Rabbit's Foot

This is a fine specialty card, but not a great general purpose card. The problem I have with this is that in general, the goal of Arkham Horror is to find a way to rarely fail skill checks, which means this card will rarely activate. Frequently failing skill checks is a good way to lose the game. Now, the cost of this card is fairly low, that isn't really the limiting factor. The limiting factor is that this costs an accessory slot, and there are many other good choices for that slot. I think this is a reasonable card for most characters to play if they weren’t planning on using the slot for anything else, but I tend to find that most characters have other things they really want in that accessory slot, and this item isn't really competitive with them.

If you have designed your deck to intentionally produce a lot of skill failures that will trigger this, Rabbit’s Foot is a fine specialty card to put in your deck.

ChristopherA · 113
I think rabbit's foot may be the best card in all of arkham because it helps you justify only being a little up on unimportant tests, like if you are going to pass 60% of tests on base stats then 60% of the time you are wasting commits, rabbits foot says "until you fail a test why bother committing, drawing cards is a decent compromise for failure" and if you never ever trigger it you have wasted 1 accessory slot and 1 resource and won the game trivially. — Zerogrim · 295
@Zerogrim You’ve also wasted 1 card and 1 action. That said, I agree that the card is good. The accessory slot is more competitive now than it used to be, but you WILL fail some tests in a scenario, even if you aren’t a fail-to-win deck. Especially if you are a survivor. At its cost, it only needs to trigger 3 times to ‘repay’ itself. And it’s a wild pitch, so even if it’s drawn late or in duplicate, it’s pretty useful. — Death by Chocolate · 1489
It's neither the best card in the game nor a fine specialty card. It's a good card that not all investigators want but most would benefit from in some capacity. Regardless of how you set up your deck, you can usually expect to fail some tests. Some investigators are more conducive to that than others- Preston Fairmont can expect to fail virtually any treachery he draws and therefore RF becomes a very reliable way to keep his hand filled. Obviously it works as a real specialty card in Stella where you intentionally fail, but even outside of that I've had good success using this card in Yorick, Silas, early Calvin, and even Rita. The fact is you will fail tests, so what RF offers is a way to soften the tempo loss of failed tests, and it does so very cheaply. Combo with fail cards like Look What I Found (remembering that most Survivors have subpar intellect), or cards that intentionally draw failure like Drawing Thin. Drawing lots of cards is usually pretty good, and while RF may never be as reliable of an engine for as many investigators as Lucky Cigarette Case, it's still a solid pick and one I carefully consider anytime I build a deck. — StyxTBeuford · 13049
One might argue failure is inevitable with this game, you may as well benefit from it. — LaRoix · 1646
You will naturally fail a test every few turns, but that has to happen 4 times to get a net advantage over the initial cost of playing the card. While that will happen if you play this card early, in my experience it takes quite a long time, and there is usually some other accessory with more punch and tempo. — ChristopherA · 113
Scrying

Must-have card for Gloria. No action required, and Gloria can look 4 cards; all encounter cards drawn at next mytho phase can be checked and distributed even if 4 player game. (If she discard one, then she will check another by Alyssa or Scroll of Secrets.) If she trigger scrying for each round, you cannot meet any Ancient Evils at all! Of course, the number of charges is limited. However, Twila solves this. The remaining problem is taking horror. In my experience, whenever I trigger scrying by Gloria, I take 1 horror (except very few scenario).

elkeinkrad · 500
On the Lam

There are a few differences between this and On the Lam:

Most obviously, "At the end of the round you may disengage from each engaged enemy and move up to 2 locations away" - so it is like a mini-Elusive, which is nice given that that card has been taboo'd. Two locations puts you out of the range of most hunters, and the enemies not attacking you means you can drag a LOT of enemies to an out of the way location, and then just jump 2 locations away. Nifty. Before taboo, I normally packed Elusive in Skids for exactly this sort of trick.

However, there is a timing change too; it's not "Play after your turn begins". This means you can now take an action and then play On the Lam. It also means you can mitigate a few treacheries with it too - Serpent's Ire or Deadly Fate are treacheries that have a test - so a player window in the Mythos phase - and failure results in enemies attacking you. On the Lam mitigates that effect (for non-Elites).

There is also a player window at the start of the Investigator phase, so if one of your "friends" is about to do something that would get you attacked... well, great.

In a pinch, there's even a window after Hunters move, so if you're suddenly surrounded in the enemy phase you can avoid all the attacks (and then move a couple of locations at the end of the round).

All in all this is a much more flexible version of the original On the Lam, and potentially a very useful "get-out-of-jail-free" card (kind of appropriate).

The big question is, is it worth Hospital Debts? In my opinion, yes; Hospital Debts (original) has been quite soft since Rogue started to get good economy cards. The biggest issue with Hospital Debts (new) is that it takes 3 turns to clear, so a late draw might be unclearable. But it's still not that bad a weakness - missing out on 2XP is annoying, but it's not like getting mental trauma.

AndyB · 955
Both Hospital Debts take 3 turns to clear, for what it's worth - the Advanced version combines its higher requirement with a higher limit per round — Thatwasademo · 58
Could it work on Deadly Fate? After I played On the Lam, it seems "that enemy attacks you" choice no longer changes the game state, so that I cannot choose, don't you? — elkeinkrad · 500
Scroll of Secrets

This card is actually really good in a Gloria deck. Alyssa Graham and scroll help Gloria mine the encounter deck further; it's also a good backup in case you haven't got your Alyssa out yet, and takes up a hand slot instead of arcane.

When Gloria controls encounter deck, I think, Scroll of Secrets (0) is enough. This is because that Gloria can place looked cards on top of encounter deck even if she look at the bottom of deck. Of course, 3 level version is very useful for Gloria. Gloria has a time to look a top of player deck, and Scroll of Secrets (3) can discard looked weakness without any penalty. — elkeinkrad · 500
Gregory Gry

Five years into the game's run, Gregory is still the best rogue(0) ally. Leo and Lonnie both have amazing abilities, but they’re expensive. Probably not viable outside of big money builds or fighting. But anything a rogue might wanna do they can do better with Gregory. Lock picks, Mauser shots, funneling your money with hard knocks(4)...all fun.

There’s one advantage nobody’s mentioned, though. In scenarios that attack your resources, Greg keeps your money safe. He doesn’t mind if you only get a few bucks a turn all game, then call in favors to replace him with Delilah or Tristan. He’s a gambler, he knows how the game is played.

MrGoldbee · 1487