Arcane Insight

This card shares some similarities with Flashlight: It has 3 charges and reduces shroud by 2. However it costs 4 XP, is a free action and can also help other investigators.

It's so much better:

  • Flashlight stacks with this card, which makes it very powerful on Hard and Expert, as you can reduce shroud 4 to 0, for nearly auto success (only auto fail)
  • Any test that is based on shroud benefits here (some enemies depend on local shroud, like spoiler)
  • As a Spell, can be searched with Arcane Initiate (only Daisy Walker at this time)
  • Can be used to trigger Rex Murphys ability more often
  • Can be Recharged

  • Not sure about it, but i think if several players have this card at same location, they can stack it's effect. It think the limit on the card is player specific, otherwise i'd have to be "Group Limit once per turn"
Django · 5175
Akachi and Marie can use it, very good for Akachi. — Kamalisk · 348
and Rex can take Arcane Initiate, though he has less reason to. — Difrakt · 1334
Also, Daisy can recharge it via the Book of Shadows (1). That's a tempting looking combo right there. She could become a sort of portable universal flashlight.... — AndyB · 958
Im quite sure it only affect your own turn. Since in the Round Sequence helper card, it says each investigators take a turn. Also this card doesnt say until the end of this phase. — Euruzilys · 14
Disregard my previous comment. Didnt occur to me that multiple investigators can activate their own in the same active investigator turn. This could really help bringing down high shroud location to nothing and quickly drain all clues dry. — Euruzilys · 14
I never noticed this before until now, but the card says "Your location" gets -2 shroud, so the shroud reduction can work to help another investigator by reducing the shroud, but it has to be at your location. I'd previously always read it as "Their location gets..." — slothgodfather · 7
This actually combos pretty well with all xp versions of Archaic Glyphs. That might actually be worth it. Recently I wanted to evade a boss enemy as Ursula, but the shroud was too high for it to be worth using Prophecy Foretold with my extra action. This could have saved me an action in that case. — Zinjanthropus · 233
Card says you activate it on your turn. It lasts till your turn ends. Thus it can’t stack. — Gulnaga · 364
If you happen to get 2 copies out at once, is the restriction per copy of the card? In other words, could you free trigger both to lower the ground by 4? — soakman · 37
@Gulnaga You're incorrect. That activation is a free trigger which can be used "while AN investigator is taking their turn". @soakman: The rules on limits state "Each instance of an ability with such a limit may be initiated X times during the designated period." In this case, X equals once per turn, for each instance (copy of the card). So yes, if there are multiple copies in play, whether being used by one or multiple investigators, they can be stacked. — MiskatonicFrosh · 364
Rex Murphy

Okay, first off start with the basics. everyone knows that you shouldn't do Rex Murphy solo. You have been warned.

2ndly, it is really hard to get all of the cultists in midnight masks.

When playing a game with Rex Murphy you need to consider the following: 1. do I have someone to cover me? 2. is this scenario about clue gathering? if the answer to both of these is yes, then you will be pretty successful.

Rex's curse: To bypass the effects of this, what you need to do is always stack the odds in your favor. Have higher education and 5 or more cards in you hand with plenty of resources to feed it. It also helps if you have lots of cards that you can commit. this way, once you draw the second token you will have a very good chance of success.

Rex is all about clue gathering which makes him awesome for scenarios like Essex county express. There will be some monsters that your buddy can't get to fast enough so you want to pack I've got a plan.

hogwashed · 9
also, I will be releasing a Rex Murphy deck that I have been working on as soon as we finish Dunwhich Legacy. — hogwashed · 9
Rex solo is a waste of his ability, as there's often only 1 clue, so don't get to use it. The more players, the better his ability gets. Anything that makes him move for free is great to make more use of his ability. — Django · 5175
you mean like shortcut and quick thinking? — hogwashed · 9
There is Rex Murphy trick that you can pick up two clues with one action. (Django refers to it) Like Shortcut and Pathfinder. It turns Rex into a strong Solo character. Explained: You do a search action in one location. You succeed. Then you play shortcut. You know find one clue in the first, and one clue in the destination location. — aramhorror · 700
To clarify this a bit more: Wherever you initiate the Investigate action is where you're committing to pick clues up from. So, for example, if you started an Investigate action in Room A, you will only pick up clues from Room A. However, Rex Murphy's action triggers when a skill test while investigating succeeds by 2 or more and it only cares about where Rex Murphy is at the moment! — Darthcaboose · 286
@aramhorror @Darthcaboose It took me a bit of reading cards and rules to wrap my head around this combo, but in the end I think it works mostly as described. The one key detail you both left out is that you have to gamble a bit since the only free trigger windows between initiatiating and completing the test happen BEFORE the token is drawn. You have to commit to the Shortcut or Pathfinder before you know the results of the test. — Death by Chocolate · 1504
On the Hunt

There are a couple good uses for this event:

For Roland Banks and William Yorick: fetch a monster to serve as fodder for your special ability.

For all Guardians: Dig for VP enemies in the deck. This is especially valuable in lower player-count games, when the odds are pretty good that one or more VP enemies will go undrawn.

So as Roland or Yorick in a low player-count game, I think this is worth serious consideration. Beware of spawning something really nasty for yourself like a Poltergeist or Conglomeration of Spheres, though.

CaiusDrewart · 3210
Oftentimes, the fact that the enemy is forced to spawn at your location and engaged with you, instead of its normal spawn instructions, is crazy useful. In Dunwich, you can use this to basically skip the mythos phase and get rid of a whippoorwill as zoey with her cross. Additionally, there are many scenarios with tough monsters that you don't want your squishies drawing, or that can pull clues from locations. — SGPrometheus · 856
It's really good for Where the Gods Dwell. — Zinjanthropus · 233
Lure

One of the most difficult events in the game to actually use. It only does anything if there are enemies that move during the enemy phase on the board (usually this would only be non-exhausted Hunter enemies.) Most of the time there won't be any such enemies, but if there are, then you can try to get them moving in the direction you want by attaching Lure to a location. But the fact that you have to be at that location yourself makes this a very rare situation. You can't just direct enemies to the opposite side of the map because, well, that's not where you are. You have to pull them to a location you're at, which is pretty much where Hunter enemies move anyway.

You also have to spend an action to play Lure! This is very inconvenient and makes it much more difficult to e.g. move to an out-of-the-way location, play Lure, and then get out of there before the enemies come. I guess Elusive would be helpful here but that is a seriously janky combo. Even if everything goes just right, you're only affecting enemy movement for one turn. And bear in mind that in multiplayer it's often possible to manipulate Hunter movement just through clever positioning, without needing cards like this.

Now, Lure does have a nice pair of agility icons, which helps compensate somewhat for how incredibly difficult it is to play. But given that it costs an XP, that's probably not going to be enough to entice people to actually run this. If Lure were Fast, and/or 0 XP, and/or caused enemies that don't have Hunter to move, and/or stayed in play until the enemies reached its location (instead of always disappearing after only one round), any or all these things might make it an attractive card. As is... not so much.

CaiusDrewart · 3210
This card would be pretty bomb if you could attach it to _any_ location. And why not? Hiding Spot does, and it doesn't eat up an XP. — bricklebrite · 540
Lure with it's current restrictions is rather useless. If you could play it anywhere or it would only be discarded if an enemy was at that location, it'd be playable. Maybe we'll see such an upgrade some day. — Django · 5175
Maybe some day we'll have a parallel Luke who can take all of the "attach to your location" cards and place them with his Gate Box. — Zinjanthropus · 233
Quantum Flux

When you have this card in your hand, you have a choice. Either draw a card for zero resources or spend a resource to play Quantum Flux and basically draw a card. I'd rather have the resource and I'd definitely rather have filled this card slot with a card that did something worthwhile. The default cost of drawing through your deck is just a horror. Perhaps you're better off putting a card in that just heals horror, if that is a concern.

It is worth mentioning that there's an encounter card in Dunwich Legacy that this card perfectly counters. I wouldn't fault someone too much for playing Quantum Flux in the Dunwich campaign, but there are ways to counter that encounter card that aren't a waste of a card slot, like Ward of Protection or just finishing the scenario in a timely fashion or resigning when your deck gets low.

This card will also occasionally benefit you by updating the distribution of your deck as you shuffle in your good cards before you happen to draw your weaknesses, but this is offset by the times you have already drawn your weaknesses and Quantum Flux becomes a sub-par skill card.

fathermiles · 11
Disagree. The beauty of Quantum Flux is being able to recover core cards should you be forced to discard them. For example, one time I was playing Akachi, and I had to discard 2 Shrivelings and 2 Rites of Seekings. That's most of my power in my discard pile. With Quantum Flux, I have the chance to recover some of that power. It's a good 1 of card. — Soloclue · 2629
The problem with your argument is that you don't "get them back." They're shuffled into your deck and you still need to draw them. There are certainly rare occasions where you wanted this card, but you're better off playing more impactful cards. Like "CABS" theory from MtG, I really recommend players play cards that can in some way affect the game by allowing you to investigate better, deal with enemies better, or pass skill checks better. I'll also add card draw (more than one card) and card selection to that mix, because they help you find your impactful cards. Quantum Flux doesn't do any of those things. Half the time (almost literally), it's not advantageous to play it, whether it's too early to shuffle in any card or it would actually make your distribution about equivalent or worse because you've already drawn half or more of your weaknesses. The other half the time, it replaces itself and updates your deck distribution. Listen, I get that this looks like a card with only upside, but it's not doing enough to deserve a card slot. It shouldn't make the cut in any deck, even as a one-of. — fathermiles · 11
It seems like this would usually be a good one to include with Sefina, yes? — crymoricus · 252
Where this card becomes useful (other than in Dunwich) is when you have a deck where you are likely to find and play your best cards early, and have enough draw/dig that increasing the density of good cards in your deck is likely to make a difference. E.g. spell-heavy arcane initiate decks, where if you're running 2x Ward of Protection, 2x Counterspell, etc, you may well have dug most of the spells out of your deck by mid-game, and with Quantum flux, you can turn Arcane Initiate back into 'draw a useful card a turn'. — NatesPromNight · 914