Improvisation

It is worth noting that Lola's weakness, "Crisis of Identity," can effectively negate this card (and certainly whatever strategy you'd cooked up, forcing you to discard the very card you'd hoped to play), if picked up during the forced draw. If there's still two CoDs lurking around in your deck, make sure you don't burn your Investigator ability to fast switch roles before playing this in crisis situations.

Good point! Combo abuse is real. For my last LoL I built the Seeker/Boss Killer deck (Lupara with DoN, Quick Thinking, Fight or Flight and Red-Gloved Man, additionally .45 and Ace in the Hole, potential to hit for 20dmg in one turn) and my plan was ruined by Impro -> CoI draw (-8dmg since i had no switch after Lupara) and autofail during a second shot (-6dmg). I was sad as i've been waiting for that moment of glory the whole week but also pretty excited about my discovery :) — KptMarchewa · 1
will to survive? — Django · 5178
Crisis of Identity doesn't discard cards from your hand, only from play. A big part of playing Lola is trying to NEVER DRAW when you could lose a bunch of assets from Crisis of Identity. I agree, Improv doesn't exactly make that easy. — duke_loves_biscuits · 1292
Fantastic, but expensive card in both resource and exp. Of course an option worth considering, I just prefer another ones for her. — KptMarchewa · 1
@duke_loves_biscuits you're right. The point is that CoI drawn by Impro can abuse a plan by unwelcome switch. — KptMarchewa · 1
Use any version of "scrying" to know the next 3 cards in advance, when going for such a big move. I know big girls don't (s)cry, but sometimes it's necessary. — Django · 5178
@KptMarchawa, but @duke_loves_biscuits point is that what @Sarkazein said ‘forcing to discard the very card you’d hope to play’ is not a thing that can happen (unless draw into Amnesia >.< ). — Death by Chocolate · 1492
The gap between the helpfulness of Lola's signature cards and the harmfulness of her weaknesses is just so big. Poor Lola. — CaiusDrewart · 3202
It's notable how this card is worth AT LEAST 2 XP being effectively a fast Emergency Cache (2), making the best signature card any investigator could have had, while that mandatory card draw can totally ruin your day. Good point with Scrying. It can totally help in such situations. Scrying (3) is probably the better choice for action economy. — matt88 · 3250
In my opinion CoI doesn't need to be scried as any other weakness usually doesn't need to be scried. Scrying sees a very little play in most decks and I don't see a reason to put it in Lola's deck as well - especially with her role mechanism. Impro is not only a fast EC (2), it is also Unexpected Courage in one card - sweet! — KptMarchewa · 1
Scrying is def of value in Lola. Scrying (3) is far superior but even Scrying (0) has play, and buying a few turns of colour-swap knowledge can be worth an action. (And this is coming from someone who generally hates Scrying (0) and dies a little inside every time my Agnes buddy plays it). — duke_loves_biscuits · 1292
I consider a fast EC (2) to be pretty weak for a signature card. I mean, it's perfectly efficient, you'll take it in your deck, but it's not remotely gamebreaking (while her weakness is.) — CaiusDrewart · 3202
I wish Lola's special card instead offered some kind of deck searching, so she could be the combo-centric investigator she was always meant to be. That would be way more exciting. — CaiusDrewart · 3202
To be honest, I'm just curious how much you base either on your experience or pure theory - I'm playing and testing her for a half year (my definitely favourite gator) and I have completely differend opinion about her weakness and, generally, her conception- in most cases (with a properly built deck and careful playstyle) it is only a dead draw, even if I hit it when I'm in a role with 1-2 assets i wouldn't call it "gamebreaking". And no, her deckbuilding power is definitely not being combo-centric - role mechanism just kills it. It is possibility to take any powerful card in game (not each will work well, but many will) and possibility to prepare well to literally every scenario with Adaptable. And, of course, a plenty of fun with her deckbuilding and mechanics :) — KptMarchewa · 1
Agreed, my experience playing Lola is that she is fun and versatile but benefits far more from individually impactful cards than cross-class combos. Between her oversized deck and the role mechanic, they are very unreliable and clunky to pull off. — Death by Chocolate · 1492
@KptMarchewa: I've taken Lola through Carcosa once, and she's been at the table with other players several times. So I have some experience with her, although I wouldn't call myself an expert with her. I found her weakness enormously troubling. And yeah, she's not a combo investigator, though I wish she was. I wasn't using Adaptable when I played her, since I was playing Carcosa blind. — CaiusDrewart · 3202
@KptMarchewa: In my experience (and the rest of my group who've played her) her role mechanic has been much more frustrating than fun. She's also an investigator who--at least in my opinion--falls off quite a bit at higher difficulties, so that was another problem for us. However, I can definitely see how some people would enjoy the unique challenges and variety of options that she presents. I'm glad you've had more positive experiences with her! :) — CaiusDrewart · 3202
Brofist! :D Fortunately AH LCG is not a competitive game so everyone can play with gator he just likes. You like taking a challenge (nice BGG expert guide btw!) while I like playing with mechanics I'm interested in even if they are underpowered (although reaching the best DL resolution with Lola solo on standard difficulty is not a big problem for me which is not so bad imo). — KptMarchewa · 1
I have a question regarding fast cards I'm hoping someone can help with. The text for Lola states "Switch your role. Until the end of your turn, reduce the resource cost of the next card you play of your role by 3. Draw 1 card" - the question is: is it possible to play another fast card between the switching of roles and the forced card draw? — rex · 1
You cannot. You have to resolve all of Improvisation before you get another window to initiate a free "lightning bolt" action. — mattastrophic · 3370
Waylay

The obvious comparison to this card is Backstab. "It's the Survivor backstab", I hear you say. And Backstab is a kinda-average card: OK but a little clumsy and quite expensive, so the temptation is to think that Waylay fits into that category, but it's a far superior card for many reasons.

Firstly it can do more than 3 damage. Frequently you will do four, five, or even six damage with it. That's great.

Secondly it's "attacking" on the evade value rather than the fight value. There are lots and lots and lots of creatures that have a weaker evade than fight. The above two-cases provide a ton of monsters of which Waylay is a great target for. Almost every scenario has some, many of which provide XP. You'd be surprised what isn't actually elite.

Next is the fact that it's not technically an attack action, nor is it technically doing any damage. This might seem strange, but it gets around certain edge-cases, some of which are niche, but some of which are significant, or common. (You do also need to be aware that as it isn't a "fight", it will provoke if there are other enemies engaged with you. Stay safe heroes).

Lastly it has better icons. Double-anything is usually good, and here we're getting something that matches with our Agility (presumably we like Agility, as we're chosing this). Obvious heroes are Wendy, but it is excellent in Finn also, who can set it up with his free evades.

The significant downside here is you may not use it against elite(s).. — XehutL · 48
Of course. But the point is, there are lots of big bad monsters that are not elite. Surprisingly many. See all of the hotlinks above, and many more. — duke_loves_biscuits · 1292
Still, I would compare it rather to Sneak Attack than Backstab - as they are IMO more close to themselves.. — XehutL · 48
Both comparisons are lacking... id rather view it as a card on it’s own. Backstab only needs one evade test to succeed, while this card needs at least 2. — Django · 5178
I think Backstab is good comparison, because both of these cards will be used to kill something big in one go. — matt88 · 3250
Cat Burglar

So, here we are in the Forgotten Age cycle, nobody has yet reviewed Cat Burglar. He must be useless, right? I mean, look at his abilities - adds to your Agility, but then lets you avoid having to make Evade actions. That is contradictory. 4 Resources seems expensive. And, worst - if you can take Cat Burglar, you could also take Leo De Luca, one of the finest allies in the game.

And yet - he is fantastic. Testless disengage and move, against multiple enemies. Yes, Leo Anderson can runaway like a little girl despite his appalling agility. Even agile investigators like "Skids" O'Toole or Wendy Adams can benefit. Surrounded by lots of enemies? Can't evade them all? Hit Cat Burglar and get the hell outta there.

Consider the card Elusive, which is generally considered as pretty strong. Elusive has advantages in being fast, cheaper, and can take you to any revealed location with no enemies. However, Cat Burglar can do any connecting location - even unrevealed and and occupied - and you get this every turn.

On top of this, you get an agility bonus. Wendy can beef up her for those funny events. Backstab, with added criminality. And a 2/2 damage soak. Suddenly, it doesn't seem so expensive.

So, why don't we see more Cat Burglar in play? Well, I think this is 'cos he's in the same faction as Leo De Luca. More actions is very powerful, and against Leo De Luca, I just don't think the Cat Burglar stacks up, even in an evasion-heavy (so far) cycle like Forgotten Age. If you're trying to just move, or investigate, or play a card, Cat Burglar doesn't do anything for you, while Leo De Luca does.

However ... Charisma is a thing. You can play them both, and enjoy being able to just move away from any enemies, and still have 3 actions. I've done this in a few decks - "Skids" O'Toole and Jenny Barnes - and it just allows you to slip past enemies. It's very powerful against Brood of Yog-Sothoth in Undimensioned and Unseen, and in my opinion, pretty much breaks The Organist.

And for Leo Anderson, Cat Burglar seems a strong pick - giving him alternatives to just killing things. Moreover, Cat Burglar is non-unique; he could have 2. Need to run away from the Harbinger of Valusia? Cat Burglar is your friend.

So not, perhaps, your first-choice ally - but an excellent secondary one with some awesome uses when enemies start to mount up and it's time to bravely run away.

AndyB · 957
Yes, a very strong card. It would help if there were more cards (like Lockpicks) that let you leverage Agility to do other things than just escape from monsters. We'll probably see more of that down the line. But even as things are Cat Burglar is useful. — CaiusDrewart · 3202
Evading enemies is a 2 edged sword... I've played a speed based character in a 4 player game (no fight option) and it wasn't very pleasent. I've lost at least 2-3 turns keeping enemies busy, until our fighter could take care of them. However in FA i guess it's a better to evade or you'll gain lots of vengeance points, so there the cat burglar shines. — Django · 5178
Another disadvantage about him, he does not exhaust enemies. So hunters will come after you and attack. — Django · 5178
Yes, you do have to move further away from hunters, so they can't just hunt straight after you. And I don't think a speed-based character works so well in 4 player games either; fewer places to escape to, and they can't all keep up. — AndyB · 957
While I agree that De Luca is better, unfortunately there is almost always someone else using him. Two of my 4 player party use Cat Burglar and I can honestly say that we would have failed our Carnevale run if it wasn't for them. While he may not be the best ally he is certainly one of my favorites. — BobSov · 1
If only his ability could be activated with Finn Edward's free evade action... — Runic · 1
I wonder, do you have to be engaged with enemies to activate his move ability? Maybe you just disengage with the 0 enemies engaged with you and move. This makes is a free move action every turn, which makes him just like Leo except your extra action must be a move. — lockque · 1
As he takes an action to activate, you are not really getting an extra action @lockque — fran · 1
you could maybe get more out of [Haste](https://arkhamdb.com/card/06239) — zarathustra · 1
This guy on Edge of the Earth - especially last scenario - is killer — Krysmopompas · 367
Cat Burglar is also a great Fox Mask replenisher. — flamebreak · 41
Liquid Courage

This is an cheap (if clunky) option for horror healing that gains new life as a combo piece for "by-two" Rogues. The ability to trigger an easy test at will provides fodder for "Watch this!" and Lucky Cigarette Case - in combination with Double or Nothing and a willpower talent, a rogue can potentially win six cash in a single test of whiskey-shooting ability.

On a separate note, I absolutely love that the cards for drinking, smoking, and gambling all work together to promote a play style based on risk-taking - what a resonant design!

The difficulty with this card (which neither of the reviews discuss) is the additional test. Tests are bad, and on Hard/Expert, even if you pass, horrible stuff might happen with the Major Arcana. The action economy also isn't great - your first heal has cost 2 actions rather than 1 (unless you're running Fence). — duke_loves_biscuits · 1292
@duke_loves_biscuits: Major Arcana is my new favourite unofficial Arkham Horror term. — cb42 · 38
The fact that it triggers a test is actually good for by-two rogues, so that they can get their by-two wins. The issue is that most rogues have bad willpower, so they have to commit a ton to the test. Wendy is the exception here, but I'm still not sure that it's worth it for her (though healing 2 horror does help offset her weakness). There are plenty other tests throughout AH that you can try to succeed by two on. — Zinjanthropus · 231
Also Sefina, I'm not sure how I forgot about her. She could definitely succeed by two on this pretty easily, but probably not as easily as on a Suggestion test. — Zinjanthropus · 231
The King in Yellow

I did the entire Dunwich cycle with Minh Thi Phan. In eight scenarios, I drew this weakness nine times.

This is my favorite weakness in the game to date, as an amazing combination of theme and mechanics. It interacts beautifully with Minh Thi Phan's flow.

Minh Thi Phan is practically powered by card-draws. Literally any competitive deck of hers will have two copies of Guts and Perception, and probably Manual Dexterity and Overpower as well - to say nothing Resourceful, upgraded Lucky! and Cryptic Research once she's powered up a bit, and of course her very own Analytical Mind.

Two consequences ensue:

  • drawing lots of cards is what makes her pick up The King in Yellow; and
  • drawing lots of cards is what allows her to discard The King in Yellow.

Which is beautiful, because it means the King in Yellow is the reason Minh Thi Phan needs a lot of card-draw, but the high card-draw also means she's nearly guaranteed to draw it every scenario.

This means that The King has similar impact to other high-octane unique weaknesses like Rex's Curse, but where the Curse places a lot of tedious small roadblocks in your way, The King places one interesting giant roadblock. Really, it's like getting your own private miniboss to fight.

The other interesting thing about this is that you're obviously better off dispatching the King while also tackling a skill-test that somehow warrants six points of commitment. Upgraded Deduction is the most obvious candidate, but whatever you do you just know it's going to be impressive. Get ready to shout "ZHU LI! DO THE THING!"

(My alternative theory is that Min Thi Phan is secretly Batman and she's doing paranormal investigation to relax.)

That's assuming you don't autofail, of course, which can be so disastrous that it's practically a drinking story waiting to happen.

Obviously, this weakness is why Minh Thi Phan must have two copies of Unexpected Courage and Inquiring Mind, because how else is she supposed to reliably have six symbols to commit to a single skill-test? Rise to the Occasion is a dodgier proposition, because 6-difficulty Willpower and Intelligence tests are rare, and 4-difficulty Combat and Agility tests tend to involve doing things she should generally avoid, Batman-ness notwithstanding.

(For extra-fun thematically-appropriate headaches, get Drawing the Sign as your basic weakness, like I did! Hastur-obsessed much, Thi?)

sfarmstrong · 272
Nice review! I think that Archaic Glyphs: Guiding Stones is interesting card countering this weakness's impact since that icon overload is used to get a ton of clues. — KptMarchewa · 1
You can get 6 icons with inquiring mind, unexpected courage and her ability. This can easily make you forget you must commit at least 3 cards when the king is out. — Django · 5178
What do you think about Stroke of Luck, for guaranteeing success on that "big test"? She can recur the Strokes with Resourceful too. — duke_loves_biscuits · 1292
@duke_loves_biscuits doesn’t beat the auto-fail — Death by Chocolate · 1492
@Django it doesn't work - that book doesn't let to commit 2 cards for any test as long as it is in play, even for that "big test". — KptMarchewa · 1
Do wild skill icons match with any of the other four? The card text is "six matching". — KingsGambit · 15
@KingsGambit in case you're still wondering, yes <span class="icon-wild"></span> cards count toward the total. This is item 1.9 in the FAQ, latest version (V15) is here: https://images-cdn.fantasyflightgames.com/filer_public/3a/f1/3af12e4b-68f2-4e63-981b-39ab5069d2dd/ahc_faq_v15.pdf — hackesackman · 72
Apparently comments don't use the same syntax as everywhere else, sorry about ^^that :) — hackesackman · 72
I'm not sure if they match or not. The How to Play guide says that "An eligible card bears one or more icons matching the skill type of the test being performed. A wild icon (?) matches all skill types." However, the Skill Test Timing items in the Commit step says "Each other investigator at the same location as the investigator performing the skill test may commit one card with an appropriate skill icon to this test. An appropriate skill icon is either one that matches the skill being tested, or a wild icon. The investigator performing this test gets +1 to his or her skill value during this test for each appropriate skill icon that is committed to this test." I could see it going either way. — Ruduen · 1026
Ah, didn't notice the above with the odd formatting. Yep, wilds can be used! — Ruduen · 1026
<script>alert("Hello! I am an alert box!!");</script> — plewis · 1
Where do you play this card, in your threat area (description) or in a hand space (icon)? — feripekun · 1
It uses a hand slot. You would have to discard something of you already had both hands filled. — flooze · 8
I have had trouble parsing wilds in the past. Luckily while playing in the marvel game at gencon, I got confirmation straight from the lead devs mouth to my ears (and it translates to Arkham) - A wild "becomes" what you commit it to. Basically the '?" ceases to exist when you commit it. So if you commit a "?" to a fist, it IS a fist. — Shufflefield · 1