Arcane Initiate (and other similar cards)

By screamformechicago, in Arkham Horror: The Card Game

I'm in an argument about Arcane Studies (not Arcane Initiate as I wrongly typed in the thread title). Some are claiming you can use it to apply multiple resources to the same test. Instead of spending one resource and getting a +1 on the test, I can spend, for example, three resources and get a +3 on the test. Can anyone support this (or rule it out) based on RAW or some other authoritative source?

Edited by screamformechicago

Rule book clearly states when discarding cards to skill checks you DON'T spend resources to play. In your example you discard the arcane initiate for free and just get plus one willpower for that skill check only. Other option is you play the ally card during player phase at which point the card no longer can be discarded to up your willpower. It's text box is all that matters at that point.

Don't have rule book on me but look under skill checks in the rules reference or learn to play. Not ambiguous at all in either manual. I can post exact page and quote later if no one follows up.

You mean Arcane Studies not Arcane Initiate.

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That Lightning looking icon indicates a free triggered ability that does not cost an action and may be used during any player window. (From the rules reference guide, under triggered abilities)

So since it costs no actions, it can be done any time it can be triggered (during any player window) as many times as you want. However, both of those cards have another cost that needs to be paid. The Arcane Initiate requires you exhaust that card. So after you do it once, even if you could trigger it again, you can't pay the rest of the cost in exhausting her. So she is limited to once per round, unless you have another means of unexhausting her.

The Arcane Studies card's other requirement is paying 1 resource. So provided you have 50 resources, you could add 50 to either test. Why isn't it just worded as "Spend X Resources: You get +X"? Who knows, it could be because future card interactions may make something respond every time you do this (something in response to either a triggered ability, or spending a resource), so you could be punished 50 times for doing it, as opposed to just once.

The simple fact is when you see that lightning symbol, you can use it as much as you want, whenever you can do anything, provided you can pay the other costs that go along with it.

The card Hospital Debts helps build the case too, by the way:

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That one specifical limits your use of it to twice per round, which means that any other card (like Arcane Studies) should prove to be limitless, unless a limit is specifically imposed.

You mean Arcane Studies not Arcane Initiate.

01062.jpg 01063.png

That Lightning looking icon indicates a free triggered ability that does not cost an action and may be used during any player window. (From the rules reference guide, under triggered abilities)

So since it costs no actions, it can be done any time it can be triggered (during any player window) as many times as you want. However, both of those cards have another cost that needs to be paid. The Arcane Initiate requires you exhaust that card. So after you do it once, even if you could trigger it again, you can't pay the rest of the cost in exhausting her. So she is limited to once per round, unless you have another means of unexhausting her.

The Arcane Studies card's other requirement is paying 1 resource. So provided you have 50 resources, you could add 50 to either test. Why isn't it just worded as "Spend X Resources: You get +X"? Who knows, it could be because future card interactions may make something respond every time you do this (something in response to either a triggered ability, or spending a resource), so you could be punished 50 times for doing it, as opposed to just once.

The simple fact is when you see that lightning symbol, you can use it as much as you want, whenever you can do anything, provided you can pay the other costs that go along with it.

The card Hospital Debts helps build the case too, by the way:

01011.png

That one specifical limits your use of it to twice per round, which means that any other card (like Arcane Studies) should prove to be limitless, unless a limit is specifically imposed.

Your Hospital Debts example is helpful. Thanks. I am still hung up on if it is meant to be limitless why they didn't just say "spend X tokens and get +X on this skill test." But the general consensus seems to be to use the card in the way you're describing. Part of me feels strange giving my investigator a +10 agility just because I have tokens for it. Not that I won't love using it in that way; the game is difficult enough. I'd just love to have an official faq or a tweet from a developer to put my mind at rest. But until then, I'll interpret the card as you and others have suggested.

Although... I read this under "Ability" in the Rules Reference: Once an ability is initiated, players must resolve as much of the effect as possible, unless the effect uses the word “may”. (page 3). Given that it says "you get +1 for this skill test" I can see it being argued that the +1 must be applied to a skill test that immediately follows, not looping back numerous times for additional +1's.

Although... I read this under "Ability" in the Rules Reference: Once an ability is initiated, players must resolve as much of the effect as possible, unless the effect uses the word “may”. (page 3). Given that it says "you get +1 for this skill test" I can see it being argued that the +1 must be applied to a skill test that immediately follows, not looping back numerous times for additional +1's.

If you take a look at the skill test timing chart on p26 of the Rules Ref, you'll note that there are free trigger (the lightning bolt symbol) windows before you reach the part of the test where you pull a token from the bag. These windows aren't under any requirements to close and will happily stay open for as long as you choose to activate your free triggers. Once you're done, you formally close the window and move on to the next part of the current process, in this case the resolving of the token and applying success/fail.

Although... I read this under "Ability" in the Rules Reference: Once an ability is initiated, players must resolve as much of the effect as possible, unless the effect uses the word “may”. (page 3). Given that it says "you get +1 for this skill test" I can see it being argued that the +1 must be applied to a skill test that immediately follows, not looping back numerous times for additional +1's.

If you take a look at the skill test timing chart on p26 of the Rules Ref, you'll note that there are free trigger (the lightning bolt symbol) windows before you reach the part of the test where you pull a token from the bag. These windows aren't under any requirements to close and will happily stay open for as long as you choose to activate your free triggers. Once you're done, you formally close the window and move on to the next part of the current process, in this case the resolving of the token and applying success/fail.

That's a reasonable argument.

The ability does not initiate a skill test, it is used after step 1 or 2 of a skill test. (RR p. 26) The skill test itself is not part of the initiated ability and the word "this" only limits the use of the ability to the skill test during which it was initiated. The use of the ability ends with providing the skill bonus.

Otherwise it would mean that if the ability is used after step 1, it would skip step 2 and the following player window and force step 3 to be executed immediately.

I think it's good to note that the designers of this game are seasoned vets of this type of game and design. They've learned a lot from other games they've worked on, and many things in AH may be done in a specific way for a specific reason.

There could be a time when there is a limit saying "you can only commit 1 free action per turn" or such, and by having these be independent actions of "spend 1, get +1" may be integral to limiting them. While "spend x, get +x" may seem a bit easier to get, it could also be more difficult to contain.

I also want to point out that - while some may consider these types of cards overpowered, they are incredibly inefficient uses of resource. You have to lay down the card with an action and 2 resource just to prime the pump. If you continually have surplus resources to drop on this, I question what other cards you are using are.

I also want to point out that - while some may consider these types of cards overpowered, they are incredibly inefficient uses of resource. You have to lay down the card with an action and 2 resource just to prime the pump. If you continually have surplus resources to drop on this, I question what other cards you are using are.

At least for now. With cards like "Teamwork" in the future, I can imagine investigator teams where one (Rogue?) character procures ressources for other characters to burn on skill checks.

I am still hung up on if it is meant to be limitless why they didn't just say "spend X tokens and get +X on this skill test."

Because that would be something different :) Some ideas where it would matter:

- An effect in play that does something (good or bad) when you spend one or more resources. Actual card triggers X times on that, yours triggers once. Agnes' ability is a similar effect with a similar outcome.

- An effect that limits the number of free actions you can take in a skill window, or closes the window early. One action for X plays differently than X actions for +1.

Whether or not the devs might have any of these specific effects in mind, there's definitely a difference in the two wordings.