Daisy Walker
The Librarian

Seeker
Investigator

Miskatonic.

Willpower: 3. Intellect: 5. Combat: 2. Agility: 2.
Health: 5. Sanity: 9.

You may take an additional action during your turn, which can only be used on Tome abilities.

effect: +0. If you succeed, draw 1 card for each Tome you control.

"I know of books so powerful, they can rewrite reality."
Magali Villeneuve
Core Set #2.
Daisy Walker

Daisy Walker - Back

Investigator

Deck size: 30.

Deckbuilding Options: Seeker cards () level 0-5, Mystic cards () level 0-2, Neutral cards level 0-5.

Deckbuilding Requirements (do not count toward deck size): Daisy’s Tote Bag, The Necronomicon (John Dee Translation), 1 random basic weakness.

As a respected librarian at Miskatonic University, Daisy had always felt that books were the most important thing in her life. She explored in fiction what she abhorred in life: horror, violence, fear. Then, she stumbled across the John Dee translation of the Necronomicon. It was blasphemous, unholy, and too awful to be read. But given her studies in obscure and occult subjects, Daisy knew there was more truth than fiction within the book's pages. She began to wonder what other secrets the restricted collection of the Orne Library held...
Daisy Walker
FAQs (taken from the official FAQ or FFG's responses to the official rules question form)
  • If you are instructed to lose 1 or more actions, you have that many fewer actions to take during your turn. This is referring to your normal three “full” actions. So if you are instructed to lose 1 or more actions, those must be the ones that are “lost” first. If you have no more of those actions to lose, then you start losing “additional” actions, of your choice. So, for example, if you are playing Daisy and an effect instructs you to “lose 2 actions”, you would have 1 normal action and Daisy’s special additional action left.
Last updated
Reviews

She likes big books and she likes to Scry

You other brothers can't deny

That when a girl walks in with a literary taste

And a bound thing in her case

You get sprung

Wanna pull up tough

Cuz you notice that book was stuffed

Safe in the bag she's holdin’

Those pages aint for foldin’

Oh, baby I wanna read with ya

See that preposterous picture

My tomeboys say its tainted

But that book she got

Make her so fixated

Ooh, you got Rumpelstiltskin?

You say you think you know the shelf?

Well show me, show me, cuz it aint that average library

__

I've seen books on chantin’

Some with romance in

She roams, reads tomes , gets goin like a turbo Holmes

__

I'm tired of magazines

Saying flat books are the thing

Take any bibliophile and ask them that

She gotta pack hardback

__

So Fellas (yeah), Fellas (yeah)

Has your girlfriend got a book (hell yeah)

Well read it, read it, read it, read it, read that hefty book

Baby got hardback

Baby got hardback

I think this ☝ might be the best thing I've ever read on the internet. — mythosmeeple · 38

There's three ways to play Daisy Walker. Okay, possibly more, but these are the most obvious. :)

1) Detective Daisy! You can make her into Nancy Drew extraordinaire; backed up by a large amount of Seeker cards, Old Book of Lore, Dr. Milan Christopher and her amazing 5 Knowledge. In a campaign she'll probably eventually complete her Higher Education and figure out the Sordid Secret of the Strange Solution, giving her both great Willpower and some decent fighting skills.

PRO +The advantage of this build is that Daisy will be a great clue gatherer with access to both card drawing, extra resources and even a bit of combat. +It's a versatile and fun playstyle. Seekers tend to be a valuable party members and you can often help your friends (free cards! Medical assistance!) if you have spare time.

CON -Rex Murphy is arguably the better clue gatherer, while not being as versatile as Daisy. I personally think Daisy is more fun to play, but that's like, just my opinion, man. -Detectice Daisy doesn't have room for more than a few Mystic Cards. Ward of Protection, maybe even a Shrivelling and a Holy Rosary, but she can't really go Team Purple when so heavily invested in Team Brown. -Even with a few combat cards you'll never be a scrapper. Bring someone to babysit you and don't split the party (too much).

2) Witchy Daisy! You can play Daisy dual-class: part-time sorcereress, part-time detective. This will give her decent combat abilities in form of cards such as Shrivelling, access to plenty of powerful Mystic cards and still let her perform well in her role as a clue gatherer. You WILL need to add several support cards such as Holy Rosary and Higher Education to make up for her 3 Willpower, but it's doable.

PRO +So many options! You can Scry, you can Shrivel, blind your enemies and unravel the mysteries of the universe. And you can still investige better than most.

CON -I feel that the Mystic cards, while powerful and versatile, always have a high cost. They demand a premium of resources, actions and/or sanity. It's easier to cope with this if you specialize and Daisy will never be able to do that as well as her as her more arcane colleagues.

3) Helpful Daisy! Daisy is great at support - her Seeker/Mystic combination and free tome action ability is a really powerful combination. She can heal damage with Medical Texts and Horror with Clarity of Mind. She can let her friends draw cards with Old Book of Lore, she can Scry, she can use Ward of Protection. And if that's not needed, she can still investigate better than most.

PRO +No one can support as Daisy (at least not 'till The Path to Carcosa is released).

CON -The more support cards you'll include, the less useful Daisy will be on her own. -This game isn't really dependant on support characters. Time is of the essence, so why help other people do stuff when you can just do it yourself? You could argue that support-Daisy allows the other investigators to specialize more, but she's still spend precious actions on healing when she could be advancing the story.

In conclusion, I prefer option #1, as I think playing on Daisy's strength as a Seeker is the better choice. There's still room to dabble a bit in mysticism and support cards, so you have lots of variety. Options #2 is a completely acceptable way of playing Daisy as well; Witchy Daisy can be super-versatile, especially if she's the only spellcaster in the gang. PS: I would think twice before playing her in a Hard campaign - her 3 Willpower will cause problems.

Option #3 is a bit more complicated, as it's (obviously) multiplayer only. You'll need to design your deck to fit in with the group and your group need to design decks that actually need your support. It's a great option but for advanced players only.

If you're like me and tend to get bored with one-dimensional characters (looking at you, Zoey!), you'll love Daisy. Yeah, she's a seeker at heart, but access to a huge card pool and a free tome action each round gives her more options than most other investigators. And options = fun. :)

olahren · 315
Nice review! Just wanted to add, that your option 2 (Daisy the spellslinger) makes Daisy a far more viable and more entertaining choice than Rex Murphey for true solo. — Scheckel · 56
Daisy cannot use Book of Shadows. It's a level 3 Mystic card, and Daisy can only go up to level 2 in Mystic. — MaxDamage · 1
Good point, MaxDamage! I've updated the review. — olahren · 315
For option 2, if you play an old book of lore and an arcane initiate, you can "draw" 3 cards per turn. Use mind over matter for weak enemies and replace later with the fighting strange solution for bosses. — Django · 1767

Daisy Walker seems like a mild-mannered librarian, and in many ways, she is. But with a little bit of magic in her, she can be so much more.

Daisy's biggest strength seems pretty apparent: At 5 base Intellect, investigations are little challenge, and her passive becomes phenomenal when paired with any of the tomes in the game, with Old Book of Lore being the most useful. Combine this with Dr. Milan Christopher, and her resource game is set. Add in a Magnifying Glass for an even bigger boost, and if combat's going to be a thing, there's always Mind over Matter.

Her activation always seems amazing: Coupled with her passive, why not just load her up with all the tomes? Because it's horribly unreliable. Daisy seems like a card drawing fiend, but don't be fooled: choose your tomes wisely, and consider using a Research Librarian to get them quickly. Arkham Horror really makes you want those free actions!

Of course, Daisy isn't great at everything: She needs some serious back-up to fight or evade. The previously mentioned Mind over Matter helps in a pinch when fighting, but it's situational. At 5 health, Daisy can't slug around with ghouls and crazies like Roland Banks can. She would need some armor to even hope surviving the night.

This is where her Mystic dip comes into play: At 3 Willpower, Daisy has the wherewithal to cast some of the staple spells: Shrivelling and Scrying help make it so she doesn't have to fight something she doesn't want to (or if she does, it gets wiped out quickly), Fearless helps get The Necronomicon under control (Or can be used to make Forbidden Knowledge not so sanity intensive), and the Holy Rosary buffs her Willpower to make spells better at succeeding.

In conclusion, Daisy is a support character at her core. She's there to filter decks, warn the party of what's coming, and investigate the heck out of some places. She is nowhere near a front-line fighter, but a few smart card choices can help her deal damage when she needs to, and then get out of dodge. She is my favorite investigator by far, though, because when it's all hitting the fan, Daisy's investigating prowess is all the table needs to advance the agenda and make it out safely.

LikeaSsur · 25