Player Cards from Black Star Rises

By Jobu, in Arkham Horror: The Card Game

We never discussed these, so lets go. Please share your thoughts and tell me where I am wrong.

I will say that the card pool is getting large. There is a lot of thoughts of, "I like this, but where would I fit this"

Guardian:

  • On the Hunt: Its a pretty good card. Guardians have relatively little event card manipulation and generally would prefer to pull something that they can just kill than something that blasts their sanity or makes them discard their lighting gun.
  • Stick to The Plan (3): Okay bonkers good. It makes cards that you really want be in your opening hand and thins out your deck to increase the chances of having cards you want in your opening hand. Though, 6xp is a lot of xp. There are some cards that you would like in your deck but only include 2 to increase the chances of drawing (dynamite blast, ever vigilant). Other cards are great but need other cards to work properly so you may end up mulliganing them to get to the core cards (extra ammo, emergency cache). These factors are no longer a concern. Anyhow, here are the cards that can attach: https://arkhamdb.com/find?q=t%3Aevent+k%3Atactic|supply

Seeker:

  • Guidance: While I guess this can be useful, I usually find as a seeker I am very action constrained. If I am not discovering clues or moving to discover clues or occasionally dropping cards to make myself better at moving and getting clues, I am doing something wrong for the team. There are times you want someone else to have an action, but those are rare outside of when trying to defeat a big bad at the end of a scenario. The wild icon is nice, but not great, could help with Minh's weakness.
  • Arcane Insight (4): See this is great, not only can you use to help you get clues, you can use to help others get clues and it takes no actions (except to play). Its even pretty good for Marie and Akachi, but since it uses an arcane slot, its probably better that a Seeker buys it.

Rogue:

  • Narrow Escape: A good card. Plus it has double feet which is nice. Wendy can do some shenanigans with this card. Rogues have a lot of fast, but most of them are around weapons (sleight of hand, switchblade etc). This gives you breathing room to get other assets out (spells etc)
  • Suggestion: This is a really good card, especially on the investigators that knock your evasion to a 7+ (I am less impressed on Skids and Jenny). If you have this out you will rarely ever need another evade booster. The free "dodge" type ability is just gravy in my mind.

Mystic:

  • St Hubert's Key: Very cool, an alternative to Holy Rosary with good tradeoffs. It will be pretty situational based on a characters Intellect score (giving Agnes a 3 lore is not that useful compared to knocking another character to a 4) and if you can afford the extra resource cost compared to Holy Rosary. It starts to make Relic Hunter seem more useful if you want to use both HR and SHK.
  • Ward of Protection (2): This is great, I would prefer this over *** l5. The base card is great, but being able to intercept those annoying cards that other investigators draw (Ancient Evils) would be great. Note, you can't play it on cards others draw that has the Peril keyword.
  • Arcane Initiate (3): While its clearly better than the level zero version of the card, I am not sure that it is 3 xp better than its lesser sister. I think I would in general prefer to spend the xp on something else and deal with the doom drawback by playing the card at the right time.

Survivor:

  • Not Without A Fight: This is a good card. Helps everything but Intellect with a +2 (minimum). Has great utility on Agnes as well.
  • True Survivor (3): So looks like Survivor is the "skills" class. Yeah in any skill heavy survivor deck, this is pretty great since there are a huge amount of Innate skills. It also looks like a better card than Try and Try Again. I think it will be best on Pete and Lola. I could see it working in a Wendy deck that has a fair amount of skills in it and the right Bill-Y deck could make use of it as well. You want to make sure your deck has a fair amount of Innate skills in it before you add, I would say 8 seems to be the minimum number of cards, 6 seems a little light to me. Here is the list of target cards: https://arkhamdb.com/find?q=f%3Aguardian|mystic|neutral|rogue|seeker|survivor+k%3AInnate&decks=player

Edit: LOL, it edited out my abbreviation of Ward of Protection.

Edited by Jobu

With True Survivor + Resourceful you can re-use your Unexpected Courages indefinitely. (If you have enough money and actions for True Survivor and if the tests with Resourceful are always successful.)

Nice write-up, Jobu. well done.

On the hunt: I think I can find a place for this. This is pretty good. This helps thin the deck from enemies and make the general area safer for your fellow investigators. It also helps the guardian draw a encounter card they can deal with. But where I think I like it most is that it forces the spawn on your location rather than the normal spawn location. Roland loves this, obviously, because he can move to a location with clues and use On the Hunt to set himself up for some action efficiency, and maybe make use of his .38 Special as well. But I like it on just about any Guardian. You can pick off Cultists or Wizard of the Order and not have to track them all over the map. Can even set up the combo with Ambush (unspeakable Oath).

Stick to the Plan: This is great but 6 xp... wow. My guardians already feel like they have so much to spend XP on... still, this can give you some quick extra rounds when you need it with Extra Ammo or Zoey's Contraband, and I like Ever Vigilant with this too.

Guidance: Disappointed here. Can't see much value to this. Not worth the slot to put it in your deck.

Arcane Insight: This is amazing. I'm particularly thinking about using this with Flashlight to get clues off of 4 shroud locations while reducing the shroud to 0. Seems fun.

Narrow Escape: So, I generally just try not to take AoOs at all, so I'm skeptical of this. Plus it's Rogue-faction so... can't they just evade first? I think this card is a little weak.

Suggestion: This is pretty impressive.

St. Hubert's Key: Hm. I dont know about this one. I pretty much think that I'm hardly ever running this over the cheaper Holy Rosary. Even with Relic Hunter, I'd rather have a second Holy Rosary. The only exception is if you are trying for that Intellect icon. So maybe you're Jim and you're using St Hubert's key to boost your INT to 4, and Alyssa Graham to boost it again to 5? Possible, you could get some investigating done that way without relying on Rite of Seeking. But Alyssa is 4 resources and St. Hubert's Key is 4 resources as well... so you're paying a heavy price for it. But maybe.

Ward of Protection-2: Pretty good. I agree I probably purchase this over Ward-5, but I don't think I probably buy either. Ward-0 is good enough most of the time.

Arcane Initiate-3: Again, Initiate-0 is probably good enough.

Not Without A Fight: I don't like it, because I don't like skill cards that just give you icons. A skill card needs to do something else for you, and it needs to be something good. otherwise I'd rather run any other card.

True Survivor: This is good because you can get Resourceful back (resourceful is a skill card that does something good). Then with resourceful, you can grab any other Survivor card you played. This can lead to a lot of Lucky! or Look What I Found! during a game. Definitely worth picking up.

1 hour ago, awp832 said:

Stick to the Plan: This is great but 6 xp... wow. My guardians already feel like they have so much to spend XP on... still, this can give you some quick extra rounds when you need it with Extra Ammo or Zoey's Contraband, and I like Ever Vigilant with this too.

I think we may be seeing an overall shift in Guardian XP expenditure options. By the end of Dunwich, we really were limited to taking a number of high xp weapons (which are very good) and a few cards to support (extra ammo) and some other relative expensive cards to help (I've Had Worse, Stand Together) or some cheap, good allies. With Carcosa, I think the lower end Guardian XP cards give a lot more of an option. I am not saying don't take high end weapons. I am just saying maybe you don't need two lightning guns and two shotguns. Maybe two shotguns and two upgraded .45s will work (thats 6xp saved, which is exactly the XP cost of Stick to the Plan).

Frankly with Stick to the Plan, and cards like Ever Vigilant, Extra Ammo and Emergency Cache, most of a Guardians high resource issues can be mitigated (depending on deck design).

1 hour ago, awp832 said:

St. Hubert's Key: Hm. I dont know about this one. I pretty much think that I'm hardly ever running this over the cheaper Holy Rosary. Even with Relic Hunter, I'd rather have a second Holy Rosary. The only exception is if you are trying for that Intellect icon. So maybe you're Jim and you're using St Hubert's key to boost your INT to 4, and Alyssa Graham to boost it again to 5? Possible, you could get some investigating done that way without relying on Rite of Seeking. But Alyssa is 4 resources and St. Hubert's Key is 4 resources as well... so you're paying a heavy price for it. But maybe.

Excellent points, maybe I need to downgrade my opinion.

1 hour ago, awp832 said:


Not Without A Fight: I don't like it, because I don't like skill cards that just give you icons. A skill card needs to do something else for you, and it needs to be something good. otherwise I'd rather run any other card.

This is a fair point as well. I may need to rethink this one. Whats your take on Unexpected Courage? Despite NWAF having limitations, I find it very similar to UC. I wouldn't take it in place of UC, but I would take it as a supplement. It also doesn't have a limit of one played like UA does.

I have historical disliked UC, but after seeing the rest of my group use them, I am changing my opinion of the card.

Edited by Jobu

It's worth noting, that some Investigators may not want to take the LVL 0 Arcane Initiate.

Norman wouldn't really want to take it, due to him only having 5 slots for Level 0 Mystic cards, but he'd be fine with the Level 3 one(not sure it's worth 6xp for two though)

3 hours ago, Jobu said:

Whats your take on Unexpected Courage?

It's an extremely versatile card that can give you a nice boost in any situation. It's still a common include for me when I make decks... but not an auto.

That being said, when I do include it, it doesn't stay for very long. It is always one of the first cards I remove from my deck in favor of XP cards. Overall: It's a good card for your first couple of scenarios when you don't have better options, but it's going to need to go to make deck space. Beyond that, as we continue to get more options for level-0 cards, I see myself using UC less and less in the future.

NWAF might be in a similar position.

I can actually see some use for Guidance, personally. Seekers have some really good action efficiency cards (Pathfinder, Rex), and I can see a lot of potential in transferring those actions to other investigators. Not sure it's got enough value to really put in, but I like the concept at least.

I think some of the above is undervaluing St. Hubert's Key, too. Sure, getting someone from 2 to 3 Intellect isn't going to turn them into Daisy, but it is a pretty solid boost for letting them cover low-shroud locations. Since it's Level 0 it also makes a really nice splash for the Dunwich investigators (I'd seriously consider it for Jenny, and Rex would probably like it too as it's an odd slot for an Intellect boost), and it's exactly the kind of card Lola loves. It might be overkill for Norman, but I usually take the Rosary for him anyway and being able to get that extra Intellect puts him into a really safe range for standard investigation, so you can reduce some support on that side.

I can see Arcane Initiate being worth the 3 XP. Sure, you can play around the Doom with the regular one but the big advantage I see here is being able to get her out early and fast. Most scenarios give you at least 3+ turns before you advance, so that's going to be 2-3 turns worth of extra digging for spells. That's a LOT of acceleration on your setup. Sure, if you draw her late she's not going to be much help but that goes for the standard Initiate as well.

On the flip side, I think people are overvaluing Arcane Insight. The effect is awesome, but for 4 XP? There's just so much good for Seekers to spend XP on, by the time I'd get around to buying this I'm usually better at grabbing clues than I need to be. It's a nice idea to let someone else investigate, but is the rest of the team usually just sitting around with free actions to spend? Not sold on this one for the cost.

45 minutes ago, Buhallin said:

Since it's Level 0 it also makes a really nice splash for the Dunwich investigators


I'll give you that much. I'm not convinced for mystics, but for people who aren't mystics, it's pretty handy. Rex is a good choice here, and Jenny. This will work on Duke too.

24 minutes ago, awp832 said:


I'll give you that much. I'm not convinced for mystics, but for people who aren't mystics, it's pretty handy. Rex is a good choice here, and Jenny. This will work on Duke too.

Yeah, it's definitely a Mystic card that will be a lot more useful to non-Mystics.

I'm not convinced for Duke though - Pete's base sanity is so low that the window for keeping it in play is pretty small.