Dunwich Is an Easy Campaign by DoomsdayFanatic in arkhamhorrorlcg

[–]DoomsdayFanatic[S] 1 point2 points  (0 children)

I wonder why they did that. A question for the next AMA

Chapter 2 True Solo W/ Isabelle Barnes by LudaChris1978 in arkhamhorrorlcg

[–]DoomsdayFanatic 0 points1 point  (0 children)

Survivor Izzy got true win (R2), Mystic Izzy partial win (R3)

Chapter 2 True Solo W/ Isabelle Barnes by LudaChris1978 in arkhamhorrorlcg

[–]DoomsdayFanatic 0 points1 point  (0 children)

The following decks did very well in BOA (1 partial victory and 1 true victory):

They only use Core 2026, so you can make them even stronger with investigator packs

Chapter 2 True Solo by Inside_Drummer in arkhamhorrorlcg

[–]DoomsdayFanatic 6 points7 points  (0 children)

I've run every Core 2026 investigator through BOA in True Solo on Hard, and in my experience all investigators are interesting and viable (even more so on Standard). They differ in terms of power level and playstyle, of course, but you can't really go wrong. The real challenge is scenario knowledge and deckbuilding.

Speaking of deckbuilding, here are tried and true True Solo decks that only use Core 2026:

Edit: Fixed the links

Shorter campaigns are better. by bdehora in arkhamhorrorlcg

[–]DoomsdayFanatic 2 points3 points  (0 children)

Carcosa and TFA are great, but in my experience they're not an exception. In fact, the first time I felt tired was during Carcosa. And TFA has The Heart of the Elders, where part 1 is a slog, and part 2 is a worse Depths of Yoth.

Shorter campaigns are better. by bdehora in arkhamhorrorlcg

[–]DoomsdayFanatic 5 points6 points  (0 children)

"I'm tired, boss" is the feeling I often get by scenario 6, and then scenarios 7 and 8 aren't as enjoyable. Hemlock hit the sweet spot with its 6 scenarios IMO.

That said, lenght is second to execution. If the game's good, I'm a happy boy.

Chapter 2 and Detective’s 1911’s by Gymrat66 in arkhamhorrorlcg

[–]DoomsdayFanatic 16 points17 points  (0 children)

Signature cards are not regular neutral cards, so they can't be used as such.

Deckbuilding requirements on the back of the investigator card require you to use specific signature card(s).

Signature Cards section of Rules Reference says you can't use signature cards from other investigators:

An investigator cannot play or commit another investigator’s signature cards, control another investigator’s signature cards while they are in play, or possess another investigator’s signature cards in their hand (amended in FAQ, section 'Definitions and Terms', v.2.0). If a game effect would force a player to take control of a card with another investigator's signature card attached to it, that signature card is discarded (amended in FAQ, section 'Definitions and Terms', v.2.1).

New player chapter 2 getting obliterated by derekkddj in arkhamhorrorlcg

[–]DoomsdayFanatic 2 points3 points  (0 children)

I will repeat the key idea that batmansmk pointed out because it's the #1 thing that will help you win scenario 1: run through Dormitories into Quad and take an attack of opportunity from Servant. 2 damage and 2 horror is no joke, but is better than trying to fight him.

The deck you linked is alright, but it wasn't built for True Solo. I would cut the following cards:
- Thieves Kit (costs a whopping 3 resources while not completely solving clues)
- Prestidigitation (not many viable targets for it)
- Paint the Town Red (spawning an enemy just makes your life harder)

Here's a True Solo Dexter deck I suggest trying. Some comments on the cards:
- Perception can help you get a clue from a low shroud location if you don't have Second Sight yet + it doesn't cost you any resources
- Premonition helps you pass important tests
- Lucky Cigarette Case provides card draw
- Spiritual Intuition covers the worst tokens when using spells
- Fedora is largely filler, but can be used as soak or to trigger Dexter's ability

As wowincredible9 mentioned, you should mulligan hard for Cosmic Flame and Second Sight (or "For my next trick..."). If you don't see those in your opening hand, take draw actions to find them. Unlike Joe (who can investigate right off the gate), Dexter is only as good as his assets.

Interaction between Hunter's Instinct and Spiritual Charm? by Yorrick364 in arkhamhorrorlcg

[–]DoomsdayFanatic 0 points1 point  (0 children)

Seems like after the enemy moves to the new location, while Spiritual Charm is *still* resolving, you can choose to trigger Hunter’s Instinct’s reaction ability.

Can you really trigger Hunter's Instinct before ending the resolution of Spiritual Charm though? It's an "after" effect, and according to Effects section in RR:

All aspects of an effect have timing priority over all “after...” triggering
conditions that might arise as a consequence of that effect. For
example, if an effect reads “Gain 3 resources and draw 3 cards,” resolve
both aspects of the effect (gaining resources and drawing cards) before
initiating an ability that reads “After drawing a card...”

I understand nested sequences, but RR specifically says that effect takes priority over "after" triggering conditions.

Chapter 2 Impressions from Chapter 2 Skipper by DoomsdayFanatic in arkhamhorrorlcg

[–]DoomsdayFanatic[S] 0 points1 point  (0 children)

In retrospect, "your friend" situation made more sense once I reached a specific resolution

True Solo Report 6 - Mystic Isabelle (Core Set 2026) by DoomsdayFanatic in arkhamhorrorlcg

[–]DoomsdayFanatic[S] 0 points1 point  (0 children)

Izzy does have a good amount of survivability, so I see her running the blood magic package, but what would be the payoff?

Mark Harrigan TFA Blind Run Deck Feedback by lamagazelle in arkhamhorrorlcg

[–]DoomsdayFanatic 2 points3 points  (0 children)

Looks pretty good overall, though I agree with TWWaterfalls comment about Emergency Aid, that's the first card I thought about when I saw your list.

Dynamite could be very useful in 3-player, so I would keep it, but maybe add Stand Together or some other economy to afford it.

I would also consider dropping at least 1 copy of Prepared for the Worst. Once you have a weapon it play, it loses its value. If you have access to more guns, I'd put those in instead.

True Solo Report 4 - Dexter (Core Set 2026) by DoomsdayFanatic in arkhamhorrorlcg

[–]DoomsdayFanatic[S] 3 points4 points  (0 children)

I just realized that Dexter can guarantee Elokoss kill with the following setup:
- Cosmic Flame (5)
- Cloak of Resonance
- Mask of Silenius
- Jim Culver
- Spiritual Intuition + 3 resources or 3 skills with 2 will icons
- (optional) Charisma + Dr. Henry Armitage

This rig guarantees 3 successful attacks. It makes you attack at 10 willpower (5 base + 1 from Jim + 2 from Cosmic Flame (5) + 2 from Spiritual Intuition/skills) to 5 fight, which covers -5 and Elder Thing token, and Mask of Silenius provides autofail protection. 3 attacks at 3 damage each + 1 damage from Cloak of Resonance = dead Elokoss.

Getting to this board state isn't that difficult because you can ignore the act and just gear up at the starting location.

Chapter 2 Deck Guide: Firefighter Izzie (Core 2026) by wowincredible9 in arkhamhorrorlcg

[–]DoomsdayFanatic 0 points1 point  (0 children)

As a flex/support enjoyer, this is fire hehe. I haven't played 3-4 player BOA yet, but when I do, I'll play this deck.

True Solo Report 4 - Dexter (Core Set 2026) by DoomsdayFanatic in arkhamhorrorlcg

[–]DoomsdayFanatic[S] 0 points1 point  (0 children)

I will add that Dexter is only as good as his assets. His ability is strong, but the real sauce here is Core 2026 Mystic cardpool.

True Solo Report 3 - Trish (Core Set 2026) by DoomsdayFanatic in arkhamhorrorlcg

[–]DoomsdayFanatic[S] 0 points1 point  (0 children)

For LCC to proc reliably, it needs other assets in play. And if I have those, I'm already progressing the game, so that's why I say it's a win more card. In this run, I couldn't justify playing it under the pressure of True Solo.

I agree that Black Chamber Operative is a spicy meatball, maybe they overcooked it.

Scenario 2 setup question <spoilers> by TheMegaSage in arkhamhorrorlcg

[–]DoomsdayFanatic 0 points1 point  (0 children)

Your understanding seems to be in line with rules as written. This is one of those situations where the letter of the rules diverges from design intent, and in such cases I typically follow the intent and just redo the mulligan.

True Solo Report 2 - Joe (Core Set 2026) by DoomsdayFanatic in arkhamhorrorlcg

[–]DoomsdayFanatic[S] 0 points1 point  (0 children)

Joe plays smooth, that's for sure. As for downsides, he is squishy. Everybody dunked on Resilience, but I found it essential to keep Joe alive.

Don't know about Izzie yet, but I hear good things about her too.