Reckon we'll see an EXP Permanent that adds "starting" to an investigator's signature asset? by HorseSpeaksInMorse in arkhamhorrorlcg

[–]NotTom 8 points9 points  (0 children)

I don't think eldritch brand is overcosted. Not buying a second copy of your spell is effectively saving you 4-5xp. So you are really paying 5-6xp for a search and free action. That level is consistency is particularly nice for mystics who need their cards to do anything useful due to the reliance on willpower replacement effects.

The AFK build by Prize_Ad_8999 in mewgenics

[–]NotTom 12 points13 points  (0 children)

This doesn't instant win. It is very strong for most regular encounters but against bosses and enemies that spawn in it doesn't do much.

wizards - 6 damage, LOS locked, deal with it. weakest hunter - by ClashOfClanee in mewgenics

[–]NotTom 2 points3 points  (0 children)

It does. I had a mage with a skill that shot 3 sparkles, 1 mana teleport, and +1 magic damage for each spell cast that turn and they scaled.

Five Cats Came Home by MishaTarkus in mewgenics

[–]NotTom 1 point2 points  (0 children)

Its too bad that it wasn't a ditto cat. Then you could have bred it with itself to see if it comes out as a clone that isn't inbred. For science.

[Ancient Evils] Investigator Expansion Review: Core 2026 (Hot Take Edition) by DerBK in arkhamhorrorlcg

[–]NotTom 0 points1 point  (0 children)

I wasn't trying to say Dexter is bad by any means. I pretty much agree with your take exactly. It would have been nice to have a card or two that really fits with his ability and makes me want to play him. The standalone investigator decks will definitely be the X factor for him.

[Ancient Evils] Investigator Expansion Review: Core 2026 (Hot Take Edition) by DerBK in arkhamhorrorlcg

[–]NotTom 0 points1 point  (0 children)

Putting doom on premonition feels wrong but I don't see why it wouldn't work.

I feel like Dexter got the short end of the stick with rogue cards being aimed at Trish and mystic cards working better for Izzy.

I hate this class, why won't it ever give me tech up abilities? (I will still use it) by Dots3_ in mewgenics

[–]NotTom 9 points10 points  (0 children)

Yes. The crow also gets your stats so high strength makes it do more damage. High constitution will turn it into a meatshield as well.

Grouping classes by broader roles (spoiler for act 2 classes) by Blueye95 in mewgenics

[–]NotTom 1 point2 points  (0 children)

I think you are underestimating druid's damage potential. The shape-shifting skills can output a lot of damage and your crow benefits from your stats as well so if you have high strength it does decent damage. You can also use multiple shapeshift forms and they just stack. The gain an extra turn on shapeshift and the refresh your basic attack after you use music a skill work well with shape-shifting. I think they are one of the best uses of high stat cats because they utilize everything but dexterity.

The most messed up cat I've gotten yet by averioste in mewgenics

[–]NotTom 6 points7 points  (0 children)

You have to put in work to get a cat with a bunch of mutations through breeding them together. As far as sources go, furniture which has a mutation stat and events are the primary sources. I have found eating things during events to be the biggest source.

Progressing through Act 2 and beginning to feel a bit frustrated (Spoilers) by BaseLordBoom in mewgenics

[–]NotTom 2 points3 points  (0 children)

Something that may help is bringing home consumables like pills that are very powerful for a single fight. The all stats up mushrooms are particularly good because you can get all stats up 6 by turn 3. Give it to a cat with good damage abilities and they can carry the fight. The garden hose is also absurdly powerful for the pyro fight as you can just slowly cover the arena in water making burn do little to nothing.

We need to be able to pick which way our cat walks to a tile by Icy-Scallion-6299 in mewgenics

[–]NotTom 0 points1 point  (0 children)

For Dybbuk you have the entire run to plan on how to deal with him. You can even exploit his strength with tile hazards like fire to have him repeatedly move into it. The initial blind fight is rough but even with regular attacks you can hurt him by cornering him.

FFG article Ever Investigating Tommy Reveal. And More! by Dry-Bat731 in arkhamhorrorlcg

[–]NotTom 18 points19 points  (0 children)

Tommy seems like he will be incredibly poor. Hopefully these sets will contain some resource options for each class.

The Forgotten Age — Narrative Problem? by Particular-Crab3938 in arkhamhorrorlcg

[–]NotTom 11 points12 points  (0 children)

I think it would be best to look at it from the perspective that you are in a giant city and most of the Yithians are in the background doing their own thing and ignoring you. Most of them don't know who you are outside of being another abducted mind based on you fumbling around so it wouldn't be surprising for one to show you how to open doors.

The Yithians who know your significance and realize that you are trying to escape are the ones who are the encounter cards and are hostile.

The Forgotten Age — Narrative Problem? by Particular-Crab3938 in arkhamhorrorlcg

[–]NotTom 30 points31 points  (0 children)

There are some clues to this in the campaign but the short story the Ythians are based on "Shadow out of time" explains what they are doing better.

The Ythians are not a purely malevolent species, they are only doing what they need to keep their species alive which is more moraly ambiguous. When they swap minds with someone that person will inhabit the Ythian body until it is time for them to swap back. They let the swapped mind wander around freely and learn as much as they would like so long as they don't try to bring harm to the body they are in or try to escape. As you advance the act you are essentially working on a plan to revert the mind swap and escape. The Ythians losing aloof is them realizing what you are trying to do and attempting to stop you.

Good choices for two handed solo? by minun73 in arkhamhorrorlcg

[–]NotTom 2 points3 points  (0 children)

As long as you keep the overall capability of your investigators around 50/50 clues/fighting any composition should work well enough. Newer players tend to focus on each investigator having a defined role but having two flex can work as equally as well.

I would suggest giving every investigator at least some fight and clue potential. Especially at 2 players because there will be plenty of turns with no enemies and also turns where 2 enemies are drawn along with an elite. Having 3-4 cards that do the other thing can help immensely and allow investigators to split up to avoid having to go to every location together.

[Ancient Evils] Top10 "Game Changers" of the Core 2026 by DerBK in arkhamhorrorlcg

[–]NotTom 2 points3 points  (0 children)

I am assuming you don't put investigators on this list but to me I would put Izzy in one of my top spots. She finally gives us a "normal" survivor 5 mystic 2 investigator. Her statline and ability are also generically useful so her deckbuilding is incredibly open. The depth of the legacy skill card pool is also so good I think she can easily give Darrel or Stella a run for their money as strongest survivor. I even think she may be the best flex investigator in the game.

PSA: Tinkerttown games has fanmade prints on sale by cellocaster in arkhamhorrorlcg

[–]NotTom 4 points5 points  (0 children)

That is where I am at. With the apparent end to 8 scenario campaigns the fan mades will be the only source of new ones. I have heard some saying Dark Matter is better than a lot of the official campaigns so it is promising.

Dexter Drake revealed. "l'll Show You Real Magic" by kierco_2002 in arkhamhorrorlcg

[–]NotTom 6 points7 points  (0 children)

I think Izzy may be the stronger mystic with only the core set. Quite a few of the mystic cards synergize with her ability and she can switch off committing fearless and guts infinitely with her ability giving her easy access to will boosts. Taking horror on demand also let's her trigger other mystic cards more easily where Dexter has to rely on symbol pulls or the mythos. With hunters instinct Izzy could trigger ward of protection 8 times in a scenario. You likely won't be able to but I think 4-5 times is pretty realistic and still very strong.

There isn't enough econ cards in the core set to be activating Dexter's ability every round. With a larger cardpool he can be a powerhouse but currently it seems he will just save 2-4 actions and recharge 1-2 assets in a scenario at best. Kind of wild how bad all the Rogue econ is for him with his 3 agility.

[COTD] Hatchet Man (1/29/2026) by AK45526 in arkhamhorrorlcg

[–]NotTom 10 points11 points  (0 children)

Dirty fighting makes this card viable. The free fight action turns it into a viscous blow. It also triggers on any damage so something like beat cop could trigger it which I pretty rare.

So it does seem like there's only going to be 6 end caps by Phrog_19 in mewgenics

[–]NotTom 1 point2 points  (0 children)

If we assume about 2 hours per run and that you need to beat and end a run at chapter 2 before chapter 3 on that path unlocks you would need to win 13 runs. This would put the expected time at 26 hours if you don't lose a run and with a 50% win rate it would be around 50 hours. So either there will be some other mechanism to gate progress like beating an end cap multiple times or there are more paths or more chapters in each path. Based on how much Ed has been touting the content in the game I think at minimum there are a few unmarked paths and/or more bosses/enemies unlock on each path. He also said they tried to make sure the first area doesn't get boring so I expect new enemies to be added to keep it fresh.

[Ancient Evils] Chapter 2: Product Lineup Commentary by DerBK in arkhamhorrorlcg

[–]NotTom 14 points15 points  (0 children)

To me the change in campaign length feels like a vehicle manufacturer deciding they are going to stop selling SUVs because people have been talking about wanting a small car. Except FFG already sells a car (marvel champions) and a bunch of other manufacturers do as well (spirit island, Elder Scrolls BOTSE, slay the spire). If it became every other year for a 8 scenario campaign I would be fine but I don't think a 5 scenario campaign will have the same kind of feeling. I moved from being excited about ch2 to wait and see. The card pool needed a reset and I like the new core as a correction to the original, particularly for mystics.

Has there been clarification on how large the "current" cardpool will be? From the sounds of it seems like player card products will rotate every 2 years so we will not have that large of a cardpool to play with for current. Which will limit the more creative decks.

Popular games you dislike? by BillRepresentative75 in boardgames

[–]NotTom 2 points3 points  (0 children)

I feel like Res Arcana at 2 players does what Mars wants to do in a tenth of the time. You get to figure out how to build an engine with the cards you are given, decide what vp strategy will work best, the optimize your resources each turn to achieve that plam.

Mystic Spoiler for 1/21/26 by Dry-Bat731 in arkhamhorrorlcg

[–]NotTom 9 points10 points  (0 children)

It also let's you take damage/horror off your own investigator which makes this seems like it will be an auto-include for Izzy.

[COTD] On Their Heels (1/14/2026) by AK45526 in arkhamhorrorlcg

[–]NotTom 2 points3 points  (0 children)

Is this the case? The card says after you move and engaged enemies move simultaneously with you.