Rod of Carnamagos

Just adding an email ruling from FFG Game Rules Specialist pertinent to Rod.

Question:

Hello,

A question about multiple tokens in Arkham Horror.

Suppose I have a Rod of Carnamagos and a Seal of the Elder Sign.

If I use Rod before Step 2 of a skill test (and reveal say 5 non-special tokens), and then commit Seal of the Elder Sign in Step 2, from the FAQ entry of how "cards that refer to single tokens being revealed should be considered to refer to each revealed tokens", my read is that the game treats all 5 tokens that I revealed as stars.

Then, since I have Seal of the Elder Sign committed, I don't reveal a token during Step 3 as I'm automatically successful. Do I get the effects of 5 star tokens?

thanks!


Answer:

No, Seal of the Elder Sign does not treat tokens revealed via Rod of Carnamagos as elder signs. You resolve their abilities separate from one another.

If you trigger Rod of Carnamagos during a skill test, you do not resolve the effects of the tokens it reveals, except for its own ability of checking for a curse token and any abilities that state “if you reveal _ during a skill test…” (like Armageddon’s ability).

After you finish resolving Rod’s ability, you continue with the other steps of the skill test, and you would skip revealing tokens during Step 3 with Seal of the Elder Sign, instead resolving the test as if you’d drawn an elder sign token.


The most pertinent part being the essentially explicit implication that tokens revealed outside of Step 3 during a skill test don't apply to skill value, don't resolve funky effects, etc unless it's an effect based on being "revealed".

Happy Rod+Candles-ing!

slyguavas · 46
Hello! Can you share and forward the official ruling email (including questions and answers) you received to arkhamdbfaqs@gmail.com? This is the mailbox of the ArkhamFAQ team, and they will update the ruling you received into ArkhamDB! — Jacksonsu · 1
"I'm done runnin'!"

I think Rita is super fun. Her Survivor mixed with tricks just keep getting better. Her signature has always been incredibly lacklustre except in rather niche applications, and even still, I think Rita's signature just doesn't do anything at 1 player, and at 2 player it can act as a fast action engage to get an enemy off your cluever. But after Edge of the Earth, The Scarlet Keys, there are some really interesting interactions with this signature that make Rita a 3p or 4p powerhouse AoE dealer. Now, this is a heavy caveat, because you still need to have the tools in hand, and without search, and minimal card draw, being setup at the time you need to pull this off is rather unlikely to happen.

This card comboes super well with newer cards that have added automatic evades to their effect. Sweeping Kick now becomes a 3 damage event. Breaking and Entering is now gain a clue and deal a damage. Confound is discover 2 clues and deal a damage. This isn't earth shattering of course, but important to consider instead of simply throwing this card at a skill test. Dirty Fighting now becomes essentially a free 1 damage as that evade gives you a free fight action. This is on top of Rita's innate 1 damage ability, assuming you haven't drawn an eldersign. But what if you could evade all enemies in one action? Survival Instinct (2) is something else. 1 evade actions turns into dealing 1 damage to everything at your location?! Great.

Obviously, this is all so situational. The main benefit of course, is Rita being able to use her agility value to ping damage. It is most effective with swarming enemies, and just higher player counts when there are simply more enemies. In a way, this space is also occupied by the Hemlock Vale card Elaborate Distraction, which simply lets you ping every enemy at your location and adjacent locations. And it leaves me feeling I wish Rita's signature had the option to also engage enemies at adjacent locations, because now this also feels a little underpowered.

Ultimately this card is still well underpowered for a signature, and extremely niche, and will get almost no value in true solo (though a free engage on an aloof enemy is still very nice). This card does not affect Rita's playstyle because you cannot play around the hopes of getting it. But on average, when combined with Rita's actual signature Sweeping Kick, this card reads as a fast, 0 cost engage action and 1 testless damage. Its not amazing, but when combined with Long Shot, Rita now does have some extra ways to deal ping damage.

We need a parallel Rita just for a new version of tihs. — MrGoldbee · 1404
Stunning Blow

I wanted clarification on the rules regarding the elusive keyword and effects that would cause an enemy to become exhausted as part of an attack (i.e with Stunning Blow). FFG kindly got back to me to clarify:


Q: How does elusive work if an investigator attack would cause the enemy to become exhausted? For example, if an investigator commits Stunning Blow to their attack. Does the elusive keyword trigger before the automatic evade occurs? Thanks!

A: Yes; an elusive enemy that was ready before attacking will still move after attacking, and it does not exhaust until after it moves. If an effect causes it to exhaust in the middle of an attack triggered by elusive, the enemy still moves, and remains exhausted at the new location.

For instance, if an investigator commits Stunning Blow while attacking an elusive enemy, they’d resolve the attack & effects as normal (including exhausting and disengaging from the enemy), then that enemy would still move to a connecting location and remain exhausted.

Sincerely, Alex Werner, FFG Game Rules Specialist


I know this is more of a question about the elusive keyword than Stunning Blow, but there isn't currently a way to write posts about keywords specifically. Hope this helps anyone else wondering this.

snacc · 973
Hello! Can you share and forward the official ruling email (including questions and answers) you received to arkhamdbfaqs@gmail.com? This is the mailbox of the ArkhamFAQ team, and they will update the ruling you received into ArkhamDB! — Jacksonsu · 1
Thanks for letting me know! I've forwarded the email just now :) — snacc · 973
Blasphemous Covenant

The trigger is rigt after you draw the token or you can trigger it at the end of the test ? Here is my point :

  • Draw a curse
    • Case 1 : Have to choose to trigger, so do i (+1)
    • case 2 : Wait until the end of the test
  • Draw auto fail
    • Case 1: I have screw my blasphemous Covenant
    • Case 2 :I just dont trigger it

Which case is the good one ?

Sasuken · 31
You must trigger this card immediately upon revealing the curse token. You cannot wait until the end of the test. — snacc · 973
Quick Learner

Anyone see the brand new errata on this as of May 2024? I had just finished explaining that it doesn't affect the mythos phase to friend. He checked and saw this errata!

Anyone know when/where this was discussed and changed? Just curious! It reads like it plays now, at least.

DanPyre · 57
They did this for "Plan of Action", and then needed to rule "Quick Learner" the same, since both cards are worded the same. — Susumu · 340
It makes the card worth 1 xp or less now. Complete nerf. — MrGoldbee · 1404
Yep trash card now. Their ruling about Plan of Action was a complete mistake imo. — snacc · 973
For Stella, it is still good, I think. She rather wants to fail skill tests in mythos phase anyway. Sure, cards like "Rotting Remains" can hurt more, but for these she has "Neither Rain Nor Snow", and there are not that many scaling treacheries in the game, that it matters that much. For others it got probably much worse. But I'm not sure, how outside Stella wanted the card to beginn with. — Susumu · 340
*who outside Stella, not how — Susumu · 340
I disagree with the phrase, "It reads like it plays now." It used to do that, but now it doesn't. — Eudaimonea · 3
R.I.P. Quick Learner. May 2024. Even in the Stella deck, the price is too high. It is lvl.1 card now — Axel_Templar · 1
I don't get this sentiment. Failing in the Mythos Phase is usually the best Stella can do. It's like getting a fifth action for her. She can profit from her fail engine with "Rabbit's Foot" and "Drawing Thin" before her turn, then (assuming it is viable based on AoO, but that issue would stay the same with the old rule for QL) use the first action to move, play an asset, engage an enemy, etc. There are plenty options availble without a test involved. You don't HAVE to fail your first action as Stella, unless of course, you draw an "Ancient Evils" or other card not involving a test in the Mythos Phase. — Susumu · 340
@Susumu I disagree that failing in the mythos phase is the best thing Stella can do. Failing in the mythos phase usually has some serious consequences, especially if the test's difficulty is raised by 2. Using the first action to fail an investigate or evade, or even fight if it doesn't have retaliate is usually much better, especially if you have cards in hand that let you benefit even more from the failure (LWIF, oops, Live&Learn, etc.) — neescher · 297
Sure, cards like LWIF and "Oops!" are great for her, and require her to fail a test during her turn as well. But they require to fail by two or three or less, which migth not always be trivial with double QL, and if you want to use "Drawing Thin" as well. And you won't draw a treachery with a test every round, so they are particularly great for the turns, when you don't. NRNS can turn off any bad effects of a failed test (but makes it harder to fail due to 3 wilds), and can be recured almost ad infinitum once you add "True Survivor" to your deck. (In fact ad infinitum, if you add "Resourceful", which you likely do anyway.) — Susumu · 340