Lure

Lure is part of a suite of Survivor cards that attach to locations and affect enemies at that location.

Hiding Spot, a level 0 card, makes non-Elite enemies at that location aloof. Hiding Spot can be used reactively to prevent Hunter enemies attacking you or proactively to make sure that any non-Elite non-Massive enemy that spawns at your location doesn't engage you. It's Fast, which makes it a highly efficient card.

Snare Trap, a level 2 card, can be used to exhaust a non-Elite enemy that enters your location and prevent it from straightening in the next round, which includes spawning at that location.

Lure (1) and Lure (2) control enemy movement during the enemy phase. Unlike Snare Trap and Hiding Spot, there is nothing preventing them from affecting Elite enemies. This is very powerful in scenarios with Massive Elite Hunters, particularly The Devourer Below. Lure (1), however, always had the problem that you could only use it at your own location, which made it difficult to use. Lure (2) , however, can be dropped at a connecting location, which makes it a lot more playable. If nothing else, you can always put it in a Hunter's location so that the Hunter will stay where it is.

So, what the upsides and downsides of the card? Well, one downside is that the card only lasts for one round. Hiding Spot and Snare Trap can be dropped in a space you intend to spend a long time at, and will protect you until needed - that is until an enemy spawns or moves into your location. They also protect you from enemy movement during the Mythos phase, which neither version of Lure has any effect on. It won't, in other words, affect an enemy like The Experiment.

An upside, one quite relevant to The Circle Undone, is that Lure (2) will protect you from Aloof Hunters such as Whippoorwills and the Nether Mist.

A final upside is that by playing it you can cluster multiple Hunter enemies in one location, allowing you to set up a future area attack or area evade.

So what investigators are best suited to play it? Well, Wendy Adams can play it every turn if she gets her Amulet out provided she avoids discarding or playing any Event cards in the Mythos Phase, The timing of the end of round discard from play makes it unlikely to be removed from the game by Abandoned and Alone. Hiding Spot can also be played indefinitely, but playing it in successive turns is often not much help. William Yorick can use it to set up Dynamite Blast, and Agnes Baker can similarly combo it with Storm of Spirits. Any character who can play this card can play Survival Instinct, Cunning Distraction and Impromptu Barrier. There is currently no Investigator who can take it and the Mk 1 Grenades or the Rogue version of the .45 Thompson.

So what does the future hold for this card? Well, cards that appear late in one cycle are often hints for what's coming in the next cycle, and the design of Luke Robinson, as well as this card and Bait and Switch (3), all suggest that dealing with enemies at connecting locations might be a serious consideration in The Dream Eaters.

Katsue · 10
Lola can take it and the Rogue version of the .45 Thompson. — Yenreb · 15
Double, Double
  1. Double, Double.
  2. The title of this card is a single word, doubled.
  3. The cost of this card is 2 x 2 = 4.
  4. The level of this card is also 4.
  5. Because it is exceptional, you pay double the XP to buy this card.
  6. Ironically, because it is exceptional, you can only have 1 in your deck.
  7. It has 2 commit icons on it.
  8. Not counting the duplicating coin in the middle, there are 16 (or 2^2^2) intact coins on the artwork.
  9. It lets you play any event twice.
  10. Aside from the keyword, the flavor text and rules text each take up 2 lines (4 total)
  11. It takes up an Arcane slot, of which you have 2.
  12. It is card 320 (2^5 x 10, note 2 x 5 = 10) in "The Circle Undone" cycle.
  13. It is in "Before the Black Throne", the Mythos pack containing the 8th Scenario this cycle.
  14. "The Circle Undone" is the 4th cycle of Arkham Horror LCG.
  15. The set symbol for "The Circle Undone" shows a severed figure 8, which contains 2 loops.
  16. The Rogue class symbol has 2 loops intertwined as well.

Alright enough of that. Clearly this is a Sefina Rousseau card. Get some extra value from The Painted World, a card that normally is restricted to three plays a game. Because Painted World becomes a copy of whatever card you play it as initially, I'm fairly sure you'd have to play that same event again if you Double, Double it, instead of getting to change targets, but that's okay. There's a lot of cards worth doubling: Drawn to the Flame, Sneak Attack, Backstab, Swift Reflexes, Narrow Escape, Hot Streak. Some events wont benefit well from this (Ward of Protection, Drawn to the Flame on lower player counts, Sure Gamble), but overall you'll probably get more than enough value out of it to make it worthwhile. Hot Streak is already a very powerful Sefina card when combined with Lola Santiago, so doubling it seems strong. Speaking of Lola and Hot Streak, Preston Fairmont likes this card as well. Preston relies on events to do anything (Intel Report, Decoy, Small Favor, "Look what I found!") so this could be very valuable action economy for him. Oh, and there's also Ace in the Hole.

That said I'm not fully sure how some of the timing would work there. Could you use it to discover four clues with "Look what I found!"? Could Sefina double Think on Your Feet and move two locations instead of one, or can she not double the card since she didn't draw another enemy? I'm not sure how the timing works here. Still, I'm sure there will be plenty of targets for this card. Two paragraphs.

StyxTBeuford · 13049
What Money Talks does is change the type of a skill test from ‘whatever it is’ to a resource skill test. Playing it again with Double, Double would then change it (again) to a resource skill test - i.e. no actual effect besides exhausting Double, Double. — Death by Chocolate · 1489
Ah yes you're right. I'll edit that out. — StyxTBeuford · 13049
Double thumbs up for this post. Doubled. — mythosmeeple · 473
This reply is here to make sure there are 4 comments on this review. — StyxTBeuford · 13049
Do you pay for the event a second time? — dotPeddy · 1
Yes — Alogon · 1139
I'm really scared of one thing "play it again as if it were in your hand". Does that mean that you have to pay the cost again ? Action and all ? I don't think so because it would make the card so mediocre in comparison of its cost, but a confirmation would be appreciated. — Docteur_Hareng · 7
You pay the cost, not the action. — StyxTBeuford · 13049
> Could Sefina double Think on Your Feet and move two locations instead of one — Steinbran · 1
"Could Sefina double Think on Your Feet and move two locations instead of one." Of course not, you have to replay the event as if it were in your hand. When you move the first time, the trigger for TOYF is no longer met. Same with "Because Painted World becomes a copy of whatever card you play it as initially, I'm fairly sure you'd have to play that same event again if you Double, Double it" TPW is played "as a copy" but doesn't "become" that other card. Once it's removed from play it is simply a regular TPW (which is why it doesn't work with e.g. Delve to Deep). — Steinbran · 1
This is just to verify playing it with Hot Streak. You collect the resources from the first Hot Streak and can use those to pay for Double, Double replayed Hot Streak. That is how I interpret the card but I have made plenty of mistakes in this game before. — The Lynx · 993
I want to know very clearly whether the effect of this card will make me pay for the action again,thank you very much. — zephyr1001 · 1
Does "Double, Double" replay the same card or does it create another instance of a card that is an exact copy of the event you just played which you then may play during that window? — Kaldaran · 1
It says "Play that card again..." So I think it plays that card. There's no concept of creating a copy of a card described in the rulebook (up to this release; Swarm does use that term I think) — Yenreb · 15
@Zephyr The effect of playing the copy is not done as an action- it's timed as part of the reaction ability on Double Double. It's the same thing as the Guardian card "Ever Vigilant", where for one action you play 3 assets at once. You do have to pay the cost of the event again. — StyxTBeuford · 13049
Saw a deck, recently that used this to double Lucid Dreaming in order to grab both other copies of Three Aces. Seems like a decent combo, if not quite as strong as Mandy's ability. — Zinjanthropus · 230
Shortcut

This card is awesome in Joe Diamond's hunch deck! It immediately saves you an action, and then another action every time you use it again. It wasn't hard for me to place it on commonly tread locations when I used it.

jmmeye3 · 631
It is still situationally useful in a hunch deck. Sometimes you will only be in a spot that has one or two exits and you don't plan on leaving it again. Due to that, I don't think it makes the cut in a hunch deck. Play it in your normal deck. — Myriad · 1226
Even if you only use it once, it's still somewhat useful (saves you one move action for free)! Therefore, it's less situational than most of the options for the hunch deck. That's why I was so happy with it's performance in the hunch deck. It's so sad when you have to let the hunch go... — jmmeye3 · 631
For me, the problem is that for many hunches you want to be on the right location (have a clue on it or have an enemy on it). Then Shortcut is very useful to have in your hand. It enhances your flexibility a lot and therefore also helps playing the hunches. — trazoM · 9
I agree with trazoM - the flexibility it adds to your hunch deck by being in your hand seems much stronger than the value of it being in your hunch deck - especially if you are running the chunkier (but high impact 3 and 4 cost situational insights in your hunch deck). — Death by Chocolate · 1489
Plus it's actually easier to draw this in your opening hand than it is to draw it from the hunch deck. At the start of the game, 2/11 chance you draw it from your hunch deck versus about 3/10 you draw at least one in your opening hand before mulligans. After mulligans, and combined with Studious, NSU, Rook, Eureka!, etc. and it's not even close. You definitely main deck this in my opinion. — StyxTBeuford · 13049
Esoteric Atlas

Esoteric Atlas takes a hand slot, so to be usable and worth an XP it must be good. It gives you 8 moves for 3 resources, a card, a play action and 4 moves actions (9 clicks), so you lose -1 net economy overall (not worth using only to get more moves). If you use Daisy Walker’s free action, the math changes to +3 net economy, which is quite good, but only if you didn’t need to use her power for a different time. The major benefit it offers is it allows you to skip locations, thus avoiding enemies that are present. If you just want to turn resources and a card into moves, Pathfinder and Shortcut are more reliable way to get free moves.

Overall, I think only Daisy is excited about this card. It helps to balance her poor combat. Given relatively limited options for tomes, she may want to take 1-2 of these as early upgrades.

jmmeye3 · 631
Daisy loves it. It also is great with the event that came out this cycle. Really solid upgrades for Daisy abound. — Myriad · 1226
"I've had worse…"

Just a great addition to the card pool. Guardians that were previously interested in "I've had worse…" now have a stepping stone, and Diana Stanley can also take this.

For most of our Guardians, this card can serve as protection against horror and economy, two things they really need. For Mark Harrigan, he might be interested in avoiding damage sometimes, just to make sure he doesn't flip Sophie.

For off-class Guardians, I've already mentioned Diana, who can use this as a canceling effect. Otherwise, "Skids" O'Toole, William Yorick and Joe Diamond can all take this. I don't think any of them combo particularly hard with this card, but I think all of them could take it and have some us for it.

Finally, as this is Spirit traited, Calvin Wright can take this... and that's amazing. From what I've seen, Calvin is all about riding the edge, pushing your damage and horror up high without dying. This lets you avoid two points of damage or horror, letting you stay alive for just a bit longer.

Veronica212 · 300
Nice review! I'm especially interested in using this with Diana, who really needs the resource boost. — jmmeye3 · 631
Probably should have saved some XP for this in TCU. Hypnotic Gaze is one of her weaker cancel cards, and I would've happily upgraded into this instead. — StyxTBeuford · 13049
the max outcome would be 2 resources or 4 resources ( 2damage +2horror)? — toriano · 3
I've played one scenario with this in Diana, and it was great. — Katsue · 10
@ toriano: the card says "and/ or", not "and", so that clearly means a total of 2 (two damage or two horror or one damage and one horror). Regarding Diana: I think, it is not a coincidence, that the 4 XP version is from Dunwich, while this one is from her cycle. They intentionally downgraded the card, so that she could take it. — Susumu · 381