Decorated Skull

I recall tossing this cursed relic aside long ago, thinking it was a useless trap item that just takes up room. For many, it really is. But let me, the great explorer Leo Anderson, challenge your views and tell you at length about how I charmed an entire police force to die for my occult desires to feed my dark hunger of killing monsters.

So there I was, renowned expedition leader Leo Anderson, Returning to Dunwich with a friend new to town (he'd never been to Dunwich before). Well... Imagine my surprise when I found out that I had accidentally brought this mesmerising skull on the trip! I threw it into my 30L deep backpack as a thematic joke. I can see my old buddies around the bar now; "the mad explorer Leo jaunt around tombs and vaults with huge teams, only to return with one crazed friend and a weird skull". They don't understand this amazing cursed skull. It has power they cannot see... So I brought it along. Two of them, to be exact.

We laughed when I pulled it from my bag at the start of the investigation. I had to show it off - after all, Great Leo's life is shaped around watching his many, many replaceable allies die. It is sad but this is the way of the skull. My whole 'shtick is having the sheer inner willpower (4) to not go mad watching my friends and foes die in horrific ways. Infact my biographer says it is my unique ability to always have new allies!

So when I convinced my policeman friend to throw his life away to protect me from an unoffending rat, suddenly the skull glowed twice as the rat died in the kerfuffle. Next a hideous monster attacked, but my brave, brave Tetsuo was easily convinced to take a big hit for my drunk fellow investigator Rex. I was gazed in the attack, which gave me an opening to react with my blade and murder the savage beast of the night. Again the hungering skull glowed. All this happened in the blink of an eye, in one swift single round the skull rattled with 4 coins. Mitch didn't bat an eye, he'd seen worse on our adventures. Rex just gulped and drank more. A sudden windfall of resources allowed me to pull out loads of guns, and my guns were blazing all night, thanks to THE DECORATED SKULL OF DOOM.

Antiundead · 31
Superb. — SGPrometheus · 841
Quick Learner

The real benefit of this card is that you can take it twice. You might fail your first action, sure... but Survivors generally don't mind that. Or you could just move or play an asset... but this modifies the difficulty of your test and because you skill value cannot fall below zero, on your third action 2 shroud locations and two fight enemies have a difficulty of zero.

The benefit of this is clear with Stella, but the beauty of it comes for Wendy with access to Leo de Luca, haste, and the skeleton key. Action 1, fail with drawing thins/take heart, place the skeleton key, move, or play an asset Action 2, place the skeleton key, lockpick, or winging it (difficulty 0 because winging it further reduces shroud) Action 3, investigate with difficulty 0 at any location (assuming you played the skeleton key) Action 4, investigate with difficulty 0 at any location Haste Action, investigate with difficulty 0 at any location.

daranov · 55
Winging It cannot reduce shroud on a location with the Skeleton Key attached to it; in fact nothing can interact with the shroud value at all if the Key is attached there. — Erdjo · 328
@Big Iron: True, but you can lower the difficulty to 0 with either Momentum or Quick Learner — Zinjanthropus · 230
Abigail Foreman

EDIT: Nevermind. The Necronomicon goes in your threat are, not your play area.

In addition to the other good reasons to run her in Daisy Walker, I believe she enables you to get rid of your weakness "for free." You can't choose to discard a weakness from play, but you can choose to attack your Necronomicon to Abigail. And if Abigail were to leave play, then all her attachments would be discarded. So, try running her with Calling In Favors and Art Student, or another cheap Seeker ally. If you don't draw Abigail, you can use Calling In Favors the normal way: Play an art student, return them to your hand, and try to find Abigail. But, if you do draw Abigail, you can hang on to your Favors until you draw the Necronomicon. Attach it to her, bounce her to your hand, try to hit an Art Student for a free clue, then reply her at leisure.

OrionJA · 1
Even if the Necronomicon was in your play area and thus could be attached to Abigail, it cannot leave play while it has any horror on it. Cannot is absolute, so Abigail leaving play wouldn't get rid of the book. — TheNameWasTaken · 3
The Home Front

It's practiced. You have no excuse not to shove Practice Makes Perfect into your Mark deck now! Other practiced skills he likes are Overpower, Take the Initiative, Vicious Blow.

Practice Makes Perfect is also a tactic, so you can attach that to Stick to the Plan.

Erdjo · 328
I think you're absolutely right. I also find Leadership (2) to be a great target for Practice Makes Perfect for Mark. — olahren · 3553
Yeah, pmp is a force multiplier, and The Home Front is an awful lot of force to multiply. — SGPrometheus · 841
Surprisingly, very few Mark decklists on arkhamdb include PMP. — Zinjanthropus · 230
Interrogate

This card will seem more useful when you remember that parley actions, like fight and evade, don’t provoke attacks of opportunity. So even if someone’s coming at you with a butcher knife, feel free to ask them a few questions. And if you have handcuffs out to use, keep your new pal around as long as you need them. Turns out the real Arkham horror was the way you treat cultists!

MrGoldbee · 1486