Flurry of Blows

This card blows: I'm genuinely flabbergasted how this got past beta test, let alone get printed. Somehow the design team thought "Yeah, no, this definitely deserves to cost 5 exp"

I will say one thing in favour of Flurry of Blows: it actually would be a decent card at level 0 if you are specialising in using melee weapons. If you are committing your entire turn fighting, then yeah, an extra 2 actions to strike enemies is decent if you can work around the drawback with the fact you won't have action left to take when you play this, but this cost 5 experience

You know what you can get for 4 exp? Fang of Tyr'thrha, which does 4 damage for 1 extra resource in one action (AND can teleport you anywhere that is revealed, mind you!)

And before somebody comes and say some stupid crap like "Oh but this is gated behind an high exp cost because it gets better the stronger your melee weapon is", by that same logic should that mean Venturer should cost 5 exp because it can replenish ammo on the Lightning Gun and Flamethrower?

I always thought the Guardian's design philosophy and card pool always had a consistent issue that only got worse with each release: that Guardians, the class specialised in fighting monsters and tanking, sucks A$$ at fighting monsters and tanking.

While every class got more tools to deal with monsters on their own and also gain extra survivability (I think the biggest moment where Rogues got more resilent is when both version of Precious Memento got printed), Guardians have been either consistently getting highly situational fighting assets and events that are simply not great in practice or support stuff that doesn't help them kill crap. It is just... Sad to see this class becoming the worst of the bunch, outdone by basically everyone else on a regular basis.

Now, thankfully there are still good cards in the Guardian card pool, even added by Hemlock Vale (thank god for Hand-Eye Coordination), but this should be a wake up call: Guardians NEED better weaponry and more consistent tools for fighting. And before some smart alec comes with the argument of "B-But this is based on Lovecraft Mythos, you can't just shoot a Shoggoth in the eye and kill it!" I'll reply: I don't care. This type of thinking does not work in this type of game, period. Arkham Horror LCG is not a bloody Lovecraft story, it's a pulpy action-adventure take on it, and something like that NEEDS some Investigators that are capable of snapping the neck of a ghoul with their bare hands! And I can assure you, the same people bringing this absolute nonsense up are the same that are perfectly fine with Daisy shocking Umôrdhoth to death as a prank when he puts one of his tentacle on a doorknob or Darrell flashing his camera in Yig's eyes and then kicking him in the trouser snake

Anyway, rants is over: sorry for the antagonistic tone, but I'm honestly sick and tired of these design choices and as I said before, I find Flurry of Blows to be the culmination of this utter garbage balancing.

Oh, actually I forgot to add one thing: "Skids" O'Toole also gets to take an extra action (without having to end his entire turn after taking it, mind you!) by spending 2 resources once per round, and he can use that action for ANYTHING, not just attacking with a melee weapon

Let me repeat that: an investigator, from the core game, has a better version of an ability of a FLIPPING level 5 card

Let that sink in.. (with just the small reminder Third Time's a Charm is a better version of Wendy's ability and only cost 2 exp)

Edit: As TheNameWasTaken pointed out, you take an extra fight action and then resolve 3 more, so you actually get 2 extra attacks by using this card than you normally would: this still doesn't justify the exp cost in my opinion, but it does at least put it on the same level as Skids' ability, given Skids gives you an extra action you can use to do anything, while Flurry gives you 2 extra actions just to fight, so Skids' main power is more versatile than this card, which in my opinion makes it better. There is also the whole issue that attacking 4 more times makes it more likely to fail more attacks, as Arkham is a game where the odds are stacked against you: the more skill checks you take, the higher the risk you run into revealing certain tokens, which is another reason Butterfly Swords are so garbage.

This card delivers four attacks in two actions, so your math is somewhat off. — TheNameWasTaken · 3
I'd disagree regarding the statement that Guardian isn't receiving fighting support (Cyclopean Hammer and Runic Axe), but I agree that this card is unplayable at its XP cost and that it feels like Guardian is in a weak position vis-a-vis the other classes. My guess is that part of the problem is the way the class is conceptualized: most of the time, instead of focusing on how the class accomplishes tasks like Rogue focuses on turning resources into success, Guardian is laser-focused on the task it performs, a situation which paradoxically creates a mental barrier towards Guardian's fighting capabilities for the designers. They don't want to give it super-effective fighting or tanking tools because that would make it (even more) boring, turning most Guardian decks into over-glorified "Delete enemy" buttons. At the same time, they feel they have to be very careful in giving it non-fighting or tanking tools because they don't want to make the champion combat class also become the best at investigating (of course, they don't seem to have the same problem with giving Seeker combat tools, but that's a topic for another day). They feel they can't allow Guardian to improve its strengths or its weaknesses too much because they're focused so much on what it does that they don't stop to ask if there are alternative ways for it to do what it does. For an example of what doing that might look like, Scene of the Crime takes Guardian's focus on enemies and uses that to provide them with cover for cluevering, one of their weaknesses. It's good, it's true to the class' identity, and it doesn't break the game. Similarly, while I don't think Melee weapons needed the support, Strong-Armed shows how it's possible to make a Guardian card that helps them fight without just turning their game into "Fist v. Fight." Again, it's Vicious Blow so it's good, it's interesting, and it fits with the Guardian theme. It is possible to make good, interesting Guardian cards, FFG; you don't have to make Flurry of Blows. Just take a step back, stop thinking of Guardian as "the combat class," and start thinking about it as "the class that uses enemies like Survivor uses failing." — NightgauntTaxiService · 430
Also, you're completely right about the need for theme to give way to mechanics in this case. As the blog Ancient Evils pointed out, Before the Black Throne manages to nail the feeling of not being in control of your fate. Is it thematic? Certainly, it hits the theme out of the park. But is it actually fun? You know, that thing games like Arkham kind of need to be? — NightgauntTaxiService · 430
@TheNameWasTaken Sorry, was just pissed at this card so much I ended up misinterpreting it a bit: I'll edit my review. Still, 1 extra attacks DOES NOT change my opinion this should be a level O card — HeroesOfTomorrow · 54
@NightgauntTaxiService Honestly, my main issue with Guardians is not that they did not gain any combat support, is that they do not gain *enough* combat support. Like, one of the things that makes playing Guardians so boring is that few weapons feel truly "viable" (as you mentioned, the Hammer and the Axe), but... Using those, Machete and nothing else, makes the class boring, beside the issues with also their power level. Because basically every Guardian deck translate to "Put this weapon down and keep attacking" and that is it: I feel like making Guardians openly overpowered in fighting is not the solution, because you certainly can very easily with some stupidly designed assets, the solution is to make their fighting abilities actually interesting to use. As you pointed out: enemy management should be the main appeal of Guardians, and Guardians suck at that beside killing, and they are only good at it with some specific set up, mind you. I do agree adding non-combat tools to their kit adds depth to their class and helps non-fighter Guardians shine and offers more variability, but if their main fighting kit is so flawed from the foundaments, it doesn't matter how good support options they get when 50% their weapon assets are botherline unusable, the class just feels bad to play — HeroesOfTomorrow · 54
I will say, many Guardian combat events that do not include the words "Dynamite" and "Blast" are pretty good, which is why Nathaniel is one of the best combat Guardians in the game imo — HeroesOfTomorrow · 54
Also, the Fact Guardians are the ONLY class that does not have any skill card above level 2 is another thing that really adds to how "samey" Guardians feel, and it's laughable that Joe can just take ALL Guardian skills if he wishes to — HeroesOfTomorrow · 54
I definitely agree with you that making Guardians overpowered in combat isn't the way to go. Regarding the way to go, I think there are a few pre-existing themes in Guardian that, if expanded, could make the class stronger while also making it more interesting to play. 1) More cards like Cleaning Kit and Custom Modifications. To use an example from Dungeons and Dragons, make Guardian more like Warlock, able to take their basic abilities in countless different directions. This would also help with the Guardian fantasy of using your own personal weapon to bring down the Mythos. Instead of using Generic Sword #435, allow players to use Leo Anderson's gun, or Mark Harrigan's trench knife. Tap into the fantasy of fighting the Mythos with whatever you have on hand and hoping that it's enough. 2) More cards like Scene of the Crime and Second Wind that allow Guardians to turn the Mythos against itself indirectly. — NightgauntTaxiService · 430
What takes the cake is this came out in the same set as Rod of Carnamagos. Whacky token manipulation effects aside, the Rot cards have more interesting and powerful enemy management effects than anything in the Guardian card pool. And for only 2 xp and 2 resources! This is the type of enemy management card Guardians should have gotten, but no. Instead they got Grievous Wound which is basically a crappy version of Scarlet Rot. — MindControlMouse · 44
I love when people go on paragraphs-long rants about a card when they’ve never played it, let alone even read it properly! — spiderlocmtgo · 3
Elaborate Distraction

This card has performed really well in my four player group with Preston. This in combination with another player in our group running storm of spirits has cleared so many enemies which is really nice.

Love this card and will probably run at least one in a lot of my flex decks going forward.

tactis · 18
.41 Derringer

If you manage to get your skill high enough and play this with Snipe it is essentially a guaranteed 2 damage, as the extra action negates the action lost playing Snipe. Bob Jenkins can throw Jury-Rig on it to reach the high numbers necessary to make this happen.

Failed Experiment

The year is 2077, Arkham Horror is now exclusively playable on expert mode and you're faced with a (7) test threatening to take all your clues or deal up to 7 horror. You are 5 below naturally and have a single Eureka in hand to commit. Your friend commits guts, there's 10 blessed tokens in the bag. Success is within reach as you continue to stack the odds further in your favor. You draw an autofail and go insane.

This is a brutal weakness. With Kate's measly 2, you're already 1 below on this card's base difficulty, and every single use of Kate's ability makes this test worse. Unlike Harvey, you don't even get the benefit of having a threshold of 2 or 3 clues, every single clue on an asset is a risk until you draw this card. It's not unsolvable, but the threat is real and this card can delete Kate from the game if you aren't prepared for it.

With Kate's introduction in Hemlock, we also saw the addition of science cards like Chemistry Set, and extra tools through Dr. Charles West III and Tinker. You're likely going to have a lot of assets out that can have a clue placed on them, and assuming you don't want to forego your investigator's ability, there's a few things that can mitigate this weakness:

  1. Logical Reasoning or its elder sibling Logicaler Reasoning. There aren't very many seeker cards that even mention horror, so there isn't much competition here. Kate has off-class access to First Aid and Delay the Inevitable, but neither is an ideal solution. Moment of Respite is also worth a look.

  2. Stock up on will commits through Guts, Inquiring Mind, and Unexpected Courage. The drawback here is that each will commit you add will lower your deck's overall efficiency. A hand full of will commits before or after this card is drawn are mostly just going to take up space.

  3. "Fool me once..." is an insight, so Kate has access to it. If drawn early you can use this to trap your weakness and mitigate its effect on future cycles. That said, its value depends heavily on how often you cycle and the first test will happen no matter what.

  4. There are 11 Seeker allies with 2 or more sanity to let pay the price of your hubris, and Eldritch Sophist has 3 sanity soak if you're absolutely determined to go that route.

Having said all that, I like this weakness. Kate has the potential for an absurd science toolkit, and this weakness makes it possible to have it all blow up in your face.

TL;DR - Run Carolyn Fern with Kate and turn bad science into good money.

Edit: There's a ruling on Surprising Find that makes this more manageable. "Next test" on Flux Stabilizer counts for the current test, so you can boost will in response to drawing your weakness; however, it will change the test difficulty - so each clue represents +1 will overall. Just don't draw the autofail if you're pumping clues to pass.

SorryLaurie · 606
Or just drop some clues and take some card of the scarlet key set, which introduced the clue dropping archetype. With reseach notes and press pass dropping up 3 clues is a minor problem. If you get out two notes it gets even better — Tharzax · 1
Research notes only triggers when you drop clues from a player card ability which this treachery is not. But you can also use analysis to drop the clues mid test which helps you actually pass the test, and triggers your research notes. — NarkasisBroon · 10
Good job on the analysis, and speaking of the devil, Analysis is a good way to work this out! You don't like the token you see? Put down a clue, decreasing the difficulty of the test, and try another time, up until you have dropped them all or you have a satisfying result. Another one to consider, on top of Quick Study and the clue dropping package mentioned up there, is Mr Rook which allows you to pull the weakness at will early in the scenario, so you can move on quickly. — Valentin1331 · 73736
Does this work? I believe the difficulty of the test is fixed after the test begins, dropping clues after the fact using Analysis or Quick Study would not affect it. — jemwong · 96
For expert only seekers, the only matter thing is how quick you can draw your weakness and FMO, Existential Riddle or The Eye of Truth. Then you can smash your campaign with your non-weakness deck... — OnThinIce · 26
Edited to include some recent rules notes. You can use Flux Stabilizer during this test to boost your will, and the test difficulty is considered dynamic, so it can change during the test — SorryLaurie · 606
Bianca "Die Katz"

Bianca "Die Katz" is a key card for Alessandra Zorzi.

With Fine Clothes you can get an enemy plus a flexible >5 ressources when you need them and then you have an enemy to Power Word with.

  • Action 1: Play her
  • Action 2 ...: Gain 2 ressouces safe
  • Last Action: Take 5 ressouces and let her go enrage to become Bianca "Die Katz"

Then it gets interesting! Bianca should be immune to most encounter card effects that interact with enemies.

I didn't think about getting her mad and then using Existential Riddle. That's amazing for Fake Credentials (4)! — Valentin1331 · 73736
I think Fine Cloths or Stylish Coat both combo well with Bianca. However since both take body slot they compete with one another. While Fine Cloths allows for using additional action to get 2 resources up to 5 times with nearly auto success (dropping test to 0), Stylish Coat allows you to make more money with bigger risk (you can test 10 times at (1) and get 20 resources). — bugiel_marek · 23
Fine Clothes is the far better option. To test 10 times you'll need to spend 10 actions and over 10 rounds because Bianca exhausts. At that point you're better off taking Lone Wolf or even Dario El-Amin instead. The only downside to Fine Clothes is that it could be a bit problematic when you actively want to fail Bianca's parley test - +1 and the Elder Sign do tend to show up at the most inopportune moments. — koaexe · 29