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Q: Do neutral cards count as a class for the purposes of Synergy cards? A: No. Neutral is not a class; it indicates a card that does not have a class. - Edge of the Earth Investigator Expansion Frequently Asked Questions section
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Q: Can Call for Backup used to remove damage / horror from locations (or other unusual cards) that can have damage / horror placed on them for scenario mechanic reasons? Can it be used to heal damage/horror from cards without health/sanity? (E.g. The Necronomicon) A: Unless explicitly stated otherwise, cards without a health value cannot have damage healed from them, and cards without a sanity value cannot have horror healed from them. When Call for Backup states that it can heal “any card”, that card must be able to be healed. The Necronomicon cannot be healed. (October 2022)
이벤트
호의. 시너지.
비용: 1. XP: 2.
당신이 다음 역할군의 카드를 조종하고 있다면, 한 번에 하나씩 원하는 순서대로…
- 카드: 당신은 이어진 장소로 이동해도 됩니다.
- 카드: 당신이 위치한 장소에 있는 적 하나에게 피해를 1 줍니다.
- 카드: 당신이 위치한 장소에서 단서를 1개 발견합니다.
- 카드: 원하는 카드에게서 공포를 1 회복합니다.
- 카드: 원하는 카드에게서 피해를 1 회복합니다.
FAQs
(from the official FAQ or responses to the official rules question form)Reviews
An extra synergy card so that the payoffs for those cards aren't simply two copies of a one-use event (or asset or skill). Instead, it's two copies of two events.
At maximum capacity, it's a solid enough event. Move, deal one damage, pick up a clue and heal 1 damage and horror from any card is very solid. But it takes a lot to get there, and though it's the expansion of multiclass cards, it's still pretty hard to find a way to enable every class with useful multiclass cards. Add in team-play and cards like Teamwork and Black Market and it gets a fair bit easier, but it's still hard to plan around completely, and takes a while to ramp up.
Over all, I think you mostly want to run this card if you have access to either multiple good synergy cards due to a subclass, if you already have reasons to be running the tri-class cards, or if you synergise with the effects on the card. Ursula with any rogue card in play can get a free clue and an investigate, and pop some easy healing in for good measure if you build for it. Trish Scarborough will always see this card as a move, then pick up either two clues or evade an enemy for free, as long as you included Shrewd Analysis in your deck at no cost. That's probably good enough without tacking on some healing or damage. Nathaniel Cho sees one damage as two, which makes it a bit punchier. His limited deckbuilding means he can struggle to max it out, but he also very much likes Gang Up, so there's a reason to try and make it work. Carolyn Fern pays the effect back and has a lot of ways of getting multiple classes into play, and can take Close the Circle, Gang Up and Join the Caravan. Having a method of healing from a distance is nice, too.
I think my favorite thing about this card is how it shows that all along, the REAL clues you were searching for were The Friends You Made Along The Way!
If I'm not mistaken (and I absolutely could be) I think I recognize Naomi, Peter, and Warren in there from Dunwich! (Not sure who the big fella with the staff is.)
"A player controls the cards located in his or her out-of-play game areas (such as the hand, deck, discard pile)." Core rule book page 16
So this card is not actually difficult to activate at all, but insanely easy. You need one copy of a multi-class card that does not remove itself from the game. Or take an extra couple of seconds to think about deck construction with the Dunwhich investigators' 5 lvl 0 cards of any class deckbuilding option. Or play an investigator who gets to build cards for his deck based off traits.
Fully activated this card is one of the best in the game, measured in action economy, effect per card draw/resource, or value for experience, in all metrics this card is among the best.
After having realized this I doubt I'll end up playing many decks that don't feature the synergy cards ever again.
Some desk and upgrade planning is required. But this card can be so insanely amazing and fun with Double, Double. It's probably one of the strongest card to double, it seems to me.
A way to make this combo work with ease-
- pick Jenny Barnes
- fill your splash with various permanent colours (ex. Geared Up, Down the Rabbit Hole, Forced Learning or even Shrewd Analysis, etc.)
- buy Double, Double. Pray that you draw it. Use LCC or LCC lv. 3 to find it, etc. Buy CFB.)
- enjoy the doubling effects! Enjoy the whooping gang effects of move 2x, deal 2 damages, discover 2 clues (both can be from different locations), heal 2x horrors and damages for $2 and an action.
Another way for Rogue to get their colour synergy going is for course to upgrade to Bruiser, Crafty and/or Antiquary. Getting the mystic synergy is probably must difficult for most Rogue. Some Rogue build wants neither Antiquary nor Blur.
Well this is at least a 12xp combo. So, ya, it better to be pretty great.
Official rules response on Call for Backup, re: the potential of healing damage/horror from cards without health. (You can't.)
Q:
Call for Backup reads, in part, "heal 1 horror from any card" and "heal 1 damage from any card". Can these effects be used to remove damage/horror from locations (or other unusual cards) that can have damage/horror placed on them for scenario mechanic reasons? (If the answer is "yes", that should really be errata'd out, or else it can break numerous scenarios.) More generally, can it be used to heal damage/horror from cards without health/sanity? (E.g. Daisy's Necronomicon.)
A:
Thank you for your interest in Arkham Horror: The Card Game.
To answer your question(s):
We are ruling that, unless explicitly stated otherwise, cards without a health value cannot have damage healed from them, and can cards without a sanity value cannot have horror healed from them.
When Call for Backup states that it can heal “any card”, that card must be able to be healed. Daisy’s Necronomicon cannot be healed.
Feel free to reach out to us if any more questions arise!
Sincerely,
Alex Werner, FFG Game Rules Specialist
Rules questions and their answers are reviewed by both the Arkham Horror: The Card Game design team and the Game Rules Specialist.
If I played this card while engaged does it provoke an aoo? What if I use it to deal 1 damage and kill the enemy? What if you play this card, use it to move to a location and discover a clue, but you get engaged by an enemy as soon as you move to the new location? I'm assuming that just the playing of the card itself will provoke an aoo.
Does this card can interact with permanent cards?
So, for example, if a play with "Ashcan" Pete and I start the game with 1 card of each other class than survivor (Down the Rabbit Hole, Forced Learning, Geared Up and Underworld Support) and play a Survivor Card and Call for Backup.
What will happen?