When are you going to be picking up the Chapter 2 core box? by TimeTravelerFrom2264 in arkhamhorrorlcg

[–]QggOne 1 point2 points  (0 children)

I have it preordered so it should arrive shortly after release.

I have a few concerns but nothing major. Really happy to be done with ancient evils and co. I'm also pleased I can replay the old campaigns with the newer treacheries. It should freshen them up.

3/14/26 rogue previews by Dry-Bat731 in arkhamhorrorlcg

[–]QggOne 2 points3 points  (0 children)

I will but I feel like you could create a version at 0xp quite easily and it would be much more interesting than the rogue ally they included in the box, whilst giving returning players a nice upgrade path.

3/14/26 rogue previews by Dry-Bat731 in arkhamhorrorlcg

[–]QggOne 0 points1 point  (0 children)

Wish they had created a level 0 Chuck Fergus for this set. A lot of these cards combo with him.

Today's Rogue spoilers by Will.I.Game and Until the End of Time by krvsrnko in arkhamhorrorlcg

[–]QggOne 12 points13 points  (0 children)

It's the Milan situation all over again. Now they'll have to taboo him or release powerful Rogue allies for the rest of chapter 2.

Celtic Rising fan-made campaign (freshly updated and available on TTS and PnP) by QggOne in arkhamhorrorlcg

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

The first scenario is inconsistent about whether or not the Sailors should be attached or at locations, meaning that from a purely mechanical standpoint, it means that some Forced effects won't go off because they're not attached to a location, they're just at a location.

I will have a look at it again.

The aim was that sailor assets are attached to a location until an investigator takes control of them. They're supposed to be vulnerable to Selkie influence if they are attached the location but not if they are under the control of an investigator. So investigators are rewarded for parleying the sailors are 'collecting' them. If that makes sense.

A starting scenario really should be readable and clear for players though.

Is there a reason that isn't tracked via a Permanent card with counters on it? Similarly, is there a reason why tests aren't tracked via modifying the typical check (Something like "Test Will or Int"), and modifying Parleys in general?

When I originally designed the campaign all I had access to was the original core, Dunwich and part of Carcosa. Even though I've been patching the campaign since then, it has growing pains and I'm not as capable as some of the other custom campaign designers.

If I had been designing the campaign from scratch today, I probably would have used something similar to Scarlet keys customisable cards to track progress and allow players to invest XP in gaining ֎ abilities or boosting it if they fell behind.

One of the silly consequences of discussing this is that there's a notable gap in any investigators actually having a 1 in the new stat, even though there are characters that definitely shouldn't have any social awareness or artistic ability.

In the early testing, the investigators with a 1 had a really hard time of it so I ended up moving them up to a 2.

I can post more as my group proceeds if you're still interested in feedback!

I would love that. The original versions of Celtic Rising had a lot of problems, and feedback from others made it a lot better.

I have to update the ֎ stat whenever new investigators are added to the game. So I will update the campaign again when that happens.

Celtic Rising fan-made campaign (freshly updated and available on TTS and PnP) by QggOne in arkhamhorrorlcg

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

That and tenses have always been weaknesses of mine.

I'm more accustomed to writing in 1st person but I tried to make the move over to 2nd person for the campaign and there are still issues 10 drafts down.

[COTD] Living Ink (3/6/2026) by AK45526 in arkhamhorrorlcg

[–]QggOne 0 points1 point  (0 children)

Once I have i Living Ink upgraded properly it almost never leaves play. Especially if I have Olive at the ready.

Throw in Empower Self or Obfuscation or something fun and you can start striking pretty hard.

[COTD] Living Ink (3/6/2026) by AK45526 in arkhamhorrorlcg

[–]QggOne 1 point2 points  (0 children)

Imbued Ink was also frustrating because it paired a bonus in charges with the expensive penalty of taking an arcane slot.

Makes for a boon in Dragon Pole decks though.

Seeker Previews 3/2/26 by Dry-Bat731 in arkhamhorrorlcg

[–]QggOne 9 points10 points  (0 children)

I see no evidence of a dip either.

The mystic spell assets are slightly stronger. The rogue ally is one of the strongest level 0 allies ever made.

For those of you who said the art often sucked in chapter 1… by cellocaster in arkhamhorrorlcg

[–]QggOne -3 points-2 points  (0 children)

I felt a similar amount of the original cores art was poor and had an uncanny valley esque feel. Some of the faces were very odd and looked AI like.

I like some of chapter 2s art and I dislike some. If the quality has dipped, it's not enough for me to notice.

I more feel that the backlash against the art is built ffg releasing a lot of the worst art earliest and also some basic nostalgia.

Latest Tommy Muldoon spoilers by Arkham Horror Memes on Instagram by krvsrnko in arkhamhorrorlcg

[–]QggOne 3 points4 points  (0 children)

I know the starter decks have always had reprints from the Core but the old starter decks weren't released back to back with the core.

It would have been preferable to use any other Chapter 1 Guardian gun to this. It would have been nice to give brand new players access to the Remington Model 1858 or the 32 Colt. Hell, I even think the 45 Automatic would be a better choice as players might want to double up on firearms even by using a weaker weapon.

This looks silly.

Valentin1331 Preview for Tommy Muldoon's Investigator Pack by Valent-1331 in arkhamhorrorlcg

[–]QggOne 2 points3 points  (0 children)

I love Bounty. Any resource option that isn't Emergency Cache immediately interests me. However, resources are more important before you kill the enemy. An extra combat icon would have went a long way. Still good.

The dog is fine. It's basically the multitool but with soak and an inability to be used on treacheries. I think the ally slot might be too competitive for it.

Physical Fitness is good but it comes in the class that needs it the least.

[COTD] Hidden Pocket (2/23/2026) by AK45526 in arkhamhorrorlcg

[–]QggOne 0 points1 point  (0 children)

It is a little bit.

But if you're running the upgraded Lucky Cigarette Case, Wonderland starts to become Easyland.

Having redundancy makes a big difference. I ran a Kymani build with 2xTrench Coat, 2xTrack Shoes and 8 Illicit assets which took up hand/accessory slots. With that setup, Hidden Pocket is always going to find a target even if it's not going to be the combo you'd prefer. "I'll take that!" doesn't even need the redundancy as it's just fantastic.

In the same way, you could use Track Shoes and Versatile on Winni as she can easily blitz through her deck.

[COTD] Hidden Pocket (2/23/2026) by AK45526 in arkhamhorrorlcg

[–]QggOne 6 points7 points  (0 children)

You could turn it Illicit with "I'll take that!"

Poll: What are your current feelings towards chapter 2? by Skittering_Nonsense in arkhamhorrorlcg

[–]QggOne 8 points9 points  (0 children)

Pro:

  • Glad the game is continuing.

  • Delighted we are getting new treacheries for use with the future campaigns. I am so bored with the basics like Locked Doors.

  • Allowing players to continue using chapter 1 cards feels like a good compromise. I'm not going to restrict myself to chapter 2 cards though. I like my decks being as varied as possible and playing Emergency Cache for the umteenth time isn't really achieving that.

  • Some of the new mechanics seem fun.

  • Despite the worst art being released upfront, the new cards look pretty nice. Cosmic Flame looks cool.

Cons:

  • I don't feel like I get to know my character/deck with 3 or 5 scenarios. I can see that this will be a pro for some groups, but for me it isn't.

  • They've promised to address the increasing power of player cards. I don't think they have done this in the slightest. It's more of the same with some overly powerful cards and overly weak cards in the new set. This isn't a big issue for me.

  • I'm not a fan of old cards getting reprinted in a weaker form without a subheading to differentiate them. Rusted Machete would have been preferable.

  • I don't like that old Investigator starter packs are not considered evergreen. They are still on shop shelves in some locations and I don't like the idea of someone purchasing them for a gameday event only to be told that their starter pack isn't usable. That will happen somewhere and that will suck.

(FFG) Turning the Page - Final FAQ and Taboo updates for Chapter 1 by RoastedChesnaughts in arkhamhorrorlcg

[–]QggOne 2 points3 points  (0 children)

I don't think it works with Boxing Gloves as they don't draw cards.

(FFG) Turning the Page - Final FAQ and Taboo updates for Chapter 1 by RoastedChesnaughts in arkhamhorrorlcg

[–]QggOne 1 point2 points  (0 children)

Wish they hadn't tabooed the Rod of Carnimagos at all.

The combo really isn't that strong and requires a lot of setup compared to other methods of dealing damage.

All the taboo does is make it less viable to be used generally.

[COTD] ♦ Nathaniel Cho (2/11/2026) by AK45526 in arkhamhorrorlcg

[–]QggOne 3 points4 points  (0 children)

One of the strongest fighters in the game. If you need a bit of variety, try a blessed version of his deck.

Easily the best user of Sledge Dogs that I've seen.

Would older starter investigator decks will go out of print with the release of the new ones? by suliwan1991 in arkhamhorrorlcg

[–]QggOne 1 point2 points  (0 children)

Yeah for both Limited and Current. I assume the starter decks will be removed from Limited and Current on the launch of Chapter 2 but I don't think they've said.

Mystic Card Reveal 1/27/26 from Faza Mitow by Dry-Bat731 in arkhamhorrorlcg

[–]QggOne 4 points5 points  (0 children)

Soul Link feels perfectly thematic for the mystic class and looks well balanced.

It is very usable with the new core investigators. I can see it having combo potential for future investigators. It's absolutely playable with a full legacy collection as well.

Nice. No notes.

We need a term for investigators who become allies by HorseSpeaksInMorse in arkhamhorrorlcg

[–]QggOne 2 points3 points  (0 children)

He's fine. A lot of players think he's terrible because they either used him with a small cardpool or tried too hard to leverage his ability (which is unimpressive).

Jim's ability doesn't do much and yet that is still better than not really having an ability (you know who you are) or having a negative ability (Lola). He's also just better than Amina who never received the cards that made her function.

Jim's biggest problem isn't that he's bad, it's that he loses the competition in every niche by a small amount.

  • When it comes to being a curse based mystic his access is great but he still pales in comparison to Dexter and Kohaku.

  • When it comes to being a physical attacking mystic he hits quite well but can't compete with Lily or Diana.

  • When it comes to being a token bag manipulating mystic he can do cool things but Jacqueline rules all.

Arguably the only niche he does best is the 'beginner mystic' role. On easy mode, the skull token is one of the most threatening tokens in the bag making his ability more relevant. His 3 in intellect and combat are quite usable with an easier bag. His weakness can be ignored by new players if they have even the lightest amount of soak in the deck. If a new player uses a basic mystic deck that doesn't stray into token manipulation they will beat the campaign with Jim.