Predestined

This is a failure card that the queen of failure, Stella, only wants in certain circumstances.

Here’s when it’s most useful:

-You’re playing with characters who put a lot of curse tokens in the bag,

-You’re in a big group and other people will be using the bag enough to drain the blesses;

-It’s your third action and your fourth action won’t involve a skill test. (Maybe you’re doing a track shoes test with drawing thin.)

Probably not the best pick, but Silas can make good use of this card. Throw it in with another card at a skill check. If you succeed, take back the predestined. If you fail, take back that useful skill card. With ancient covenant, each of those tokens might be a future success. Predestiny indeed.

MrGoldbee · 1493
This card pairs nicely with the Survivor Grisly totem if you can find a way to guarantee failure — dlikos · 166
Agnes Baker

Since the reviews of this character were close to the game's release, they don’t mention the absolute perfect partner for Agnes: Carolyn Fern. In a duo that’s closer to a psych study than an adventuring party, the waitress can take horror four times a turn and the therapist can keep up and grow rich. (Every phase? Yes, because of the quick trigger of forbidden knowledge, and the fact you can have two. As well as pain pills. Of course, you won’t have to do this every turn unless you have a truly wretched encounter deck, bonded enemies, and weaknesses that spawn foes.)

If you’re going this route, ancient stones and solemn vows, as well as the big man on campus, allow a tremendous amount of healing. The new book of psalms means you can even fill the bag with beneficial tokens while getting paid.

It’s a breath of fresh air if you’ve ever played Agnes before, being torn between the horror you get from the encounter deck, shriveling, and enemies, and your natural urge to use your power. Send your foes packing as you spin into your delusions of being an ancient witch from an era undreamed of.

(For a really nifty combo, you can use dark horse and the resources Carolyn gives you to play costly cards on your turn, and get plus one versus anything in the encounter deck. It also gives you an outside chance of passing agility checks, which most campaigns have a few of.)

The duo can easily become a trio or quartet, but fill your ranks with saner investigators. You’re going to need a lot of personalized attention, and remember a therapist’s hour only lasts 50 minutes.

MrGoldbee · 1493
I'm running these two right now! My Carolyn deck took a couple scenarios to really get going but has ramped up significantly after stick to the plan and some xp healing items like Ancient Stone. — iguanaDitty · 5
Dont forget you can get two Ancient Stones for the price of 1 on Carolyn with Shrewd Analysis, since she only has one legal upgrade target! — Death by Chocolate · 1484
Glowing Eyes

Clarification from FFG regarding the definition of "threat area":

Question: Are encounter cards which are attached to one of your player cards (like for example Threads) of Reality) also considered to be in your Threat Area?

Answer: Encounter cards attached to cards in your play area (or locations, or to your investigator itself) are not considered to be in your threat area. Generally speaking, the only cards that are in your threat area are enemies engaged with you and cards that are explicitly added to your threat area by a card effect.

Jeko · 14
... and cards attached _to_ enemies engaged with you, presumably? — Tamsk · 1
They did say "Generally speaking". I can't imagine where else those would be. Permanent treacheries seem to be in the threat area as well (but are only explicitly added there the first time). — Yenreb · 15
Yeah, cards attached to enemies in your threat area are probably also considered to be in your threat area as well. — Jeko · 14
Hello! Can you share and forward the official ruling email (including questions and answers) you received to drawntotheflamepodcast@gmail.com? This is the mailbox of Frank, the official FAQ maintainer, and he will update the verdict you received into ArkhamDB! — Jacksonsu · 1
Disciple of the Devourer

I've got a rule question about this guy :

If you choose to place one of your clues on its location when he is revealed and that he spaws in a location that is not revealed, what happens when you first enter (reveal) that location ? Does that clue is added to the number of clues that are added to the location as usual ? For exemple, in solo, if he spaws on a 1clue/per investigator location, does that location will get 2 clues once your reveal it ?

Sokourov · 715
Technically, this is not a space for rules questions, so who knows if this will be deleted, but tokens on unrevealed cards are added to the card when it is revealed. So, if the Disciple is at a "1 per" location (unrevealed), and you put a clue on it, once it's revealed it will resolve the clues for its revealed side (1 clue), then add the one that was place there (2 clues). This folows a general rule that clues are (almost) never created or destoryed except by scenario directions 9usually on Acts and Agendas). Otherwise, it becomes too easy to "lose" clues and be unable to advance the act. — LivefromBenefitSt · 1091
Thanks a lot for your answer ! — Sokourov · 715
Emergency Cache

EDIT: with more experience, I see the value of the card. But if you've got a lot of 0-cost cards (Shortcut, Leather Jacket), abilities that draw resources (Zoey's special ability, Dr Milan Christopher), and not a lot of skill cards that increase your card draw, then you may not see any value in it.


In the beginning of the opening round and at the end of each round, you gain cards and resources at a 1:1 ratio.

With all skill cards as well as many events and assets costing 0, not to forget that you'll commit cards and especially asset cards when slots are full... a resources needed per card ratio of 1:1 seems common in my decks and many of those I see about on this website.

With my limited experience and player card pool, depending on the investigator/s chosen, I've found I'm more likely to end a game with up to 10 unneeded resources than lack the resources needed to play a card.

This is strange. It of course depends fully on what type of investigators you are playing, so it's difficult to evaluate. One thing you should keep in mind is that resources are much more important at the beginning of the game. Say you're playing Roland Banks and you want your Machete and Beat Cop out. That is 7 resources right out of the gate. Playing EC+Machete+Cop grants you to have both in play on turn one, otherwise you'd have to wait 2 rounds until both can be played. Another thing is, if you have too many resources, it's usually good to somehow make use of these, either by including expensive tech cards, or resource sink cards (for example Talents that boost your stats like Physical Training, which will help you to fight and deal with Treachery cards). Third, you might have some cards in your deck that accellerate your card draw, causing you to need more resources. I once had an "Ashcan" Pete deck that always had lots of resources left, so I invested into Scrapper (3), which helped me pass lots of skill tests. Do you have a link to one of your decks that never runs out of resources? — PowLee · 15
Yeah, this is a bizarre assessment that I'll chock up to, as you said, limited experience. Outside of specific rogue builds that like hoarding, if at any point you find yourself sitting on a pile of resources that large, 9 times out of 10 that means something has gone wrong. Usually it means you're not playing cards--maybe you're not drawing the ones you need, or you need to tune your deck a little, or you're just going through the scenario taking raw actions and pitching icons as needed (which is horribly inefficient)--but in any case, something is wrong. Granted, not all decks need Emergency Cache, some cards have made it obsolete depending on your faction, but the vast majority of decks need some sort of resource generation (even Dark Horse builds!) if for no other reason than on average playing a card is going to leave you at a deficit. On that note I'm not sure where you've gotten the idea that "many" assets and events cost 0; the overwhelming majority cost multiple resources to play, even if you're just looking at the core set. Whatever the case, you're definitely not playing a Guardian, I'm guessing maybe Seeker, since a lot of their earlier cards are on the cheap side. — MiskatonicFrosh · 344
I was playing a guardian, Zoey, when i ended with as many as 10. https://arkhamdb.com/deck/view/1004670 — shenaniganz11 · 40
Your link isn't public, but that explains it. Zoey has excellent economy on her own as long as she's doing her job, and can easily forgo this card. Other guardians generally need a little more help. Like PowLee I'd recommend loading her with talents like Physical Training (and maybe Hyperawareness for the full stat coverage) so she can use those extra resources to win. — MiskatonicFrosh · 344