Acolyte

The usual mook from the early campaigns, Arkham Horror gets a lot of milage out of this enemy.


A few things;

  • If you draw them as an encounter and cannot place them in an empty location, you discard them! (e.g if 2 investigators are in the only 2 locations on the board then there is no valid location).
  • "Note that Acolyte can be spawned into the unrevealed location" (thanks elkeinkrad, posting this here as very important!)
  • If it is the witching hour (next turn agenda will advance) then you can ignore them, as the doom they add will be removed on advance.
  • These Cultists are never alone! So expect encounter cards that add doom to them or manipulate the board state around them. Games can very quickly spiral out of control if you leave them in play.

Don't let them trick you into ignoring them as they seem so simple to kill! Deal with them sooner rather than later - they have a habit of spawning all over the map in previously explored spots that take a whole turn to backtrack to (which feels terrible and stalls your game).

Also there is something about these guys that makes them a magnet for drawing Ancient Evils the next turn!

An absolute classic.

Antiundead · 31
Note that Acolyte can be spawned into the **unrevealed** location. I saw that some beginners missed that rule, so that they discarded only if all revealed locations are non-empty. — elkeinkrad · 496
An absolute classic. — Soul_Turtle · 500
I'm typically very happy to see these because they're easy to dispose of in 1 action, and in fact there are tons of options for disposing of them in 0 actions. And the fact that you often have control over where to place them is a great advantage. That said, there are scenarios that make these threatening, typically when combined with high Doom pressure, Ancient Evils, and a map design that causes them to spawn in hard-to-reach locations (e.g. Essex County Express). — CaiusDrewart · 3197
I both love and hate the Dark Cult encounter set. The set is well designed and super thematic, but can snowball in a hurry if you draw multiple from the set back to back. More than once I've let advancement eat the Doom token on Acolyte only to then draw Mysterious Chanting and dump 2 more Doom back on it. The Cultist Token from the chaos bag but be a kick in the head too when combined with cultists in play. In Midnight Masks for example: [Easy/Standard] -2. Place 1 Doom on the nearest Cultist enemy. [Hard/Expert] -2. Place 1 Doom on each Cultist enemy in play. Good (bad!) stuff — DrMChristopher · 502
Agreed Essex County Express is a hilarious example of these mooks getting out of control. I've heard of too many game just ending after 2 turns due to very bad doom luck. — Antiundead · 31
Lure

This card really pulls its weight in Innsmouth. With so many hunter monsters in most scenarios, and damage or horror hits on engagement with a lot of them, this can shepherd those suckers away from players with good regularity.

Didn't get to try it in "Horror in High Gear" yet; sending pursuing cars the Long Way Around while you're scooting directly to the Lighthouse is a pretty hilarious image.

Krysmopompas · 366
Fun with teleports! — MrGoldbee · 1492
This is a great thought. I had completely forgotten about this card (and quite reasonably so, honestly), but it absolutely would be a lot better in Innsmouth. — CaiusDrewart · 3197
Tommy Muldoon

Don't write many reviews, but wanted to chime in on this one. IMO, Tommy Muldoon is a powerful investigator who isn't very fun to play, and I don't recommend him. The combination of Guardian and Survivor cards is pretty good (Yorick thinks so too), but he has a few problems that I think make him unenjoyable, specifically because I think he fails to fulfill his "power fantasy" (the thing you pick him and picture yourself doing/having fun with).

  1. The gun - You might think you want to build around Becky, but I don't think you do. It takes both hands so you're always using ammo for even the simplest enemies, and you don't REALLY want to reload her with your ability too much because you'll need that money to pay for your Allies. Which presumably is what you're playing Tommy for. It's also simply not worth the work for the just okay payoff, and cards you include to buff the weapon may not have enough other attractive targets. I'll get to that later.

  2. Rookie Mistake - in my opinion, this weakness is both punishing, and more importantly too directly interferes with Tommy being "fun". It is possible to play in such a way that the weakness doesn't affect you much, maybe discarding a Cherished Keepsake rather than your entire board, but until you can trigger your weakness you have to play sort of weird to prevent it from blowing up 13 resources worth of allies (which simultaneously makes your Charisma useless until you refill those slots). I'll probably get hate that it's "not that hard to avoid", and I actually agree if you play a certain way. But that's not the way you wanted to play when you picked Tommy. You might play an entire scenario without having your expensive assets tank for you - but then why Tommy? Special note that Rookie Mistake is particularly punishing for Beat Cop (2), Jessica Hyde, Agency Backup, and The Black Cat, because they take damage and/or horror to do their thing. All in all, I think this is a Weakness that you play around until you draw, and the way you play around is directly disruptive to the thing you want to have fun doing. If you don't play around it, it might undo 20 XP and 14 actions at once between resources lost and card plays. I think it was justified as being needed because Tommy can be very strong, but it kinda ruined it for me.

  3. The experience problem - There isn't enough experience in the world for Tommy to get what he wants. This is true for all investigators, but it's true to the point of dissatisfaction with Tommy. Stick to the Plan is as good on Tommy as any Guardian, and possibly better as he leverages that first turn Ever Vigilant very well. Unless you plan to only discard Mr. Pawterson, you probably want a couple copies of Charisma. The most exciting Allies you can fit in are things like Agency Backup, The Black Cat, and The Red-Gloved Man, but they're five each, and that doesn't include the Beat Cop (2) that you probably want. Even with all those things, you still don't have a weapon that costs experience (as I mentioned before), or other general utility cards that your classes can play. Trying to improve Becky is more experience. This gets worse if you try to add Drawing Thin in a post Taboo list world.

Tommy is a powerful investigator, and if you lean in to his Guardian and Survivor roots, you'll do fine to great for yourself. I expect comments on my review to say as much. But he didn't really deliver what I was hoping for, and I suspect others feel the same.

LastWalter · 35
I’m not the biggest Tommy fan, but the latest cycle makes him for my money the absolute best user of Bless cards. — StyxTBeuford · 13049
I played TIC With Daisy and Safina, I don’t think we drew rookie mistake once. We didn’t even see it that often, and when we did, it was because scroll of secrets was tossing it into the discard pile. And even the longest games, he didn’t reshuffle his discard. — MrGoldbee · 1492
Guard dog (2) Is a very cheap ally, shuffling into your deck, getting damage, getting enemies off your allies, and filling your gun. With trust it, it pays for itself easily. So you don’t need agency backup if your teammates are picking up all the clues. Cat is amazing though. — MrGoldbee · 1492
I just played him in Dreameaters and I think he is quite strong. I didn't find him much fun to play though. I didn't find the defeat your asset and gain bullets interesting. I would have to take an app just to reload Becky. I also got caught in a loop somehow where Rookie Mistake was getting constantly reshuffled and I wasn't able play any soak assets. As — The Lynx · 993
I made a Tommy deck with the Spirit of Humanity/Spiritual Resolve combo and I had way more fun than I expected, couple that with the upcoming The Star tarot in RtTCU, and you have infinite ammo and resources forever. Also, a rarity to Tommy decks, I loaded it with card draw just to sacrifice 1 copy of Spiritual Resolve to Rookie Mistake and get the cards I needed. Twas a very fun bless generating/monster-killing deck. — toastsushi · 74
Tommy is a lot of fun to play or partner with, but do not take him to Dunwich. The milling effects and cards dealing direct damage make him a misery to play. — LivefromBenefitSt · 1084
I wouldn't take him in Innsmouth either. Avoiding spoilers though. — LastWalter · 35
Ad 3.: In my point of view it makes sense to kill your assets fast in Tommy, so I would never pick Beat Cop(2), Agency Backup, etc. — AlderSign · 396
Copycat

Pros

  • Becomes flexible in the later game when you have a choice of skill to pick from your teammates discards
  • Becomes more powerful as your teammates gain XP and upgrade their skills
  • Provides some pseudo recursion to your teammates
  • Triggers Winifred Habbamock's draw ability

Cons

  • XP expensive in a class with lots of card competition for XP
  • Not great in the early turns as there won't be much in your teammates discard pile
  • Only usable in multiplayer (otherwise Unexpected Courage is a strict upgrade)

Obviously it's only good in mulltiplayer and you'll want at least one of your teammates to be running some good skills. Generally though I haven't found that to be a problem, there are plenty of good skills out there and even pulling out an Unexpected Courage nets you a boost.

Ideal targets are in Seeker with:

and Guardian with:

And not only do you get the benefit but goes back in their deck to redraw so between you and your teammate it's perfectly possible to play a single Deduction (2) 3 times per deck rotation.

The main downside is the XP cost which is prohibitive in Rogue with so many powerful cards to spend their XP on.

Conclusion

If you're Winifred Habbamock and one or more of your teammates has relevant skills I highly recommend including this card, it's both powerful and great fun to play!

If you're a different Rogue investigator it will still be good if your teammates have high impact skills but you'll have to carefully consider the XP cost vs other potential upgrades.

bobblenator · 470
Hatchet Man

Hatchet Man synergizes with:

If you build around some of these cards Hatchet Man can be worthwhile.

However, unless you build quite hard around it most of the time I don't think this card is worth the slot in your deck. Situations in which you want to evade first and then do damage just aren't common enough and you'll often have this card sitting in your hand for a while before you can get a chance to play it.

If you've got a weapon out or damage card available you're usually just going to use it to attempt kill the enemy off. If you don't have a weapon or damage card that can deal with an enemy you're more likely going to want to move away or seek alternative solutions after evading.

I think this card deserved another symbol so it was more playable even if you weren't going to get value from the text and you'd more easily consider it over a Manual Dexterity. As it stands you need to be playing the combo cards to make this worthwhile

bobblenator · 470
Hatchet Man is a card I've defended pretty hard for a while. I think it's pretty underrated. You don't have to work that hard to make it work, you have .25 Automatic and Delilah O'Rourke that fit very well into an evasion -> damage build. And it happens to be in the class with the most extra actions, so finding the time in your own turn to do damage isn't necessarily hard either. — StyxTBeuford · 13049
I agree with @StyxTBeuford it’s a good card. The only thing I don’t like about it is it’s only until your turn ends. I’d prefer it just stay attached to the enemy until either it readies or, oh I don’t know, the enemy actually gets hit? — LaRoix · 1646
@StyxTBeuford @LaRoix - Thanks for your views. I missed the synergies with .25 Automatic and Delilah O'Rourke. I agree these synergies give the card much more life and can see good utility in decks that use these cards. I have revised my review accordingly. I'll stand by my view that outside of those synergies it's an mediocre card and you definitely shouldn't put this into most fight based Rogues like you'd put in a Vicious Blow in a Guardian — bobblenator · 470
Well yeah, it’s a harder card to use than VB. In the same way I wouldn’t run Vicious Blow in Carolyn. The card itself is fine, it’s just fits less easily in as many investigators. — StyxTBeuford · 13049
It was very useful in a Winifred deck in War of the Outer Gods -- Hatchet Man on evade (easy because of low evade enemies in that scenario), then Delilah O'Rourke can exhaust (again for minimal resource cost) for a fast 3 damage testless attack. — LivefromBenefitSt · 1084
Also it occurred to me you included Cheap Shot and I am not sure why. You cannot commit Hatchet Man to a Cheap Shot test because it tests combat, not agility, and also because the test itself isn’t evasion. — StyxTBeuford · 13049
(In regards to its success trigger) — StyxTBeuford · 13049
works also nice with coup de grace, which i often tend to include because of the icons ( double fists are rare in level 0 rogues). even more so with — schafinho1 · 55
chuck — schafinho1 · 55
I wonder if it synergizes with Decoy. Not directly, of course, but as a multiplied setup, say for a Fast Dynamite Blast from your reckless buddy. — AlderSign · 396