Lonnie Ritter

There are two elephants in the room to address here.

First, Lonnie is one heck of a large pile of soak. For the cost of a resource, you can heal one damage and one horror every round. The resources aren't hard to come by, and she's also a level 0, 5 health/sanity ally who says +1 in her card text, so you aren't even feeling like you're 'wasting' your ally slot for defense. Compare her to equally costed Beat Cop with one fewer sanity and an ability that you really hope you don't have to use! Lonnie can also provide the health healing for your fellow investigators provided they bring their own items for soaking damage. Also, note that 'choosing' is part of the ability and the lack of 'must' and 'then' in her ability text. If you just need the horror, it is totally legal to choose an item without damage - or even activate the ability with no available item at all.

Second, Lonnie isn't a mechanic. She's a tailor! She doesn't fix motorcycles and cars - she fixes shirts. AHCG has a small selection of items with health, mostly 2 health: Leather Coat, Trench Coat, Leather Jacket, and Robes of Endless Night

And some high level armor with 4 health: Bulletproof Vest and Armor of Ardennes

Plus a few more honorable mentions with 1 health, so not enough health to be healed: Bandolier, Fine Clothes, and the Spooky Spoilery Snuggy

Will we one day see Motorcycles as player cards? I hope so and expect it. The motorcycle is one of the most iconic cards from Arkham Horror, and both Tommy Muldoon and Daniela Reyes are big fans of them! Plus, it is confirmed that we will be seeing the new Vehicle trait in The Innsmouth Conspiracy, but the couple of revealed spoilers have shown scenario specific assets without health stats.

But until then, Lonnie is stuck mending coats, jackets, and dresses!

Tony loves her. — MrGoldbee · 1484
It is really nice that there's finally another good L0 Rogue ally. She's also uniquely suited to helping Winifred Habbamock cope with deck-cycling horror (possibly also Parallel Skids with his 25 card deck). Also, the first Rogue ally with more than 2 sanity (which tends to be more of an issue for Rogues than damage). — Zinjanthropus · 229
Can carolyn fern play this? — Gran_Danés · 1
@Gran_Danés: Yes, Carolyn can play her. — Zinjanthropus · 229
I think, choosing an item without damage is illegal. From rule (Target part) "A card is not an eligible target for an ability if the resolution of that ability's effect could not change the target's state". — elkeinkrad · 500
As long as you heal something (item or lonnie), the games state is changed. — RocketKat · 7
RocketKat sadly that's not enough to make this a legal play. You need a valid target for Lonnie's ability, and an item asset without damage isn't a valid target. — Veronica212 · 299
It is a rules combination which requires an item with damage to heal. Target: "A card is not an eligible target for an ability if the resolution of that ability's effect could not change the target's state." Health: "An asset card without a health value is not considered to have a health of 0, cannot gain health, and cannot have damage assigned to it." — BrotherZagon · 7
Hmmm... @BrotherZagon, that is a pretty convincing point. Okay. I'm convinced that Lonnie can't just choose any item for this. However, this rule raises a new problem, which is that Well Prepared can't actually work since it involves 'choosing a target' but there will never be a legal target that has its game state changed by the ability! — Death by Chocolate · 1488
Bu — Lateralis · 7
Entering comments on mobile is tricky. I wanted to give my interpretation of the rules question around this card: it literally states that an item controlled by an investigator at the location of Lonnie Ritter needs to be chosen. That means what is written: any item. It doesn't have the 'an item with health' clause. When then evaluating the second part of the text box, one has only to try and fulfill as much as possible, that is to say heal a damage from the chosen item if possible and a horror from Lonnie if possible. — Lateralis · 7
This review is correct. You do NOT need an item to heal to activate this ability. Target :"If an ability requires the choosing of a target, and there is no valid target (or not enough valid targets), the ability cannot be initiated." Nowhere does it say that it "requires" the choosing of an item and it is not part of the cost so whether or not you have an item that may or may not be a valid target is completely inapplicable. — Vultureneck · 74
I have emailed Matt, and he says you DO need a damaged item asset. The faq will be added soon. — Cpt_nice · 80
Nevermind then, guess "Choose" implies "must" and "then" by itself. — Vultureneck · 74
In multiplayer, if you want more survivability, Zoey can take this card along with leather coat. — LeFricC'estChic · 86
In solo, though, you'll probably get a better use of your splash cards. — LeFricC'estChic · 86
where are Matt's faq? 3 years ago they were supposed to arrive soon — taras79 · 1
Also RocketKat Lonnie is not an item so can not be targeted . — Dugbo · 1
Relentless

So, its important for a review of a card to address the merits and detriments of a card, so lets get that out of the way. As an economy card, we have to compare it against the OG Emergency Cache. In order to get as many resources for the same number of actions, it has to absorb at least 3 points of overkill - that is a LOT of 'wasted' damage. It also takes time to reach that level of overkill, unless you're going all in with Shotgun or hitting a Swarm of low health enemies with Mk 1 Grenades, Dynamite Blast, Storm of Spirits, etc. (and pushing forward all the excess damage to super-overkill the host). If you draw it late in a game, you might not have enough overkill opportunities left, and unlike the Cache, you can't find this early with Stick to the Plan or Backpack.

Much of the time this can be slow, awkward, and potentially weaker ECache. It has a couple skill pips for a flexible commit in a pinch, but otherwise its worst case scenario value is much worse, but its best case is, at least in theory much better. Letting a roguish fighter with a boomstick (Sawed-Off or otherwise) Double or Nothing to blow an enemy to smithereens and walk away with a juicy payout. However, in this case, you're probably just better off using "Watch this!" and getting enough.

However, there are three Guardians who deserve special recognition.

William Yorick likes assets. And 0 cost assets that he can easily get into the discard and have as an option for his ability regardless of current finances or available slots? That's pretty tempting. Plus, do to his recursion capabilities, Yorick isn't faced with the standard conundrum of when to brake his piggy bank - because he can do so in a free trigger window just before fighting an enemy that'll let him buy it back immediately.

Tommy Muldoon's signature weakness Rookie Mistake shuffles itself back into his deck if it doesn't trash anything with health or sanity on it. Because of its wording, Relentless is a rare asset that DOESN'T have health but CAN have damage on it. So while it'd never synergize with Tommy's ability, it IS vulnerable to his weakness. Depending on what you want Relentless for, this could be an awful downside, or a spicy bonus. I choose the latter because it isn't that hard to get into play and get at least one damage on it as bait for his weakness. Of course, the weakness hits ALL of his damaged/horror'd assets, so you still have to play around that, keeping your assets fresh, and getting them hurt/defeated in bursts, but that's how you wanted to play him anyways - keep one thing vulnerable and protect the rest. Relentless provides vulnerable bait that doesn't take up any of your valuable slots.

Last, but certainly not least, is Mark Harrigan - the Guardian's guardian. His special ability triggers whenever 'damage is placed on a card you control' - that's right! Dealing overkill damage 'places damage' on Relentless and triggers it! This gives Mark two major benefits. First it gives him more opportunities to trigger his ability to draw cards, perhaps even more times per round if using tricks to deal damage fast outside the investigator phase (such as with Dynamite Blast. Second, it gives him triggers of his ability without HURTING him!!! Normally the downside to triggering his ability is he and his assets now have less health left for further punishment, but Relentless actually has inherent BENEFITS for taking more and more damage! As if Mark wasn't already a great contender for Shotgun builds, between Practice Makes Perfect and Overpower granting a lot more card advantage and reliable boosts. Relentless supports with even more refill, and turning wasted overkill into BOTH cards and resources.

And I can't talk about weird rules consequences of this card's wording without taking a moment to acknowledge Solemn Vow. If you... really wanted to... you could use someone else's Solemn Vow to move damage OFF of your Relentless and put it on one of their assets with health. Outside of niche situations of killing off a doomed Mystic ally when nobody else is hurt, I haven't thought of a good use case for that. Note that you cannot use Solemn Vow to move damage TO Relentless because it doesn't have health and thus can't have damage put on it (except by its own ability which explicitly says to do so and overrides the general rule via The Golden Rule) the same way that Archaic Glyphs can put secrets on itself with its own ability but can't have them added via other cards.

Edit: Oh, I guess I missed that you can also save the damage to give it back later if you somehow haven't taken any yourself...

Good eye on Mark! — MrGoldbee · 1484
Calvin could conceivably want to pull damage off Relentless w/Solemn Vow as a low-risk manageable way of increasing physical stats? — bee123 · 31
I feel like this card would have been great as a Permanent that lets you exhaust it to get the points instead. As it is, its super niche — brkndevil · 19
Cherished Keepsake

Elder Sign Amulet at a savings of 2 XP and 2 Resources but that also Exiles? Definitely more to consider than the average bear. A 1-point Exile isn't so bad, and you can play over Mr. Pawterson when he hits 3 Horror. Déjà Vu will get it back for you, but that's an extra 5 XP, making it more-or-less break even with Elder Sign Amulet, but, if you are investing in Déjà Vu, it's likely that you are going Exile-heavy, so it's less of a burden. Does anyone outside of Survivor want this? It would be a nice resource-generator for Tommy Muldoon, although the XP cost will add up. Anyone who can take 1 XP Survivor cards might like it for a one-shot, but I think this card and its sibling, Leather Coat (2), will mostly find its home in Survivor with a lot of Exile.

It's not totally clear, but I don't believe Tommy gets any resources from Cherished Keepsake (1) being defeated. Forced effects trigger before Reaction triggers, so the Keepsake's ability will be completely resolved (and the card exiled) before Tommy's ability can trigger. It will technically be in the same timing window, so he could trigger his, but the card would have been removed from play and thus had all tokens and attachments removed. If he even could still resolve his ability, it would give him 0 resources. — Death by Chocolate · 1488
Ah, well, even more reason to limit it to a particular Survivor build. Thanks for clarifying that! — LivefromBenefitSt · 1083
This is a really weird one, definitely not an obvious straight upgrade or anything. For some investigators, having 4 horror soak for no resource cost is worth the potential exile- Agnes for example might welcome it, as might Silas or Rita. However, Keepsake seems to work best in Tommy Muldoon and William Yorick, both of whom can replay it over and over again for much more horror soak long term than what this provides. I'm not fully certain who wants this. — StyxTBeuford · 13043
Yorick can still get great value if he gets the other into his discard or otherwise play them to break each other and prevent exiling. So they are functionally 1xp to increase their soak from 2 to 3, which can still add up to quite a lot! — Death by Chocolate · 1488
What Chocolate's trying to say, this item is only exiled when it's defeated by horror, not when discarded. Like if you play another relic slot item (like the second version of this) or some crypt chill. — Django · 5148
Lucky Cigarette Case

This card is insanely good! Have you ever built a Rogue deck that was based on assembling a big combo? Well now you can assemble said combo much more quickly. All most Rogues will need to get decent digs is Lockpicks, but there are a few other ways as well, such as Well Connected and Money Talks. Money Talks is especially bonkers, because it's quite possible to build Rogue deck that can horde 50 or more resources. You'll probably be able to search your entire deck with that. Even if you don't have a way to oversucceed immediately, you'll probably occasionally draw a 0 on a test. It's also still an improvement on the original, because you only need to succeed by 1 instead of 2 to get a draw. Finally, if you're taking it as a 2-of without Relic Hunter, the second copy isn't a dead draw, as it has a generous for icons. Not bad for an asset.

Some specific combos to highlight (apart from those already mentioned):

Zinjanthropus · 229
I think the best thing about the upgrade is that you still get a card at +1 success and for larger success margins you can shuffle a weakness back into your deck. Drawing your weaknesses more quickly is always one of my concerns if I have a lot of unfiltered card draw in a deck. Drawing cards is still worth but I prefer to shuffle those weaknesses back in. Or draw them at an opportune time of my choosing. — The Lynx · 993
If you have All In, you could actually theoretically reduce your deck to only weaknesses, or mostly weaknesses, then reshuffle your deck, shuffling the weaknesses back in. Can only do it once with the most recent taboo, though, sadly. — Zinjanthropus · 229
Beretta M1918

The obvious card to compare this to is Chicago Typewriter, since both are 2-handed, 4 XP rogue weapons.

  1. Cost: The Beretta is slightly cheaper to play.
  2. Damage and ammo: Both can do up to 3 damage per action once they are in play, and both have 4 ammo.
  3. Combat bonuses: The Baretta gives a bigger upfront combat bonus, while the Typewriter allows you to use up extra actions to get +2 combat for each action spent (this might seem terrible, but it does increase the total damage output for very high fight enemies who you would otherwise fail fight tests against). If you need to ready the Beretta, this takes away the combat bonus advantage of the Baretta over the Typewriter, since you have to succeed by an additional 2.
  4. Risk: the Baretta has a glaring weakness of requiring exhausting it to fight. It can ready again if you succeed by 2, but this could get you in the sticky situation of missing and having your Beretta "jammed." So it's good to have an escape mechanism if you are using the Beretta (which can be as simple as high agility to evade).

If you do the math on damage per action (factoring in the chance of missing, based on the token pool), the Beretta deals more damage than the Typewriter when only one shot is needed per round, especially against higher fight enemies. The one attack per round might be enough for some parts of the game, especially if you are using a "hit and run" strategy focused on evading enemies and getting clues. Because of the +4 combat bonus, it offers a very high chance of dealing at least 2 damage. But the Typewriter deals more damage if you need to attack multiple times per round. So the choice depends mainly on what type of attacking you will be doing with your investigator. Of course, you can take both, and play the Beretta earlier in the game to fight lower health enemies (especially 2-3 health enemies), and play the Typewriter later to fight high health bosses.

jmmeye3 · 630
I think generally, if you have the actions to spend, Typewriter clearly wins. If you just want a way to help enable succeed by cards, Beretta is a solid choice. — StyxTBeuford · 13043