Custom Card Ideas

By lmartin91, in Arkham Horror: The Card Game

Still a work in progress and will definitely need tweaking for balance. I'm not even sure what cost to put these at.

Last Resort (Rogue) - as an additional cost to play this skill, discard an asset from your hand. You may commit this skill to a test after drawing a chaos token but before it is resolved. Skill Check Icons (Agility x2)

Trigger Happy (Guardian) - as an additional cost to play this skill, discard an additional resource from a firearm you control and gain +1 fight you may commit this skill to a test after drawing a chaos token but before it is resolved. Skill Check icons (Fight +1)

Flare Gun (Guardian) - Hunter enemies do not move this turn. (they are distracted by the flare in the sky)
Skill check icons (Fight +1, Agility +1)

In the Shadows (Rogue) talent - hunter enemies do not target you when they move. Whenever you perform a fight action, discard In the Shadows.
Skill check icons (Intellect +1, Agility +1)

Shoulder Holster (Guardian) - you have an additional hand slot for firearms; assets placed there are exhausted and only refresh after you spend an action to equip them. (this will allow you to have an additional weapon in play and still use other items like the flashlight and not have to worry about trying to play a weapon mid-battle which will provoke an attack of opportunity)

sharpshooter (Survival) talent - if your skill test succeeds by 2 or more, deal +1 damage. Skill Check icons (Fight +1, Agility +1)

Resourceful (survival) - whenever an effect would allow you to draw a card, you may draw 2 cards, choose 1, then put the other on the top or bottom of your library. Skill check icons (Intellect +1, Willpower +1)

adrenaline rush (survival) - charges (2), you may remove 1 charge to gain an additional action this turn.

At one with the Madness (neutral) - whenever you are assigned horror, you may instead add 1 basic weakness to your deck. Skill check icons (Willpower +2)

Ghoul (enemy) - 2, 2, 2 - ghoul gains +1 health for each enemy in the discard pile

better you than me (rogue) - if you are the lead investigator, you may discard this card to choose another lead investigator
(skill checks icons +1 wild) (this would come in handy if there was a time that a nasty effect was about to happen to the lead investigator and he needed to save himself. Since it is a situational card that I made the skill icons a wild.

mists of ry'leh (mystic) - attach to your current location. that location gains +2 shroud. Enemies do not engage with you while at this location.
discard mists of ryleh when all clues at this location are discovered.
(skill checks: +1 intellect, +1 agility)

slippery (rogue) talent - prey enemies do not engage with you if their conditions are met to target you. If you take damage, discard slippery.
Skill check icons (agility +2)

ritual blade (mystic) - fight +1, if an enemy has doom tokens on it, this attack deals +1 damage.
whenever you damage an enemy with a doom token, you may remove one doom token from that enemy
(skill check: fight +1, intellect +1)

Here is a sample of how they will look when I'm done.

TrWZzJV.jpg

I'm making templates for these using GIMP. I do not have photoshop so it will have to do. Please post any ideas for cards you have as well as any ideas for tweaking the ones I posted.

Madness? This. Is. Sparta!!

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HOPLITE HELMET

Neutral Asset card

Skill test icons: 1 willpower: 1 combat.

Cost 4

Artifact.

+1 willpower

z (free trigger): When you reveal a madness treachery card: test willpower 3: if you succeed, discard Hoplite Helmet and the treachery card without resolving it's efect.

An ancient helmet that bolsters one's courage.

Edited by Robin Graves

THE KING IN YELLOW, Locus of madness.

hastur-as-the-king-in-yellow-weilding-th

Enemy.

3/4/4

Avatar of Hastur.

Attack: 1 damage, 2 horror

Hunter.

Prey: Player with (most) madness cards in hers discard pile.

The King in Yellow has +1 fight//evade for each madness card in all discard piles.

The King in Yellow has +2 health for each investigator.

When a player draws a madness treachery card, put 1 doom token on The King in Yellow unless that player takes 1 horror.

HOUND OF TINDALOS:

132642.jpg

Enemy. Elite.

4/3/3*

Prey: The investigator with the "Marked by the Hounds" token.

Attack: 2 damage/1 horror.

When a player spawns Hound of Tindalos, put a "Marked by the hounds" token on their investigator card.

"Marked" investigators treat Hound of Tinadlos' evade value as 5.

At the start of the enemy phase, if Hound of Tindalos is ready, move it to the same location as the "Marked" investigator.

Cool ideas and nice format for setting up the thread for others to follow. Thanks

Yellow Sign Amulet

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Treachery

Cursed Object, Pact

When you gain the Yellow Sign Amulet, you must equip it in one of your hands. It cannot be dropped voluntarily or by any card effects. On the investigators phase, you may use an Action to test Willpower (4) to discard it. If you fail this test, take 1 horror.

Whenever you gain a clue, put one doom token on the yellow sign amulet.

Edited by lmartin91

(this inspiration comes from the Call of Cthulhu rulebook)

Stasis Cube

"... slow the flow of time"

the_unknown_box_photo_by_steelgohst.jpg

Mystic, Artifact

Cost: 3

Skill Icons: Agility 2

One Hand

Charges: 3

Free Action: Remove 1 charge to create a player window where there is not one. For example, add a player window between ST.3 and ST.4 so that you can commit more skill cards to a test after revealing a chaos token. Or add a player window after 1.1 and before 1.2 (place a doom on the agenda) to give you that one more action you need to finish off a cultist that has doom on it, so that when 1.3 (check doom threshold) happens, it does not advance the agenda.

Edited by lmartin91

Because I see the question asked a lot, and I'm intrigued by the possibilities with Permanent cards:

Dual Wield

Talent

Permanent

Triggered Action: After performing a Fight action with a single hand Weapon, exhaust this card to perform a free Fight Action with any other single hand Weapon.

Edited by Calden

Gravedigger's Shovel

sqqiv8j2.jpg

Neutral
Flavor Text: What's dead should stay buried.
Cost: 2
2 Handed
Fight: +1, this attack deals +1 damage.
Whenever you defeat an enemy with Gravedigger's Shovel, it is removed from the game.
Action: > Choose target enemy card in the encounter discard pile and remove it from the game.
Skill icons: Fight 1, Willpower 1
Teamwork
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Guardian
Event - strategy
Fast
Cost: 2
Give any investigator at your location one or more of your actions.
Skill icons: wild 1

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Edited by lmartin91

Just what I needed!

Survivor Faction

Fast

Search your library for a copy of any card in your discard pile and put it into your hand. That card gains 'fast'

Skill test - Fight 1, Agility 1

Omen of Crows

crow-in-night-sky.jpg

Treachery

Revelation - Test willpower (3) - for each point you fail by, discard a card at random and lose 1 health.

Edited by lmartin91

Can you share the GIMP file please?

Can you share the GIMP file please?

+1

Yes, what is the best way to package it up?

Google Drive.

Google Drive.

How do I copy the files into there? Do I just drop the gimp save file and the folders that the file references? Will it automatically load correctly on your end?

Google Drive.

How do I copy the files into there? Do I just drop the gimp save file and the folders that the file references? Will it automatically load correctly on your end?

If you just drop the XCF file (pretty sure that's the gimp format), we should have everything we need. That file typically keeps all the files you load into it, so all the image layers should be there, the only thing that might be missing would be the fonts. I can't say with 100% that this is true, but everything I've ever done in gimp, it has worked for.

Ok, finishing up the location templates now, will share it soon.