Podcasts about forgotten age

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Best podcasts about forgotten age

Latest podcast episodes about forgotten age

Drawn To The Flame
Episode 330: The Untamed Wilds

Drawn To The Flame

Play Episode Listen Later Oct 31, 2024 44:31


Join Peter and Frank for another scenario-specific episode. This time, they're popping on their backpacks and hiking boots and straying into The Untamed Wilds, scenario one of The Forgotten Age campaign. How tough is the scenario? How do you beat it? And how does it beat you?? Amazing logo courtesy of this guy Join Drawn to the Flame on Patreon: www.patreon.com/drawntotheflame Buy Drawn to the Flame shirts, jumpers and mugs: www.designbyhumans.com/shop/drawntotheflame Email us on drawntotheflamepodcast@gmail.com | Twitter is here and Facebook is here. Thank you for listening and subscribing.

The Worthy House
Days of Rage: America's Radical Underground, the FBI, and the Forgotten Age of Revolutionary Violence (Bryan Burrough)

The Worthy House

Play Episode Listen Later Sep 4, 2024 48:21


A unique history of an episode that has been deliberately memory-holed:  the massive Left violence in the 1970s, directed at catalyzing a revolution in America. And, as always, what that history means for today. The written version of this review can be found here (https://theworthyhouse.com/2024/09/04/days-of-rage-americas-radical-underground-the-fbi-and-the-forgotten-age-of-revolutionary-violence-bryan-burrough/) We strongly encourage, in these days of censorship and deplatforming, all readers to bookmark our main site (https://www.theworthyhouse.com). You can also subscribe for email notifications. The Worthy House does not solicit donations or other support, or have ads. Other than at the main site, you can follow Charles here: https://twitter.com/TheWorthyHouse

The Gist
BEST OF THE GIST: RNC 2024 Edition

The Gist

Play Episode Listen Later Jul 20, 2024 30:23


In this installment of Best Of The Gist, we replay Mike's examination of the polarizing effect of fiery political rhetoric is blamed for political violence. And, with political violence on all American minds, we listen back to our 2015 interview with Bryan Burrow who explains what America's radical underground revolutionaries from the 1970s are up to now. He is the author of Days Of Rage: America's Radical Underground, the FBI, and the Forgotten Age of Revolutionary Violence.    Produced by Joel Patterson and Corey Wara  Email us at thegist@mikepesca.com  To advertise on the show: https://advertisecast.com/TheGist  Subscribe to our ad-free and/or PescaPlus versions of The Gist: https://subscribe.mikepesca.com/  Follow Mike's Substack: Pesca Profundities | Mike Pesca | Substack  Learn more about your ad choices. Visit podcastchoices.com/adchoices

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Episode 34: The Circle Undone Scenario 0 . Prelude (Season 4 Episode 2)

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Play Episode Listen Later Apr 14, 2024 63:14


In this episode CrabbyTerror8 and Kevling discuss the lore, gameplay and story behind the prelude to The Forgotten Age. Any comments? Email us at ftextpodcast@gmail.com Flavour Text is available on all the major podcast platforms, Spotify, Apple, Google, and more See: https://podcasters.spotify.com/pod/show/flavourtext For more content from CrabbyTerror8 and Kevling check out: https://www.youtube.com/outofammooutoftime https://www.YouTube.com/@KevlingPlays

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Episode 32: The Forgotten Age Wrap Up (Season 3 Episode 12)

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Play Episode Listen Later Feb 23, 2024 112:22


In this episode CrabbyTerror8 and Kevling welcome a special guest LaRoix to discuss all things TFA and read some excellent Reddit feedback on this campaign! Any comments? Email us at ftextpodcast@gmail.com Flavour Text is available on all the major podcast platforms, Spotify, Apple, Google, and more See: https://podcasters.spotify.com/pod/show/flavourtext For more content from CrabbyTerror8 and Kevling check out: https://www.youtube.com/outofammooutoftime https://www.YouTube.com/@KevlingPlays For more content from LaRoix check out: https://www.youtube.com/@harlanisindanger https://www.youtube.com/watch?v=bPWXRlVbYDU&ab_channel=OfficialOscarinas

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Episode 30: The Forgotten Age Scenario 9. Return To The Forgotten Age (Season 3 Episode 10)

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Play Episode Listen Later Jan 30, 2024 80:55


In this episode CrabbyTerror8 and Kevling discuss the lore, gameplay and story behind The Return To The Forgotten Age. Any comments? Email us at ftextpodcast@gmail.com Flavour Text is available on all the major podcast platforms, Spotify, Apple, Google, and more See: https://podcasters.spotify.com/pod/show/flavourtext For more content from CrabbyTerror8 and Kevling check out: https://www.youtube.com/outofammooutoftime https://www.YouTube.com/@KevlingPlays

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Episode 30: The Forgotten Age Scenario 8. Shattered Eons (Season 3 Episode 9)

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Play Episode Listen Later Dec 9, 2023 78:26


In this episode CrabbyTerror8 and Kevling discuss the lore, gameplay and story behind Scenario 8 and Epilogue of  The Forgotten Age Campaign: Shattered Eons Any comments? Email us at ftextpodcast@gmail.com Flavour Text is available on all the major podcast platforms, Spotify, Apple, Google, and more See: https://podcasters.spotify.com/pod/show/flavourtext For more content from CrabbyTerror8 and Kevling check out: https://www.youtube.com/outofammooutoftime https://www.YouTube.com/@KevlingPlays

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Episode 29: The Forgotten Age Scenario 7. The Depths Of Yoth (Season 3 Episode 8)

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Play Episode Listen Later Nov 3, 2023 76:18


In this episode CrabbyTerror8 and Kevling discuss the lore, gameplay and story behind Scenario 7 of  The Forgotten Age Campaign: The Depths Of Yoth. Any comments? Email us at ftextpodcast@gmail.com Flavour Text is available on all the major podcast platforms, Spotify, Apple, Google, and more - see https://anchor.fm/flavourtext For more content from CrabbyTerror8 and Kevling check out: https://www.youtube.com/outofammooutoftime https://www.YouTube.com/@KevlingPlays

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Episode 28: The Forgotten Age Scenario 6. City Of Archives (Season 3 Episode 7)

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Play Episode Listen Later Sep 10, 2023 82:47


In this episode CrabbyTerror8 and Kevling discuss the lore, gameplay and story behind Scenario 6 of  The Forgotten Age Campaign: City Of Archives. Any comments? Email us at ftextpodcast@gmail.com Flavour Text is available on all the major podcast platforms, Spotify, Apple, Google, and more - see https://anchor.fm/flavourtext For more content from CrabbyTerror8 and Kevling check out: https://www.youtube.com/outofammooutoftime https://www.YouTube.com/@KevlingPlays

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Episode 27: The Forgotten Age Scenario 5. Heart Of The Elders Part 1 & 2 (Season 3 Episode 6)

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Play Episode Listen Later Jul 22, 2023 82:03


In this episode CrabbyTerror8 and Kevling discuss the lore, gameplay and story behind Scenario 5 of  The Forgotten Age Campaign: Heart Of The Elders Part 1 & 2. Any comments? Email us at ftextpodcast@gmail.com, or on Twitter @TextFlavour Flavour Text is available on all the major podcast platforms, Spotify, Apple, Google, and more - see https://anchor.fm/flavourtext For more content from CrabbyTerror8 and Kevling check out: https://www.youtube.com/outofammooutoftime https://www.YouTube.com/@KevlingPlays

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Episode 26: The Forgotten Age Scenario 4. The Boundary Beyond (Season 3 Episode 5)

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Play Episode Listen Later May 21, 2023 89:33


In this episode CrabbyTerror8 and Kevling discuss the lore, gameplay and story behind Scenario 4 of  The Forgotten Age Campaign: The Boundary Beyond. Any comments? Email us at ftextpodcast@gmail.com, or on Twitter @TextFlavour Flavour Text is available on all the major podcast platforms, Spotify, Apple, Google, and more - see https://anchor.fm/flavourtext For more content from CrabbyTerror8 and Kevling check out: https://www.youtube.com/outofammooutoftime https://www.YouTube.com/@KevlingPlays

Greenhouse Gaslighting
Episode 69: Sus Michigan w/Jimmy Falun Gong - Part 1: History and Parapolitics

Greenhouse Gaslighting

Play Episode Listen Later Apr 28, 2023 44:01


PART 1 of 4 In this 4 part episode - we are Joined by Jimmy Falun Gong of the Programmed to Chill podcast to discuss strange happenings in the State of Michigan and what we ought to make of them. We cover a wide berth in these episodes, including the differnces between conspiracy theory and parapolitcs, early colonial history, ties of the Auto Industry to reactionary politics, Organized Crime, Labor and Radical Politics, and much, much more. Follow Jimmy on Twitter - @JimmyFalunGong Check out Programmed to Chill: https://linktr.ee/ProgrammedtoChill Follow us on: Twitter - @PodGreenhouse  Email us at: greenhousegaslightingpod@gmail.com  https://linktr.ee/greenhousegaslighting Supplemental Podcasts mentioned in the episodes: The Clown and the Candyman (refer episodes 2 & 3): https://podcasts.apple.com/us/podcast/the-clown-and-the-candyman/id1540131474 Sources and Books: Dark Side of the Mitten by Tom Carr A Coup in Dallas by HP Albarelli Guerrilla Usa - by Daniel Burton-Rose The CIA And The Cult Of Intelligence by Victor L. Marchetti Nazi Nexus: America's Corporate Connections to Hitler's Holocaust by Edwin Black The Nazi Hydra in America: Suppressed History of a Century by Glen Yeadon and John Hawkins Days of Rage: America's Radical Underground, the FBI, and the Forgotten Age of Revolutionary Violence by Bryan Burrough Tragedy and Hope: A History of the World in Our Time by Carroll Quigley

Greenhouse Gaslighting
Episode 70: Sus Michigan w/Jimmy Falun Gong - Part 2: Cars are Fascist

Greenhouse Gaslighting

Play Episode Listen Later Apr 28, 2023 109:03


PART 2 of 4 In this 4 part episode - we are Joined by Jimmy Falun Gong of the Programmed to Chill podcast to discuss strange happenings in the State of Michigan and what we ought to make of them. We cover a wide berth in these episodes, including the differnces between conspiracy theory and parapolitcs, early colonial history, ties of the Auto Industry to reactionary politics, Organized Crime, Labor and Radical Politics, and much, much more. Follow Jimmy on Twitter - @JimmyFalunGong Check out Programmed to Chill: https://linktr.ee/ProgrammedtoChill Follow us on: Twitter - @PodGreenhouse  Email us at: greenhousegaslightingpod@gmail.com  https://linktr.ee/greenhousegaslighting Supplemental Podcasts mentioned in the episodes: The Clown and the Candyman (refer episodes 2 & 3): https://podcasts.apple.com/us/podcast/the-clown-and-the-candyman/id1540131474 Sources and Books: Dark Side of the Mitten by Tom Carr A Coup in Dallas by HP Albarelli Guerrilla Usa - by Daniel Burton-Rose The CIA And The Cult Of Intelligence by Victor L. Marchetti Nazi Nexus: America's Corporate Connections to Hitler's Holocaust by Edwin Black The Nazi Hydra in America: Suppressed History of a Century by Glen Yeadon and John Hawkins Days of Rage: America's Radical Underground, the FBI, and the Forgotten Age of Revolutionary Violence by Bryan Burrough Tragedy and Hope: A History of the World in Our Time by Carroll Quigley

Greenhouse Gaslighting
Episode 71: Sus Michigan w/Jimmy Falun Gong - Part 3: Organized Crime, Labor, and Elites

Greenhouse Gaslighting

Play Episode Listen Later Apr 28, 2023 54:08


PART 3 of 4 In this 4 part episode - we are Joined by Jimmy Falun Gong of the Programmed to Chill podcast to discuss strange happenings in the State of Michigan and what we ought to make of them. We cover a wide berth in these episodes, including the differnces between conspiracy theory and parapolitcs, early colonial history, ties of the Auto Industry to reactionary politics, Organized Crime, Labor and Radical Politics, and much, much more. Follow Jimmy on Twitter - @JimmyFalunGong Check out Programmed to Chill: https://linktr.ee/ProgrammedtoChill Follow us on: Twitter - @PodGreenhouse  Email us at: greenhousegaslightingpod@gmail.com  https://linktr.ee/greenhousegaslighting Supplemental Podcasts mentioned in the episodes: The Clown and the Candyman (refer episodes 2 & 3): https://podcasts.apple.com/us/podcast/the-clown-and-the-candyman/id1540131474 Sources and Books: Dark Side of the Mitten by Tom Carr A Coup in Dallas by HP Albarelli Guerrilla Usa - by Daniel Burton-Rose The CIA And The Cult Of Intelligence by Victor L. Marchetti Nazi Nexus: America's Corporate Connections to Hitler's Holocaust by Edwin Black The Nazi Hydra in America: Suppressed History of a Century by Glen Yeadon and John Hawkins Days of Rage: America's Radical Underground, the FBI, and the Forgotten Age of Revolutionary Violence by Bryan Burrough Tragedy and Hope: A History of the World in Our Time by Carroll Quigley

Greenhouse Gaslighting
Episode 72: Sus Michigan w/Jimmy Falun Gong - Part 4: MKULTRA, Radical Politics, and Inheriting the 70s

Greenhouse Gaslighting

Play Episode Listen Later Apr 28, 2023 103:26


PART 4 of 4 In this 4 part episode - we are Joined by Jimmy Falun Gong of the Programmed to Chill podcast to discuss strange happenings in the State of Michigan and what we ought to make of them. We cover a wide berth in these episodes, including the differnces between conspiracy theory and parapolitcs, early colonial history, ties of the Auto Industry to reactionary politics, Organized Crime, Labor and Radical Politics, and much, much more. Follow Jimmy on Twitter - @JimmyFalunGong Check out Programmed to Chill: https://linktr.ee/ProgrammedtoChill Follow us on: Twitter - @PodGreenhouse  Email us at: greenhousegaslightingpod@gmail.com  https://linktr.ee/greenhousegaslighting Supplemental Podcasts mentioned in the episodes: The Clown and the Candyman (refer episodes 2 & 3): https://podcasts.apple.com/us/podcast/the-clown-and-the-candyman/id1540131474 Sources and Books: Dark Side of the Mitten by Tom Carr A Coup in Dallas by HP Albarelli Guerrilla Usa - by Daniel Burton-Rose The CIA And The Cult Of Intelligence by Victor L. Marchetti Nazi Nexus: America's Corporate Connections to Hitler's Holocaust by Edwin Black The Nazi Hydra in America: Suppressed History of a Century by Glen Yeadon and John Hawkins Days of Rage: America's Radical Underground, the FBI, and the Forgotten Age of Revolutionary Violence by Bryan Burrough Tragedy and Hope: A History of the World in Our Time by Carroll Quigley

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Episode 24: The Forgotten Age Scenario 3. Threads Of Fate (Season 3 Episode 3)

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Play Episode Listen Later Mar 13, 2023 98:00


In this episode CrabbyTerror8 and Kevling discuss the lore, gameplay and story behind Scenario 3 of The Forgotten Age Campaign: Threads Of Fate. Any comments? Email us at ftextpodcast@gmail.com, or on Twitter @TextFlavour Flavour Text is available on all the major podcast platforms, Spotify, Apple, Google, and more - see https://anchor.fm/flavourtext For more content from CrabbyTerror8 and Kevling check out: https://www.youtube.com/outofammooutoftime https://www.YouTube.com/@KevlingPlays

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Episode 23: The Forgotten Age Scenario 2. The Doom Of Eztli (Season 3 Episode 2)

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Play Episode Listen Later Feb 3, 2023 82:55


In this episode CrabbyTerror8 and Kevling discuss the lore, gameplay and story behind Scenario 2 of the The Forgotten Age Campaign: The Doom Of Eztli. Any comments? Email us at ftextpodcast@gmail.com, or on Twitter @TextFlavour Flavour Text is available on all the major podcast platforms, Spotify, Apple, Google, and more - see https://anchor.fm/flavourtext For more content from CrabbyTerror8 and Kevling check out: https://www.youtube.com/outofammooutoftime https://www.YouTube.com/@KevlingPlays

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Episode 22: The Forgotten Age Scenario 1. The Untamed Wilds (Season 3 Episode 2)

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Play Episode Listen Later Dec 24, 2022 90:52


In this episode CrabbyTerror8 and Kevling discuss the lore, gameplay and story behind Scenario 1 of the The Forgotten Age Campaign: The Untamed Wilds. Any comments? Email us at ftextpodcast@gmail.com, or on Twitter @TextFlavour Flavour Text is available on all the major podcast platforms, Spotify, Apple, Google, and more - see https://anchor.fm/flavourtext For more content from CrabbyTerror8 and Kevling check out: https://www.youtube.com/outofammooutoftime https://www.YouTube.com/@KevlingPlays

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Episode 21: The Forgotten Age Background and Lore (Season 3 Episode 1)

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Play Episode Listen Later Dec 3, 2022 14:00


In this spoiler-free episode CrabbyTerror8 covers the background lore to The Forgotten Age Campaign, which is inspired 3 stories by HP Lovecraft: The Nameless City, The Mound and The Shadow Out Of Time. This episode covers the historical background to these stories, a brief sumary each, the themes which link them together and what we can expect from the TFS campaign itself. Any comments? Email us at ftextpodcast@gmail.com, or on Twitter @TextFlavour Flavour Text is available on all the major podcast platforms, Spotify, Apple, Google, and more - see https://anchor.fm/flavourtext For more content from CrabbyTerror8 and Kevling check out - https://www.youtube.com/outofammooutoftime - https://www.YouTube.com/@KevlingPlays

Old Books With Grace
C.S. Lewis & Medieval Humanism with Chris Armstrong

Old Books With Grace

Play Episode Listen Later Jun 1, 2022 53:16


Grace welcomes Dr. Chris Armstrong to the podcast to talk about his book, Medieval Wisdom for Modern Christians, and think through medieval Christian humanism's influence on C.S. Lewis, and how some of these medieval ideas might help think more creatively and faithfully about community, faith, and history today. Dr. Chris R Armstrong is an educator, academic entrepreneur, author, editor, and church historian (Duke Ph.D., Gordon-Conwell M.A.). He currently serves as Program Fellow in Faith, Work, and Economics for the Kern Family Foundation (WI). He taught from 2004 to 2013 at Bethel Seminary (MN). From 2014 to 2018 he served as faculty member and founding director of the Opus faith & vocation initiative at Wheaton College (IL). His Medieval Wisdom for Modern Christians: Finding Authentic Faith in a Forgotten Age with C S Lewis (Brazos, 2016) retrieves the Christian humanism of the Middle Ages. Chris serves as Senior Editor of Christian History magazine (www.christianhistorymagazine.org) and blogs at gratefultothedead.com. He enjoys playing tabletop games with friends, listening to jazz, and improving his jazz piano skills.

Smoke 'Em If You Got 'Em Podcast
14. Bad Wives Club

Smoke 'Em If You Got 'Em Podcast

Play Episode Listen Later May 28, 2022 103:33


After Sarah makes Nancy blush by talking about vibrators, we turn to the buzz that is Depp v. Heard. Kate Moss, TMZ leaks, potential ethical violations on the stand — the final days of testimony brought the bombshells. Lawyers: We have questions! Restraining order protocol? Can you talk to anyone about a trial when you're on a jury? Tell us in the comments!About that Smoke 'Em merch …The real fireworks start when Sarah and Nancy discuss Teal Swan, the controversial spiritual leader Nancy calls a dangerous cult leader and Sarah sees as a fascinating study in modern self-help. What makes a movement a “cult”? Why are people so lost? Sarah plugs one of her favorite essays, a “turkey leg of a cultural critique” by Tom Wolfe about the search for the authentic self. Listener alert! We plan to record an episode of reader mail soon, so keep sending your questions, topics of interest, eruptions of outrage, and what sort of pie you want Nancy to bake and why it's pecan.Episode notes:“20 Years Later, How The ‘Sex And The City' Vibrator Episode Created a Lasting Buzz,” by Lynn Comella (Forbes)“Jane Fonda Says People Kept Sending Her Vibrators After an Episode of Grace and Frankie,” by Carrie Wittmer (Glamour)Dr. Spiegel (witness for defense) cross-examined over ethics of evaluating Depp The Goldwater Rule (Psychology Today)Johnny Depp's final testimony: “It's insane.”“Amber Heard makes tearful return to stand, denies leaking photos to TMZ” (NY Post)James From Court (Twitter)Number of jurors in a civil case in Virginia (Virginia.gov)Nick Wallis, “Reporting Depp v. Heard” (YouTube)Every time Nancy uses the word “axiomatic,” Sarah wonders what it means, so if you're in the same boat (Merriam-Webster)The Deep End official trailer“The Gateway: Teal Swan,” six-part podcast series by Gizmodo (Apple podcasts)“Ten Signs of a Narcissistic Sociopath” (Choosing Therapy)Michelle Remembers is the book Nancy couldn't remember (Amazon). Here's the original cover, holy.Teal Swan on InstagramThe Teal Swan Cult (w/ ex-member Andey Fellowes)Barbara Snow, therapist infamous for stoking the Satanic panic and whom Teal Swan credits with helping to reveal suppressed memories of ritual abuse (Wikipedia)Nancy wrote a long feature for Portland Monthly about cult leader Bhagwan Shree Rajneesh, in which she went out to the ranch in Eastern Oregon; it had been turned into a Christian children's camp. The guardhouse was still at the entrance, and the place looked like an abandoned set of an old Western movie, rather than where orange-clad devotees lined the road as Rajneesh waved from one of his 94 Rolls Royces and planned mass poisonings. Alas this piece is not online! But here's another she wrote, an interview with Win McCormack, co-founder of Mother Jones and other publications and a longtime critic of the Rajneesh and his followers.Wild Wild Country doc about Bhagwan Shree Rajneesh (which Sarah accidentally called Wild Wild West, a very different movie), and speaking of: Nancy was speaking with a friend who lives in Byron Bay, Australia, who said that, while Rajneesh died in 1990, his followers live on, including some in nearby Mullumbimby.Sarah went down the rabbit hole with some Jordan Peterson videos around 2018, the same time Nancy read and mostly liked Peterson's 12 Rules for Life Shot in the Heart by Mikal Gilmore, which, yes, we've mentioned before and in all likelihood will mention in just about every episode because it's that goodGoing Clear by Lawrence Wright, which Nancy listened to on audio and recommendsTeal Swan responds to the first episode of The Deep EndTom Wolfe essay on “Me” decade (New York Magazine) The Promise of Paradise, by Satya Bharti Franklin, is clear-eyed, frightening and heartbreaking. Anyone who says they are enlightened and the only person in the world worth following is guaranteed to bring unending misery to others. Ignore them.“The People vs. Chesa Boudin,” by Annie Lowrey (Atlantic)“Two cop killers and their progressive progeny: Kathy Boudin, David Gilbert, Chesa Boudin and progressive DAs,” by Ken Frydman (NY Daily News)“Kathy Boudin: A Great Life and a Great Loss” (Columbia University eulogy)Days of Rage, America's Radical Underground, the FBI, and the Forgotten Age of Revolutionary Violence, by Bryan BurroughNancy Rommelmann and Sarah Hepola on Back Talk with Bill SchulzOutro song (for Teal Swan): “Sweet Talkin' Woman,” Electric Light OrchestraWe won't MAKE you subscribe to “Smoke 'Em If You Got 'Em” YET, but we'll love you more if you do. And if you PAY for it? Lordy, look out This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit smokeempodcast.substack.com/subscribe

Drawn To The Flame
Episode 236: Think on your Feet XXXII

Drawn To The Flame

Play Episode Listen Later Jan 6, 2022 56:16


Join Frank for Think on your Feet XXXII, in which Mateo returns to The Forgotten Age. In Think on your Feet episodes, a live play series of Arkham Horror: The Card Game, I endeavour not to edit much at all. Sometimes I cut some shuffling sounds or abbreviate some of my longer pauses (a chap's got to think!), but otherwise, it's uncut, unaltered and meant to feel like you're with me at the table. There may be mistakes and misplays, but hopefully some successes too. I spotted an errors. At 46mins, I should've discarded a card when the Yithian Observer hit me. I forgot to. Whoops! Here's deck 1: CLICK ME Amazing logo courtesy of this guy Join Drawn to the Flame on Patreon: www.patreon.com/drawntotheflame Buy Drawn to the Flame shirts, jumpers and mugs: www.designbyhumans.com/shop/drawntotheflame Email us on drawntotheflamepodcast@gmail.com | Twitter is here and Facebook is here. Thank you for listening and subscribing.

Sunday-Skypers
Talislanta : Pursuit of the Past, Part 1

Sunday-Skypers

Play Episode Listen Later Dec 31, 2021 37:17


A group begins their search across Talislanta for secrets of the Forgotten Age.

I've Got A Plan! Podcast
I've Got A Plan Episode 48: Totally Not Indiana Jones Mister Lawyer Sir

I've Got A Plan! Podcast

Play Episode Listen Later Aug 29, 2021 99:50


Welcome back to the Return to the Forgotten Age and the adventures of Preston and Luke as they take their first foray (and Nicki's first foray) into the Doom of Etzli! Will Luke's Gate Box be the ticket to our safe sojurn into a forgotten temple? Or will Preston attempt to bribe giant snakes only to find his money is no good here? Join us as we continue our "Tales of Dreams and Hubris" campaign with the Return to Doom of Etzli ... and let's have fun! Trigger warning: SNAKES AND TRAUMATIC AXE USAGE Allergy warning: VENOM (and peanuts)

I've Got A Plan! Podcast
I've Got A Plan Episode 47: Guys Gone (Untamed)Wild

I've Got A Plan! Podcast

Play Episode Listen Later Aug 25, 2021 134:22


Tim and Nicki are back with a new campaign - buckle up because we are piloting two new investigators (to us) in Preston Fairmont and Luke Robinson through my favorite campaign- the Return to the Forgotten Age - with the theme of "CURSE DECKS!" What's more fun than losing? Losing on purpose! In a Cursed Jungle! Can these two pilot Level 0 decks (full of cards that make more sense once they have levelled up a bit) through an unruly Jungle of things that want to not just kill you, but poison you up a bit first? Let's find out, and as always... let's have fun! Facebook: @ivegotaplanpodcast Email: tpfiscus at gmail dot com

Pick Up and Deliver
The Forgotten Age (Arkham Horror LCG) Debrief

Pick Up and Deliver

Play Episode Listen Later Aug 18, 2021 15:46


Pick Up & Deliver 357: The Forgotten Age (Arkham Horror LCG) Debrief - Brendan shares his experience playing the Forgotten Age campaign of Arkham Horror LCG. Join us, won't you?

Rattlebox Games- Network Feed
The Forgotten Age (Arkham Horror LCG) Debrief

Rattlebox Games- Network Feed

Play Episode Listen Later Aug 18, 2021 15:46


Pick Up & Deliver 357: The Forgotten Age (Arkham Horror LCG) Debrief - Brendan shares his experience playing the Forgotten Age campaign of Arkham Horror LCG. Join us, won't you?

Rattlebox Games- Network Feed
The Forgotten Age (Arkham Horror LCG) Debrief

Rattlebox Games- Network Feed

Play Episode Listen Later Aug 18, 2021 15:46


Pick Up & Deliver 357: The Forgotten Age (Arkham Horror LCG) Debrief - Brendan shares his experience playing the Forgotten Age campaign of Arkham Horror LCG. Join us, won't you?

Now More Than Ever
Bonus: Bryan Burrough

Now More Than Ever

Play Episode Listen Later Jul 31, 2021 23:18


Bryan Burrough has been writing books digging into big business, crime and American Scandal for over 30 years. After our chat about “Forget The Alamo” he was kind enough to stick around for 20 minutes or so and talk to us about his writing, movie adaptations, and some specifics about his books.  He is the author of 7 books:  “Barbarians at The Gate: The Fall of RJR Nabisco” Vendetta: American Express and the Smearing of Edmond Safra  Dragonfly: NASA and the Crisis Aboard Mir (1998) Public Enemies: America's Greatest Crime Wave and the Birth of the FBI, 1933–34 (2004) The Big Rich: The Rise and Fall of the Greatest Texas Oil Fortunes (2009) Days of Rage: America's Radical Underground, the FBI, and the Forgotten Age of Revolutionary Violence (2015) Forget the Alamo: The Rise and Fall of an American Myth (2021, with Chris Tomlinson and Jason Stanford) Two of his books have been turned into movies. “Barbarians At The Gate” was produced by HBO in 1993. The film won both the Primetime Emmy Award for Outstanding Television Movie and the Golden Globe for Best Television Movie while James Garner won the Golden Globe for Best Actor in a Miniseries or Movie. “Public Enemies” was distributed by Universal Pictures in 2009. Directed by Michael Mann, and starring Johnny Depp, Christian Bale, Marion Cotillard, Stephen Dorff and Stephen Graham. It grossed $214 Million at the box office.  Bryan's Twitter: @BryanBurrough Follow All Our Damn Accounts!  Podcast Instagram Podcast Twitter Dave Instagram Dave Twitter Chris Twitter Chris Instagram  Show email: nowmorethaneverpod@gmail.com

Miskatonic University Radio
Episode 75 LIVE: The Forgotten Age Revisited!

Miskatonic University Radio

Play Episode Listen Later Jun 25, 2021 80:12


Dane, Dan, and Ben revisit the game's 3rd full campaign and discuss how it holds up today. This episode was recorded live on twitch.tv/miskatonicuniversityradio. Follow us and stay tuned for our next live episode!

Drawn To The Flame
Episode 216: Think on your Feet XXIX

Drawn To The Flame

Play Episode Listen Later Jun 17, 2021 109:54


Join Frank for Think on your Feet XXIX, in which he starts a new campaign. The investigator: Padre Mateo Castile. The campaign: Return to the Forgotten Age. The prospects: blessedly bleak.  In Think on your Feet episodes, a live play series of Arkham Horror: The Card Game, I endeavour not to edit much at all. Sometimes I cut some shuffling sounds or abbreviate some of my longer pauses (a chap's got to think!), but otherwise, it's uncut, unaltered and meant to feel like you're with me at the table. There may be mistakes and misplays, but hopefully some successes too. Timestamps: 0 prologue 2 intro 4.40 scenario 1 prep 9.35 scenario 1 opening hand and gameplay starts 52.55 post-scenario chat 57.15 scenario 2 prep 1.01.15 scenario 2 opening hand and gameplay starts 1.47.20 think on our feet and post-scenario chat. I take two tests at 1.23.00 and say '5 v 2' when really it was '6 v 2'. It doesn't make a difference, but I should've spotted it!  Here's the first deck: CLICK ME Here's the second deck: CLICK ME  Amazing logo courtesy of this guy Join Drawn to the Flame on Patreon: www.patreon.com/drawntotheflame Buy Drawn to the Flame shirts, jumpers and mugs: www.designbyhumans.com/shop/drawntotheflame Email us on drawntotheflamepodcast@gmail.com | Twitter is here and Facebook is here. Thank you for listening and subscribing.

Luke Ford
Sexual Emergencies During Days Of Rage (5-16-21)

Luke Ford

Play Episode Listen Later May 17, 2021 36:20


Days of Rage: America's Radical Underground, the FBI, and the Forgotten Age of Revolutionary Violence, https://lukeford.net/blog/?p=139381 * the student was experimenting with gay life, and the habits he developed in San Francisco worried many. “He would pick up guys at bathhouses and bring them back to the safe houses, and you can't do that, not without being compromised,” recalls Paul Bradley. After the Encirclement, the student was transferred to New York, where his problems continued. “None of us had dealt with gay issues at that point,” recalls Fliegelman. “He would go off and do stuff, and he could be compromised, so he ended up having to leave.” * Weatherman's taste for orgies proved short-lived, petering out within months. Mark Rudd thought all the sexual experimentation—from Smash Monogamy to orgies to homosexuality—was “disastrous,” fostering petty jealousies, driving people out of the collectives, and introducing a level of sexual confusion that did little to focus cadres on the revolution. Worst of all, he recalls, was a resulting epidemic of sexually transmitted diseases, from gonorrhea and pelvic inflammatory disease to crab lice and genital infections they called Weather crud. For Rudd, the final straw came when he was having sex with a woman and noticed a crab in her eyebrow. * The idea of a Black Liberation Army emerged from conditions in Black communities; conditions of poverty, indecent housing, massive unemployment, poor medical care, and inferior education. The idea came about because Black people are not free or equal in this country. Because ninety percent of the men and women in this country's prisons are Black and Third World. Because ten-year-old children are shot down in our streets. Because dope has saturated our communities, preying on the disillusionment and frustration of our children. The concept of the BLA arose because of the political, social, and economic oppression of Black people in this country. And where there is oppression, there will be resistance. The BLA is part of that resistance movement. The Black Liberation Army stands for freedom and justice for all people. —Joanne Chesimard, aka Assata Shakur Join this channel to get access to perks: https://www.youtube.com/channel/UCSFVD7Xfhn7sJY8LAIQmH8Q/join https://odysee.com/@LukeFordLive, https://lbry.tv/@LukeFord, https://rumble.com/lukeford https://dlive.tv/lukefordlivestreams Listener Call In #: 1-310-997-4596 Superchat: https://entropystream.live/app/lukefordlive Bitchute: https://www.bitchute.com/channel/lukeford/ Soundcloud MP3s: https://soundcloud.com/luke-ford-666431593 Code of Conduct: https://lukeford.net/blog/?p=125692 https://www.patreon.com/lukeford http://lukeford.net Email me: lukeisback@gmail.com or DM me on Twitter.com/lukeford Support the show | https://www.streamlabs.com/lukeford, https://patreon.com/lukeford, https://PayPal.Me/lukeisback Facebook: http://facebook.com/lukecford Feel free to clip my videos. It's nice when you link back to the original.

Luke Ford
Days of Rage: Israel vs Palestine (5-16-21)

Luke Ford

Play Episode Listen Later May 16, 2021 150:31


00:00 Richard Spencer talks to Ed Dutton about Israel v Palestine, https://www.pscp.tv/w/1yNGaWpyQbQxj 03:00 Dooovid joins: Synagogue bleachers collapse in Givat Ze'ev, around 60 injured, https://www.jpost.com/breaking-news/synagogue-balcony-collapses-in-givat-zeev-dozens-injured-report-668322 20:00 Will Haredim lose autonomy in Israel? https://lukeford.net/blog/?p=139031 36:00 Nicholas Wade on the origins of Covid, https://nicholaswade.medium.com/origin-of-covid-following-the-clues-6f03564c038 55:00 2 killed, over 130 hurt as synagogue bleacher collapses near Jerusalem, https://www.timesofisrael.com/2-killed-over-130-hurt-as-synagogue-bleacher-collapses-near-jerusalem/ 59:00 Israel's Iron Dome Advantage, https://www.wsj.com/articles/israels-iron-dome-advantage-11620945685?mod=hp_opin_pos_3 1:01:00 China lands on Mars in major advance for its space ambitions, https://apnews.com/article/china-technology-business-science-e1c1d0679aa78a8cc79c04a4d1375322 1:04:20 Days of Rage: America's Radical Underground, the FBI, and the Forgotten Age of Revolutionary Violence, https://lukeford.net/blog/?p=139381 1:16:30 Jewish Porn Star Ron Jeremy Discusses Faith: Jeremy is an icon of America's pornography industry, https://www.youtube.com/watch?v=65Natm7QXAs 1:20:00 Thanks to Craig Gross, Christian Cannabis Is Now a Thing, https://churchleaders.com/news/349361-thanks-to-craig-gross-christian-cannabis-is-now-a-thing.html 1:31:00 The Psychedelic Revolution Is Coming. Psychiatry May Never Be the Same., https://www.nytimes.com/2021/05/09/health/psychedelics-mdma-psilocybin-molly-mental-health.html 1:36:00 Elliott Blatt calls in to discuss mushrooms and Psilocin, https://en.wikipedia.org/wiki/Psilocin 1:42:00 Elliott's invisible ceiling for success 1:48:30 Fear of Failure, https://www.verywellmind.com/what-is-the-fear-of-failure-5176202 1:51:00 Fear of Success, https://www.healthline.com/health/anxiety/fear-of-success 1:54:00 Anxiety disorders, https://www.nimh.nih.gov/health/topics/anxiety-disorders/ 1:57:00 Symptoms of Underearning, https://www.underearnersanonymous.org/about-ua/symptoms-of-underearning/ 2:12:00 Mind-Body Syndrome, https://www.tmswiki.org/ppd/Structured_Educational_Program 2:15:00 Treating Chronic Pain, http://www.wheretheclientis.com/2010/02/08/treating-chronic-pain-an-interview-with-frances-sommer-anderson-phd/ Join this channel to get access to perks: https://www.youtube.com/channel/UCSFVD7Xfhn7sJY8LAIQmH8Q/join https://odysee.com/@LukeFordLive, https://lbry.tv/@LukeFord, https://rumble.com/lukeford https://dlive.tv/lukefordlivestreams Listener Call In #: 1-310-997-4596 Superchat: https://entropystream.live/app/lukefordlive Bitchute: https://www.bitchute.com/channel/lukeford/ Soundcloud MP3s: https://soundcloud.com/luke-ford-666431593 Code of Conduct: https://lukeford.net/blog/?p=125692 https://www.patreon.com/lukeford http://lukeford.net Email me: lukeisback@gmail.com or DM me on Twitter.com/lukeford Support the show | https://www.streamlabs.com/lukeford, https://patreon.com/lukeford, https://PayPal.Me/lukeisback Facebook: http://facebook.com/lukecford Feel free to clip my videos. It's nice when you link back to the original.

The Whisperer in Darkness
Arkham Horror LCG - Nathaniel Cho Deck Tech

The Whisperer in Darkness

Play Episode Listen Later May 4, 2021 37:56


Manfromleng steps into the ring with Nathaniel Cho, the Guardian investigator from the Investigator Starter Decks for the Arkham Horror LCG by Fantasy Flight Games. CC licensed music from the album Lovecraft Memories by Zreen Toyz. Contact manfromleng@gmail.com. Direct DownloadYouTubeiTunesGoogle Podcasts The stars are right, and that means it's time for another episode of The Whisperer in Darkness. I am your host, the Manfromleng. Thank you very much for joining me today. On this episode, we're stepping into the ring with Arkham's resident boxer, Nathaniel Cho, the Guardian investigators released in the Investigator Starter Deck product. I'll share my first impressions of Nathaniel, explore his viability in the multiplayer and solo formats and examine some of the player cards that are included in his starter deck. By the end of this video, I hope that you'll be better prepared to serve as Nathaniel's corner man when he attempts to go 12 arounds against the agents of the Mythos. There are spoilers throughout if you care about that sort of thing. If you enjoy what you hear, like, comment and subscribe. Is Nathaniel the type of investigator who can stand toe to toe with the Mythos, or does he have a glass chin? Let's find out! Nathaniel Cho, The Boxer, has 3 Willpower, 2 Intellect, 5 Combat and 2 Agility. He has the Criminal and Warden traits, 9 Health and 6 Sanity. He has the following game text: Response – When you deal damage to an enemy by an event or a fight ability on an event: Deal 1 additional damage (Limit once per phase). His Elder Sign effect is +1, and if this skill check is successful during an attack, return an event from your discard pile to your hand. Nathaniel Cho's base skill values are typical of a combat-orientated Guardian. Nathaniel's average Willpower skill value will make it challenging for him to deal with common treacheries, such as Crypt Chill, Frozen in Fear and Rotting Remains from the Core set, without committing additional cards and/or resources to the skill test. He will also need help to pass important Willpower tests on Agenda cards, such as Agenda 1B – The Serpents Attack! in The Untamed Wilds scenario. Fortunately for Nathaniel, the Guardian card pool and the upgrades in Nathaniel's starter deck are chalk full of extra Willpower skill icons. Nathaniel will need every Willpower icon he can muster in a Willpower intensive campaign, such as The Circle Undone, but at least he doesn't have to overcome a significant Willpower deficit like his Rogue counterpart, Winifred Habbamock. Nathaniel's below average Intellect is fine if you are playing in a three- or four-player game, where he can count on other investigators to discover the lion's share of the clues. However, it's much more problematic if you want to play Nathaniel solo or partner him with an investigator who doesn't specialize in discovering clues, either. It will be extremely difficult for Nathaniel to discover clues using Investigate actions at a typical three-shroud location, and common obstacles, such as Obscuring Fog, can all but lock him out of a location for the duration of a scenario. Nathaniel needs to leverage cards such as Evidence, Flashlight, Perception, Grete Wagner, Lesson Learned and Scene of the Crime either to reduce the shroud value of locations or discover clues without taking Investigate actions. Unfortunately, Nathaniel's starter deck comes up short in the Investigation department. While the deck includes Grete Wagner (0) and (3), Evidence (1) and Lesson Learned, it lacks Evidence (0), Scene of the Crime, Flashlight and Perception. If you want to play Nathaniel Cho solo, you will need to tinker with the starter deck to improve its viability in that format. Nathaniel Cho is the type of investigator who prefers to let his fists do the talking, so he will also struggle on Parley tests that use the Intellect skill. If Nathaniel wants to recruit Jazz Mulligan in Extracurricular Activity or sweet talk Constance Dumaine in The Last King, he'll need to exchange his boxing trunks for some Fine Clothes. Poltergeist, an enemy from The Path to Carcosa campaign and the nemesis of Guardians everywhere, is particularly dangerous to Nathaniel since it's immune to his damage bonuses and his odds of parleying with it successfully are low. If you're taking Nathaniel through The Path to Carcosa, you should consider bringing an Enchanted Blade along just in case. Nathaniel is only the second Guardian investigator with a Combat skill value of 5, which means there are very few enemies that can stand toe-to-toe with him. Between his base skill value and his special ability, Nathaniel is a combat monster who can knock many enemies to the canvas in one or two action. Nathaniel is an excellent combatant for one simple reason. While traditional Guardians usually need to draw and play a weapon to improve the efficiency of their Fight actions, Nathaniel can start throwing punches as soon as he draws an event that deals damage or has a fight ability, which are plentiful in his starter deck. If Nathaniel draws enough events, he can leave a trail of battered and bloodied enemies in his wake without resorting to gun or knives. Treacheries that require Combat skill tests are relatively rare, but it's nice to know that common obstacles, such as Locked Door from the Core set or Overgrowth and Entombed from The Forgotten Age, won't pose much of a problem for Nathaniel. Finally, we come to Nathaniel's below-average Agility. Nathaniel stings like a bee, but he sure as hell doesn't float like a butterfly. Nathaniel's odds of evading an enemy that he can't or won't knock out are slim. Agility skill tests are common on treacheries, so Nathaniel is vulnerable to things like Grasping Hands and On Wings of Darkness from the Core set and Snake Bite from The Forgotten Age. If you are playing The Forgotten Age, odds are that Nathaniel will end up poisoned at some point during the campaign, so don't forget to bring along some Medicine. Some Agenda and Act decks also have surprises in store for Arkham's less agile investigators. The Essex County Express, Undimensioned and Unseen and Curtain Call, for example, punish investigators who are unable to pass Agility skill test. Unfortunately, Agility skill icons are few and far between in the Guardian card pool and the Nathaniel Cho starter deck, so it will be difficult for Nathaniel to muster enough of them to pass these types of skill tests consistently. There are several cards that can improve Nathaniel's odds, although none of them are in starter deck. Unexpected Courage from the Core set is helpful whether Nathaniel is attempting to evade an enemy or pass an Agility skill test, while Daring, a Guardian skill from the Search for Kadath is useful whether Nathaniel is throwing haymakers or using the rope-a-dope defence to buy some time. Take the Initiative, a Guardian skill from The Boundary Beyond, is a great addition to a Nathaniel Cho deck in either multiplayer or solo. It's a fantastic defence against Agility skill checks on treachery cards and provides a great bonus during the Investigation phase as long as Nathaniel takes the first turn. Nathaniel's response makes him a force to be reckoned with in the Combat department. Between his response and events cards such as Monster Slayer (0) and One-Two Punch (0), Nathaniel can easily deal three or four damage to an enemy in one action, which is extremely efficient for a Combat-orientated investigator. Throw in cards such as Clean Them Out (0) and Vicious Blow and Nathaniel can knock out an enemy and generate resources in a single action, which is fantastic. Nathaniel's response is limit once per phase, though, so finding ways to trigger it in as many phases as possible will maximize his effectiveness. Nathaniel's starter deck includes several cards that can help him do this. Counterpunch (0) and Counterpunch (2), for example, let Nathaniel trigger his response when he is attacked, which usually occurs during the enemy phase. Nathaniel could use Heroic Rescue (0) from Echoes of the Past or Heroic Rescue (2) from Point of No Return to pull off a similar trick during the enemy phase. Unfortunately, neither card is included in Nathaniel's starter deck. Get over Here!' (2) may be played during any free-triggered ability window, which means Nathaniel can play it during the Mythos, Investigation, Enemy and Upkeep phases. Ambush, a Guardian event from The Unspeakable Oath, doesn't see much play, but Nathaniel could use it to trigger his response when an enemy spawns at his location, which typically occurs during the Mythos phase. With the right combination of events, Nathaniel could trigger his response four times in one round, which would make short work of most enemies the solo format and put a significant dent in the health total of most bosses in multiplayer. Nathaniel's starter deck is packed with a lot of great events with fight abilities to trigger his response. The trick is drawing enough of them to trigger his response turn after turn. That's where Boxing Gloves comes in. Boxing Gloves is one of the most important - if not the most important - card in the Nathaniel Cho starter deck. Weapon assets are the hallmark of Guardian and off-class Guardian investigators, but few of those assets define an investigator as much as Boxing Gloves. Nathaniel isn't really Nathaniel without them and getting Boxing Gloves down on the table should be your No. 1 priority in most scenarios. The passive +1 Combat skill bonus is great, since it plays to Nathaniel's strengths, but it's the card's response that is key his staying power during a long bout against the agents of the Mythos. The ability to search the top 6 cards of your deck for a Spirit event and add it to your hand after you defeat an enemy is critical to how Nathaniel's deck's function. Nathaniel's starter deck contains a lot of events with the Spirit trait, so odds are that you'll find something to refill your hand and let Nathaniel maintain a flurry of blows. There are several cool tricks that you can pull off with Boxing Gloves. For example, if Nathaniel is confronted by multiple enemies, he can defeat one of them, then trigger Boxing Gloves to fetch an event such as Counterpunch, which he can play during the enemy phase to trigger his response for a second time in the round. There are also several events, such as Glory (0) and Evidence (0), that trigger after you defeat an enemy. If you defeat an enemy with Boxing Gloves, you can trigger the response to fetch Glory, which you can trigger to draw two more cards. If one of those cards happens to be Evidence, you can trigger it to discover a clue, too. These types of tricks take Combat to a whole new level. Boxing Gloves may be one of the most important cards in the Nathaniel Cho starter deck, but it presents something of a problem in solo play since it takes up both hand slots. Nathaniel can't wear the gloves and wield a Flashlight at the same time, so you need to give some thought to how you will discover clues. Nathaniel has a couple of options here. The first is to forego Flashlight entirely and rely on cards such as Evidence, Grete Wagner, Lesson Learned and Scene of the Crime to discover clues. The second option is to play Bandolier (0) from The Essex County Express so Nathaniel can play Flashlight in addition to cards such as Evidence, Grete Wagner, Lesson Learned and Scene of the Crime. I've tested both approaches, and I think I prefer the latter. Nathaniel can make do without a Flashlight, but he's got to be extremely careful how he uses Grete, Evidence and Scene of the Crime because there is a chance that he'll run out of options to discover clues at high-shroud locations before the end of a scenario. Locations with more than one clue per investigator can also be problematic until Nathaniel upgrades to Evidence (1) or purchases Lesson Learned. The Flashlight/Bandolier combo is a more card intensive, but Flashlight is great for sniping clues at 1- and 2-shroud locations, allowing Nathaniel to save Evidence, Grete Wagner and Scene of the Crime for the 3+ shroud locations. Discovering clues with a 2-Intellect investigator in solo is always going to be challenge, so it doesn't hurt to err on the side of caution and pack a Flashlight, too. Besides, Bandolier (2) from Return to the Dunwich Legacy is a decent upgrade for Nathaniel since it gives him a passive +1 Willpower bonus if he has Boxing Gloves equipped. Nathaniel's Elder Sign ability supports his style of deck and his response, both of which are based around events. Nathaniel receives +1 to his modified skill value if he pulls an Elder Sign, which is the same for all investigators in the starter decks. That's not all that surprising, considering Nathaniel is primarily focused on defeating enemies. Nathaniel has a base Combat skill value of 5, 6 or 7 if he has a couple of key assets in play, so it's not like he needs a big boost from the Elder Sign during Fight actions. If Nathaniel's in Hail Mary territory, that is, his modified skill value is one less than the difficulty of the skill test before you pull a chaos token from the bag, an Elder Sign will save him from time to time. The odds of that happening on standard difficulty aren't very good at the outset of a campaign, but I'd rather have two +1s in the bag rather than just one. Unfortunately, an Elder Sign won't enough to save Nathaniel if he can't muster enough skill icons against more difficult skill tests, such as the Willpower (5) skill tests on Visions of Futures Past from the Dunwich Legacy or Centuries of Secrets from The Circle Undone. At that point, it's not a question of whether Nathaniel will fail the skill test, but how badly he will fail. Nathaniel should not need the skill value bonus from the Elder Sign if he's taking Fight actions, but the ability to return an event from his discard pile to his hand during an attack is excellent. It's worth noting that Nathaniel can return any event to his hand, not just events with the Spirit trait, and his starter deck contains good options for a variety of situations. If you've got an important bout against an agent of the Mythos coming up, you can return Counterpunch, Monster Slayer or One-Two Punch to your hand. If you want a little extra prize money, then Clean them Out is just the ticket. If you need to draw cards, then you can go for Glory. If you've tinkered with the starter deck to play solo and you're afraid you'll come up short on clues, Evidence and Scene of the Crime are great options. Nathaniel needs to keep his hand stocked with events to be an effective investigator, so the ability to return an event to your hand from the discard pile from time to time is vital. Nathaniel doesn't have access to any sort of meaningful chaos bag manipulation, though, so Lady Luck will need to be in his corner if he hopes to pull a lot of Elder Signs while attacking enemies. Nathaniel's signature asset is Randall Cho: Concerned Brother. It's a two-cost asset with Willpower, Intellect and Wild skill icons and the Ally and Medic traits. Randall Cho takes up an ally slot and has the following free-triggered ability: After Randall Cho enters play: Heal 3 damage or search your deck or discard pile for a Weapon asset, play it (paying its cost), and shuffle your deck. There's a lot to like about Randall Cho. First, he's a bargain at two resources. Second, he has 1 Willpower, 1 Intellect and 1 Wild skill icon. Nathaniel's Willpower and Intellect skill values aren't exactly stellar, so Randall has the potential to save your ass during a critical skill test. Third, Randall is the type of ally who is useful whether he enters play at the beginning of a scenario or at the end. If you can get him down on the table early, Randall has a Prepared for the Worst effect that can not only fetch Nathaniel's Boxing Gloves from either the draw deck or discard pile, but also play them (paying its cost). Boxing Gloves cost 3 resources (2 if you have upgraded them), so you can play Randall Cho and Boxing Gloves on Turn 1 and still have two actions left over. You can't get much better than that in terms of action efficiency. If you play Randall towards the end of a scenario, he can either fetch his brother's Boxing Gloves or heal 3 damage on him. Randall Cho is a little fragile after his unfortunate ‘accident' at the hands of the O'Bannion gang, but his mind is sound. Nathaniel has only 6 Sanity and he is somewhat vulnerable to Willpower treacheries, so Randall's 3 Sanity is always welcome, especially toward the end of a scenario. Unfortunately, like most signature cards, Randall Cho is a singleton, so drawing him consistently is a challenge. Nathaniel's starter deck contains a few tools that can help. The response on Boxing Gloves will thin out your deck a little if you can kill enough enemies, while Glory (0) will draw you two cards for doing what Nathaniel does best. Once you've earned a few experience points, you can purchase Overpower (2), which provides additional card draw. When I was testing various Nathaniel Cho builds, I tended to play Grete Wagner towards the beginning of scenarios to pump my Combat skill and discover clues. Once Grete had done her job, I'd drop Randall Cho to heal some of the damage that Nathaniel had taken and provide a nice Sanity cushion. Nathaniel Cho's signature weakness is Tommy Malloy. Tommy has 2 Fight, 3 Health and 3 Evade. He has the Humanoid, Criminal and Syndicate traits. His prey is Nathaniel Cho only. He has the Hunter keyword and the following Forced effect – When Tommy Malloy would take any amount of damage: Reduce that amount to 1. Tommy Malloy deals 2 damage. Honestly, I'm disappointed by the art FFG chose for Tommy Malloy. Patrick McEvoy did a great job depicting the pivotal bout between Nathaniel and Tommy, so I was expecting something more along those lines for Tommy. Unfortunately, FFG decided to re-use a piece of art from the Call of Cthulhu LCG, which doesn't capture the character portrayed on the other cards in the starter deck. As far as signature weaknesses go, Tommy is a bit of a lightweight. He has a Fight value of only 2, which means Nathaniel won't have much trouble dispatching him in most scenarios. Nathaniel's base skill value is already three greater than Tommy's Fight value before he pulls from the chaos bag, four if he has Grete or Boxing Gloves down, so the bout with Tommy is a formality. The Hunter keyword is largely irrelevant in solo play, since its highly unlikely that Nathaniel will evade Tommy in that format. I could see another investigator taking Tommy off Nathaniel's hands in multiplayer, though, especially if Nathaniel has more pressing matters to deal with during his turn. Tommy hits hard but I don't expect his punches to land very often. Besides Nathaniel has 9 health, so he can absorb a significant amount of punishment. Like many signature weaknesses, Tommy isn't so much a threat as a time-consuming speedbump that will tie up Nathaniel for a turn. Tommy's forced effect is annoying since Nathaniel will need to take at least three actions to deal with him. One-two punch (0) can help Nathaniel speed up the bout if necessary. Counterpunch (0) and Counterpunch (2) can also help Nathaniel land a quick blow on Tommy if he's willing to take an attack of opportunity or one of his punches fails to connect during the Investigation phase. I didn't run into Tommy all that often while testing Nathaniel, but he didn't pose much of a challenge when I did. All things considered, there are far worse signature weaknesses out there. Nathaniel's starter deck includes one basic weakness that is designed to harass combat-orientated investigators like him. Self-Destructive has the Flaw trait and the following game text: Revelation – Put Self-Destructive into play in your threat area. Forced – When you deal 1 or more damage to an enemy: Take 1 damage. An investigator may spend two actions to discard Self-Destructive. Self-Destructive has the potential to punish Nathaniel severely if he draws it in the heat of a battle. Nathaniel has 9 health, so he can afford to take a damage here or there, but trading blows with a swarm of enemies or a boss with a ton of health with Self-Destructive in his threat area is a situation best avoided. As with many basic weaknesses, Self-Destructive taxes an investigator's actions but doesn't necessarily punish them if they don't deal with it immediately. If you're feeling lucky, you can let Self-Destructive linger in your threat area for a few turns while you find the right time to deal with it. It's worth noting that Self-Destructive has absolutely no impact unless you damage an enemy, so investigators who specialize in Investigation or Evasion will be happy indeed to draw it as their basic weakness. Self-Destructive is so ineffective against these types of investigators that I would consider re-drawing my basic weakness if I  pulled Self-Destructive in multiplayer, where decks tend to specialize a lot more. The Arkham Horror LCG is a challenging game, and players should seize every advantage they can get, but I feel a basic weakness should have some effect on an investigator. Now that we've analyzed Nathaniel Cho's strengths and weaknesses and examined his signature cards, let's turn our attention to the deck itself and how it performs. I've tested Nathaniel against a variety of scenarios as a solo investigator, so most of what follows will focus on his viability in that format, but I do have a few thoughts on the starter deck in multiplayer. If you're playing Nathaniel in a three- or four-player game, where he can focus exclusively on defeating enemies, then the starter deck is, well, a good starting point. Between Boxing Gloves, his response and the suite of events that deal damage or have fight abilities, Nathaniel can dominate the squared circle, knocking out enemies with a ruthless efficiency that will make other investigators at the table envious. ‘Get over here!' has a taunt-like effect combined with a fight ability, which is great for pulling enemies away from other investigators and triggering Nathaniel's response. It's also an efficient way to deal with enemies with the Aloof keyword since you can engage and fight them with one action rather than two. Unfortunately, ‘Get over here!' is restricted to non-Elite enemies, so you can't use it to pull most bosses or annoying enemies, such as the Man in the Pallid Mask from the Path to Carcosa campaign. To do that, you'll need to import Taunt from the Dunwich Legacy or purchase Taunt (3) in the starter deck. Clean Them Out is an amazing card that generates resources and has a Fight ability that triggers Nathaniel's response, while Monster Slayer is a great way to remove three-health enemies from the board. Clean Them Out also happens to have the Tactic trait, so you can stack it on Stick to the Plan. One-Two Punch is useful against enemies with greater than 2 Health; however, it's also vulnerable to being countered by a bad pull from the chaos bag. If you play One-Two Punch, remember that you don't get the second punch unless the first punch connects, so it can be worth overcommitting to the first Combat skill test to make damn sure that it lands. I've had that first punch miss a couple times, and it can put Nathaniel in an awkward position since he expected the action to end with the enemy lying flat on the mat. Now the enemy is still standing, and Nathaniel didn't get to trigger Boxing Gloves to search for an event to continue the fight. If Nathaniel doesn't have a second event in his hand, he's the one who might end up going down for a 10 count. Counterpunch is helpful in the event you need to take an attack of opportunity or an enemy lives long enough to counterattack during the enemy phase. Counterpunch is the only way Nathaniel can trigger his response during the enemy phase until he upgrades to ‘Get over here!' (2) or Dynamite Blast (3). It's also one of only three cards in the deck with an Agility skill icon, the other two being Dodge and Relentless. Dodge, Glory and Stand Together round out Nathaniel's events package, providing damage mitigation, card draw and resource generation, respectively. Nathaniel's asset package is a mix of essential and non-essential tools. I discussed Boxing Gloves at length earlier in this video, so I won't dwell on it here. Needless to say, it's the engine that keeps Nathaniel in fighting shape. Safeguard (0) is an amazing card in the multiplayer format that can generate a tremendous amount of action advantage during a scenario. It's not quite as busted as  Safeguard (2) from Dark Side of the Moon, but it's damn close. Unfortunately, Safeguard (2) is not included in the starter deck. However, if you can play both copies of Safeguard (0), you can use all those action that you would spend moving around the board to fight enemies. Grete Wagner provides Nathaniel with a passive Combat skill boost and she can soak 3 damage and 2 horror for him. She also happens to be the only card in the deck that can help Nathaniel discover clues at the opening of a campaign, which is one of the deck's glaring weaknesses. Grete Wagner (3) is also very nice, throwing in a passive Intellect bonus, soaking even more damage and allowing you to discover clues at connecting locations. Unfortunately, Grete is quite expensive at five resources. The cost curve of Nathaniel's deck isn't that steep, but his resource pool will take a significant hit if he plays Grete. The final three assets in the deck are Flesh Ward, Physical Training and Relentless. Honestly, I don't much experience with these cards since I pulled most of them from the deck relatively early during testing.  Flesh Ward provides Nathaniel with another source of damage and horror mitigation, and it uses an Arcane slot, which is uncontested. It's also has 1 Health and 1 Sanity, which is somewhat unusual for an asset of this type. However, you can only trigger it in response to taking damage or horror from an enemy attack. Nathaniel seems to take more damage and horror from treacheries, given his proficiency in the ring, so Flesh Ward isn't as useful as it appears. It's also a little pricey at three resources. Relentless provides Nathaniel with another way to generate resources, but I never felt the need to play it during testing. The price is right, and the card has great potential if Nathaniel can arrange a bout with a lowly Swarm of Rats. I also like the fact that gaining the resources on Relentless is free-triggered ability. However, in my experience most combat-oriented investigators tend to deal just enough damage to enemies rather than excess damage. Relentless might payoff eventually, but resources tend to be in short supply at the beginning of a scenario and plentiful in the late game. I would prefer to spend the card and the action on something else. Besides, with 10 cards that cost zero resources, the cost curve of Nathaniel's deck is not that steep. Finally, there are two copies of Physical Training, which seems excessive. Nathaniel has a modified Combat skill value of 7 with Boxing Gloves and Grete Wagner in play, so I doubt that he would need to spend resources to boost it during Fight actions all that often. It would come in handy during Willpower skill tests, though, so I would consider playing one copy. I don't consider playing it a top priority, though, unless I expect to face a lot of treacheries that prompt Willpower skill tests. Nathaniel's skill package is just one card, Vicious Blow, which is standard issue in most Guardian decks. I'm surprised the deck doesn't include two copies of Unexpected Courage or Take the Initiative to give Nathaniel more options to counter treacheries or pull off a cheeky Investigate or Evade action. That brings me to my chief complaint about Nathaniel's starter deck: it focuses almost exclusively on defeating enemies at the expense of everything else. Don't get me wrong, Nathaniel's single-minded determination to become king of the ring has its advantages. I suspect the deck is fine in a three- or four-player setting, and it's a good way to introduce new players to the game because it provides them with a clearly defined goal, that is,  kill all the enemies. However, if you are playing Nathaniel solo or in a two-player game where he is expected to chip in and discover a few clues or pass the occasional Agility skill test, the starter deck simply isn't viable. Two copies of Evidence (0) would go a long way to fixing Nathaniel's inability to discover clues; however, the designers decided against including basic tools, such as Evidence (0), in favour of upgrades, such as Evidence (1), or entirely new options, such as Lesson Learned (2). This is a problem with all the starter decks, not just Nathaniel's. I can understand why the designers took this approach. There are only so many cards that you can stuff into a $15 starter deck, and I think most veteran players would prefer to get new cards such as Evidence (1), ‘I've got a plan! (2) and Mind Over Matter (2) rather than reprints of their Level 0 counterparts. Unfortunately, excluding the Level 0 versions of staples, such as Evidence has a negative impact on the starter decks' overall performance, especially at the beginning of a campaign, which is when new players are going to form their first impressions of the game. Fantasy Flight Games makes it pretty clear in the product description that Investigator Starter Decks are an ideal entry point for new players. As long as you've got a friend who has a collection of Arkham Horror: The Card Game, you don't even need to buy your own Core set or deluxe expansion. Simply pick up your favourite investigator starter deck and start playing immediately! However, if your friend shows up to a two-player game with a Nathaniel Cho starter deck and they get crushed because they can't discover clues or they take one too many treacheries to the face because they don't have any skill cards to counter them, they could leave the table with a very bad first impression of the game. And I wouldn't blame them, because FFG promises these decks are perfect for getting started on their first campaign, when they are clearly lacking in a few key areas of the game. I don't envy the designers having to make the choice between including essential, albeit somewhat boring, staples such as Evidence (0), Flashlight and Unexpected Courage and flashy new toys that will appeal to veteran players. However, I think I would have erred on the side of well-rounded decks rather than hyper-focused builds that excel at one and only one aspect of the game. Brief rant aside, what's done is done. Nathaniel Cho and the other Investigator Starter Decks are in the hands of new and veteran players alike. The question is: how do we modify them to make them enjoyable to play in multiplayer and solo formats? Well, if you're playing in a three- or four-player game, Nathaniel's deck could benefit from a few changes, but it doesn't require a total overhaul. First, I'd consider swapping Grete Wagner for Beat Cop or Guard Dog from the Core set. Both are slightly cheaper than Grete and give Nathaniel the option to ping an enemy damage, which can be invaluable. I would also consider adding a few more skill cards, such as Guts, Steadfast, Take the Initiative and/or Unexpected Courage, depending on your card pool, to give him a fighting chance against a broader range of treacheries and buff the occasional skill test. It's tempting to add a secondary weapon to the deck, but I don't think it's absolutely necessary unless you're worried about a particular enemy, such as Avian Thrall from the Dunwich Legacy, Poltergeist from the Path to Carcosa or Wraith from The Circle Undone. Nathaniel leans heavily on his events to get the job done, so there aren't that many deck slots for superfluous assets and skills. Nathaniel's event package is pretty tight, but you may want to consider adding a copy Prepared for the Worst to find Boxing Gloves quickly. Other viable events in multiplayer include ‘Let me handle this!', First Watch, Heroic Rescue and On the Hunt. If you're preparing for a two-player game or you prefer to play solo like me, then you've got more work to do to make the deck viable. Shoring up Nathaniel's ability to discover clues should be your first priority. Flashlight, Grete Wagner, Evidence (0), Scene of the Crime are a good starting point. Discovering additional clues is going to be a challenge until Nathaniel can upgrade to cards such as Evidence (1) and Lesson Learned, but that's to be expected for a combat-orientated Guardian. If you go the Flashlight route, then Bandolier is worth a look to avoid a slot conflict with the Boxing Gloves. I haven't been playing Perception in my solo build, since Evidence (0) and Glory double up on Intellect skill icons, but the card draw is nice perk. If deck slots are tight, I'd drop Perception in favour of Steadfast, Unexpected Courage and/or Take Initiative. I've been playing one copy of Prepared for the Worst, but you could also try Tetsuo Mori, a fantastic Guardian ally from A Thousand Shapes of Horror. If you're looking for cards to cut from your solo build, Safeguard and Stand Together are the obvious choice. I also axed Flesh Ward, Relentless and at least one copy of Physical Training. My current build cut both copies of Physical Training because I found myself never wanting to play it. You may want to consider making other changes to the deck depending on your playstyle and the nature of the campaign. If you expect Nathaniel to encounter a lot of parley tests, for example, a copy of two of Fine Clothes works wonders. If Nathaniel is stepping into the ring with the Man in the Pallid Mask, Taunt can be invaluable. Before I wrap up this deck tech episode, a word on upgrading Nathaniel's deck during a campaign. Nathaniel's event-centric combat mechanic is unique among Guardians, so traditional Guardian purchases, such as beefier weapons, don't necessarily hold true. If you're sticking to the upgrades included in the starter deck, then you'll probably spend the first six experience points you earn upgrading to Boxing Gloves (3). The starter deck includes upgrades for many of Nathaniel's key events so you will probably want to upgrade those too, since enemies tend to get tougher as a campaign progresses. If Nathaniel needs to pull his weight in the clue department, then you've got Evidence (1), Lesson Learned (1) and Grete Wagner (3). If you need more card draw, Overpower (2) is an option. If you need more direct damage, then you've got Mano a Mano (2). Nathaniel's starter deck doesn't include that many new upgrades and purchases, but there are two worth mentioning. Galvanize is a two-cost event that costs one experience point. It has two Willpower skill icons and the Spirit trait. It has the Fast keyword, and you may play it only during your turn to ready a Guardian asset you control. You may also take an additional action during your turn, which can only be used to fight. I quite like Galvanize. Any card that is Fast and provides an additional action is worth a long hard look when you're upgrading a deck. Nathaniel can use Galvanize to ready Boxing Gloves, so he has the potential to search his deck twice in one turn for Spirit events to keep the combat train rolling. Galvanize also provides an additional Fight action, which Nathaniel can use to play those events. It's worth noting that Galvanize also works with Grete Wagner, enabling Nathaniel to discover multiple clues at one location. It also synergizes with Well Prepared from the Boundary Beyond. Playing Galvanize in combination with Well Prepared and a Guardian asset with a lot of skill icons, such as either upgrade for Physical Training, is worth exploring in any Guardian deck, not just Nathaniel. Lesson Learned is a one-cost event that costs one experience point. It has one Willpower and two Intellect skill icons and the Insight and Spirit traits. It's Fast, and you may play it after you take damage from an enemy attack to discover 2 clues at your location. I haven't had a chance to test this card yet, but it seems strong. Discovering a clue without making a skill test is a great ability. Discovering two clues without making a skill test is amazing, especially for an investigator like Nathaniel, who doesn't have that many ways of discovering more than one clue at a time. Nathaniel needs to take damage from an enemy attack before he can play Lesson Learned, but that's easy to arrange in most scenarios. If you're a veteran player with access to a larger card pool, then you can take several different approaches to upgrading Nathaniel's deck. Upgrading Boxing Gloves and several of Nathaniel's key events is still a top priority. Many of Nathaniel's key events have the Tactic trait, so Stick to the Plan is an option. Ace of Swords provides another passive boost the Nathaniel's already impressive Combat skill, while Agency Backup can help Nathaniel damage enemies or discover clues, depending on the circumstances. Bandolier (2) is worth a look since it synergizes with Boxing Gloves. There are plenty of other great upgrades and purchase, including Police Badge (3), Safeguard (2), either level of ‘I've had worse …' and, of course, Vicious Blow (2). That's going to do it for my look at Nathaniel Cho, the Boxer. I've had a lot of fun playing Nathaniel over the past couple months. I had to make quite a few changes to the starter deck to make it more suitable for solo play, but the deck has performed extremely well against a variety of scenarios. I don't get to play multiplayer all that often, but I suspect the starter deck would work well at higher player counts, where decks can afford to specialize in Combat, Investigation or Evasion. I wouldn't recommend playing the starter deck in a one- or two-player game, though. The deck is a little too focused on combat for its own good, and it's missing a few staples would make the deck more flexible and resilient. Most of those cards are in the Core set though, so if you're a new player who purchased a starter deck, the Core set is a logical next step. Nathaniel's event-centric combat mechanics are fresh, exciting and, perhaps most importantly, ruthlessly efficient. The first time I played Curtain Call, for example, I killed the Royal Emissary five times. The only reason I didn't win that game was my inability to discover clues, which I fixed in a later iteration of the deck. Nathaniel may have only two Intellect, but the addition of cards like Scene of the Crime to the Guardian card pool have made it a lot easier to play a low-Intellect Guardian in the solo format. You've already got the Combat angle covered. If you can solve the investigation problem, then you're going to be in great shape.

The Whisperer in Darkness
Arkham Horror LCG - Harvey Walters Deck Tech

The Whisperer in Darkness

Play Episode Listen Later May 4, 2021 51:11


Manfromleng attends a lecture by Harvey Walters, the Seeker investigator from the Investigator Starter Decks for the Arkham Horror LCG by Fantasy Flight Games. CC licensed music from the album Lovecraft Memories by Zreen Toyz. Contact manfromleng@gmail.com. Direct DownloadYouTubeiTunesGoogle Podcasts On this episode, we're attending a lecture by one of Arkham's oldest, most distinguished professors, Harvey Walters, an investigator for the Seeker class released in the Investigator Starter Deck product. I'll share my thoughts on Harvey, explore his viability in the multiplayer and solo formats and examine some of the player cards that are included in his starter deck. By the end of this video, I hope that you'll be better prepared to ace Harvey's course on non-Euclidian mathematics at Miskatonic University. There are spoilers throughout if you care about that sort of thing. If you enjoy what you hear, like, comment and subscribe. Will Harvey's lectures shed light on the nature of the Mythos or will they bore players to tears? Let's find out! Harvey Walters is among the oldest, if not the oldest, investigators in the history of Mythos-related gaming. Harvey originated in the 1st edition of the Call of Cthulhu roleplaying game in 1981, where he was a sample investigator used to illustrate the character creation process and the game's mechanics. I first encountered Harvey and his unfortunate companion, Kurt, when I picked up the 4th edition of the roleplaying game in 1989, and Harvey has reprised his role as the sample investigator in every edition since, including the 7th edition of the game that was released in 2015. Harvey appeared in the original Arkham Horror boardgame, which was published by Chaosium in 1987, and every Arkham Horror Files product released by Fantasy Flight Games. Harvey is the original investigator, so I was looking forward to seeing how designer MJ Newman would interpret him for the Arkham Horror LCG. She did not disappoint. Harvey Walters, The Professor, has 4 Willpower, 5 Intellect, 1 Combat and 2 Agility. He has the Miskatonic trait, 7 Health and 8 Sanity. Harvey has the following response: After an investigator at your location draws 1 or more cards from their deck during the investigation phase: That investigator draws 1 card (Limit once per round). Harvey's Elder Sign effect is +1. Draw a card. Harvey Walter's base skill values are typical of an intellectual Seeker whose goal is to investigate the Mythos from the safety of a university campus rather than the heart of a steamy jungle. Harvey's advanced age and experience have taught him a thing or two about controlling his fear, which is reflected by his above-average Willpower. Harvey has an advantage against common Willpower-based treacheries, such as Rotting Remains and Frozen in Fear from the Core set. Harvey lacks the mental discipline of a highly trained Mystic though, so he'll still need to commit cards and/or resources to deal with treacheries such as Crypt Chill and The Yellow Sign from the Core set, Arcane Barrier and Visions of Futures Past from The Dunwich Legacy or Centuries of Secrets from The Circle Undone. Willpower skill tests are required by some Parley actions and they also appear on Agenda and Act cards from time to time. Harvey's above-average Willpower is helpful during these types of skill tests, although he'll likely need to commit additional cards and resources to pass them consistently. Fortunately for Harvey, his starter deck includes one card with multiple Willpower skill icons, Arcane Enlightenment, as well as cards, such as Celeano Fragments, Encyclopedia (0) and Higher Education (0), that can modify his base Willpower. Harvey's highest skill value happens to be in the most important skill in the game. I've said it before, and I'll say it again: playing an investigator with 5 Intellect is like playing an entirely different game of Arkham Horror LCG. An investigator with 5 Intellect has such a huge advantage that the rest of the card could be blank, and I'd probably still play them. Intellect skill tests during Investigate actions become a breeze at all but the highest-shroud locations, and you can often race through scenarios before the encounter deck has a chance to put up much of a defence. The question is not whether you'll discover clues when you take an Investigate action, but how many clues you can discover with one Investigate action. Harvey's starter deck includes several cards, such as Celaeno Fragments and Whitton Green, that can raise his Intellect to 6 or 7, while Extensive Research (0) and Deduction (0) can help him discover additional clues. Intellect is critical to Investigate actions and it is also tested by many Parley actions. Harvey is gentleman and a scholar who will have little difficulty enlisting the aid of ‘Jazz' Mulligan in Extracurricular Activity, gathering vital clues about the King in Yellow from Constance Dumaine in The Last King or persuading Ichtaca that he is not her enemy in The Untamed Wilds. There aren't that many treacheries that test an investigator's Intellect, but Harvey is in a far better position than most investigators to deal with cards such as False Lead from the Core set, Ephemeral Exhibits from The Miskatonic Museum or Black Stars Rise from The Path to Carcosa. Harvey's experience and advanced age do wonders for his Willpower and Intellect. The same can't be said for his Combat and Agility, both of which are below average. Below-average Combat and Agility aren't a significant liability in multiplayer since there is usually at least one combat-orientated investigator at the table who will happily take enemies off Harvey's frail hands. However, enemy management can be a significant problem for Harvey during a solo campaign. Up until recently, Seekers have had very few options at Level 0 to deal with enemies. The situation has improved slightly with the release of cards such as Blood-Rite in the Before the Black Throne. Harvey's starter deck contains two more enemy management options, Disc of Itzamna (0) and Occult Invocation. Encyclopedia (0) can also be helpful in a pinch, although it requires an action to trigger, which would open Harvey up to attacks of opportunity. Unfortunately, Harvey's below-average Combat and Agility skill values also make him vulnerable to several common encounter cards. A simple Locked Door from the Core set has the potential to become an impenetrable barrier for Harvey, while Grasping Hands has the potential to deal a significant amount of damage to him. Needless to say, escaping Entombed from The Forgotten Age will require a Herculean effort from our fragile professor. Scenarios such as The Essex County Express, Undimensioned and Unseen and Curtain Call have all sorts of nastiness in store for Arkham's less Agile investigators, and Harvey will be lucky indeed if he can make it through The Forgotten Age campaign without falling off a rope bridge or succumbing to a Snake Bite. There is only one Parley action that tests either Combat or Agility, Nasht: Priest of the Dreamlands from Beyond the Gates of Sleep: however, it's a difficult test for Harvey to pass unless he has a trick up his sleeve. Harvey's response isn't as flashy as some of the other special abilities available on Seeker investigators, but it ranks among the most powerful in the game. Draw wins games, and Harvey's ability to draw extra cards each turn is unmatched. In the multiplayer format, Harvey can use his response to help other investigators at the table dig that much deeper into their decks for the right tools for the job. Is the Guardian or Mystic in the group missing that key weapon or spell? Harvey lets them draw additional cards each turn so they can find it that much faster. The ability to draw extra cards isn't that common outside the Seeker card pool, so having an investigator at the table who can feed card draw to other players from the word go gives a group an edge against the encounter deck. If you're playing Harvey in the solo format, then he gets to keep all that additional card draw for himself, which is fantastic. Harvey may trigger his ability in response to taking a vanilla draw action during his turn, but the ability also synergizes with a wealth of other cards in the Seeker card pool. For example, you may use in conjunction with assets, such as Dream-Enhancing Serum, Feed the Mind and Old Book of Lore; events, such as Blood-Rite, Cryptic Research and Preposterous Sketches; and skills, such as either level of Perception or Eureka! If Harvey uses any of these cards on his turn, he gets to draw an extra card, and all those extra cards means he has extra options to counter the machinations of the encounter deck. Harvey is capable of drawing so many cards so quickly that he can exceed his maximum hand size if you're not careful, forcing him to discard some of those hard-earned cards during the Upkeep phase. Fortunately, Harvey's starter deck contains several cards that let him not only boost his maximum hand size into the double digits, but also reward him for maintaining a so-called Big Hand. Big Hand decks are a relatively new concept in the Arkham Horror LCG since there weren't than many cards to support the strategy until the Dream-Eaters cycle. The premise of the deck is simple: use cards, such as Vault of Knowledge, Laboratory Assistant and Dream-enhancing Serum to jack your hand size into double digits, and then draw like a madman, cycling through your draw deck rapidly while abusing powerful cards, such as Knowledge is Power. A good example of this type of strategy is a Mandy Thompson deck built by Cuherdir, which is capable of cycling through the draw deck multiple times per turnonce it's up and running. While this strategy is extremely effective in either solo or multiplayer, Cuherdir's deck contains 45 XP worth of cards, so it's the type of deck that you either play in standalone or a deck that you build towards, not something you play at the beginning of a campaign. It's also worth noting that many of the cards in this deck are on the optional List of Taboos because the designers recognized that they were overpowered. Harvey's starter deck may not be capable of cycling itself several times per turn, but our professor is no slouch in the Big Hand department. Between his signature asset, Vault of Knowledge, Laboratory Assistant and Arcane Enlightenment, Harvey can have 10 plus cards in his hand during his turn. While testing Harvey, I added Dream-enhancing Serum from A Thousand Shapes of Horror to the mix, and I routinely had a 12-plus cards in my hand within a turn or two. I often had so many cards in my hand that I felt spoiled for choice how to respond to threats from the encounter deck. When you've got that many cards in your hand, you can start to feel nigh untouchable, whether you're Investigating, Fighting or Evading. Sadly, Harvey is not immune to danger once he amasses a fistful of cards, cycles his deck and begins abusing powerful events such as Knowledge is Power. Beyond the Veil, a common treachery from the Dunwich Legacy, can put the kibosh on those types of shenanigans very quickly. Harvey has a surprising amount of health for a fragile old man, but even he will be hard-pressed to mitigate 10 damage. Cards such as Crypt Chill from the Core set can whittle away at Harvey's key assets, while Laboratory Assistant is fragile at only one health. Even basic weaknesses, such as Amnesia from the Core set and Drawing the Sign from the Path to Carcosa, can spell trouble for Harvey, although he is in a better position than most investigators to recover from these types of setbacks. Harvey pings himself for a horror each time he cycles his deck, but that shouldn't be much of a threat, given that he has 8 Sanity and access to plenty of high Sanity allies who can soak the horror for him. The biggest difference between running a Big Hand strategy in Harvey and another Seeker investigator, such as Mandy Thompson, is his signature weakness, Thrice-Damned Curiosity. Mandy's signature weakness, Shocking Discovery, forces her to draw an encounter card, which may or may not have an impact, when she cycles her deck. As we'll see in a moment, that is not the case with Thrice-Damned Curiosity, which can easily kill Harvey if he cycles his deck too rapidly. If Harvey didn't draw enough cards with his response, his Elder Sign ability gives him a chance to draw even more. Remember that if Harvey pulls an Elder Sign during a skill test on his turn, he can trigger his response, too, drawing a second card. This didn't happen all that often during my games with Harvey, but it's a nice option if Harvey is preoccupied and can't find the time to squeeze in some type of draw action. Harvey gets +1 to his modified skill value if he pulls an Elder Sign, which is the same for all investigators in the starter decks. That's not all that surprising, considering Harvey is primarily focused on discovering clues. Harvey has a base Intellect skill value of 5, which becomes a 6 or 7 with a few key assets in play, so it's not like he needs a big boost from the Elder Sign during Investigate action. Unfortunately for Harvey, pulling an Elder Sign won't be enough to save him if he can't muster enough skill icons during more challenging Combat and Agility skill tests. Harvey's signature card is Vault of Knowledge. It's a three-cost asset with Willpower, Agility and Wild skill icons and the Talent trait. It is Harvey Walters deck only. Your maximum hand size is increased by 2 while Vault of Knowledge in in play. It has the following game text: Response - After you successfully investigate, exhaust Vault of Knowledge and choose an investigator at your location: That investigator draws 1 card. Vault of Knowledge is the type of signature asset that does everything that Harvey could ever want. First, it boosts Harvey's hand size, providing a cushion for all those extra cards that he's going to draw during a scenario. Cards that increase a player's maximum hand size are few and far between, so this ability is a welcome one, especially if Harvey wants to lecture to allies other than Laboratory Assistant. If that isn't enough, Vault of Knowledge rewards Harvey for doing what he does best, that is, investigating and discovering clues. Of course, this ability gives Harvey yet another opportunity to trigger his response and draw an additional card. The nice thing about Vault of Knowledge is that Harvey can share that draw with another investigator at his location, facilitating the development of their board states. Guardians, Rogues, Mystics and Survivors have received a few more ways to draw cards since the Core set days, but Seekers still monopolize the mechanic. Harvey is unique in that he can share some of that draw consistently with other investigators at the table, which makes him a valuable support investigator in addition to being a top-notch cluever. Harvey Walter's signature weakness is Thrice-Damned Curiosity. It has the Flaw trait and the following Revelation – For every 3 cards in your hand: Take 1 damage. Harvey can draw a ton of cards, which is fantastic. The downside of all that draw is that he will also see any weaknesses that are lurking in his deck more frequently. Thrice-Damned Curiosity is the weakness that keeps Harvey honest. Harvey can draw so many cards so quickly that he has the potential to cycle through his deck multiple times during a scenario. Thrice-Damned Curiosity makes you think twice about doing that. Harvey has a lot of health compared with many of his Seeker counterparts, but he needs that extra health to absorb the blow from this weakness, which has the potential to kill him outright depending on the number of cards in his hand when it pops. Now I was lucky while testing Harvey, and Thrice-Damned Curiosity rarely hit for more than one or two damage, but then I wasn't necessarily trying to maximize Harvey's hand size in every game either. Still, that one or two damage was enough to kill Harvey at least once, so Thrice-Damned Curiosity commands respect. If you pursue a Big Hand strategy, which the starter deck encourages you to do with cards such Vault of Knowledge, Arcane Enlightenment, Laboratory Assistant and Extensive Research, then Thrice-Damned Curiosity will likely tag you for anywhere from 3 to 5 damage, which is a significant chunk of Harvey's health. If Harvey has 10+ plus in his hand while cycling his deck, Thrice-Damned Curiosity will almost certainly kill him unless he has a way to mitigate that damage. If Harvey is tackling scenarios such as The Essex County Express or Curtain Call, which can ping investigators for a significant amount of damage unless they're extremely careful, the odds of Thrice-Damned Curiosity landing a lethal blow rise dramatically. Damage mitigation and/or healing is rare in the Seeker card pool, so Harvey's best bet is to pawn off the damage from Thrice-Damned Curiosity on one of his unlucky allies from Miskatonic University. Harvey's starter deck includes one basic weakness that is designed to harass bookish investigators like him. Obsessive has the Flaw trait and the following Revelation – Place Obsessive in your threat area. Forced – When your turn begins: Discard 1 non-weakness card at random from your hand. You may take two actions to discard Obsessive. Obsessive is a Jekyll and Hyde type of weakness. On the one hand, if you're playing a Big Hand style of deck like Harvey, Obsessive is a relatively minor nuisance. On the other hand, if you're playing a deck that doesn't draw that many cards or struggles in the card draw department, it can be a dreadful brute that will shred your hand, leaving you battered and bloody in its wake. Let's take a closer look at both sides of Obsessive. If you draw Obsessive as your basic weakness when you're playing a Big Hand deck, it's somewhat irritating, but you could do far worse. When I was testing a Big Hand Harvey build with Vault of Knowledge, Laboratory Assistant and Dream-enhancing Serum, I had so many cards in my hand most of the time that randomly discarding one of them at the start of my turn to Obsessive simply didn't matter all that much. Sure, Obsessive would discard something important from time to time, but it rarely posed a significant setback. If I had 10+ cards in hand after the random discard, then I usually had an answer to almost anything the encounter deck could throw at me. Sometimes I'd just let Obsessive sit in my threat area because I had better things to do than take two actions to discard it. If you're drawing enough cards to turn after turn to neuter Obsessive's random discard, one of the best ways to deal with it is to simply beat the scenario as fast as possible. Given Harvey's 5 Intellect, he's quite capable of doing just that. If, on the other hand, your deck plays a lot of cards or commits them to skill tests as fast as you draw them, Obsessive is a huge pain in the ass. If your deck doesn't have a good draw engine, then you'll usually end up drawing Obsessive during the Upkeep phase, which is the worst time to see it. I hate when I draw a weakness rather than a card that could potentially help me next turn at the best of times, but Obsessive is doubly painful, because it will discard another card at random from your hand before you have a chance to deal with it. If you don't have that many cards in your hand to begin with, the odds of Obsessive sniping something important rise dramatically. Lose the wrong card at the wrong time, and you could quickly find yourself in a no-win situation. But Obsessive isn't done turning the screws, because you need to take two actions to discard it. If you don't have two actions to spare because you've got more pressing matters to attend to, Obsessive will loiter in your threat area, ripping cards out of your hand turn after turn, which could be devastating. In this type of situation, Obsessive is a very nasty weakness. If you draw Obsessive as your basic weakness in this type of deck, my advice is to remove it from your threat area as quickly as possible. The fewer cards you discard at random, the better off you'll be in the long run. Now that we've analyzed Harvey's strengths, weaknesses, and signature cards, let's examine Harvey's viability as a multiplayer and solo investigator and break down the contents of his starter deck. If you're new to the game and you picked up the Harvey starter deck to play with friends, I've got some good news for you: Harvey is a great multiplayer investigator, and his starter deck is perfectly suitable for your first campaign. I have a few nitpicks with the starter deck, namely the lack of support for Combat and Agility skill tests and the implementation of the Big-Hand strategy, but most of these issues are relatively easy to fix. Much like the Nathaniel Cho starter deck, the Harvey Walters starter deck goes all in on its strategy of choice, in this case, Investigation, leaving him relatively defenceless against Combat and Agility skill tests prompted by enemies, treacheries or locations on the table. Harvey's starter deck contains only 2 Combat, 3 Agility and 5 Wild skill icons, which will make it difficult if not impossible for Harvey to pass Combat and Agility skill tests with any consistency out of the box. Unfortunately, Harvey's starter deck is missing two Seeker staples, ‘I've got a plan!' (0) and Mind over Matter (0), which would help him a lot in either multiplayer or solo formats. While I can understand the omission of ‘I've got a plan!' (0), since the starter deck assumes that Harvey won't be taking that many Fight actions in multiplayer, Mind over Matter (0) is sorely missed, because it would really help Harvey deal with not only the odd enemy, but also the occasional Combat or Agility skill test that occurs during his turn. I'm glad the deck includes ‘I've got a plan!' (2) and Mind over Matter (2), which Harvey can purchase once he earns a few experience points, but they don't do him much good at the beginning of a campaign. Besides, I'm not crazy about the idea of spending anywhere from four to eight experience on these upgrades when the Level 0 versions of ‘I've got a plan!' and Mind over Matter usually suffice. Fortunately, Mind over Matter (0) is available in the Core set, and I wouldn't hesitate to add one or two copies of it to the deck immediately. ‘I've got a plan!' (0), which is in the Miskatonic Museum mythos pack, is a tougher call. If you are playing with two or three other investigators, or you are paired with a ruthless killing machine, such as Nathaniel Cho, you can probably get away without it. Otherwise, I would err on the side of caution and try to include it if at all possible. The implementation of the Big Hand strategy in the starter deck is also somewhat problematic. Cards such as Vault of Knowledge, Arcane Enlightenment, Laboratory Assistant really encourage you to boost your hand size to double digits so that you can reap the rewards of cards such as Celeano Fragments, Forgotten Tome, Higher Education and Extensive Research and Farsight (4). A larger hand size also helps mitigate the drawbacks of Obsessive. However, in my experience, I've found the Big Hand strategy as presented in the starter deck to be somewhat slow, since you need to play a lot of assets to have at least 12+ cards in your hand. Moreover, I'm not entirely convinced the payoff for amassing 12+ cards in your hand is worth it. That leaves you with a couple of options. The first is to abandon the Big Hand strategy altogether. I've played Harvey with and without the strategy, and honestly, it's easier to play the deck without obsessing over your hand size. Your second option is to improve the strategy's consistency. Fortunately, there is a relatively easy fix. Dream-enhancing Serum, a Seeker asset from A Thousand Shapes of Horror, is a perfect for this deck. It has the potential to boost your hand size more than most of the cards in the deck, and it synergizes nicely with Harvey's draw ability. I would highly recommend buying the mythos pack or borrowing a couple of copies the serum from a friend. I think you'll find the deck runs much smoother. While the Harvey Walters starter deck is perfectly suitable out of the box for multiplayer, I wouldn't recommend playing it solo. It simply lacks the tools needed to protect poor Harvey from the dangers of the mythos. That said, once you expand your collection, Harvey's 4 Willpower, 5 Intellect and draw ability make him a tremendous solo investigator. I have beaten some of the most difficult scenarios this game has to offer with Harvey in the solo format. There aren't that many good enemy management tools in the Seeker card pool at Level 0, but once you gain a few experience points, there are some fantastic options whether you prefer to Fight or Evade. The Harvey Walters starter deck contains a wealth of new Seeker cards that work well with not only Harvey, but also other Seeker and off-class Seeker investigators in the card pool. I've tested Harvey against a variety of scenarios as a solo investigator, so most of what I have to say here will focus on the viability of these cards in that format. You can divide the Level 0 cards in Harvey's starter deck into six groups: draw, hand size maximization, resource generation, clue discovery, tomes and cards that interact with tomes and enemy management tools. I'll discuss potential purchases and upgrades later in this video. The first group of cards support Harvey's special ability, drawing cards. Forbidden Tome (0), Feed the Mind (0), Laboratory Assistant, either level of Whitton Greene, Vault of Knowledge and Preposterous Sketches provide Harvey with so many options to draw additional cards during his turn that he should rarely need to take a basic draw action to trigger his response. I'll discuss Forbidden Tome and Whitton Greene a little later, and Preposterous Sketches has been around since Blood on the Altar, which leaves Feed the Mind (0). Feed the Mind (0) is a downgrade for Feed the Mind (3) from the Depths of Yoth mythos pack. It's a lot like its Level (3) counterpart, with the exception that it costs one more resource, the Intellect skill test is slightly more difficult, and the card draw is capped at three. The two cards are so similar that I wouldn't be surprised if a lot of player forgo the Level 3 version altogether. While the prospect of drawing 3+ cards with Feed the Mind is very tempting, it does require an action to play, an action to trigger and a successful skill test, which can and will go wrong from time to time. I went back and forth on this card for a long time before trimming it to one copy and, ultimately, cutting it from my deck altogether. In my experience during testing, Preposterous Sketches required fewer actions and resources and produced the same effect. If you're interested in playing a Big Hand deck, I'd would recommend playing both cards to see which one you prefer. It's entirely possible your answer will be one, both or neither depending on how you've constructed your deck. The second group of cards help Harvey maximize his hand size. Harvey can amass a Big Hand of 10+ cards by playing a combination of Arcane Enlightenment, Laboratory Assistant and Vault of Knowledge. If Harvey happens to get all three assets on the table, he can have a maximum hand size of 14, one shy of the 15 required for the +1 Intellect bonus on Celeano Fragments. I've already discussed the power of Vault of Knowledge, and Laboratory Assistant has been a staple since the Dunwich Legacy, which leaves Arcane Enlightenment. I consider this to be the weakest card of the bunch, and it's the primary reason I recommend picking up Dream-enhancing Serum from the Thousand Shapes of Horror mythos pack. I like the 2 Willpower skill icons, since the starter deck lacks Guts, but I think the card is too slow and offers Harvey too little in the solo format. If I want to increase Harvey's hand size, I'd much rather play Vault of Knowledge, Laboratory Assistant and Dream-enhancing Serum, which has the potential to ramp up your hand size far higher than Arcane Enlightenment. I cut Arcane Enlightenment for two copies of Dream-enhancing Serum, which made an immediate impact because it enables Harvey to have 10+ cards in his hand without Vault of Knowledge or Laboratory Assistant in play, and it gives him yet another way to trigger his response. Dream-enhancing Serum is such as perfect fit for Harvey that I'm surprised it wasn't reprinted in his starter deck. Arcane Enlightenment also provides an additional hand slot for a Tome, which is OK I guess if you're playing the starter deck straight out of the box. Harvey does have plenty of tomes from which to choose. However, if I'm playing solo, I'm not all that interested in wasting a card, 2 resources and an action on a card that doesn't have an immediate impact on the board state. Besides, if I want to play a deck based around tomes, I'll just play Daisy or her parallel version, who can leverage tomes so much better than Harvey. Arcane Enlightenment may be worth playing in either of those investigators, since you can dump Daisy's signature weakness, The Necronomicon, into that additional slot. I'd consider playing a copy of Arcane Enlightenment in Minh Thi Phan, since she could use a hand to hold the King in Yellow. There are two cards in the Harvey's starter deck that generate resources: Burning the Midnight Oil and Cryptic Writings.  The cost curve of Harvey's deck spikes at 2 resources, so the extra resource generation is appreciated. You'll also need those extra resources if you're planning to leverage Higher Education. It's odd that Harvey's starter deck actually contains more resource generation than the Rogue starter deck, but we'll address that problem when I break down Winifred's deck in a future deck tech. Burning the Midnight Oil is similar to Clean Them Out and Sneak By from the Nathaniel Cho and Winifred Habbamock starter decks, respectively, in that it rewards Harvey for doing what Harvey does best, investigating. It goes without saying that Harvey is going to take a lot of Investigate actions in multiplayer or solo, and Burning the Midnight Oil simply hands you two resources for doing so. Piggybacking resource generation on another action is terrific and Burning the Midnight Oil has become a staple in many of my Seeker decks for that reason. I have had an on-again-off-again relationship with Cryptic Writings and its Level 2 upgrade. Currently, we're on the outs. Theoretically, Cryptic Writings works similarly to Burning the Midnight Oil, piggybacking resource generation on card draw. The problem is, I never seem to draw Cryptic Writings during my turn, even when I play an investigator like Harvey, who draws a ton of cards. Maybe I've just been unlucky, but Cryptic Writings' inconsistency, coupled with the fact that I hate taking an action to play Cryptic Writings if I don't draw it during my turn, really bugs me. Long story short, I haven't been playing Cryptic Writings in my Seeker decks lately, but that could change. The fourth group of cards help Harvey discover clues. Deduction has been around since the Core set, which leaves Extensive Research (0), a downgrade for Extensive Research (1) from the Dark Side of the Moon mythos pack. Extensive Research (0) is similar to Working a Hunch from the Core set, the obvious differences being that it's not fast and its exorbitant cost is conditional on your hand size. If you have 12+ cards in your hand consistently, then Extensive Research will save you an action at a high-shroud location. Discovering two clues without making a skill test is also a great option at locations where Investigate actions have the potential to trigger dangerous effects (I'm looking at you, Haunted keyword from The Circle Undone) or tricksy locations, such as Arkham Woods: Cliffside or Arkham Woods: Tangled Thicket for The Devourer Below scenario, which force Harvey to investigate with Agility and Combat, respectively. Unfortunately, Extensive Research prices itself out of the market the moment your hand size falters. I'm not sure how much I'd be willing to pay for Extensive research to discover two clues, but I can't imagine that it would be more than two or three unless the game was on the line. I took this card for a spin in the Harvey Walters deck I played during the Farkham Nights Ironman event, but I don't think I ever played it. More often than not, my hand size would dip, and Extensive Research (0) was simply too expensive. Extensive Research (1) would have been a better option. The fifth group of cards are tomes and cards that interact with tomes. The starter deck comes with three tomes: Celaeno Fragments, Encyclopedia (0), and Forbidden Tome (0). It also includes two cards that interact with tomes, namely Arcane Enlightenment and Whitton Greene. I am a little surprised that Harvey's deck contains so many cards that focus on tomes, considering the Arkham Horror LCG already has one investigator who specializes in them, two if you count Daisy's parallel version. Unfortunately, Harvey lacks Daisy's special ability to trigger a tome for free each turn, so triggering tomes will eat away at his precious actions. Harvey might be able to make these tomes work in multiplayer, but most of them are too slow for solo play, and I quickly cut them during testing. Daisy, of course, has a much easier time leveraging these tomes. Celaeno Fragments, Book of Books, is a cheap source of extra Intellect and Willpower icons if you're playing a Big Hand-style of deck. While testing Harvey, I routinely had 10 plus cards in hand to qualify for the Intellect and Willpower skill bonuses. I was never able to hit 15 or more cards in hand for the extra +1 Intellect, though, and honestly, I'm not sure the payoff is worth risk, since Thrice-Damned Curiosity has the potential to hit you for a whopping 5 damage if you are holding that many cards in your hand. Celaeno Fragments role in the starter deck is like that of Magnifying Glass from the Core set. Personally, I prefer Magnifying Glass because its Fast and the +1 Intellect skill bonus is unconditional, but Celaeno Fragments is a perfectly acceptable option if you're playing the starter deck out of the box. Encyclopedia (0) is a downgrade for Encyclopedia (2) from the Core set. Encyclopedia (2) sees play in the multiplayer format, because an investigator like Daisy may trigger it with her free action to give herself or another investigator at her location +2 to a skill of their choice until the end of the phase. That bonus is fantastic whether that investigator is planning to Investigate, Fight or Evade. Encyclopedia (2) isn't quite as good in the solo format since triggering it will provoke an attack of opportunity unless you use Knowledge is Power, which isn't included in the starter deck and has since been added to the optional list of taboos. The other drawback of targeting yourself with Encyclopedia is that, in most circumstances, the skill bonus will apply for only two actions, not three if you target another investigator. Daisy, as always, is the exception. The only significant difference between Encyclopedia (0) and its Level 2 counterpart is that it uses secrets, which limit how often you may trigger it. However, the card enters play with 5 secrets, which is quite generous, and Seekers have several ways of adding more secrets if necessary, including the ubiquitous Astounding Revelation from the Dream-Eaters deluxe expansion, so upgrading to Encyclopedia (2) isn't that urgent. Harvey's starter deck includes one ‘untranslated' asset, Forbidden Tome (0), and two upgrades for it, Forbidden Tome (Dark Knowledge) and Forbidden Tome (Secrets Revealed). I'm a big fan of the ‘untranslated' assets. Most of them are relatively easy to identify or translate, and the upgrades for them tend to be well worth the effort. That said, I'm disappointed by Forbidden Tome (0). First, Forbidden Tome (0) and both its Level 3 upgrades are intended exclusively for a Big Hand style of deck. If you're not playing that style of deck, then there's no point to playing either level of Forbidden Tome. Second, Forbidden Tome (0) takes a lot more actions to translate compared with the other unidentified assets. For example, identifying either Strange Solution or Ancient Stone takes only two actions: one to play the card and one to identify it. Interpreting the Dream Diary takes three actions, while translating the Archaic Glyphs takes four. Forbidden Tome (0) is the most labour-intensive card of the bunch, since you need to take six actions to translate it. That's a lot of work unless you're playing Daisy, especially in the solo format where time is of the essence. Unfortunately, Harvey's starter deck doesn't include cards like Knowledge is Power from Union and Disillusion or Eldritch Sophist from In Too Deep, which could speed up the process significantly. There is also a small chance that you can get ‘stuck' while translating Forbidden Tome (0), since you can't remove the last secret from it unless you're certain that you'll have at least 10 cards in hand after you draw. Now this shouldn't be an issue if you're playing a Big Hand deck; however, you could end up in a situation where your hand size dips, forcing you to draw without triggering the tome for fear of getting stuck. Both upgrades for Forbidden Tome (0) are geared exclusively towards Big Hand decks. Unless you're holding 12+ cards in your hand or you play Knowledge is Power, you've got to spend 2+ actions to trigger them, and neither effect is worth more than two actions, much less four, in most circumstances. Cards that force investigators to jump through a bunch of hoops before they become useful tend to be slow and cumbersome, and the upgrades for Forbidden Tome (0) are no exception. Forbidden Tome (Dark Knowledge) lends itself to the multiplayer format. It gives Seeker investigators like Harvey a way to heal themselves or an ally while damaging an enemy at their location. There are some interesting tricks that you can pull with this tome in multiplayer. For example, if a Seeker is paired with a Guardian, they could trigger Forbidden Tome (Dark Knowledge) to move 1 damage from [SLIDE] Beat Cop (2) or Agency Backup (5) to an enemy at their location, then the Guardian could use the free-triggered ability on either card to deal another damage. Dealing 2 damage for the cost of one action is a good trade. If you need to discover clues rather than deal damage, the combination also works with either level of Grete Wagner from the Nathaniel Cho starter deck. If a Seeker is paired with Sister Mary, they could move 1 damage from Sister Mary's signature asset, Guardian Angel, to an enemy. Then Sister Mary could assign more damage to Guardian Angel, adding more Bless tokens to the chaos bag. Don't forget that you can use the tome to move damage to an enemy with the Aloof keyword, so it's another weapon against those irritating Whippoorwills that flock to investigators during The Dunwich Legacy campaign or Union and Disillusion. If my hand size dipped below 12, I'd be very hesitant to spend more than one action to trigger this effect in most situations, but never say never. I'm not sold on Forbidden Tome (Dark Knowledge) in the solo format. There's a good chance that Harvey will sustain some damage from his signature weakness, and it would be great to pawn some of it off on enemies. Unfortunately, unless the enemies at Harvey's location are exhausted (which is highly unlikely given Harvey's below-average Agility) or they have the Aloof keyword, triggering the tome will likely trigger attacks of opportunity. Harvey has quite a bit of health and sanity for an old fella but trading blows with enemies is not a position that I want to be in when I'm playing a Seeker. Forbidden Tome (Secrets Revealed), on the other hand, is a good option in either solo or multiplayer if, and this is a big if, you're playing the Big Hand deck that can maintain a 12+ card hand consistently. Spending one action to move to a connecting location and discover a clue there without making a skill test is a terrific effect that only gets better at high-shroud locations or locations with potentially dangerous effects, such as the Haunted keyword from The Circle Undone campaign. This tome has the potential to generate action advantage during a scenario since it's not limited by a predetermined number of secrets or charges. As long as you can keep your hand size at 12, you can take two actions for the cost of one every turn, which is fantastic. If my hand size dropped below 12, I might even consider spending two actions to trigger this tome. I wouldn't be happy about it, but I think there are certain situation where you could justify it because that ability to discover a clue without making a skill test is so powerful. Harvey's starter deck includes two cards that interact with tomes: Whitton Greene: Hunter of Rare Books and her Level 2 upgrade. I have a soft spot in my heart for Whitton, because she is such a powerhouse in the Call of Cthulhu LCG. That said, I haven't found the right deck for her yet in the Arkham Horror LCG. There are a couple of problems with Whitton. First, she costs four resources, which is a lot considering her +1 Intellect bonus is conditional on controlling either a Tome or Relic. Now Whitton's reaction helps you find those Tomes or Relics, but in terms of pure speed and efficiency, she simply can't compete Dr. Milan Christopher from the Core Set, who gives you +1 Intellect unconditionally. Whitton also comes up short against the other Seeker ally in the Core Set, Research Librarian, in the Tome hunt. Research Librarian cost half as much as Whitton and it fetches you any Tome in your deck the moment it hits the table. If you'd like to abuse the Necronomicon, easily the most powerful tome in the game, Research Librarian can fetch it for you on Turn 1, and you'll still have the resources to pay for it. Sadly, the same can't be said for Whitton. The other problem with Whitton is that she doesn't fit in very well with the Big Hand-style of deck, which Harvey's starter encourages you to play. Laboratory Assistant is the ally of choice in that deck, which leaves poor Whitton on the outside looking in until you can purchase Miskatonic Archaeology Funding, which is included in the starter deck, or Charisma from The Essex County Express mythos pack. Despite the strikes against Whitton, I haven't given up hope of finding her a home. Either version of Daisy seems like the obvious choice to play Whitton, but there is undeniable chemistry between Luke Robinson and Whitton, too. Admittedly it's an odd pairing, but Luke starts scenarios with a Relic in play, which mitigates Whitton's tempo issues. I've also considered ignoring Whitten (0) altogether in favour of her Level 2 upgrade, perhaps including her in a quote unquote nerdy deck built around Miskatonic Archaeology Funding. Unfortunately for Whitton, I haven't pulled the trigger on that build yet because I still wince when I look at her resource cost. I'd happily pay 4 resources if Whitton's Willpower and Intellect skill bonuses were unconditional; knowing that I need to draw and play a tome or relic before I get any sort of bonus is a tough sell. The final groups of Level 0 cards that I'm going to look at are Harvey's enemy management tools. If you needed any more evidence that the Investigator Starter Deck product was designed with the multiplayer format in mind, this is it. The Nathaniel Cho starter deck goes all in on combat at the expense of investigation because the designers expect you to pair him with an investigator who can discover the lion's share of the clues. Harvey's starter deck takes the opposite approach, going all in on investigation at the expense of combat. Again, it the designers expect you to pair Harvey with an investigator who can manage enemies, because he has only two options: Disc of Itzamna (0), a downgrade from its Level 2 counterpart in the Core set, and Occult Invocation. I'm not a big fan of Disc of Itzamna (2) in solo. It's a little pricey at 3 resources, and I feel like I'm taking a huge tempo hit whenever I spend an action to play it. All too often it seems, a dangerous enemy, such as a Yithian Observer, will spawn on top of you before you draw and/or play the Disc, at which point the Disc is basically useless. The Disc is also useless against enemies, such as the ubiquitous Acolyte from the Core set, that don't spawn at your location. The Disc might have been more helpful in these situations if it had a better spread of skill icons, but a single Combat skill icon isn't going to help Seekers like Harvey, who are notoriously weak in the Combat department. Disc of Itzamna (0) suffers from the same drawbacks as its level 2 counterpart. It's expensive and you've got to play it before the enemy spawns on you to be effective. Again, it's no help if the enemy spawns elsewhere. Automatically evading an enemy or dealing 2 damage to it isn't quite as powerful as discarding an enemy outright, but it can be functionally equivalent if the enemy has two or fewer health or it lacks the Hunter keyword. As for Occult Invocation, I've played it in a variety of Seeker decks, and it's a good alternative to ‘I've got a plan!' (0) if you've got the card draw to support it. Spending 2 resources and discarding up to 2 cards from your hand isa steep price to pay, but Seekers don't have that many options at Level 0 to deal damage, so beggars can't be choosers. Occult Invocation tops out at 3 damage, which is fine for spot removal of run-of-the-mill enemies with two or three health. However, it comes up short against enemies with four or five health, such as the friendly neighbourhood Ghoul Priest from The Gathering. Unless you have a follow up in your hand – which would need to be a second copy of Occult Invocation if you're playing the starter deck out of the box – then dealing those final two points of damage will be tough. Before I wrap up this video, let's talk about the upgrades that you can purchase once you earn some experience points. How you modify Harvey's deck depends a lot on whether you're playing multiplayer or solo and whether you have access to card pool at large or just the cards in the starter deck. If you're interested in taking Harvey for a spin in the solo format and you have access to the card pool at large, your first order of business should be to upgrade Harvey's enemy management tools. There are plenty of great options in the Seeker card pool, including Strange Solution: Acidic Ichor, Arcane Glyphs: Prophecy Foretold, Ancient Stone: Knowledge of the Elders, Pendant of the Queen and, last but not least, the Necronomicon. If you prefer the multiplayer format, discovering clues as efficiently as possible takes priority. Again, if you have access to the Seeker card pool at large, there are great options, including Archaic Glyphs: Guiding Stones, Deciphered Reality, Pendant of the Queen and the Necronomicon. If you are playing Harvey Walters out of the box and you're restricted to upgrades from the starter deck, then you have a couple paths that you can follow. Let's begin with the elephant in the room: The Necronomicon. The Necronomicon is the best tome in the game, period. Free-triggered abilities are amazing, and The Necronomicon gives you four that you can mix and match as you see fit. If you want to abuse the Necronomicon, purchase two copies of Library Docent (1), which can bounce the Necronomicon back to your hand so you can play it again fully recharged. The Necronomicon is flat out busted when you have access to a larger card pool. If you ignore the optional list of taboos, you can unleash the Necronomicon's terrible power repeatedly by playing it in combination with Knowledge is Power and two copies of Sleight of Hand, which Harvey can pick up by purchasing two copies of Versatile. Abiding by the list of taboos tones down the abuse a little by removing Sleight of Hand from the mix. The Necronomicon and Knowledge is Power also cost slightly more experience, which means it will take you a little longer to assemble the combination during a campaign. It does nothing to rein in its power, though. You know you've got a problem card on your hands when you can deal 9 damage to an enemy or discover 4 clues at any location without taking a single action, making a single skill test or spending any resources during your turn.   If you avoid the temptation to snap up the Necronomicon for 5 to 8 XP, depending on whether you are playing with the optional list of taboos, then you can explore some of the other options included in the starter deck. One of the first upgrades that many players purchase is Charisma, a permanent from the Essex County Express that provides an extra ally slot. Charisma was not reprinted in the starter deck products, but Harvey's deck includes an alternative in Miskatonic Archaeology Funding. It costs 1 more XP than Charisma but provides two additional ally slots as long as those slots are occupied by Miskatonic assets, such as Laboratory Assistant, Whitton Greene or Library Docent (1). The card's Forced effect prevents you from assigning more than one damage or horror to those assets when you take damage or horror, but that was never much of a concern during testing. I haven't tested a Seeker deck that assembles a small army of nerds to take on the mythos, but it seems like an interesting angle to explore. There are nearly a dozen allies with the Miskatonic trait, some of which rank among the most powerful allies in the game. I'd love to be able to work Peter Sylvestre into that build, but there aren't that many Seekers who can play him without purchasing Versatile first. If you prefer to focus on events rather than allies, Farsight (4) is a great option. As long as you have 8 or more cards in your hand, you can exhaust Farsight (4) to play events such as Cryptic Writings, Extensive Research, Occult Invocation, Preposterous Sketches, ‘I've got a plan!' (2) and Seeking Answers (2) without taking an action. You must still pay the cost of that event mind you, but if you can get Farsight (4) down on the table early, it has the potential to generate a lot of action advantage during a scenario. There are plenty of powerful events in the Seeker card pool and beyond, so the value of Farsight (4) only gets better as your collection grows. You need at least 8 cards in your hand to trigger Farsight (4), but that's a much lower bar to achieve than some of the other cards in the deck that reward the Big Hand strategy. Each Investigator Starter deck comes with an upgrade for one of the Neutral skills included in the Core set. To nobody's surprise, Harvey's deck includes Perception (2). Perception is a very good option for Harvey decks, since drawing a card with it during your turn will trigger Harvey's reaction, so he actually gets two cards. Perception (2) let's Harvey draw three cards as long as he succeeds by 2 or more during a skill tests, which shouldn't be difficult between Harvey's 5 Intellect and the 3 Intellect skill icons on the skill card. Drawing 3 cards off a successful skill test is basically the equivalent of playing a Cryptic Research for half the experience points. That's a pretty good deal. If Harvey plays Perception (2) in combination with Practice Makes Perfect, he has the potential to draw 5 or six cards using a single copy of the skill, which is amazing. Other Seeker and off-class Seeker investigators also have the potential to abuse this combination, making Perception (2) a valuable pickup if you're playing Practice Makes Perfect and a few other skills with the Practice trait. Seeking Answers (2) has the potential to be quite good depending on the scenario. First, Seeking Answers (2) let's you discover at least 2 clues for a single action, which is great from a tempo perspective. Second, it can be extremely valuable in scenarios where you need to keep moving, whether to stay ahead of an enemy with the Hunter keyword or reach an objective across the map. The ability to move past a location but still pick up the clues there is very nice indeed if you need to put some distance between yourself and the enemy. Seeking Answers (2) also pairs well a card such as Barricade or Luke Robinson, who can barricade himself in his Dream Gate and investigate other locations to his heart's content. To top it all off, Seeking Answers (2) has 2 Agility skill icons. Seekers tend to fall back on Agility rather than Combat if their enemy management options are running thin, so those 2 Agility skill icons can be invaluable. Esoteric Atlas (2) is an upgrade for Esoteric Atlas (1), which was released in the Union and Disillusion mythos pack. Extra movement can be critical to completing scenarios; unfortunately for Esoteric Atlas (1) and (2), Seekers have some of the best movement cards in the game in Shortcut and Pathfinder. Esoteric Atlas (2) is certainly better than its Level 1 counterpart since the movement is more flexible (up to 3 connections away) and it doesn't exhaust when you trigger it, so you can take a long, desperate lunge towards and objective if necessary. However, you've got to target a revealed location, which is only good if you're backtracking, like in The Doom of Eztli, or running around in circles like in Midnight Masks or A Phantom of Truth. Unfortunately, Esoteric Atlas is Harvey's only option out of the box, so do yourself a favour and purchase The Dunwich Legacy expansion and/or The Miskatonic Museum for Shortcut and Pathfinder, respectively. The final card I'm going to look at in Harvey's starter deck is Glimpse the Unthinkable (1). It's a downgrade for Glimpse the Unthinkable (5), which was released in the Before the Black Throne mythos pack. I really quite like Glimpse the Unthinkable (1). If you purchase this for Harvey, he gets to draw at least 2 cards for free It also has fewer restrictions that a card like, says, Preposterous Sketches. Then Harvey gets to draw X more cards, depending how many cards from his hand he reshuffles into his deck. That has the potential to be quite powerful if you're looking for answers buried deep in your draw deck Glimpse the Unthinkable (5) is probably a better option if you're playing a Big Hand Harvey deck since he draws until he reaches his maximum hand size plus one, but 5 XP is quite a commitment when there are so many fantastic Seeker upgrades and purchases available. Besides, unlike its Level 5 counterpart, Glimpse the Unthinkable (1) isn't removed from the game so Harvey has a chance to see it again if he draws through his deck. And before I forget, it also has the Insight trait, so you can pack it in Joe Diamond's Hunch deck. MFL

The Whisperer in Darkness
Arkham Horror LCG - Game of the Day 16 - Winifred Habbamock vs Return to The Doom of Eztli (Hard)

The Whisperer in Darkness

Play Episode Listen Later May 3, 2021 62:51


LettuceFolk requested that Manfromleng and Winifred Habbamock break quarantine to Return to the Forgotten Age! The jungle didn't agree with Winifred. Let's see how she does in an temple in today's #AHLCG Game of the Day! CC licensed music from the album Lovecraft Memories by Zreen Toyz. Contact manfromleng@gmail.com. Direct DownloadYouTubeiTunesGoogle Podcasts

The Whisperer in Darkness
Arkham Horror LCG - Game of the Day 15 - Winifred Habbamock vs Return to The Untamed Wilds (Hard)

The Whisperer in Darkness

Play Episode Listen Later Apr 29, 2021 45:40


LettuceFolk requested that Manfromleng and Winifred Habbamock break quarantine to Return to the Forgotten Age! Neither the jungle nor the chaos bag agree with Winifred in today's Game of the Day! CC licensed music from the album Lovecraft Memories by Zreen Toyz. Contact manfromleng@gmail.com. Direct DownloadYouTubeiTunesGoogle Podcasts

Arkham Interactive
6.2 Sister Mary, Dooming out in Eztli

Arkham Interactive

Play Episode Listen Later Mar 9, 2021 54:54


Sister Mary, after a miserable time traversing the jungle in search of the Ruins of Eztli, searches the labyrinthine cave system for the Relic of Ages in The Doom of Eztli. Time is immediately against us in the second scenario of The Forgotten Age and we make slow progress. We're learning more about this deck and bless manipulation with each scenario (Keen Eye does work, and I'm convinced I forgot to include the Flashlight) but we're going to have to try this one again.

Arkham Interactive
6.1 Sister Mary, Welcome to the Jungle

Arkham Interactive

Play Episode Listen Later Mar 6, 2021 62:37


Introducing Sister Mary, a newly-released Guardian investigator from The Innsmouth Conspiracy. On her mission to ward off the arcane forces manifesting in the world, she journeys to the jungles of Southern Mexico in Scenario #1 of The Forgotten Age, The Untamed Wilds. Can the good Sister keep her faith, despite the treacheries of the jungle, and can she overcome her sub-par intellect and agility by flooding the chaos bag with bless tokens and hoping for the best?

Arkham Interactive
4.9 "Skids", on Auto-Fail

Arkham Interactive

Play Episode Listen Later Dec 29, 2020 96:14


"Skids" has made it to the final scenario of The Forgotten Age, "Shattered Aeons". After taking a mulligan following a disastrous first attempt, "Skids" seeks to unravel the mystery of the Relic of Ages. Exploring from the Nexus of N'kai in search of a location where the shattered timelines converge and humanity can be saved, doom cascades and Brotherhood Cultists pop up repeatedly to slow him down. Despite some incredibly bad token draw, "Skids" uses the trusty Expedition Journal to utilise some bonus actions and give himself a chance...but will it be enough? This episode was recorded just before Christmas, hence the references to the Christmas break, but has taken a few days to set live.

Arkham Interactive
4.8 "Skids" and the Louisiana Lion

Arkham Interactive

Play Episode Listen Later Dec 4, 2020 94:06


In the penultimate scenario of The Forgotten Age, The Depths of Yoth, "Skids" begins trapped deep under the earth and must make a perilous journey down to find a way out. A blind playthrough can only bring surprises (and some slow play) but this scenario gives the Explore mechanic a nice twist and rewards action economy. The first Lola/Leo partnership of the Campaign gives "Skids" a pretty good shot of living to fight another day.

Arkham Interactive
4.7 "Skids" the Yithian

Arkham Interactive

Play Episode Listen Later Nov 25, 2020 80:21


"Skids" finds himself trapped inside the body of a Yithian in Scenario 6 of The Forgotten Age, The City of Archives. After choosing to cooperate with his Alien captors, who are most intent on studying him, "Skids" is allowed to explore and must complete a series of tasks to return to his body and find a way out. In this unique and complex scenario usual Investigator abilities and cards don't function the same way, and it's a hairy one from the get-go. Confession: I acknowledge there are some errors along the way here. I did play a card illegally towards the end, but I am satisfied that the outcome wouldn't have been greatly altered by waiting until my next turn to play it and then proceeding with the same plan.

Tabletop Trainwreck
Tabletop Terror Episode 5: Arkham Horror Live Play

Tabletop Trainwreck

Play Episode Listen Later Nov 23, 2020 93:05


Shush, I know it's November. This is the episode we were going to do for Tabletop Terror this year, but I was lazy about editing it, oopsie poopsie. On this episode, Liam and Bill go through the first encounter of the Forgotten Age expansion for the Arkham Horror LCG.

Arkham Interactive
4.4 "Skids", Chicago Style

Arkham Interactive

Play Episode Listen Later Nov 10, 2020 90:16


In Scenario 4 of The Forgotten Age campaign, The Boundary Beyond, "Skids" journeys with Ichtaca to Mexico City in search of answers and must deal with the outcome of her magical intervention. Having to cross barriers between the present day and ancient Tenochtitlán locations, "Skids" seeks to stabilise reality and is forced to adapt. Alongside Ichtaca (this scenario's hero ally) we see signs of God Mode "Skids" as he must morph into a combatant to successfully weather the punishing penalties.

The Great Old Ones Gaming
Episode #18 - The Solo Experience

The Great Old Ones Gaming

Play Episode Listen Later Sep 25, 2020 111:40


With the torrent of content for the Arkham LCG, there was a lot to go over. From Return to TFA, to the recently released starter decks, The guys share their thoughts on a range of topics in this month's episode. TIME STAMPS: 00:00 – Intro  04:34 – discussing upcoming content  13:30 – Return to the Forgotten Age  25:31 – Parallel Skids and “All or Nothing”  40:10 – Investigator Starter Decks  01:12:21 – Is Arkham Horror LCG truly a solo game?  01:29:24 – Community Spotlight “The Exham Priory”    01:33:06 – Scavenger Hunt  01:35:11 – Trivia  01:49:12 - Outro Make sure you're a member of our discord for a chance to enter Vase's giveaway!

The Great Old Ones Gaming
Episode #9- Venturing Beneath the Waves

The Great Old Ones Gaming

Play Episode Listen Later Nov 18, 2019 114:10


In this episode of the Great Old Ones Gaming, the guys talk about their experience at Beneath the Waves, An Arkham Horror LCG event held at Guardian Games in Portland, Oregon this past October. Blackest Friday: Innkeeper Vase Odin is hosting Blackest Friday, his insane generosity is back at it again this year, giving away TONS of Arkham Horror LCG product! If you're interested in finding out how you can get your hands on this sweet swag this holiday season, check out links down below: Arkham Chronicle - Dunwich cycle Take a picture of Lita Chandler in an iconic landmark of your hometown and send it to Arkham Chronicle. https://youtu.be/9LJtwo8od9k Miskatonic University Radio - all standalones, charisma promo, all 2019 council cards Submit a picture of your #AutofailFace! Autofail Face: Email your submission to comments@mur.fm  http://miskatonicuniversityradio.blogspot.com/2019/11/episode-33-guardians-of-arkham.html?m=1 Drawn to the flame - Forgotten Age cycle https://drawntotheflamepodcast.blogspot.com/2019/11/episode-142-visions-of-futures-past-xiv.html?m=1 The Whisperer in Darkness - Entire return to Carcosa https://youtu.be/d6gr8QG5p4M The Great Old Ones Gaming Podcast - all deluxe expansions plus 2-player great old ones playmat. Mythos Busters Podcast - circle undone cycle Twisted Tentacle inn - my scenario, great old ones playmat, plus king in yellow annotated edition https://youtu.be/5M2MjfNn4F4 BLACKEST FRIDAY GIVEAWAY QUESTION: What the name of the card Nathan describes in this episode? HINT: Asset, body building half blown off, which card is that? Submit your entries either on our discord server or by email at wickedvase@gmail.com Shop keeping news: Nate built a new PC. This new machine will expedite our content out to all of you. It also allows us to bring you guys news types of content such as live streams, Vodcasts, and more. If you have any suggestions or comments about the types of content you'd like to see or hear, be sure to email us at: natelostintimeandspace@gmail.com Nate is also taking sign ups for the Call of Cthulhu campaign “Flotsam and Jetsam”. Check out our discord server for more info!

iReadit
#69 - The Forgotten Age of Sex Tapes

iReadit

Play Episode Listen Later Mar 22, 2016 35:17


#20 - Best thing about driving a Ford Escape; you don't get pulled over very often...   #19 - Starred freckles (by Qinni)   #18 - Worker repainting road surface markings   #17 - Legal marijuana sales forecast to hit $23B in 4 years   #16 - My office is struggling with the "go green" concept.   #15 - A Forgotten Age of Open-air Schools in the Netherlands, 1957   #14 - Hulk Hogan Sex Video Jury Awards $25M in Punitive Damages, Above the $115 Million Already Awarded   #13 - This arrow didn't pop the balloon.   #12 - Never give up! Never surrender!   #11 - Bison playing in a hay bale   #10 - What's Trending on Twitter - #DWTS - Dancing with the Stars, Debut tonight!   #9 - Wrong number goes right   #8 - Guide dog puppy in training wearing his specially made puppy harness to prepare him for his big boy harness   #7 - TIL there is a town in Alaska with 217 residents and everybody lives in the same 14 story building. It includes a school, hospital, church, and grocery store.   #6 - Hey look, I'm on TV!    #5 - Scientists remove HIV-1 from genome of human immune cells by using the CRISPR/Cas9 gene editing technique.   #4 - Guy is hit by a car, then smashes it's back window   #3 - Paris terrorists used burner phones, not encryption, to evade detection - "Everywhere they went, the attackers left behind their throwaway phones."   #2 - Netherlands will once again need to close prisons due to falling crime rate and lack of prisoners.   #1 - The Supreme Court has rejected an effort by Nebraska and Oklahoma to have Colorado's pot legalization declared unconstitutional   Outro Thanks Show contact E-mail: feedback.ireadit@gmail.com Twitter: @ireaditcast Phone: (508)-738-2278   Michael Schwahn: @schwahnmichael Nathan Wood: @bimmenstein "Music" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/

Power Line
More Chases than "The Fugitive," Exciting Like "The French Connection"

Power Line

Play Episode Listen Later May 19, 2015 52:13


What do The Weathermen, The Symbionese Liberation Army, The FALN, and The Black Liberation Army all have in common? Well, besides being a swell bunch of fellas, they're all featured in-depth throughout Bryan Burrough's great new book, Days of Rage: America's Radical Underground, the FBI, and the Forgotten Age of Revolutionary Violence. The original Power Line crew welcomes Burrough to the show and... Source

The Armstrong and Getty Show (Bingo)
The Funding Runs In A Herd And Water Is People Too

The Armstrong and Getty Show (Bingo)

Play Episode Listen Later Apr 7, 2015


7 AM - 1 - Our political analyst Gary Dietrich from Citizenvoice.org talks Rand Paul jumping into the 2016 prez race with us. 2 - New study says salt ain't bad for you; The 6 Drinks That Changed History. 3 - Marshall's News. 4 - Boston bombing trial is going on; Jack talks about the book "Days of Rage: America's Radical Underground, the FBI, and the Forgotten Age of Revolutionary Violence".

The Armstrong and Getty Show (Bingo)
Rand Paul jumping into the 2016 prez race, The 6 Drinks That Changed History, Forgotten Age of Revolutionary Violence, Marshall's news and more.

The Armstrong and Getty Show (Bingo)

Play Episode Listen Later Apr 7, 2015


Our political analyst Gary Dietrich from Citizenvoice.org talks Rand Paul jumping into the 2016 prez race with us. 2 - New study says salt ain't bad for you; The 6 Drinks That Changed History. 3 - Marshall's News. 4 - Boston bombing trial is going on; Jack talks about the book "Days of Rage: America's Radical Underground, the FBI, and the Forgotten Age of Revolutionary Violence".