Cash Cart

It is fun to push the cart through the vent.

"Ready, 1, 2, 3... lift" (Rumble, Rumble) (Crash!!) Calamity ensues in the guard room

"Shhhhhhhh..."

"OK, I think we're good. Let's continue this heist!"

dlikos · 160
Unfortunately I don't think this is possible. If I recall correctly, those locations aren't connected, only for the purposes of investigator movement — Nenananas · 264
Bianca "Die Katz"

Not a review, more of a questioning... What if you handcuffed her and the scenario ended, she would end up in your deck, since she leaved play without triggering her activate ability. I am wondering because having an handcuffed enemy is a boon for Alessandra or Parallel Roland since both have synergy with enemies at their location (parley with Alessandra and Directive-based with Roland).

Having her in a deck and deliberately failing the parley allows you to have a humanoid enemy you can handcuff and could also allow you to play British Bulldog free.

Food for your thoughts

Alienmen1 · 1
As far as I understand it, the game has ended and there is no game for her to "leave play", interpreting it that way seems quite a stretch - otherwise, if that interpretation is right, you would have to resolve all the cards with "leave the play" effects when scenarios ended. — Gsayer · 1
Hi, remebering a part of ruling for bonded cards: "[...] If a weakness with the bonded keyword is added to an investigator's deck, hand, threat area, or play area, it does not remain a part of that investigator's deck for the rest of the campaign (unlike other weaknesses). It starts each game set aside with that investigator's other bonded cards. [...]" -> At the end of the scenario she is set aside, even if she is still in play, because nothing obliges You to add her to your deck. — Piegura · 7
Kate Winthrop

Clue that is put on Active Flux Stabilizer gives you boost on the NEXT skill test this phase. Which means, if you have asset without clue yet, you can put the clue on asset to boost the next test right before you spend clues to progress act. You don’t have to place clues on your assets during a skill test.

sedlak87 · 4
Blessing of Isis

This card seems very good for bless heavy decks, however I feel Mateo is where its strengths lie, the wording on the card states “when a second token is revealed” and it’s the last word I’m focused on, “revealed”. We can pretty much guarantee 2 are revealed by use of Olive McBride to “reveal” 4 tokens instead of one, which on a good day may be enough however a fast player window lies within the skill test so we can also use Rod of Carnamagos to reveal more tokens, and if that’s not enough then surely as a bless focused Mateo you will have a Favor of the Sun sat to finish the deal, and with Mateo’s ability we need not worry about any other tokens we drew unless the dreaded shows up at an inconvenient moment (remember Olive can not choose that token and Mateo’s ability and he has access to Eucatastrophe all of which could combat that unfortunately prevalent token) so using this card on Mateo, you are almost guaranteed an automatically successful test no matter the difficulty or situation (even works if the is sealed on either The Codex of Ages or Crystalline Elder Sign, both good Mateo choices!)

Mystic101 · 25
Hopefully this link works: https://arkhamdb.com/rules#Resolving_Multiple_Revealed_Chaos_Tokens — jericho · 716
guess not. Per FAQ Rule 2.5 when you ignore a chaos token you also ignore the fact that it was revealed, so Blessing of Isis does not interact with Olive McBride that way. Rod of Carnamagos does work (per FAQ ruling on Rod) and Favor of the Sun works well too, yes. — jericho · 716
The Last Blossom

This stupid OP campaign asset can easily trivialize the entire Scarlet Keys run, especially when you get it online early enough. Healing investigators for 1 damage and 1 horror at the same location pretty much means you do not have to worry about any semi-evenly distributed trauma. Let's say you are in a 2-player game and both have mental and physical trauma. When the game starts, you heal 1/1 immediately. Then, when an enemy shows up, you deal any amount of damage to it and begin what can easily turn into an infinite loop of healing investigators and one enemy till your heart's content. If you can evade the enemy, you can buy yourself a ton of time and shift the key again round after round, keeping a healthy amount of restoration with minimal investment of actions/resources to keep at least 1 damage on an enemy. The game presents numerous ways of doing that from a distance OR with minimal danger. I strongly advise house ruling this thing out of your games if you want a real AH game and not some trivial stuff.

MarTom · 2
Considering you can only shift a key once per round it only adds up to healing everybody at your location for 1/1 every two rounds at the cost of at least 2 actions to handle the enemy. I guess I would have to see it pulled off in a 4-player game at maximum power to see if it really was gamebreaking but it seems like the designers don't view infinite drip-healing as that problematic of a thing since Peter Sylvestre, Jessica Hyde and Girish exist. — soiDF8 · 7
Perhaps it was a bit of an overreaction on my side, but I do consider this to be a very powerful effect. This could also be due to the fact that we had Finn Edwards in our run, which pretty much meant an infinite source of evasion and attack options that don't really have a significant opportunity cost for him. But even if we consider the effect in isolation, it still basically means that on turn one 1 mental and 1 physical trauma doesn't count. It's a free In the Thick of It for everyone. And while healing one damage from an enemy may or may not result in needing an extra action to kill that enemy, healing 1/1 several times throughout the scenario is still more than powerful. Most healing effects don't provide such instant access to combined healing and/or they require an inevstment of actions/resources and/or have some other limitation, such as having only a certain amount of uses. Guess what I am saying is we are at a point in the game where healing an enemy for 1 is a very insignificant cost to pay to get access to damage/horror healing compared to what the game offers in that department in the form of player cards. — MarTom · 2