Hatchet

Hatchet and pitchfork have additional weirdness that overshadows something new about them: they are weapons you can share with the party.

In mystic and seeker, having a hand weapon is of marginal utility. There are exceptions (like Joe Diamond or Lily), but generally, a spell or attack event makes more sense than a knife. Hatchet changes that, and more effectively in most cases than pitchfork, which is why this is a review of hatchet instead of pitchfork. (Besides, Pitchfork reviews music.) Some Arkham scenarios, especially in the Vale, end with a big monster, or monster swarm. Other ones, especially in duo, have extremely variable monster outputs, which means easy sailing until you’re suddenly buried in more enemies than the fighter can handle. I’ve had good luck with Yorick bringing this out, giving Amanda something to fight with, in the turns when he’s not using a chainsaw.

Hatchet is also an amazing combo piece. People have mentioned Beat Cop(2), as a way to recur in the middle of a fight. Long Shot is a separate instance of damage, so it won’t force the discard. For other uses, Rita’s evade (perhaps through a breaking and entering) could recur hatchet. Blood Rite doesn’t provoke attacks of opportunity. And if you want to spend the XP, enchant weapon is an optional trigger, so you can deal two or three damage, then use one of the additional damage dealers listed above. The last use is marginal, but you might useful: clearing hand slots. Mystics running scroll of secrets might not want to spend the action, or might not have the card to send it back into the trash. Guns run out of ammo, thieves kits run out of supplies. Hatchet solves it!

MrGoldbee · 1402
The event Marksmanship also works. So you can throw the axe to a connected location with additional damage. — Tharzax · 1
Clever! — MrGoldbee · 1402
Hatchet

What about a double Hatchet Yorick build?

If you kill the enemy you recur it with Yorick's ability.

If first attack doesn't kill it, than you hit it with the other, getting back the first with its own ability and the second with Yorick's ability,

At least i think this works as "if defeat" is before "after defeat".

vidinufi · 64
It seems like a strong combo as long as you don't have to kill more than one enemy per round. That and the reliability of finding both makes me think it's a solid combo, but not one to build a deck around. — Death by Chocolate · 1369
Yorick's base agility is 2 and you still have to pay the resource cost. You might as well just throw regular Knife. — OrionAnderson · 44
You could just bring a fire extinguisher and Reliable it — OrionAnderson · 44
Yorick's base agility is, in fact, 3. And it's not Uncommon to run track shoes and peter sylvestre in yorick even if you don't want to use agility, so it's not Uncommon to end up with 5 agility yorick who never even uses agility except in emergencies — NarkasisBroon · 10
Bewitching

Initially, this card seems like a more complicated stick to the plan. But a friend and I checked this card for the Vale finale; the possibilities were evident. First, it makes your deck more consistent. Three cards that you know are going to be there, without having to Mulligan for them. For expensive things like Ace in the Hole, or vital combo pieces like Dirty Fighting, that’s extremely useful. Pilfer(3) and Vamp(3) are high XP cards you’ll want to see ASAP. You could place things like Warning Shot, Quick Getaway, or Swift Reload(2), to fit a variety of enemy management plans. Second, you can trigger search effects at will. Trish can use this to grab plenty of astonishing revelations. It doesn’t matter if the search actually locates a card! The third, and maybe the most important, is getting multiple copies of your favorite myriad tricks. Easy Mark and Beguile are my favorites there.

MrGoldbee · 1402
That's a great card to grab key pieces of parley and/or evade/combat cards. Also Rita has another great enabler for her more Trick builds and I'm loving it. As you said, getting Dirty figting early is key. — Narval · 64
Pit Viper

Hi, I just read the faq for this card (March 2024) and its interaction with cards like guard dog or similary that trigger reaction abilities...and I'm a bit astonished...

The question is: the Rules Reference for triggered abilities states literally "For any given timing point, all forced abilities initiated in reference to that timing point must resolve before any reaction abilites referencing the same timing point in the same manner may be initiated".

So why this forced ability doesn't trigger before the reaction one this time?? I'm a bit perplexed....

Piegura · 1
They're not "referencing the same timing point in the same manner". Guard Dog is "when" and Pit Viper is "after", and the difference between "when" and "after" is larger than the difference between a forced ability and a reaction triggered ability. — Thatwasademo · 52
In summary, the timing goes: 1. Forced "when", 2. Optional "when", 3. The event itself, 4. Forced "after", 5. Optional "after". (There are several more possible timings around the event, but I'm leaving them out for simplicity) — Thatwasademo · 52
Ok, I got it now!!Thanks Thatwasademo — Piegura · 1
Hand of the Brotherhood

Don't make the same mistake I did...this card only disables abilities of the actual locations, it does NOT affect abilities of cards controlled by investigators AT those locations. So feel free to gain that Lone Wolf resource, or to use any weapons or spells you might have to get rid of this of this enemy, or any enemies connected to it.

Blackhaven · 3