Speculation: Return to the Forgotten Age Player Cards

By dysartes, in Arkham Horror: The Card Game

Morning all,

We've recently had Return to the Path to Carcosa be released, and as The Dream-Eaters campaign has begun, we're on the clock for the next Return to... set to be announced.

Assuming no change in pattern, we'll probably see Return to the Forgotten Age be announced either late this year or early next year, refreshing a campaign which - IMO - could actually benefit from a non-scenario mechanic (*cough*Supplies*cough*) being tweaked as much as the scenarios themselves. But I digress...

What we've seen over the three Return to... sets so far is the following pattern:

  • 2 player cards per class
  • No neutral cards, bar new Basic Weakness options
  • Player cards will normally be XP versions of cards introduced during the campaign arc, which didn't get one during the arc
  • Player cards can be a different XP version of cards which only saw an XP version during the arc, including 0XP options (see "Eat lead!" in RttPtC)

With the above guidelines in mind, which cards from The Forgotten Age would you like to see - or do you think we'll see - when Return to the Forgotten Age comes around? If you want to speculate on how the new versions will work, feel free ;)

My picks:

Guardian

  • Scene of the Crime - Simple update, grab 2 (or 3 if an enemy is present) clues as your first action. Not sure what XP/price that would need to go to from 0/2.
  • Survival Knife - Not sure what upgrades I'd want to it, though.

Seeker

  • Ancient Stone v3.0 - One of the Seeker patterns is that their "Solve this" cards get a new version in Return to... sets. Having said that, with the current trigger mechanic for the other two versions, I'm not sure what options there are for a third version. Heal damage? Gain resources? Add secrets to other cards?
  • Persuasion - Extra icons, lower base on the skill check or modified effects, maybe?

Survivor

  • Impromptu Barrier/Improvised Weapon/Winging It (pick one) - Add a "remove from game" option with a bigger effect (see Gravedigger's Shovel or Lantern)
  • Perseverance - Cancel more damage/horror?

Rogue

  • "You handle this one!" - Give a small boost to the skill check the investigator the card is redirected to makes against the card.
  • Decorated Skull - Make the action a once per turn free action, instead. Give it a second icon, too. That's probably worth a couple of XP, at least.

Mystic

I have no idea, when it comes to Mystic, at present.

I've given up on guessing what will be in the next set since I'm always wrong...😟

For example, in return to Carcosa I really wanted them to give us playable versions of Trench Knife and Knuckleduster.

E.g., Trench Knife (2) add +1 damage when engaged with 2 or more enemies.

Knuckleduster (2) add +2 combat when attacking exhausted enemies.

Sadly, these cards only exist in a warped alternate reality and wishing for them only leads to madness.

I know what you mean. I have cards I have the perfect upgrade for, but will never see. I wonder if they have this all planned out so far in advance, that we are just whistling in the dark with card upgrades.
Forgotten Age had a couple of really hard scenarios to beat. So I am shivering a little trying to guess how they will make them even harder...
I know I’m weird, but I liked the supplies mechanic. We knew going in that it wasn’t a well funded expedition, so we were never getting all we needed. Agnes was even sucked into the one item that turned out to be 100% useless!
If I had to throw my hat in the ring for cards then maybe a couple of new player cards with the blessed trait for Father Mateo to give his secondary some more options.
Seekers: I personally would like to see an upgraded Elli that can take some more soak, or hold 2 relics??? Although they will probably go with Ancient Stone, especially since Shrewd Analysis was released in TFA.
The Mystic Pool pretty much upgraded itself during the campaign or since then. So I’m not sure. Level 2 Mists of R’lyeh? Upgraded Olive McBride?
Guardian: Upgraded Kerosene that costs less or has more supplies?
Survivor: Upgraded Dumb Luck where the enemy goes on the bottom of the Encounter Deck instead of the top, or gets shuffled in.
Rogue: Upgraded High Roller getting 5 resources for your 3 if you succeed.

Okay, here is my, probably not going to happen, wish list. They are all cards that I love for theme, but never seem to fit into decks...

  • Hand Cuffs (2): cost=1, fast.
  • Kerosene (3?): reaction is fast.
  • Intrepid (2): add a "?" icon.
  • Persuasion (2): no elite limit.
  • Colt Vest Pocket (3): fast, shuffle into deck instead of discarding.
  • Fence (2): cost=2, fast.
  • Coup de Grace (3?): doesn't end your turn.
  • Counter Spell (0): only yourself.
  • Enraptured (2): +1 icon, x2 effect.
  • Trench Coat: I have no idea... I just want it to be something Roland would want to take...

My personal list of hopes/guesses:

  • Guardian
    • Survival Knife (2 XP) - loses the "during the enemy phase" text so its reaction can be used any time an enemy deals damage to you (e.g. Attack of Opportunity or certain encounter cards like Hunted Down that cause enemy attacks in the Mythos phase). It would also be amazing if it gained an extra Combat icon for use with Well Prepared, but I wouldn't actually expect that.
    • Second Wind, Trusted, and/or Intrepid are my personal list of cards I've never/rarely used, so I would look forward to an upgrade for any of them.
    • A Well Prepared (0 XP) might also be possible - limited to just +1 skill value of an Asset you have in play?
  • Seeker
    • Ancient Stone (4 XP) - when you draw X Cards, spend X secrets, discover X clues at your location (just a guess)
    • Relics were kind of a thing in TFA, so perhaps another version of Otherworldly Compass or Pnakotic Manuscripts?
  • Survivor
    • Not sure. Upgraded versions of the Improvised cards may be OK. Especially Improvised Weapon and Impromptu Barrier. Winging It doesn't really need an upgrade.
  • Rogue
    • Colt Vest Pocket (2? XP) - gains Fast keyword, or perhaps returns to you hand or shuffles into deck at end of turn instead of discarding
    • Not sure what else for Rogue...
  • Mystic
    • "Seal" was the new thing in TFA, so I would expect updated versions of cards that seal tokens from the Chaos Bag or mess with drawing/resolving tokens from the bag. So perhaps an upgraded Cthonian stone, or a 0 XP Shards of the Void or Seal of the 7th Sign?

I've got my own thoughts up on my blog. Kerosene and CVP strike me as the two cards that are both below the curve and lend themselves to an easy upgrade.

On 10/3/2019 at 1:34 AM, Faranim said:

So perhaps an upgraded Cthonian stone, or a 0 XP Shards of the Void or Seal of the 7th Sign?

We're not going to see a 0 XP Seal of the Seventh Sign. Preventing the autofail is too strong for that. A downgraded Shards would be cool (mostly to give it an Arcane Research discount to make it competitive with Shriveling), but I can't really see how you'd go about making one.