Prepared for the Worst

I wanted to like this card. For a long time I used to run 2 copies of it in Guardian builds. Then, after a while, I started running only one copy of it (which is not something I normally do with cards) - and now I generally omit it altogether.

The reasons why I used to include this 2 copies of card at first:

  • In other card games, "tutor" effects (cards that search your deck for other cards) are normally powerful because they let you search your deck for things that you really need, adding consistency.
  • After you draw a 5-card opening hand of a 33-card deck (standard for most investigators after adding signature cards and weaknesses), you are left with 28 cards. Prepared for the Worst lets you search the top 9 cards of your deck, so that's just under a third of the deck, which is not bad.
  • Weapons are important. If you're without a weapon and your role in your group is to kill things, you can get overwhelmed really, really fast.

Why I ultimately stopped including this card altogether:

  • The cost for using this ability is one card, one resource, and one action. That's really expensive for what it does, especially considering you then have to spend another action and more resources to play the card that you found using its effect.
  • It's not even guaranteed to succeed! When it misses, it really hurts. It's also least effective at the beginning of the game (as you have the most cards in your deck) and that's arguably when you need it most, since the beginning of the game is when you're setting things up.
  • Efficiency-wise, it's often better to just have slightly cheaper weapon that you can use until one of your primary weapons come up.
  • In my experience, if you have 4 good weapons in a 33 card deck, you have a reasonable chance of getting one in your opening hand if you mulligan specifically to look for one.

Why I used one copy of this card for a little bit:

  • It has good synergy with Stick to the Plan since it has the Tactic keyword and it's a card that can help you early on in a scenario. It increases a deck's ability to start reliably well.
  • Two copies just seemed excessive since the second one will normally be not very useful.

This card preys on weapon anxiety - the fear that you'll end up with no weapons when you really need them. I don't think this card is the answer to weapon anxiety, though - it's too expensive, too slow, and too unreliable to guarantee that you'll get the weapon you need. The only use I can think of for this card would be if you really want to use it to try and fish out a big gun - think Lightning Gun or Flamethrower - at a midway point through a campaign when you've already bought one copy of the big gun and don't have enough experience yet for a second copy. Even then, though, my advice would still be to simply use other weapons to keep yourself going until your big gun shows up.

Unless some other cards come out to make this more viable or desirable, I would say this card is probably worth passing on for the time being.

Until you have 2 or more superweapons (4-5xp each), this card is just worse than having another level 0 Weapon. To the point that I’m willing to spend 1 xp to buy a copy of this after I have them and Stick to the Plan. Ideally you are Leo Anderson and can just Adaptable them in. I ran the numbers and having one copy of this under SttP with two big weapons roughly improves your mulligan odds from 60% to 80% of getting the big weapon out on turn 1. With two level 0 back up weapons I almost never end the first turn without a weapon in hand or play. — Death by Chocolate · 1489
Be aware that Stick to the Plan exhausts when used. So if you find a weapon with this card, you have to wait another turn to play Ever Vigilant and get it out. — Django · 5154
Ancient Evils

This is probably my most hated card in the entire game. It gets more powerful as you add more investigators because you can set up a dreaded "draw an acolyte, draw an acolyte, draw ancient evils" chain that advances the agenda much faster than expected.

I think this card makes the game less fun. Drawing it has abruptly ended multiple scenarios for me. Being defeated from damage or horror or otherwise losing after drawing a token from the bag is much more fun than pulling a card that basically says "Game Over".

I don’t think scenarios should ever have a mixture of ‘doom in play’ and ‘+doom which can advance’ cards in the encounter deck. They both have interesting effects on their own (interactable high priority threats or added uncertainty in the doom clock) but together they can create those really feels-bad moments. Hope someone brought Ward of Protection 2... — Death by Chocolate · 1489
I think the devs have recognized how un-fun the card is; they've replaced it in both "Return" campaigns so far (I think). That being said, this card is responsible for one of my best Arkham memories: my four friends and I (we decided to just say screw the player limit) were playing our first-ever attempt at Essex County Express, and had all taken the first round to set up. In the mythos phase we drew at least two copies of this and advanced the agenda, killing everyone in the party. Setting the scenario up took longer than playing it. — SGPrometheus · 841
Personally i don't like this card, but moments like describes are part of the Cthulhu Mythos — Django · 5154
Sry, last comment incomplete. I meant that moments like "you'll die and you can't do anything about it" are part of the Cthulhu mythos and this game has far too few of such elements. — Django · 5154
Oof. I just created the encounter deck for Shattered Aeons. It has a plethora of "put 1 doom out in play" cards (like Acolyte) along with 3 copies of Ancient Evils. I think I'm just going to remove Ancient Evils altogether. In our 4-player group, the swinginess factor is massive, and losing multiple rounds due to an unlucky draw order in the mythos phase is un-fun to the max. — micahwedemeyer · 62
You know, I've played The Untamed Wilds from TFA like a million times, and I'm pretty sure that this card is a good 75% of how swingy the scenario is in true solo. If you don't draw it, you can pretty easily get almost all of the victory, if you're unlucky and draw it 5 times (the encounter gets reshuffled twice, usually) you just can't actually finish. — Zinjanthropus · 230
Played Return to Untamed Wilds last night at 4p, with me playing Gloria. She was an absolute wrecker of the encounter deck nearly every turn. Before we had gone through encounter deck the first time, I had tucked all 3 Ancient Evils underneath her card. We gained 8xp easily by the end. We were considering going for the final 2xp with 3 turns left, but we didn't want to risk it, so ended the game with 6 out of 9 doom on Agenda 2a. — clydelucy · 6
.45 Thompson

I can’t find the image for this card elsewhere right now, but I think it actually has 5 ammo. So the comparison to .45 Automatic is quite favorable in my opinion. In comparison, the .45 Thompson costs 2 more resources and the second hand slot and gives you 1 more ammo and an additional +1 combat for each attack. I think this is actually much better than the .45 auto, especially for characters with less than 4 base combat like "Skids" O'Toole and Finn Edwards. Another comparison that can be made is to Baseball Bat, which costs 4 less but whose durability is less predictable (is expected to break ~50% of the time by the 3rd hit though). Of course, 2 handed weapons require some planning, but many ’s and ’s are already prepared for this in leaving room for Flamethrower or Chicago Typewriter. This card is notably the best level 0 weapon target for Sleight of Hand.

jmmeye3 · 630
I don't agree it is that good on rogue investigators like Skids or Finn. Taking 2 hands is huge, and means you won't be able to use the powerful Lockpicks. Which means, it has to go in a deck that doesn't want to gather clue, and so focus on fights. At this point, i'm not sure Skids or Finn is the best take, since they are pretty low in willpower, so they may not be the best investigator focused in tank / killer. It could still go as a 0xp version of Lupara... But only if there are more than 3 ammo ! xD Otherwise, it's not going anywhere. — Palefang · 72
Here's a link confirming that it has 5 ammo: — jmmeye3 · 630
https://www.reddit.com/r/arkhamhorrorlcg/comments/as9yrr/new_card_spoiled_on_facebook/ — jmmeye3 · 630
It is also worth mentioning that this card loves act of desperation. — Myriad · 1226
Carolyn Fern can take it. And with Keen Eye would be rather good with it. — Tiktakkat · 38
With Streetwise Rogues still have fairly good chances of gathering clues without the need of Flashlights and Lockpicks. While I agree that they shouldn't be the primary clue gatherers with this setup (but who said that a Rogue should do that?) With this card and 2 Chicago Typewriters they can effectively replace Guardians while still being efficient at evading and gathering clues. — Killbray · 12363
Well Connected

Through Adaptable, I was able to add in Well Connected to my deck after picking up some much needed rogue cards. The combination of this, Sefina Rousseau, her The Painted World cards, and Hot Streak, I was able to able to ultimately stirke up 20+ resources and have a +4 on much needed skill tests. This wouldn't of been able to happen early campaign as Sefina (maybe Jenny Barnes?) just didn't have the resource pool, so the upgraded Hot Streaks were necessary to see this really pay off.

Ulitmatley, once your set up, and you happy to hold on to your resources, then an exhaust for a +1/+2 is solid.

This card is clearly built for Preston Fairmont, and any investigator that wants to make use of Dr. Milan Christopher/Lone Wolf/Burglary.

This is a good example of why Adaptable is such a great card — Zinjanthropus · 230
So I know this question is going to sound very stupid because there is an answer to it in the FAQ up above, but that answer, doesn't actually answer the question. The question is, do the resources on family inheritance count? Family inheritance says you may spend them as if they were in your resource pool; it does NOT say you may TREAT them as if they were in your resource pool. — LaRoix · 1646
No, the resources on family inheritance do not count. It's for this reason Dark Horse/Fire Axe Preston works. — gionazzo · 64
Joe Diamond

At what time during setup do you set aside the Insight events? Presumably before drawing your opening hand. (Ah never mind the rest of my comments. I now see that the deck size s 40 so that his regular deck matches normal investigators deck sizes).

Kvothe · 2
Joe has a 40 card deck rather than a 30 card deck, so unless you load the main deck with extra weapons, this doesn't really work. — duke_loves_biscuits · 1278
Yes thanks, I saw just after I posted. Makes more sense, he would have been to good. — Kvothe · 2
this is not the correct venue to ask such questions, please don't clutter the review section — jd9000 · 76