Daniela Reyes

Daniela is the queen of making enemies murder themselves. With TSK cards, a lot of her weakpoints go away (namely Motivating speech). Keep in mind her investigator ability has no cap per turn, at all. Guard Dog, Flesh Ward, Survival Knife, Second Wind, Toe to Toe, Motivating Speech and Improvised Shield are mandatory imo in her decks.

Early upgrades should be charisma to get two guard dogs up, and spirit of humanity x2.

With those cards alone, Daniela is now absolutely murderous, tanky and will make short work of most enemies.

But it can get even more ridiculous.

"Stand Behind Me" redirects and converts all of the attacks a friend takes over to her. Keep in mind the wording of her investigator ability: attacks you provoke. This essentially means with Stand Behind Me, your friend who previously had a very annoying enemy on them can do whatever they want as you will be shredding the enemy if it hits them (a bonus if the enemy does physical damage, as your faithful guard dog can take the hit as well, dealing a whopping two total damage to an enemy completely passively, three if the enemy hits for at least two damage).

Toe to toe does a guaranteed three damage to any enemy Daniela uses it on at the cost of getting attacked (2 from the card plus 1 from her ability), and that's before guard dogs. It is hence possible to do five damage with this one card alone with her standard set up, guaranteed.

Spirit of Humanity gives a pretty reliable two horror and two damage heal every turn at the cost of adding curse tokens. This cost can actually be yet another benefit if you partner her with an investigator using curses spells, specifically Eye of Chaos and Favor of the Moon, as you will be able to more than easily keep their curse engine full.

The best part of all of this is it plays the same regardless of what difficulty you're on. Enemy abilities rarely get enhanced at higher difficulties (only thing that really changes is the bag and the penalties for drawing bs tokens). So, Daniela plays the same on easy as she does on hard.

Shes an extremely powerful investigator with a bit of a learning curve. She's not that great at punching enemies to death with weapons, she cant discover clues outside of Evidence! and she cannot ever pass an intelligence check. But she is a very strong bruiser character when built correctly, frequently making enemies take uncapped (primarily, two from guard dogs and one crom her), 3+ damage from her passives with a ridiculous amount of healing and soak and with minimal to no set up.

drjones87 · 193
Great review! I disagree with Second Wind, though, in my opinion Emergency Aid makes much more sense since you can use it to heal Guard Dog. Another key card I miss here is Bandages, for the same reason. With her card pool, you can also get them back via Resourceful (or resupply them with Emergency Cache (3)). Toe to Toe is not only a great with her because it triggers the retaliation, but also also lets you commit cards like Vicious Blow or Resourceful safely, i.e. without a chance to lose them. — AlderSign · 291
Queen? Really? Leo/mark can damaged 12 damages at turn without troubles — Rentgen · 1
Thieves' Kit

I think this is a garbage upgrade. Thieve's Kit lvl 0 is amazing. In many builds, it is 7 actions to get 3 resources and six clue - or at least a test with a FAR higher likelihood to do that.

Spend three XP and it nets you ~ probably ~ 3 resources and maybe a saved clue test?

Huh. Not that bad actually.

I suppose my hesitation is 6 XP for 2 cards is a lot in Green, with many XP Hungry cards.

Then again; 3 resources and maybe a saved clue test. A Emergency Chache and a deduction. That's pretty darn good?

I think the issue with the card is its Boring. It's expensive for a consistent, undeniably beneficial reward, but... so does the lvl 0 version.

I wanna spend my XP on fun cards like The Black Fan, The Red Clock, and Chuck Fergus.

Thieve's Kit lvl 3 is garbage.

Adamgoff159 · 18
OP sounds a little crazy ngl — cthulhussecondcousin · 100
Wiggles Hay Thespian — DeckLicker · 1
If you have Underworld Market already I can see sticking one of these in. Forgetting about the oversucceed for a minute, +1 to 6 skill tests ain't bad. — OrionAnderson · 70
Guard Dog

edit

Way to read deckbuilding restrictions. Disregard. These dogs are still very good boys and going to ger a lot of use in a lot of decks, but Daniela cannot take them.

Charlie can though!

End edit.

guys are mandatory on Daniela. For give experience Daniela becomes able to kill most enemies in the game without lifting a finger.

Charisma, a regular guard dog and this upgrade. She has myriad soak and healing options, and basically being able to pull three testless damage out of thin air is ridiculous. "Motivating speech" also has the exact resource cost needed to put these guys into play.

You could very easily build an entire deck around this concept and a level 0 survival knife. Throw in a trash can lid and a teddy bear for the enemies that really hurt when they hit (or rod of animalism and everyones favorite footballer) and you are more or less invincible.

Daniela and her dogs are going to be a force to be reckoned with.

drjones87 · 193
Arcane Research

Mystic cards are expensive, and this card successfully mitigates all of that. With only two exp you can get a copy of the level 4 spells by the second scenario, which is extremely powerful. Couple it with in the thick of it and rabbit hole for absolutely ridiculous early game gains.

drjones87 · 193
Call for Backup

Official rules response on Call for Backup, re: the potential of healing damage/horror from cards without health. (You can't.)

Q:

Call for Backup reads, in part, "heal 1 horror from any card" and "heal 1 damage from any card". Can these effects be used to remove damage/horror from locations (or other unusual cards) that can have damage/horror placed on them for scenario mechanic reasons? (If the answer is "yes", that should really be errata'd out, or else it can break numerous scenarios.) More generally, can it be used to heal damage/horror from cards without health/sanity? (E.g. Daisy's Necronomicon.)


A:

Thank you for your interest in Arkham Horror: The Card Game.

To answer your question(s):

We are ruling that, unless explicitly stated otherwise, cards without a health value cannot have damage healed from them, and can cards without a sanity value cannot have horror healed from them.

When Call for Backup states that it can heal “any card”, that card must be able to be healed. Daisy’s Necronomicon cannot be healed.

Feel free to reach out to us if any more questions arise!

Sincerely,

Alex Werner, FFG Game Rules Specialist

Rules questions and their answers are reviewed by both the Arkham Horror: The Card Game design team and the Game Rules Specialist.

anaphysik · 95
isn't that inconsistent with Ancient stone (Minds in Harmony) being able to heal daisy's necronomicon (from a previous FAQ under Minds in Harmony) — aurchen · 1
Hello! Can you share and forward the official ruling email (including questions and answers) you received to arkhamdbfaqs@gmail.com? This is the mailbox of Jared, the official FAQ maintainer, and he will update the verdict you received into ArkhamDB! — Jacksonsu · 1