The Painted World

By awp832, in Arkham Horror: The Card Game

Rogue Preview for Carcosa!

https://www.fantasyflightgames.com/en/news/2017/8/1/the-painted-world/





So, what does the community think of this? Sefina seems hard to play, with her 2 in combat and 2 in lore. It just seems like it's going to be hard for her to you know... do any of the parts of the game that help you win. I respect that she can take a Rite of Seeking or two and have a good shot at having them in her opening hand.... but even so, 4 willpower isn't always enough without the backup from the upgraded version of Rite, or access to Blood Pact or something like that. The same is true for Shriveling.

So, maybe she just gets by on using Backstab and Drawn to the Flame. Seems risky, but maybe it would work. Her weakness seems pretty bad though. Still, it's hard to gauge just how good she is without playing her. Starting with an 8 card hand makes her somewhat like the AH version of Andromeda... who was pretty okay =D.


Daring Maneuver: This is cool. worth deck space though? Maybe if you're also packing a Shotgun. Still, I find it's somewhat hard to run this over a skill card that just gives you +2. Say, Unexpected Courage.

Sleight of Hand: This is a pretty outrageous card. It sort of grinds my gears thematically that we're all going to be Sleight of Handing Lightning Guns and shotguns, etc, while nobody will be using the card on the things that seem more reasonable, like Switchblade or Derringer. It's still a very powerful effect though.

Edited by awp832

2x Daring Maneuver going directly into my Rex deck.

There's huge reasons to run Daring Maneuver over UC. It's basically UC ex post facto. Sure it works best, maybe only works, in the Rogue +2 decks, but it allows you to use it only when you need it. If you commit UC and pull a good token and succeed by 4 or more, then you've wasted the skill card.

Sure. Is that good enough though? Daring Maneuver is a bit more useful after the fact if the skill check is close, but unlike UC, Daring maneuver doesn't really help you not fail. The effect is good. but... for for a 1-time event I just don't know if this goes in any of my decks. And I wouldn't pick it for Rex because it's out-of-faction. I feel Rex has more valuable picks than this.

I think you are still better off running Burglary and using Hyperawareness to trigger Rex's ability. You take a lot of variance out of the action, as in you can know which tokens you can't pull.(example, you can spend resources to make anything but the Tentacles succeed by 2 or more.)

Just imagine a sadomasochistic sefina playing delve too deep 5 times.

I don't think daring maneuver is good either. It is more important to succeed in a check than to get the win more effect. Unless maybe if they create some cards with good benefits that need 3 or 4+ over success.

After just proxy testing Sofina last night, in a 4 player game of Dunwich, she is really good. Sure in solo she is not that strong, but the obscene amount of resource regeneration she can generate with rogue/mystic is amazing. She does struggle a bit with only having 5 health but that can be easily mitigated with pain killers.

Edited by Starbreaker1
clarification

I think she is going to be fun to build and fun to play. I am excited about her class and sub class combo. I like her starting hand ability.

I also think she is a different kind of Rogue. Both Jenny and Skids seem to do best when they are killing enemies with weapons. The variety is nice.

With her Rogue class for resources, she shouldn't have an issue with spells or investigation as she can use Arcane Studies pretty reliably.

Agnes also has 2s for both fight and intellect, and seems to do fine. Jim does OK with 4 Willpower, just needs a little more boost. I think she's going to lean a lot on the Mystic, but her initial draw ability does a lot to mitigate a key problem for Mystics: getting the spells she needs. And as Jobu says, being able to combine Rogue's resource generation also offsets the other big issue for Mystics.