On the Hunt

As the other review mentioned, but I'd like to highlight this card goes from 1 cost to 0 cost + gain 3 resources. One of the cardinal rules of Arkham is that you put cards in your deck to play them and you need money for that, so don't cut your econ. This can replace cards like Emergency Cache without diluting the number of econ cards in your deck (as long as you can kill whatever you find). It's also tactic so it can go under Stick to the Plan the same way Emergency Cache can as an early game econ option (grab an easy enemy) with the flexibility of being able to hunt down a strong victory point enemy to keep them off your seekers.

Therebrae · 11
Prophesiae Profana

This card has a cool interaction with Gene Beauregard. You can freely move to locations and move enemies off of you to a convenient spot. It's a very expensive combination in terms of slots, resources, and XP. However, it gives you tremendous, testless protection against enemies.

dubcity566 · 60
Sefina Rousseau

Amanda, Silas and Minh need good skills. Bob, Carol and Yorick traffic in assets. But nobody does events like the famed forger. And as the carpool is expanded, she’s gone from a curiosity to a main eventer if you know how to build her.

For example, rogues now have more ways to make money. Instead of just Hot Streak, there is Faustian bargain, 21 or bust (which pairs well with token manipulation, easily available in Mystics 0-2), voice of Ra…because forging isn’t for artistic value, it’s for money.

Miss Rousseau plays a different big money game than Preston or Jenny. Willpower four and matching agility mean you don’t have to fear the encounter deck as you build up your cash. And instead of steady supplies, you get big rushes: up to 16 bucks in one action with a double blackjack, or 10 bucks spread to the team and four curses at only 8xp.

Edge of the earth adds underworld ties, which makes sense for someone who encounters the mythos from a profit perspective. You get triples of your best card (the painted world), your favorite toys are exceptional… and your dick size is big enough that you can still fit in whatever you want, with substitutions. Lockpicks and spells. Well Connected and Greg Gry (add a +5, then get a dollar for over succeeding!) or David R. Unlike Winnifred, you can ignore skill dependency with spells, and use your money to avoid having to upgrade them much. Then, Well Connected.

Plus, tarot cards, not introduced when The portraiteer first took the path to Carcosa, are easy to find in a 13 card opening hand.

Get rich quick. Succeed by a ton. Forge, forge, forge!

MrGoldbee · 1148
(MrGoldbee probably meant "deck size". Not... you know. Just a tiny Freudian slip.) — olahren · 1517
No, I think he meant what he typed :) — Pawiu14 · 9
Shadowed

For those looking to play hyper flavor-first campaigns/decks, note that the art features Alice Luxley. (Unfortunate that it doesn't really make sense for her to be present until Threads of Fate, though.)

anaphysik · 52
The Harbinger

The Harbinger essentially disables your deck, which is such an interesting effect for a weakness. I've been trying to think of ways this card could be used to Norman's advantage.


The Rulings for Costs state that that:

An ability cannot initiate ... if the resolution of its effect will not change the game state."

and that:

If an effect that requires an additional cost would resolve, the additional cost must be paid at that time. If the additional cost cannot be paid, that aspect of the effect fails to resolve.

Which makes it pretty clear that while the harbinger is in play

  • Any ability that would have no effect without deck interaction cannot be activated

    (You could not activate Word of Command—naming a Spell Card does not alter the game state)

  • Any cards with additional costs which interact with your deck cannot be activated

    (You could not trigger an attached Bloodlust)


So we can only play cards that would interact with the deck if they have some other effect on the game and the deck interaction is not a cost of playing the card.


Survivor Discard Event Recursion

The first thing that sprang to mind was Winging It. If you have harbinger on the field, could you infinitely play this from the discard pile, so long as you can afford the resource cost?

Winging It does not exclusively interact with the deck. It starts an Investigate action. The deciding factor on whether this is possible then, is whether the "If you do, shuffle it into your deck after resolving its effects." clause is an additional activation cost when you opt to play it from the discard pile.

"You owe me one!" has the same wording with no "after" timing. The card's effects are not dependent on drawing. You would still be able to play an ally's card if one or both Investigators are unable to draw. This event is still be playable.

Enchanted Blade is even more similarly worded: "you may spend 1 charge... If you do, you get +1 and deal +1 damage for this attack." If something were preventing you from increasing your or damage, I believe you would be unable to spend a charge to empower the blade, as the game state would not change apart from paying a cost. If boosting only 1 of either the +1 or +1 damage was blocked though, there would still be an effect, the optional cost should be payable, and the empower effect activate-able.

Given these 2 cards, I'd rule that shuffling it into the discard pile is an effect that can't be resolved due to the Harbinger and the card can thus be played. Maybe I'm still mistaken and should just grim rule it though. Please let me know.

(This would also be applicable to Improvised Weapon and Impromptu Barrier, though I can't see Norman purchasing Versatile for either)

Discard Without Drawing

You could play Knowledge is Power to discard Spell or Tome assets from our hand without drawing. I struggle to see how it could be beneficial for Norman though.

We could also play Blood-Rite to discard cards without drawing. Might this be useful to discard a non-hidden weakness from your hand?

You may not optionally discard a weakness from your hand, but what if a weakness is the last card remaining in your hand? You have no choice of which card to discard, so if a discard happens, that weakness must be chosen. Blood-Rite's card effect could not resolve otherwise. The "Discard up to 2 cards" is optional though, so I think it would be unplayable here.


Are there any other noteworthy interactions? Perhaps level 0 cards for Versatile that I've overlooked?

Linderwood · 1
I'm sorry that I'm not native, so that I may wrongly understand. For event, all additional cost are clearly given such as AoD or Toe to Toe. Thus, Winging It's shuffling effect is not cost, so that Norman with Harbinger can repeatively play it. — elkeinkrad · 230
@elkeinkrad is correct, the shuffle into your deck is not a cost. — suika · 8176