"Eat lead!"

A terrifically powerful card, and at the right price. At lower difficulties, this can allow you to auto-succeed a Fight test by spending 2 ammo and pitching (Vicious Blow) or pumping (Physical Training) enough to beat any negative token in the bag. At higher difficulties you can still do this, it just takes more ammo/pump. Additionally, the cost to play is within affordable margins for any non-Zoey Guardian, and the xp cost is super reasonable. The icons are significant as well, since they buff the two ways an investigator deals with enemies (good for evading if the enemy can't be killed), and as a Tactic card, it can be placed beneath Stick to the Plan (although personally I feel there are better options for those precious slots, like Emergency Cache, Ever Vigilant, and Extra Ammunition).

SGPrometheus · 847
This can also combo with marksmanship for guaranteed extra damage at range. Pretty sweet. — SGPrometheus · 847
"I'm outta here!"

As some people mentioned, this card is a good replacement for Manual Dexterity. Same number of icons. It's worth remembering that Resigning does not provoke attacks of opportunities. If you are engaged with ennemies, have low health/sanity and are about to die, you can play this card even if you have no resources left to avoid getting a Physical or Mental trauma. That said, will not work with all scenarios. Would be interesting to see stats per campaign.

Ezhaeu · 50
I actually did some homework about that, and you can basically do all Dunwich light speed with Abandon abilities, except for Essex County Express (and maybe another scenario). I still have to build a whole deck around it. You could decide to maximize its use and grab all the victory points you can before getting the hell out of here. — banania · 409
This card, which is worth noting, has 'you get the hell out of here' as a rules text. Never have I ever seen a card game using such accurately worded rulings. — H0tl1ne · 83
This card could use an alternate name: " I AM GOING ON AN ADVENTURE!!!" — Andronikus · 1
Mark Harrigan

Since his first appearance in Dunwich Horror, the expansion for Arkham Horror: the Board Game, Mark Harrigan has possibly been my favourite character from Arkham Files universe. Needless to say, he was the first Investigator beyond the Core Set ones I ever built a deck around. I've been playing as Mark for a while now - and given how there are still no reviews on this page, I thought I might give it a shot.

There are several merits to being a heartbroken, PTSD-ridden, cigar-chewing war veteran in a brown trenchcoat, which make him a very strong alternative to Roland Banks or Zoey Samaras, although in a different, unique way. Let's start with the obvious, slowly making our way to the less obvious.

His skills, 5 , 3 , 3 , 2 , give a very strong indication of what Mr Harrigan is good at: awesome firepower. You're a soldier. Fragging things is what you do. You can reliably switch from .45 Automatic to .32 Colt, which is cheaper and lets you kill more things before you have to reload. And, frankly, you do little else - although your willpower and speed are decent (enough to pass most horror checks, with some effort, and to do a tactical retreat from time to time), you rarely would find yourself searching for clues - these things are best left for other, more knowledge-focused Investigators. This makes Mark a tough choice for playing solo, but an excellent one for playing a smartass-hardass duo.

What else is there? A reason that you are not going to spend your actions drawing cards, possibly, ever. The first time each turn a card under your control gets assigned damage (either your Investigator or one of your Assets), you may draw a card as a reaction - so you basically get rewarded for getting into fights, soaking damage for others and acting recklessly. The first thought when picking an Ally for Mark should be Guard Dog, the second: upgraded Beat Cop, possibly even both, because these will expire quickly - you really want to trigger them every turn.

Mark already comes with a card that should give you a vague idea on how should you synergise your actions: enter Sophie. On the healthy side, your dead girlfriend gives you a sizable bonus to any skill check you might be doing while providing you with direct damage necessary to draw cards. In some locations, this could even suffice to discover a clue or two, in case you really needed to. But there is a catch - overdo this one and you will be reduced to a self-pitying wreck of a man. In this state, Harrigan really becomes only good at one thing, as all his scores are lowered (still, 4 combat is nothing to sneeze at, so even left in bitter tears you can dish out the pain) and the ability to buff any test is lost. So yeah, you will want to get wounded - but not too much, for several reasons. Keep your stimpack handy, soldier.

Your ability really makes you shine when already accumulated some wounds. Imagine drawing a blue token while blasting your Shotgun and a bit beaten... Heck, you might even consider buffing your barrage of lead with a memory of Sophie getting devoured to get this +2, additional +1 in an event of Elder Sign being drawn AND a card. And to increase your chances of blue popping up, consider the upcoming card from Dim Carcosa, "Eat lead!". I could go on with what Extra Ammunition could do here, but I won't. But I could.

Your deck comes with The Home Front. I doubt this requires an additional commentary. Four fists. FOUR. And if you succeed - you WILL succeed - you not only deal damage (with a firearm of your choice, hint hint), but also effectively deal bonus one, heal one. This lets you trigger Sophie one more time before you reach the danger zone.

As a Soldier, your deckbuilding options are somewhat limited - Guard and Neutral, but also 0-level Tactics. Now, the most useful of these are already in your faction as a Guardian, so I won't cover these up - pick whatever you need here. Considering your multiclass options, there is one that definitely deserves a mention: Shortcut. You can use it both as a free move action (to unleash a three-attack fury at whatever moves behind this door) or means of evacuating civilians from the combat zone. Excellent, versatile, handy and dirt cheap. Other than that? Elusive when you need to regroup before you reengage, Barricade for bottlenecking (or setting up for Dynamite Blast) and Sneak Attack for free two damage when the party nerd has already exhausted that Massive fellow and you want to go full Doomguy on his buttocks. The horror, I mean. Not the nerd.

Shell Shock is a serious weakness for a character with 5 sanity, which in theory should discourage you from using Sophie too much. You can get up to 4 sanity damage in one go if you're not careful, which is as close to an instakill as it gets. Triggering Sophie once and having your assets soak the rest of the damage should be a pretty safe way to manage it, though, if you don't mind your doing pretty much nothing. Alternatively, you can wait for your weakness to pass (easier if you secure some Ally early in the game and start drawing) and then begin beating yourself over how it's all your fault that she was devoured.

In case you didn't know that already, Harrigan is crazy. Most of his abilities revolve around you hurting yourself, which opens up for some amazing combos and give you a delectable taste of vengeance when this blue token spills out from the bag while you're already hanging by a thread. An immensely strong and fun to play, although very much specialized, high-risk high-reward character - this is Mark Harrigan.

H0tl1ne · 83
Mark is certainly an excellent character, though looking at his card art gives me mental trauma. Is his head too big or his body too small? Great art, but the proportions are like an Arkham chibi. — Lastris · 1
Huh. Haven't noticed that before! — H0tl1ne · 83
Great analysis! On the subject of the art, anyone else a little miffed that the portrait of him has him wielding a Chicago Typewriter, which he definitely can't have in his deck? — jblade · 19
The featured gun doesn't bother me. Mark's a soldier - he understands the value of Teamwork. — Death by Chocolate · 1489
@jblade "Chicago Typewriter" was gangster slang for the .45 Thompson or "Tommy Gun", which Mark certainly can equip. They're the same gun. — Pinchers · 132
He kinda reminds me of Booker Dewit from bioshock — MrEnricks · 1
This is Arkham, everyone is crazy. Nice write-up however. — Dugbo · 1
With the release of Hit and Run from The Scarlet Keys, I would argue that's another good choice for the lvl 0 Tactic cards. Pairing it with Guard Dog or Medical Student to get extended use of their abilities. — Topknot87 · 1
Barricade

This card is okay to bad in most cases. As is, it probably needed to be "fast:play only on your turn" to be viable.

That isn't to say it isn't without its uses. Spending one action to bar non-elites from a central location or a final spot can be great.

Card slots in this game are at an extreme premium and anyone who moves into your location will be "trapped" there as well until the barricade comes down.

With that said, there might be a build for multiplayer that relies on this card and sitting in one spot while your team exposes locations and your seeker uses cards like "In The Know" "Decipher Reality" and "Seeking Answers" to save actions on moving while the team is out exploring.

But even then, right now that kind of a "Base Camp" build is fringe at best. If you set up your base camp, no one will be coming in or out. Also, who will be your base camper? Minh likely won't get as many ability triggers tucked away from everyone. That leaves Daisy, Norman and Rex.

Given the choices, I would probably choose Norman or Daisy as they can run Ward of Protection level 2 and other cards that let you dodge the encounter deck.

I really want to like this card and maybe, if it ever gets an experience upgrade it will see some play. Until then folks, builder beware.

Myriad · 1226
Another problem with this card, it does not prevent enemies from spawning at the users location. So even with the barricade up he may draw an enemy during mythos phase or enemies with fixes "spawn" instructions come to him. — Django · 5161
I put this card in my last Dunwich campaigh in Daisy deck (paired with Jenny). Used it once in House Always Wins and then never (only for the icons). Do not recommend, maybe for solo plays its better. — Pgpgpg · 77
It doesn't prevent enemies from spawning at your location, so it's pointless in solo. — Django · 5161
I mean you van have hunter enemies spawning elsewhere and coming to you and then it might be useful. — Pgpgpg · 77
Time Warp

As the FAQ say, the game state is not "exactly reset", since Time Warp itself is not reset. However, the cost in ressources of Time walk should be reset, making it technically free.

(Though you can't use it if you don't have any ressources)

Another interesting fact is that if it cannot prevent an investigator from killing itself (FAQ: a defeated investigator is no longer in your location), it can prevent an investigator from accidentally killing another one (for example by missing an attack, or by using Delve too Deep)

An important restriction is that you have to wait the end of the action. Which means that you can Time Warp in the middle of the resolution of Delve too Deep, etc ...

Anyway, this card is probably very strong in high difficulty, where the chaos bag has a lot of variance. And it will be quite fun to use.

MoiMagnus · 63
Add another card to the troll decklist... — CecilAlucardX · 10
I'm pretty sure it still costs 1; paying its cost occurs after the action you reset, and is therefore not in the card's effect. — SGPrometheus · 847
Using this card to Delve Too Deep safely is a great thought. Often towards the end of the scenario you're hoping to Delve, but worried about one or two encounter cards that could be fatal. Time Warp in hand would totally eliminate that risk. — CaiusDrewart · 3185
@SGPrometheus Paying cost occurs AFTER the action to be reset but BEFORE Time Warp resolves. This creates a timeline of Initial State > Relevant Action > Pay Cost > Resolve Time Warp. Thus when you reset to the Initial State, you go back to the amount of resources you had then - effectively recovering the paid resource. — Death by Chocolate · 1489
To anyone reading this recently, the card was eratta'd since my last post, so it no longer recovers the cost. — Death by Chocolate · 1489
Does this trigger Dianas abillity? — Doomwing · 1
@Doomwing im also looking for that answer — arvendor · 27
No, it would have to say cancel or ignore on it, this is an "undo". — Zerogrim · 295