) Then you would choose between resolving the first token or the 5 Prophecy tokens. (Here this is a little strange, because Grotesque Statue says "Choose 1 of those tokens to resolve, and ignore the other,” which implies that you only get to resolve 1 token and ignore 1 token, but for the purposes of resolving these types of effects, the 5 tokens revealed from Prophecy's ability should be treated as 1 revealed token). If you decide to resolve the 5 Prophecy tokens you would then choose 1 to resolve with a bad symbol on it and ignore the rest, as usual.

I hope this helps. I know it’s a bit complex, but it’s all optional (and of somewhat limited usefulness, in my opinion), so I don’t expect it to come up too often. That said, I will make a note to add this to next iteration of the FAQ. "

Cambro · 18
Hey Cambro, are you on Discord? If so, you can send these rules queries to me - @zooeyglass - and I can add them to the arkhamdb FAQ, should you wish it. — zozo · 3012
Survival Knife

A very exciting card. This fills a long-time void in the Guardian class. Ever since the game was released, the best Guardian builds have revolved around Machete (excepting certain late-campaign, XP-intensive, two-handed weapon builds). But if Guardians have a Machete in one hand, what are they supposed to do with their other hand? They could hold another weapon like the .45 Automatic, but that's (mostly) redundant with Machete. They could hold some investigatory asset like Flashlight or (for Roland) Magnifying Glass, but for a multiplayer Guardian who just wants to blow stuff up, that's not a satisfying answer.

Dunwich and Carcosa provided our first two "off-hand" Guardian weapons with Blackjack and Trench Knife, respectively. Unfortunately, both of these cards are terrible. So for three whole campaigns, Guardians had no good options in the secondary weapon department.

But now, Survival Knife is here. And it's a wonderful complement to Machete. It provides a very powerful new ability and lets you do something Machete can't. A free +1 damage attack with a generous to-hit bonus is not to be underestimated. I'd say you only need to trigger the Knife a couple of times a game for it to justify its cost.

Survival Knife is also a good complement to the .32 Colt, if that's more your style. With this setup, the Knife will even be helpful in the player phase, because it's better than the Colt at dealing the last point of damage to odd-health enemies.

Whether Survival Knife can cut it as a primary weapon is another question. I kind of doubt it, as I think you will just struggle too much against enemies with 4+ health.

Survival Knife synergizes with other Guardian cards that encourage you to take attacks, e.g. Guard Dog. But I don't think such cards are needed for Survival Knife to be good. One problem with any Guardian build that plans on swallowing a bunch of attacks is that most enemies deal horror, and Guardians have no in-faction, cost-effective horror soak right now. Hopefully, the Guardians will get some help in that department sooner or later. That will make all these Guardian cards that revolve around taking attacks, Survival Knife included, that much better.

CaiusDrewart · 3191
Guardian allies are all pretty expensive, so you can't really use them as soaks. Elder Sign Amulet may work, though. Carolyn has a lot of sanity, so if you can boost her poor combat, this card would work nicely for her. — Django · 5162
@Django The knife specifically says damage, so it won't trigger off horror. In other words, it can't work with the Amulet. — SGPrometheus · 847
@SGPrometheus - Having said that, most enemies are dealing both damage AND horror in the same attack. So in a large number of cases, it's a moot point. — OuterCr0w · 1
Reliable

This looks like an excellent Guardian upgrade. It's kind of similar to Magnifying Glass, in that it costs 1 resource, is Fast, and gives you +1 to your staple action for the rest of the game. That's great. Assuming you play this pretty early, it's going to way outshine what a skill card could accomplish.

The best use of this card, of course, is going to be sticking it on a Machete. That's the best level 0 Guardian weapon, and it works particularly well with Reliable since you can use Machete all game long, provided that the encounter deck doesn't discard it (something you should have been taking precautions against anyway). A multiplayer Guardian who specializes in monster killing (that is to say, most Guardians) can easily use a single Machete 10 times or more over the course of a scenario. That's a lot of value for 1 XP. If you don't draw your Machete, Reliable is also pretty good with the .32 Colt, or, for Skids and Leo, Switchblade II.

The doubled to-hit bonus is much appreciated on high levels. On Expert, you really want to consistently hit +4 (or sometimes +5) on your Combat checks. Prior to this card, that was quite difficult for most Guardians to reach. Now, it should be much more easily achievable. For Skids, who needs to overcome a mediocre base 3 Combat, this is an even bigger boon.

The fact that Reliable gives you a bonus to all skills, instead of just whatever you're testing, is intriguing. As the card pool currently stands, I don't think this really matters for any card except Lockpicks. But it's something to keep in mind as new assets come out.

CaiusDrewart · 3191
Does this work on machete? it says triggered ability only — jemwong · 97
Yes, there are three different types of triggered abilities: free, reaction and action triggered abilities. Machetes ability is an action triggered one. — Csys · 1
I think Lockpicks + Reliable will be really handy with a solo Leo deck. It bumps his investigation ability 6, and you can keep refilling them with Venturer. For multiplayer Leo, I think Flashlights work better. — Wyndam · 14
Whoops, I was thinking of reaction triggered abilities only for some reason. — jemwong · 97
An interesting interaction is with Shotgun, as the +1 to fight would also amount to a +1 to damage as well. — Ghostpilot · 1
Does this stack? 2 Reliable for +2? — Late · 1
I would think it does stack - not unique, no limitations printed on the card, and I don't think there is anything in the FAQ about the number of upgrades something can have. — Twitch_City · 11
This card with lockpicks gives you +2 to investigate, because lockpicks uses agility and intelligence. — Bernat · 789
Can anyone please clarify to me if reliable is working with lucky dice? i think reliable should boost the actual skilltest, if you draw a new token with lucky dice — Charles Dexter Ward · 574
With two of these attached to a Lockpicks, Skids can investigate at 11. If you're using Machetes or **Switchblades in your deck you have somewhere else to plant them if Lockpicks doesnt show up. — kitkats · 1
What's the ruling for attaching Reliable to Sophie in a Mark deck? Does the +1 from reliable carry forward to +2 from Sophie for the skill test? — Gyara2020 · 1
Lucky Dice triggers and is resolved during step 3 of Skill test timing, so by the time you get to the step where you determine your total, the bonus from reliable would have faded. Sophie triggers and resolved immediately, even though she has a lasting effect. Again, the bonus from reliable would be gone by the time Skill total is checked. Reliable mostly works for abilities that fully contain skill tests dice the ability is in the process of resolving throughout it. — Death by Chocolate · 1489
Works as +2 for Time Worn Brand's once per game as well — petercheungjr · 1
And any Enchant[ed] Weapon. — AlderSign · 395