Hunting Dog

This card might be worth some consideration, maybe, in a scenario where enemies spawn ahead of you and you have to catch up to them, or a world where a loner doesn't exist. Minimal soak for the most competitive slot, with five conditions needed to be useful (an enemy spawns, but far away from you, after you've played this card, before it dies, and you want to go towards it.) Even in scenarios where this would be useful (like The Longest Night, where theoretically it could trigger every round) I would rather have Daniel Jameson so that when I get to the monsters, I have a better chance of dealing with them. "Sometimes conditionally useful in one scenario assuming you don't have other movement tech" is lot to ask. Which is a shame because guard dogs are so much better.

MrGoldbee · 1547
Daniel Jameson

Daniel is the first ally since Peter Sylvestre (from 2016!) to seriously deserve Rita’s ally slot. Assuming you have someone to keep you sane, Daniel solves the problem of the bow: missing.

There’s something meditative about shooting at +8 and getting a retry if you fail, taking down annoying aloof enemies and stubborn gangsters. It’s not as powerful as the ornate bow, but I still love it, especially for people who are going to use their hands slot to perforate nogoodniks.

Autofail protection is rare in CH2 and that, WITH A STAT BONUS, is A+ tier.

MrGoldbee · 1547
Decoy Trap

This card has a lot of intriguing niche cases. First, if you have survivor access with a low dexterity but high intellect (like Darrell the photographer or Minh the non-photographer), this is a fast evade at +1. Dodge an enemy with your best stat without taking an action.

This is also a favorite of mine with Rita. If you suspect (or know) an enemy will spawn at a certain place under a certain condition, and they have one hit point, you get a chance to instant kill them. And that doesn’t even discard the card! OR just autotap a boss spawn.

In four player, when people can be all over the map, or enemies with doom can spawn far away, this card is insurance. This trick used to cost 2XP in rogue; now survivors get it for 0. Plus, a free teleport. On huge maps like in End of the Earth, this can help you cross the map and save entire turns. That used to only be the purview of mystics with portals.

The most normal use case is with the Trapper Miguel. Playing this and other traps adjacently (with his backpack) means that your team can set up a crude headquarters, an area where hunters or people that spawn adjacent simply start tapped. And if you’re moving steadily, multiple enemies can move into your trap over the course of a game, piling on the free actions.

I also see this as extremely useful in the Innsmouth conspiracy, which combines large maps with enemies you don’t want to engage. Leaving these behind you in a car chase guarantees enemies are going to have to deal with them.

Great symbols, too.

MrGoldbee · 1547
I know this is meant to make the card better, because if it costed an action to play it would be much, much worse, but I think a problem with these traps being fast is that they don't synergise at all with Miguel's ability (though they do with his signature). What I noticed is a lot of Survivor events are either fast or very contextual, which makes it hard to get the most of his extra action regularly. Granted, you can just have an extra action for emergency cache, and that is still great. — HeroesOfTomorrow · 93
He wants to loop Ecache for economy. Few other options in Ch2. — MrGoldbee · 1547
Decoy Trap

Need to further test the card, but my understanding is that if you evade any Hunter enemy, they will become exhausted but then become ready before the mythos phase, thus making this card totally useless.

floren · 2
No, it is not? You can attach it where you are, and if an hunter/patroler moves to your location, you can evade it to stop them from attacking you. I wouldn't say it's amazing, but it has its niche uses — HeroesOfTomorrow · 93
You still end up engaged to the enemy, so need to spend another action to evade the enemy again. A card like dodge achieves the same, without a test and for one less resource, and I don't feel like I'm very excited to include Dodge in my guardian decks. Also the second part of the card does not do anything in the example you give. I feel like a line should be added to specify that if an enemy is evaded during the enemy phase, said enemy does not ready during that enemy phase, then I would be glad to play this. I mean the card surely has it's niche uses, but most of the time felt like a card that doesn't have any synergy with Miguel's ability and that needs multiple conditions to meet to become somewhat usable. — floren · 2
@floren It does something if you evade an enemy that is about to engage and attack ANOTHER Investigator. Meaning it can be used to protect someone from far away and them immediately tel — HeroesOfTomorrow · 93
(thank you Arkham db) ...and then immediately teleport to deal with the enemy. It's not amazing by any means, but it's not actually useless — HeroesOfTomorrow · 93
Also, enemies do not ready during the enemy phase, they ready during Upkeep. They EXHAUST during the enemy phase after attacking. — HeroesOfTomorrow · 93
This card does a lot! The discard + teleport is even optional, so you can delay enemies in funnels. Speaking of, the teleport itself can be a game-changer in some scenarios, simply to traverse long distances and get to objectives. Not even mentioning the flexible and improved evade itself. Really, this is a good card. — AlderSign · 462
Rita can auto kill 1hp enemies far away. Goodbye, cultist. — MrGoldbee · 1547
Unlike Dodge, it might work against multiple enemies. (Over several rounds, unless you discard the card for the move.) Or dodge all attacks of a massive enemy. Or evade a newly spawned enemy in the mythos phase, rather than a hunter in enemy phase. — Susumu · 389
That said: we'll se, how good these traps will work in Chapter 2 context, in Chapter 1cards like Ambush, Snare Trap, Hiding Spot were never great. — Susumu · 389
@Susumu It really depends how Chapter 2 handles enemy spawning and movement. The more enemies move around, like Hunters and Patrolers, the stronger the traps get, specifically if they don't spawn on your ass automatically, but far away. This card ironically might get better on the opposite condition however, if the enemy spawns on top of you, at least assuming spawning is considered also entering (I know for a fact "moving" isn't considered "spawning"). — HeroesOfTomorrow · 93
Spawning is also entering, that's for sure. Check the 2026 Core random weakness "Pursued" for reference, if you doubt it: https://arkhamdb.com/card/12102 — Susumu · 389
Even as a one shot evade event at level 0 I find it okay. The evasion doesn't cost an action, you can choose between agility and intellect and you get a skill bonus. All for the restriction, that your enemy needs to move. Additional uses on other enemies makes ist just better. — Tharzax · 1
I still agree with the sentiment, that if all it does is a one shot evade, it is not great, even at level 0, as Dodge does the same for 1 resource less and testless. And Dodge was a card, that got outclassed after a few expansions outside Diana. — Susumu · 389
That said, given, that it can also react in Mythos phase, not only after the hunter enemy moves, makes it already more aplicable outside the use cases of Dodge. — Susumu · 389
Joe Diamond

由于ArkhamCards组牌时显示的Hunch deck同一张牌只算一次的问题,我一直以为直觉牌库必须出现11张不同的牌,不能出现重复的牌,但人物卡的背面没有规定直觉牌组不能出现重复的洞察事件牌。不过如果直觉牌库不能出现重复卡牌,会让戴蒙德的游戏体验隔热更加充满挑战也更加合理,因为有的洞察事件牌非常强大,比如“荒诞素描”能一动抽取三张牌,而黄家的升级卡牌隐秘的研究也是0费抽三张,如果想提高游戏难度,可以这样选择。如果同个洞察事件牌只能出现一张“荒诞素描”

xzx468 · 1
It's still 1$ and an action to draw 3 cards. Hardly game breaking. — MrGoldbee · 1547
如果直觉牌库放两张荒唐素描像抽牌库再加两张隐秘的研究,戴蒙德就比其它的调查员更快地抽完所有的牌而他其实可以使用40多张牌去进行游戏,这让他和其它黄家相比更加强大 — xzx468 · 1
Ever play Amanda with Perception(2)? Easily drawing 8 cards a round with cryptographic cypher. Twice per deck rotation. — MrGoldbee · 1547
I don't know, but I laughed seeing this back and forth transcending the barrier of language — HeroesOfTomorrow · 93
前四循环和后六循环的调查员不能放在一起比较,后面循环有些调查员确实很强大 — xzx468 · 1
@xzx468 To be fair though, some of the strongest Investigators of the game come from the original Core set: Roland, Agnes and Daisy are all very powerful, and Wendy is one of the most broken Investigator of the game. Though I do agree comparing anyone to Amanda is dumb, because Amanda is broken beyond human belief — HeroesOfTomorrow · 93
The mythos is beyond human belief. — MrGoldbee · 1547
@MrGoldbee That implies Amanda is an Eldritch Abomination herself — HeroesOfTomorrow · 93
She is a Deep One. — Susumu · 389