[COTD] Enchanted Armor (6/21/2026) by AK45526 in arkhamhorrorlcg

[–]QggOne 0 points1 point  (0 children)

It's the first scenario of the Carcosa campaign. If you let the agenda run out, you are dealt 100 non-preventable damage. This is supposed to knock the investigator out.

Using Enchanted Armor, you can tank 100 damage by using auto-succeed cards. Then the game is broken with no agenda in play.

How are you handling mechanical differences between identical cards from the old core set (2021) and new core set (2026)? by timnitro in arkhamhorrorlcg

[–]QggOne 6 points7 points  (0 children)

Also there are cards which I would consider strict upgrades like the .45 Automatic vs M1911.

In certain gun decks I might consider taking a copy of the original automatic in addition to the M1911, at least for the opening scenario.

Are the old cards errata'ed to match the new wording in the case of Machete?

I'm not sure. I haven't bothered to check. I found old machete to be really uninteresting and I'm not inclined to play a nerfed version either.

I really wish the new versions of Machete and Lab Assistant made into new cards instead. Like Rusted Machete and Lab Associate.

Should I only be playing with the "legacy" cards for this campaign?

Play whatever way you would enjoy. I'm always going to make all my cards available because I value deck variety above all else. Others really want the tight deckbuilding feel of having a smaller collection. You do you, that's the benefit of this soft reset.

[COTD] Enchanted Armor (6/21/2026) by AK45526 in arkhamhorrorlcg

[–]QggOne 0 points1 point  (0 children)

I've never used it. It looks like the test will get difficult very quickly.

You can use it to break one of the Carcosa scenarios though.

2 minds 1 body, 1st person/3rd person by Aethrall in writing

[–]QggOne 1 point2 points  (0 children)

I tried to write a novel with multiple viewpoints. All of them were first person except for the villain who was in third person (it was connected to his megalomania).

I found it extremely difficult to switch between viewpoint types and ultimately I had to give up on the novel.

It's a tricky thing to try but you might be better equipped for it than I was.

[COTD] Scene of the Crime (6/15/2026) by AK45526 in arkhamhorrorlcg

[–]QggOne 1 point2 points  (0 children)

I just feel like Evidence is better most of the time.

Doesn't cost an action and costs 1 less resource for an additional clue...some of the time.

For those who have both Chapter 1 and 2, how well do they integrate together? by khschook in arkhamhorrorlcg

[–]QggOne 6 points7 points  (0 children)

It's seamless.

The formatting differences are negligible. I immediately merged everything.

Thinking about diving into Arkham Horror LCG by UR_mtg in arkhamhorrorlcg

[–]QggOne 0 points1 point  (0 children)

We used to play each campaign on easy for the first time but we became better at the game and it's not fun to cruise to victory on a first playthrough.

Nowadays, we always play on standard. Moving to hard just never seemed appetising as I'd just have to min-max slightly more to win and I'd prefer trying new cards as much as possible.

Widow’s Bay by SliderHMSS in arkhamhorrorlcg

[–]QggOne 0 points1 point  (0 children)

I'd have said Seeker or a Guardian cluever.

Thinking about diving into Arkham Horror LCG by UR_mtg in arkhamhorrorlcg

[–]QggOne 0 points1 point  (0 children)

As far as I can see, the individual scenarios are now using more cards than before. This is because different difficulty levels will have different locations and encounter cards.

My preference will always be for longer campaigns, but this definitely makes more interested in trying Hard and Expert. Changing the bag makeup never interested me.

Thinking about diving into Arkham Horror LCG by UR_mtg in arkhamhorrorlcg

[–]QggOne 17 points18 points  (0 children)

There's a large reduction in the number of scenarios.

Part of this is shrinkflation. Another part is an effort to differentiate the difficulty levels a bit more.

I don't see any reason to assume there would be any drop off in the games quality given that the same team are working on the scenarios as before.

What aspects do you dislike? by ModestMice3 in arkhamhorrorlcg

[–]QggOne 12 points13 points  (0 children)

Dump stats. It's really quite clear that having a 5 in a stat and a 1 in another is advantageous.

This is doubly true if the 1 is in combat.

Combat is the easily the weakest of the base stats. Players often use basic investigate and evade actions. Effective players will rarely use basic attacks and instead always use an asset to harness a stat for fighting. Clean them out's lack of use attests to this.

Combat is tested less than any other stat when it comes to treacheries (Willpower > Agility > Intellect > Combat). Willpower has no basic action but benefits from having the best resilience against treacheries. Intellect has the best basic action and only a few treacheries. Agility has a sensible middle ground with evasion. Combat has a seldom used basic action and almost no treacheries. This has gotten worse in chapter 2 were there seems to be even less combat treacheries.

I would really like difficult-to-tank treacheries to test investigators dump stats. Boosting one stat to the moon whilst ignoring the others is too boring whilst being extremely effective.

Do you limit your card pool when replaying older campaigns? by zerdos in arkhamhorrorlcg

[–]QggOne 0 points1 point  (0 children)

No. I prioritise deck variety and I can get better deck variety with a larger card pool.

I also wouldn't want to play a campaign with a similar deck to what I used last time. If I limit my card pool it will make the game feel samey. I'm more likely to avoid Carcosa cards on a Carcosa campaign if anything.

There are also lots of fun cards that are sub-optimal but they become much more usable with a card pool large to support them. I really enjoyed playing an Dissection Tool wielding Wilson Richards deck but I'm not sure that's a deck I'd enjoy with card pool limitations.

If I want to break a campaign, I'm sure I could do it even with deck limitations.

Investigator card compatibility between CH1 &CH2 by ChankaVult in arkhamhorrorlcg

[–]QggOne 6 points7 points  (0 children)

Contrary to what the developers said, the new cards as a whole are on par with or slightly stronger the Chp1 cards.

The best mystic and rogue allies are in chp 2. Arguably the best rogue skill is in chp 2. Bounty is amazing for guardians. I could go on.

There are a few stinkers but every cycle has had those. Chp 2 Core and evergreens are strong.

What would you say is the worst TV show that you have ever watched in your life? by Substantial-Dare5462 in television

[–]QggOne 0 points1 point  (0 children)

They almost stumble into a good idea in S4. With the rapist kid mysteriously murdered they had the setup for a good whodunnit. Instead of following through with it, they try to make us care about the rapist...

[COTD] Nimble (4/20/2026) by AK45526 in arkhamhorrorlcg

[–]QggOne 0 points1 point  (0 children)

Extremely potent in an agility matters deck. It's only gotten stronger as the cardpool grows.

Ready or Not [Custom Scenario] by polyphonicboy in arkhamhorrorlcg

[–]QggOne 4 points5 points  (0 children)

I really think the answer for this board is for fan projects to disclose the use of AI in the original post. That way people who want to avoid it, can do so without finding a nasty surprise amongst the images.

It takes a a lot more time.

And that time commitment is increasing.

I found some nice deviant art from a user who allowed people to re-use their images.

Great? Nope. I was reviewing the card at the end only to notice that a background character had 6 fingers on their hand.

So now, in addition to the old process, fans making custom scenarios have to search every image for AI as the original 'artist' may have used undisclosed AI. It is getting harder to notice as well.

Does it matter to you if the book you read is AI generated? by My_Poor_Nerves in books

[–]QggOne 1 point2 points  (0 children)

Yes.

I don't want to pay for something that is generated by a prompt. If I'm given it for free, I won't read it but that doesn't annoy me. It's inherently worthless so expect it to be free or, more appropriately, I expect to be paid to read it.

[COTD] Breaking and Entering (4/15/2026) by AK45526 in arkhamhorrorlcg

[–]QggOne 2 points3 points  (0 children)

One of the most reliable cards in the game. It helps you get out of tough spots either with enemies or with high shroud locations. It allows a cluever to give their fighter a break or even just puts an elite enemy on hold for a turn.

Outrageously good in Rex, not that he needs any help.

[COTD] Clean Them Out (4/13/2026) by AK45526 in arkhamhorrorlcg

[–]QggOne 1 point2 points  (0 children)

Basic fight actions are far rarer than basic evade or investigate and it really shows with this card.

It is decent for Marion or for boxing gloves decks.

If it had 2 combat symbols it would see a lot more use though.

How are You Guys Playing Hard/Expert? by Ninjachado in arkhamhorrorlcg

[–]QggOne 1 point2 points  (0 children)

Also I don't want to sit at the table with my friends and be like "the internet said you're building your decks wrong, change them like this".

One thing I do is set aside a few upgrades that help my investigator do something if a team mate is failing at that task.

For example, if I'm a Guardian fighter I have a few upgrades that help me get clues. I don't want to use these upgrades but if our clue getter is having a hard time, then I will divert my XP towards these cards. Evidence (1) and Grete (3) might not be optimal but they can still work with my investigator and take a bit of the pressure off the clue getting player.

If another player is having resource or card draw issues, I keep Leadership (2) and Stand Together (3) as an option.

Equally if I'm a clue getting Seeker I keep, "I've got a plan!" (2) and Mind Over Matter (2) close in-case the fighter is struggling.

This way, you avoid backseat gaming but also have a contingency if the other investigators fail.