"I'll Pay You Back!"

Other Rogue messing with their friend cards like "You owe me one!" and Untimely Transaction only reveal the target after having played it (unless your table play with open hand information) and you or they might not want to do anything, wasting the card and action.

For this one you can clearly see everyone's resources before using it and plan with your own hand accordingly. You can even ask them nicely if they are going to use the resources or they need more resources or not, without saying the card out loud. (Close to Teamwork when deciding to play). The reason this one is a Gambit I think it is because it involves unadjustable 0 resource for both investigators.

  • Next round you have 0 resource as you must also give away your Upkeep resource. Fast cards that have cost are not usable to react to Mythos Phase. (e.g. Lucky!, Sure Gamble.)
  • If intention is to give more resources, the target must play with 0 resource for the remainder of the round. So you might have them play first, and ask whether they are planning to play Fast card with cost in Enemy Phase or not.

Or you are trying your luck with other cards, using the gained resources on cards that need a test in order to gain back more and not getting it. (e.g. "Watch this!", High Roller, Parallel "Skids" O'Toole)

5argon · 8933
Could be an interesting card if you are playing a dark horse build. — Tharzax · 1
"Cheat the System" could give you money during mythos phase, as long as there is a test inititated before you need them. "You handle this one" would completely dodge for you the card, you need money for, and refund you the upkeep resource, you paid another investigator the round before. — Susumu · 359
*"could give you money [...] before you need it" or "could give you resources [...] before you need them" — Susumu · 359
Sledgehammer

Fun to bring with Carson, whose measley 2 prevents him from using most weapons effectively. He already wants Safeguard to glue himself to another investigator, so chances are high that enemies will spawn at his location and he won't need to move. With Well Prepared he can even use the one- ability on weaker monsters. He also has access to Shortcut when he needs to step before swinging.

Also, nice combo that hasn't been mentioned: Task Force. Move, discover a free clue, swing the hammer, and still have an action left over. Whoops, nevermind, only works with the level zero version, which makes it effectively a clue for $2, making it redundant with Working a Hunch when used on yourself. Still a decent option for Carson, who generally wants to give away his actions anyway.

CombStranger · 261
You only ignore 1 action of cost from the Sledgehammer with Task Force. — Holy Outlaw · 258
Self-Centered

I believe this is one of the best card in the game and a must grab for multiplayer games because of one other specific card: Delve Too Deep. As mentioned in the the FAQ, you cannot affect other players' interaction with encounter cards, so.... you cannot make then draw encounter cards! Essentially, at the cost of 1 action, 1 resource and 1 encounter card, the team gained Victory 1.

Now, how to "add" the card to your deck? Well, first of all, if your house rule is to pick any weakness at the beginning of a campaign instead of drawing random weakness, you are already set. On the other hand, if you obey the default rules, well, there is no penalty if you stop playing a campaign before it starts, wink wink. So hard reset the campaign until you get Self-Centered and Delve Too Deep in the same deck. (Any gacha game player can refer to the concept of the initial X number of free draws, and uninstalling and reinstalling until you like you initial free draws.)

Now this is my philosophy, a weird loophole( I like to find and exploit those ^^), and for "hardcore" gamers who want to maximize experiences on reruns. If you want a nice story, some decent challenges, please ignore all this and just enjoy your Arkham Horror.

shirusagi · 1
You make a funny point and it’s a well-written review. Unfortunately, the interaction doesn’t work the way you describe. The final clause on Delve Too Deep begins with “Then,” so if you don’t fully fulfill the pre-then effect of everyone drawing an encounter card, you cannot perform the post-then effect of putting Delve Too Deep in the victory display. The net effect of playing Delve Too Deep with Self-Centered is that you pay one resource, draw one encounter card, then throw away Delve Too Deep. Not exactly a game-breaker. — Holy Outlaw · 258
Wilson Richards

After playing some scenarios with Wilson I just want to strongly advise you to look for Tool Belt and/or Tinker in the opening hand. As an investigator that uses plenty of assets (mostly of them occupying hand slots), you may find yourself slot limited and not being to exploit the versatility that Wilson provides (which I believe is his biggest strength). Also I advice to include Ever Vigilant as the number of actions you spend playing assets can be detrimental.

Fluxway · 120
Crafty

I find it very unsettling that Wilson Richards can't use this card. I guess it would not fit the designers idea for the investigator restrictions; yet I think this would be an awesome card for the Handyman, both flavor and gamewise. It could not only benefit the use of tools but also some synergy cards as Gang Up and Call for Backup.

Fluxway · 120