Pocket Telescope

Note that the FAQ entry above stating "you can't interrupt one action with a second action" appears incomplete, based on this response from FFG:


Q: "Hello! I am Roland Banks taking a fight action against an enemy. In one of the timing windows of the skill test, I want to activate a Shortcut (2) that is attached to my location in order to move to an adjacent location in hopes of discovering a clue from killing the enemy. Can I do this?"


A: "Thank you for your interest in Arkham Horror: The Card Game. To answer your question(s): Yes; as Roland Banks, you can use Shortcut (2)’s free triggered ability during an attack skill test to change locations so that you will be able to discover a clue from the new location if successful. Feel free to reach out to us if any more questions arise!"


Because Shortcut reads: " Exhaust Shortcut: Move." It counts as performing a Move action, which is apparently legal during a Fight action. It's not clear what principle prevents the Chuck Pilfer / Pocket Telescope / Pilfer combo.

Holy Outlaw · 261
you can perform an action during a skill check, but you cannot make a skill check during a skill check — Adny · 1
The longstanding rule has been that a skill test can be initiated during another, but it won’t take place until the first test finishes. The questioner above obviously understands that and baked it into his question but was still rejected on the grounds that “you cant interrupt one action with a second action.” If that is no longer the case, then the FAQ entry above is obsolete. — Holy Outlaw · 261
Surprising Find

Note that the September 2023 FAQ entry stating that "If it's discovered during a skill test, it must be committed to that skill test" is not entirely accurate, at least according to this response from FFG:


Q: "Hello! If I see Surprising Find when I search my top three cards from Eureka! During ST.7, does the Surprising Find commit to the current test and draw me a card for its success?"


A: "Thank you for your interest in Arkham Horror: The Card Game. No. Eureka’s ability resolves after the point in which you can commit Surprising Find to the skill test; there is no longer an eligible skill test for it to be committed to. You’d have to commit Surprising Find to a future test. Feel free to reach out to us if any more questions arise!"


In other words, there appears to be an indefinite moment between ST.3 - ST.7 in which the current skill test ceases to be "the next" skill test.

Holy Outlaw · 261
It's not about it ceasing to be "the next test" it just simply doesn't allow you to break the normal rules of a skill test by committing more cards after it is already over. — Spamamdorf · 4
No, that’s not the reason. On 4/5/24, I asked, “ Hello! I hear that you have ruled that if Surprising Find is discovered during a skill test, it must be committed to that skill test. Would that be true even if it were discovered by Practice Makes Perfect in the window after cards are committed in ST.2? Thank you.” FFG answered on 9/4/24, “ Yes, Surprising Find must be committed to that test, because its own ability says to do so. Through the Golden Rule, card abilities can override the default rules of play, including how cards are normally committed during step 2 of a skill test.” — Holy Outlaw · 261
Note that the skill test is not over until after ST.8 and the question is about ST.7. If the current test is “the next test” during ST.1 - ST.3, and if the 9/4/24 ruling that Surprising Find commits immediately and waits for nothing is accurate, there must be some indeterminate moment between ST.3 - ST.7 at which the current test ceases to be “the next.” — Holy Outlaw · 261
Writing on behalf of a friend, whose name is The English Language. The current skill test is never the next skill test. Not in ST.1, not in ST.7, and not in ST.22. Rulings to the contrary are too stupid to waste brain space or word count on. That is all. — Eudaimonea · 5
You said "no" then proceeded to not at all disagree with what I said. The ruling you listed says Practice makes Perfect breaks the rules and allows you to commit a card when played, Surprising Find does not have an effect that asks you to break the rules of skill test timing on its own. If it makes it easier for you: try to think of it as "the next time you are allowed to commit this card, you must". — Spamamdorf · 4
I think we’re talking past each other a little. The ruling I quoted says that if Practice Makes Perfect finds Surprising Find *after* the part of the skill test when cards are committed, it still commits. After ST.2, there is no window when cards commit, and Practice Makes Perfect does not commit Surprising Find, so the part of your most recent response I don’t understand is, even if I read this card the way you suggest—which would be an errata, not an interpretation—when does that “next time” arise? During ST.3? ST.4? ST.5? When is the magic moment, if not during ST.2, when cards are committed via standard means? — Holy Outlaw · 261
We're not talking past each other, you just aren't parsing the words in my post. Cards can make exceptions to rules, this card does not make one, PmP does. — Spamamdorf · 4
I encourage you to re-read FFG's ruling from my first response to you. It says that the text of Surprising Find requires it to commit. Then I encourage you to re-read all of your statements in this thread, which declare that Practice Makes Perfect requires Surprising Find to commit. — Holy Outlaw · 261
"Where's Pa?"

Apparently, the "if able" clause on this card is intended to prevent it from fizzling as easily as similar effects like Smite the Wicked. At least, that's what I glean from this response from FFG:


Q: "Hello! I have a question about Arkham Horror: The Card Game. Hank Samson's signature weakness, "Where's Pa?" reads: "Revelation - Discard cards from the top of the encounter deck until an enemy is discarded. Attach 'Where's Pa?' to that enemy and spawn it at a connecting location, if able."

I am wondering what happens if there is no connecting location, for example if I’m in the Study in the first part of The Gathering or in Rainy Streets in the first part of Riddles and Rain. The “if able” clause is attached to a sentence with two instructions (attach the card and spawn the enemy), so what if I’m not able? Thank you."


A: "Thank you for your interest in Arkham Horror: The Card Game. To answer your question(s): If there’s no connecting location when you draw “Where’s Pa?”, you will spawn the enemy at your location instead. Feel free to reach out to us if any more questions arise!"


Note that the answer says "your location," and not "following its typical spawn instruction." Maybe an oversight.

Holy Outlaw · 261
Subject 5U-21

Can Suzi devour the individual event cards attached to Crystallizer of Dreams, or would she have to devour the entire Crystallizer asset?

If the former, that seems pretty enormously powerful; it means you have a steady stream of event cards to devour and aren't likely to have to resort to eating your assets (or your teammates). Even better, you could use it to juggle multiple copies of Regurgitation back into your hand, healing damage and horror with every cycle.

If the latter, what happens to the attachments; are they devoured as well? Or simply discarded?

Unrelated: unless I'm mistaken, Suzi can benefit greatly from cards that cause her investigator card to be treated as blank (e.g. the Stubborn Detective weakness). If she builds up a healthy statline from Ravenous (Controlled Hunger), blanking her investigator card prevents her from being forced to devour one of the cards she draws during upkeep and switch back into Uncontrolled Hunger mode, but she still keeps the stat boots from Ravenous.

krumpvrank · 1
I'm pretty sure the attached events are considered out of play due to being face down, therefore while Suzi does control them, they aren't eligible targets for the devour ability. And if she devours the Crystallizer, the attached events are discarded. — TheNameWasTaken · 3
That's seems to be right. For comparison look at the faq for Diana. — Tharzax · 1
Pelt Shipment

"Buddy, you're the one coming ahead here! Trust me when I tell you, you absolutely need this!" the salesman remarked. "Think of all the fine coats you'll be able to make! You're winning in the long run."

"I guess you're right," responded his customer. "Alright, deal!" Preston then handed over a beautiful watch that had been handed down by his family.

"Smart boy! Pleasure doing business, son!" said Bob with a grin from ear to ear and a firm handshake. For Preston, he may have just done the worst deal of his lifetime.

For Bob, it was just another Tuesday.


The more I look at this, the more excited I get to run this on my favorite salesman. Bob's looking to get his hands on only the finest selections the vendors have to offer. All these shiny cards are so expensive in experience!

But Bob is an experienced salesman. He's witty, charming, and most of all, adaptable.

You can't play this. So it's going to be eating up a spot in your hand, and shrinking your hand-size while you're at it. Not the greatest, but fortunately, Bob's capable of tossing this away if grabbed early and finding at some point down the road. He's got access to the right tools for this job. On his quest from rags to riches , there's going to be a lot of new cards Bob wants to take. The key here being NEW.

There's no denying that some of the recursion cards are better left targeting other great options. But in the event that you find yourself with this leftover and just cant seem to find where the hell you put it, why not? Gotta keep in mind that Bob here is greedy after all!

It's perfect. Load up with the shipments early in a campaign. Buy all of the shiny new goodies Bob deserves. And then you can even ditch it once you've made your fortune.

It's time for Bob to sell some pelts.

Cosmic · 2