Stick to the Plan

If the Cards attached to "Stick to the Plan" may be played as if they were in your hand,but why them must facedown to "Stick to the Plan"?I have no idea,because i can't confirm those cards in "Stick to the Plan".

zhy · 2
You can always look at facedown cards, and return them facedown after looking. For reason why it was errata-ed to be facedown, they don't want those Event cards to be considered in play, even though they are relatively useless even when faced up (rule says Event cards can only be played from your hand), it still could future-proof unintended interactions. For example, if they aren't facedown you could use SttP to instantly gain many "different classes you control" from your Event cards for Synergy cards (like Gang Up). Or you can also trigger the reaction in Delay the Inevitable without playing it, and must resolve the Forced effect too. — 5argon · 10428
Take a look at Backpack, if Item Assets were attached and not being told to facedown that'd cause serious problem as in this game attachments are all fully functional. This design is used to create cards like Abigail Foreman, Trigger Man, Elle Rubash, Quickdraw Holster (which you can still use the gun after the holster had been exhausted). Also take a look at Tool Belt, which take different approach of just blanking the text box except Trait instead. Allowing interaction like discarding your tools in the belt for Crypt Chill, make them count for Synergy cards, or Kate Winthrop able to move her clues to Science / Tool assets in the belt. — 5argon · 10428
Unrelenting

This card eats for Silas Marsh! I was mostly using it to thin the chaos bag against the worst spooky tokens for my skill test, then after you draw a token, if you are going to pass (without the ? of unrelenting) use his ability to take it back into hand and return the tokens to the bag. Repeatable for most of a scenario. After a bit, I felt like I was cheating.

dlikos · 153
You are overlooking the even more incredible Silas trick where you use this to draw cards over and over. — OrionAnderson · 72
Matchbox

A little too strong for 0xp in my opinion.

  • Cheap, slotless, amazing in multiples
  • Enables the Survivor shroud reduction package to access even more locations
  • Self-discards for synergy with the Survivor recursion package.
  • Lasts for the entire turn, allowing for some crazy clue collection swings (or TSK concealed card cleanup)
  • Can be used on other investigators
mordequess · 74
It is a good card, but doesn't really do anything on its own and eats a deck slot. But yeah, I guess they could have omitted the multiplayer part. — AlderSign · 300
ya, when all four players light their matchboxes. Shroud valued trivialized. For seekers, Matchbox also makes Lantern a much more worthwhile card. — liwl0115 · 41
Deny Existence

I love this card. It's a catch-all defensive titan against so many different treacheries, particularly ones that cause you to lose resources or cards. A resource drain turned into a resource gain. It prints so much free economy you think hyper-inflation would kick in. If you're running low on health or sanity, this card suddenly tops you right back up, in better shape than before. Toss it on Dayana Esperence and suddenly you'll never have to worry about the mythos deck taking anything away from you for a while. This card has turned many dire situations into ones that incur one of the best feelings in Arkham LCG. The one where you smile at the Mythos deck and use its dastardly plans to play into your favor. This card is a turnabout machine, and can cost a middling 2 xp to upgrade between Down the Rabbit Hole and Arcane Research. I strongly consider this card in any investigator that has access to it, and it's a personal favorite whenever I get the pleasure of using it.

I largely agree, but the current rule about “for each / for only” often limits this card it to only canceling (and reverse) one damage, horror, discard, or resource loss. I think some players are choosing to simply ignore that rule, which I understand. But with it in place, 5 XP for a card that still won’t prevent me from dying to a horror or damage treachery in many cases is a lot to ask. — Holy Outlaw · 269
I suppose the main problem of this card is besides the rule "for each" is, that the level 0 version is quite as good as the 5 xp version. Also neither version of deny existence helps with effects from locations. — Tharzax · 1
But location cards are encounter cards, no? (from arkhamdb rules page: "Encounter Cards" vs "Scenario Cards" (added in FAQ, section 'Card Ability Interpretation', point 2.15) These two terms are used interchangeably to mean any non-player card used in a scenario, such as the contents of the encounter deck, locations, acts, agendas, the scenario reference card, etc.) — Gsayer · 1
Missed that. We just don't checked it. Thanks for the info. — Tharzax · 1
Afaik, the "for each" rule only takes place if there is a decisión. — Jota · 7
To explain it better, deny only works for 1 horror in crisis of faith, but it can cancel all 3 horror of rotten remains — Jota · 7
Deny Existence only works for 1 point if the effect has “multiple steps, a choice, or other contingencies.” Examples of treacheries they have ruled to not be ignorable by Deny Existence include Diabolic Voices, Terror Under the Pyramids, Swarm of Locusts, Terrible Secret, The Madness Within, Ruined Film, Chill From Below. — Holy Outlaw · 269
Not quite, you are right, that it does not work in full on a card like "Terrile Secret", but "Diabolic Voices" is resolved simultaniously. They also confirmed that in the FAQ: Q: I draw Diabolic Voices and I fail the test by 3 with 5 cards in my hand, including 1 Deny Existence. If I play Deny Existence at this point, how many cards can I ignore to discard? A: If you fail Diabolic Voices by 3, you can use Deny Existence to ignore all three of the discards, because the effect is “resolved simultaneously.” — Susumu · 367
They reversed that. — Holy Outlaw · 269
The Diabolic Voices ruling referenced isn't from the official FAQ but from the email account. It appears on the Diabolic Voices card page as 2+ years old (https://arkhamdb.com/card/05092). The ruling that they cannot be canceled at once was in the official FAQ document more recently (https://hallofarkham.com/wp-content/uploads/2022/08/ahc_faq_v20-compressed.pdf). Neither ruling is in the current FAQ. I have sent an email requesting an update and will post here if I get an answer. — Holy Outlaw · 269
Flurry of Blows

As a fun thought exercise, I decided to calculate what's the most damage Flurry of Blows could do. Results are below.


ASSUMPTIONS:

  • The investigator using Flurry of Blows (hereafter referred to as "The fighter") is paired with an investigator who plays Shrine of the Moirai on their location.

PROCESS:

  1. The fighter plays Written in the Stars, discarding Vicious Blow (2).
  2. The fighter plays the second copy of Written in the Stars, discarding a second Vicious Blow (2).
  3. The fighter triggers Shrine of the Moirai to recur both copies of Written in the Stars.
  4. The fighter plays both copies of Written in the Stars, discarding two copies of Strong-Armed.
  5. The fighter plays Flurry of Blows, choosing Butterfly Swords (5) as the Melee asset.
  6. First activation: +8 to skill value (+2 from asset, +6 from cards committed by Written in the Stars), succeeds by >1, deals 7 damage (1 from the attack, +2 from each Vicious Blow (2), +1 from each Strong-Armed).
  7. Fighter chooses to fight again, +8 to skill value (+8 from cards committed by Written in the Stars), succeeds by >1, exhausts Butterfly Swords (5) to deal +1 damage, 8 total damage. Cumulative damage: 15.
  8. Second activation: +8 to skill value, succeeds by >1, deals 7 damage. Cumulative damage: 22.
  9. Fighter chooses to fight again, +8 to skill value, succeeds by >1, deals 7 damage. Cumulative damage: 29.
  10. Third activation: +8 to skill value, succeeds by >1, deals 7 damage. Cumulative damage: 36.
  11. Fighter chooses to fight again, +8 to skill value, succeeds by >1, deals 7 damage. Cumulative damage: 43.
  12. Fourth activation: +8 to skill value, succeeds by >1, deals 7 damage. Cumulative damage: 50.
  13. Fighter chooses to fight again, +8 to skill value, succeeds by >1, deals 7 damage. Cumulative damage: 57.

Grand total: 57 damage dealt.

And all it took was 19 XP, 11 resources, 11 cards, 2 decks, and the stars aligning perfectly!

You could use some player windows to play Galvanize twice, readying Butterfly Swords (5) and getting two more attacks with +1 damage out of it. — AlderSign · 300
Also the new Hand-Eye Koordination should work for additional free fight action. — Tharzax · 1
Sorry, I do not understand how it is possible to use Vicious blow so many times for damage and why can you use the exhausted Butterfly swords the — Dash83 · 1
Now I have understand it — Dash83 · 1
The Card Written in the star let you commit the the discarded card to each egliabile test you perform. It works like Amanda's investigator ability. And you can use the sword if it's exhausted, because the exhaust effect is not part of the costs. It's part of the effect. — Tharzax · 1
AlderSign, I think it would be more efficient to use Galvanize separately (assuming you hit and succeed by >1, each Galvanize provides +15 damage if you use it to attack vs. +1 damage if you play it during Flurry of Blows), at which point I would argue that isn't part of Flurry of Blows. Similarly for Hand-Eye Coordination, Tharzax. Both would allow you to output even more damage, but that damage would be from those events rather than Flurry of Blows. — NightgauntTaxiService · 418
It gets hard to differentiate between damage sources at some point, I agree ;) Haste also works, btw. — AlderSign · 300