On the Mend

Just as an FYI if someone is wondering if you are able to commit a On the Mend during a skill test (which is then in limbo) and are able to pull another one (if you are playing with more than one player) from out of play: It is possible. It was a little counter intuitive for me. I checked this with the super helpful people in the arkham horror boardgame geeks rules forum.

"Absolutely this is legal. I remember the first time I played Vincent in a four player game I made the mistake of sleeving one of each On the Mend in the matching colored sleeves that each player was using. I realized as I played that there were many, many opportunities for me to take an On the Mend while another one was in limbo so I changed them all to clear sleeves mid game. You musn’t think of your two On the Mends in a two player game as “his and hers.” You will often get into positions where you have one committed and the other in hand. I believe that’s both the letter of the law and also the intention."

derstefon · 2
I use On the mend this way a huge amount of times, if you are playing with vincent don't hoard these, let vincent cycle them as fast as possible. — Zerogrim · 294
The Sign of Hastur

You will take 2 Horror just by reading the card text out loud.

Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur! Hastur!

4 horror if you let go of it before reading it out. — Zerogrim · 294
But you would deserve this. It is a peril card! — Susumu · 371
Studious

One extra card in the opening hand sounds tame, but mulliganing with 6 cards is so liberating. The usual mulligan flow if your deck is with enough redundancy (not really having to hard mulligan for any key card, however hate to get the similarly tasked cards) is :

  1. You pick your initial role from what you see, this gets more varied if your deck is capable of flexing multiple tasks or play with "phases" of using 1H / 2H assets.
  2. Set aside cards that is not working out economy wise or has slot/task conflict (e.g. cards you included for redundancy ended up coming together)
  3. Same amount of cards are added back and hope you get a better synergising cards to what you keep, or more "light" cards that can be readily played from hand (Magnifying Glass (1) with its 0 cost and Fast, "I've had worse…", Perception, etc.) So the failing case at this step is when the new cards you get are still conflicting in task/economy/slot.

Step 1 is improved because you see 6 cards and there are many more possible asset pairings than 5 cards. Step 2 and 3 is improved since while mulliganing those cards are excluded out and guaranteed to turn into something else, the more cards you can exclude out the better you can tailor your opening hand.

My evaluation is that this card worth the XP the more a deck can flex (than getting it for the sole purpose of finding specific thing / hard-mulligan). How many ways your deck can flex, at start of the game you gotta be one thing first and do reasonably well at that before you transition to truly flexing. Mulligan mechanics + 6 cards can really let you choose what you want to be at first clearer.

So if you are planning to play investigators that can access Lv.3 and want to not just vacuum clues, reserve early 3 XP and give this card a try! (e.g. Joe Diamond of course, Daisy Walker with her access, Ursula Downs / Monterey Jack fighting with , Vincent Lee getting opening setup.)

5argon · 10730
Moonlight Ritual

It's noted that a card at a location includes the location itself. It's common to remember some scenarios as soon as that remainer is heard.

To avoid the spoiler, I hide the name of scenarios and just use link utility. Please avoid putting a mouse onto the hyperlinked text if you want to avoid spoiler.

elkeinkrad · 499
A isn't doom. — MrGoldbee · 1470
@MrGoldBee // what I want to talk is the second forced effect, and as I know that is doom. — elkeinkrad · 499
Blur

This card is extremely niche- but if you have the right space for it, it can become a powerhouse. I'm currently running an Extra Actions Dexter Drake and this might be the best extra action card in the deck - for 1 card and 1 resource, you get two free evades and extra actions, which you can stack into the same turn. This card doesn't solve any problems, and it's not going to be an early upgrade for anyone - but if you can get enough draws, resources, or play actions that the up-front cost becomes less important, it can be part of some silly recursion builds.

Walker · 29
Uses it in Akachi while playing a 4-player scarlet keys run. She can abuse the hell out of it with spirit speaker. It made dealing with concealed cards a joke. — Therealestize · 73
Every person I've seen take this card has dominated the game. As Valentin pointed out in his review, you do need consistently high test value but that's not a problem for so many investigators. To be honest though, I've never seen a rogue take this card, only mystics. Rogues just have so many ways to get bonus actions and evasions that I think it's not as immediately attractive to them. But gawdamn playing a mystic Cluever with this card just makes you feel so safe. It doesn't matter if a monster spawns on you or not, you'll just evade it and not even lose an action. — aNRana · 3
The Rogue who loves this the most is probably Kymani since they need to exhaust an an enemy anyway before using their ability to evade and kill. Finn also enjoys it. — StyxTBeuford · 13028