Spirit of Humanity

Of course, Calvin Wright or Tommy Muldoon want this card for dealing damage/horror source. But, this card is great with Father Mateo. You could play Priest of Two Faiths, and trigger ability and assign damage and horror to Priest of Two Faiths. You could add total 7 tokens (and 1 token if you have only 1 Spirit of Humanity).

elkeinkrad · 505
Try and Try Again

Try and Try Again works at ST.6, so it don't work with Take Heart or Predestined working at ST.7. However, Try and Try Again works with skill cards working at ST.2. You could commit Unrelenting to draw 2 cards and return it. You could commit Signum Crucis to add and return it. Try and Try Again don't require any slot unlike Grisly Totem. You don't need to pay additional 3xp for Relic Hunter. Eventually, Try and Try Again can be utilized for fail-based deck.

2 Drawing Thin + Grisly Totem + Take Heart + Try and Try Again + Unrelenting + Rabbit's Foot (+ Relic Hunter) 5 cards + 6 resources. Stella will be very happy with 10xp (or 16xp if taboo).

elkeinkrad · 505
Can you point to the rule? It seems weird to do the "after" of T&TA before the "if" of Take Heart. — Timlagor · 6
@Timlagor // You can check the detail of this ruling from one of the Take Heart review; check https://arkhamdb.com/card/04201#review-945 — elkeinkrad · 505
I think this is the most non-intuitive ruling in AHLCG. When you check the order of timing "during test", you should firstly find which step is related. This is because the strange timing is generated. — elkeinkrad · 505
Even the FAQ says this in sec — AlexBlume · 1
(2.2) Timing of “At…” or “If…” abilities Some abilities have triggering conditions that use the words “at” or “if ” instead of specifying “when” or “after,” such as “at the end of the round,” or “if the Ghoul Priest is defeated.” These abilities trigger in between any “when…” abilities and any “after…” abilities with the same triggering condition. — AlexBlume · 1
So if "if" cards happen in ST.7. how the heck does TATA which says "after" happen in ST.6.?? — AlexBlume · 1
Nevermind what I said before, the Arkham FAQ specifically addresses this in section 1.7: (1.7) Skill Test Results and Advanced Timing During Step 7 of Skill Test Timing (“Apply skill test results”), all of the effects of the successful skill test are determined and resolved, one at a time. This includes the effects of the test itself (such as the clue discovered while investigating, or the damage dealt during an attack), as well as any “If this test is successful…” effects from card abilities or skill cards committed to the test. <Reaction Triggered Ability symbol> or Forced abilities with a triggering condition dependent upon the skill test being successful or unsuccessful (such as “After you successfully investigate,” or “After you fail a skill test by 2 or more”) do not trigger at this time. These abilities are triggered during Step 6, “Determine success/failure of skill test.” — AlexBlume · 1
Anna Kaslow

I suppose part of the value of Anna might be for the specific campaign she belongs to. For those who choose to accept their fate (which is the Anna path anyway), Anna in the opening hand can eliminate the risk of The Tower • XVI by having that be the tarot you search and play. Even Anna drawn after opening hand but early in the scenario can be a cheaper way to get the Tower on the table and also protect another tarot you might already have out. To me this seems the best use for her - picking her up along with Charisma if you chose the "accept your fate" path. If you kill her off you can discard the bad tarot and keep a good one.

The trick of course being to get Anna in your opening hand and not the Tower as well. Calling in Favors could be used if you have other allies in the deck to let you keep whichever ally you start with and swap for Anna quickly.

Time4Tiddy · 251
If you have Anna in the opening hand and the Tower, you can still search for another tarot and play it. Then play the Tower, paying it's cost and discard it, when you kill off or "calling in favor" with Anna. Anna just protects your other Tarot from discarding, if you get it into play before the Tower. I agree in general, if you have the Tower as weakness and whant to get another Tarot, I would also get Anna. Otherwise, there is always the risk, that you get a good Tarot into the starting hand, play it for free and soon have to discard it, when you have to play the Tower. — Susumu · 383
Strange Solution

4 xp to spend 5 actions healing 8 dmg.

...

At the time of writing this review, out of all the versions, this is the only Strange Solution that includes the rules clarification that says:

"No refunds."

This tells you everything you need to know.

Sorry, and better luck next time you try to use Shrewd Analysis.

HanoverFist · 764
Actually it is not that bad because you can later trade your strange solution for a 5XP card — el_kloklo · 1
There’s no 5xp Strange Solution for you to trade up to. — Sojourne · 97
Ancient Covenant

This is the card that is going to open Extreme mode to the masses (like me). It greatly improves the math of the bag. Let me show how!

You have yourself a standard Extreme bag, as follows: 0, -1, -1, -2, -2, -3, -3, -4, -4, -5, -6, -8, , , , , , , . Obviously the special tokens will vary, but let's say for argument's sake that the and are -3, and the and are -4. That actually seems somewhat generous!

Here are your odds of passing checks. The first number is with the plain bag, the second is with 5 's, and the third is with 5 's AND Ancient Covenant.

Even: 11% / 16% / 29%

Up one: 21% / 29% / 38%

Up two: 32% / 42% / 46%

Up three: 58% / 64% / 67%

Up four: 79% / 81% / 83%

What's the takeaway? If you are already well up on a test (say a +4), Ancient Covenant gives you a bit of cushion but not much. You'll probably pass anyway, and if you draw a , you're even more likely to pass, because by then you're +6. But if you're starting up just one? Even after that pull, there's still plenty that can sink you. Ancient Covenant gives you a fighting chance at checks that in Extreme mode are usually long shots.

BUT WAIT THERE'S MORE!!!

Sacred Covenant also helps you keep more 's in the bag. How? By cutting down on the frequency with which you draw multiple 's in one check.

BUT WAIT THERE'S SO MUCH MORE!!!!

This may be jumping the gun a little bit, but there's a new card coming out in the Lair of Dagon called Favor of the Sun (not yet up on arkhamdb but announced by FF). That card allows you to seal three bless tokens and draw them during any check instead of something from the bag. Combined with Ancient Covenant, that effect is INSANELY powerful, especially on higher difficulties. It allows you to auto-succeed in the most scandalous way. You can be two DOWN on a check, and pass it without modifying it a bit. How good is that? Let's see:

Pnakotic Manuscripts allows you to avoid pulling tokens on three tests, guaranteeing success as long as you're skill value is even with the difficulty. It costs 5xp, 5 resources, and takes up a hand slot. It also costs an action to play and an additional action every time you use it, unless the test was during a revelation effect.

Favor of the Sun + Ancient Covenant also guarantees success on three tests, but you can be down as much as two. The combo costs 3xp, 2 resources, and takes up no slot at all. And it costs no actions, not even to play, because for some reason Favor of the Sun is fast!

This combo opens up a lot of new strategies for Extreme mode. Of course, Favor of the Sun is max two cards, so you'll want to use other Extreme strats as well: automatic clues and damage whenever possible, fail-forward options. But now you don't have to fear checks quite so much. A card like Pilfer, which seems crazy to run when there's a -6 and a -8 waiting for you, now could have a spot in your deck.

So, if you've been eyeing Extreme mode for a while but haven't had the courage to take the plunge, come on in: the water's warm!