Riot Whistle

Oh my goodness I love this card.

Getting a free action to engage doesn't seem like much on its face, but for dedicated Guardians in 3-4 player games it's amazing I ever played without it.

Daniela loves this to get enemies on her for the enemy phase, Zoey loves the free money, anyone with big weapons enjoys not killing their teammates, it trivializes aloof enemies, Skids can engage/evade/get even more actions, and when so much of your game is just taking enemies, getting an extra action means more cards or resources.

Honestly one of my favorite Guardian cards.

One of the few extra actions guardians can get. Very helpful indeed. — Django · 5165
The biggest reason why I do not use this card is because of the way too contested slot... This card reads as 3xp, as it will very often come with Relic Hunter. Zoey has her cross, Daniella and Mark the Hollowed Mirror, Tommy & William the Cherished Keepsake, Leo and maybe Skid the Lucky Cigarette Case, Diana, Sister Mary and Lily the Holy Rosary... This leaves NathCho (probably the best user of this card), Roland/Joe but not sure they have the space for this in their 30 cards. I think that this would have been an amazing card if it was released earlier, like Dunwich, but now the competition for this slot is too big. — Valentin1331 · 80650
Rite of Equilibrium

Parallel Wendy Adams (https://images-cdn.fantasyflightgames.com/filer_public/71/05/7105c2ad-df5c-40b0-87b3-9b1d3dd5403f/red_tide_rising_cards_v2.pdf) can now litterally shit the bag with tokens or heal all horror from everybody.

Just play Cosmic Newton's Cradle, then play it again with Come back to the safety of my deck, sweat litte event. Far far away from THIS FUCKING WEAKNESS!!! from the top of your discard pile and shuffle it back into your deck ... it doesn't cost you anything else than action and XP of cause.

You can attatch it to a Jellyfish-Egg to keep it safe from THIS FUCKING WEAKNESS.

For Wendy it is a strong replayable enabler for Esoteric toilett paper or other covenants. Pair it with Nethphthysythsithysphysphysthys and maybe a Eso Blingbling.

Maybe even take More Cards and More Tokens.

You are so emotional, maybe take a deep breath or two? :) — Pawiu14 · 202
Wendy can either take jellyfish egg or this but not both, so shenanigans required — NarkasisBroon · 11
Maybe she is versitile. — GrueneLupenAufheben · 142
Ethereal Slip

This card can be used for "peeling" when you split up to gather clue a bit and an enemy spawned on investigator that can't fight. Keep 1-2 distance away then swap for disengage instead of going there and having to spend an engage action to help, which sometimes Rogue has to do.

Also sometimes enemy appears to be guarding a location. The game intended for you to defeat the enemy or have someone else keep it busy while others work on the location. Approaching that location with this card instead of walking into it, you can gain tempo advantage by not only put you at that location faster, but the enemy also must spend a turn walking back. (2 connections away can be interpreted as : It can't walk back in and whack you immediately in the upcoming enemy phase after this investigation phase.)

5argon · 11352
The note on enemies guarding a location does bring up another thought: this card is great for leaving non-hunters in places you don't intend to revisit. — Maseiken · 1
Deny Existence

The FAQ from this page is extremely relevant for this card:

arkhamdb.com

"The act, agenda, locations, scenario reference card, locations, and all cards in the encounter deck are all considered encounter cards."

So you can use Deny Existence on all of those cards. A location makes you take damage or lose actions when you enter it? Ignore it! The Agenda flips and deals you a bunch of horror? Not a problem!

Spoilers for Innsmouth: You can even use this card to stop yourself from drowning. Why not take Dianna to The Pit of Despair and spend the whole scenario underwater?

Jack · 65
Because you would have to play it every round? But yes, it nullifies some normally game-endling text on the back side of agendas, which seems unintended, but is nice. — AlderSign · 418
Amanda Sharpe

When I started playing Amanda, I was so intimidated by her Stat line. Also the concept of placing cards underneath her were confusing. I always found myself wonder what cards to put under her, when was the best time to commit said cards, etc etc.

Djangos review teaches you about how to put out some serious combos. But I wanted a clear cut way to determine what kind of cards needed to be put underneath her. After playing 3 campaign, where she was not only the main cluever, but also a decent fighter. I have divided the cards she has into 3 different groups. And doing this help me prioritize what kind of cards you need to put underneath.

  1. Focused cards.- these cards are extremely good at 1 thing, and not good at anything else. An example is perception and perception(2). They provide a decent Intellect boost and good card draw, but nothing else. Deduction enables you to vacuum clues, but nothing else. Overpower and vicious blow allow you to do some serious damage, or have a better fight chance, but nothing else... you get the idea. You put these underneath when you have a particular job that needs done. Maybe you got a encounter card you are trying to rid yourself or friends from(guts), or you need to clue this location down. These cards will help you a lot. The one problem is that if you boost your Intellect with perception. Your other stats are at the whim of the encounter deck, enemies, etc...

  2. Flex Cards- these cards are really well rounded. But don't provide much else for there flexibility. For example, unexpected courage doesn't provide card draw when you succeed. But it allows all of your stats to be at a 4. Inquiring mind brings your stats to a 5, but only if there is clues, and that's also all they do. Promise of power, definitely my favorite, brings your stats to a whooping 6! At the price of adding a curse token everytime it's used. Cards like curiosity, and eureka! give you multiple Stat to use from, and are a bit limited by how many icons you put on it. These cards enable you to not fear most test. But you don't get much out of them beside a passed test. Which is still imo good.

  3. Fodder cards- these cards are placed underneath Amanda not to use their icons, but to save certain cards for different situations. They can be cards that are not very useful atm. Or copies of cards you have in your play area/hand. While these cards don't help you pass test, they allow you action to move or play cards that you need on the field. You don't want to play a perception, or and unexpected courage to waste on just playing cards, or moving.

Now, the next question I wonder was, when do I place underneath the above mentioned cards? This is a very obtuse question.the scary thing about this game is that it is ever changing, it is always evolving. You can make plans to do 1 thing, and the game might make you do another, you can't always predict the future. But that's kind of how you play her. You use your current game knowledge and try to be as flexible as you can be. The interesting thing is she is like a river. She is fluid, always changing, always moving. When I play her. I always build for a big hand, and it never fails. Big hands means she is always prepared.

You might have discard assets, or lose resources or health and santy. But she has got one of the best draws, drawing 2 cards for free each round, and that's not ontop of the other draws she can preform. She will cycle her assets, event and skill cards again, ready to be committed, and played again, and once you figure that recipe, she will shoot to the stars.... as long as she doesn't hear an whisper from the deep... :/

Great review. I love that you call out Fodder cards - that's something I came to realise was v important after a couple of campaigns with her. — acotgreave · 894
It's also important not to let your handcards run out or you'll be ofrced to put important assets under her. — Django · 5165
Hi, I have some confusion about the timing beetween Amanda ability being triged at beginning of the Investigation phase so no player turn yet and Cryptic Writings being during investigator turn, someone told me that they work together but at first sign the timing seems wrongh, do they work together? — lobix · 1