If you are going to be a guardian with the fighter role then crack out the weapons and get some in your deck. The word "would" is used to define the triggering condition of some abilities, and establishes a higher priority for those abilities than abilities referencing the same triggering condition without the word "would." Cards that enter play (or the specified area) after its establishment are not affected by the lasting effect. This additional cost is paid when the investigate action would resolve, outside the normal timing point for paying costs. This gives us a small card pool, but still some choices to make. If the ability has one or more prerequisites (costs and/or conditions), these are listed in text immediately following the icon. If a location becomes unflooded, remove its flood token, For the purposes of card effects, both partially flooded locations and fully flooded locations are considered to be "flooded.". We already have Vicious Blow in our deck, a great card that combos with our weapons to give us more damage. If an investigator has not yet taken a turn this phase, return to 2.2. A basic weakness can be identified by the presence of the words "Basic Weakness" and the symbol indicated below. This includes all story assets and weaknesses earned in the original campaign, as well as experience gained and trauma suffered. Something evil stirs in Arkham, and only you can stop it. Generally, a multi-class card can be included in an investigator’s deck if that investigator has access to either of that card’s classes. Weakness cards and cards that must be included in an investigator's deck may not be removed while that investigator is purchasing new cards. If the agenda deck is advancing, remove all doom from each card in play. It’s arguable that Zoey doesn’t need Emergency Cache and we could use this space in our deck for others cards, but I am going to throw them in just in case. Slots limit the number of asset cards the investigator is permitted to have in play simultaneously. If an enemy's prey instructions contain the word "only," that enemy only moves towards and engages that investigator (as if it were the only investigator in play), and ignores all other investigators while moving and engaging. Before we get specifically into the different classes and different approaches to deck building, I think it is worth looking at some fundamentals of a card game of this type that might not be immediately obvious. The [reaction] indicates a reaction triggered ability that does not cost an action and may be used any time its triggering condition is met. Beat Cop is also great, but essential? The resource cost of a card being put into play. An attack of opportunity is made immediately after all costs of initiating the action that provoked the attack have been paid, but before the application of that action's effect upon the game state. If it is discarded, place it in the encounter discard pile as you would normally. The game state is considered to be altered throughout the duration of the indicated ability or action, from its initiation (including the paying of its costs, attacks of opportunity, etc) through the resolution of each aspect of its effect, and up until its completion. (If it leaves play through some other means, place its keys on its location.). An effect that can choose "any number" of targets does not successfully resolve (and cannot change the game state) if zero of those targets are chosen. Numbered items presented in the grey boxes are known as framework events. If a location's flood level is "decreased," it changes from fully flooded to partially flooded, or from partially flooded to unflooded. Her ability enables her to gain resources when she engages an enemy and she can do it every time that happens. If this token is revealed for a skill test, resolve the [elder_sign] effect on the investigator card belonging to the player performing the skill test. During Step 7 of Skill Test Timing ("Apply skill test results"), all of the effects of the successful skill test are determined and resolved, one at a time. Arkham Horror: The Card Game has been going since 2016 and has a large card pool that is ever increasing, so anything that simplifies deck building by narrowing your options is a welcome addition. All damage/horror that cannot be assigned to an asset must be assigned to the investigator. The players' primary objective is to advance through the act deck until a (hopefully favorable) resolution point is reached. Encounter cards are owned by the encounter deck. Each scenario has a number of different possible endings. Instructions for resolving the designated resolution are found in the "do not read until end of game" section of the campaign manual. The support role tends to be a secondary one for most characters, allowing the investigator to heal mental and physical damage. Place the scenario reference card next to the agenda deck. A [reaction] ability with a triggering condition beginning with the word "after..." may be used immediately after that triggering condition's impact upon the game state has resolved. The investigator performing the skill test may commit any number of cards with an appropriate skill icon from his or her hand to this test. Assign Damage/Horror: Determine the amount of damage and/or horror being dealt. Each swarm card has the same values and text as its host card. This was a perfect article (with very helpful links), with being New to the game I was getting a bit overwhelmed in the investigator decks outside of the FFG recommended ones, very grateful you took the time to publish it ! See also: "Tokens, Running out of" on page 20. Change ), You are commenting using your Facebook account. Then, the consequences of that action resolve. Goat Spawn has the following Forced ability: “When Goat Spawn is defeated: Each investigator at this location takes 1 horror.” Before resolving the damage dealt to the Guard Dog, 1 horror is dealt to each investigator at the location, including Agnes, who has a [reaction] ability: “After 1 or more horror is placed on Agnes Baker: Deal 1 damage to an enemy at your location.” Before resolving the Goat Spawn’s defeat, Agnes deals 1 damage to the Ghoul Minion engaged with her. After an investigator has resolved the attacks of the enemies he or she is engaged with, return to the previous player window. After a player draws a starting hand during setup, that player has a single opportunity to declare a mulligan on any number of the drawn cards he or she does not wish to keep in his or her starting hand. The beginning of a phase is an important game milestone that may be referenced in card text, either as a point at which an ability may or must resolve, or as a point at which a delayed effect resolves or a lasting effect expires. He may then play Evidence! Enemies represent villains, cultists, ne'er-do-wells, terrible monsters, and unfathomable entities from alternate dimensions or the cosmos beyond. The following symbols (on an asset) indicate which slot(s) that asset fills: If an investigator is at his or her slot limit for a type of asset and wishes to play or gain control of a different asset that would use that slot, the investigator must choose and discard other assets under his or her control simultaneously with the new asset entering the slot. An ability that costs more than one action only provokes one attack of opportunity from each engaged enemy. These are: Once each of the above confirmations has been made, follow these steps, in order: The "Phase Sequence timing chart" depicts the phases and steps of a game round. Such abilities are generally used to find new locations to put into play, and are initiated using the "activate" action. Because Circuitous Trail is a location that is not connected to the Expedition Camp, it is placed next to the exploration deck, and Ursula draws the next card in the exploration deck. [elder_sign] – This is the elder sign token. As we’ve already discussed Zoey’s weak stats are Intellect and Evade. The first time an investigator enters a location, that location is revealed (turned face-up) and a number of clues equal to that location's clue value are placed on that location (from the token pool). A forced ability with a timing point beginning with the word "when..." automatically initiates as soon as the specified timing point is reached, but before its impact upon the game state resolves. "Revelation - Put Dreams of R’lyeh into play in your threat area. (Added in FAQ, section 'Game Play', point 1.2), (Added in FAQ, section 'Game Play', point 1.10), (Added in FAQ, section 'Game Play', point 1.1), (Added in FAQ, section 'Frequently Asked Questions'), (Added in FAQ, section 'Game Play', point 1.19), (Added in FAQ, section 'Game Play', point 1.8), (Added in FAQ, section 'Game Play', point 1.18), (Added in FAQ, section 'Game Play', point 1.13), (Added in FAQ, section 'Card Ability Interpretation', point 2.3), (Added in FAQ, section 'Game Play', point 1.20), (Added in FAQ, section 'Card Ability Interpretation', point 2.8), (Added in FAQ, section 'Card Ability Interpretation', point 2.7), (Added in FAQ, section 'Game Play', point 1.12), (Expanded in FAQ, section 'Card Ability Interpretation', point 2.1), Transferring Investigators to a New Campaign, Play Restrictions, Permissions, and Instructions, "...Unless all of (location's) clues have been discovered. Locations enter play in an "unrevealed" state, so that the side with no shroud value and/or clue value is faceup. Apply any effects initiated by the symbol on the revealed chaos token. When an investigator takes this action, that investigator gains one resource by taking it from the token pool and adding it to his or her resource pool. The player resolving the ability must choose a game element (usually a card) that meets the targeting requirements of the ability. A quantity on a card (such as a stat, an icon, a number of instances of a trait or keyword) cannot be reduced so that it functions with a value below zero. If you enjoyed this article then please consider donating to our Patreon. An attachment may change control depending on the card it is attached to. The investigator and the enemy are now engaged. If an ability causes a card to change its cardtype, it loses all other cardtypes it might possess and functions as would any card of the new cardtype. Post was not sent - check your email addresses! Do not apply trauma for having been defeated during gameplay, but if trauma is inflicted during a scenario resolution, apply it. A player cannot bring into play a unique card if a copy of that card (by title) is already in play. The word "gains" is used in multiple contexts. Throughout this campaign, scenario card effects can flood locations. We are almost ready to start selecting cards but let’s have a little look at playstyle. Forced abilities initiate and interact with the game state automatically at a specified timing point. Change ). During the resolution of that skill test, she plays Expose Weakness, a fast event which initiates another [intellect] test. If the additional cost cannot be paid, that aspect of the effect fails to resolve. A number of situations in the game require an investigator to make a skill test, using one of his or her four skills: willpower ([willpower]), intellect ([intellect]), combat ([combat]), or agility ([agility]). For example, when applying chaos symbol effects during Step 4 of a skill test or applying modifiers to an investigator’s skill value during Step 5 of a skill test, the effects and modifiers of all of the resolved chaos tokens should be applied, even though the rules state "the revealed chaos token." A skill test is often referred to as a test of the specified skill. This document is intended as the definitive source for rules information, but does not teach players how to play the game. If the text of this Rules Reference directly contradicts the text of the Learn to Play book, the text of the Rules Reference takes precedence. An investigator is permitted to use triggered abilities ([free], [reaction], and [action] abilities) from the following sources: A triggering condition indicates the timing point at which an ability may be triggered. Some instructions in the act deck (as well as on other encounter cardtypes) contain resolution points, in the format of: "(→R#)." The "per investigator" multiplication is done before all other modifiers, and the product of this multiplication is treated as the printed value of the card. See also "Automatic Failure/Success - expanded" above. The lead investigator is sometimes required to make important scenario decisions. To engage an enemy at the same location (for example, this could be done to engage an exhausted enemy, an aloof enemy, or an enemy engaged with another investigator), an investigator places the chosen enemy in his or her threat area. If an investigator has one or more additional actions during his or her turn, the first action he or she takes that is able to qualify as that additional action automatically uses that additional action. When an investigator is defeated, he or she is eliminated from the scenario (see ". "Fight" is an action an investigator may take during his or her turn in the investigation phase. Events2x Evidence! FILES. Often the players will be instructed to record a key phrase in the Campaign Log. If players are unable to find the answer to a rules or timing conflict in this Rules Reference, resolve the conflict in the manner that the players perceive as the worst possible at that moment with regards to winning the scenario, and continue with the game. A card that has no health value cannot be dealt damage. Cards by default enter play under their owner's control. If an event card does not have the fast keyword, it may only be played from a player's hand by performing a "Play" action during his or her turn. Then, remove those weaknesses from the game. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. This leads us neatly onto card combinations or combos as they are more usually referred to. When transferring one or more investigators from a completed campaign to a new campaign, players should observe the following rules: Some card abilities can "cancel" other card or game effects. A fast asset may be played by an investigator during any player window on his or her turn. Example: Sean and Etienne are each using a deck built from Sean's collection. A ready enemy with the massive keyword is considered to be engaged with each investigator at the same location as it. If an ability replaces an investigator’s opening hand with a number of cards "kept" from a larger set of cards, an effect which alters the number of cards in that investigator’s opening hand alters both the cards originally drawn to replace that opening hand, and the number of cards "kept" from that larger set. These cards represent character flaws, curses, madnesses, injuries, tasks, enemies, or story elements that are part of an investigator's backstory, or that are acquired over the course of a campaign. There are also two deckbuilding keywords: A single card that has and/or is gaining the same keyword from multiple sources functions as if it has one instance of that keyword. "Play" is an action an investigator may take during his or her turn in the investigation phase. 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