[
[{'code': '01001', 'html': '<ul><li>\n<p>You can trigger Roland\'s <span class="icon-reaction"></span> reaction after you use any card under your control to defeat an enemy (e.g. <a href="https://arkhamdb.com/card/01021">Guard Dog</a>).</p>\n</li>\n<li>You can only \'discover\' a clue if there is a clue on your location.</li>\n</ul>', 'text': '- You can trigger Roland\'s <span class="icon-reaction"></span> reaction after you use any card under your control to defeat an enemy (e.g. [Guard Dog](https://arkhamdb.com/card/01021)).\r\n\r\n- You can only \'discover\' a clue if there is a clue on your location.', 'updated': {'date': '2017-04-17 00:53:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01005', 'html': '<ul><li>\n<p><span class="icon-reaction"></span> If you use Wendy\'s ability to \'cancel a chaos token\', treat it as if you\'ve never revealed that token, for purposes of effects that trigger if a specific symbol is revealed (e.g. <a href="http://arkhamdb.com/card/01074">Baseball Bat</a>).</p>\n</li>\n<li>\n<p><span class="icon-elder_sign"></span> If a skill test automatically succeeds, the total difficulty of that test is considered 0.</p>\n</li>\n<li>\n<p><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- <span class="icon-reaction"></span> If you use Wendy\'s ability to \'cancel a chaos token\', treat it as if you\'ve never revealed that token, for purposes of effects that trigger if a specific symbol is revealed (e.g. [Baseball Bat](http://arkhamdb.com/card/01074)).\r\n\r\n- <span class="icon-elder_sign"></span> If a skill test automatically succeeds, the total difficulty of that test is considered 0.\r\n\r\n- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:21:16.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01003', 'html': '<ul>\n<li><strong>Q:</strong> I would like to ask you about Parallel Skids\' deckbuilding and Underworld Support. Skids deckbuilding rules say: "When you upgrade a Fortune or Gambit card, you may instead pay the full experience cost of the higher level version and leave the lower level version in your deck (it does not count towards your deck size or the number of copies of that card in your deck)." Underworld Support says: "Your deck cannot include more than 1 copy of each non-weakness, non-signature card (by title)". How does the "does not count" interacts with this limit? Can Skids have Lucky (0), Lucky (2) and Lucky (3), for instance, under the premise that the first two do not count towards his deckbuilding? <strong>A:</strong> Skids O’Toole’s “Additional [Deckbuilding] Options” does not contradict or override the “cannot” on Underworld Support. If you purchase Underworld Support for your deck, you cannot include more than 1 copy of each non-weakness, non-signature card, including any higher- or lower-level versions of that card, meaning you’re locked out of using Skids’ Additional Deckbuilding Options.  (Rules Forum Answer, July 2024)</li>\n</ul>', 'text': '- **Q:** I would like to ask you about Parallel Skids\' deckbuilding and Underworld Support. Skids deckbuilding rules say: "When you upgrade a Fortune or Gambit card, you may instead pay the full experience cost of the higher level version and leave the lower level version in your deck (it does not count towards your deck size or the number of copies of that card in your deck)." Underworld Support says: "Your deck cannot include more than 1 copy of each non-weakness, non-signature card (by title)". How does the "does not count" interacts with this limit? Can Skids have Lucky (0), Lucky (2) and Lucky (3), for instance, under the premise that the first two do not count towards his deckbuilding? **A:** Skids O’Toole’s “Additional [Deckbuilding] Options” does not contradict or override the “cannot” on Underworld Support. If you purchase Underworld Support for your deck, you cannot include more than 1 copy of each non-weakness, non-signature card, including any higher- or lower-level versions of that card, meaning you’re locked out of using Skids’ Additional Deckbuilding Options.  (Rules Forum Answer, July 2024)', 'updated': {'date': '2025-03-22 15:46:32.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01033', 'html': '<ul><li>You can successfully <strong>Investigate</strong> a location even if there are no clues on it.</li>\n</ul>', 'text': '- You can successfully **Investigate** a location even if there are no clues on it.', 'updated': {'date': '2017-01-30 16:55:31.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01076', 'html': '<ul><li>\n<p>You can use Stray Cat to evade an enemy that you\'re not engaged with.</p>\n</li>\n<li>\n<p><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- You can use Stray Cat to evade an enemy that you\'re not engaged with.\r\n\r\n- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:19:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01096', 'html': '<ul><li>RRG entry for <a href="https://arkhamdb.com/rules#Weakness">Weakness</a> says: "A player may not optionally choose to discard a weakness card from hand". So if you have <a href="http://arkhamdb.com/card/01013">Dark Memory</a> in hand, you must keep it and discard all other cards.</li>\n</ul>', 'text': '- RRG entry for [Weakness](https://arkhamdb.com/rules#Weakness) says: "A player may not optionally choose to discard a weakness card from hand". So if you have [Dark Memory](http://arkhamdb.com/card/01013) in hand, you must keep it and discard all other cards.', 'updated': {'date': '2016-12-23 13:31:44.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01014', 'html': '<ul>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s <strong>Forced</strong> ability should read "<strong>Forced</strong> - After you play an event or discard an event from play:..." - FAQ, v.1.9, June 2021</p>\n</li>\n<li>\n<p>\'Play\' and \'Commit\' are two different game terms. Wendy\'s Amulet allows you to \'play\' the topmost event card in your discard pile, but it does not allow you to \'commit\' it to a skill test.</p>\n</li>\n<li>\n<p>The <strong>Forced</strong> effect triggers after you play an event from either your hand or your discard pile. It does not trigger after you commit an event card from hand to a skill test.</p>\n</li>\n<li>\n<p>You can only have 1 copy of your investigator\'s signature card in your deck. These cards have no level, which is different from having level 0, and the deckbuilding rules only allow you to add cards of level 0-5 to your main deck. <em>(<strong>Note:</strong> Signature cards in the Core Set were accidentally misprinted using the same template as level 0 cards. Starting with The Dunwich Legacy deluxe, signature cards will be printed as cards with no level (e.g. <a href="https://arkhamdb.com/card/02014">Duke</a>).</em></p>\n</li>\n<li>\n<p><strong>NB ruling overturned by erratum, above</strong>: <s>The <strong>Forced</strong> effect triggers after the event is played, before it is placed in your discard pile. If the event would not enter the discard pile at this time (for example an event that attaches to a location, such as <a href="/card/02156">Lure</a>, or stays in play for a period of time), then this <strong>Forced</strong> effect does not trigger. In other words, Lure would be discarded as normal, because it is being discarded at a time other than \'after you play it\'.</s></p>\n</li>\n<li>\n<p><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If <a href="/card/01014">Wendy\'s Amulet</a> is already in play, suppose Wendy has only 2 <a href="/card/06026">Easy Mark</a> left in her deck. Wendy plays 1 Easy Mark in her hand, resolves the card effect, and draws 1 card. The new Easy Mark, because the mandatory ability is placed at the bottom of the deck, can she use the <span class="icon-reaction"></span> trigger ability to play this newly drawn Easy Mark]card again for free? Will it be possible to obtain "unlimited" resources? <strong>A:</strong> I’m not sure if the situation you’re describing is likely to happen, but in theory Wendy could continue playing Easy Mark cards to generate as many resources as desired.</p>\n</li>\n<li>\n<p><strong>Q:</strong> I have a question regarding the interaction between the Forced effect on Wendy\'s Amulet and an empty deck. The Forced effect currently states that "After you play an event or discard an event from play: Place it on the bottom of your deck instead of in your discard pile." If your deck is currently empty, and you use Wendy\'s Amulet to play an event from your discard pile (or discard one from play), where does the event end up? There\'s an item in the rules reference that covers what happens if you\'re instructed to shuffle a card into an empty deck - 1.13 - but I can\'t see anything that covers what would happen were you to need to place a card at the bottom of the empty deck. <strong>A:</strong> If your deck is empty, and Wendy’s Amulet would have you place an event “on the bottom of your deck,” that event becomes your new deck. (Rules Forum Answer, June 2024)</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s **Forced** ability should read "**Forced** - After you play an event or discard an event from play:..." - FAQ, v.1.9, June 2021\r\n\r\n- \'Play\' and \'Commit\' are two different game terms. Wendy\'s Amulet allows you to \'play\' the topmost event card in your discard pile, but it does not allow you to \'commit\' it to a skill test.\r\n\r\n- The **Forced** effect triggers after you play an event from either your hand or your discard pile. It does not trigger after you commit an event card from hand to a skill test.\r\n\r\n- You can only have 1 copy of your investigator\'s signature card in your deck. These cards have no level, which is different from having level 0, and the deckbuilding rules only allow you to add cards of level 0-5 to your main deck. *(**Note:** Signature cards in the Core Set were accidentally misprinted using the same template as level 0 cards. Starting with The Dunwich Legacy deluxe, signature cards will be printed as cards with no level (e.g. [Duke](https://arkhamdb.com/card/02014)).*\r\n\r\n- **NB ruling overturned by erratum, above**: <s>The **Forced** effect triggers after the event is played, before it is placed in your discard pile. If the event would not enter the discard pile at this time (for example an event that attaches to a location, such as [Lure](/card/02156), or stays in play for a period of time), then this **Forced** effect does not trigger. In other words, Lure would be discarded as normal, because it is being discarded at a time other than \'after you play it\'.</s>\r\n\r\n- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)\r\n\r\n- **Q:** If [Wendy\'s Amulet](/card/01014) is already in play, suppose Wendy has only 2 [Easy Mark](/card/06026) left in her deck. Wendy plays 1 Easy Mark in her hand, resolves the card effect, and draws 1 card. The new Easy Mark, because the mandatory ability is placed at the bottom of the deck, can she use the <span class="icon-reaction"></span> trigger ability to play this newly drawn Easy Mark]card again for free? Will it be possible to obtain "unlimited" resources? **A:** I’m not sure if the situation you’re describing is likely to happen, but in theory Wendy could continue playing Easy Mark cards to generate as many resources as desired.\r\n\r\n- **Q:** I have a question regarding the interaction between the Forced effect on Wendy\'s Amulet and an empty deck. The Forced effect currently states that "After you play an event or discard an event from play: Place it on the bottom of your deck instead of in your discard pile." If your deck is currently empty, and you use Wendy\'s Amulet to play an event from your discard pile (or discard one from play), where does the event end up? There\'s an item in the rules reference that covers what happens if you\'re instructed to shuffle a card into an empty deck - 1.13 - but I can\'t see anything that covers what would happen were you to need to place a card at the bottom of the empty deck. **A:** If your deck is empty, and Wendy’s Amulet would have you place an event “on the bottom of your deck,” that event becomes your new deck. (Rules Forum Answer, June 2024)', 'updated': {'date': '2025-03-22 15:13:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01006', 'html': '<ul><li>\n<p>"Clues on your location" refers to undiscovered clues only.</p>\n</li>\n<li>You can only have 1 copy of your investigator\'s signature card in your deck. These cards have no level, which is different from having level 0, and the deckbuilding rules only allow you to add cards of level 0-5 to your main deck. <em>(<strong>Note:</strong> Signature cards in the Core Set were accidentally misprinted using the same template as level 0 cards. Starting with The Dunwich Legacy deluxe, signature cards will be printed as cards with no level (e.g. <a href="https://arkhamdb.com/card/02006">Zoey\'s Cross</a>).</em></li>\n</ul>', 'text': '- "Clues on your location" refers to undiscovered clues only.\r\n\r\n- You can only have 1 copy of your investigator\'s signature card in your deck. These cards have no level, which is different from having level 0, and the deckbuilding rules only allow you to add cards of level 0-5 to your main deck. *(**Note:** Signature cards in the Core Set were accidentally misprinted using the same template as level 0 cards. Starting with The Dunwich Legacy deluxe, signature cards will be printed as cards with no level (e.g. [Zoey\'s Cross](https://arkhamdb.com/card/02006)).*', 'updated': {'date': '2017-04-30 16:12:43.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01023', 'html': '<ul><li>\n<p>Dodge can cancel any type of enemy attack: a normal attack during the Enemy phase, an attack of opportunity, or a Retaliate attack.</p>\n</li>\n<li>\n<p>If the attacking enemy has a <strong>Forced</strong> ability that says "When attacks" or "After attacks", that ability does not trigger if an attack is Dodged.</p>\n</li>\n<li>\n<p>When a <strong><em>Massive</em></strong> enemy attacks each investigator in its location, Dodge will cancel only one of these attacks, not all of them.</p>\n</li>\n<li>If an attack was cancelled during the Enemy phase, the attacking enemy still exhausts.</li>\n</ul>', 'text': '- Dodge can cancel any type of enemy attack: a normal attack during the Enemy phase, an attack of opportunity, or a Retaliate attack.\r\n\r\n- If the attacking enemy has a **Forced** ability that says "When attacks" or "After attacks", that ability does not trigger if an attack is Dodged.\r\n\r\n- When a ***Massive*** enemy attacks each investigator in its location, Dodge will cancel only one of these attacks, not all of them.\r\n\r\n- If an attack was cancelled during the Enemy phase, the attacking enemy still exhausts.', 'updated': {'date': '2016-12-05 06:21:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01080', 'html': '<ul><li>\n<p>The "When you would fail a skill test" triggering condition comes before the "After you fail a skill test" triggering condition, so you cannot play Lucky! after you use <a href="http://arkhamdb.com/card/01075">Rabbit’s Foot</a> or play <a href="http://arkhamdb.com/card/01079">"Look what I found!"</a>.</p>\n</li>\n<li>If you reveal an <span class="icon-auto_fail"></span> auto-fail token, your total skill value is considered to be 0, overriding any modifiers.</li>\n</ul>', 'text': '- The "When you would fail a skill test" triggering condition comes before the "After you fail a skill test" triggering condition, so you cannot play Lucky! after you use [Rabbit’s Foot](http://arkhamdb.com/card/01075) or play ["Look what I found!"](http://arkhamdb.com/card/01079).\r\n\r\n- If you reveal an <span class="icon-auto_fail"></span> auto-fail token, your total skill value is considered to be 0, overriding any modifiers.', 'updated': {'date': '2017-01-23 08:04:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01066', 'html': '<ul><li>The <em>"If a symbol is revealed..."</em> effect triggers during Step 3 of the <a href="http://arkhamdb.com/rules#Skill_Test_Timing">Skill Test Timing</a>.</li>\n</ul>', 'text': '- The *"If a symbol is revealed..."* effect triggers during Step 3 of the [Skill Test Timing](http://arkhamdb.com/rules#Skill_Test_Timing).', 'updated': {'date': '2017-01-06 15:21:48.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01077', 'html': '<ul><li>You can use <span class="icon-fast"></span>fast actions as many times as you want, as long as you can pay the cost; there is no limit.</li>\n</ul>', 'text': '- You can use <span class="icon-fast"></span>fast actions as many times as you want, as long as you can pay the cost; there is no limit.', 'updated': {'date': '2017-01-06 15:22:22.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01089', 'html': '<ul><li>\n<p>"Max 1 per skill test" across all players.</p>\n</li>\n<li>If you commit this card to another player\'s skill test, and the test is successful, you draw a card (not the other player).</li>\n</ul>', 'text': '- "Max 1 per skill test" across all players.\r\n\r\n- If you commit this card to another player\'s skill test, and the test is successful, you draw a card (not the other player).', 'updated': {'date': '2017-03-19 11:17:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01087', 'html': '<ul><li>If you reduce shroud to 0, investigating this location will be successful even if you reveal a -8 token, because negative values are treated as 0, so your skill test result will match the test difficulty of 0. You can still fail if you reveal an <span class="icon-auto_fail"></span> auto-fail token though. (See <a href="https://arkhamdb.com/rules#Modifiers">Modifiers</a>)</li>\n</ul>', 'text': '- If you reduce shroud to 0, investigating this location will be successful even if you reveal a -8 token, because negative values are treated as 0, so your skill test result will match the test difficulty of 0. You can still fail if you reveal an <span class="icon-auto_fail"></span> auto-fail token though. (See [Modifiers](https://arkhamdb.com/rules#Modifiers))', 'updated': {'date': '2017-04-20 17:02:49.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '01007', 'html': '<ul><li>\n<p>Any investigator at the same location as Roland Banks with <a href="/card/01007">Cover Up</a> in his threat area may trigger the <span class="icon-reaction"></span> to discard clues from <a href="/card/01007">Cover Up</a>, as per the FAQ [V1.0, section 2.1].</p>\n</li>\n<li>\n<p>The <span class="icon-reaction"></span> reaction ability on this card is not Forced, so you may choose not to trigger it if you don\'t want to.</p>\n</li>\n<li>\n<p>If you choose to discard a clue from Cover Up, the clue on your location remains intact. So if there is at least 1 clue on your location, you can Investigate three times to discard all clues from Cover Up, then investigate once more to grab that remaining clue from the location.</p>\n</li>\n<li>\n<p>You can trigger Cover Up both when you successfully investigate, and when you discover clues using card effects (e.g. <a href="http://arkhamdb.com/card/01001">Roland</a>\'s ability, <a href="http://arkhamdb.com/card/01022">Evidence!</a>, etc.)</p>\n</li>\n<li>\n<p>You cannot trigger Cover Up if there are no clues on your location.</p>\n</li>\n<li>\n<p>Once you discard all clues from Cover Up, it stays in your threat area until the end of the current scenario (it doesn\'t go into your discard pile).</p>\n</li>\n<li>\n<p>If Roland is eliminated (by being defeated or taking a <strong>resign</strong> action) while Cover Up is in play, Cover Up\'s <strong>Forced</strong> effect triggers, as per the FAQ [V1.0, section \'Rulebook errata\', topic "Elimination"].</p>\n</li>\n<li>\n<p><strong>Q:</strong> My location has exactly one clue. I\'m <a href="/card/01001">Roland Banks</a> and <a href="/card/01007">Cover Up</a> weakness is in my threat area with three clues on it. (1) If I use a basic Investigate action with <a href="/card/01039">Deduction</a> committed to it, can I remove two clues from Cover Up if I succeed? (2) Can <a href="/card/01002">Daisy Walker</a> with <a href="/card/09045">Research Notes</a> asset in play, 4 uses (evidence) on it, remove all three clues from Cover Up and the clue from the location if she succeeds Research Notes\' action test by 4 (she is in the same location with Roland and exactly one clue on it)? <strong>A:</strong> (1) No. Deduction doesn’t allow you to discover clues that aren’t at that location. If your location has 1 clue at it, you can only discover 1 clue at most when you investigate it. (2) No. Like above, Research Notes won’t allow Daisy to discover clues that aren’t already on the location. But, Daisy could discover 1 clue with Research Notes to help with Cover Up. (Rules Question Form, June 2023)</p>\n</li>\n</ul>', 'text': '- Any investigator at the same location as Roland Banks with [Cover Up](/card/01007) in his threat area may trigger the <span class="icon-reaction"></span> to discard clues from [Cover Up](/card/01007), as per the FAQ [V1.0, section 2.1].\r\n\r\n- The <span class="icon-reaction"></span> reaction ability on this card is not Forced, so you may choose not to trigger it if you don\'t want to.\r\n\r\n- If you choose to discard a clue from Cover Up, the clue on your location remains intact. So if there is at least 1 clue on your location, you can Investigate three times to discard all clues from Cover Up, then investigate once more to grab that remaining clue from the location.\r\n\r\n- You can trigger Cover Up both when you successfully investigate, and when you discover clues using card effects (e.g. [Roland](http://arkhamdb.com/card/01001)\'s ability, [Evidence!](http://arkhamdb.com/card/01022), etc.)\r\n\r\n- You cannot trigger Cover Up if there are no clues on your location.\r\n\r\n- Once you discard all clues from Cover Up, it stays in your threat area until the end of the current scenario (it doesn\'t go into your discard pile).\r\n\r\n- If Roland is eliminated (by being defeated or taking a **resign** action) while Cover Up is in play, Cover Up\'s **Forced** effect triggers, as per the FAQ [V1.0, section \'Rulebook errata\', topic "Elimination"].\r\n\r\n- **Q:** My location has exactly one clue. I\'m [Roland Banks](/card/01001) and [Cover Up](/card/01007) weakness is in my threat area with three clues on it. (1) If I use a basic Investigate action with [Deduction](/card/01039) committed to it, can I remove two clues from Cover Up if I succeed? (2) Can [Daisy Walker](/card/01002) with [Research Notes](/card/09045) asset in play, 4 uses (evidence) on it, remove all three clues from Cover Up and the clue from the location if she succeeds Research Notes\' action test by 4 (she is in the same location with Roland and exactly one clue on it)? **A:** (1) No. Deduction doesn’t allow you to discover clues that aren’t at that location. If your location has 1 clue at it, you can only discover 1 clue at most when you investigate it. (2) No. Like above, Research Notes won’t allow Daisy to discover clues that aren’t already on the location. But, Daisy could discover 1 clue with Research Notes to help with Cover Up. (Rules Question Form, June 2023)', 'updated': {'date': '2023-07-08 13:56:28.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01015', 'html': "<ul><li>Remove cards from the game for the duration of the current scenario only. They're still part of your deck during this campaign.</li>\n</ul>", 'text': "- Remove cards from the game for the duration of the current scenario only. They're still part of your deck during this campaign.", 'updated': {'date': '2016-11-14 08:49:00.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01097', 'html': '<ul><li>During the Upkeep phase, you draw a card first, then gain a resource. So if you draw Paranoia, you immediately discard all resources, then gain 1.</li>\n</ul>', 'text': '- During the Upkeep phase, you draw a card first, then gain a resource. So if you draw Paranoia, you immediately discard all resources, then gain 1.', 'updated': {'date': '2017-03-19 16:31:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01022', 'html': "<ul><li>You can only 'discover' a clue if there is a clue on your location.</li>\n</ul>", 'text': "- You can only 'discover' a clue if there is a clue on your location.", 'updated': {'date': '2017-01-06 15:22:04.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01021', 'html': "<ul><li>You can use Guard Dog's ability when you assign lethal damage/horror to it.</li>\n</ul>", 'text': "- You can use Guard Dog's ability when you assign lethal damage/horror to it.", 'updated': {'date': '2017-01-10 14:38:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01092', 'html': '<ul><li>\n<p>"Max 1 per skill test" across all players.</p>\n</li>\n<li>If you commit this card to another player\'s skill test, and the test is successful, you draw a card (not the other player).</li>\n</ul>', 'text': '- "Max 1 per skill test" across all players.\r\n\r\n- If you commit this card to another player\'s skill test, and the test is successful, you draw a card (not the other player).', 'updated': {'date': '2017-03-19 11:17:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01024', 'html': '<ul><li>\n<p>When you play Dynamite Blast while engaged with enemies, first you spend an action and pay the cost, then each engaged enemy makes an attack of opportunity against you, and then the effects of the card resolve -- but only if you\'re still alive. If the enemies\' attacks defeat you, the effects won\'t resolve.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Roland plays <a href="/card/01024">Dynamite Blast</a> (attack of opportunity was resolved, he was still alive), and the card effect was resolved. Roland and Ghoul Priest are both defeated by taking damage equal to his or its health. What should I do in this situation? Can I choose the order in which damage is resolved? In a solo game, is the game resolution "If no resolution was reached" or "R1/R2", or other game resolutions? If it is in a multiplayer game, which is the resolution? <strong>A:</strong> If Dynamite Blast defeated both you and your enemy-objective in a solo game, we rule that you can decide which resolution you resolve, since you both accomplished the objective and were defeated. That said, because you were defeated, you still must suffer 1 physical trauma.</p>\n</li>\n</ul>', 'text': '- When you play Dynamite Blast while engaged with enemies, first you spend an action and pay the cost, then each engaged enemy makes an attack of opportunity against you, and then the effects of the card resolve -- but only if you\'re still alive. If the enemies\' attacks defeat you, the effects won\'t resolve.\r\n\r\n- **Q:** Roland plays [Dynamite Blast](/card/01024) (attack of opportunity was resolved, he was still alive), and the card effect was resolved. Roland and Ghoul Priest are both defeated by taking damage equal to his or its health. What should I do in this situation? Can I choose the order in which damage is resolved? In a solo game, is the game resolution "If no resolution was reached" or "R1/R2", or other game resolutions? If it is in a multiplayer game, which is the resolution? **A:** If Dynamite Blast defeated both you and your enemy-objective in a solo game, we rule that you can decide which resolution you resolve, since you both accomplished the objective and were defeated. That said, because you were defeated, you still must suffer 1 physical trauma.', 'updated': {'date': '2022-09-12 11:12:41.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01091', 'html': '<ul><li>\n<p>"Max 1 per skill test" across all players.</p>\n</li>\n<li>If you commit this card to another player\'s skill test, and the test is successful, you draw a card (not the other player).</li>\n</ul>', 'text': '- "Max 1 per skill test" across all players.\r\n\r\n- If you commit this card to another player\'s skill test, and the test is successful, you draw a card (not the other player).', 'updated': {'date': '2017-03-19 11:17:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01084', 'html': '<ul><li>\n<p>The "When you would fail a skill test" triggering condition comes before the "After you fail a skill test" triggering condition, so you cannot play Lucky! after you use <a href="http://arkhamdb.com/card/01075">Rabbit’s Foot</a> or play <a href="http://arkhamdb.com/card/01079">"Look what I found!"</a>.</p>\n</li>\n<li>If you reveal an Auto-Fail token, your total skill value is considered to be 0, all modifiers are ignored.</li>\n</ul>', 'text': '- The "When you would fail a skill test" triggering condition comes before the "After you fail a skill test" triggering condition, so you cannot play Lucky! after you use [Rabbit’s Foot](http://arkhamdb.com/card/01075) or play ["Look what I found!"](http://arkhamdb.com/card/01079).\r\n\r\n- If you reveal an Auto-Fail token, your total skill value is considered to be 0, all modifiers are ignored.', 'updated': {'date': '2016-12-05 07:11:04.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01069', 'html': '<ul><li>The <em>"If a symbol is revealed..."</em> effect triggers during Step 3 of the <a href="http://arkhamdb.com/rules#Skill_Test_Timing">Skill Test Timing</a>.</li>\n</ul>', 'text': '- The *"If a symbol is revealed..."* effect triggers during Step 3 of the [Skill Test Timing](http://arkhamdb.com/rules#Skill_Test_Timing).', 'updated': {'date': '2017-01-06 15:21:45.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01117', 'html': '<ul><li>\n<p>Lita\'s +1 damage bonus only applies to <strong>Fight</strong> actions, not to any other effects that deal damage (<a href="http://arkhamdb.com/card/01052">Sneak Attack</a>, etc.).</p>\n</li>\n<li>\n<p>When you \'take control\' of a card, it enters your play area (not your hand).</p>\n</li>\n<li>\n<p>You take control of Lita only temporarily, until the end of the scenario. Taking control of her doesn\'t make her a part of your deck.</p>\n</li>\n<li>If Lita leaves play while a player controls her temporarily during "The Gathering" scenario (i.e. while she is technically not a part of that player\'s deck), remove her from the game (do not place her into any discard pile). This does not affect possible scenario resolutions.</li>\n</ul>', 'text': '- Lita\'s +1 damage bonus only applies to **Fight** actions, not to any other effects that deal damage ([Sneak Attack](http://arkhamdb.com/card/01052), etc.).\r\n\r\n- When you \'take control\' of a card, it enters your play area (not your hand).\r\n\r\n- You take control of Lita only temporarily, until the end of the scenario. Taking control of her doesn\'t make her a part of your deck.\r\n\r\n- If Lita leaves play while a player controls her temporarily during "The Gathering" scenario (i.e. while she is technically not a part of that player\'s deck), remove her from the game (do not place her into any discard pile). This does not affect possible scenario resolutions.', 'updated': {'date': '2017-02-04 20:28:28.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01079', 'html': "<ul><li>You can only 'discover' a clue if there is a clue on your location.</li>\n</ul>", 'text': "- You can only 'discover' a clue if there is a clue on your location.", 'updated': {'date': '2017-02-07 21:35:55.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01017', 'html': '<ul><li>You can use <span class="icon-fast"></span>free abilities as many times as you want, as long as you can pay the cost; there is no limit.</li>\n</ul>', 'text': '- You can use <span class="icon-fast"></span>free abilities as many times as you want, as long as you can pay the cost; there is no limit.', 'updated': {'date': '2017-01-24 05:11:10.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01074', 'html': '<ul><li>\n<p>The <em>"If a symbol is revealed..."</em> effect triggers during Step 3 of the <a href="http://arkhamdb.com/rules#Skill_Test_Timing">Skill Test Timing</a>.</p>\n</li>\n<li>When a token is \'cancelled\' or \'ignored\' <strong>in its entirety</strong> (such as through <a href="/card/01005">Wendy Adams</a>\'s ability or <a href="/card/01071">Grotesque Statue</a>), treat the token as if it had never been revealed at all. All of the token\'s effects are cancelled or ignored, and any effects that would trigger off that type of chaos token (like <a href="/card/01074">Baseball Bat</a> with <span class="icon-skull"></span> and <span class="icon-auto_fail"></span>) <strong>do not</strong> trigger. However, when a token is only partially ignored or cancelled, as with <a href="/card/02190">Defiance</a>, the token is still considered to have been revealed, and effects that trigger off it being revealed <strong>do</strong> trigger.</li>\n</ul>', 'text': '- The *"If a symbol is revealed..."* effect triggers during Step 3 of the [Skill Test Timing](http://arkhamdb.com/rules#Skill_Test_Timing).\r\n\r\n- When a token is \'cancelled\' or \'ignored\' **in its entirety** (such as through [Wendy Adams](/card/01005)\'s ability or [Grotesque Statue](/card/01071)), treat the token as if it had never been revealed at all. All of the token\'s effects are cancelled or ignored, and any effects that would trigger off that type of chaos token (like [Baseball Bat](/card/01074) with <span class="icon-skull"></span> and <span class="icon-auto_fail"></span>) **do not** trigger. However, when a token is only partially ignored or cancelled, as with [Defiance](/card/02190), the token is still considered to have been revealed, and effects that trigger off it being revealed **do** trigger.', 'updated': {'date': '2017-05-09 12:39:44.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01075', 'html': '<ul><li>If you use this to draw a card with the same triggering condition (e.g. <a href="http://arkhamdb.com/card/01079">"Look what I found!"</a>), you can play that card during the same reaction window.</li>\n</ul>', 'text': '- If you use this to draw a card with the same triggering condition (e.g. ["Look what I found!"](http://arkhamdb.com/card/01079)), you can play that card during the same reaction window.', 'updated': {'date': '2016-12-05 07:11:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01002', 'html': '<ul><li>If you are instructed to lose 1 or more actions, you have that many fewer actions to take during your turn. This is referring to your normal three “full” actions. So if you are instructed to lose 1 or more actions, those must be the ones that are “lost” first. If you have no more of those actions to lose, then you start losing “additional” actions, of your choice. So, for example, if you are playing Daisy and an effect instructs you to “lose 2 actions”, you would have 1 normal action and Daisy’s special additional action left.</li>\n</ul>', 'text': '- If you are instructed to lose 1 or more actions, you have that many fewer actions to take during your turn. This is referring to your normal three “full” actions. So if you are instructed to lose 1 or more actions, those must be the ones that are “lost” first. If you have no more of those actions to lose, then you start losing “additional” actions, of your choice. So, for example, if you are playing Daisy and an effect instructs you to “lose 2 actions”, you would have 1 normal action and Daisy’s special additional action left.', 'updated': {'date': '2017-06-05 03:50:01.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01009', 'html': '<ul>\n<li>\n<p>If you add this to your hand without drawing (e.g. via <a href="/card/01032">Research Librarian</a>), the <strong>Revelation</strong> ability still triggers.</p>\n</li>\n<li>\n<p>Moving damage or horror is different from \'dealing\' or \'taking\' damage or horror, so does not trigger effects or allow the player controlling Daisy Walker to reassign the horror.</p>\n</li>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</p>\n</li>\n</ul>', 'text': "- If you add this to your hand without drawing (e.g. via [Research Librarian](/card/01032)), the <strong>Revelation</strong> ability still triggers.\r\n\r\n- Moving damage or horror is different from 'dealing' or 'taking' damage or horror, so does not trigger effects or allow the player controlling Daisy Walker to reassign the horror.\r\n\r\n- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.", 'updated': {'date': '2025-04-13 15:07:58.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01051', 'html': "<ul><li>Backstab makes you test your Agility skill instead of your Combat skill against the enemy's Fight value (not its Evade value).</li>\n</ul>", 'text': "- Backstab makes you test your Agility skill instead of your Combat skill against the enemy's Fight value (not its Evade value).", 'updated': {'date': '2017-01-06 15:22:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01020', 'html': '<ul><li>\n<p>Machete will not provide a damage bonus for attacking a disengaged enemy (evaded or <strong><em>Aloof</em></strong>), or an enemy engaged to another player. You can spend an action to <strong>Engage</strong> an enemy to gain the damage bonus.</p>\n</li>\n<li>Machete will provide a damage bonus for attacking a Massive enemy, as long as it is ready and the only enemy engaged with you. A Massive enemy is “considered” engaged with you, so it will enable abilities – like the <a href="/card/01020">Machete</a>’s – that require you to be engaged with an enemy. However, there is no timing point of engagement, you’re just “considered” engaged with it, so you can’t really trigger reactions to becoming engaged with the enemy, like <a href="/card/02001">Zoey Samaras</a> or <a href="/card/02006">Zoey\'s Cross</a>.</li>\n</ul>', 'text': "- Machete will not provide a damage bonus for attacking a disengaged enemy (evaded or ***Aloof***), or an enemy engaged to another player. You can spend an action to **Engage** an enemy to gain the damage bonus.\r\n\r\n- Machete will provide a damage bonus for attacking a Massive enemy, as long as it is ready and the only enemy engaged with you. A Massive enemy is “considered” engaged with you, so it will enable abilities – like the [Machete](/card/01020)’s – that require you to be engaged with an enemy. However, there is no timing point of engagement, you’re just “considered” engaged with it, so you can’t really trigger reactions to becoming engaged with the enemy, like [Zoey Samaras](/card/02001) or [Zoey's Cross](/card/02006).", 'updated': {'date': '2017-05-04 15:32:40.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01078', 'html': '<ul><li>\n<p>This effect will evade and exhaust all enemies in your location, even those that you\'re not engaged with (<strong><em>Aloof</em></strong>, and those engaged with other players).</p>\n</li>\n<li>\n<p><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- This effect will evade and exhaust all enemies in your location, even those that you\'re not engaged with (***Aloof***, and those engaged with other players).\r\n\r\n- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:15:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01119', 'html': "<ul><li>If an enemy should spawn at a location that is not currently in play (i.e. while you're at the Study), place that enemy card into the encounter discard pile without any further effects.</li>\n</ul>", 'text': "- If an enemy should spawn at a location that is not currently in play (i.e. while you're at the Study), place that enemy card into the encounter discard pile without any further effects.", 'updated': {'date': '2016-11-13 11:23:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '01105', 'html': '<ul><li>The lead investigator can choose the first option even if one of the investigators has no cards in hand (but at least one does).</li>\n</ul>', 'text': '- The lead investigator can choose the first option even if one of the investigators has no cards in hand (but at least one does).', 'updated': {'date': '2017-01-06 15:20:45.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '01113', 'html': '<ul><li>The <strong>Forced</strong> ability triggers each time an investigator enters this location.</li>\n</ul>', 'text': '- The **Forced** ability triggers each time an investigator enters this location.', 'updated': {'date': '2017-01-06 15:21:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01114', 'html': '<ul><li>The <strong>Forced</strong> ability triggers each time an investigator enters this location.</li>\n</ul>', 'text': '- The **Forced** ability triggers each time an investigator enters this location.', 'updated': {'date': '2017-01-06 15:21:38.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01115', 'html': '<ul>\n<li><strong>Q:</strong> Can enemies move into <a href="/card/01115">Parlor</a> even when investigators are blocked by the barrier? <strong>A:</strong> Yes; in The Gathering scenario, enemies can move into The Parlor even when the investigators are blocked by the barrier. (March 2024)</li>\n</ul>', 'text': '- **Q:** Can enemies move into [Parlor](/card/01115) even when investigators are blocked by the barrier? **A:** Yes; in The Gathering scenario, enemies can move into The Parlor even when the investigators are blocked by the barrier. (March 2024)', 'updated': {'date': '2024-03-27 16:35:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01118', 'html': "<ul><li>If an enemy should spawn at a location that is not currently in play (i.e. while you're at the Study), place that enemy card into the encounter discard pile without any further effects.</li>\n</ul>", 'text': "- If an enemy should spawn at a location that is not currently in play (i.e. while you're at the Study), place that enemy card into the encounter discard pile without any further effects.", 'updated': {'date': '2016-11-13 11:23:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '01169', 'html': "<ul><li>Acolyte's <strong>Forced</strong> ability triggers during setup.</li>\n</ul>", 'text': "- Acolyte's **Forced** ability triggers during setup.", 'updated': {'date': '2017-01-06 15:21:24.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01171', 'html': '<ul><li>You either place 2 doom on an existing <strong><em>Cultist</em></strong> enemy, or search for a new <strong><em>Cultist</em></strong> enemy of your choice, but not both.</li>\n<li><strong>Q:</strong> If an enemy is in a location with no valid path to your location, can it still be the "nearest" enemy purposes of cards like <a href="/card/01171">Mysterious Chanting</a> or <a href="/card/03097">Dance of the Yellow King</a>? <strong>A:</strong> Even if it has no valid path to an investigator, an enemy can still qualify as the "nearest" enemy if there are no other enemies in play that are nearer. That said, an effect that requires an enemy to track a path to an investigator (such as Dance of the Yellow King) would not cause an enemy to move if there is no valid path. - FAQ v1.2, Jan 2018.</li>\n</ul>', 'text': '- You either place 2 doom on an existing ***Cultist*** enemy, or search for a new ***Cultist*** enemy of your choice, but not both.\r\n- **Q:** If an enemy is in a location with no valid path to your location, can it still be the "nearest" enemy purposes of cards like [Mysterious Chanting](/card/01171) or [Dance of the Yellow King](/card/03097)? **A:** Even if it has no valid path to an investigator, an enemy can still qualify as the "nearest" enemy if there are no other enemies in play that are nearer. That said, an effect that requires an enemy to track a path to an investigator (such as Dance of the Yellow King) would not cause an enemy to move if there is no valid path. - FAQ v1.2, Jan 2018.', 'updated': {'date': '2018-01-05 09:50:04.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01172', 'html': '<ul><li>\n<p>The ability works with special tokens that reference the scenario card.</p>\n</li>\n<li>The ability ceases to apply if you play <a href="http://arkhamdb.com/card/01056">Sure Gamble</a>.</li>\n</ul>', 'text': '- The ability works with special tokens that reference the scenario card.\r\n\r\n- The ability ceases to apply if you play [Sure Gamble](http://arkhamdb.com/card/01056).', 'updated': {'date': '2017-04-16 17:24:50.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01177', 'html': '<ul><li>\n<p>If you play a card while engaged with Yithian Observer, it will make an attack of opportunity against you and resolve its <strong>Forced</strong> ability, after you pay the cost of the card but before you resolve its effects or put it into play. If the ability makes you discard that card at random, you’ll end up having wasted resources without gaining anything in return.</p>\n</li>\n<li>If you play <a href="/card/01023">Dodge</a> or <a href="/card/02153">Hypnotic Gaze</a> on <a href="/card/01177">Yithian Observer</a>\'s attack, it interrupts the initiation of the <strong>Forced</strong> effect and neither attack nor forced effect triggers.</li>\n</ul>', 'text': "- If you play a card while engaged with Yithian Observer, it will make an attack of opportunity against you and resolve its **Forced** ability, after you pay the cost of the card but before you resolve its effects or put it into play. If the ability makes you discard that card at random, you’ll end up having wasted resources without gaining anything in return.\r\n\r\n- If you play [Dodge](/card/01023) or [Hypnotic Gaze](/card/02153) on [Yithian Observer](/card/01177)'s attack, it interrupts the initiation of the **Forced** effect and neither attack nor forced effect triggers.", 'updated': {'date': '2017-05-09 13:07:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01168', 'html': "<ul><li>If you draw Obscuring Fog while there's another copy already attached to your location, discard the copy that you just drew.</li>\n</ul>", 'text': "- If you draw Obscuring Fog while there's another copy already attached to your location, discard the copy that you just drew.", 'updated': {'date': '2017-01-06 15:20:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01141', 'html': '<ul><li>\n<p>Adding this enemy to the victory display via its <strong>Forced</strong> ability does not count as defeating this enemy (for purposes of <a href="http://arkhamdb.com/card/01001">Roland</a>\'s ability, <a href="http://arkhamdb.com/card/01022">Evidence!</a>, etc).</p>\n</li>\n<li>Defeating this enemy as normal will also add it to your victory display.</li>\n</ul>', 'text': "- Adding this enemy to the victory display via its **Forced** ability does not count as defeating this enemy (for purposes of [Roland](http://arkhamdb.com/card/01001)'s ability, [Evidence!](http://arkhamdb.com/card/01022), etc).\r\n\r\n- Defeating this enemy as normal will also add it to your victory display.", 'updated': {'date': '2017-03-22 18:27:19.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01140', 'html': '<ul><li>\n<p>Using the <strong>Parley</strong> ability to add this enemy to your victory display does not count as defeating this enemy (for purposes of <a href="http://arkhamdb.com/card/01001">Roland</a>\'s ability, <a href="http://arkhamdb.com/card/01022">Evidence!</a>, etc).</p>\n</li>\n<li>Defeating this enemy as normal will also add it to your victory display.</li>\n</ul>', 'text': "- Using the **Parley** ability to add this enemy to your victory display does not count as defeating this enemy (for purposes of [Roland](http://arkhamdb.com/card/01001)'s ability, [Evidence!](http://arkhamdb.com/card/01022), etc).\r\n\r\n- Defeating this enemy as normal will also add it to your victory display.", 'updated': {'date': '2016-11-27 13:38:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01004', 'html': '<ul><li>\n<p><span class="icon-reaction"></span> You cannot use Agnes\' ability if you assign horror to an asset.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Which triggers first: Parallel <a href="/card/90017">Agnes Baker</a> ability or <a href="/card/01012">Heirloom of Hyperborea</a>? What about <a href="/card/06024">Crystallizer of Dreams</a>? <strong>A:</strong> An event card is placed on top of its owner’s discard pile during step 4 of the play/initiation sequence, so any effect that modifies where the event goes (such as Parallel Agnes Baker or Crystallizer of Dreams) must occur during that step. An effect that triggers “after you play” an event but does not modify where the event goes (such as Heirloom of Hyberborea’s ability) would naturally trigger just after step 4. - FAQ, v.2.0, August 2022</p>\n</li>\n</ul>', 'text': '- <span class="icon-reaction"></span> You cannot use Agnes\' ability if you assign horror to an asset.\r\n\r\n- **Q:** Which triggers first: Parallel [Agnes Baker](/card/90017) ability or [Heirloom of Hyperborea](/card/01012)? What about [Crystallizer of Dreams](/card/06024)? **A:** An event card is placed on top of its owner’s discard pile during step 4 of the play/initiation sequence, so any effect that modifies where the event goes (such as Parallel Agnes Baker or Crystallizer of Dreams) must occur during that step. An effect that triggers “after you play” an event but does not modify where the event goes (such as Heirloom of Hyberborea’s ability) would naturally trigger just after step 4. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:11:03.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01012', 'html': '<ul><li>\n<p>You can only have 1 copy of your investigator\'s signature card in your deck. These cards have no level, which is different from having level 0, and the deckbuilding rules only allow you to add cards of level 0-5 to your main deck. <em>(<strong>Note:</strong> Signature cards in the Core Set were accidentally misprinted using the same template as level 0 cards. Starting with The Dunwich Legacy deluxe, signature cards will be printed as cards with no level (e.g. <a href="https://arkhamdb.com/card/02012">Jim\'s Trumpet</a>).</em></p>\n</li>\n<li>\n<p><strong>Q:</strong> Which triggers first: Parallel <a href="/card/90017">Agnes Baker</a> ability or <a href="/card/01012">Heirloom of Hyperborea</a>? What about <a href="/card/06024">Crystallizer of Dreams</a>? <strong>A:</strong> An event card is placed on top of its owner’s discard pile during step 4 of the play/initiation sequence, so any effect that modifies where the event goes (such as Parallel Agnes Baker or Crystallizer of Dreams) must occur during that step. An effect that triggers “after you play” an event but does not modify where the event goes (such as Heirloom of Hyberborea’s ability) would naturally trigger just after step 4. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> Regarding <a href="/card/01012">Heirloom of Hyperborea</a>, the text reads "After you play a Spell card: Draw 1 card". When I play <a href="/card/06117">Read the Signs</a>, when can I trigger the <span class="icon-reaction"></span> trigger ability of the heirloom to draw 1 card? Does it trigger when I play this card, or after I completely resolve Read the Signs and discard this card? <strong>A:</strong> Yes, the Heirloom of Hyperborea can trigger off of any Spell card its controller plays. This trigger occurs after the Spell card has resolved in full.</p>\n</li>\n<li>\n<p><strong>Q:</strong> You explained that the trigger time points for <a href="/card/05320">Double, Double</a> and <a href="/card/01012">Heirloom of Hyperborea</a> are "after the Event/Spell card has resolved in full". How am I to correctly understand "This trigger occurs after the card has resolved in full."? According to your reply, I guess that a card is placed in play (e.g. attach to, in play area, in threat area), or in its owner\'s discard pile. Does this mean "this card has resolved in full"? What if a <b><i>Spell</i></b> Asset card is played, or an event card (e.g. <a href="/card/05021">Delay the Inevitable</a>), in which case, at what point has "the card resolved in full"? <strong>A:</strong> For Heirloom of Hyperborea, it triggers after you play a <b><i>Spell</i></b> card. If the <b><i>Spell</i></b> card has a single effect like <a href="/card/01065">Ward of Protection</a> and then gets discarded, you can trigger Heirloom once it’s in the discard pile. If you instead play a <b><i>Spell</i></b> like <a href="/card/01061">Scrying</a>, you could activate Heirloom once Scrying enters play. A card like <a href="/card/05021">Delay the Inevitable</a>, which stays in play after it is played, could become a target of Double, Double after it has been attached to an investigator.</p>\n</li>\n</ul>', 'text': '- You can only have 1 copy of your investigator\'s signature card in your deck. These cards have no level, which is different from having level 0, and the deckbuilding rules only allow you to add cards of level 0-5 to your main deck. *(**Note:** Signature cards in the Core Set were accidentally misprinted using the same template as level 0 cards. Starting with The Dunwich Legacy deluxe, signature cards will be printed as cards with no level (e.g. [Jim\'s Trumpet](https://arkhamdb.com/card/02012)).*\r\n\r\n- **Q:** Which triggers first: Parallel [Agnes Baker](/card/90017) ability or [Heirloom of Hyperborea](/card/01012)? What about [Crystallizer of Dreams](/card/06024)? **A:** An event card is placed on top of its owner’s discard pile during step 4 of the play/initiation sequence, so any effect that modifies where the event goes (such as Parallel Agnes Baker or Crystallizer of Dreams) must occur during that step. An effect that triggers “after you play” an event but does not modify where the event goes (such as Heirloom of Hyberborea’s ability) would naturally trigger just after step 4. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** Regarding [Heirloom of Hyperborea](/card/01012), the text reads "After you play a Spell card: Draw 1 card". When I play [Read the Signs](/card/06117), when can I trigger the <span class="icon-reaction"></span> trigger ability of the heirloom to draw 1 card? Does it trigger when I play this card, or after I completely resolve Read the Signs and discard this card? **A:** Yes, the Heirloom of Hyperborea can trigger off of any Spell card its controller plays. This trigger occurs after the Spell card has resolved in full.\r\n\r\n- **Q:** You explained that the trigger time points for [Double, Double](/card/05320) and [Heirloom of Hyperborea](/card/01012) are "after the Event/Spell card has resolved in full". How am I to correctly understand "This trigger occurs after the card has resolved in full."? According to your reply, I guess that a card is placed in play (e.g. attach to, in play area, in threat area), or in its owner\'s discard pile. Does this mean "this card has resolved in full"? What if a <b><i>Spell</i></b> Asset card is played, or an event card (e.g. [Delay the Inevitable](/card/05021)), in which case, at what point has "the card resolved in full"? **A:** For Heirloom of Hyperborea, it triggers after you play a <b><i>Spell</i></b> card. If the <b><i>Spell</i></b> card has a single effect like [Ward of Protection](/card/01065) and then gets discarded, you can trigger Heirloom once it’s in the discard pile. If you instead play a <b><i>Spell</i></b> like [Scrying](/card/01061), you could activate Heirloom once Scrying enters play. A card like [Delay the Inevitable](/card/05021), which stays in play after it is played, could become a target of Double, Double after it has been attached to an investigator.', 'updated': {'date': '2022-11-21 11:07:09.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01034', 'html': '<ul><li>You can use <span class="icon-fast"></span>fast actions as many times as you want, as long as you can pay the cost; there is no limit.</li>\n</ul>', 'text': '- You can use <span class="icon-fast"></span>fast actions as many times as you want, as long as you can pay the cost; there is no limit.', 'updated': {'date': '2017-01-06 15:22:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01038', 'html': "<ul><li>\n<p>Barricade prevents enemies from moving into the attached location from another location. It does not prevent enemies from spawning inside.</p>\n</li>\n<li>If an investigator that is engaged with an enemy moves to a Barricaded location, the engaged enemy will disengage and remain in the investigator's previous location (after making an attack of opportunity).</li>\n</ul>", 'text': "- Barricade prevents enemies from moving into the attached location from another location. It does not prevent enemies from spawning inside.\r\n\r\n- If an investigator that is engaged with an enemy moves to a Barricaded location, the engaged enemy will disengage and remain in the investigator's previous location (after making an attack of opportunity).", 'updated': {'date': '2017-03-29 11:15:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '01046', 'html': '<ul>\n<li>\n<p>If you use this to draw a card with the same triggering condition (e.g. <a href="http://arkhamdb.com/card/01083">Close Call</a>), you can play that card during the same reaction window.</p>\n</li>\n<li>\n<p><strong>Q:</strong> I have a question regarding the interaction between <a href="/card/07114">Breaking and Entering</a> and <a href="/card/01046">Pickpocketing</a>. If I succeed on the Breaking and Entering investigation test by 2 or more and automatically evade an enemy, can I trigger the reaction on Pickpocketing from this evasion? And extending that question to <a href="/card/03195">Pickpocketing (2)</a>, would I also be able to trigger the "succeed by 2 or more" effect on its reaction from this evasion, as I over-succeeded on the preceding test? <strong>A:</strong> For your first question, yes, the auto-evade effect from Breaking and Entering can trigger the reaction on Pickpocketing (0). For your second question, no, the auto-evade effect from Breaking and Entering isn’t the same as “succeeding the evade by 2 or more”; you only succeed by 2 or more if you make an evade test and succeed that test. (You can still draw 1 card or gain 1 resource from Pickpocketing (2) if you auto-evade, though.)  (Rules Form, December 2023)</p>\n</li>\n</ul>', 'text': '- If you use this to draw a card with the same triggering condition (e.g. [Close Call](http://arkhamdb.com/card/01083)), you can play that card during the same reaction window.\r\n\r\n- **Q:** I have a question regarding the interaction between [Breaking and Entering](/card/07114) and [Pickpocketing](/card/01046). If I succeed on the Breaking and Entering investigation test by 2 or more and automatically evade an enemy, can I trigger the reaction on Pickpocketing from this evasion? And extending that question to [Pickpocketing (2)](/card/03195), would I also be able to trigger the "succeed by 2 or more" effect on its reaction from this evasion, as I over-succeeded on the preceding test? **A:** For your first question, yes, the auto-evade effect from Breaking and Entering can trigger the reaction on Pickpocketing (0). For your second question, no, the auto-evade effect from Breaking and Entering isn’t the same as “succeeding the evade by 2 or more”; you only succeed by 2 or more if you make an evade test and succeed that test. (You can still draw 1 card or gain 1 resource from Pickpocketing (2) if you auto-evade, though.)  (Rules Form, December 2023)', 'updated': {'date': '2023-12-16 16:32:20.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01048', 'html': '<ul><li>\n<p>If you take an action that qualifies as either of your additional actions, e.g. from <a href="/card/01048">Leo De Luca</a> and <a href="/card/02229">Quick Thinking</a>, you may choose which additional action you are actually using.</p>\n</li>\n<li>On the \'additional action\': When spending actions during your turn, the first action you spend each turn takes up the \'additional\' designation. If <a href="/card/01048">Leo De Luca</a> is discarded mid-turn, you do not lose 1 action from your total pool of actions for the turn. If you then play a second copy of the card, you gain a further additional action. </li>\n</ul><p>-- example: <a href="/card/01003">"Skids" O\'Toole</a> has <a href="/card/01048">Leo De Luca</a> in play and is engaged with a <a href="/card/01160">Ghoul Minion</a>. First action, Skids attacks the ghoul (this is the additional action from Leo). Second action, Skids moves location, provoking an attack of opportunity from the ghoul. The investigator places the damage on Leo from the ghoul\'s attack. Third action, Skids moves again, provoking another attack of opportunity from the ghoul, which kills Leo. Fourth action, Skids plays a second copy of Leo, provoking an attack of opportunity from the ghoul, which the investigator takes on Skids. Fifth action (the \'second\' additional action from the second Leo), Skids attacks the ghoul and kills it. [No idea why you\'d do it this way but hey it\'s an example.]</p>', 'text': '- If you take an action that qualifies as either of your additional actions, e.g. from [Leo De Luca](/card/01048) and [Quick Thinking](/card/02229), you may choose which additional action you are actually using.\r\n\r\n- On the \'additional action\': When spending actions during your turn, the first action you spend each turn takes up the \'additional\' designation. If [Leo De Luca](/card/01048) is discarded mid-turn, you do not lose 1 action from your total pool of actions for the turn. If you then play a second copy of the card, you gain a further additional action. \r\n\r\n-- example: ["Skids" O\'Toole](/card/01003) has [Leo De Luca](/card/01048) in play and is engaged with a [Ghoul Minion](/card/01160). First action, Skids attacks the ghoul (this is the additional action from Leo). Second action, Skids moves location, provoking an attack of opportunity from the ghoul. The investigator places the damage on Leo from the ghoul\'s attack. Third action, Skids moves again, provoking another attack of opportunity from the ghoul, which kills Leo. Fourth action, Skids plays a second copy of Leo, provoking an attack of opportunity from the ghoul, which the investigator takes on Skids. Fifth action (the \'second\' additional action from the second Leo), Skids attacks the ghoul and kills it. [No idea why you\'d do it this way but hey it\'s an example.]', 'updated': {'date': '2017-06-05 03:34:45.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01081', 'html': '<ul><li>The clause "may immediately disengage from each other enemy" gives you the choice whether or not to disengage from "each other enemy", but doesn\'t allow you to pick and choose which to disengage from.</li>\n</ul>', 'text': '- The clause "may immediately disengage from each other enemy" gives you the choice whether or not to disengage from "each other enemy", but doesn\'t allow you to pick and choose which to disengage from.', 'updated': {'date': '2017-06-15 14:27:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01090', 'html': '<ul><li>\n<p>"Max 1 per skill test" across all players.</p>\n</li>\n<li>If you commit this card to another player\'s skill test, and the test is successful, you draw a card (not the other player).</li>\n</ul>', 'text': '- "Max 1 per skill test" across all players.\r\n\r\n- If you commit this card to another player\'s skill test, and the test is successful, you draw a card (not the other player).', 'updated': {'date': '2017-03-19 11:17:15.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01100', 'html': '<ul><li>\n<p>Any investigator at the same location as the investigator with <a href="/card/01100">Hypochondria</a> in their threat area may trigger the <span class="icon-action"></span><span class="icon-action"></span> to discard <a href="/card/01100">Hypochondria</a>, as per the FAQ [V1.0, section 2.1].</p>\n</li>\n<li>Triggers even if you assign damage to an asset you control (you\'re still taking damage, even if you reassign it).</li>\n</ul>', 'text': '- Any investigator at the same location as the investigator with [Hypochondria](/card/01100) in their threat area may trigger the <span class="icon-action"></span><span class="icon-action"></span> to discard [Hypochondria](/card/01100), as per the FAQ [V1.0, section 2.1].\r\n\r\n- Triggers even if you assign damage to an asset you control (you\'re still taking damage, even if you reassign it).', 'updated': {'date': '2017-05-03 12:35:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01018', 'html': '<ul><li>You cannot use Beat Cop\'s ability after you assign lethal damage/horror to him (there is no Player Window to use <span class="icon-fast"></span>free abilities in between assigning and applying damage).</li>\n</ul>', 'text': '- You cannot use Beat Cop\'s ability after you assign lethal damage/horror to him (there is no Player Window to use <span class="icon-fast"></span>free abilities in between assigning and applying damage).', 'updated': {'date': '2017-01-17 05:13:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01025', 'html': '<ul>\n<li><strong>Q:</strong> Can I commit Vicious Blow for an extra damage to an attack performed with Enchanted Blade or Brand of Cthugha against enemies that can’t be damaged except by spells and/or relics? Like Poltergeist and Miasmic Shadow <strong>A:</strong> Yes, you can commit Vicious Blow to the Enchanted Blade’s Fight test to give the attack +1 damage. (Note, this is because “that attack” is given +1 damage, rather than Vicious Blow itself dealing 1 damage, which wouldn’t work.) (Rules Forum Answer, July 2024)</li>\n</ul>', 'text': '- **Q:** Can I commit Vicious Blow for an extra damage to an attack performed with Enchanted Blade or Brand of Cthugha against enemies that can’t be damaged except by spells and/or relics? Like Poltergeist and Miasmic Shadow **A:** Yes, you can commit Vicious Blow to the Enchanted Blade’s Fight test to give the attack +1 damage. (Note, this is because “that attack” is given +1 damage, rather than Vicious Blow itself dealing 1 damage, which wouldn’t work.) (Rules Forum Answer, July 2024)', 'updated': {'date': '2025-03-22 15:44:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01031', 'html': '<ul><li>You do not search for a specific card. Rather, you just look at the top 3 cards of your deck, draw the one you like most, and shuffle the rest back into your deck.</li>\n</ul>', 'text': '- You do not search for a specific card. Rather, you just look at the top 3 cards of your deck, draw the one you like most, and shuffle the rest back into your deck.', 'updated': {'date': '2017-06-10 11:51:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '01036', 'html': '<ul><li>\n<p>When making a Combat or Agility skill test, you may make an Intellect test instead. If you do, apply only bonuses to your Intellect for this test, and ignore any bonuses to Combat or Agility. You can only commit cards with an Intellect or Wild icons to this test.</p>\n</li>\n<li>\n<p>You need to play this card before the skill test begins. The type of skill test is determined before you get the opportunity to play Fast cards (see <a href="http://arkhamdb.com/rules#Skill_Test_Timing">Skill Test Timing</a>).</p>\n</li>\n<li>You cannot play this card during the Mythos phase, because \'your turn\' is within the Investigaton phase.</li>\n</ul>', 'text': "- When making a Combat or Agility skill test, you may make an Intellect test instead. If you do, apply only bonuses to your Intellect for this test, and ignore any bonuses to Combat or Agility. You can only commit cards with an Intellect or Wild icons to this test.\r\n\r\n- You need to play this card before the skill test begins. The type of skill test is determined before you get the opportunity to play Fast cards (see [Skill Test Timing](http://arkhamdb.com/rules#Skill_Test_Timing)).\r\n\r\n- You cannot play this card during the Mythos phase, because 'your turn' is within the Investigaton phase.", 'updated': {'date': '2016-12-20 14:09:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01037', 'html': "<ul><li>You can only 'discover' a clue if there is a clue on your location.</li>\n</ul>", 'text': "- You can only 'discover' a clue if there is a clue on your location.", 'updated': {'date': '2017-03-23 23:28:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01039', 'html': '<ul><li>\n<p>The word \'Additional\' means \'in addition to other clues you discover\', i.e. it modifies the number of clues that you would find, it does not add an extra effect on top of any other effects (e.g. does not stack with <a href="http://arkhamdb.com/card/01045">Burglary</a>).</p>\n</li>\n<li>If you commit Deduction to another player\'s investigation attempt, that other player would discover 1 additional clue, not you.</li>\n</ul>', 'text': "- The word 'Additional' means 'in addition to other clues you discover', i.e. it modifies the number of clues that you would find, it does not add an extra effect on top of any other effects (e.g. does not stack with [Burglary](http://arkhamdb.com/card/01045)).\r\n\r\n- If you commit Deduction to another player's investigation attempt, that other player would discover 1 additional clue, not you.", 'updated': {'date': '2017-03-10 02:31:02.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01045', 'html': '<ul><li>You can use Burglary even if there are no clues on your location.</li>\n</ul>', 'text': '- You can use Burglary even if there are no clues on your location.', 'updated': {'date': '2017-03-29 11:17:58.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01049', 'html': '<ul><li>You can use <span class="icon-fast"></span>fast actions as many times as you want, as long as you can pay the cost; there is no limit.</li>\n</ul>', 'text': '- You can use <span class="icon-fast"></span>fast actions as many times as you want, as long as you can pay the cost; there is no limit.', 'updated': {'date': '2017-01-06 15:22:18.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01050', 'html': "<ul><li>\n<p>Disengaging does not exhaust an enemy.</p>\n</li>\n<li>\n<p>You can play Elusive to move to another location even if you're not engaged with any enemies.</p>\n</li>\n<li>\n<p>You can move to any revealed location with no enemies, not necessarily a connecting one.</p>\n</li>\n<li>You must move when you play Elusive, as it is not a 'may' effect, unless there is no legal place to move to or a rule effect forbids movement.</li>\n</ul>", 'text': "- Disengaging does not exhaust an enemy.\r\n\r\n- You can play Elusive to move to another location even if you're not engaged with any enemies.\r\n\r\n- You can move to any revealed location with no enemies, not necessarily a connecting one.\r\n\r\n- You must move when you play Elusive, as it is not a 'may' effect, unless there is no legal place to move to or a rule effect forbids movement.", 'updated': {'date': '2017-05-09 13:02:04.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01052', 'html': '<ul><li>During your turn, you exhaust an enemy by evading it, then play Sneak Attack. You do not play it during the enemy phase.</li>\n</ul>', 'text': '- During your turn, you exhaust an enemy by evading it, then play Sneak Attack. You do not play it during the enemy phase.', 'updated': {'date': '2017-01-06 15:22:32.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01073', 'html': '<ul><li>\n<p>You can successfully <strong>Investigate</strong> a location even if there are no clues on it.</p>\n</li>\n<li>Success is determined in Step 6 of the <a href="https://arkhamdb.com/rules#Skill_Test_Timing">Skill Test Timing</a>, and committed cards get discarded in Step 8, so you cannot use Scavenging to get back an <strong><em>Item</em></strong> card that you\'ve just committed to the same investigation attempt.</li>\n</ul>', 'text': "- You can successfully **Investigate** a location even if there are no clues on it.\r\n\r\n- Success is determined in Step 6 of the [Skill Test Timing](https://arkhamdb.com/rules#Skill_Test_Timing), and committed cards get discarded in Step 8, so you cannot use Scavenging to get back an ***Item*** card that you've just committed to the same investigation attempt.", 'updated': {'date': '2017-01-30 16:20:45.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01098', 'html': '<ul><li>Any investigator at the same location as the investigator with <a href="/card/01098">Haunted</a> in their threat area may trigger the <span class="icon-action"></span><span class="icon-action"></span> to discard <a href="/card/01098">Haunted</a>, as per the FAQ [V1.0, section 2.1].</li>\n</ul>', 'text': '- Any investigator at the same location as the investigator with [Haunted](/card/01098) in their threat area may trigger the <span class="icon-action"></span><span class="icon-action"></span> to discard [Haunted](/card/01098), as per the FAQ [V1.0, section 2.1].', 'updated': {'date': '2017-06-05 03:35:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01164', 'html': '<ul><li>\n<p>Also applies to <span class="icon-action"></span> card abilities with action designators (<strong>Move</strong>, <strong>Fight</strong>, <strong>Evade</strong>).</p>\n</li>\n<li>\n<p>Multiple copies of Frozen in Fear stack: if you draw a second copy, it enters play in your threat area; then the first move, fight, or evade action you perform each turn costs 2 additional actions, and at the end of your turn you perform two separate <span class="icon-willpower"></span> tests, one for each copy of Frozen in Fear in your threat area.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Per FAQ 2.0 entry 2.19 <a href="/rules#Take_An_Action_Vs_Perform_An_Action">"Take an action" vs "Perform/resolve an action"</a>] we are told to distinguish between effects that instruct a player to perform an action and ones that instruct a player to take an action. The implication appears to be that only the former are intended to "count" for effects that count how many actions have been taken so far in a turn. However, the most commonly played card that counts actions taken, <a href="/card/04233">Pay Day</a>, actually counts how many actions have been "performed". Is that simply imprecise templating? Similarly <a href="/card/01164">Frozen in Fear</a> triggers when actions are "performed" despite the common understanding that only abilities that cost actions in the first place can be taxed by FiF. Finally, and in the same vein, bold action designators on free triggered abilities or reactions also "perform" actions. Am I correct that they are not intended to be taxed by FiF or count towards Pay Day? <strong>A:</strong> Frozen in Fear requires 1 additional action to be spent when performing basic actions, granted actions, or Free Triggered Ability actions of the specified types. We have decided on the following clarifications for Pay Day:</p>\n<ul><li>Pay Day will grant 1 resource for each basic action taken, any effect that states “perform an X action”, any effect that states “take an X action”, and Free Triggered Abilities with a bold action trigger.</li>\n<li>Pay Day will NOT grant resources for Fast cards played or “action triggered abilities” that require multiple player actions to be spent on a single action performed (ex. the second ability on <a href="/card/08094">Sledgehammer</a> that only counts as one Fight action).</li>\n</ul></li>\n<li>\n<p><strong>Follow-up Q:</strong> To be completely clear, does Frozen in Fear make the move granted from <a href="/card/03232">Shortcut</a> cost an action or not? <strong>A:</strong> Yes, the move on Shortcut (2) would then cost an action.</p>\n</li>\n</ul>', 'text': '- Also applies to <span class="icon-action"></span> card abilities with action designators (**Move**, **Fight**, **Evade**).\r\n\r\n- Multiple copies of Frozen in Fear stack: if you draw a second copy, it enters play in your threat area; then the first move, fight, or evade action you perform each turn costs 2 additional actions, and at the end of your turn you perform two separate <span class="icon-willpower"></span> tests, one for each copy of Frozen in Fear in your threat area.\r\n\r\n- **Q:** Per FAQ 2.0 entry 2.19 ["Take an action" vs "Perform/resolve an action"](/rules#Take_An_Action_Vs_Perform_An_Action)] we are told to distinguish between effects that instruct a player to perform an action and ones that instruct a player to take an action. The implication appears to be that only the former are intended to "count" for effects that count how many actions have been taken so far in a turn. However, the most commonly played card that counts actions taken, [Pay Day](/card/04233), actually counts how many actions have been "performed". Is that simply imprecise templating? Similarly [Frozen in Fear](/card/01164) triggers when actions are "performed" despite the common understanding that only abilities that cost actions in the first place can be taxed by FiF. Finally, and in the same vein, bold action designators on free triggered abilities or reactions also "perform" actions. Am I correct that they are not intended to be taxed by FiF or count towards Pay Day? **A:** Frozen in Fear requires 1 additional action to be spent when performing basic actions, granted actions, or Free Triggered Ability actions of the specified types. We have decided on the following clarifications for Pay Day:\r\n\r\n - Pay Day will grant 1 resource for each basic action taken, any effect that states “perform an X action”, any effect that states “take an X action”, and Free Triggered Abilities with a bold action trigger.\r\n - Pay Day will NOT grant resources for Fast cards played or “action triggered abilities” that require multiple player actions to be spent on a single action performed (ex. the second ability on [Sledgehammer](/card/08094) that only counts as one Fight action).\r\n\r\n\r\n- **Follow-up Q:** To be completely clear, does Frozen in Fear make the move granted from [Shortcut](/card/03232) cost an action or not? **A:** Yes, the move on Shortcut (2) would then cost an action.', 'updated': {'date': '2022-11-09 10:29:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01107', 'html': '<ul><li>\n<p>This agenda can move exhausted (evaded) enemies.</p>\n</li>\n<li>"At the end of the round" effects trigger after "When the round ends" effects (e.g. <a href="http://arkhamdb.com/card/01109">The Barrier</a>).</li>\n</ul>', 'text': '- This agenda can move exhausted (evaded) enemies.\r\n\r\n- "At the end of the round" effects trigger after "When the round ends" effects (e.g. [The Barrier](http://arkhamdb.com/card/01109)).', 'updated': {'date': '2016-11-17 14:30:11.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01110', 'html': '<ul><li>The <strong>Objective</strong> ability is mandatory, it will trigger as soon as you defeat the Ghoul Priest, before any <em>"After you defeat an enemy"</em> reactions can be used.</li>\n</ul>', 'text': '- The **Objective** ability is mandatory, it will trigger as soon as you defeat the Ghoul Priest, before any *"After you defeat an enemy"* reactions can be used.', 'updated': {'date': '2017-09-22 11:14:38.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01011', 'html': '<ul><li>\n<p>Any investigator at the same location as "Skids" O\'Toole with <a href="/card/01011">Hospital Debts</a> in his threat area may trigger the <span class="icon-lighting"></span> to add resources to Hospital Debts, as per the FAQ [V1.0, section 2.1].</p>\n</li>\n<li>If "Skids" is eliminated (by being defeated or taking a <strong>resign</strong> action) while Hospital Debts is in play, Hospital Debts\' <strong>Forced</strong> effect triggers, as per the FAQ [V1.0, section \'Rulebook errata\', topic "Elimination"].</li>\n</ul>', 'text': '- Any investigator at the same location as "Skids" O\'Toole with [Hospital Debts](/card/01011) in his threat area may trigger the <span class="icon-lighting"></span> to add resources to Hospital Debts, as per the FAQ [V1.0, section 2.1].\r\n\r\n- If "Skids" is eliminated (by being defeated or taking a **resign** action) while Hospital Debts is in play, Hospital Debts\' **Forced** effect triggers, as per the FAQ [V1.0, section \'Rulebook errata\', topic "Elimination"].', 'updated': {'date': '2017-06-05 03:36:31.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01029', 'html': '<ul><li>Only Shotgun\'s base damage it limited from 1 to 5, other card effects that provide damage bonuses (<a href="http://arkhamdb.com/card/01025">Vicious Blow</a>, <a href="http://arkhamdb.com/card/01117">Lita Chantler</a>) can increase the damage total of the attack above 5.</li>\n</ul>', 'text': "- Only Shotgun's base damage it limited from 1 to 5, other card effects that provide damage bonuses ([Vicious Blow](http://arkhamdb.com/card/01025), [Lita Chantler](http://arkhamdb.com/card/01117)) can increase the damage total of the attack above 5.", 'updated': {'date': '2017-01-06 15:21:25.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02001', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> <a href="/card/02001">Zoey Samaras</a>\'s <strong>Deckbuilding Options</strong> should read: "... up to five other level 0 cards from any other classes (<span class="icon-seeker"></span>, <span class="icon-rogue"></span>, <span class="icon-mystic"></span>, and/or <span class="icon-survivor"></span>)." - FAQ, v.1.5, April 2019</p>\n</li>\n<li>\n<p>If <a href="/card/02001">Zoey Samaras</a> is dealing with a Massive enemy, the enemy is “considered” engaged with you, so it will enable abilities – like the <a href="/card/01020">Machete</a>’s – that require you to be engaged with an enemy. However, there is no timing point of engagement, you’re just “considered” engaged with it, so you can’t really trigger reactions to becoming engaged with the enemy, like <a href="/card/02001">Zoey Samaras</a> or <a href="/card/02006">Zoey\'s Cross</a>.</p>\n</li>\n<li>\n<p><strong>Q:</strong> If a swarming enemy engages Zoey Samaras, can she trigger her  <span class="icon-reaction"></span> ability once for each enemy in total, or only once for the entire swarm? <strong>A:</strong> Although swarming enemies move and engage together as a single entity, each swarm card is its own separate enemy. If a swarming enemy engages Zoey, each of its swarm cards are also enemies that have engaged Zoey. Therefore, she may trigger her <span class="icon-reaction"></span> ability once for each of them. - FAQ, v.1.9, June 2021</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** [Zoey Samaras](/card/02001)\'s **Deckbuilding Options** should read: "... up to five other level 0 cards from any other classes (<span class="icon-seeker"></span>, <span class="icon-rogue"></span>, <span class="icon-mystic"></span>, and/or <span class="icon-survivor"></span>)." - FAQ, v.1.5, April 2019\r\n\r\n- If [Zoey Samaras](/card/02001) is dealing with a Massive enemy, the enemy is “considered” engaged with you, so it will enable abilities – like the [Machete](/card/01020)’s – that require you to be engaged with an enemy. However, there is no timing point of engagement, you’re just “considered” engaged with it, so you can’t really trigger reactions to becoming engaged with the enemy, like [Zoey Samaras](/card/02001) or [Zoey\'s Cross](/card/02006).\r\n\r\n- **Q:** If a swarming enemy engages Zoey Samaras, can she trigger her  <span class="icon-reaction"></span> ability once for each enemy in total, or only once for the entire swarm? **A:** Although swarming enemies move and engage together as a single entity, each swarm card is its own separate enemy. If a swarming enemy engages Zoey, each of its swarm cards are also enemies that have engaged Zoey. Therefore, she may trigger her <span class="icon-reaction"></span> ability once for each of them. - FAQ, v.1.9, June 2021', 'updated': {'date': '2022-01-02 12:02:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02004', 'html': '<ul>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> <a href="/card/02004">Jim Culver</a>\'s <strong>Deckbuilding Options</strong> should read: "... up to five other level 0 cards from any other classes (<span class="icon-guardian"></span>, <span class="icon-seeker"></span>, <span class="icon-rogue"></span>, and/or <span class="icon-survivor"></span>)." - FAQ, v.1.5, April 2019</p>\n</li>\n<li>\n<p>Only treat the <em>modifier</em> on <span class="icon-skull"></span> skull tokens as 0, not the whole token. It\'s still a skull token, so any additional effects (from the scenario reference card, <strong><em>Spells</em></strong>, etc.) trigger.</p>\n</li>\n<li>\n<p><strong>Q:</strong> If the newly-released Parallel Jim uses <a href="/card/01028">Beat Cop (2)</a> or <a href="/card/09033">Field Agent (2)</a>in his Spirit deck, can he successfully pay for and use their abilities? The Beyond states that damage/horror that "would be placed" on Spirit allies is instead placed on Jim. There is a standing ruling that canceling or preventing the damage/horror cost of abilities like Beat Cop(2)\'s causes the cost to no longer be considered paid, effectively canceling the ability\'s effect. Is this a similar situation, where the damage/horror being redirected to Jim means I failed to "deal 1 damage" to Beat Cop(2) as a cost? Or is this redirection more of a side-effect that doesn\'t actually go as far as disrupting or canceling the cost? <strong>A:</strong> Good question! Our ruling is that if Parallel Jim has Beat Cop (2)/Field Agent (2) in his Spirit deck, he can redirect the damage from the cost to himself, and as long as that damage isn’t prevented or canceled, the cost is considered paid and he can resolve the rest of that ally’s ability. (Rules Form, January 2024)</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** [Jim Culver](/card/02004)\'s **Deckbuilding Options** should read: "... up to five other level 0 cards from any other classes (<span class="icon-guardian"></span>, <span class="icon-seeker"></span>, <span class="icon-rogue"></span>, and/or <span class="icon-survivor"></span>)." - FAQ, v.1.5, April 2019\r\n\r\n- Only treat the _modifier_ on <span class="icon-skull"></span> skull tokens as 0, not the whole token. It\'s still a skull token, so any additional effects (from the scenario reference card, ***Spells***, etc.) trigger.\r\n\r\n- **Q:** If the newly-released Parallel Jim uses [Beat Cop (2)](/card/01028) or [Field Agent (2)](/card/09033)in his Spirit deck, can he successfully pay for and use their abilities? The Beyond states that damage/horror that "would be placed" on Spirit allies is instead placed on Jim. There is a standing ruling that canceling or preventing the damage/horror cost of abilities like Beat Cop(2)\'s causes the cost to no longer be considered paid, effectively canceling the ability\'s effect. Is this a similar situation, where the damage/horror being redirected to Jim means I failed to "deal 1 damage" to Beat Cop(2) as a cost? Or is this redirection more of a side-effect that doesn\'t actually go as far as disrupting or canceling the cost? **A:** Good question! Our ruling is that if Parallel Jim has Beat Cop (2)/Field Agent (2) in his Spirit deck, he can redirect the damage from the cost to himself, and as long as that damage isn’t prevented or canceled, the cost is considered paid and he can resolve the rest of that ally’s ability. (Rules Form, January 2024)', 'updated': {'date': '2024-01-21 02:44:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02026', 'html': '<ul><li>\n<p>First determine the results of the successful test (including any additional effects provided by cards, e.g. bonus damage, effects of committed skill cards, etc.), then resolve these effects twice.</p>\n</li>\n<li>\n<p>For <a href="http://arkhamdb.com/card/01069">Blinding Light</a> and similar cards, the <em>"if a special symbol is revealed..."</em> part will not be doubled, because it is not the effect of the successful test.</p>\n</li>\n<li>\n<p>Do not double any <strong>Reactions</strong> to a successful skill test (e.g. <a href="http://arkhamdb.com/card/01033">Dr. Milan Christopher</a>, <a href="http://arkhamdb.com/card/01073">Scavenging</a>).</p>\n</li>\n<li>\n<p>All cards committed to a test are committed simultaneously. This means you cannot use <a href="/card/02026">Double or Nothing</a> to double the difficulty of a test and then commit <a href="/card/02192">Rise to the Occasion</a> based off the doubled difficulty of the test.</p>\n</li>\n<li><strong>Q:</strong> Does <a href="/card/02026">Double or Nothing</a> work with extra action effects like <a href="/card/02229">Quick Thinking</a> or the level 2 <a href="/card/03234">.41 Derringer</a>? <strong>A:</strong> Double or Nothing works with both of those effects! Those effects indeed trigger during step 7 [of a skill test], and then create a delayed effect which grants the extra action(s) after the test resolves.</li>\n</ul>', 'text': '- First determine the results of the successful test (including any additional effects provided by cards, e.g. bonus damage, effects of committed skill cards, etc.), then resolve these effects twice.\r\n\r\n- For [Blinding Light](http://arkhamdb.com/card/01069) and similar cards, the *"if a special symbol is revealed..."* part will not be doubled, because it is not the effect of the successful test.\r\n\r\n- Do not double any **Reactions** to a successful skill test (e.g. [Dr. Milan Christopher](http://arkhamdb.com/card/01033), [Scavenging](http://arkhamdb.com/card/01073)).\r\n\r\n- All cards committed to a test are committed simultaneously. This means you cannot use [Double or Nothing](/card/02026) to double the difficulty of a test and then commit [Rise to the Occasion](/card/02192) based off the doubled difficulty of the test.\r\n\r\n- **Q:** Does [Double or Nothing](/card/02026) work with extra action effects like [Quick Thinking](/card/02229) or the level 2 [.41 Derringer](/card/03234)? **A:** Double or Nothing works with both of those effects! Those effects indeed trigger during step 7 [of a skill test], and then create a delayed effect which grants the extra action(s) after the test resolves.', 'updated': {'date': '2018-04-18 17:53:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02018', 'html': '<ul><li>\n<p>You can exchange control of assets in play; you cannot trade cards in hand.</p>\n</li>\n<li>You can give resources from one investigator to another; you cannot place tokens from one card in play to another.</li>\n</ul>', 'text': '- You can exchange control of assets in play; you cannot trade cards in hand.\r\n\r\n- You can give resources from one investigator to another; you cannot place tokens from one card in play to another.', 'updated': {'date': '2017-04-16 18:18:06.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02028', 'html': '<ul><li>\n<p>The <em>"If a symbol is revealed..."</em> effect triggers during Step 3 of the <a href="%5Barkhamdb.com%5D(http%3A//arkhamdb.com/rules#Skill_Test_Timing)">Skill Test Timing</a>.</p>\n</li>\n<li>\n<p><strong>Q:</strong> I have a question about effects that "end your turn". I\'m the last investigator to take a turn during a round; I play <a href="/card/06160">"Let God sort them out..."</a>, which immediately ends my turn. Is there a player window after this action and before the end of the investigation phase? (Obviously any such window wouldn\'t be during my turn any more.) In other words, after playing Let God Sort Them Out with an action in step 2.2.1, does the game sequence continue as normal and return to the previous player window, or does "immediately end your turn" skip the sequence ahead to step 2.2.2? If it skips ahead, how would this interact with effects that end your turn at unusual times (e.g. drawing a symbol on <a href="/card/01689">Rite of Seeking</a> during an action taken in the mythos phase with <a href="/card/02229">Quick Thinking</a>?) <strong>A</strong>: </p>\n<ul><li>If you were the last investigator to take a turn and played “Let God sort them out…”, your turn would end. Referencing <a href="rules#Appendix_II_Timing_and_Gameplay">Appendix II: Timing and Gameplay</a>, you would resolve step 2.2.2, which checks that everyone has taken a turn, then proceed to step 2.3, the official end of the investigation phase. There are no player windows following the last player’s turn ending; the Enemy Phase begins instead.</li>\n<li>If you use Quick Thinking during the Mythos Phase and activate Rite of Seeking, the text at the end of Rite of Seeking has no additional effect, because you haven’t “taken a turn” and you don’t have any additional actions to lose. You would simply investigate, determine if you succeed or fail, then continue with the Mythos Phase.</li>\n</ul></li>\n</ul>', 'text': '- The *"If a symbol is revealed..."* effect triggers during Step 3 of the [Skill Test Timing]( [arkhamdb.com](http://arkhamdb.com/rules#Skill_Test_Timing) ).\r\n\r\n- **Q:** I have a question about effects that "end your turn". I\'m the last investigator to take a turn during a round; I play ["Let God sort them out..."](/card/06160), which immediately ends my turn. Is there a player window after this action and before the end of the investigation phase? (Obviously any such window wouldn\'t be during my turn any more.) In other words, after playing Let God Sort Them Out with an action in step 2.2.1, does the game sequence continue as normal and return to the previous player window, or does "immediately end your turn" skip the sequence ahead to step 2.2.2? If it skips ahead, how would this interact with effects that end your turn at unusual times (e.g. drawing a symbol on [Rite of Seeking](/card/01689) during an action taken in the mythos phase with [Quick Thinking](/card/02229)?) **A**: \r\n - If you were the last investigator to take a turn and played “Let God sort them out…”, your turn would end. Referencing [Appendix II: Timing and Gameplay](rules#Appendix_II_Timing_and_Gameplay), you would resolve step 2.2.2, which checks that everyone has taken a turn, then proceed to step 2.3, the official end of the investigation phase. There are no player windows following the last player’s turn ending; the Enemy Phase begins instead.\r\n - If you use Quick Thinking during the Mythos Phase and activate Rite of Seeking, the text at the end of Rite of Seeking has no additional effect, because you haven’t “taken a turn” and you don’t have any additional actions to lose. You would simply investigate, determine if you succeed or fail, then continue with the Mythos Phase.', 'updated': {'date': '2022-09-01 08:20:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01013', 'html': '<ul><li>\n<p>You must either play this card (spend an action and pay 2 resources to place 1 doom on the agenda) and place it into the discard pile, or take 2 horror at the end of each turn while it\'s still in your hand.</p>\n</li>\n<li>\n<p>You cannot choose to discard a Weakness card from your hand, neither for exceeding the max number of cards in hand, nor for card effects that make you \'choose and discard\'. You can, however, discard it at random, or if an effect makes you discard your whole hand.</p>\n</li>\n<li>If you have Dark Memory in your hand when you draw <a href="http://arkhamdb.com/card/01096">Amnesia</a>, you must choose and discard all other cards, and keep Dark Memory.</li>\n</ul>', 'text': "- You must either play this card (spend an action and pay 2 resources to place 1 doom on the agenda) and place it into the discard pile, or take 2 horror at the end of each turn while it's still in your hand.\r\n\r\n- You cannot choose to discard a Weakness card from your hand, neither for exceeding the max number of cards in hand, nor for card effects that make you 'choose and discard'. You can, however, discard it at random, or if an effect makes you discard your whole hand.\r\n\r\n- If you have Dark Memory in your hand when you draw [Amnesia](http://arkhamdb.com/card/01096), you must choose and discard all other cards, and keep Dark Memory.", 'updated': {'date': '2016-12-14 14:32:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01008', 'html': '<ul><li>You can only have 1 copy of your investigator\'s signature card in your deck. These cards have no level, which is different from having level 0, and the deckbuilding rules only allow you to add cards of level 0-5 to your main deck. <em>(<strong>Note:</strong> Signature cards in the Core Set were accidentally misprinted using the same template as level 0 cards. Starting with The Dunwich Legacy deluxe, signature cards will be printed as cards with no level (e.g. <a href="https://arkhamdb.com/card/02010">Jenny\'s Twin .45s</a>).</em></li>\n</ul>', 'text': "- You can only have 1 copy of your investigator's signature card in your deck. These cards have no level, which is different from having level 0, and the deckbuilding rules only allow you to add cards of level 0-5 to your main deck. *(**Note:** Signature cards in the Core Set were accidentally misprinted using the same template as level 0 cards. Starting with The Dunwich Legacy deluxe, signature cards will be printed as cards with no level (e.g. [Jenny's Twin .45s](https://arkhamdb.com/card/02010)).*", 'updated': {'date': '2017-01-15 20:10:27.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01071', 'html': '<ul>\n<li>\n<p><span class="icon-reaction"></span> If you use Grotesque Statue to \'ignore a chaos token\', treat it as if you\'ve never revealed that token, for purposes of effects that trigger if a specific symbol is revealed (e.g. <a href="http://arkhamdb.com/card/01066">Blinding Light</a>).</p>\n</li>\n<li>\n<p><strong>Clarification:</strong> When you use multiple effects that replace “revealing a chaos token” with something, else, you must first declare your intention so you are reacting to what you draw from the bag, because each of these effects are meant to be triggered before you draw tokens from the bag. If you declare you’re going to trigger <a href="/card/04197">Olive McBride\'s</a> ability first, you should then declare which of the 3 tokens you’re about to reveal from Olive’s ability will be turned into 2 tokens from the <a href="/card/01071">Grotesque Statue</a> (For example, “I’m going to reveal 3 tokens using Olive, and for the first token, I’m going to reveal 2 instead of 1 using my statue). Then you’ll ignore one of the 2 statue tokens, and be left with 3 total tokens, which you’ll then ignore 1 of. (All of these tokens are considered to be revealed simultaneously, so you are not allowed to reveal the\nfirst 2 tokens with Olive, and then decide whether or not to use the statue).\nIf you instead trigger the statue’s ability first, you would do the same thing, declaring your intent. (For example, “I’m going to reveal 2 tokens using my statue, but for the second token, I’m going to use Olive’s ability to reveal 3 instead of 1”.) Then you would choose between resolving the first token or the 3 Olive tokens. (Here this may seem a little strange, because Grotesque Statue says “Choose 1 of those tokens to resolve, and ignore the other,” which implies that you only get to resolve 1 token and ignore 1 token, but for the purposes of resolving these types of effects, the 3 tokens revealed from Olive’s ability should be treated as 1 revealed token.) If you decide to resolve the 3 Olive tokens you would then choose 2 to resolve and resolve the other, as usual. - FAQ v.1.3, May 2018</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I trigger <a href="/card/01071">Grotesque Statue</a>\'s ability multiple times in one skill test? <strong>A:</strong> No. Each reaction triggered ability may be triggered only once each time the specified condition on the ability is met, and cannot react to itself. An investigator cannot trigger Grotesque Statue’s reaction ability multiple times for a single test. (September 2023)</p>\n</li>\n</ul>', 'text': '- <span class="icon-reaction"></span> If you use Grotesque Statue to \'ignore a chaos token\', treat it as if you\'ve never revealed that token, for purposes of effects that trigger if a specific symbol is revealed (e.g. [Blinding Light](http://arkhamdb.com/card/01066)).\r\n\r\n-  **Clarification:** When you use multiple effects that replace “revealing a chaos token” with something, else, you must first declare your intention so you are reacting to what you draw from the bag, because each of these effects are meant to be triggered before you draw tokens from the bag. If you declare you’re going to trigger [Olive McBride\'s](/card/04197) ability first, you should then declare which of the 3 tokens you’re about to reveal from Olive’s ability will be turned into 2 tokens from the [Grotesque Statue](/card/01071) (For example, “I’m going to reveal 3 tokens using Olive, and for the first token, I’m going to reveal 2 instead of 1 using my statue). Then you’ll ignore one of the 2 statue tokens, and be left with 3 total tokens, which you’ll then ignore 1 of. (All of these tokens are considered to be revealed simultaneously, so you are not allowed to reveal the\r\nfirst 2 tokens with Olive, and then decide whether or not to use the statue). \r\nIf you instead trigger the statue’s ability first, you would do the same thing, declaring your intent. (For example, “I’m going to reveal 2 tokens using my statue, but for the second token, I’m going to use Olive’s ability to reveal 3 instead of 1”.) Then you would choose between resolving the first token or the 3 Olive tokens. (Here this may seem a little strange, because Grotesque Statue says “Choose 1 of those tokens to resolve, and ignore the other,” which implies that you only get to resolve 1 token and ignore 1 token, but for the purposes of resolving these types of effects, the 3 tokens revealed from Olive’s ability should be treated as 1 revealed token.) If you decide to resolve the 3 Olive tokens you would then choose 2 to resolve and resolve the other, as usual. - FAQ v.1.3, May 2018\r\n\r\n- **Q:** Can I trigger [Grotesque Statue](/card/01071)\'s ability multiple times in one skill test? **A:** No. Each reaction triggered ability may be triggered only once each time the specified condition on the ability is met, and cannot react to itself. An investigator cannot trigger Grotesque Statue’s reaction ability multiple times for a single test. (September 2023)', 'updated': {'date': '2023-09-29 18:10:36.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01064', 'html': '<ul><li>\n<p>You can only \'discover\' a clue if there is a clue on your location.</p>\n</li>\n<li>\n<p>Resolve any keywords and <strong>Revelation</strong> abilities on the encounter card before discovering clues.</p>\n</li>\n<li>If you play <a href="/card/01064">Drawn to the Flame</a>, draw a treachery card that has a move effect, resolve the move before discovering clues. You discover clues from the location you end at, if any, rather than the original location at which you played Drawn to the Flame.</li>\n</ul>', 'text': "- You can only 'discover' a clue if there is a clue on your location.\r\n\r\n- Resolve any keywords and **Revelation** abilities on the encounter card before discovering clues.\r\n\r\n- If you play [Drawn to the Flame](/card/01064), draw a treachery card that has a move effect, resolve the move before discovering clues. You discover clues from the location you end at, if any, rather than the original location at which you played Drawn to the Flame.", 'updated': {'date': '2017-06-22 10:33:06.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01062', 'html': '<ul><li>You can use <span class="icon-fast"></span>fast actions as many times as you want, as long as you can pay the cost; there is no limit.</li>\n</ul>', 'text': '- You can use <span class="icon-fast"></span>fast actions as many times as you want, as long as you can pay the cost; there is no limit.', 'updated': {'date': '2017-02-03 03:42:49.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01028', 'html': '<ul><li>You cannot use Beat Cop\'s ability after you assign lethal damage/horror to him (there is no Player Window to use <span class="icon-fast"></span>free abilities in between assigning and applying damage).</li>\n</ul>', 'text': '- You cannot use Beat Cop\'s ability after you assign lethal damage/horror to him (there is no Player Window to use <span class="icon-fast"></span>free abilities in between assigning and applying damage).', 'updated': {'date': '2017-02-14 20:57:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01054', 'html': '<ul><li>\n<p>If you take an action that qualifies as either of your additional actions, e.g. from <a href="/card/01048">Leo De Luca</a> and <a href="/card/02229">Quick Thinking</a>, you may choose which additional action you are actually using.</p>\n</li>\n<li>On the \'additional action\': When spending actions during your turn, the first action you spend each turn takes up the \'additional\' designation. If Leo De Luca is discarded mid-turn, you do not lose 1 action from your total pool of actions for the turn. If you then play a second copy of the card, you gain a further additional action.</li>\n</ul><p>-- example: "Skids" O\'Toole has Leo De Luca in play and is engaged with a Ghoul Minion. First action, Skids attacks the ghoul (this is the additional action from Leo). Second action, Skids moves location, provoking an attack of opportunity from the ghoul. The investigator places the damage on Leo from the ghoul\'s attack. Third action, Skids moves again, provoking another attack of opportunity from the ghoul, which kills Leo. Fourth action, Skids plays a second copy of Leo, provoking an attack of opportunity from the ghoul, which the investigator takes on Skids. Fifth action (the \'second\' additional action from the second Leo), Skids attacks the ghoul and kills it. [No idea why you\'d do it this way but hey it\'s an example.]</p>', 'text': '- If you take an action that qualifies as either of your additional actions, e.g. from [Leo De Luca](/card/01048) and [Quick Thinking](/card/02229), you may choose which additional action you are actually using.\r\n\r\n- On the \'additional action\': When spending actions during your turn, the first action you spend each turn takes up the \'additional\' designation. If Leo De Luca is discarded mid-turn, you do not lose 1 action from your total pool of actions for the turn. If you then play a second copy of the card, you gain a further additional action.\r\n\r\n-- example: "Skids" O\'Toole has Leo De Luca in play and is engaged with a Ghoul Minion. First action, Skids attacks the ghoul (this is the additional action from Leo). Second action, Skids moves location, provoking an attack of opportunity from the ghoul. The investigator places the damage on Leo from the ghoul\'s attack. Third action, Skids moves again, provoking another attack of opportunity from the ghoul, which kills Leo. Fourth action, Skids plays a second copy of Leo, provoking an attack of opportunity from the ghoul, which the investigator takes on Skids. Fifth action (the \'second\' additional action from the second Leo), Skids attacks the ghoul and kills it. [No idea why you\'d do it this way but hey it\'s an example.]', 'updated': {'date': '2017-06-05 03:36:25.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '02006', 'html': '<ul><li>\n<p>If <a href="/card/02001">Zoey Samaras</a> is dealing with a Massive enemy, the enemy is “considered” engaged with you, so it will enable abilities – like the <a href="/card/01020">Machete</a>’s – that require you to be engaged with an enemy. However, there is no timing point of engagement, you’re just “considered” engaged with it, so you can’t really trigger reactions to becoming engaged with the enemy, like <a href="/card/02001">Zoey Samaras</a> or <a href="/card/02006">Zoey\'s Cross</a>.</p>\n</li>\n<li><strong>Clarification:</strong> \'Engaging Enemies vs Being Engaged by Enemies: When an investigator engages an enemy, that enemy has also engaged that investigator, and vice-versa. There is no difference between engaging an enemy and being engaged by an enemy. Effects that trigger “after an enemy engages you” will trigger at the same time as effects that trigger “after you engage an enemy.”\' - FAQ v.1.3, May 2018:</li>\n</ul>', 'text': "- If [Zoey Samaras](/card/02001) is dealing with a Massive enemy, the enemy is “considered” engaged with you, so it will enable abilities – like the [Machete](/card/01020)’s – that require you to be engaged with an enemy. However, there is no timing point of engagement, you’re just “considered” engaged with it, so you can’t really trigger reactions to becoming engaged with the enemy, like [Zoey Samaras](/card/02001) or [Zoey's Cross](/card/02006).\r\n\r\n- **Clarification:** 'Engaging Enemies vs Being Engaged by Enemies: When an investigator engages an enemy, that enemy has also engaged that investigator, and vice-versa. There is no difference between engaging an enemy and being engaged by an enemy. Effects that trigger “after an enemy engages you” will trigger at the same time as effects that trigger “after you engage an enemy.”' - FAQ v.1.3, May 2018:", 'updated': {'date': '2018-06-05 13:56:03.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02007', 'html': '<ul><li>\n<p>Any investigator may defeat the enemy with <a href="/card/02007">Smite the Wicked</a> attached to return Smite the Wicked to Zoey\'s discard pile. </p>\n</li>\n<li>\n<p>If Zoey is eliminated (by being defeated or taking a <strong>resign</strong> action) while Smite the Wicked is in play, Smite the Wicked\'s Forced effect triggers, as per the FAQ [V1.0, section \'Rulebook errata\', topic "Elimination"].</p>\n</li>\n<li>\n<p>If you draw <a href="/card/02007">Smite the Wicked</a> and discard cards off the top of the encounter deck until the deck is empty without drawing an enemy, you do not reshuffle the encounter deck: "Generally, you reshuffle the encounter discard pile into the encounter deck when it is empty, but not while you’re resolving an effect. So you would discard cards from the top of the encounter deck, and if you happened to run out, then you’re in luck: Smite the Wicked fails to resolve, and is discarded. Then you reshuffle the encounter deck &amp; discard pile."</p>\n</li>\n<li>If you draw <a href="/card/02007">Smite the Wicked</a> and the enemy found has a spawn instruction: "Smite the Wicked overrides the enemy’s normal spawn location. So if you draw Smite the Wicked and the enemy that you find is a <a href="/card/81023">Swamp Leech</a>, and the farthest location happens to be a non-Bayou location, the Swamp Leech would spawn there and immediately get discarded, along with Smite the Wicked."</li>\n</ul>', 'text': '- Any investigator may defeat the enemy with [Smite the Wicked](/card/02007) attached to return Smite the Wicked to Zoey\'s discard pile. \r\n\r\n- If Zoey is eliminated (by being defeated or taking a **resign** action) while Smite the Wicked is in play, Smite the Wicked\'s Forced effect triggers, as per the FAQ [V1.0, section \'Rulebook errata\', topic "Elimination"].\r\n\r\n- If you draw [Smite the Wicked](/card/02007) and discard cards off the top of the encounter deck until the deck is empty without drawing an enemy, you do not reshuffle the encounter deck: "Generally, you reshuffle the encounter discard pile into the encounter deck when it is empty, but not while you’re resolving an effect. So you would discard cards from the top of the encounter deck, and if you happened to run out, then you’re in luck: Smite the Wicked fails to resolve, and is discarded. Then you reshuffle the encounter deck & discard pile."\r\n\r\n- If you draw [Smite the Wicked](/card/02007) and the enemy found has a spawn instruction: "Smite the Wicked overrides the enemy’s normal spawn location. So if you draw Smite the Wicked and the enemy that you find is a [Swamp Leech](/card/81023), and the farthest location happens to be a non-Bayou location, the Swamp Leech would spawn there and immediately get discarded, along with Smite the Wicked."', 'updated': {'date': '2017-06-22 10:31:43.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02038', 'html': '<ul><li>Any investigator at the same location as the investigator with <a href="/card/02038">Internal Injury</a> in their threat area may trigger the <span class="icon-action"></span><span class="icon-action"></span> to discard <a href="/card/02038">Internal Injury</a>, as per the FAQ [V1.0, section 2.1].</li>\n</ul>', 'text': '- Any investigator at the same location as the investigator with [Internal Injury](/card/02038) in their threat area may trigger the <span class="icon-action"></span><span class="icon-action"></span> to discard [Internal Injury](/card/02038), as per the FAQ [V1.0, section 2.1].', 'updated': {'date': '2017-06-05 03:35:44.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01060', 'html': '<ul><li>The <em>"If a symbol is revealed..."</em> effect triggers during Step 3 of the <a href="http://arkhamdb.com/rules#Skill_Test_Timing">Skill Test Timing</a>.</li>\n</ul>', 'text': '- The *"If a symbol is revealed..."* effect triggers during Step 3 of the [Skill Test Timing](http://arkhamdb.com/rules#Skill_Test_Timing).', 'updated': {'date': '2017-01-06 15:21:43.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '01058', 'html': '<ul>\n<li>\n<p>Moving secrets from Forbidden Knowledge to your resource pool <strong>does not</strong> count as \'gaining\' resources, so can be used in situations where the investigator with Forbidden Knowledge may not otherwise gain resources (such as being at <a href="/card/81014">Trapper\'s Cabin</a> or being engaged with <a href="/card/02097">O\'Bannion\'s Thug</a>).</p>\n</li>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</p>\n</li>\n</ul>', 'text': "- Moving secrets from Forbidden Knowledge to your resource pool **does not** count as 'gaining' resources, so can be used in situations where the investigator with Forbidden Knowledge may not otherwise gain resources (such as being at [Trapper's Cabin](/card/81014) or being engaged with [O'Bannion's Thug](/card/02097)).\r\n\r\n- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.", 'updated': {'date': '2025-04-13 15:02:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '81034', 'html': '<ul><li>If The Rougarou is in a location that is tied for the fewest clues on it, you may choose to \'find\' that location, move The Rougarou to a connecting location, then move it back to where it was. Note that if it\'s <a href="http://arkhamdb.com/card/81006">Act 2</a>, this will make The Rougarou drop two clues.</li>\n</ul>', 'text': "- If The Rougarou is in a location that is tied for the fewest clues on it, you may choose to 'find' that location, move The Rougarou to a connecting location, then move it back to where it was. Note that if it's [Act 2](http://arkhamdb.com/card/81006), this will make The Rougarou drop two clues.", 'updated': {'date': '2017-01-06 15:21:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02110', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> How do <a href="/card/02110">Adaptable</a>, <a href="/card/08059">Down the Rabbit Hole</a> and <a href="/card/04109">Arcane Research</a> interact with Innsmouth scenarios and interludes where experience is not allowed to be spent? <strong>A:</strong> You <strong>can</strong> use Adaptable in between any scenarios in Innsmouth. You cannot use Arcane Research or Down the Rabbit Hole during times you cannot spend XP – essentially, you are unable to “upgrade” cards at these times, even at a discount.</p>\n</li>\n<li>\n<p><strong>Q:</strong> In our playgroup, we are discussing how the interaction between <a href="/card/02110">Adaptable</a> and <a href="/card/08059">Down the Rabbit Hole</a> works. When a scenario ends, is it possible to swap a card in the deck for a new card with Adaptable and immediately upgrade it to a higher level version, reducing its cost with Down the Rabbit Hole? <strong>A:</strong> Yes. Down the Rabbit Hole creates a lasting effect from the end of one scenario to the beginning of the next. Once you’ve swapped the level 0 cards with Adaptable, you can upgrade those cards with a discount using Down the Rabbit Hole’s ability. (Rules Form, December 2023)</p>\n</li>\n<li>\n<p><strong>Q:</strong> How does "Adaptable" work with level 0 tabooed cards that have increased experience costs? Do you need to pay the additional experience to swap these cards, or does the swap ignore this? <strong>A:</strong> If you want to use Adaptable to swap in a level 0 card with an increased experience cost, such as Scavenging, you will need to pay the additional experience cost for that level 0 card. (Rules Form, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** How do [Adaptable](/card/02110), [Down the Rabbit Hole](/card/08059) and [Arcane Research](/card/04109) interact with Innsmouth scenarios and interludes where experience is not allowed to be spent? **A:** You **can** use Adaptable in between any scenarios in Innsmouth. You cannot use Arcane Research or Down the Rabbit Hole during times you cannot spend XP – essentially, you are unable to “upgrade” cards at these times, even at a discount.\r\n\r\n- **Q:** In our playgroup, we are discussing how the interaction between [Adaptable](/card/02110) and [Down the Rabbit Hole](/card/08059) works. When a scenario ends, is it possible to swap a card in the deck for a new card with Adaptable and immediately upgrade it to a higher level version, reducing its cost with Down the Rabbit Hole? **A:** Yes. Down the Rabbit Hole creates a lasting effect from the end of one scenario to the beginning of the next. Once you’ve swapped the level 0 cards with Adaptable, you can upgrade those cards with a discount using Down the Rabbit Hole’s ability. (Rules Form, December 2023)\r\n\r\n- **Q:** How does "Adaptable" work with level 0 tabooed cards that have increased experience costs? Do you need to pay the additional experience to swap these cards, or does the swap ignore this? **A:** If you want to use Adaptable to swap in a level 0 card with an increased experience cost, such as Scavenging, you will need to pay the additional experience cost for that level 0 card. (Rules Form, July 2025)', 'updated': {'date': '2025-07-19 17:24:25.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02111', 'html': '<ul>\n<li><strong>Q:</strong> If I have Self Centered in my threat area and play Delve Too Deep, what happens? <strong>A:</strong> What would happen is, only you would draw an encounter card, and then you’d discard Delve Too Deep. This is because you can’t affect other investigators with this player card effect, and even if you did use it on yourself, you haven’t resolved the “pre-then” text on Delve Too Deep in full, so you can’t resolve the “post-then” effect of adding it to the victory display. (Rules Forum Answer, June 2024)</li>\n</ul>', 'text': '- **Q:** If I have Self Centered in my threat area and play Delve Too Deep, what happens? **A:** What would happen is, only you would draw an encounter card, and then you’d discard Delve Too Deep. This is because you can’t affect other investigators with this player card effect, and even if you did use it on yourself, you haven’t resolved the “pre-then” text on Delve Too Deep in full, so you can’t resolve the “post-then” effect of adding it to the victory display. (Rules Forum Answer, June 2024)', 'updated': {'date': '2025-03-22 15:36:51.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01123', 'html': '<ul><li>Note that this Act only refers to <a href="http://arkhamdb.com/card/01170">Unique</a> cultists. <a href="http://arkhamdb.com/card/01169">Acolyte</a> and <a href="http://arkhamdb.com/card/01170">Wizard of the Order</a> don\'t count.</li>\n</ul>', 'text': "- Note that this Act only refers to [Unique](http://arkhamdb.com/card/01170) cultists. [Acolyte](http://arkhamdb.com/card/01169) and [Wizard of the Order](http://arkhamdb.com/card/01170) don't count.", 'updated': {'date': '2017-01-06 15:21:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01010', 'html': '<ul><li>You can only have 1 copy of your investigator\'s signature card in your deck. These cards have no level, which is different from having level 0, and the deckbuilding rules only allow you to add cards of level 0-5 to your main deck. <em>(<strong>Note:</strong> Signature cards in the Core Set were accidentally misprinted using the same template as level 0 cards. Starting with The Dunwich Legacy deluxe, signature cards will be printed as cards with no level (e.g. <a href="https://arkhamdb.com/card/02008">Search for the Truth</a>).</em></li>\n</ul>', 'text': "- You can only have 1 copy of your investigator's signature card in your deck. These cards have no level, which is different from having level 0, and the deckbuilding rules only allow you to add cards of level 0-5 to your main deck. *(**Note:** Signature cards in the Core Set were accidentally misprinted using the same template as level 0 cards. Starting with The Dunwich Legacy deluxe, signature cards will be printed as cards with no level (e.g. [Search for the Truth](https://arkhamdb.com/card/02008)).*", 'updated': {'date': '2017-01-15 20:11:15.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01041', 'html': '<ul><li>The enemy is not defeated, so you do not add it to your Victory Display if it has victory points, and reactions to an enemy being defeated (e.g. <a href="http://arkhamdb.com/card/01001">Roland Banks</a>, <a href="http://arkhamdb.com/card/01022">Evidence!</a>) do not trigger.</li>\n</ul>', 'text': '- The enemy is not defeated, so you do not add it to your Victory Display if it has victory points, and reactions to an enemy being defeated (e.g. [Roland Banks](http://arkhamdb.com/card/01001), [Evidence!](http://arkhamdb.com/card/01022)) do not trigger.', 'updated': {'date': '2017-01-17 11:48:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '01056', 'html': '<ul><li>Sure Gamble works with special tokens that reference the scenario card (<span class="icon-skull"></span><span class="icon-cultist"></span><span class="icon-tablet"></span><span class="icon-elder_thing"></span>).</li>\n</ul>', 'text': '- Sure Gamble works with special tokens that reference the scenario card (<span class="icon-skull"></span><span class="icon-cultist"></span><span class="icon-tablet"></span><span class="icon-elder_thing"></span>).', 'updated': {'date': '2017-03-27 11:37:49.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01063', 'html': '<ul><li>When you use the ability to search the top 3 cards, if there is a <strong><em>Spell</em></strong> among them, you must draw it, even if it is <a href="http://arkhamdb.com/card/01013">Dark Memory</a>. You cannot choose to fail to find what you\'re searching for if it\'s there.</li>\n</ul>', 'text': "- When you use the ability to search the top 3 cards, if there is a ***Spell*** among them, you must draw it, even if it is [Dark Memory](http://arkhamdb.com/card/01013). You cannot choose to fail to find what you're searching for if it's there.", 'updated': {'date': '2017-03-09 09:55:18.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01067', 'html': "<ul><li>If you commit this card to another player's skill test, and the test is successful, you heal 1 horror (not the other player).</li>\n</ul>", 'text': "- If you commit this card to another player's skill test, and the test is successful, you heal 1 horror (not the other player).", 'updated': {'date': '2016-11-14 13:43:26.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01068', 'html': '<ul><li>\n<p><strong>Victory: X</strong> is a part of the enemy\'s printed text box. If you cast Mind Wipe on an enemy with victory points, and defeat that enemy, it will go into the discard pile, not into your victory display.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Does <a href="/card/01068">Mind Wipe</a> blank the damage and horror icons of an enemy? <strong>A:</strong> Damage and horror icons are not part of the enemy’s text box, so they are not blanked by Mind Wipe.</p>\n</li>\n<li>\n<p><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> I was wondering if you could provide an official ruling on how Swarm cards interact with <a href="/card/01068">Mind Wipe</a>. Mind Wipe says to treat the text box of the enemy as if it were blank. Therefore, if an enemy has the text "hunter", that would be ignored. For "swarm", would this effect discard the swarm cards (on the grounds the host has no text to maintain them) or would it mean the host enemy can now be attacked directly (since it\'s host cards are no longer considered a swarm textually) or would simply nothing happen because swarms are treated as enemies and thus unaffected? Or perhaps something we have overlooked? <strong>A:</strong> Generally speaking, the rules for the swarming keyword only apply when the enemy enters play. Once it has entered play with the indicated number of swarm cards, the existence of the swarming keyword no longer really matters; all of the rules pertaining to swarm cards apply regardless (kind of like how the “fast” keyword doesn’t matter once the card in question has been played). So, in other words, no, Mind Wipe will not cause swarm cards to suddenly fall off or stop existing, nor would it allow you to attack the host directly. It may however affect other card effects that only refer to enemies with the swarming keyword (such as an effect like “Add 1 swarm card to each enemy with the swarming keyword”).</p>\n</li>\n<li>\n<p><strong>Q:</strong> There\'s an old ruling that says if you use <a href="/card/01068">Mind Wipe</a> on <a href="/card/81023">Swamp Leech</a> and attempt to evade it, the evade value of \'-\' is treated as 0. If another card, like <a href="/card/60327">Sharpshooter</a> or <a href="/card/06281">Delilah O\'Rourke</a>, references the evade value of something with a \'-\', like Swamp Leech or <a href="/card/85043">Vulnerable Heart</a>, is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the <a href="/card/08630">Hidden Tunnel</a> in <a href="/card/08621">City of the Elder Things</a> (for something like <a href="/card/02011">Searching for Izzie</a>, <a href="/card/04009">Call of the Unknown</a>, or <a href="/card/08009">Buried Secrets</a>)? <strong>A:</strong> After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.</p>\n</li>\n</ul>', 'text': '- **Victory: X** is a part of the enemy\'s printed text box. If you cast Mind Wipe on an enemy with victory points, and defeat that enemy, it will go into the discard pile, not into your victory display.\r\n\r\n- **Q:** Does [Mind Wipe](/card/01068) blank the damage and horror icons of an enemy? **A:** Damage and horror icons are not part of the enemy’s text box, so they are not blanked by Mind Wipe.\r\n\r\n- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)\r\n\r\n- **Q:** I was wondering if you could provide an official ruling on how Swarm cards interact with [Mind Wipe](/card/01068). Mind Wipe says to treat the text box of the enemy as if it were blank. Therefore, if an enemy has the text "hunter", that would be ignored. For "swarm", would this effect discard the swarm cards (on the grounds the host has no text to maintain them) or would it mean the host enemy can now be attacked directly (since it\'s host cards are no longer considered a swarm textually) or would simply nothing happen because swarms are treated as enemies and thus unaffected? Or perhaps something we have overlooked? **A:** Generally speaking, the rules for the swarming keyword only apply when the enemy enters play. Once it has entered play with the indicated number of swarm cards, the existence of the swarming keyword no longer really matters; all of the rules pertaining to swarm cards apply regardless (kind of like how the “fast” keyword doesn’t matter once the card in question has been played). So, in other words, no, Mind Wipe will not cause swarm cards to suddenly fall off or stop existing, nor would it allow you to attack the host directly. It may however affect other card effects that only refer to enemies with the swarming keyword (such as an effect like “Add 1 swarm card to each enemy with the swarming keyword”).\r\n\r\n- **Q:** There\'s an old ruling that says if you use [Mind Wipe](/card/01068) on [Swamp Leech](/card/81023) and attempt to evade it, the evade value of \'-\' is treated as 0. If another card, like [Sharpshooter](/card/60327) or [Delilah O\'Rourke](/card/06281), references the evade value of something with a \'-\', like Swamp Leech or [Vulnerable Heart](/card/85043), is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the [Hidden Tunnel](/card/08630) in [City of the Elder Things](/card/08621) (for something like [Searching for Izzie](/card/02011), [Call of the Unknown](/card/04009), or [Buried Secrets](/card/08009))? **A:** After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.', 'updated': {'date': '2022-09-01 08:39:20.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '01099', 'html': '<ul><li>\n<p>Any investigator at the same location as the investigator with <a href="/card/01099">Psychosis</a> in their threat area may trigger the <span class="icon-action"></span><span class="icon-action"></span> to discard <a href="/card/01099">Psychosis</a>, as per the FAQ [V1.0, section 2.1].</p>\n</li>\n<li>Triggers even if you assign horror to an asset you control (you\'re still taking horror, even if you reassign it).</li>\n</ul>', 'text': '- Any investigator at the same location as the investigator with [Psychosis](/card/01099) in their threat area may trigger the <span class="icon-action"></span><span class="icon-action"></span> to discard [Psychosis](/card/01099), as per the FAQ [V1.0, section 2.1].\r\n\r\n- Triggers even if you assign horror to an asset you control (you\'re still taking horror, even if you reassign it).', 'updated': {'date': '2017-05-03 12:35:25.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01101', 'html': '<ul><li>Discarding an enemy is not the same as defeating it, so reactions to an enemy being defeated (e.g. <a href="http://arkhamdb.com/card/01001">Roland Banks</a>, <a href="http://arkhamdb.com/card/01022">Evidence!</a>) do not trigger.</li>\n</ul>', 'text': '- Discarding an enemy is not the same as defeating it, so reactions to an enemy being defeated (e.g. [Roland Banks](http://arkhamdb.com/card/01001), [Evidence!](http://arkhamdb.com/card/01022)) do not trigger.', 'updated': {'date': '2017-01-06 15:20:55.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01103', 'html': '<ul><li>\n<p>His static ability affects each investigator in his location (not just the bearer).</p>\n</li>\n<li>\n<p><a href="http://arkhamdb.com/card/01001">Roland</a>’s ability can be used as normal after you defeat this enemy.</p>\n</li>\n<li>\n<p><strong>"As If":</strong> Some card effects allow an investigator to resolve an ability or perform an action as if a certain aspect of the game state were altered, using the text “as if…” to indicate the difference. The indicated ability or action is resolved with the altered game state in mind, but the actual game state remains unchanged.</p>\n<ul><li>This includes all steps of the indicated ability/action, including the paying of its costs, attacks of opportunity (where applicable), and resolving each aspect of its effect.</li>\n<li>Other card abilities or game effects do not resolve with the altered game state in mind; only the indicated ability/action. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- His static ability affects each investigator in his location (not just the bearer).\r\n\r\n- [Roland](http://arkhamdb.com/card/01001)’s ability can be used as normal after you defeat this enemy.\r\n\r\n- **"As If":** Some card effects allow an investigator to resolve an ability or perform an action as if a certain aspect of the game state were altered, using the text “as if…” to indicate the difference. The indicated ability or action is resolved with the altered game state in mind, but the actual game state remains unchanged.\r\n  - This includes all steps of the indicated ability/action, including the paying of its costs, attacks of opportunity (where applicable), and resolving each aspect of its effect.\r\n  - Other card abilities or game effects do not resolve with the altered game state in mind; only the indicated ability/action. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:42:43.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '01137', 'html': '<ul><li>If you play <a href="/card/01023">Dodge</a> or <a href="/card/02153">Hypnotic Gaze</a> on <a href="/card/01137">"Wolf-Man" Drew</a>\'s attack, it interrupts the initiation of the <strong>Forced</strong> effect and neither attack nor forced effect triggers.</li>\n</ul>', 'text': '- If you play [Dodge](/card/01023) or [Hypnotic Gaze](/card/02153) on ["Wolf-Man" Drew](/card/01137)\'s attack, it interrupts the initiation of the **Forced** effect and neither attack nor forced effect triggers.', 'updated': {'date': '2017-06-05 03:46:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01167', 'html': '<ul><li>\n<p>You must discard as asset from play. Even though you control cards in your hand, deck, and discard pile, there\'s also this rule:<br /><a href="http://arkhamdb.com/rules#Ability">Ability</a><br /><em>"Card abilities only interact with other cards that are in play, unless the ability specifically references an interaction with cards in an out-of-play area."</em></p>\n</li>\n<li>\n<p>Note that when assets run out of charges, they don\'t automatically get discarded unless they specifically say so.</p>\n</li>\n<li>You cannot choose and discard <a href="https://arkhamdb.com/card/01009">The Necronomicon</a> or <a href="https://arkhamdb.com/card/99003">Baron Samedi</a> because they \'cannot leave play\'.</li>\n</ul>', 'text': '- You must discard as asset from play. Even though you control cards in your hand, deck, and discard pile, there\'s also this rule:<br>[Ability](http://arkhamdb.com/rules#Ability)<br>\r\n*"Card abilities only interact with other cards that are in play, unless the ability specifically references an interaction with cards in an out-of-play area."*\r\n\r\n- Note that when assets run out of charges, they don\'t automatically get discarded unless they specifically say so.\r\n\r\n- You cannot choose and discard [The Necronomicon](https://arkhamdb.com/card/01009) or [Baron Samedi](https://arkhamdb.com/card/99003) because they \'cannot leave play\'.', 'updated': {'date': '2017-02-23 09:30:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '01133', 'html': "<ul><li>\n<p>If there are any ready enemies in the Graveyard when you move there, they will engage you even before the <strong>Forced</strong> ability resolves. So if you fail the test and choose to move to Rivertown, they will move with you.</p>\n</li>\n<li>If a card effect instructs you to move, you do not need to spend an action, and it doesn't provoke attacks of opportunity.</li>\n</ul>", 'text': "- If there are any ready enemies in the Graveyard when you move there, they will engage you even before the **Forced** ability resolves. So if you fail the test and choose to move to Rivertown, they will move with you.\r\n\r\n- If a card effect instructs you to move, you do not need to spend an action, and it doesn't provoke attacks of opportunity.", 'updated': {'date': '2017-01-06 15:22:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01138', 'html': '<ul><li>\n<p>Using the <strong>Parley</strong> ability to add this enemy to your victory display does not count as defeating this enemy (for purposes of <a href="http://arkhamdb.com/card/01001">Roland</a>\'s ability, <a href="http://arkhamdb.com/card/01022">Evidence!</a>, etc).</p>\n</li>\n<li>Defeating this enemy as normal will also add it to your victory display.</li>\n</ul>', 'text': "- Using the **Parley** ability to add this enemy to your victory display does not count as defeating this enemy (for purposes of [Roland](http://arkhamdb.com/card/01001)'s ability, [Evidence!](http://arkhamdb.com/card/01022), etc).\r\n\r\n- Defeating this enemy as normal will also add it to your victory display.", 'updated': {'date': '2016-11-27 13:38:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01139', 'html': '<ul><li>\n<p>Using the <strong>Parley</strong> ability to add this enemy to your victory display does not count as defeating this enemy (for purposes of <a href="http://arkhamdb.com/card/01001">Roland</a>\'s ability, <a href="http://arkhamdb.com/card/01022">Evidence!</a>, etc).</p>\n</li>\n<li>Defeating this enemy as normal will also add it to your victory display.</li>\n</ul>', 'text': "- Using the **Parley** ability to add this enemy to your victory display does not count as defeating this enemy (for purposes of [Roland](http://arkhamdb.com/card/01001)'s ability, [Evidence!](http://arkhamdb.com/card/01022), etc).\r\n\r\n- Defeating this enemy as normal will also add it to your victory display.", 'updated': {'date': '2016-11-27 13:38:41.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '01144', 'html': '<ul><li>Whenever you are randomly selecting a weakness, you should select it from the same pool of weaknesses you had when creating your deck.</li>\n</ul>', 'text': '- Whenever you are randomly selecting a weakness, you should select it from the same pool of weaknesses you had when creating your deck.', 'updated': {'date': '2017-06-05 03:44:00.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '01148', 'html': '<ul><li>\n<p>First you spend 1 clue by returning it to the token bank. Then, if you succeed the test, place 1 clue on the act card from the token bank.</p>\n</li>\n<li>Your investigator doesn\'t need to be at the <a href="https://arkhamdb.com/card/01156">Ritual Site</a> in order to activate the ability of this act card.</li>\n</ul>', 'text': "- First you spend 1 clue by returning it to the token bank. Then, if you succeed the test, place 1 clue on the act card from the token bank.\r\n\r\n- Your investigator doesn't need to be at the [Ritual Site](https://arkhamdb.com/card/01156) in order to activate the ability of this act card.", 'updated': {'date': '2017-01-06 15:20:48.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01151', 'html': '<ul><li>This effect can cancel a normal <strong>Move</strong> action, as well as any card effect that would move an investigator.</li>\n</ul>', 'text': '- This effect can cancel a normal **Move** action, as well as any card effect that would move an investigator.', 'updated': {'date': '2016-11-13 11:23:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '01157', 'html': '<ul><li>\n<p>Note that Umôrdhoth doesn\'t have the <strong><em>Monster</em></strong> trait, so it will not take increased damage from <a href="http://arkhamdb.com/card/01117">Lita Chantler</a>.</p>\n</li>\n<li>\n<p>Note that the <span class="icon-action"></span>action ability here is not a <strong>Parley</strong>, so you will get hit by an attack of opportunity when using it, and your investigator can be defeated before that action resolves.</p>\n</li>\n<li>If an enemy is “considered” engaged with you because of the Massive keyword, it will enable abilities – like the <a href="/card/01020">Machete</a>’s – that require you to be engaged with an enemy. However, there is no timing point of engagement, you’re just “considered” engaged with it, so you can’t really trigger reactions to becoming engaged with the enemy, like <a href="/card/02001">Zoey Samaras</a> or <a href="/card/02006">Zoey\'s Cross</a>.</li>\n</ul>', 'text': '- Note that Umôrdhoth doesn\'t have the ***Monster*** trait, so it will not take increased damage from [Lita Chantler](http://arkhamdb.com/card/01117).\r\n\r\n- Note that the <span class="icon-action"></span>action ability here is not a **Parley**, so you will get hit by an attack of opportunity when using it, and your investigator can be defeated before that action resolves.\r\n\r\n- If an enemy is “considered” engaged with you because of the Massive keyword, it will enable abilities – like the [Machete](/card/01020)’s – that require you to be engaged with an enemy. However, there is no timing point of engagement, you’re just “considered” engaged with it, so you can’t really trigger reactions to becoming engaged with the enemy, like [Zoey Samaras](/card/02001) or [Zoey\'s Cross](/card/02006).', 'updated': {'date': '2017-05-04 15:30:31.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01173', 'html': '<ul><li>If you pass the test, nothing happens.</li>\n<li>If you fail the test, you take 1 damage and 1 horror, then move to <a href="http://arkhamdb.com/card/01125">Rivertown</a>.</li>\n</ul>', 'text': '- If you pass the test, nothing happens.\r\n- If you fail the test, you take 1 damage and 1 horror, then move to [Rivertown](http://arkhamdb.com/card/01125).', 'updated': {'date': '2017-01-06 15:22:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '01174', 'html': "<ul><li>\n<p>Attach this card to the location with the most clues <em>among those</em> that do not have a Locked Door attached.</p>\n</li>\n<li>If all revealed locations don't have any clues on them, you can choose to attach Locked Door to an unrevealed location.</li>\n</ul>", 'text': "- Attach this card to the location with the most clues *among those* that do not have a Locked Door attached.\r\n\r\n- If all revealed locations don't have any clues on them, you can choose to attach Locked Door to an unrevealed location.", 'updated': {'date': '2017-01-06 15:22:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01176', 'html': '<ul><li>\n<p>If you fail the test and draw <a href="http://arkhamdb.com/card/01099">Psychosis</a>, its <strong>Forced</strong> ability will immediately trigger and deal 1 direct damage to you.</p>\n</li>\n<li>If you already have <a href="https://arkhamdb.com/card/01100">Hypochondria</a> out, that\'s insta-death, congratulations :) <span class="icon-auto_fail"></span></li>\n</ul>', 'text': '- If you fail the test and draw [Psychosis](http://arkhamdb.com/card/01099), its **Forced** ability will immediately trigger and deal 1 direct damage to you.\r\n\r\n- If you already have [Hypochondria](https://arkhamdb.com/card/01100) out, that\'s insta-death, congratulations :) <span class="icon-auto_fail"></span>', 'updated': {'date': '2017-01-12 19:18:51.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '81029', 'html': '<ul><li>When <a href="/card/81029">Curse of the Rougarou</a> is \'put into play\' in the lead investigator\'s threat area, \'put into play\' means essentially the same thing as \'add\'. After the scenario, the curse is added to that investigator\'s deck for the remainder of the campaign.</li>\n</ul>', 'text': "- When [Curse of the Rougarou](/card/81029) is 'put into play' in the lead investigator's threat area, 'put into play' means essentially the same thing as 'add'. After the scenario, the curse is added to that investigator's deck for the remainder of the campaign.", 'updated': {'date': '2017-06-05 03:29:30.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02148', 'html': '<ul><li><a href="/card/02148">Stand Together</a> cannot be played if there is no other investigator at your location, as if there is no valid target for the ability, the ability cannot be initiated.</li>\n</ul>', 'text': '- [Stand Together](/card/02148) cannot be played if there is no other investigator at your location, as if there is no valid target for the ability, the ability cannot be initiated.', 'updated': {'date': '2017-06-05 03:46:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02151', 'html': '<ul>\n<li><strong>Q:</strong> Can <a href="/card/02151">"I\'m outta here!"</a>" be used to resign during <a href="/card/06173">The Endless Stairs</a> regardless of whether or not the bottommost location is revealed? <strong>A:</strong> No, you cannot! The bottommost Mysterious Stairs location does not gain the “Resign” ability until it is revealed, as per the text on act 2. Essentially, the resign ability only exists while the bottommost stairs is revealed; until then, there is no scenario card with a “resign” ability in play, so you cannot play I’m outta here. (February 2024)</li>\n</ul>', 'text': '- **Q:** Can ["I\'m outta here!"](/card/02151)" be used to resign during [The Endless Stairs](/card/06173) regardless of whether or not the bottommost location is revealed? **A:** No, you cannot! The bottommost Mysterious Stairs location does not gain the “Resign” ability until it is revealed, as per the text on act 2. Essentially, the resign ability only exists while the bottommost stairs is revealed; until then, there is no scenario card with a “resign” ability in play, so you cannot play I’m outta here. (February 2024)', 'updated': {'date': '2024-04-30 20:03:00.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '02002', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> <a href="/card/02002">Rex Murphy</a>\'s <strong>Deckbuilding Options</strong> should read: "... up to five other level 0 cards from any other classes (<span class="icon-guardian"></span>, <span class="icon-rogue"></span>, <span class="icon-mystic"></span>, and/or <span class="icon-survivor"></span>)." - FAQ, v.1.5, April 2019</p>\n</li>\n<li>\n<p><a href="http://arkhamdb.com/find?q=k%3Afortune">List of <strong><em>Fortune</em></strong> cards</a> that Rex cannot include in his deck.</p>\n</li>\n<li>\n<p>You can only \'discover\' a clue if there is a clue on your location.</p>\n</li>\n<li>\n<p>You can use the reaction ability to discover a clue even if the successful investigation attempt would not result in discovering clues (e.g. when using <a href="http://arkhamdb.com/card/01045">Burglary</a>).</p>\n</li>\n<li>\n<p>If you are forced to redraw a chaos token due to <a href="/card/02009">Rex\'s Curse</a>, and you draw <span class="icon-elder_sign"></span>, choosing to automatically fail the test results in the Curse being shuffled back into Rex\'s deck.</p>\n</li>\n<li>\n<p><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** [Rex Murphy](/card/02002)\'s **Deckbuilding Options** should read: "... up to five other level 0 cards from any other classes (<span class="icon-guardian"></span>, <span class="icon-rogue"></span>, <span class="icon-mystic"></span>, and/or <span class="icon-survivor"></span>)." - FAQ, v.1.5, April 2019\r\n\r\n- [List of ***Fortune*** cards](http://arkhamdb.com/find?q=k%3Afortune) that Rex cannot include in his deck.\r\n\r\n- You can only \'discover\' a clue if there is a clue on your location.\r\n\r\n- You can use the reaction ability to discover a clue even if the successful investigation attempt would not result in discovering clues (e.g. when using [Burglary](http://arkhamdb.com/card/01045)).\r\n\r\n- If you are forced to redraw a chaos token due to [Rex\'s Curse](/card/02009), and you draw <span class="icon-elder_sign"></span>, choosing to automatically fail the test results in the Curse being shuffled back into Rex\'s deck.\r\n\r\n- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2022-01-02 12:03:44.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02003', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> <a href="/card/02003">Jenny Barnes</a>\'s <strong>Deckbuilding Options</strong> should read: "... up to five other level 0 cards from any other classes (<span class="icon-guardian"></span>, <span class="icon-seeker"></span>, <span class="icon-mystic"></span>, and/or <span class="icon-survivor"></span>)." - FAQ, v.1.5, April 2019</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** [Jenny Barnes](/card/02003)\'s **Deckbuilding Options** should read: "... up to five other level 0 cards from any other classes (<span class="icon-guardian"></span>, <span class="icon-seeker"></span>, <span class="icon-mystic"></span>, and/or <span class="icon-survivor"></span>)." - FAQ, v.1.5, April 2019', 'updated': {'date': '2022-01-02 12:03:58.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02009', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Question about FAQ 1.13: "(1.13) Shuffling A Card Into An Empty Player/Encounter Deck A single card cannot be shuffled into an empty player deck or encounter deck via card effect. If this shuffling would occur during the playing or revelation of a card that is typically discarded after it is resolved, such as an event or treachery card, it is discarded. Otherwise, the card remains in its current game area." How does this interact with cards such as <a href="/card/02009">Rex\'s Curse</a>, <a href="/card/06036">Kleptomania</a>, and <a href="/card/03042">The Thing That Follows</a>? For example, if you fail a skill test as Rex due to Rex\'s Curse while you have an empty player deck, does Rex\'s Curse get discarded (because it is a treachery while it is being resolved and generally speaking treacheries do to the discard pile) or does Rex\'s Curse remain in play (because Rex\'s Curse specifically would never be discarded so by 1.13 it remains in its current game area)? Similarly for trying to clear Kleptomania with an empty player deck or defeating The Thing That Follows with an empty player deck.</p>\n<p><strong>A</strong>: If your player deck is empty when you would discard those cards: (1) Rex’s Curse would stay in play, as it cannot be shuffled into an empty deck, and the rules that would discard such a card don’t apply to it. (2) Kleptomania would stay in play for the same reasons as Rex’s Curse. (3) The Thing That Follows would be discarded instead. This is mainly because of process of elimination; it’s an enemy with no health remaining so it can’t stay in play, but it can’t be shuffled into the player’s deck, so in the end it’s discarded. (November 2023 Rules Submission)</p>\n</li>\n<li>\n<p><strong>Q:</strong> How do bless and curse tokens interact with Rex\'s Curse? Bless and curse tokens have the following effect during a skill check: "Instead of returning this token to the chaos bag, return it to the token pool." Rex\'s Curse states: "When you would succeed at a skill test: Return the revealed chaos token to the bag and reveal a new chaos token." If you reveal bless and/or curse tokens during a successful skill check while Rex\'s Curse is in play, do those tokens go back into the chaos bag (per Rex\'s Curse) or are they returned to the token poll (per token effect)? <strong>A:</strong> With Rex’s Curse in play, if you would succeed at a skill test, return all tokens revealed during that test (including Bless/Curse tokens) to the chaos bag, then reveal 1 new token and resolve it as normal. (Rules form, December 2023)</p>\n</li>\n</ul>', 'text': '- **Q:** Question about FAQ 1.13: "(1.13) Shuffling A Card Into An Empty Player/Encounter Deck A single card cannot be shuffled into an empty player deck or encounter deck via card effect. If this shuffling would occur during the playing or revelation of a card that is typically discarded after it is resolved, such as an event or treachery card, it is discarded. Otherwise, the card remains in its current game area." How does this interact with cards such as [Rex\'s Curse](/card/02009), [Kleptomania](/card/06036), and [The Thing That Follows](/card/03042)? For example, if you fail a skill test as Rex due to Rex\'s Curse while you have an empty player deck, does Rex\'s Curse get discarded (because it is a treachery while it is being resolved and generally speaking treacheries do to the discard pile) or does Rex\'s Curse remain in play (because Rex\'s Curse specifically would never be discarded so by 1.13 it remains in its current game area)? Similarly for trying to clear Kleptomania with an empty player deck or defeating The Thing That Follows with an empty player deck.\r\n\r\n  **A**: If your player deck is empty when you would discard those cards: (1) Rex’s Curse would stay in play, as it cannot be shuffled into an empty deck, and the rules that would discard such a card don’t apply to it. (2) Kleptomania would stay in play for the same reasons as Rex’s Curse. (3) The Thing That Follows would be discarded instead. This is mainly because of process of elimination; it’s an enemy with no health remaining so it can’t stay in play, but it can’t be shuffled into the player’s deck, so in the end it’s discarded. (November 2023 Rules Submission)\r\n\r\n- **Q:** How do bless and curse tokens interact with Rex\'s Curse? Bless and curse tokens have the following effect during a skill check: "Instead of returning this token to the chaos bag, return it to the token pool." Rex\'s Curse states: "When you would succeed at a skill test: Return the revealed chaos token to the bag and reveal a new chaos token." If you reveal bless and/or curse tokens during a successful skill check while Rex\'s Curse is in play, do those tokens go back into the chaos bag (per Rex\'s Curse) or are they returned to the token poll (per token effect)? **A:** With Rex’s Curse in play, if you would succeed at a skill test, return all tokens revealed during that test (including Bless/Curse tokens) to the chaos bag, then reveal 1 new token and resolve it as normal. (Rules form, December 2023)', 'updated': {'date': '2023-12-24 01:31:24.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02010', 'html': '<ul><li>If you use <a href="/card/03029">Sleight of Hand</a> to put <a href="/card/02010">Jenny\'s Twin .45s</a> into play, you never pay the cost so you never specify what X is. (“If X is not defined, its value is equal to 0.” <a href="/rules#The_letter_X">RR, page 22</a>) Same goes for while Jenny’s Twin .45s are in your hand. After it is played, its cost is no longer defined, so it reverts back to being undefined (“X”, or “0”). Essentially, the cost of Jenny’s Twin .45s is only defined while you are playing it.</li>\n</ul>', 'text': "- If you use [Sleight of Hand](/card/03029) to put [Jenny's Twin .45s](/card/02010) into play, you never pay the cost so you never specify what X is. (“If X is not defined, its value is equal to 0.” [RR, page 22](/rules#The_letter_X)) Same goes for while Jenny’s Twin .45s are in your hand. After it is played, its cost is no longer defined, so it reverts back to being undefined (“X”, or “0”). Essentially, the cost of Jenny’s Twin .45s is only defined while you are playing it.", 'updated': {'date': '2017-09-26 14:44:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02011', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card’s <strong>Forced</strong> ability should read: "When the game ends, if <a href="/card/02011">Searching for Izzie</a> is in play: Jenny Barnes suffers 1 mental trauma." - FAQ, v.1.0</p>\n</li>\n<li>\n<p>Any investigator may <strong>investigate</strong> the location with <a href="/card/02011">Searching for Izzie</a> attached by spending <span class="icon-action"></span> <span class="icon-action"></span>. If they succeed, Searching for Izzie is discarded and returned to Jenny Barnes\' discard pile, as per the FAQ [v.1.0, section 2.1].</p>\n</li>\n<li>\n<p>If Jenny is eliminated (by being defeated or taking a <strong>resign</strong> action) while Searching for Izzie is in play, Searching for Izzie\'s Forced effect triggers, as per the FAQ [v.1.0, section \'Rulebook errata\', topic "Elimination"].</p>\n</li>\n<li>\n<p><strong>Q:</strong> There\'s an old ruling that says if you use <a href="/card/01068">Mind Wipe</a> on <a href="/card/81023">Swamp Leech</a> and attempt to evade it, the evade value of \'-\' is treated as 0. If another card, like <a href="/card/60327">Sharpshooter</a> or <a href="/card/06281">Delilah O\'Rourke</a>, references the evade value of something with a \'-\', like Swamp Leech or <a href="/card/85043">Vulnerable Heart</a>, is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the <a href="/card/08630">Hidden Tunnel</a> in <a href="/card/08621">City of the Elder Things</a> (for something like <a href="/card/02011">Searching for Izzie</a>, <a href="/card/04009">Call of the Unknown</a>, or <a href="/card/08009">Buried Secrets</a>)? <strong>A:</strong> After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card’s **Forced** ability should read: "When the game ends, if [Searching for Izzie](/card/02011) is in play: Jenny Barnes suffers 1 mental trauma." - FAQ, v.1.0\r\n\r\n- Any investigator may **investigate** the location with [Searching for Izzie](/card/02011) attached by spending <span class="icon-action"></span> <span class="icon-action"></span>. If they succeed, Searching for Izzie is discarded and returned to Jenny Barnes\' discard pile, as per the FAQ [v.1.0, section 2.1].\r\n\r\n- If Jenny is eliminated (by being defeated or taking a **resign** action) while Searching for Izzie is in play, Searching for Izzie\'s Forced effect triggers, as per the FAQ [v.1.0, section \'Rulebook errata\', topic "Elimination"].\r\n\r\n- **Q:** There\'s an old ruling that says if you use [Mind Wipe](/card/01068) on [Swamp Leech](/card/81023) and attempt to evade it, the evade value of \'-\' is treated as 0. If another card, like [Sharpshooter](/card/60327) or [Delilah O\'Rourke](/card/06281), references the evade value of something with a \'-\', like Swamp Leech or [Vulnerable Heart](/card/85043), is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the [Hidden Tunnel](/card/08630) in [City of the Elder Things](/card/08621) (for something like [Searching for Izzie](/card/02011), [Call of the Unknown](/card/04009), or [Buried Secrets](/card/08009))? **A:** After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.', 'updated': {'date': '2022-09-01 08:40:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02013', 'html': '<ul><li>\n<p>Reveal 5 tokens at once, not one by one.</p>\n</li>\n<li>Special effects of revealed tokens described on the scenario refrerence card do not resolve.</li>\n</ul>', 'text': '- Reveal 5 tokens at once, not one by one.\r\n\r\n- Special effects of revealed tokens described on the scenario refrerence card do not resolve.', 'updated': {'date': '2017-01-13 07:19:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02022', 'html': "<ul><li>You can play this card during a skill test. This will not interfere with the test in any way, the 'target' of a test is determined and locked at the very beginning of the test.</li>\n</ul>", 'text': "- You can play this card during a skill test. This will not interfere with the test in any way, the 'target' of a test is determined and locked at the very beginning of the test.", 'updated': {'date': '2017-04-16 21:36:41.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02037', 'html': '<ul><li>\n<p><a href="https://arkhamdb.com/rules#Permanent">Read the rulebook entry for Permanent cards</a>.</p>\n</li>\n<li>The rules don\'t specify whether you\'re permitted to know what your random weakness is before the start of the game, so you can do it either way. If you like being surprised, you can shuffle your pool of basic weaknesses facedown, but put this card faceup. This way if you happen to draw Indebted, you\'ll know it, but if you draw something else, you won\'t know what your random weakness is until you draw it.</li>\n</ul>', 'text': "- [Read the rulebook entry for Permanent cards](https://arkhamdb.com/rules#Permanent).\r\n\r\n- The rules don't specify whether you're permitted to know what your random weakness is before the start of the game, so you can do it either way. If you like being surprised, you can shuffle your pool of basic weaknesses facedown, but put this card faceup. This way if you happen to draw Indebted, you'll know it, but if you draw something else, you won't know what your random weakness is until you draw it.", 'updated': {'date': '2017-04-16 23:07:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02039', 'html': '<ul><li>Any investigator at the same location as the investigator with <a href="/card/02039">Chronophobia</a> in their threat area may trigger the <span class="icon-action"></span><span class="icon-action"></span> to discard <a href="/card/02039">Chronophobia</a>, as per the FAQ [V1.0, section 2.1].</li>\n</ul>', 'text': '- Any investigator at the same location as the investigator with [Chronophobia](/card/02039) in their threat area may trigger the <span class="icon-action"></span><span class="icon-action"></span> to discard [Chronophobia](/card/02039), as per the FAQ [V1.0, section 2.1].', 'updated': {'date': '2017-06-05 03:35:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '81023', 'html': '<ul><li><s>If you cast <a href="http://arkhamdb.com/card/01068">Mind Wipe</a> on Swamp Leech, you may evade it as normal, treating its Evade value as 0.</s> <strong>Q:</strong> There\'s an old ruling that says if you use <a href="/card/01068">Mind Wipe</a> on <a href="/card/81023">Swamp Leech</a> and attempt to evade it, the evade value of \'-\' is treated as 0. If another card, like <a href="/card/60327">Sharpshooter</a> or <a href="/card/06281">Delilah O\'Rourke</a>, references the evade value of something with a \'-\', like Swamp Leech or <a href="/card/85043">Vulnerable Heart</a>, is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the <a href="/card/08630">Hidden Tunnel</a> in <a href="/card/08621">City of the Elder Things</a> (for something like <a href="/card/02011">Searching for Izzie</a>, <a href="/card/04009">Call of the Unknown</a>, or <a href="/card/08009">Buried Secrets</a>)? <strong>A:</strong> After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.</li>\n</ul>', 'text': "- <s>If you cast [Mind Wipe](http://arkhamdb.com/card/01068) on Swamp Leech, you may evade it as normal, treating its Evade value as 0.</s> **Q:** There's an old ruling that says if you use [Mind Wipe](/card/01068) on [Swamp Leech](/card/81023) and attempt to evade it, the evade value of '-' is treated as 0. If another card, like [Sharpshooter](/card/60327) or [Delilah O'Rourke](/card/06281), references the evade value of something with a '-', like Swamp Leech or [Vulnerable Heart](/card/85043), is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the [Hidden Tunnel](/card/08630) in [City of the Elder Things](/card/08621) (for something like [Searching for Izzie](/card/02011), [Call of the Unknown](/card/04009), or [Buried Secrets](/card/08009))? **A:** After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.", 'updated': {'date': '2022-09-01 08:38:12.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '81028', 'html': '<ul><li>\n<p>Only the investigator engaging The Rougarou needs to be in its location. Other investigators can contribute clues from anywhere.</p>\n</li>\n<li>There is no limit on <a href="/card/81028">The Rougarou</a>\'s <strong>forced</strong> effect. It triggers as soon as its condition (1 damage per investigator in a single phase) is met. It can trigger multiple times in the same phase.</li>\n</ul>', 'text': "- Only the investigator engaging The Rougarou needs to be in its location. Other investigators can contribute clues from anywhere.\r\n\r\n- There is no limit on [The Rougarou](/card/81028)'s **forced** effect. It triggers as soon as its condition (1 damage per investigator in a single phase) is met. It can trigger multiple times in the same phase.", 'updated': {'date': '2017-05-02 13:28:15.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '82017', 'html': '<ul><li>When calculating the shortest route to investigators, <a href="/card/82017">Don Lagorio</a> will only move counter-clockwise if the nearest investigator is in the counter-clockwise location. If investigators are two locations counter-clockwise from Don Lagorio, the shortest route for him is still going clockwise through the Venice locations.</li>\n</ul>', 'text': '- When calculating the shortest route to investigators, [Don Lagorio](/card/82017) will only move counter-clockwise if the nearest investigator is in the counter-clockwise location. If investigators are two locations counter-clockwise from Don Lagorio, the shortest route for him is still going clockwise through the Venice locations.', 'updated': {'date': '2017-07-10 11:31:44.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '82021', 'html': '<ul><li><strong>Q:</strong> Can you use <a href="/card/03158">Calling in Favors</a> on <a href="/card/02179">Helpless Passenger</a> or <a href="/card/82021">Innocent Reveler</a>? <strong>A:</strong> You can’t actually return them to your hand since you don’t "own" them. If you try to return them to your hand, they will instead go to their owner’s equivalent out-of-play area (see <a href="/rules#Ownership_and_Control">Ownership &amp; Control</a>: "If a card would enter an out-of-play area that does not belong to the card’s owner, the card is physically placed in its owner’s equivalent out-of-play area instead. The card is considered to have entered its controller’s out-of-play area, and only the physical placement of the card is adjusted.") However, in this case, the owner is the scenario itself, and the scenario has no hand. So it would instead simply be discarded (this would of course trigger the <strong>Forced</strong> effect on <a href="/card/82021">Innocent Revelers</a>, so probably not the best move). But since it still is considered to have returned to your hand, you can still complete the remainder of the effect on Calling in Favors.</li>\n</ul>', 'text': '- **Q:** Can you use [Calling in Favors](/card/03158) on [Helpless Passenger](/card/02179) or [Innocent Reveler](/card/82021)? **A:** You can’t actually return them to your hand since you don’t "own" them. If you try to return them to your hand, they will instead go to their owner’s equivalent out-of-play area (see [Ownership & Control](/rules#Ownership_and_Control): "If a card would enter an out-of-play area that does not belong to the card’s owner, the card is physically placed in its owner’s equivalent out-of-play area instead. The card is considered to have entered its controller’s out-of-play area, and only the physical placement of the card is adjusted.") However, in this case, the owner is the scenario itself, and the scenario has no hand. So it would instead simply be discarded (this would of course trigger the **Forced** effect on [Innocent Revelers](/card/82021), so probably not the best move). But since it still is considered to have returned to your hand, you can still complete the remainder of the effect on Calling in Favors.', 'updated': {'date': '2018-02-10 12:41:49.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '82025', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated October 2024): <strong>Erratum:</strong> The first line of  this card should read "Limit 1 <b><i>Mask</i></b> per investigator." - FAQ v2.3, Oct 2024.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated October 2024): **Erratum:** The first line of  this card should read "Limit 1 <b><i>Mask</i></b> per investigator." - FAQ v2.3, Oct 2024.', 'updated': {'date': '2024-10-26 09:05:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '82026', 'html': '<ul>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated October 2024): <strong>Erratum:</strong> The first line of  this card should read "Limit 1 <b><i>Mask</i></b> per investigator." - FAQ v2.3, Oct 2024.</p>\n</li>\n<li>\n<p><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated October 2024): **Erratum:** The first line of  this card should read "Limit 1 <b><i>Mask</i></b> per investigator." - FAQ v2.3, Oct 2024.\r\n\r\n- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2024-10-26 09:05:45.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '82022', 'html': '<ul><li>Abbess cannot move you counter-clockwise. In Carvevale of Horrors, each location is only connected to a location in the clockwise direction. So, location A is connected to location B, but not vice versa!</li>\n</ul>', 'text': '- Abbess cannot move you counter-clockwise. In Carvevale of Horrors, each location is only connected to a location in the clockwise direction. So, location A is connected to location B, but not vice versa!', 'updated': {'date': '2017-02-24 20:25:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '82023', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated October 2024): <strong>Erratum:</strong> The first line of  this card should read "Limit 1 <b><i>Mask</i></b> per investigator." - FAQ v2.3, Oct 2024.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated October 2024): **Erratum:** The first line of  this card should read "Limit 1 <b><i>Mask</i></b> per investigator." - FAQ v2.3, Oct 2024.', 'updated': {'date': '2024-10-26 09:05:20.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '82027', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2021-02-18 07:26:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '99001', 'html': '<ul><li>If you are instructed to lose 1 or more actions, you have that many fewer actions to take during your turn. This is referring to your normal three “full” actions. So if you are instructed to lose 1 or more actions, those must be the ones that are “lost” first. If you have no more of those actions to lose, then you start losing “additional” actions, of your choice. So, for example, if you are playing Daisy and an effect instructs you to “lose 2 actions”, you would have 1 normal action and Daisy’s special additional action left.</li>\n</ul>', 'text': '- If you are instructed to lose 1 or more actions, you have that many fewer actions to take during your turn. This is referring to your normal three “full” actions. So if you are instructed to lose 1 or more actions, those must be the ones that are “lost” first. If you have no more of those actions to lose, then you start losing “additional” actions, of your choice. So, for example, if you are playing Daisy and an effect instructs you to “lose 2 actions”, you would have 1 normal action and Daisy’s special additional action left.', 'updated': {'date': '2017-06-05 03:50:03.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '02005', 'html': '<ul>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong>  <a href="/card/02001">Ashcan Pete</a>\'s <strong>Deckbuilding Options</strong> should read: "... up to five other level 0 cards from any other classes (<span class="icon-guardian"></span>, <span class="icon-seeker"></span>, <span class="icon-rogue"></span>, and/or <span class="icon-mystic"></span>)." - FAQ, v.1.5, April 2019</p>\n</li>\n<li>\n<p>You don\'t need to pay <a href="http://arkhamdb.com/card/02014">Duke</a>\'s cost when you start the game with him in play.</p>\n</li>\n<li>\n<p><strong>Q:</strong> I\'m not sure how to read the rules for parallel Pete compared to the rules for attachments leaving play. As an example, if an enemy has <a href="/card/04265">Handcuffs</a> attached, and the enemy is defeated, both the enemy and Handcuffs are discarded. Are the Handcuffs discarded while attached to a scenario card, or does the enemy discard; and the handcuffs then discard while not attached to anything? <strong>A:</strong> In the situation described, you would return Handcuffs to your hand with Parallel Ashcan Pete. It was considered attached to a scenario card upon being discarded. (Rules Form, December 2023)</p>\n</li>\n<li>\n<p><strong>Q:</strong> I\'m playing parallel <a href="/card/02005">"Ashcan" Pete</a> and my <a href="/card/09100">Makeshift Trap</a> in play has the Explosive Device upgrade with no “time” left. Can I use Pete’s ability to return it to my hand and still deal damage? <strong>A:</strong> No. Using Parallel Pete’s <span class="icon-reaction"></span> ability on Makeshift Trap replaces the discarding of Makeshift Trap, meaning its Explosive Device upgrade ability cannot resolve. (FAQ v2.2, February 2024)</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:**  [Ashcan Pete](/card/02001)\'s **Deckbuilding Options** should read: "... up to five other level 0 cards from any other classes (<span class="icon-guardian"></span>, <span class="icon-seeker"></span>, <span class="icon-rogue"></span>, and/or <span class="icon-mystic"></span>)." - FAQ, v.1.5, April 2019\r\n\r\n- You don\'t need to pay [Duke](http://arkhamdb.com/card/02014)\'s cost when you start the game with him in play.\r\n\r\n- **Q:** I\'m not sure how to read the rules for parallel Pete compared to the rules for attachments leaving play. As an example, if an enemy has [Handcuffs](/card/04265) attached, and the enemy is defeated, both the enemy and Handcuffs are discarded. Are the Handcuffs discarded while attached to a scenario card, or does the enemy discard; and the handcuffs then discard while not attached to anything? **A:** In the situation described, you would return Handcuffs to your hand with Parallel Ashcan Pete. It was considered attached to a scenario card upon being discarded. (Rules Form, December 2023)\r\n\r\n- **Q:** I\'m playing parallel ["Ashcan" Pete](/card/02005) and my [Makeshift Trap](/card/09100) in play has the Explosive Device upgrade with no “time” left. Can I use Pete’s ability to return it to my hand and still deal damage? **A:** No. Using Parallel Pete’s <span class="icon-reaction"></span> ability on Makeshift Trap replaces the discarding of Makeshift Trap, meaning its Explosive Device upgrade ability cannot resolve. (FAQ v2.2, February 2024)', 'updated': {'date': '2024-02-29 00:48:22.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02014', 'html': '<ul><li>\n<p>When using Duke\'s <strong>Investigate</strong> ability, you pay costs first (exhaust Duke), then suffer attacks of opportunity in your current location (if any), then move to a connecting location, and investigate it. Enemies in the new location will <strong>not</strong> perform attacks of opportunity.</p>\n</li>\n<li>\n<p>If you have <a href="/card/01164">Frozen in Fear</a> in your threat area, using Duke\'s first ability would require spending an additional action, as it is a bold <strong>action</strong> matching Frozen in Fear\'s restriction. Using Duke\'s second ability is an action that does not match Frozen in Fear\'s restriction, so it does not require spending an additional action.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Some investigators\' Signature Cards (e.g. Mark\'s <a href="/card/03009">Sophie</a>, Pete\'s <a href="/card/02014">Duke</a> and Diana\'s <a href="/card/05014">Dark Insight</a>) are put into play or into your opening hand at the beginning of the game. My question is "You begin the game with..." is "when"? In which step of "Setting Up The Game"? Before or after draw opening hands (ST8)? Will these cards be shuffled into your investigator deck during setup? Or set aside? Will I draw these cards in the "Draw opening hands" step? Can Diana Stanley mulligan <a href="/card/05014">Dark Insight</a>  in the "Draw opening hands" step? <strong>A:</strong> Duke, Sophie, and Dark Insight should not be shuffled into your deck during Setup. The expectation is that you set these cards aside while you set up your investigator and deck. For Dark Insight specifically, it’s added to your hand at the end of Step 8; this would be after you’ve drawn your opening hand, and after you’ve taken or skipped the mulligan.</p>\n</li>\n</ul>', 'text': '- When using Duke\'s **Investigate** ability, you pay costs first (exhaust Duke), then suffer attacks of opportunity in your current location (if any), then move to a connecting location, and investigate it. Enemies in the new location will **not** perform attacks of opportunity.\r\n\r\n- If you have [Frozen in Fear](/card/01164) in your threat area, using Duke\'s first ability would require spending an additional action, as it is a bold **action** matching Frozen in Fear\'s restriction. Using Duke\'s second ability is an action that does not match Frozen in Fear\'s restriction, so it does not require spending an additional action.\r\n\r\n- **Q:** Some investigators\' Signature Cards (e.g. Mark\'s [Sophie](/card/03009), Pete\'s [Duke](/card/02014) and Diana\'s [Dark Insight](/card/05014)) are put into play or into your opening hand at the beginning of the game. My question is "You begin the game with..." is "when"? In which step of "Setting Up The Game"? Before or after draw opening hands (ST8)? Will these cards be shuffled into your investigator deck during setup? Or set aside? Will I draw these cards in the "Draw opening hands" step? Can Diana Stanley mulligan [Dark Insight](/card/05014)  in the "Draw opening hands" step? **A:** Duke, Sophie, and Dark Insight should not be shuffled into your deck during Setup. The expectation is that you set these cards aside while you set up your investigator and deck. For Dark Insight specifically, it’s added to your hand at the end of Step 8; this would be after you’ve drawn your opening hand, and after you’ve taken or skipped the mulligan.', 'updated': {'date': '2022-09-12 11:16:11.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02015', 'html': '<ul><li>\n<p><a href="http://arkhamdb.com/find?q=x%3Aexhaust">List of assets that exhaust</a> as a cost of activation.</p>\n</li>\n<li>Any investigator at the same location as "Ashcan" Pete with <a href="/card/02015">Wracked by Nightmares</a> in his threat area may trigger the <span class="icon-action"></span> <span class="icon-action"></span> to discard it, as per the FAQ [V1.0, section 2.1].</li>\n</ul>', 'text': '- [List of assets that exhaust](http://arkhamdb.com/find?q=x%3Aexhaust) as a cost of activation.\r\n\r\n- Any investigator at the same location as "Ashcan" Pete with [Wracked by Nightmares](/card/02015) in his threat area may trigger the <span class="icon-action"></span> <span class="icon-action"></span> to discard it, as per the FAQ [V1.0, section 2.1].', 'updated': {'date': '2017-05-03 12:55:28.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '02020', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s first ability should read: “Your maximum hand size is increased by 2.” - FAQ, v.1.6, September 2019</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s first ability should read: “Your maximum hand size is increased by 2.” - FAQ, v.1.6, September 2019', 'updated': {'date': '2022-01-02 12:05:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02023', 'html': '<ul><li>If you commit <a href="https://arkhamdb.com/card/01039">Deduction</a> to the test and succeed, you will find 1 clue at your location and 1 clue at a connecting location.</li>\n</ul>', 'text': '- If you commit [Deduction](https://arkhamdb.com/card/01039) to the test and succeed, you will find 1 clue at your location and 1 clue at a connecting location.', 'updated': {'date': '2017-01-06 15:20:56.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02025', 'html': '<ul><li>On <em>spawning</em> enemies vs <em>putting an enemy into play</em> vs other eventualities: "Spawning" occurs when an enemy is drawn from the encounter deck, or when an effect uses the word "spawn" to put an enemy into play (for example: "Search the encounter deck for an enemy and spawn it…"). Otherwise, if an enemy enters play through some other method, such as bystanders swapping with set-aside enemies or being flipped to an enemy side, this is not considered "spawning".</li>\n</ul>', 'text': '- On *spawning* enemies vs *putting an enemy into play* vs other eventualities: "Spawning" occurs when an enemy is drawn from the encounter deck, or when an effect uses the word "spawn" to put an enemy into play (for example: "Search the encounter deck for an enemy and spawn it…"). Otherwise, if an enemy enters play through some other method, such as bystanders swapping with set-aside enemies or being flipped to an enemy side, this is not considered "spawning".', 'updated': {'date': '2017-10-13 15:16:36.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02029', 'html': '<ul><li>\n<p><strong>Q:</strong> I have <a href="/card/02029">Ritual Candles</a> in play and take a test. Step 3 occurs, where I pull a <span class="icon-cultist"></span> symbol. I trigger Candles as a <span class="icon-reaction"></span>. Step 4 occurs, and the <span class="icon-cultist"></span> effect is to reveal another token. I return to step 3, where I pull a <span class="icon-skull"></span>. Can I trigger Ritual Candles again? (I know you can\'t when you reveal multiple tokens simultaneously (say through <a href="/card/04197">Olive McBride</a>) but I\'m less certain here.) <strong>A:</strong> You sure can! Actually, you can even when revealing multiple tokens with Olive as well, as long as they aren’t being ignored/canceled. For example, if with Olive you revealed a <span class="icon-skull"></span>, a <span class="icon-tablet"></span> and an <span class="icon-elder_thing"></span>, and then ignored the <span class="icon-elder_thing"></span>, you could still trigger Ritual Candles twice—once for the <span class="icon-skull"></span>, and once for the <span class="icon-tablet"></span>. </p>\n</li>\n<li>\n<p><strong>Q:</strong> [<i>part 2, following on from previous Q&amp;A</i>] I thought you can\'t with Olive because of this rule on <span class="icon-reaction"></span> triggered abilities: "Each <span class="icon-reaction"></span> triggered ability may be triggered only once each time the specified condition on the ability is met. For example, an ability that is triggered "After X occurs," may be used once each time "X" occurs. Additionally the FAQ entry <a href="/rules#Resolving_Multiple_Revealed_Chaos_Tokens">Resolving Multiple Revealed Chaos Tokens</a>: "[...] when resolving multiple chaos tokens, any game or card effects which trigger if a certain chaos token is revealed—such as the text “If the named chaos token is revealed during this skill test…” on <a href="/card/04158">Recall the Future</a>—will trigger if any of the resolved chaos tokens meet the specified conditions. Such an effect will not trigger twice if two of the designated tokens are resolved." <strong>A:</strong> [<i>part 2</i>] Each <span class="icon-reaction"></span> ability can be triggered once each time the specified condition is met. In this case the condition is “after a (symbol) token is revealed during a skill test.” Therefore, if two symbols are revealed during a skill test, the reaction may be triggered twice. (This would be different if it read “1 or more tokens.”) As for the second ruling [the FAQ], that doesn’t apply here. That ruling is specifically talking about effects within another ability that trigger if a chaos token is revealed, such as the horror-dealing effect on <a href="/card/01060">Shrivelling</a>. Those are not independent reaction triggers, they are delayed effects that trigger if a particular type of chaos token is revealed (in other words, they are a binary state; they either trigger or they don’t).</p>\n</li>\n</ul>', 'text': '- **Q:** I have [Ritual Candles](/card/02029) in play and take a test. Step 3 occurs, where I pull a <span class="icon-cultist"></span> symbol. I trigger Candles as a <span class="icon-reaction"></span>. Step 4 occurs, and the <span class="icon-cultist"></span> effect is to reveal another token. I return to step 3, where I pull a <span class="icon-skull"></span>. Can I trigger Ritual Candles again? (I know you can\'t when you reveal multiple tokens simultaneously (say through [Olive McBride](/card/04197)) but I\'m less certain here.) **A:** You sure can! Actually, you can even when revealing multiple tokens with Olive as well, as long as they aren’t being ignored/canceled. For example, if with Olive you revealed a <span class="icon-skull"></span>, a <span class="icon-tablet"></span> and an <span class="icon-elder_thing"></span>, and then ignored the <span class="icon-elder_thing"></span>, you could still trigger Ritual Candles twice—once for the <span class="icon-skull"></span>, and once for the <span class="icon-tablet"></span>. \r\n\r\n- **Q:** [<i>part 2, following on from previous Q&A</i>] I thought you can\'t with Olive because of this rule on <span class="icon-reaction"></span> triggered abilities: "Each <span class="icon-reaction"></span> triggered ability may be triggered only once each time the specified condition on the ability is met. For example, an ability that is triggered "After X occurs," may be used once each time "X" occurs. Additionally the FAQ entry [Resolving Multiple Revealed Chaos Tokens](/rules#Resolving_Multiple_Revealed_Chaos_Tokens): "[...] when resolving multiple chaos tokens, any game or card effects which trigger if a certain chaos token is revealed—such as the text “If the named chaos token is revealed during this skill test…” on [Recall the Future](/card/04158)—will trigger if any of the resolved chaos tokens meet the specified conditions. Such an effect will not trigger twice if two of the designated tokens are resolved." **A:** [<i>part 2</i>] Each <span class="icon-reaction"></span> ability can be triggered once each time the specified condition is met. In this case the condition is “after a (symbol) token is revealed during a skill test.” Therefore, if two symbols are revealed during a skill test, the reaction may be triggered twice. (This would be different if it read “1 or more tokens.”) As for the second ruling [the FAQ], that doesn’t apply here. That ruling is specifically talking about effects within another ability that trigger if a chaos token is revealed, such as the horror-dealing effect on [Shrivelling](/card/01060). Those are not independent reaction triggers, they are delayed effects that trigger if a particular type of chaos token is revealed (in other words, they are a binary state; they either trigger or they don’t).', 'updated': {'date': '2021-07-14 13:20:51.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '02033', 'html': '<ul><li><em>"After your turn ends"</em> reactions trigger after any <em>"At the end of your turn"</em> abilities (e.g. <a href="https://arkhamdb.com/card/01013">Dark Memory</a>, <a href="https://arkhamdb.com/card/81029">Curse of the Rougarou</a>), and after any <strong>Forced</strong> reactions to the same triggering condition (e.g. <a href="https://arkhamdb.com/card/81017">Ritual Grounds</a>).</li>\n</ul>', 'text': '- *"After your turn ends"* reactions trigger after any *"At the end of your turn"* abilities (e.g. [Dark Memory](https://arkhamdb.com/card/01013), [Curse of the Rougarou](https://arkhamdb.com/card/81029)), and after any **Forced** reactions to the same triggering condition (e.g. [Ritual Grounds](https://arkhamdb.com/card/81017)).', 'updated': {'date': '2017-04-16 22:24:00.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02035', 'html': '<ul><li><em>"After your turn ends"</em> reactions trigger after any <em>"At the end of your turn"</em> abilities (e.g. <a href="https://arkhamdb.com/card/01013">Dark Memory</a>, <a href="https://arkhamdb.com/card/81029">Curse of the Rougarou</a>), and after any <strong>Forced</strong> reactions to the same triggering condition (e.g. <a href="https://arkhamdb.com/card/81017">Ritual Grounds</a>).</li>\n</ul>', 'text': '- *"After your turn ends"* reactions trigger after any *"At the end of your turn"* abilities (e.g. [Dark Memory](https://arkhamdb.com/card/01013), [Curse of the Rougarou](https://arkhamdb.com/card/81029)), and after any **Forced** reactions to the same triggering condition (e.g. [Ritual Grounds](https://arkhamdb.com/card/81017)).', 'updated': {'date': '2017-01-10 08:20:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '02194', 'html': '<ul><li><strong>Q:</strong> What happens if I play <a href="/card/02194">Emergency Cache</a> and the drawn card is <a href="/card/01097">Paranoia</a>? <strong>A:</strong> "Level 2 Emergency Cache reads \'Gain 3 resources and draw 1 card.\' This effect is resolved simultaneously, so you would gain 3 resources and draw Paranoia simultaneously, then resolve Paranoia and lose the just-gained resources. Sorry!"</li>\n</ul>', 'text': '- **Q:** What happens if I play [Emergency Cache](/card/02194) and the drawn card is [Paranoia](/card/01097)? **A:** "Level 2 Emergency Cache reads \'Gain 3 resources and draw 1 card.\' This effect is resolved simultaneously, so you would gain 3 resources and draw Paranoia simultaneously, then resolve Paranoia and lose the just-gained resources. Sorry!"', 'updated': {'date': '2018-01-05 09:25:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02040', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card\'s <span class="icon-reaction"></span> should read: After you draw a non-weakness card, discard that card..." - FAQ v.1.3, May 2018</p>\n</li>\n<li>\n<p>When you are given the chance whether or not to include a particular card in an investigator’s deck, that is the only chance you get to make that decision. If at that point you choose not to include that card, you aren’t given the chance to include it later (unless stated otherwise). If you do choose to include that card in an investigator’s deck, it is recorded under “Earned Story Assets/Weaknesses,” and that investigator must then continue to include it in his or her deck (unless stated otherwise).</p>\n</li>\n<li>\n<p>Unless otherwise specified \'drawing a card\' always refers to drawing a card from your investigator\'s deck. Armitage\'s ability cannot be used on encounter cards.</p>\n</li>\n<li>\n<p><strong>Q:</strong> "Retiring investigators has been the subject of some discussion lately, and you were quoted as ruling you could freely retire investigators by treating yourself as a new \'player\' (per the campaign rules on joining and leaving a campaign). Is it legit, then, to \'retire\' an investigator with story assets, then \'rejoin\' with that investigator later, strictly to avoid risking the story asset (such as on The Essex County Express), and not because that player is sitting out the game? And for that matter, can a 4-player campaign load all the story assets onto one player, and have that player sit Essex County for this purpose?" <strong>A:</strong> "I don’t think there’s anything explicitly preventing players from doing this as far as the rules are concerned, but I think doing so would go against the spirit of the rules. The ability to retire from and/or join an in-progress campaign exists to give players more freedom when playing through a campaign with friends. Schedules can sometimes be hectic, and when it comes to gaming, real life comes first. Sometimes players cannot make it to a play session, and sometimes you\'d like to include a friend mid-campaign without having to start over. These rules were written in such a way as to allow players the freedom to have players drop in and out with relative ease, without compromising the integrity of any player’s deck, or the story. I would urge players to not intentionally abuse these rules to try and get around specific story resolution effects."</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card\'s <span class="icon-reaction"></span> should read: After you draw a non-weakness card, discard that card..." - FAQ v.1.3, May 2018\r\n\r\n- When you are given the chance whether or not to include a particular card in an investigator’s deck, that is the only chance you get to make that decision. If at that point you choose not to include that card, you aren’t given the chance to include it later (unless stated otherwise). If you do choose to include that card in an investigator’s deck, it is recorded under “Earned Story Assets/Weaknesses,” and that investigator must then continue to include it in his or her deck (unless stated otherwise).\r\n\r\n- Unless otherwise specified \'drawing a card\' always refers to drawing a card from your investigator\'s deck. Armitage\'s ability cannot be used on encounter cards.\r\n\r\n- **Q:** "Retiring investigators has been the subject of some discussion lately, and you were quoted as ruling you could freely retire investigators by treating yourself as a new \'player\' (per the campaign rules on joining and leaving a campaign). Is it legit, then, to \'retire\' an investigator with story assets, then \'rejoin\' with that investigator later, strictly to avoid risking the story asset (such as on The Essex County Express), and not because that player is sitting out the game? And for that matter, can a 4-player campaign load all the story assets onto one player, and have that player sit Essex County for this purpose?" **A:** "I don’t think there’s anything explicitly preventing players from doing this as far as the rules are concerned, but I think doing so would go against the spirit of the rules. The ability to retire from and/or join an in-progress campaign exists to give players more freedom when playing through a campaign with friends. Schedules can sometimes be hectic, and when it comes to gaming, real life comes first. Sometimes players cannot make it to a play session, and sometimes you\'d like to include a friend mid-campaign without having to start over. These rules were written in such a way as to allow players the freedom to have players drop in and out with relative ease, without compromising the integrity of any player’s deck, or the story. I would urge players to not intentionally abuse these rules to try and get around specific story resolution effects."', 'updated': {'date': '2022-01-02 12:13:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '02044', 'html': "<ul><li>This is one of those cases where 'then' poses an obvious wrinkle for what should be a pretty plain ability. As currently worded, canceling any of the horror dealt by this card will prevent the post-then effect <strong>(-&gt;R4)</strong> from resolving. Obviously doing so would cause the game to become 'stuck', (since players would not be able to advance to a resolution), so the simple solution would be <em>not</em> canceling that horror. But should a player cancel that horror and get stuck in this situation, they have my blessing to simply proceed to R4 regardless, instead of being forced to continue playing Extracurricular Activity for the remainder of time infinite.</li>\n</ul>", 'text': "- This is one of those cases where 'then' poses an obvious wrinkle for what should be a pretty plain ability. As currently worded, canceling any of the horror dealt by this card will prevent the post-then effect **(->R4)** from resolving. Obviously doing so would cause the game to become 'stuck', (since players would not be able to advance to a resolution), so the simple solution would be *not* canceling that horror. But should a player cancel that horror and get stuck in this situation, they have my blessing to simply proceed to R4 regardless, instead of being forced to continue playing Extracurricular Activity for the remainder of time infinite.", 'updated': {'date': '2017-06-15 14:31:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '02050', 'html': '<ul><li>For how the additional action cost works, see <a href="/rules#Additional_Costs">Additional Costs</a>.</li>\n</ul>', 'text': '- For how the additional action cost works, see [Additional Costs](/rules#Additional_Costs).', 'updated': {'date': '2021-01-06 11:19:18.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '02058', 'html': '<ul><li>\n<p>If you defeat <a href="/card/02058">The Experiment</a>, you advance <strong>directly</strong> to act 3B, skipping any intervening act cards (A or B).</p>\n</li>\n<li>If an enemy is “considered” engaged with you because of the Massive keyword, it will enable abilities – like the <a href="/card/01020">Machete</a>’s – that require you to be engaged with an enemy. However, there is no timing point of engagement, you’re just “considered” engaged with it, so you can’t really trigger reactions to becoming engaged with the enemy, like <a href="/card/02001">Zoey Samaras</a> or <a href="/card/02006">Zoey\'s Cross</a>.</li>\n</ul>', 'text': "- If you defeat [The Experiment](/card/02058), you advance **directly** to act 3B, skipping any intervening act cards (A or B).\r\n\r\n- If an enemy is “considered” engaged with you because of the Massive keyword, it will enable abilities – like the [Machete](/card/01020)’s – that require you to be engaged with an enemy. However, there is no timing point of engagement, you’re just “considered” engaged with it, so you can’t really trigger reactions to becoming engaged with the enemy, like [Zoey Samaras](/card/02001) or [Zoey's Cross](/card/02006).", 'updated': {'date': '2017-06-05 03:31:09.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '02061', 'html': '<ul><li>\n<p>When you are given the chance whether or not to include a particular card in an investigator’s deck, that is the only chance you get to make that decision. If at that point you choose not to include that card, you aren’t given the chance to include it later (unless stated otherwise). If you do choose to include that card in an investigator’s deck, it is recorded under “Earned Story Assets/Weaknesses,” and that investigator must then continue to include it in his or her deck (unless stated otherwise).</p>\n</li>\n<li><strong>Question</strong>: "Retiring investigators has been the subject of some discussion lately, and you were quoted as ruling you could freely retire investigators by treating yourself as a new \'player\' (per the campaign rules on joining and leaving a campaign). Is it legit, then, to \'retire\' an investigator with story assets, then \'rejoin\' with that investigator later, strictly to avoid risking the story asset (such as on The Essex County Express), and not because that player is sitting out the game? And for that matter, can a 4-player campaign load all the story assets onto one player, and have that player sit Essex County for this purpose?" <strong>Answer</strong>: "I don’t think there’s anything explicitly preventing players from doing this as far as the rules are concerned, but I think doing so would go against the spirit of the rules. The ability to retire from and/or join an in-progress campaign exists to give players more freedom when playing through a campaign with friends. Schedules can sometimes be hectic, and when it comes to gaming, real life comes first. Sometimes players cannot make it to a play session, and sometimes you\'d like to include a friend mid-campaign without having to start over. These rules were written in such a way as to allow players the freedom to have players drop in and out with relative ease, without compromising the integrity of any player’s deck, or the story. I would urge players to not intentionally abuse these rules to try and get around specific story resolution effects."</li>\n</ul>', 'text': '- When you are given the chance whether or not to include a particular card in an investigator’s deck, that is the only chance you get to make that decision. If at that point you choose not to include that card, you aren’t given the chance to include it later (unless stated otherwise). If you do choose to include that card in an investigator’s deck, it is recorded under “Earned Story Assets/Weaknesses,” and that investigator must then continue to include it in his or her deck (unless stated otherwise).\r\n\r\n- **Question**: "Retiring investigators has been the subject of some discussion lately, and you were quoted as ruling you could freely retire investigators by treating yourself as a new \'player\' (per the campaign rules on joining and leaving a campaign). Is it legit, then, to \'retire\' an investigator with story assets, then \'rejoin\' with that investigator later, strictly to avoid risking the story asset (such as on The Essex County Express), and not because that player is sitting out the game? And for that matter, can a 4-player campaign load all the story assets onto one player, and have that player sit Essex County for this purpose?" **Answer**: "I don’t think there’s anything explicitly preventing players from doing this as far as the rules are concerned, but I think doing so would go against the spirit of the rules. The ability to retire from and/or join an in-progress campaign exists to give players more freedom when playing through a campaign with friends. Schedules can sometimes be hectic, and when it comes to gaming, real life comes first. Sometimes players cannot make it to a play session, and sometimes you\'d like to include a friend mid-campaign without having to start over. These rules were written in such a way as to allow players the freedom to have players drop in and out with relative ease, without compromising the integrity of any player’s deck, or the story. I would urge players to not intentionally abuse these rules to try and get around specific story resolution effects."', 'updated': {'date': '2017-09-26 15:36:51.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02063', 'html': '<ul><li>Each <strong><em>Criminal</em></strong> enemy gains Aloof for as long as The Clover Club is the current agenda. When the agenda advances, each <strong><em>Criminal</em></strong> enemy loses Aloof.</li>\n</ul>', 'text': '- Each ***Criminal*** enemy gains Aloof for as long as The Clover Club is the current agenda. When the agenda advances, each ***Criminal*** enemy loses Aloof.', 'updated': {'date': '2017-01-15 19:55:55.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '02066', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:55:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '02073', 'html': '<ul><li>0 is an even number.</li>\n</ul>', 'text': '- 0 is an even number.', 'updated': {'date': '2017-02-14 01:54:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '02078', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> <a href="/card/02078">Clover Club Pit Boss</a>\'s traits should read <b><i>Humanoid. Criminal. Elite.</i></b> - FAQ v1.2, Jan 2018.</p>\n</li>\n<li>\n<p>While the Pit Boss has Aloof, he will follow you around (due to having the Hunter keyword), but will not engage. However, if he sees you snooping around, his <strong>Forced</strong> ability will trigger, he will engage and attack you, even though he\'s Aloof.</p>\n</li>\n</ul>', 'text': "- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** [Clover Club Pit Boss](/card/02078)'s traits should read <b><i>Humanoid. Criminal. Elite.</b></i> - FAQ v1.2, Jan 2018.\r\n\r\n- While the Pit Boss has Aloof, he will follow you around (due to having the Hunter keyword), but will not engage. However, if he sees you snooping around, his **Forced** ability will trigger, he will engage and attack you, even though he's Aloof.", 'updated': {'date': '2022-01-02 12:13:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02079', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> The <b><i>Human</i></b> trait on <a href="/card/02079">Peter Clover</a> should read <b><i>Humanoid</i></b> - FAQ v1.2, Jan 2018.</p>\n</li>\n<li>\n<p><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** The <b><i>Human</b></i> trait on [Peter Clover](/card/02079) should read <b><i>Humanoid</b></i> - FAQ v1.2, Jan 2018.\r\n\r\n- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2022-01-02 12:14:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02080', 'html': '<ul><li>\n<p>When you are given the chance whether or not to include a particular card in an investigator’s deck, that is the only chance you get to make that decision. If at that point you choose not to include that card, you aren’t given the chance to include it later (unless stated otherwise). If you do choose to include that card in an investigator’s deck, it is recorded under “Earned Story Assets/Weaknesses,” and that investigator must then continue to include it in his or her deck (unless stated otherwise).</p>\n</li>\n<li><strong>Question</strong>: "Retiring investigators has been the subject of some discussion lately, and you were quoted as ruling you could freely retire investigators by treating yourself as a new \'player\' (per the campaign rules on joining and leaving a campaign). Is it legit, then, to \'retire\' an investigator with story assets, then \'rejoin\' with that investigator later, strictly to avoid risking the story asset (such as on The Essex County Express), and not because that player is sitting out the game? And for that matter, can a 4-player campaign load all the story assets onto one player, and have that player sit Essex County for this purpose?" <strong>Answer</strong>: "I don’t think there’s anything explicitly preventing players from doing this as far as the rules are concerned, but I think doing so would go against the spirit of the rules. The ability to retire from and/or join an in-progress campaign exists to give players more freedom when playing through a campaign with friends. Schedules can sometimes be hectic, and when it comes to gaming, real life comes first. Sometimes players cannot make it to a play session, and sometimes you\'d like to include a friend mid-campaign without having to start over. These rules were written in such a way as to allow players the freedom to have players drop in and out with relative ease, without compromising the integrity of any player’s deck, or the story. I would urge players to not intentionally abuse these rules to try and get around specific story resolution effects."</li>\n</ul>', 'text': '- When you are given the chance whether or not to include a particular card in an investigator’s deck, that is the only chance you get to make that decision. If at that point you choose not to include that card, you aren’t given the chance to include it later (unless stated otherwise). If you do choose to include that card in an investigator’s deck, it is recorded under “Earned Story Assets/Weaknesses,” and that investigator must then continue to include it in his or her deck (unless stated otherwise).\r\n\r\n- **Question**: "Retiring investigators has been the subject of some discussion lately, and you were quoted as ruling you could freely retire investigators by treating yourself as a new \'player\' (per the campaign rules on joining and leaving a campaign). Is it legit, then, to \'retire\' an investigator with story assets, then \'rejoin\' with that investigator later, strictly to avoid risking the story asset (such as on The Essex County Express), and not because that player is sitting out the game? And for that matter, can a 4-player campaign load all the story assets onto one player, and have that player sit Essex County for this purpose?" **Answer**: "I don’t think there’s anything explicitly preventing players from doing this as far as the rules are concerned, but I think doing so would go against the spirit of the rules. The ability to retire from and/or join an in-progress campaign exists to give players more freedom when playing through a campaign with friends. Schedules can sometimes be hectic, and when it comes to gaming, real life comes first. Sometimes players cannot make it to a play session, and sometimes you\'d like to include a friend mid-campaign without having to start over. These rules were written in such a way as to allow players the freedom to have players drop in and out with relative ease, without compromising the integrity of any player’s deck, or the story. I would urge players to not intentionally abuse these rules to try and get around specific story resolution effects."', 'updated': {'date': '2017-09-26 15:36:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '02085', 'html': '<ul>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Does <a href="/card/02085">Light of Aforgomon</a> leave play immediately when the Act or Agenda it is attached to flips to its b side, or only when the a side of the next act/agenda is reached? <strong>A:</strong> Light of Aforgomon will leave play when the attached act/agenda leaves play (which is typically after resolving its ‘b’ side).</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.\r\n\r\n- **Q:** Does [Light of Aforgomon](/card/02085) leave play immediately when the Act or Agenda it is attached to flips to its b side, or only when the a side of the next act/agenda is reached? **A:** Light of Aforgomon will leave play when the attached act/agenda leaves play (which is typically after resolving its ‘b’ side).', 'updated': {'date': '2025-04-13 15:18:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '02088', 'html': '<ul><li>\n<p><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> I have a question about <a href="/card/02088">Unhallowed Country</a>. Does its second line of text remove traits from allies as well, including the <b><i>Ally</i></b> trait itself? I compared the language on this card to <a href="/card/01068">Mind Wipe</a>, <a href="/card/01103">Stubborn Detective</a>, <a href="/card/06100">Threads of Reality</a> which all have "except for Traits" language. <strong>A:</strong> Thank you for bringing this to our attention. Unhallowed Country should have been given a wording such as Mind Wipe, where the text box is treated as blank except for Traits. Please apply this same logic to Unhallowed Country; your Ally cards will remain Ally cards for the duration of the ability.</p>\n</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)\r\n\r\n- **Q:** I have a question about [Unhallowed Country](/card/02088). Does its second line of text remove traits from allies as well, including the <b><i>Ally</i></b> trait itself? I compared the language on this card to [Mind Wipe](/card/01068), [Stubborn Detective](/card/01103), [Threads of Reality](/card/06100) which all have "except for Traits" language. **A:** Thank you for bringing this to our attention. Unhallowed Country should have been given a wording such as Mind Wipe, where the text box is treated as blank except for Traits. Please apply this same logic to Unhallowed Country; your Ally cards will remain Ally cards for the duration of the ability.', 'updated': {'date': '2023-03-17 14:43:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02090', 'html': '<ul><li>Aloof + Hunter means that this enemy will follow you around, but will not engage you on its own accord.</li>\n</ul>', 'text': '- Aloof + Hunter means that this enemy will follow you around, but will not engage you on its own accord.', 'updated': {'date': '2017-01-19 07:00:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '02093', 'html': '<ul><li>0 is neither a positive or negative number, hence the lack of a + or – symbol on the token. (In fact, the concept of positive and negative numbers are defined by whether or not the number is greater than or less than 0). 0 is therefore "any other number."</li>\n</ul>', 'text': '- 0 is neither a positive or negative number, hence the lack of a + or – symbol on the token. (In fact, the concept of positive and negative numbers are defined by whether or not the number is greater than or less than 0). 0 is therefore "any other number."', 'updated': {'date': '2017-06-22 10:34:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '02097', 'html': '<ul><li>The <b><i>Human</i></b> trait on <a href="/card/02097">O\'Bannion\'s Thug</a> should read <b><i>Humanoid</i></b> - FAQ v1.2, Jan 2018.</li>\n</ul>', 'text': "- The <b><i>Human</b></i> trait on [O'Bannion's Thug](/card/02097) should read <b><i>Humanoid</b></i> - FAQ v1.2, Jan 2018.", 'updated': {'date': '2018-01-05 09:30:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}, {'code': '02097', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> The <b><i>Human</i></b> trait on <a href="/card/02097">O\'Bannion\'s Thug</a> should read <b><i>Humanoid</i></b> - FAQ v1.2, Jan 2018.</li>\n</ul>', 'text': "- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** The <b><i>Human</b></i> trait on [O'Bannion's Thug](/card/02097) should read <b><i>Humanoid</b></i> - FAQ v1.2, Jan 2018.", 'updated': {'date': '2022-01-02 12:14:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02098', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> The <b><i>Human</i></b> trait on <a href="/card/02098">Mobster</a> should read <b><i>Humanoid</i></b> - FAQ v1.2, Jan 2018.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** The <b><i>Human</b></i> trait on [Mobster](/card/02098) should read <b><i>Humanoid</b></i> - FAQ v1.2, Jan 2018.', 'updated': {'date': '2022-01-02 12:17:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '02101', 'html': '<ul><li>\n<p>This card has the <a href="https://arkhamdb.com/rules#Peril">Peril</a> keyword, which means that the investigator who drew it cannot discuss with other players what cardtype to name. He or she must make the choice on his or her own.</p>\n</li>\n<li>"<a href="/card/02101">Terror from Beyond</a> can cause weaknesses to be discarded (e.g. <a href="/card/01013">Dark Memory</a>), even if you are the one making the choice. Terror from Beyond has the player optionally choosing a card type, and then all investigators are obliged to discard all cards of that card type. In this case, you aren’t optionally choosing to discard 1 or more cards; you are selecting a category of cards and all cards of that category are being discarded. The discard is mandatory." - Matt Newman.</li>\n</ul>', 'text': '- This card has the [Peril](https://arkhamdb.com/rules#Peril) keyword, which means that the investigator who drew it cannot discuss with other players what cardtype to name. He or she must make the choice on his or her own.\r\n\r\n- "[Terror from Beyond](/card/02101) can cause weaknesses to be discarded (e.g. [Dark Memory](/card/01013)), even if you are the one making the choice. Terror from Beyond has the player optionally choosing a card type, and then all investigators are obliged to discard all cards of that card type. In this case, you aren’t optionally choosing to discard 1 or more cards; you are selecting a category of cards and all cards of that category are being discarded. The discard is mandatory." - Matt Newman.', 'updated': {'date': '2017-05-05 11:24:38.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02102', 'html': '<ul><li>\n<p>When taking the <span class="icon-willpower"></span> test moving <em>into</em> <a href="/card/02102">Arcane Barrier</a>\'s location, you are considered to be taking the test from your <em>starting</em> location. Investigators at your starting location may commit cards to help you pass the test, but investigators at the location with the <a href="/card/02102">Arcane Barrier</a> may not. </p>\n</li>\n<li>If your location has an <a href="/card/02102">Arcane Barrier</a> and a connected location has an <a href="/card/02102">Arcane Barrier</a>, you must test <span class="icon-willpower"></span> twice if moving between those two locations. If you fail the first test and opt to \'cancel the effects of the move\', you do not take the second <span class="icon-willpower"></span> test. "It is as though the move never occurred, so any hanging Forced abilities or reactions that would trigger based on you moving (such as the second Arcane Barrier) do not trigger." [Matt Newman]</li>\n</ul>', 'text': '- When taking the <span class="icon-willpower"></span> test moving *into* [Arcane Barrier](/card/02102)\'s location, you are considered to be taking the test from your *starting* location. Investigators at your starting location may commit cards to help you pass the test, but investigators at the location with the [Arcane Barrier](/card/02102) may not. \r\n\r\n- If your location has an [Arcane Barrier](/card/02102) and a connected location has an [Arcane Barrier](/card/02102), you must test <span class="icon-willpower"></span> twice if moving between those two locations. If you fail the first test and opt to \'cancel the effects of the move\', you do not take the second <span class="icon-willpower"></span> test. "It is as though the move never occurred, so any hanging Forced abilities or reactions that would trigger based on you moving (such as the second Arcane Barrier) do not trigger." [Matt Newman]', 'updated': {'date': '2017-06-05 03:29:02.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02103', 'html': '<ul><li><strong>Q:</strong> <a href="/card/02103">Conglomeration of Spheres</a> reads:- "<strong>Forced</strong> - After you perform an attack against the Conglomeration of Spheres using a <b><i>Melee</i></b> card: Discard that card." Does this ability trigger if Conglomeration of Spheres is defeated during the attack, and so is no longer in play by the time its triggering condition occurs? <strong>A:</strong> The “after” in Spheres’ ability would come into effect once the test is resolved and damage is dealt. Defeating the Spheres with a Melee card could not cause the ability to trigger.</li>\n</ul>', 'text': '- **Q:** [Conglomeration of Spheres](/card/02103) reads:- "**Forced** - After you perform an attack against the Conglomeration of Spheres using a <b><i>Melee</i></b> card: Discard that card." Does this ability trigger if Conglomeration of Spheres is defeated during the attack, and so is no longer in play by the time its triggering condition occurs? **A:** The “after” in Spheres’ ability would come into effect once the test is resolved and damage is dealt. Defeating the Spheres with a Melee card could not cause the ability to trigger.', 'updated': {'date': '2022-11-09 09:57:11.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02104', 'html': '<ul><li>If you play <a href="/card/01023">Dodge</a> or <a href="/card/02153">Hypnotic Gaze</a> on <a href="/card/02104">Servant of the Lurker</a>\'s attack, it interrupts the initiation of the <strong>Forced</strong> effect and neither attack nor forced effect triggers.</li>\n</ul>', 'text': "- If you play [Dodge](/card/01023) or [Hypnotic Gaze](/card/02153) on [Servant of the Lurker](/card/02104)'s attack, it interrupts the initiation of the **Forced** effect and neither attack nor forced effect triggers.", 'updated': {'date': '2017-06-05 03:46:40.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '82001', 'html': '<ul><li>\n<p>If a <span class="icon-cultist"></span> token is drawn and the additionally drawn token then causes you to fail the test, drawing the encounter card takes place during step 7 of <a href="/rules#Skill_Test_Timing">skill test timing</a>, before committed cards are discarded and tokens are placed back into the chaos bag. If that encounter card has you performing a skill test, that entire skill test will also take place during Step 7. Once that skill test has fully resolved, proceed to Step 8 of the original skill test - see FAQ 1.0, section 1.4, nested sequences.. </p>\n</li>\n<li>Cards that trigger \'after you fail a skill test\' (such as <a href="/card/01075">Rabbit\'s Foot</a> or <a href="/card/01079">"Look what I found!"</a>) can\'t be played until the nested sequence is completed, as the first skill test is yet to complete - see FAQ 1.0, section 2.2, timing of \'If\' and \'At\' abilities.</li>\n</ul>', 'text': '- If a <span class="icon-cultist"></span> token is drawn and the additionally drawn token then causes you to fail the test, drawing the encounter card takes place during step 7 of [skill test timing](/rules#Skill_Test_Timing), before committed cards are discarded and tokens are placed back into the chaos bag. If that encounter card has you performing a skill test, that entire skill test will also take place during Step 7. Once that skill test has fully resolved, proceed to Step 8 of the original skill test - see FAQ 1.0, section 1.4, nested sequences.. \r\n\r\n- Cards that trigger \'after you fail a skill test\' (such as [Rabbit\'s Foot](/card/01075) or ["Look what I found!"](/card/01079)) can\'t be played until the nested sequence is completed, as the first skill test is yet to complete - see FAQ 1.0, section 2.2, timing of \'If\' and \'At\' abilities.', 'updated': {'date': '2017-06-05 03:49:02.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '82002', 'html': '<ul><li>\n<p>For Baleful Reveler\'s <strong>Forced</strong> ability, players may choose any investigator to reveal the token. The chosen investigator can use abilities that refer to *you* revealing a token (<a href="https://arkhamdb.com/card/01005">Wendy</a>, <a href="https://arkhamdb.com/card/02004">Jim</a>, <a href="https://arkhamdb.com/card/01071">Grotesque Statue</a>).</p>\n</li>\n<li>Special effects of revealed tokens described on the scenario refrerence card do not resolve.</li>\n</ul>', 'text': "- For Baleful Reveler's **Forced** ability, players may choose any investigator to reveal the token. The chosen investigator can use abilities that refer to \\*you* revealing a token ([Wendy](https://arkhamdb.com/card/01005), [Jim](https://arkhamdb.com/card/02004), [Grotesque Statue](https://arkhamdb.com/card/01071)).\r\n\r\n- Special effects of revealed tokens described on the scenario refrerence card do not resolve.", 'updated': {'date': '2017-02-05 14:33:17.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '82010', 'html': '<ul><li>The <strong>Move</strong> ability is not an action, so it does not provoke attacks of opportunity, and is not affected by <a href="https://arkhamdb.com/card/01164">Frozen in Fear</a>.</li>\n</ul>', 'text': '- The **Move** ability is not an action, so it does not provoke attacks of opportunity, and is not affected by [Frozen in Fear](https://arkhamdb.com/card/01164).', 'updated': {'date': '2017-01-26 12:02:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '82011', 'html': '<ul><li>If you are instructed to lose 1 or more actions, you have that many fewer actions to take during your turn. This is referring to your normal three “full” actions. So if you are instructed to lose 1 or more actions, those must be the ones that are “lost” first. If you have no more of those actions to lose, then you start losing “additional” actions, of your choice. So, for example, if you are playing Daisy and an effect instructs you to “lose 2 actions”, you would have 1 normal action and Daisy’s special additional action left.</li>\n</ul>', 'text': '- If you are instructed to lose 1 or more actions, you have that many fewer actions to take during your turn. This is referring to your normal three “full” actions. So if you are instructed to lose 1 or more actions, those must be the ones that are “lost” first. If you have no more of those actions to lose, then you start losing “additional” actions, of your choice. So, for example, if you are playing Daisy and an effect instructs you to “lose 2 actions”, you would have 1 normal action and Daisy’s special additional action left.', 'updated': {'date': '2017-06-05 03:49:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '82014', 'html': '<ul><li><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:29:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '82024', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated October 2024): <strong>Erratum:</strong> The first line of  this card should read "Limit 1 <b><i>Mask</i></b> per investigator." - FAQ v2.3, Oct 2024.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated October 2024): **Erratum:** The first line of  this card should read "Limit 1 <b><i>Mask</i></b> per investigator." - FAQ v2.3, Oct 2024.', 'updated': {'date': '2024-10-26 09:05:28.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '02229', 'html': '<ul><li>\n<p>If <a href="/card/02229">Quick Thinking</a> is committed to another investigator\'s test or a test at any time that is not the committing investigator\'s turn, success means an extra action but no more. "You just get to take that one action and that is all. This may cause player windows to open up, but you would still only be allowed to play certain cards within those player windows (cards that do not require it to be your turn)." [Matt Newman] You cannot play fast assets that normally can only be played \'on your turn\'.</p>\n</li>\n<li>\n<p>If you take an action that qualifies as either of your additional actions, e.g. from <a href="/card/01048">Leo De Luca</a> and <a href="/card/02229">Quick Thinking</a>, you may choose which additional action you are actually using.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Does <a href="/card/02026">Double or Nothing</a> work with extra action effects like <a href="/card/02229">Quick Thinking</a> or the level 2 <a href="/card/03234">.41 Derringer</a>? <strong>A:</strong> Double or Nothing works with both of those effects! Those effects indeed trigger during step 7 [of a skill test], and then create a delayed effect which grants the extra action(s) after the test resolves.</p>\n</li>\n<li>\n<p><strong>"As If":</strong> Some card effects allow an investigator to resolve an ability or perform an action as if a certain aspect of the game state were altered, using the text “as if…” to indicate the difference. The indicated ability or action is resolved with the altered game state in mind, but the actual game state remains unchanged.</p>\n<ul><li>This includes all steps of the indicated ability/action, including the paying of its costs, attacks of opportunity (where applicable), and resolving each aspect of its effect.</li>\n<li>Other card abilities or game effects do not resolve with the altered game state in mind; only the indicated ability/action. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n<li>\n<p><strong>Q:</strong> I have a question about effects that "end your turn". I\'m the last investigator to take a turn during a round; I play <a href="/card/06160">"Let God sort them out..."</a>, which immediately ends my turn. Is there a player window after this action and before the end of the investigation phase? (Obviously any such window wouldn\'t be during my turn any more.) In other words, after playing Let God Sort Them Out with an action in step 2.2.1, does the game sequence continue as normal and return to the previous player window, or does "immediately end your turn" skip the sequence ahead to step 2.2.2? If it skips ahead, how would this interact with effects that end your turn at unusual times (e.g. drawing a symbol on <a href="/card/01689">Rite of Seeking</a> during an action taken in the mythos phase with <a href="/card/02229">Quick Thinking</a>?) <strong>A</strong>: </p>\n<ul><li>If you were the last investigator to take a turn and played “Let God sort them out…”, your turn would end. Referencing <a href="rules#Appendix_II_Timing_and_Gameplay">Appendix II: Timing and Gameplay</a>, you would resolve step 2.2.2, which checks that everyone has taken a turn, then proceed to step 2.3, the official end of the investigation phase. There are no player windows following the last player’s turn ending; the Enemy Phase begins instead.</li>\n<li>If you use Quick Thinking during the Mythos Phase and activate Rite of Seeking, the text at the end of Rite of Seeking has no additional effect, because you haven’t “taken a turn” and you don’t have any additional actions to lose. You would simply investigate, determine if you succeed or fail, then continue with the Mythos Phase.</li>\n</ul></li>\n</ul>', 'text': '- If [Quick Thinking](/card/02229) is committed to another investigator\'s test or a test at any time that is not the committing investigator\'s turn, success means an extra action but no more. "You just get to take that one action and that is all. This may cause player windows to open up, but you would still only be allowed to play certain cards within those player windows (cards that do not require it to be your turn)." [Matt Newman] You cannot play fast assets that normally can only be played \'on your turn\'.\r\n\r\n- If you take an action that qualifies as either of your additional actions, e.g. from [Leo De Luca](/card/01048) and [Quick Thinking](/card/02229), you may choose which additional action you are actually using.\r\n\r\n- **Q:** Does [Double or Nothing](/card/02026) work with extra action effects like [Quick Thinking](/card/02229) or the level 2 [.41 Derringer](/card/03234)? **A:** Double or Nothing works with both of those effects! Those effects indeed trigger during step 7 [of a skill test], and then create a delayed effect which grants the extra action(s) after the test resolves.\r\n\r\n- **"As If":** Some card effects allow an investigator to resolve an ability or perform an action as if a certain aspect of the game state were altered, using the text “as if…” to indicate the difference. The indicated ability or action is resolved with the altered game state in mind, but the actual game state remains unchanged.\r\n  - This includes all steps of the indicated ability/action, including the paying of its costs, attacks of opportunity (where applicable), and resolving each aspect of its effect.\r\n  - Other card abilities or game effects do not resolve with the altered game state in mind; only the indicated ability/action. - FAQ, v.1.7, March 2020\r\n\r\n- **Q:** I have a question about effects that "end your turn". I\'m the last investigator to take a turn during a round; I play ["Let God sort them out..."](/card/06160), which immediately ends my turn. Is there a player window after this action and before the end of the investigation phase? (Obviously any such window wouldn\'t be during my turn any more.) In other words, after playing Let God Sort Them Out with an action in step 2.2.1, does the game sequence continue as normal and return to the previous player window, or does "immediately end your turn" skip the sequence ahead to step 2.2.2? If it skips ahead, how would this interact with effects that end your turn at unusual times (e.g. drawing a symbol on [Rite of Seeking](/card/01689) during an action taken in the mythos phase with [Quick Thinking](/card/02229)?) **A**: \r\n - If you were the last investigator to take a turn and played “Let God sort them out…”, your turn would end. Referencing [Appendix II: Timing and Gameplay](rules#Appendix_II_Timing_and_Gameplay), you would resolve step 2.2.2, which checks that everyone has taken a turn, then proceed to step 2.3, the official end of the investigation phase. There are no player windows following the last player’s turn ending; the Enemy Phase begins instead.\r\n - If you use Quick Thinking during the Mythos Phase and activate Rite of Seeking, the text at the end of Rite of Seeking has no additional effect, because you haven’t “taken a turn” and you don’t have any additional actions to lose. You would simply investigate, determine if you succeed or fail, then continue with the Mythos Phase.', 'updated': {'date': '2022-09-01 08:19:38.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02233', 'html': '<ul><li><strong>Q:</strong> I have a question about effects that "end your turn". I\'m the last investigator to take a turn during a round; I play <a href="/card/06160">"Let God sort them out..."</a>, which immediately ends my turn. Is there a player window after this action and before the end of the investigation phase? (Obviously any such window wouldn\'t be during my turn any more.) In other words, after playing Let God Sort Them Out with an action in step 2.2.1, does the game sequence continue as normal and return to the previous player window, or does "immediately end your turn" skip the sequence ahead to step 2.2.2? If it skips ahead, how would this interact with effects that end your turn at unusual times (e.g. drawing a symbol on <a href="/card/01689">Rite of Seeking</a> during an action taken in the mythos phase with <a href="/card/02229">Quick Thinking</a>?) <strong>A</strong>: \n<ul><li>If you were the last investigator to take a turn and played “Let God sort them out…”, your turn would end. Referencing <a href="rules#Appendix_II_Timing_and_Gameplay">Appendix II: Timing and Gameplay</a>, you would resolve step 2.2.2, which checks that everyone has taken a turn, then proceed to step 2.3, the official end of the investigation phase. There are no player windows following the last player’s turn ending; the Enemy Phase begins instead.</li>\n<li>If you use Quick Thinking during the Mythos Phase and activate Rite of Seeking, the text at the end of Rite of Seeking has no additional effect, because you haven’t “taken a turn” and you don’t have any additional actions to lose. You would simply investigate, determine if you succeed or fail, then continue with the Mythos Phase.</li>\n</ul></li>\n</ul>', 'text': '- **Q:** I have a question about effects that "end your turn". I\'m the last investigator to take a turn during a round; I play ["Let God sort them out..."](/card/06160), which immediately ends my turn. Is there a player window after this action and before the end of the investigation phase? (Obviously any such window wouldn\'t be during my turn any more.) In other words, after playing Let God Sort Them Out with an action in step 2.2.1, does the game sequence continue as normal and return to the previous player window, or does "immediately end your turn" skip the sequence ahead to step 2.2.2? If it skips ahead, how would this interact with effects that end your turn at unusual times (e.g. drawing a symbol on [Rite of Seeking](/card/01689) during an action taken in the mythos phase with [Quick Thinking](/card/02229)?) **A**: \r\n - If you were the last investigator to take a turn and played “Let God sort them out…”, your turn would end. Referencing [Appendix II: Timing and Gameplay](rules#Appendix_II_Timing_and_Gameplay), you would resolve step 2.2.2, which checks that everyone has taken a turn, then proceed to step 2.3, the official end of the investigation phase. There are no player windows following the last player’s turn ending; the Enemy Phase begins instead.\r\n - If you use Quick Thinking during the Mythos Phase and activate Rite of Seeking, the text at the end of Rite of Seeking has no additional effect, because you haven’t “taken a turn” and you don’t have any additional actions to lose. You would simply investigate, determine if you succeed or fail, then continue with the Mythos Phase.', 'updated': {'date': '2022-09-01 08:19:58.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02105', 'html': '<ul><li>"As long as the card has the potential to change the game state, you can begin the initiation sequence. Then, if an attack of opportunity is triggered and that changes the way you want the card’s effect to be resolved, so be it! That is perfectly legal. So, if you play <a href="/card/02105">Emergency Aid</a> [with one damaged player or ally in play] and an attack of opportunity deals damage to your <a href="/card/01021">Guard Dog</a>, you can then use Emergency Aid’s effect to heal the Guard Dog. You are able to do this because Emergency Aid did have the potential to change the game state before the attack of opportunity occurred (because Morgan was damaged). If, hypothetically speaking, no characters in play were damaged at the time you began playing Emergency Aid, then it would have no potential to change the game state and it would immediately abort the process before the card is even played. The same is true if you, for example, used <a href="/card/02270">A Chance Encounter</a> to bring an ally back from your discard pile, and triggered an attack of opportunity that ended up defeating a different ally; you could then use A Chance Encounter to bring that ally back instead of the original one. "</li>\n</ul>', 'text': '- "As long as the card has the potential to change the game state, you can begin the initiation sequence. Then, if an attack of opportunity is triggered and that changes the way you want the card’s effect to be resolved, so be it! That is perfectly legal. So, if you play [Emergency Aid](/card/02105) [with one damaged player or ally in play] and an attack of opportunity deals damage to your [Guard Dog](/card/01021), you can then use Emergency Aid’s effect to heal the Guard Dog. You are able to do this because Emergency Aid did have the potential to change the game state before the attack of opportunity occurred (because Morgan was damaged). If, hypothetically speaking, no characters in play were damaged at the time you began playing Emergency Aid, then it would have no potential to change the game state and it would immediately abort the process before the card is even played. The same is true if you, for example, used [A Chance Encounter](/card/02270) to bring an ally back from your discard pile, and triggered an attack of opportunity that ended up defeating a different ally; you could then use A Chance Encounter to bring that ally back instead of the original one. "', 'updated': {'date': '2017-09-26 14:51:26.000000', 'timezone_type': 3, 'timezone': 'UTC'}}, {'code': '02105', 'html': '<p>-</p>', 'text': '-', 'updated': {'date': '2017-09-26 15:05:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02106', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 15:16:11.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02108', 'html': '<ul><li><a href="/card/02108">Pathfinder</a>\'s <span class="icon-lighting"></span> ability is not an <strong>action</strong> or <span class="icon-action"></span>, so it does not incur an additional cost if you have <a href="/card/01164">Frozen in Fear</a> in your threat area.</li>\n</ul>', 'text': '- [Pathfinder](/card/02108)\'s <span class="icon-lighting"></span> ability is not an **action** or <span class="icon-action"></span>, so it does not incur an additional cost if you have [Frozen in Fear](/card/01164) in your threat area.', 'updated': {'date': '2017-06-05 03:47:19.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '02113', 'html': '<ul><li>\n<p><a href="/card/02113">Oops!</a> does not specify to deal the damage an attack would have dealt if it had been successful, so the damage dealt should be the damage the attack would deal if it fails (for instance, an Oops!\'d <a href="/card/01047">.41 Derringer</a> attack deals 1 damage). </p>\n</li>\n<li><a href="/card/02113">Oops!</a> vs <a href="/card/01029">Shotgun</a>: if you play Oops! on a failed attack with Shotgun, the damage dealt is 1.</li>\n</ul>', 'text': "- [Oops!](/card/02113) does not specify to deal the damage an attack would have dealt if it had been successful, so the damage dealt should be the damage the attack would deal if it fails (for instance, an Oops!'d [.41 Derringer](/card/01047) attack deals 1 damage). \r\n\r\n- [Oops!](/card/02113) vs [Shotgun](/card/01029): if you play Oops! on a failed attack with Shotgun, the damage dealt is 1.", 'updated': {'date': '2017-06-05 03:46:04.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02115', 'html': '<ul><li>If no ally is found in your search, the effect did not fully resolve, so you do not have to exile Flare. You should still shuffle your deck.</li>\n</ul>', 'text': '- If no ally is found in your search, the effect did not fully resolve, so you do not have to exile Flare. You should still shuffle your deck.', 'updated': {'date': '2017-06-05 03:44:25.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '02119', 'html': '<ul><li>While resolving the B side of this agenda (A Creature of the Void), the A side (Restricted Access), as well as the A side of Agenda 2, are not active. If this is the first time you spawn the <a href="/card/02141">Hunting Horror</a>, it will not have <a href="/card/02142">Shadow-spawned</a> attached to it. If <a href="/card/02142">Shadow-spawned</a> is already attached, it will not gain a resource at this juncture.</li>\n</ul>', 'text': '- While resolving the B side of this agenda (A Creature of the Void), the A side (Restricted Access), as well as the A side of Agenda 2, are not active. If this is the first time you spawn the [Hunting Horror](/card/02141), it will not have [Shadow-spawned](/card/02142) attached to it. If [Shadow-spawned](/card/02142) is already attached, it will not gain a resource at this juncture.', 'updated': {'date': '2017-05-02 12:56:13.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02120', 'html': '<ul><li>While resolving the B side of this agenda (Hunted Down), the A side (Shadows Deepen), as well as the A side of Agenda 3, are not active. If <a href="/card/02142">Shadow-spawned</a> is attached to the <a href="/card/02141">Hunting Horror</a>, it will not gain a resource at this juncture.</li>\n</ul>', 'text': '- While resolving the B side of this agenda (Hunted Down), the A side (Shadows Deepen), as well as the A side of Agenda 3, are not active. If [Shadow-spawned](/card/02142) is attached to the [Hunting Horror](/card/02141), it will not gain a resource at this juncture.', 'updated': {'date': '2017-05-02 12:57:03.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '02130', 'html': '<ul><li><strong>Q:</strong> If you initiate an investigate action, then drop to 4 or fewer resources, does the investigation cease? <strong>A:</strong> "The Administration Office only prevents you from initiating the investigation if you do not have the proper number of cards/resources. If you begin the investigation and then spend resources or discard cards, you can still follow through with the investigation."</li>\n</ul>', 'text': '- **Q:** If you initiate an investigate action, then drop to 4 or fewer resources, does the investigation cease? **A:** "The Administration Office only prevents you from initiating the investigation if you do not have the proper number of cards/resources. If you begin the investigation and then spend resources or discard cards, you can still follow through with the investigation."', 'updated': {'date': '2018-01-05 09:27:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02131', 'html': '<ul><li><strong>Q:</strong> If you initiate an investigate action, then drop to 4 or fewer cards, does the investigation cease? <strong>A:</strong> "The Administration Office only prevents you from initiating the investigation if you do not have the proper number of cards/resources. If you begin the investigation and then spend resources or discard cards, you can still follow through with the investigation."</li>\n</ul>', 'text': '- **Q:** If you initiate an investigate action, then drop to 4 or fewer cards, does the investigation cease? **A:** "The Administration Office only prevents you from initiating the investigation if you do not have the proper number of cards/resources. If you begin the investigation and then spend resources or discard cards, you can still follow through with the investigation."', 'updated': {'date': '2018-01-05 09:27:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '02139', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:55:18.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02140', 'html': '<ul>\n<li>\n<p><strong>Question</strong>: "Retiring investigators has been the subject of some discussion lately, and you were quoted as ruling you could freely retire investigators by treating yourself as a new \'player\' (per the campaign rules on joining and leaving a campaign). Is it legit, then, to \'retire\' an investigator with story assets, then \'rejoin\' with that investigator later, strictly to avoid risking the story asset (such as on The Essex County Express), and not because that player is sitting out the game? And for that matter, can a 4-player campaign load all the story assets onto one player, and have that player sit Essex County for this purpose?" <strong>Answer</strong>: "I don’t think there’s anything explicitly preventing players from doing this as far as the rules are concerned, but I think doing so would go against the spirit of the rules. The ability to retire from and/or join an in-progress campaign exists to give players more freedom when playing through a campaign with friends. Schedules can sometimes be hectic, and when it comes to gaming, real life comes first. Sometimes players cannot make it to a play session, and sometimes you\'d like to include a friend mid-campaign without having to start over. These rules were written in such a way as to allow players the freedom to have players drop in and out with relative ease, without compromising the integrity of any player’s deck, or the story. I would urge players to not intentionally abuse these rules to try and get around specific story resolution effects."</p>\n</li>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</p>\n</li>\n</ul>', 'text': '- **Question**: "Retiring investigators has been the subject of some discussion lately, and you were quoted as ruling you could freely retire investigators by treating yourself as a new \'player\' (per the campaign rules on joining and leaving a campaign). Is it legit, then, to \'retire\' an investigator with story assets, then \'rejoin\' with that investigator later, strictly to avoid risking the story asset (such as on The Essex County Express), and not because that player is sitting out the game? And for that matter, can a 4-player campaign load all the story assets onto one player, and have that player sit Essex County for this purpose?" **Answer**: "I don’t think there’s anything explicitly preventing players from doing this as far as the rules are concerned, but I think doing so would go against the spirit of the rules. The ability to retire from and/or join an in-progress campaign exists to give players more freedom when playing through a campaign with friends. Schedules can sometimes be hectic, and when it comes to gaming, real life comes first. Sometimes players cannot make it to a play session, and sometimes you\'d like to include a friend mid-campaign without having to start over. These rules were written in such a way as to allow players the freedom to have players drop in and out with relative ease, without compromising the integrity of any player’s deck, or the story. I would urge players to not intentionally abuse these rules to try and get around specific story resolution effects."\r\n\r\n- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 15:10:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02141', 'html': '<ul><li>\n<p>When <a href="/card/02141">Hunting Horror</a> leaves play and is placed in the void, any doom or damage on it is removed. <a href="/card/02142">Shadow-spawned</a> stays attached to it, and any resources on Shadow-spawned are <strong>not</strong> removed.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Who resolves the first <strong>Forced</strong> effect on <a href="/card/02141">Hunting Horror</a>? Do you just pick a player? Does no player do it? <strong>A:</strong> Generally speaking, whenever it is unclear who is resolving an ability, the investigators may choose who is resolving it. In the event that the investigators cannot decide, the lead investigator must resolve it. In the event that it’s unclear who exactly advanced the act, simply decide at that moment in time amongst the investigators. [Ruling taken from ruling on <a href="/card/04175">Templo Mayor</a>]</p>\n</li>\n</ul>', 'text': '- When [Hunting Horror](/card/02141) leaves play and is placed in the void, any doom or damage on it is removed. [Shadow-spawned](/card/02142) stays attached to it, and any resources on Shadow-spawned are **not** removed.\r\n\r\n- **Q:** Who resolves the first **Forced** effect on [Hunting Horror](/card/02141)? Do you just pick a player? Does no player do it? **A:** Generally speaking, whenever it is unclear who is resolving an ability, the investigators may choose who is resolving it. In the event that the investigators cannot decide, the lead investigator must resolve it. In the event that it’s unclear who exactly advanced the act, simply decide at that moment in time amongst the investigators. [Ruling taken from ruling on [Templo Mayor](/card/04175)]', 'updated': {'date': '2020-11-23 10:44:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02142', 'html': '<ul><li>Resources on <a href="/card/02142">Shadow-spawned</a> stay on it when <a href="/card/02141">Hunting Horror</a> is moved to or from the void.</li>\n</ul>', 'text': '- Resources on [Shadow-spawned](/card/02142) stay on it when [Hunting Horror](/card/02141) is moved to or from the void.', 'updated': {'date': '2017-06-05 03:44:58.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '02145', 'html': '<ul><li>If you are instructed to lose 1 or more actions, you have that many fewer actions to take during your turn. This is referring to your normal three “full” actions. So if you are instructed to lose 1 or more actions, those must be the ones that are “lost” first. If you have no more of those actions to lose, then you start losing “additional” actions, of your choice. So, for example, if you are playing Daisy and an effect instructs you to “lose 2 actions”, you would have 1 normal action and Daisy’s special additional action left.</li>\n</ul>', 'text': '- If you are instructed to lose 1 or more actions, you have that many fewer actions to take during your turn. This is referring to your normal three “full” actions. So if you are instructed to lose 1 or more actions, those must be the ones that are “lost” first. If you have no more of those actions to lose, then you start losing “additional” actions, of your choice. So, for example, if you are playing Daisy and an effect instructs you to “lose 2 actions”, you would have 1 normal action and Daisy’s special additional action left.', 'updated': {'date': '2017-06-05 03:49:55.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02147', 'html': '<ul><li>\n<p>If you lose an asset that grants you additional slots, you must discard cards in excess of those slots until you have a legal number of assets in play in those slots. For example, if you had a <a href="/card/02147">Bandolier</a>, a <a href="/card/01029">Shotgun</a> and a <a href="/card/01020">Machete</a> in play, and the bandolier was discarded, you would be forced to discard either the shotgun or the machete.</p>\n</li>\n<li>Slots are a constant restriction on the cards you can have in play, and something the game state constantly checks.</li>\n</ul>', 'text': '- If you lose an asset that grants you additional slots, you must discard cards in excess of those slots until you have a legal number of assets in play in those slots. For example, if you had a [Bandolier](/card/02147), a [Shotgun](/card/01029) and a [Machete](/card/01020) in play, and the bandolier was discarded, you would be forced to discard either the shotgun or the machete.\r\n\r\n- Slots are a constant restriction on the cards you can have in play, and something the game state constantly checks.', 'updated': {'date': '2017-06-05 03:29:20.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '02165', 'html': '<ul><li>When you receive trauma mid-scenario, you do not immediately receive damage/horror to go along with it, unless otherwise noted.</li>\n</ul>', 'text': '- When you receive trauma mid-scenario, you do not immediately receive damage/horror to go along with it, unless otherwise noted.', 'updated': {'date': '2017-06-05 03:47:01.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02167', 'html': '<ul><li>\n<p>When discarding cards to Passenger Car\'s <strong>Forced</strong> effect, <span class="icon-wild"></span> icons <strong>are</strong> considered a match for the required 2 <span class="icon-agility"></span> icons [FAQ v1.1, section 1.9].</p>\n</li>\n<li><strong>Q:</strong> Several Train Car locations offer the player a choice to either discard cards with specified icons, or suffer damage/horror. For such locations, can the player choose to discard cards even though they do not have the required icons to discard, so long as it changes the game state? For example, if the Passenger Car says "After you enter Passenger Car: You must either discard cards from your hand with at least 2 total <span class="icon-agility"></span> icons or take 2 damage", and I have a single copy of Lone Wolf (1 <span class="icon-agility"></span> icon) and nothing else in hand, will I be able to choose discard instead of taking the damage? If I am able to choose discard, what would happen to other cards in my hand that do not have relevant icons? Will I be compelled to discard them all? <strong>A:</strong> The only mandate is that you are compelled to choose an option that has the potential to change the game state. Your example (choosing the “discard” option even though you only have 1 <span class="icon-agility"></span> icon in hand) is perfectly legal, because it has the potential to change the game state. However, once chosen, you must resolve as much of the effect as you can. This will force you to continue discarding cards from your hand if you cannot reach the threshold of 2 <span class="icon-agility"></span> icons, even if those cards have no agility icons on them (similar to how <a href="/card/03102">Corrosion</a> forces you to discard 0-cost cards from your hand if you cannot reach the cost threshold).</li>\n</ul>', 'text': '- When discarding cards to Passenger Car\'s **Forced** effect, <span class="icon-wild"></span> icons **are** considered a match for the required 2 <span class="icon-agility"></span> icons [FAQ v1.1, section 1.9].\r\n\r\n- **Q:** Several Train Car locations offer the player a choice to either discard cards with specified icons, or suffer damage/horror. For such locations, can the player choose to discard cards even though they do not have the required icons to discard, so long as it changes the game state? For example, if the Passenger Car says "After you enter Passenger Car: You must either discard cards from your hand with at least 2 total <span class="icon-agility"></span> icons or take 2 damage", and I have a single copy of Lone Wolf (1 <span class="icon-agility"></span> icon) and nothing else in hand, will I be able to choose discard instead of taking the damage? If I am able to choose discard, what would happen to other cards in my hand that do not have relevant icons? Will I be compelled to discard them all? **A:** The only mandate is that you are compelled to choose an option that has the potential to change the game state. Your example (choosing the “discard” option even though you only have 1 <span class="icon-agility"></span> icon in hand) is perfectly legal, because it has the potential to change the game state. However, once chosen, you must resolve as much of the effect as you can. This will force you to continue discarding cards from your hand if you cannot reach the threshold of 2 <span class="icon-agility"></span> icons, even if those cards have no agility icons on them (similar to how [Corrosion](/card/03102) forces you to discard 0-cost cards from your hand if you cannot reach the cost threshold).', 'updated': {'date': '2018-06-11 16:14:26.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02168', 'html': '<ul><li>\n<p>When discarding cards to Passenger Car\'s <strong>Forced</strong> effect, <span class="icon-wild"></span> icons <strong>are</strong> considered a match for the required 2 <span class="icon-combat"></span> icons [FAQ v1.1, section 1.9].</p>\n</li>\n<li><strong>Q:</strong> Several Train Car locations offer the player a choice to either discard cards with specified icons, or suffer damage/horror. For such locations, can the player choose to discard cards even though they do not have the required icons to discard, so long as it changes the game state? For example, if the Passenger Car says "After you enter Passenger Car: You must either discard cards from your hand with at least 2 total <span class="icon-agility"></span> icons or take 2 damage", and I have a single copy of Lone Wolf (1 <span class="icon-agility"></span> icon) and nothing else in hand, will I be able to choose discard instead of taking the damage? If I am able to choose discard, what would happen to other cards in my hand that do not have relevant icons? Will I be compelled to discard them all? <strong>A:</strong> The only mandate is that you are compelled to choose an option that has the potential to change the game state. Your example (choosing the “discard” option even though you only have 1 <span class="icon-agility"></span> icon in hand) is perfectly legal, because it has the potential to change the game state. However, once chosen, you must resolve as much of the effect as you can. This will force you to continue discarding cards from your hand if you cannot reach the threshold of 2 <span class="icon-agility"></span> icons, even if those cards have no agility icons on them (similar to how <a href="/card/03102">Corrosion</a> forces you to discard 0-cost cards from your hand if you cannot reach the cost threshold).</li>\n</ul>', 'text': '- When discarding cards to Passenger Car\'s **Forced** effect, <span class="icon-wild"></span> icons **are** considered a match for the required 2 <span class="icon-combat"></span> icons [FAQ v1.1, section 1.9].\r\n\r\n- **Q:** Several Train Car locations offer the player a choice to either discard cards with specified icons, or suffer damage/horror. For such locations, can the player choose to discard cards even though they do not have the required icons to discard, so long as it changes the game state? For example, if the Passenger Car says "After you enter Passenger Car: You must either discard cards from your hand with at least 2 total <span class="icon-agility"></span> icons or take 2 damage", and I have a single copy of Lone Wolf (1 <span class="icon-agility"></span> icon) and nothing else in hand, will I be able to choose discard instead of taking the damage? If I am able to choose discard, what would happen to other cards in my hand that do not have relevant icons? Will I be compelled to discard them all? **A:** The only mandate is that you are compelled to choose an option that has the potential to change the game state. Your example (choosing the “discard” option even though you only have 1 <span class="icon-agility"></span> icon in hand) is perfectly legal, because it has the potential to change the game state. However, once chosen, you must resolve as much of the effect as you can. This will force you to continue discarding cards from your hand if you cannot reach the threshold of 2 <span class="icon-agility"></span> icons, even if those cards have no agility icons on them (similar to how [Corrosion](/card/03102) forces you to discard 0-cost cards from your hand if you cannot reach the cost threshold).', 'updated': {'date': '2018-06-11 16:14:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02169', 'html': '<ul><li>\n<p>When discarding cards to Passenger Car\'s <strong>Forced</strong> effect, <span class="icon-wild"></span> icons <strong>are</strong> considered a match for the required 2 <span class="icon-willpower"></span> icons [FAQ v1.1, section 1.9].</p>\n</li>\n<li><strong>Q:</strong> Several Train Car locations offer the player a choice to either discard cards with specified icons, or suffer damage/horror. For such locations, can the player choose to discard cards even though they do not have the required icons to discard, so long as it changes the game state? For example, if the Passenger Car says "After you enter Passenger Car: You must either discard cards from your hand with at least 2 total <span class="icon-agility"></span> icons or take 2 damage", and I have a single copy of Lone Wolf (1 <span class="icon-agility"></span> icon) and nothing else in hand, will I be able to choose discard instead of taking the damage? If I am able to choose discard, what would happen to other cards in my hand that do not have relevant icons? Will I be compelled to discard them all? <strong>A:</strong> The only mandate is that you are compelled to choose an option that has the potential to change the game state. Your example (choosing the “discard” option even though you only have 1 <span class="icon-agility"></span> icon in hand) is perfectly legal, because it has the potential to change the game state. However, once chosen, you must resolve as much of the effect as you can. This will force you to continue discarding cards from your hand if you cannot reach the threshold of 2 <span class="icon-agility"></span> icons, even if those cards have no agility icons on them (similar to how <a href="/card/03102">Corrosion</a> forces you to discard 0-cost cards from your hand if you cannot reach the cost threshold).</li>\n</ul>', 'text': '- When discarding cards to Passenger Car\'s **Forced** effect, <span class="icon-wild"></span> icons **are** considered a match for the required 2 <span class="icon-willpower"></span> icons [FAQ v1.1, section 1.9].\r\n\r\n- **Q:** Several Train Car locations offer the player a choice to either discard cards with specified icons, or suffer damage/horror. For such locations, can the player choose to discard cards even though they do not have the required icons to discard, so long as it changes the game state? For example, if the Passenger Car says "After you enter Passenger Car: You must either discard cards from your hand with at least 2 total <span class="icon-agility"></span> icons or take 2 damage", and I have a single copy of Lone Wolf (1 <span class="icon-agility"></span> icon) and nothing else in hand, will I be able to choose discard instead of taking the damage? If I am able to choose discard, what would happen to other cards in my hand that do not have relevant icons? Will I be compelled to discard them all? **A:** The only mandate is that you are compelled to choose an option that has the potential to change the game state. Your example (choosing the “discard” option even though you only have 1 <span class="icon-agility"></span> icon in hand) is perfectly legal, because it has the potential to change the game state. However, once chosen, you must resolve as much of the effect as you can. This will force you to continue discarding cards from your hand if you cannot reach the threshold of 2 <span class="icon-agility"></span> icons, even if those cards have no agility icons on them (similar to how [Corrosion](/card/03102) forces you to discard 0-cost cards from your hand if you cannot reach the cost threshold).', 'updated': {'date': '2018-06-11 16:14:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02170', 'html': '<ul><li>\n<p>When discarding cards to Passenger Car\'s <strong>Forced</strong> effect, <span class="icon-wild"></span> icons <strong>are</strong> considered a match for the required 2 <span class="icon-intellect"></span> icons [FAQ v1.1, section 1.9].</p>\n</li>\n<li><strong>Q:</strong> Several Train Car locations offer the player a choice to either discard cards with specified icons, or suffer damage/horror. For such locations, can the player choose to discard cards even though they do not have the required icons to discard, so long as it changes the game state? For example, if the Passenger Car says "After you enter Passenger Car: You must either discard cards from your hand with at least 2 total <span class="icon-agility"></span> icons or take 2 damage", and I have a single copy of Lone Wolf (1 <span class="icon-agility"></span> icon) and nothing else in hand, will I be able to choose discard instead of taking the damage? If I am able to choose discard, what would happen to other cards in my hand that do not have relevant icons? Will I be compelled to discard them all? <strong>A:</strong> The only mandate is that you are compelled to choose an option that has the potential to change the game state. Your example (choosing the “discard” option even though you only have 1 <span class="icon-agility"></span> icon in hand) is perfectly legal, because it has the potential to change the game state. However, once chosen, you must resolve as much of the effect as you can. This will force you to continue discarding cards from your hand if you cannot reach the threshold of 2 <span class="icon-agility"></span> icons, even if those cards have no agility icons on them (similar to how <a href="/card/03102">Corrosion</a> forces you to discard 0-cost cards from your hand if you cannot reach the cost threshold).</li>\n</ul>', 'text': '- When discarding cards to Passenger Car\'s **Forced** effect, <span class="icon-wild"></span> icons **are** considered a match for the required 2 <span class="icon-intellect"></span> icons [FAQ v1.1, section 1.9].\r\n\r\n- **Q:** Several Train Car locations offer the player a choice to either discard cards with specified icons, or suffer damage/horror. For such locations, can the player choose to discard cards even though they do not have the required icons to discard, so long as it changes the game state? For example, if the Passenger Car says "After you enter Passenger Car: You must either discard cards from your hand with at least 2 total <span class="icon-agility"></span> icons or take 2 damage", and I have a single copy of Lone Wolf (1 <span class="icon-agility"></span> icon) and nothing else in hand, will I be able to choose discard instead of taking the damage? If I am able to choose discard, what would happen to other cards in my hand that do not have relevant icons? Will I be compelled to discard them all? **A:** The only mandate is that you are compelled to choose an option that has the potential to change the game state. Your example (choosing the “discard” option even though you only have 1 <span class="icon-agility"></span> icon in hand) is perfectly legal, because it has the potential to change the game state. However, once chosen, you must resolve as much of the effect as you can. This will force you to continue discarding cards from your hand if you cannot reach the threshold of 2 <span class="icon-agility"></span> icons, even if those cards have no agility icons on them (similar to how [Corrosion](/card/03102) forces you to discard 0-cost cards from your hand if you cannot reach the cost threshold).', 'updated': {'date': '2018-06-11 16:15:09.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02171', 'html': '<ul><li><strong>Q:</strong> Several Train Car locations offer the player a choice to either discard cards with specified icons, or suffer damage/horror. For such locations, can the player choose to discard cards even though they do not have the required icons to discard, so long as it changes the game state? For example, if the Passenger Car says "After you enter Passenger Car: You must either discard cards from your hand with at least 2 total <span class="icon-agility"></span> icons or take 2 damage", and I have a single copy of Lone Wolf (1 <span class="icon-agility"></span> icon) and nothing else in hand, will I be able to choose discard instead of taking the damage? If I am able to choose discard, what would happen to other cards in my hand that do not have relevant icons? Will I be compelled to discard them all? <strong>A:</strong> The only mandate is that you are compelled to choose an option that has the potential to change the game state. Your example (choosing the “discard” option even though you only have 1 <span class="icon-agility"></span> icon in hand) is perfectly legal, because it has the potential to change the game state. However, once chosen, you must resolve as much of the effect as you can. This will force you to continue discarding cards from your hand if you cannot reach the threshold of 2 <span class="icon-agility"></span> icons, even if those cards have no agility icons on them (similar to how <a href="/card/03102">Corrosion</a> forces you to discard 0-cost cards from your hand if you cannot reach the cost threshold).</li>\n</ul>', 'text': '- **Q:** Several Train Car locations offer the player a choice to either discard cards with specified icons, or suffer damage/horror. For such locations, can the player choose to discard cards even though they do not have the required icons to discard, so long as it changes the game state? For example, if the Passenger Car says "After you enter Passenger Car: You must either discard cards from your hand with at least 2 total <span class="icon-agility"></span> icons or take 2 damage", and I have a single copy of Lone Wolf (1 <span class="icon-agility"></span> icon) and nothing else in hand, will I be able to choose discard instead of taking the damage? If I am able to choose discard, what would happen to other cards in my hand that do not have relevant icons? Will I be compelled to discard them all? **A:** The only mandate is that you are compelled to choose an option that has the potential to change the game state. Your example (choosing the “discard” option even though you only have 1 <span class="icon-agility"></span> icon in hand) is perfectly legal, because it has the potential to change the game state. However, once chosen, you must resolve as much of the effect as you can. This will force you to continue discarding cards from your hand if you cannot reach the threshold of 2 <span class="icon-agility"></span> icons, even if those cards have no agility icons on them (similar to how [Corrosion](/card/03102) forces you to discard 0-cost cards from your hand if you cannot reach the cost threshold).', 'updated': {'date': '2018-06-11 16:15:17.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02173', 'html': '<ul><li>Setup for The Essex County Express tells you to ignore \'upon entry\' effects. The Dining Car\'s effect is not \'upon entry\', so if this is the first location, the investigators must find and draw a <a href="/card/02182">Grappling Horror</a>. The lead investigator may choose who draws this enemy.</li>\n</ul>', 'text': "- Setup for The Essex County Express tells you to ignore 'upon entry' effects. The Dining Car's effect is not 'upon entry', so if this is the first location, the investigators must find and draw a [Grappling Horror](/card/02182). The lead investigator may choose who draws this enemy.", 'updated': {'date': '2017-06-05 03:43:15.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '02179', 'html': '<ul><li><strong>Q:</strong> Can you use <a href="/card/03158">Calling in Favors</a> on <a href="/card/02179">Helpless Passenger</a> or <a href="/card/82021">Innocent Reveler</a>? <strong>A:</strong> You can’t actually return them to your hand since you don’t "own" them. If you try to return them to your hand, they will instead go to their owner’s equivalent out-of-play area (see <a href="/rules#Ownership_and_Control">Ownership &amp; Control</a>: "If a card would enter an out-of-play area that does not belong to the card’s owner, the card is physically placed in its owner’s equivalent out-of-play area instead. The card is considered to have entered its controller’s out-of-play area, and only the physical placement of the card is adjusted.") However, in this case, the owner is the scenario itself, and the scenario has no hand. So it would instead simply be discarded (this would of course trigger the <strong>Forced</strong> effect on <a href="/card/82021">Innocent Revelers</a>, so probably not the best move). But since it still is considered to have returned to your hand, you can still complete the remainder of the effect on Calling in Favors.</li>\n</ul>', 'text': '- **Q:** Can you use [Calling in Favors](/card/03158) on [Helpless Passenger](/card/02179) or [Innocent Reveler](/card/82021)? **A:** You can’t actually return them to your hand since you don’t "own" them. If you try to return them to your hand, they will instead go to their owner’s equivalent out-of-play area (see [Ownership & Control](/rules#Ownership_and_Control): "If a card would enter an out-of-play area that does not belong to the card’s owner, the card is physically placed in its owner’s equivalent out-of-play area instead. The card is considered to have entered its controller’s out-of-play area, and only the physical placement of the card is adjusted.") However, in this case, the owner is the scenario itself, and the scenario has no hand. So it would instead simply be discarded (this would of course trigger the **Forced** effect on [Innocent Revelers](/card/82021), so probably not the best move). But since it still is considered to have returned to your hand, you can still complete the remainder of the effect on Calling in Favors.', 'updated': {'date': '2018-02-10 12:41:58.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '02190', 'html': '<ul><li>\n<p>When a token is \'cancelled\' or \'ignored\' <strong>in its entirety</strong> (such as through <a href="/card/01005">Wendy Adams</a>\'s ability, playing <a href="/card/04110">Counterspell</a> or revealing two tokens with <a href="/card/01071">Grotesque Statue\'s</a> <span class="icon-reaction"></span> ability), treat the token as if it had never been revealed at all. All of the token\'s effects are cancelled or ignored, and any effects that would trigger off that type of chaos token (like <a href="/card/01074">Baseball Bat</a> with <span class="icon-skull"></span> and <span class="icon-auto_fail"></span>) <strong>do not</strong> trigger. However, when a token is only partially ignored or cancelled, as with <a href="/card/02190">Defiance</a>, the token is still considered to have been revealed, and effects that trigger off it being revealed <strong>do</strong> trigger.</p>\n</li>\n<li>If you play <a href="/card/02190">Defiance</a> and name the <span class="icon-cultist"></span> token during Where Doom Awaits, in which the abilities of skill cards are ignored, Defiance creates a lasting effect that ignores the effects of the chosen symbol during that test, so when the <span class="icon-cultist"></span> token is revealed, its effect doesn\'t get to resolve, because it is entirely ignored by Defiance.</li>\n</ul>', 'text': '- When a token is \'cancelled\' or \'ignored\' **in its entirety** (such as through [Wendy Adams](/card/01005)\'s ability, playing [Counterspell](/card/04110) or revealing two tokens with [Grotesque Statue\'s](/card/01071) <span class="icon-reaction"></span> ability), treat the token as if it had never been revealed at all. All of the token\'s effects are cancelled or ignored, and any effects that would trigger off that type of chaos token (like [Baseball Bat](/card/01074) with <span class="icon-skull"></span> and <span class="icon-auto_fail"></span>) **do not** trigger. However, when a token is only partially ignored or cancelled, as with [Defiance](/card/02190), the token is still considered to have been revealed, and effects that trigger off it being revealed **do** trigger.\r\n\r\n- If you play [Defiance](/card/02190) and name the <span class="icon-cultist"></span> token during Where Doom Awaits, in which the abilities of skill cards are ignored, Defiance creates a lasting effect that ignores the effects of the chosen symbol during that test, so when the <span class="icon-cultist"></span> token is revealed, its effect doesn\'t get to resolve, because it is entirely ignored by Defiance.', 'updated': {'date': '2018-10-15 11:25:19.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02192', 'html': '<ul><li>All cards committed to a test are committed simultaneously. This means you cannot use <a href="/card/02026">Double or Nothing</a> to double the difficulty of a test and then commit <a href="/card/02192">Rise to the Occasion</a> based off the doubled difficulty of the test.</li>\n</ul>', 'text': '- All cards committed to a test are committed simultaneously. This means you cannot use [Double or Nothing](/card/02026) to double the difficulty of a test and then commit [Rise to the Occasion](/card/02192) based off the doubled difficulty of the test.', 'updated': {'date': '2017-06-05 03:48:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02195', 'html': '<ul><li>For the purposes of <span class="icon-skull"></span> effects in Blood on the Altar, attachments aren’t considered “underneath” other cards, and cards placed "underneath" locations because of the scenario setup instructions aren\'t considered attachments.</li>\n</ul>', 'text': '- For the purposes of <span class="icon-skull"></span> effects in Blood on the Altar, attachments aren’t considered “underneath” other cards, and cards placed "underneath" locations because of the scenario setup instructions aren\'t considered attachments.', 'updated': {'date': '2017-05-05 11:22:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '02205', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card\'s text should read: <strong>Forced</strong> instead of <span class="icon-reaction"></span> - FAQ, v.1.1</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card\'s text should read: **Forced** instead of <span class="icon-reaction"></span> - FAQ, v.1.1', 'updated': {'date': '2022-01-02 12:02:03.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '02215', 'html': '<ul><li>If the investigator who controls the <a href="/card/02215">Key to the Chamber</a> is defeated, the key is discarded into the encounter discard pile. The players will have to dig through the encounter deck to find it once more.</li>\n</ul>', 'text': '- If the investigator who controls the [Key to the Chamber](/card/02215) is defeated, the key is discarded into the encounter discard pile. The players will have to dig through the encounter deck to find it once more.', 'updated': {'date': '2017-06-05 03:42:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02216', 'html': '<ul><li>If an enemy is “considered” engaged with you because of the Massive keyword, it will enable abilities – like the <a href="/card/01020">Machete</a>’s – that require you to be engaged with an enemy. However, there is no timing point of engagement, you’re just “considered” engaged with it, so you can’t really trigger reactions to becoming engaged with the enemy, like <a href="/card/02001">Zoey Samaras</a> or <a href="/card/02006">Zoey\'s Cross</a>.</li>\n</ul>', 'text': "- If an enemy is “considered” engaged with you because of the Massive keyword, it will enable abilities – like the [Machete](/card/01020)’s – that require you to be engaged with an enemy. However, there is no timing point of engagement, you’re just “considered” engaged with it, so you can’t really trigger reactions to becoming engaged with the enemy, like [Zoey Samaras](/card/02001) or [Zoey's Cross](/card/02006).", 'updated': {'date': '2017-06-05 03:37:19.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02217', 'html': '<ul><li>\n<p>When you are given the chance whether or not to include a particular card in an investigator’s deck, that is the only chance you get to make that decision. If at that point you choose not to include that card, you aren’t given the chance to include it later (unless stated otherwise). If you do choose to include that card in an investigator’s deck, it is recorded under “Earned Story Assets/Weaknesses,” and that investigator must then continue to include it in his or her deck (unless stated otherwise).</p>\n</li>\n<li><strong>Question</strong>: "Retiring investigators has been the subject of some discussion lately, and you were quoted as ruling you could freely retire investigators by treating yourself as a new \'player\' (per the campaign rules on joining and leaving a campaign). Is it legit, then, to \'retire\' an investigator with story assets, then \'rejoin\' with that investigator later, strictly to avoid risking the story asset (such as on The Essex County Express), and not because that player is sitting out the game? And for that matter, can a 4-player campaign load all the story assets onto one player, and have that player sit Essex County for this purpose?" <strong>Answer</strong>: "I don’t think there’s anything explicitly preventing players from doing this as far as the rules are concerned, but I think doing so would go against the spirit of the rules. The ability to retire from and/or join an in-progress campaign exists to give players more freedom when playing through a campaign with friends. Schedules can sometimes be hectic, and when it comes to gaming, real life comes first. Sometimes players cannot make it to a play session, and sometimes you\'d like to include a friend mid-campaign without having to start over. These rules were written in such a way as to allow players the freedom to have players drop in and out with relative ease, without compromising the integrity of any player’s deck, or the story. I would urge players to not intentionally abuse these rules to try and get around specific story resolution effects."</li>\n</ul>', 'text': '- When you are given the chance whether or not to include a particular card in an investigator’s deck, that is the only chance you get to make that decision. If at that point you choose not to include that card, you aren’t given the chance to include it later (unless stated otherwise). If you do choose to include that card in an investigator’s deck, it is recorded under “Earned Story Assets/Weaknesses,” and that investigator must then continue to include it in his or her deck (unless stated otherwise).\r\n\r\n- **Question**: "Retiring investigators has been the subject of some discussion lately, and you were quoted as ruling you could freely retire investigators by treating yourself as a new \'player\' (per the campaign rules on joining and leaving a campaign). Is it legit, then, to \'retire\' an investigator with story assets, then \'rejoin\' with that investigator later, strictly to avoid risking the story asset (such as on The Essex County Express), and not because that player is sitting out the game? And for that matter, can a 4-player campaign load all the story assets onto one player, and have that player sit Essex County for this purpose?" **Answer**: "I don’t think there’s anything explicitly preventing players from doing this as far as the rules are concerned, but I think doing so would go against the spirit of the rules. The ability to retire from and/or join an in-progress campaign exists to give players more freedom when playing through a campaign with friends. Schedules can sometimes be hectic, and when it comes to gaming, real life comes first. Sometimes players cannot make it to a play session, and sometimes you\'d like to include a friend mid-campaign without having to start over. These rules were written in such a way as to allow players the freedom to have players drop in and out with relative ease, without compromising the integrity of any player’s deck, or the story. I would urge players to not intentionally abuse these rules to try and get around specific story resolution effects."', 'updated': {'date': '2017-09-26 15:37:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02218', 'html': '<ul><li>\n<p>When you are given the chance whether or not to include a particular card in an investigator’s deck, that is the only chance you get to make that decision. If at that point you choose not to include that card, you aren’t given the chance to include it later (unless stated otherwise). If you do choose to include that card in an investigator’s deck, it is recorded under “Earned Story Assets/Weaknesses,” and that investigator must then continue to include it in his or her deck (unless stated otherwise).</p>\n</li>\n<li><strong>Question</strong>: "Retiring investigators has been the subject of some discussion lately, and you were quoted as ruling you could freely retire investigators by treating yourself as a new \'player\' (per the campaign rules on joining and leaving a campaign). Is it legit, then, to \'retire\' an investigator with story assets, then \'rejoin\' with that investigator later, strictly to avoid risking the story asset (such as on The Essex County Express), and not because that player is sitting out the game? And for that matter, can a 4-player campaign load all the story assets onto one player, and have that player sit Essex County for this purpose?" <strong>Answer</strong>: "I don’t think there’s anything explicitly preventing players from doing this as far as the rules are concerned, but I think doing so would go against the spirit of the rules. The ability to retire from and/or join an in-progress campaign exists to give players more freedom when playing through a campaign with friends. Schedules can sometimes be hectic, and when it comes to gaming, real life comes first. Sometimes players cannot make it to a play session, and sometimes you\'d like to include a friend mid-campaign without having to start over. These rules were written in such a way as to allow players the freedom to have players drop in and out with relative ease, without compromising the integrity of any player’s deck, or the story. I would urge players to not intentionally abuse these rules to try and get around specific story resolution effects."</li>\n</ul>', 'text': '- When you are given the chance whether or not to include a particular card in an investigator’s deck, that is the only chance you get to make that decision. If at that point you choose not to include that card, you aren’t given the chance to include it later (unless stated otherwise). If you do choose to include that card in an investigator’s deck, it is recorded under “Earned Story Assets/Weaknesses,” and that investigator must then continue to include it in his or her deck (unless stated otherwise).\r\n\r\n- **Question**: "Retiring investigators has been the subject of some discussion lately, and you were quoted as ruling you could freely retire investigators by treating yourself as a new \'player\' (per the campaign rules on joining and leaving a campaign). Is it legit, then, to \'retire\' an investigator with story assets, then \'rejoin\' with that investigator later, strictly to avoid risking the story asset (such as on The Essex County Express), and not because that player is sitting out the game? And for that matter, can a 4-player campaign load all the story assets onto one player, and have that player sit Essex County for this purpose?" **Answer**: "I don’t think there’s anything explicitly preventing players from doing this as far as the rules are concerned, but I think doing so would go against the spirit of the rules. The ability to retire from and/or join an in-progress campaign exists to give players more freedom when playing through a campaign with friends. Schedules can sometimes be hectic, and when it comes to gaming, real life comes first. Sometimes players cannot make it to a play session, and sometimes you\'d like to include a friend mid-campaign without having to start over. These rules were written in such a way as to allow players the freedom to have players drop in and out with relative ease, without compromising the integrity of any player’s deck, or the story. I would urge players to not intentionally abuse these rules to try and get around specific story resolution effects."', 'updated': {'date': '2017-09-26 15:37:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02220', 'html': '<ul><li>The “instead” is meant to replace the rest of the “if you fail” effects (adding an ally to the pool of sacrifices and attaching Kidnapped to the current agenda), not the test itself. If you have no ally when you draw Kidnapped, you’ll still take the test, and take 2 damage if you fail.</li>\n</ul>', 'text': '- The “instead” is meant to replace the rest of the “if you fail” effects (adding an ally to the pool of sacrifices and attaching Kidnapped to the current agenda), not the test itself. If you have no ally when you draw Kidnapped, you’ll still take the test, and take 2 damage if you fail.', 'updated': {'date': '2017-06-05 03:40:55.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02221', 'html': '<ul><li>\n<p><a href="/card/02221">Psychopomp\'s Song</a> reads "When you would take 1 or more damage: Take 2 additional damage..." This means that this effect is essentially modifying the amount of damage you were about to take (but have not yet taken, as this is a "when..." effect). If you were about to take 2 damage and then Psychopomp\'s Song caused you to take 2 additional damage, you could cancel all 4 of it with <a href="/card/02261">"I\'ve had worse…"</a>.</p>\n</li>\n<li>Note that this would be different if Psychopomp\'s Song read something like "After you take 1 or more damage: Take 2 damage" or something like that.</li>\n</ul>', 'text': '- [Psychopomp\'s Song](/card/02221) reads "When you would take 1 or more damage: Take 2 additional damage..." This means that this effect is essentially modifying the amount of damage you were about to take (but have not yet taken, as this is a "when..." effect). If you were about to take 2 damage and then Psychopomp\'s Song caused you to take 2 additional damage, you could cancel all 4 of it with ["I\'ve had worse…"](/card/02261).\r\n\r\n- Note that this would be different if Psychopomp\'s Song read something like "After you take 1 or more damage: Take 2 damage" or something like that.', 'updated': {'date': '2017-06-15 14:46:38.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '02304', 'html': '<ul>\n<li><strong>Q:</strong> If activating <a href="/card/02304">Chicago Typewriter</a> costs an additional action (for example, due to <a href="/card/01164">Frozen in Fear</a>), does that additional action give the attack +2<span class="icon-combat"></span>? <strong>A:</strong> Yes, any and all actions spent to activate the fight ability on Chicago Typewriter count for its bonus, regardless of whether those additional actions are spent from its ability, or from some other condition (like Frozen in Fear). (May 2021)</li>\n</ul>', 'text': '- **Q:** If activating [Chicago Typewriter](/card/02304) costs an additional action (for example, due to [Frozen in Fear](/card/01164)), does that additional action give the attack +2<span class="icon-combat"></span>? **A:** Yes, any and all actions spent to activate the fight ability on Chicago Typewriter count for its bonus, regardless of whether those additional actions are spent from its ability, or from some other condition (like Frozen in Fear). (May 2021)', 'updated': {'date': '2024-04-30 20:05:24.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02305', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> The <span class="icon-fast"></span> triggers on <a href="/card/02305">The Gold Pocket Watch</a> should be <span class="icon-reaction"></span> triggers - FAQ v1.2, Jan 2018.</p>\n</li>\n<li>\n<p>When a phase is skipped, it is skipped in its entirety. Reactions to that phase beginning or ending cannot be triggered, because the phase does not ever begin or end. So if you use <a href="/card/02305">The Gold Pocket Watch</a> to skip the Mythos phase with <a href="/card/02310">The Red-Gloved Man</a> in play, <a href="/card/02310">The Red-Gloved Man</a> is not discarded from play, because his Forced effect never triggers.</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I use the <a href="/card/02305">The Gold Pocket Watch</a> to repeat the investigation phase, do I get 3 more actions, given actions reset in the upkeep phase? <strong>A:</strong> The "reset actions" step of the upkeep phase and the mini-cards are mostly there as a convenience in order to give players a way of tracking who has taken a turn and who has not. Generally, investigators have 3 actions to take whenever they take a turn, and each investigator takes one turn during the investigation phase. If a card effect grants you a new turn, either explicitly or in this case by allowing you to repeat the investigation phase, the investigators should be granted a full turn’s worth of actions once again. Likewise, if the upkeep phase is skipped, this doesn’t prevent the players from being able to take their turn during the next round.</p>\n</li>\n<li>\n<p><strong>Q:</strong> When one player uses <a href="/card/03265">Guidance</a> to give a second player an additional action during their turn this round and a player uses <a href="/card/02305">The Gold Pocket Watch</a> to repeat the investigator phase, does the second player get an additional action in the repeated investigator phase, or does Guidance only apply to a single phase? <strong>A:</strong> Generally speaking, effects that affect a player’s turn or last until the end of a player’s turn expire at the end of that turn, so even if you are able to repeat the phase or gain an additional turn, the effect on Guidance would have already expired by then.</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** The <span class="icon-fast"></span> triggers on [The Gold Pocket Watch](/card/02305) should be <span class="icon-reaction"></span> triggers - FAQ v1.2, Jan 2018.\r\n\r\n- When a phase is skipped, it is skipped in its entirety. Reactions to that phase beginning or ending cannot be triggered, because the phase does not ever begin or end. So if you use [The Gold Pocket Watch](/card/02305) to skip the Mythos phase with [The Red-Gloved Man](/card/02310) in play, [The Red-Gloved Man](/card/02310) is not discarded from play, because his Forced effect never triggers.\r\n\r\n- **Q:** If I use the [The Gold Pocket Watch](/card/02305) to repeat the investigation phase, do I get 3 more actions, given actions reset in the upkeep phase? **A:** The "reset actions" step of the upkeep phase and the mini-cards are mostly there as a convenience in order to give players a way of tracking who has taken a turn and who has not. Generally, investigators have 3 actions to take whenever they take a turn, and each investigator takes one turn during the investigation phase. If a card effect grants you a new turn, either explicitly or in this case by allowing you to repeat the investigation phase, the investigators should be granted a full turn’s worth of actions once again. Likewise, if the upkeep phase is skipped, this doesn’t prevent the players from being able to take their turn during the next round.\r\n\r\n- **Q:** When one player uses [Guidance](/card/03265) to give a second player an additional action during their turn this round and a player uses [The Gold Pocket Watch](/card/02305) to repeat the investigator phase, does the second player get an additional action in the repeated investigator phase, or does Guidance only apply to a single phase? **A:** Generally speaking, effects that affect a player’s turn or last until the end of a player’s turn expire at the end of that turn, so even if you are able to repeat the phase or gain an additional turn, the effect on Guidance would have already expired by then.', 'updated': {'date': '2022-01-02 12:19:31.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02261', 'html': '<ul><li><s><strong>Q:</strong> For cards like <a href="/card/05032">Deny Existence</a>, <a href="/card/05315">"I\'ve had worse…"</a>, <a href="/card/05021">Delay the Inevitable</a>, etc, do they directly or indirectly work against effects that do not deal damage and horror directly to your investigator (e.g. <a href="/card/04080">Snake Bite</a>) or deal direct damage to other things as well as your investigator (e.g. <a href="/card/05099">Centuries of Secrets</a>, <a href="/card/05214">Ceremony Room</a>)? <strong>A:</strong> Delay the Inevitable, I\'ve Had Worse and Deny Existence only work when <em>you</em> (aka your investigator) are being dealt damage/horror. If damage or horror is being dealt directly to a card other than your investigator, you cannot use Deny Existence, Delay the Inevitable, or I\'ve Had Worse to cancel/ignore it.</s> This ruling has been overturned and, at the time of updating (27/07/22), we await an FAQ update to bring this ruling in line with FAQ entry 2.12, <a href="/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage">Interpreting "You" When Taking or Being Dealt Damage</a>. The information we currently have is: \n<ul><li>According to our current rulings, “you” are “dealt damage” when your investigator or an asset you control is dealt damage.</li>\n<li>This does mean that, if you activated the ability on <a href="/card/01028">Beat Cop</a> while you had <a href="/card/01100">Hypochondria</a> in your threat area, “you” would have been dealt damage, and you must then take 1 direct horror.</li>\n<li>This also means that the previous ruling on Delay the Inevitable and similar cards has been overturned; those cards would count damage dealt to your assets as damage dealt “to you.”</li>\n</ul></li>\n</ul>', 'text': '- <s>**Q:** For cards like [Deny Existence](/card/05032), ["I\'ve had worse…"](/card/05315), [Delay the Inevitable](/card/05021), etc, do they directly or indirectly work against effects that do not deal damage and horror directly to your investigator (e.g. [Snake Bite](/card/04080)) or deal direct damage to other things as well as your investigator (e.g. [Centuries of Secrets](/card/05099), [Ceremony Room](/card/05214))? **A:** Delay the Inevitable, I\'ve Had Worse and Deny Existence only work when *you* (aka your investigator) are being dealt damage/horror. If damage or horror is being dealt directly to a card other than your investigator, you cannot use Deny Existence, Delay the Inevitable, or I\'ve Had Worse to cancel/ignore it.</s> This ruling has been overturned and, at the time of updating (27/07/22), we await an FAQ update to bring this ruling in line with FAQ entry 2.12, [Interpreting "You" When Taking or Being Dealt Damage](/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage). The information we currently have is: \r\n - According to our current rulings, “you” are “dealt damage” when your investigator or an asset you control is dealt damage.\r\n - This does mean that, if you activated the ability on [Beat Cop](/card/01028) while you had [Hypochondria](/card/01100) in your threat area, “you” would have been dealt damage, and you must then take 1 direct horror.\r\n - This also means that the previous ruling on Delay the Inevitable and similar cards has been overturned; those cards would count damage dealt to your assets as damage dealt “to you.”', 'updated': {'date': '2022-07-27 11:12:06.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02266', 'html': '<ul><li><a href="/card/02266">Ace in the Hole</a> allows you to take 3 additional actions during the turn on which it is played. It doesn\'t interrupt what you are doing to perform those 3 actions. If you play it during a [player <span class="icon-lightning"></span> window] during a skill test, it just means that you have more actions to take during that turn. It doesn\'t mean that all 3 of those actions take place during that skill test.</li>\n</ul>', 'text': '- [Ace in the Hole](/card/02266) allows you to take 3 additional actions during the turn on which it is played. It doesn\'t interrupt what you are doing to perform those 3 actions. If you play it during a [player <span class="icon-lightning"></span> window] during a skill test, it just means that you have more actions to take during that turn. It doesn\'t mean that all 3 of those actions take place during that skill test.', 'updated': {'date': '2017-06-15 14:36:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03006', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> As <a href="/card/03006">Lola Hayes</a>, what role do I switch to if I resolve <a href="/card/03019">Crisis of Identity</a> and the discarded card is a multi-class card? What happens if my deck is empty and no card is discarded? <strong>A:</strong> If the discarded card is a multi-class card, you may choose which of those classes to switch your role to. If no card is discarded, your role stays the same and is not switched. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> As <a href="/card/03006">Lola Hayes</a>, can I use Lola’s <span class="icon-free"></span> ability to switch roles in the middle of resolving another ability? <strong>A:</strong> As long as it is during a <span class="icon-fast"></span> player window, yes. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> The rules reference and the FAQ both imply that abilities only work during setup if they specifically refer to the setup process. Does this also apply to constant abilities? In particular: Is <a href="/card/08004">Norman Withers</a>’ “Play with the top card of your deck revealed.” ability active during setup (e.g. while he’s taking a mulligan)? Is <a href="/card/03006">Lola Hayes</a> “You can only play, commit, or trigger abilities on Neutral cards or cards of your role.” ability active during setup (e.g. before drawing her opening hand, when she might trigger the abilities on <a href="/card/03264">Stick to the Plan</a> or <a href="/card/07303">Ancestral Knowledge</a>)? <strong>A:</strong> To answer your question(s):</p>\n<ul>\n<li>Norman Withers would not have the top card of his deck revealed during Setup.</li>\n<li>Lola Hayes would not be limited by her constant ability during Setup. She could resolve the abilities on Ancestral Knowledge and Stick to the Plan before drawing her opening hand.</li>\n</ul>\n</li>\n<li>\n<p><strong>Q:</strong> I was looking at the investigator Lola Hayes earlier, and noticed something odd with her weakness Crisis of Identity. When she draws it, among other things she discards the top card of her deck and changes her current Role to the <em>Class</em> of the discarded card. The oddity is - Neutral has since been confirmed to <em>not</em> be considered a Class. So... what happens when Lola discards a Neutral card with Crisis of Identity? Since Neutral is <em>not</em> a class, does her role not change? <strong>A:</strong> You are correct that Neutral cards are not considered part of a class. However, for the purposes of Crisis of Identity, we agree that if you discard a Neutral card, Lola should switch her role to Neutral, similar to if you discarded a Weakness. (Rules Form, December 2023)</p>\n</li>\n<li>\n<p><strong>Q:</strong> What class of cards do Specialist cards count as for the purposes of Lola Hayes\'s investigator ability? <strong>A:</strong> Specialist cards are a type of Neutral card. Therefore Lola Hayes can be in any role and still play them, commit them, and trigger their abilities. (The Drowned City Investigator Expansion FAQ, March 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** As [Lola Hayes](/card/03006), what role do I switch to if I resolve [Crisis of Identity](/card/03019) and the discarded card is a multi-class card? What happens if my deck is empty and no card is discarded? **A:** If the discarded card is a multi-class card, you may choose which of those classes to switch your role to. If no card is discarded, your role stays the same and is not switched. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** As [Lola Hayes](/card/03006), can I use Lola’s <span class="icon-free"></span> ability to switch roles in the middle of resolving another ability? **A:** As long as it is during a <span class="icon-fast"></span> player window, yes. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** The rules reference and the FAQ both imply that abilities only work during setup if they specifically refer to the setup process. Does this also apply to constant abilities? In particular: Is [Norman Withers](/card/08004)’ “Play with the top card of your deck revealed.” ability active during setup (e.g. while he’s taking a mulligan)? Is [Lola Hayes](/card/03006) “You can only play, commit, or trigger abilities on Neutral cards or cards of your role.” ability active during setup (e.g. before drawing her opening hand, when she might trigger the abilities on [Stick to the Plan](/card/03264) or [Ancestral Knowledge](/card/07303))? **A:** To answer your question(s):\r\n - Norman Withers would not have the top card of his deck revealed during Setup.\r\n - Lola Hayes would not be limited by her constant ability during Setup. She could resolve the abilities on Ancestral Knowledge and Stick to the Plan before drawing her opening hand.\r\n\r\n- **Q:** I was looking at the investigator Lola Hayes earlier, and noticed something odd with her weakness Crisis of Identity. When she draws it, among other things she discards the top card of her deck and changes her current Role to the *Class* of the discarded card. The oddity is - Neutral has since been confirmed to *not* be considered a Class. So... what happens when Lola discards a Neutral card with Crisis of Identity? Since Neutral is *not* a class, does her role not change? **A:** You are correct that Neutral cards are not considered part of a class. However, for the purposes of Crisis of Identity, we agree that if you discard a Neutral card, Lola should switch her role to Neutral, similar to if you discarded a Weakness. (Rules Form, December 2023)\r\n\r\n- **Q:** What class of cards do Specialist cards count as for the purposes of Lola Hayes\'s investigator ability? **A:** Specialist cards are a type of Neutral card. Therefore Lola Hayes can be in any role and still play them, commit them, and trigger their abilities. (The Drowned City Investigator Expansion FAQ, March 2025)', 'updated': {'date': '2025-03-22 14:42:44.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03019', 'html': '<ul><li>Generally speaking, card effects only interact with cards that are in play. Cards that are out of play aren’t typically affected by card effects unless explicitly stated. So, even though you control the cards in your hand and deck, <a href="/card/03019">Crisis of Identity</a> only ever discards cards from play, because it does not specify that it discards cards from your hand or deck.</li>\n</ul>', 'text': '- Generally speaking, card effects only interact with cards that are in play. Cards that are out of play aren’t typically affected by card effects unless explicitly stated. So, even though you control the cards in your hand and deck, [Crisis of Identity](/card/03019) only ever discards cards from play, because it does not specify that it discards cards from your hand or deck.', 'updated': {'date': '2017-09-26 14:58:44.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '02230', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card’s <span class="icon-reaction"></span> ability should read: “When you reveal a non-<span class="icon-auto_fail"></span> chaos token, spend 2 resources: Ignore that chaos token and reveal another one to resolve. If that token has a <span class="icon-auto_fail"></span> symbol, remove Lucky Dice from the game (cannot be ignored/canceled).” - FAQ, v.1.1</p>\n</li>\n<li>\n<p>Lucky Dice’s ability is meant to be triggered after you reveal the chaos token, but before the chaos token effect’s resolves. This is because it uses the word "ignore" in its effect, which works similarly to when an effect is "canceled" [Rules Reference, page 6].</p>\n</li>\n<li>\n<p>Lucky Dice can be triggered from its own effect. You can continue to ignore tokens and reveal new ones as long as you have resources to spend (and don’t hit the <span class="icon-auto_fail"></span>!).</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card’s <span class="icon-reaction"></span> ability should read: “When you reveal a non-<span class="icon-auto_fail"></span> chaos token, spend 2 resources: Ignore that chaos token and reveal another one to resolve. If that token has a <span class="icon-auto_fail"></span> symbol, remove Lucky Dice from the game (cannot be ignored/canceled).” - FAQ, v.1.1\r\n\r\n- Lucky Dice’s ability is meant to be triggered after you reveal the chaos token, but before the chaos token effect’s resolves. This is because it uses the word "ignore" in its effect, which works similarly to when an effect is "canceled" [Rules Reference, page 6].\r\n\r\n- Lucky Dice can be triggered from its own effect. You can continue to ignore tokens and reveal new ones as long as you have resources to spend (and don’t hit the <span class="icon-auto_fail"></span>!).', 'updated': {'date': '2022-01-02 12:21:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02234', 'html': '<ul><li>\n<p>In response to "Can you boost a stat that isn\'t being tested?": "There is nothing stopping you from using <a href="/card/02193">Scrapper</a> or any other similar asset during a test of another type (i.e. it doesn\'t say \'During an agility test\' or anything like that). You may use it during a willpower or intellect test if you wish; you simply won\'t get any benefit from it besides from Dark Horse as you suggest."</p>\n</li>\n<li>\n<p><strong>Q:</strong> If an investigator has <a href="/card/02234">Dark Horse</a> in play, and one resource, then fails a skill test by 3, can they play <a href="/card/01080">Lucky!</a> and succeed? <strong>A:</strong> Yes. If you spend your last resource on Lucky! while you have Dark Horse active, you can get +2 to your skill value from Lucky! and essentially +1 from Dark Horse, because Dark Horse is a constant ability. (Rules Question Form, June 2023)</p>\n</li>\n</ul>', 'text': '- In response to "Can you boost a stat that isn\'t being tested?": "There is nothing stopping you from using [Scrapper](/card/02193) or any other similar asset during a test of another type (i.e. it doesn\'t say \'During an agility test\' or anything like that). You may use it during a willpower or intellect test if you wish; you simply won\'t get any benefit from it besides from Dark Horse as you suggest."\r\n\r\n- **Q:** If an investigator has [Dark Horse](/card/02234) in play, and one resource, then fails a skill test by 3, can they play [Lucky!](/card/01080) and succeed? **A:** Yes. If you spend your last resource on Lucky! while you have Dark Horse active, you can get +2 to your skill value from Lucky! and essentially +1 from Dark Horse, because Dark Horse is a constant ability. (Rules Question Form, June 2023)', 'updated': {'date': '2023-07-08 14:03:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02235', 'html': '<ul><li>The clause "may immediately evade each other enemy" gives you the choice whether or not to evade "each other enemy", but doesn\'t allow you to pick and choose which to evade [modified quotation based on Matt\'s original email, quoted on <a href="/card/02235">Survival Instinct</a> (level 0)]</li>\n</ul>', 'text': '- The clause "may immediately evade each other enemy" gives you the choice whether or not to evade "each other enemy", but doesn\'t allow you to pick and choose which to evade [modified quotation based on Matt\'s original email, quoted on [Survival Instinct](/card/02235) (level 0)]', 'updated': {'date': '2017-06-15 14:29:22.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02236', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:28:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02237', 'html': '<ul><li>\n<p>The <strong>Forced</strong> effect moves each <a href="/card/02255">Brood of Yog-Sothoth</a> in play. If you have multiple Broods in play, after selecting a random location for the first brood, select another random location for the second and so on. It is possible that all Broods will try to move to the same place.</p>\n</li>\n<li>The <strong>Forced</strong> effect moves each <a href="/card/02255">Brood of Yog-Sothoth</a> irrespective of if they were at the same location as an investigator or not, and irrespective of whether they are ready or exhausted.</li>\n</ul>', 'text': '- The **Forced** effect moves each [Brood of Yog-Sothoth](/card/02255) in play. If you have multiple Broods in play, after selecting a random location for the first brood, select another random location for the second and so on. It is possible that all Broods will try to move to the same place.\r\n\r\n- The **Forced** effect moves each [Brood of Yog-Sothoth](/card/02255) irrespective of if they were at the same location as an investigator or not, and irrespective of whether they are ready or exhausted.', 'updated': {'date': '2017-06-05 03:47:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02238', 'html': '<ul><li>\n<p>The <strong>Forced</strong> effect moves each <a href="/card/02255">Brood of Yog-Sothoth</a> in play. If you have multiple Broods in play, after selecting a random location for the first brood, select another random location for the second and so on. It is possible that all Broods will try to move to the same place.</p>\n</li>\n<li>The <strong>Forced</strong> effect moves each <a href="/card/02255">Brood of Yog-Sothoth</a> irrespective of if they were at the same location as an investigator or not, and irrespective of whether they are ready or exhausted.</li>\n</ul>', 'text': '- The **Forced** effect moves each [Brood of Yog-Sothoth](/card/02255) in play. If you have multiple Broods in play, after selecting a random location for the first brood, select another random location for the second and so on. It is possible that all Broods will try to move to the same place.\r\n\r\n- The **Forced** effect moves each [Brood of Yog-Sothoth](/card/02255) irrespective of if they were at the same location as an investigator or not, and irrespective of whether they are ready or exhausted.', 'updated': {'date': '2017-06-05 03:47:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02239', 'html': '<ul><li>\n<p>The <strong>Forced</strong> effect moves each <a href="/card/02255">Brood of Yog-Sothoth</a> in play. If you have multiple Broods in play, after selecting a random location for the first brood, select another random location for the second and so on. It is possible that all Broods will try to move to the same place.</p>\n</li>\n<li>The <strong>Forced</strong> effect moves each <a href="/card/02255">Brood of Yog-Sothoth</a> irrespective of if they were at the same location as an investigator or not, and irrespective of whether they are ready or exhausted.</li>\n</ul>', 'text': '- The **Forced** effect moves each [Brood of Yog-Sothoth](/card/02255) in play. If you have multiple Broods in play, after selecting a random location for the first brood, select another random location for the second and so on. It is possible that all Broods will try to move to the same place.\r\n\r\n- The **Forced** effect moves each [Brood of Yog-Sothoth](/card/02255) irrespective of if they were at the same location as an investigator or not, and irrespective of whether they are ready or exhausted.', 'updated': {'date': '2017-06-05 03:48:04.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02240', 'html': '<ul><li>If neither bold possibility is listed in your campaign log, because <a href="/card/02040">Dr. Henry Armitage</a> joined you, he wasn\'t sacrificed, but you failed to achieve a numbered resolution during Blood on the Altar, proceed as though he "survived the Dunwich Legacy".</li>\n</ul>', 'text': '- If neither bold possibility is listed in your campaign log, because [Dr. Henry Armitage](/card/02040) joined you, he wasn\'t sacrificed, but you failed to achieve a numbered resolution during Blood on the Altar, proceed as though he "survived the Dunwich Legacy".', 'updated': {'date': '2017-06-05 03:49:40.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '02255', 'html': '<ul><li>\n<p>The <strong>Forced</strong> effect on <a href="/card/02237">Rampaging Creatures</a>, <a href="/card/02238">Biding Its Time</a> and <a href="/card/02239">Horrors Unleashed</a> moves each <a href="/card/02255">Brood of Yog-Sothoth</a> in play. If you have multiple Broods in play, after selecting a random location for the first brood, select another random location for the second and so on. It is possible that all Broods will try to move to the same place.</p>\n</li>\n<li>The <strong>Forced</strong> effect moves each <a href="/card/02255">Brood of Yog-Sothoth</a> irrespective of if they were at the same location as an investigator or not, and irrespective of whether they are ready or exhausted.</li>\n</ul>', 'text': '- The **Forced** effect on [Rampaging Creatures](/card/02237), [Biding Its Time](/card/02238) and [Horrors Unleashed](/card/02239) moves each [Brood of Yog-Sothoth](/card/02255) in play. If you have multiple Broods in play, after selecting a random location for the first brood, select another random location for the second and so on. It is possible that all Broods will try to move to the same place.\r\n\r\n- The **Forced** effect moves each [Brood of Yog-Sothoth](/card/02255) irrespective of if they were at the same location as an investigator or not, and irrespective of whether they are ready or exhausted.', 'updated': {'date': '2017-06-05 03:48:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '02269', 'html': '<ul><li><a href="/card/02269">Jewel of Aureolus</a> triggers after the chaos token is revealed, but before any of that token\'s effects have resolved. Because it is an "After" effect, it will however trigger after "When" and "If" effects related to the token being revealed, such as <a href="/card/01005">Wendy Adams</a>, <a href="/card/01060">Shrivelling</a>, etc.</li>\n</ul>', 'text': '- [Jewel of Aureolus](/card/02269) triggers after the chaos token is revealed, but before any of that token\'s effects have resolved. Because it is an "After" effect, it will however trigger after "When" and "If" effects related to the token being revealed, such as [Wendy Adams](/card/01005), [Shrivelling](/card/01060), etc.', 'updated': {'date': '2017-06-15 14:33:20.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '02262', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p>The rules reference on <a href="/rules#Experience">Experience</a> states "When purchasing a higher level version of a card with the same title, the investigator may choose to ‘upgrade\' that card by paying only the difference in experience (to a minimum of 1) between the two cards and removing the lower level version of the card from his or her deck." No part of this passage allows you to "side-grade" from one level 4 <a href="/card/02021">Strange Solution</a> to another level 4 solution for 0 experience. In fact, you would have to pay 1 xp to swap the level 4 strange solution out for a level 0 strange solution, then upgrade that for 4 xp.</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022\r\n\r\n- The rules reference on [Experience](/rules#Experience) states "When purchasing a higher level version of a card with the same title, the investigator may choose to ‘upgrade\' that card by paying only the difference in experience (to a minimum of 1) between the two cards and removing the lower level version of the card from his or her deck." No part of this passage allows you to "side-grade" from one level 4 [Strange Solution](/card/02021) to another level 4 solution for 0 experience. In fact, you would have to pay 1 xp to swap the level 4 strange solution out for a level 0 strange solution, then upgrade that for 4 xp.', 'updated': {'date': '2022-09-11 11:47:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02263', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:47:32.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02264', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:47:36.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02265', 'html': '<ul><li>The cost you must pay when using <a href="/card/02265">Joey "The Rat" Vigil</a>\'s <span class="icon-lightning"></span> to play an Item asset excludes the action cost of playing an asset, but includes any additional costs and non-resource costs from any source, as appropriate.</li>\n</ul>', 'text': '- The cost you must pay when using [Joey "The Rat" Vigil](/card/02265)\'s <span class="icon-lightning"></span> to play an Item asset excludes the action cost of playing an asset, but includes any additional costs and non-resource costs from any source, as appropriate.', 'updated': {'date': '2018-02-26 15:25:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02270', 'html': '<ul><li>\n<p>As long as the card has the potential to change the game state, you can begin the initiation sequence. Then, if an attack of opportunity is triggered and that changes the way you want the card’s effect to be resolved, so be it! That is perfectly legal. So, if you play <a href="/card/02105">Emergency Aid</a> (with one damaged player or ally in play) and an attack of opportunity deals damage to your <a href="/card/01021">Guard Dog</a>, you can then use Emergency Aid’s effect to heal the Guard Dog. You are able to do this because Emergency Aid did have the potential to change the game state before the attack of opportunity occurred (because Morgan was damaged). If, hypothetically speaking, no characters in play were damaged at the time you began playing Emergency Aid, then it would have no potential to change the game state and it would immediately abort the process before the card is even played. The same is true if you, for example, used <a href="/card/02270">A Chance Encounter</a> to bring an ally back from your discard pile, and triggered an attack of opportunity that ended up defeating a different ally; you could then use A Chance Encounter to bring that ally back instead of the original one.</p>\n</li>\n<li>"Does the restriction on \'giving\' signature cards to other investigators in the FAQ apply to cards that don\'t say \'give\'? For example, could I use <a href="/card/02270">A Chance Encounter</a> to retrieve <a href="/card/02014">Duke</a> from <a href="/card/02005">"Ashcan" Pete</a>\'s discard pile and put him into play for me for a turn?" A signature card should not be allowed to be under the control of any investigator other than the investigator named on the card. So, for example, you could not use A Chance Encounter to retrieve Duke from Ashcan Pete’s discard pile if you were playing an investigator other than Ashcan Pete.</li>\n</ul>', 'text': '- As long as the card has the potential to change the game state, you can begin the initiation sequence. Then, if an attack of opportunity is triggered and that changes the way you want the card’s effect to be resolved, so be it! That is perfectly legal. So, if you play [Emergency Aid](/card/02105) (with one damaged player or ally in play) and an attack of opportunity deals damage to your [Guard Dog](/card/01021), you can then use Emergency Aid’s effect to heal the Guard Dog. You are able to do this because Emergency Aid did have the potential to change the game state before the attack of opportunity occurred (because Morgan was damaged). If, hypothetically speaking, no characters in play were damaged at the time you began playing Emergency Aid, then it would have no potential to change the game state and it would immediately abort the process before the card is even played. The same is true if you, for example, used [A Chance Encounter](/card/02270) to bring an ally back from your discard pile, and triggered an attack of opportunity that ended up defeating a different ally; you could then use A Chance Encounter to bring that ally back instead of the original one.\r\n\r\n-  "Does the restriction on \'giving\' signature cards to other investigators in the FAQ apply to cards that don\'t say \'give\'? For example, could I use [A Chance Encounter](/card/02270) to retrieve [Duke](/card/02014) from ["Ashcan" Pete](/card/02005)\'s discard pile and put him into play for me for a turn?" A signature card should not be allowed to be under the control of any investigator other than the investigator named on the card. So, for example, you could not use A Chance Encounter to retrieve Duke from Ashcan Pete’s discard pile if you were playing an investigator other than Ashcan Pete.', 'updated': {'date': '2017-11-02 13:51:45.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02271', 'html': '<ul><li>\n<p>You can exile <a href="/card/02271">Stroke of Luck</a> even if you draw the <span class="icon-auto_fail"></span> symbol. The test is still considered a failure, but stroke of luck is exiled. The ability to exile Stroke of Luck is not dependent on the auto-fail not being revealed - only the test being automatically successful.</p>\n</li>\n<li>\n<p><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- You can exile [Stroke of Luck](/card/02271) even if you draw the <span class="icon-auto_fail"></span> symbol. The test is still considered a failure, but stroke of luck is exiled. The ability to exile Stroke of Luck is not dependent on the auto-fail not being revealed - only the test being automatically successful.\r\n\r\n- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:20:03.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02272', 'html': '<ul><li>Any skill tests you perform nested within a parley action have their difficulty reduced by 2, too.</li>\n</ul>', 'text': '- Any skill tests you perform nested within a parley action have their difficulty reduced by 2, too.', 'updated': {'date': '2017-06-15 14:39:36.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02274', 'html': '<ul><li>\n<p>If you play <a href="/card/02190">Defiance</a> and choose the <span class="icon-cultist"></span> token, Defiance creates a lasting effect that ignores the effects of the chosen symbol during that test, so when the <span class="icon-cultist"></span> token is revealed, its effect doesn\'t get to resolve, because it is entirely ignored by Defiance.</p>\n</li>\n<li>\n<p><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n<li>\n<p><strong>Q:</strong> I had a question regarding effects that "cancel all effects of cards committed to this skill test" which arise in both <a href="/card/02274">Where Doom Awaits</a> and <a href="/card/09545">Sanguine Shadows</a>. Specifically are there any skill effects not cancelled by these effects? My primary confusion results from cards like <a href="/card/09006">On the Mend</a>. If On The Mend\'s <strong>Forced</strong> effect is also cancelled is it discarded instead of being returned to Vincent\'s set aside area? If so and Vincent shuffles his discard into his deck how should the Limit 1 in hand be resolved if he attempts to draw a copy of On the Mend when one is already there? Similarly for things like <a href="/card/07196">Unrelenting</a>, is the text that returns the sealed tokens at test end canceled? Does it matter because the default rules for seal would resolve at that time? <strong>A:</strong> We reviewed the scenario cards in question and we will plan to address them in the next FAQ, either with errata or with additional clarification. We believe that, when a scenario card such as Where Doom Awaits states to “cancel the effects and icons” of committed skill cards, this only applies to non-weakness skill cards and only lasts until Step 7 of that skill test. This should clarify our intentions for such a scenario. This should allow for On the Mend to be returned to hand as intended instead of discarded, and for Weakness skill cards such as <a href="/card/98015">Dreams of the Deep</a> to function as intended. As for Unrelenting, there is already a rule in place that if a card with sealed tokens leaves play, those tokens are immediately released, so the tokens would still be returned even if the card’s effects were canceled during the test.</p>\n</li>\n</ul>', 'text': '- If you play [Defiance](/card/02190) and choose the <span class="icon-cultist"></span> token, Defiance creates a lasting effect that ignores the effects of the chosen symbol during that test, so when the <span class="icon-cultist"></span> token is revealed, its effect doesn\'t get to resolve, because it is entirely ignored by Defiance.\r\n\r\n- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020\r\n\r\n\r\n- **Q:** I had a question regarding effects that "cancel all effects of cards committed to this skill test" which arise in both [Where Doom Awaits](/card/02274) and [Sanguine Shadows](/card/09545). Specifically are there any skill effects not cancelled by these effects? My primary confusion results from cards like [On the Mend](/card/09006). If On The Mend\'s **Forced** effect is also cancelled is it discarded instead of being returned to Vincent\'s set aside area? If so and Vincent shuffles his discard into his deck how should the Limit 1 in hand be resolved if he attempts to draw a copy of On the Mend when one is already there? Similarly for things like [Unrelenting](/card/07196), is the text that returns the sealed tokens at test end canceled? Does it matter because the default rules for seal would resolve at that time? **A:** We reviewed the scenario cards in question and we will plan to address them in the next FAQ, either with errata or with additional clarification. We believe that, when a scenario card such as Where Doom Awaits states to “cancel the effects and icons” of committed skill cards, this only applies to non-weakness skill cards and only lasts until Step 7 of that skill test. This should clarify our intentions for such a scenario. This should allow for On the Mend to be returned to hand as intended instead of discarded, and for Weakness skill cards such as [Dreams of the Deep](/card/98015) to function as intended. As for Unrelenting, there is already a rule in place that if a card with sealed tokens leaves play, those tokens are immediately released, so the tokens would still be returned even if the card’s effects were canceled during the test.', 'updated': {'date': '2023-06-14 14:16:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '02277', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: The two instructions on this card should be reversed, as follows: “Remove all clues from each location in play. The arcane presence masking the path further up the hill has faded. Reveal Ascending Path.” - FAQ, v.1.6, September 2019</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: The two instructions on this card should be reversed, as follows: “Remove all clues from each location in play. The arcane presence masking the path further up the hill has faded. Reveal Ascending Path.” - FAQ, v.1.6, September 2019', 'updated': {'date': '2022-01-02 12:24:00.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '02282', 'html': '<ul><li>The limit on the <strong>investigate</strong> action on <a href="/card/02282">Base of the Hill</a> is a limit on the number of times the ability may be initiated during the designated period [See RR, page 14 on <a href="/rules#Limits_and_Maximums">limits</a>: "Each instance of an ability with such a limit may be initiated X times during the designated period.") So even if you fail, you cannot initiate that ability again during that round.</li>\n</ul>', 'text': '- The limit on the **investigate** action on [Base of the Hill](/card/02282) is a limit on the number of times the ability may be initiated during the designated period [See RR, page 14 on [limits](/rules#Limits_and_Maximums): "Each instance of an ability with such a limit may be initiated X times during the designated period.") So even if you fail, you cannot initiate that ability again during that round.', 'updated': {'date': '2017-06-15 14:43:02.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02283', 'html': '<ul><li>The limit on the <strong>investigate</strong> action on <a href="/card/02283">Ascending Path</a> is a limit on the number of times the ability may be initiated during the designated period [See RR, page 14 on <a href="/rules#Limits_and_Maximums">limits</a>: "Each instance of an ability with such a limit may be initiated X times during the designated period.") So even if you fail, you cannot initiate that ability again during that round.</li>\n</ul>', 'text': '- The limit on the **investigate** action on [Ascending Path](/card/02283) is a limit on the number of times the ability may be initiated during the designated period [See RR, page 14 on [limits](/rules#Limits_and_Maximums): "Each instance of an ability with such a limit may be initiated X times during the designated period.") So even if you fail, you cannot initiate that ability again during that round.', 'updated': {'date': '2017-06-15 14:42:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '02287', 'html': '<ul><li>Locations do not leave play when they flip from revealed to unrevealed (even if the title of the card is different). That means that all tokens and attached cards will remain when they are flipped over due to <a href="/card/02297">Spaces Between</a>. Technically this does allow you to tell which location is which when they are ‘shuffled’, whether that\'s because doom is in play due to <a href="/card/02287">Destroyed Path</a> or if an <a href="/card/01168">Obscuring Fog</a> is in play, but for an added challenge and mystery (and for the sake of simplicity), players can place those tokens or attachments onto a random location after they are shuffled, so that they don’t know which location is which.</li>\n</ul>', 'text': "- Locations do not leave play when they flip from revealed to unrevealed (even if the title of the card is different). That means that all tokens and attached cards will remain when they are flipped over due to [Spaces Between](/card/02297). Technically this does allow you to tell which location is which when they are ‘shuffled’, whether that's because doom is in play due to [Destroyed Path](/card/02287) or if an [Obscuring Fog](/card/01168) is in play, but for an added challenge and mystery (and for the sake of simplicity), players can place those tokens or attachments onto a random location after they are shuffled, so that they don’t know which location is which.", 'updated': {'date': '2017-06-15 14:53:40.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '02295', 'html': '<ul><li>When <a href="/card/02295">Crazed Shoggoth</a> attacks you, it creates a lasting effect that causes you to become killed instead of defeated if the shoggoth\'s attack defeats you. In order for this to happen, it must be the shoggoth\'s attack that defeats you, not another effect or ability (such as from <a href="/card/01100">Hypochondria</a>). If something explicitly adds to the damage dealt by the attack, that would count as part of the Crazed Shoggoth\'s attack.</li>\n</ul>', 'text': "- When [Crazed Shoggoth](/card/02295) attacks you, it creates a lasting effect that causes you to become killed instead of defeated if the shoggoth's attack defeats you. In order for this to happen, it must be the shoggoth's attack that defeats you, not another effect or ability (such as from [Hypochondria](/card/01100)). If something explicitly adds to the damage dealt by the attack, that would count as part of the Crazed Shoggoth's attack.", 'updated': {'date': '2017-06-15 14:45:12.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02297', 'html': '<ul><li>Locations do not leave play when they flip from revealed to unrevealed (even if the title of the card is different). That means that all tokens and attached cards will remain when they are flipped over. Technically this does allow you to tell which location is which when they are ‘shuffled’, whether that\'s because doom is in play due to <a href="/card/02287">Destroyed Path</a> or if an <a href="/card/01168">Obscuring Fog</a> is in play, but for an added challenge and mystery (and for the sake of simplicity), players can place those tokens or attachments onto a random location after they are shuffled, so that they don’t know which location is which.</li>\n</ul>', 'text': "- Locations do not leave play when they flip from revealed to unrevealed (even if the title of the card is different). That means that all tokens and attached cards will remain when they are flipped over. Technically this does allow you to tell which location is which when they are ‘shuffled’, whether that's because doom is in play due to [Destroyed Path](/card/02287) or if an [Obscuring Fog](/card/01168) is in play, but for an added challenge and mystery (and for the sake of simplicity), players can place those tokens or attachments onto a random location after they are shuffled, so that they don’t know which location is which.", 'updated': {'date': '2017-06-15 14:53:04.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '02299', 'html': '<ul>\n<li><strong>Q:</strong> Can I commit Vicious Blow for an extra damage to an attack performed with Enchanted Blade or Brand of Cthugha against enemies that can’t be damaged except by spells and/or relics? Like Poltergeist and Miasmic Shadow <strong>A:</strong> Yes, you can commit Vicious Blow to the Enchanted Blade’s Fight test to give the attack +1 damage. (Note, this is because “that attack” is given +1 damage, rather than Vicious Blow itself dealing 1 damage, which wouldn’t work.) (Rules Forum Answer, July 2024)</li>\n</ul>', 'text': '- **Q:** Can I commit Vicious Blow for an extra damage to an attack performed with Enchanted Blade or Brand of Cthugha against enemies that can’t be damaged except by spells and/or relics? Like Poltergeist and Miasmic Shadow **A:** Yes, you can commit Vicious Blow to the Enchanted Blade’s Fight test to give the attack +1 damage. (Note, this is because “that attack” is given +1 damage, rather than Vicious Blow itself dealing 1 damage, which wouldn’t work.) (Rules Forum Answer, July 2024)', 'updated': {'date': '2025-03-22 15:44:41.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02302', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card’s <span class="icon-reaction"></span> ability should read: "When you draw an encounter card from\nthe encounter deck..." - FAQ v1.2, Jan 2018.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card’s <span class="icon-reaction"></span> ability should read: "When you draw an encounter card from\r\nthe encounter deck..." - FAQ v1.2, Jan 2018.', 'updated': {'date': '2022-01-02 12:18:31.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02303', 'html': '<ul><li>\n<p>Generally speaking, investigating is the act of investigating a location. Thematically, <a href="/card/02303">Deciphered Reality</a> makes it seem like you are investigating all of the revealed locations at once, and that is surely the flavor of the card. But examining the text of the card line by line, we see that it only really does 2 things: 1) Instead of the test’s difficulty being equal to the shroud value of your location, the test’s difficulty is equal to the highest shroud value among revealed locations in play. 2) If you succeed, you discover 1 clue from each revealed location in play (and this is not a replacement effect). You’re still technically investigating your location. For example, if you played Deciphered Reality while in the <a href="/card/02050">Orne Library</a>, you would still need to spend an additional action to investigate. Likewise, you couldn’t play Deciphered Reality at a location with a <a href="/card/01174">Locked Door</a>.</p>\n</li>\n<li><a href="/card/02303">Deciphered Reality</a> is not a replacement effect; its effect doesn’t use any form of ‘instead’ or ‘but,’ so its effect is in addition to the standard rewards for successfully investigating. (Otherwise it would say something like “instead of discovering a clue at your location…”) (Compare with <a href="/card/01045">Burglary</a>). In other words, if you successfully use Deciphered Reality, you would discover 1 clue at your location, and 1 clue at each revealed location. If you commit <a href="/card/01039">Deduction</a> to this test, you would still discover 1 additional clue at your location.</li>\n</ul>', 'text': '- Generally speaking, investigating is the act of investigating a location. Thematically, [Deciphered Reality](/card/02303) makes it seem like you are investigating all of the revealed locations at once, and that is surely the flavor of the card. But examining the text of the card line by line, we see that it only really does 2 things: 1) Instead of the test’s difficulty being equal to the shroud value of your location, the test’s difficulty is equal to the highest shroud value among revealed locations in play. 2) If you succeed, you discover 1 clue from each revealed location in play (and this is not a replacement effect). You’re still technically investigating your location. For example, if you played Deciphered Reality while in the [Orne Library](/card/02050), you would still need to spend an additional action to investigate. Likewise, you couldn’t play Deciphered Reality at a location with a [Locked Door](/card/01174).\r\n\r\n- [Deciphered Reality](/card/02303) is not a replacement effect; its effect doesn’t use any form of ‘instead’ or ‘but,’ so its effect is in addition to the standard rewards for successfully investigating. (Otherwise it would say something like “instead of discovering a clue at your location…”) (Compare with [Burglary](/card/01045)). In other words, if you successfully use Deciphered Reality, you would discover 1 clue at your location, and 1 clue at each revealed location. If you commit [Deduction](/card/01039) to this test, you would still discover 1 additional clue at your location.', 'updated': {'date': '2017-07-10 11:37:09.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02307', 'html': '<ul><li>Answering the question "Can you use <a href="/card/02307">Ward of Protection</a> against act/agenda deck enemies or similar?": "When you flip to the b-side of an act or agenda and it is an encounter cardtype (typically a treachery, enemy or location), you should follow the rules for drawing that encounter card solely for the purposes of figuring out how that card enters play and for resolving any appropriate revelation effects. You should not be able to trigger effects based on having \'drawn\' that card, as it was not actually drawn, and it is not clear who is doing the drawing in such an event."</li>\n</ul>', 'text': '- Answering the question "Can you use [Ward of Protection](/card/02307) against act/agenda deck enemies or similar?": "When you flip to the b-side of an act or agenda and it is an encounter cardtype (typically a treachery, enemy or location), you should follow the rules for drawing that encounter card solely for the purposes of figuring out how that card enters play and for resolving any appropriate revelation effects. You should not be able to trigger effects based on having \'drawn\' that card, as it was not actually drawn, and it is not clear who is doing the drawing in such an event."', 'updated': {'date': '2017-09-26 15:29:56.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '02311', 'html': '<ul><li>The scenario reference card counts as an encounter card, so its effects are encounter card effects. If the cultist token moves you to another location, you must trigger the Forced effect on the agenda and take 1 horror.</li>\n</ul>', 'text': '- The scenario reference card counts as an encounter card, so its effects are encounter card effects. If the cultist token moves you to another location, you must trigger the Forced effect on the agenda and take 1 horror.', 'updated': {'date': '2017-09-26 14:55:18.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02312', 'html': '<ul><li>There are floating definitions of scenario and encounter cards in the Rules Reference, but for the purposes of card effects, and for the sake of simplicity, the two terms should be considered interchangeable. The act, agenda, locations, scenario reference card, locations, and all cards in the encounter deck are all considered encounter cards.</li>\n</ul>', 'text': '- There are floating definitions of scenario and encounter cards in the Rules Reference, but for the purposes of card effects, and for the sake of simplicity, the two terms should be considered interchangeable. The act, agenda, locations, scenario reference card, locations, and all cards in the encounter deck are all considered encounter cards.', 'updated': {'date': '2017-07-14 17:52:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02313', 'html': '<ul><li>There are floating definitions of scenario and encounter cards in the Rules Reference, but for the purposes of card effects, and for the sake of simplicity, the two terms should be considered interchangeable. The act, agenda, locations, scenario reference card, locations, and all cards in the encounter deck are all considered encounter cards.</li>\n</ul>', 'text': '- There are floating definitions of scenario and encounter cards in the Rules Reference, but for the purposes of card effects, and for the sake of simplicity, the two terms should be considered interchangeable. The act, agenda, locations, scenario reference card, locations, and all cards in the encounter deck are all considered encounter cards.', 'updated': {'date': '2017-07-14 17:53:18.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02314', 'html': '<ul><li>There are floating definitions of scenario and encounter cards in the Rules Reference, but for the purposes of card effects, and for the sake of simplicity, the two terms should be considered interchangeable. The act, agenda, locations, scenario reference card, locations, and all cards in the encounter deck are all considered encounter cards.</li>\n</ul>', 'text': '- There are floating definitions of scenario and encounter cards in the Rules Reference, but for the purposes of card effects, and for the sake of simplicity, the two terms should be considered interchangeable. The act, agenda, locations, scenario reference card, locations, and all cards in the encounter deck are all considered encounter cards.', 'updated': {'date': '2017-07-14 17:53:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '02315', 'html': '<ul><li>There are floating definitions of scenario and encounter cards in the Rules Reference, but for the purposes of card effects, and for the sake of simplicity, the two terms should be considered interchangeable. The act, agenda, locations, scenario reference card, locations, and all cards in the encounter deck are all considered encounter cards.</li>\n</ul>', 'text': '- There are floating definitions of scenario and encounter cards in the Rules Reference, but for the purposes of card effects, and for the sake of simplicity, the two terms should be considered interchangeable. The act, agenda, locations, scenario reference card, locations, and all cards in the encounter deck are all considered encounter cards.', 'updated': {'date': '2017-07-14 17:54:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '02323', 'html': '<ul><li>If a hunter enemy has no valid path to any investigator, then there are no “nearest” investigators, it doesn’t know where to go, and so it just remains at its location, confused.</li>\n</ul>', 'text': '- If a hunter enemy has no valid path to any investigator, then there are no “nearest” investigators, it doesn’t know where to go, and so it just remains at its location, confused.', 'updated': {'date': '2017-07-14 17:47:11.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '02329', 'html': '<ul><li>An enemy enters a location when it spawns in that location. Spawning in a location is not considered “moving to” a location, however.</li>\n</ul>', 'text': '- An enemy enters a location when it spawns in that location. Spawning in a location is not considered “moving to” a location, however.', 'updated': {'date': '2017-07-14 17:41:43.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '03009', 'html': '<ul><li><strong>Q:</strong> Some investigators\' Signature Cards (e.g. Mark\'s <a href="/card/03009">Sophie</a>, Pete\'s <a href="/card/02014">Duke</a> and Diana\'s <a href="/card/05014">Dark Insight</a>) are put into play or into your opening hand at the beginning of the game. My question is "You begin the game with..." is "when"? In which step of "Setting Up The Game"? Before or after draw opening hands (ST8)? Will these cards be shuffled into your investigator deck during setup? Or set aside? Will I draw these cards in the "Draw opening hands" step? Can Diana Stanley mulligan <a href="/card/05014">Dark Insight</a>  in the "Draw opening hands" step? <strong>A:</strong> Duke, Sophie, and Dark Insight should not be shuffled into your deck during Setup. The expectation is that you set these cards aside while you set up your investigator and deck. For Dark Insight specifically, it’s added to your hand at the end of Step 8; this would be after you’ve drawn your opening hand, and after you’ve taken or skipped the mulligan.</li>\n</ul>', 'text': '- **Q:** Some investigators\' Signature Cards (e.g. Mark\'s [Sophie](/card/03009), Pete\'s [Duke](/card/02014) and Diana\'s [Dark Insight](/card/05014)) are put into play or into your opening hand at the beginning of the game. My question is "You begin the game with..." is "when"? In which step of "Setting Up The Game"? Before or after draw opening hands (ST8)? Will these cards be shuffled into your investigator deck during setup? Or set aside? Will I draw these cards in the "Draw opening hands" step? Can Diana Stanley mulligan [Dark Insight](/card/05014)  in the "Draw opening hands" step? **A:** Duke, Sophie, and Dark Insight should not be shuffled into your deck during Setup. The expectation is that you set these cards aside while you set up your investigator and deck. For Dark Insight specifically, it’s added to your hand at the end of Step 8; this would be after you’ve drawn your opening hand, and after you’ve taken or skipped the mulligan.', 'updated': {'date': '2022-09-12 11:16:01.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '03022', 'html': '<ul><li><strong>Q:</strong> Can I use <a href="/card/03022">"Let me handle this!"</a> or <a href="/card/04028">"You handle this one!"</a> on a weakness? <strong>A:</strong> No. Both of these cards are played after you or another investigator draw a non-peril encounter card, but before resolving that card’s effects. Weaknesses with an encounter cardtype (such as enemies or treacheries) are considered to be encounter cards while they are being resolved and once they have entered play, but are not considered to be encounter cards yet at the time that these cards are played. Therefore, at the time these cards would be played, they are still player cards and are not legal targets. - FAQ, v.1.3, May 2018</li>\n</ul>', 'text': '- **Q:** Can I use ["Let me handle this!"](/card/03022) or ["You handle this one!"](/card/04028) on a weakness? **A:** No. Both of these cards are played after you or another investigator draw a non-peril encounter card, but before resolving that card’s effects. Weaknesses with an encounter cardtype (such as enemies or treacheries) are considered to be encounter cards while they are being resolved and once they have entered play, but are not considered to be encounter cards yet at the time that these cards are played. Therefore, at the time these cards would be played, they are still player cards and are not legal targets. - FAQ, v.1.3, May 2018', 'updated': {'date': '2018-06-05 14:06:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03027', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:54:15.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03003', 'html': '<ul><li><strong>Q:</strong> I have a question concerning <a href="/card/03003">Sefina Rousseau</a> and <a href="/card/05004">Diana Stanley</a>. Are cards put beneath these investigators by their abilities considered to be in play, or out of play? The question arises because they\'re physically in an investigator\'s play area, which suggests they might be in play, but there are a few implications that makes me want to confirm. For example, if they are in play, that implies that a treachery such as <a href="/card/04221">Ants!</a> can discard them, which feels strange. Can you confirm if those cards are in play or not? <strong>A:</strong> These cards are considered out of play. They cannot be affected by anything other than the abilities that refer to them explicitly (like Sefina\'s action ability, <a href="/card/05013">Twilight Blade</a>, etc).</li>\n</ul>', 'text': "- **Q:** I have a question concerning [Sefina Rousseau](/card/03003) and [Diana Stanley](/card/05004). Are cards put beneath these investigators by their abilities considered to be in play, or out of play? The question arises because they're physically in an investigator's play area, which suggests they might be in play, but there are a few implications that makes me want to confirm. For example, if they are in play, that implies that a treachery such as [Ants!](/card/04221) can discard them, which feels strange. Can you confirm if those cards are in play or not? **A:** These cards are considered out of play. They cannot be affected by anything other than the abilities that refer to them explicitly (like Sefina's action ability, [Twilight Blade](/card/05013), etc).", 'updated': {'date': '2019-10-09 16:44:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03004', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Since the text of Pendant of the Queen has "uses (charges)", can <a href="/card/03004">Akachi Onyele</a> purchase <a href="/card/06021">Segment of Onyx</a>? <strong>A:</strong> <del>Yes, Akachi can purchase Segment of Onyx.</del> Bonded cards <strong>cannot</strong> be treated as part of the text box of the card to which they are bonded. (August 2023)</p>\n</li>\n<li>\n<p><strong>Q:</strong>  I have a question regarding Akachi\'s ability. It says "Your assets with "uses (charges)" enter play with 1 additional charge on them". However, what exactly is "your asset"? The rules say that "your", among other things, refers to "investigator who controls the card". So, here\'s the question. How does she interact with abilities that put cards under her control? 1. For example, <a href="/card/09079">Living Ink</a> with Shifting Ink upgrade says "You may play Living Ink under the control of another investigator at your location". If, say, Luke plays Living Ink on Akachi, does it get an extra charge? 2. Same situation, but now Akachi is the one who plays Living Ink on Luke, does it get an extra charge? 3. Do Akachi\'s items played by <a href="/card/08016">Bob Jenkins</a> get an extra charge? 4. Do cards she plays via <a href="/card/08055">Black Market</a> from another player\'s deck get an extra charge? Thank you in advance. <strong>A:</strong> For Akachi’s ability, any assets played under her control with “uses (charges)” gains 1 additional charge, regardless of if she owns that asset. If she plays such an asset under someone else’s control, it does not get 1 additional charge. Bob’s ability plays the asset under her control, so it gets 1 additional charge; similarly, as long as the asset from Black Market is played under her control, it gets 1 additional charge. (Rules Form, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** Since the text of Pendant of the Queen has "uses (charges)", can [Akachi Onyele](/card/03004) purchase [Segment of Onyx](/card/06021)? **A:** ~~Yes, Akachi can purchase Segment of Onyx.~~ Bonded cards **cannot** be treated as part of the text box of the card to which they are bonded. (August 2023)\r\n\r\n- **Q:**  I have a question regarding Akachi\'s ability. It says "Your assets with "uses (charges)" enter play with 1 additional charge on them". However, what exactly is "your asset"? The rules say that "your", among other things, refers to "investigator who controls the card". So, here\'s the question. How does she interact with abilities that put cards under her control? 1. For example, [Living Ink](/card/09079) with Shifting Ink upgrade says "You may play Living Ink under the control of another investigator at your location". If, say, Luke plays Living Ink on Akachi, does it get an extra charge? 2. Same situation, but now Akachi is the one who plays Living Ink on Luke, does it get an extra charge? 3. Do Akachi\'s items played by [Bob Jenkins](/card/08016) get an extra charge? 4. Do cards she plays via [Black Market](/card/08055) from another player\'s deck get an extra charge? Thank you in advance. **A:** For Akachi’s ability, any assets played under her control with “uses (charges)” gains 1 additional charge, regardless of if she owns that asset. If she plays such an asset under someone else’s control, it does not get 1 additional charge. Bob’s ability plays the asset under her control, so it gets 1 additional charge; similarly, as long as the asset from Black Market is played under her control, it gets 1 additional charge. (Rules Form, July 2025)', 'updated': {'date': '2025-07-19 17:26:36.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03012', 'html': '<ul><li>\n<p><a href="/card/03012">The Painted World</a> vs <a href="/card/02111">Delve Too Deep</a>: Whenever a card leaves play, any lasting or delayed effects affecting the card while it was in play expire (see <a href="/rules#Leaves_Play">Leaves Play</a>, RR, page 14). That includes The Painted World being treated as a copy of another card; as soon as The Painted World leaves play, it ceases to be a copy and goes back to just being The Painted World. Since the victory display is an out of play area, you could play The Painted World as a copy of Delve Too Deep, but as soon as it got added to the victory display it would cease to be a copy of Delve Too Deep and would go back to being The Painted World, thus losing its victory points.</p>\n</li>\n<li>\n<p><a href="/card/03012">The Painted World</a> vs Fast cards (such as <a href="/card/01050">Elusive</a> or <a href="/card/01065">Ward of Protection</a>): The Painted World is "played as a copy” of an event, which means if that event is fast, The Painted World will also be fast, and if that event has a play restriction or trigger (like “Play after blah blah blah”), The Painted World would also have that same restriction or trigger if played as a copy of that event.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can you use <a href="/card/03033">Uncage the Soul</a> on <a href="/card/03012">The Painted World</a> when it\'s copying a non-<b><i>Spell</i></b>-traited card under <a href="/card/03003">Sef</a>? <strong>A:</strong> You can use Uncage the Soul to play The Painted World from your hand (regardless of whether or not the card you are copying has the <b><i>Spell</i></b> trait). Uncage the Soul allows you to play a <b><i>Spell</i></b> or <b><i>Ritual</i></b> card from your hand, reducing its resource cost by 3. Since The Painted World is still a <b><i>Spell</i></b> at the time you are choosing a card to play using Uncage the Soul, you can choose The Painted World as its target. Then, as soon as you begin the sequence of actually playing the card (including checking play restrictions and determining the card’s cost) The Painted World becomes a copy of whatever card you are choosing to play it as (in this case, <a href="/card/01057">Hot Streak</a> or <a href="/card/01051">Backstab</a> or whatever other card you want to copy).</p>\n</li>\n<li>\n<p><strong>Q:</strong> How does <a href="/card/03012">The Painted World</a> interact with <a href="/card/06024">Crystallizer of Dreams</a>, as they both replace the discard effect? <strong>A:</strong> "Both effects are replacement effects, and since The Painted World’s replacement effect is forced and Crystallizer of Dreams is optional, the forced effect would take priority and resolves first. Therefore The Painted World must be removed from the game after it is played and cannot be placed underneath Crystallizer of Dreams."</p>\n</li>\n<li>\n<p><strong>Q:</strong> <a href="/card/05320">Double, Double</a> vs <a href="/card/03012">The Painted World</a>. <s>I imagine The Painted World cannot be played twice by Double, Double, since it\'s removed from the game, but can the copied event be played twice? <strong>A:</strong> You can absolutely use Double, Double to play The Painted World twice. Note that it says you play it “as if it were in your hand,” so each time you played it in this way, you could choose a different event beneath Sefina Rousseau. Keep in mind this may not work with some events (such as events that become attachments or go to a specific play area) as you only actually have one physical copy of The Painted World to move around.</s> <strong>UPDATE:</strong> There is an extant ruling that one can trigger <a href="/card/05320">Double, Double</a> after playing <a href="/card/03012">The Painted World</a> (and target different cards no less). A recent ruling said that one cannot trigger double double after playing <a href="/card/03310">Cheat Death</a> as Cheat Death will have been removed from the game as part of its resolution. As The Painted World is also removed from the game during its resolution (albeit with slightly different timing) is this ruling no longer valid? Would the same be true of any card removed from the game? <strong>A:</strong> Under current rulings, removing The Painted World from the game is a part of its resolution, so it would be an ineligible target for Double, Double. This does overrule the previous ruling.</p>\n</li>\n</ul>', 'text': '- [The Painted World](/card/03012) vs [Delve Too Deep](/card/02111): Whenever a card leaves play, any lasting or delayed effects affecting the card while it was in play expire (see [Leaves Play](/rules#Leaves_Play), RR, page 14). That includes The Painted World being treated as a copy of another card; as soon as The Painted World leaves play, it ceases to be a copy and goes back to just being The Painted World. Since the victory display is an out of play area, you could play The Painted World as a copy of Delve Too Deep, but as soon as it got added to the victory display it would cease to be a copy of Delve Too Deep and would go back to being The Painted World, thus losing its victory points.\r\n\r\n- [The Painted World](/card/03012) vs Fast cards (such as [Elusive](/card/01050) or [Ward of Protection](/card/01065)): The Painted World is "played as a copy” of an event, which means if that event is fast, The Painted World will also be fast, and if that event has a play restriction or trigger (like “Play after blah blah blah”), The Painted World would also have that same restriction or trigger if played as a copy of that event.\r\n\r\n- **Q:** Can you use [Uncage the Soul](/card/03033) on [The Painted World](/card/03012) when it\'s copying a non-<b><i>Spell</i></b>-traited card under [Sef](/card/03003)? **A:** You can use Uncage the Soul to play The Painted World from your hand (regardless of whether or not the card you are copying has the <b><i>Spell</b></i> trait). Uncage the Soul allows you to play a <b><i>Spell</i></b> or <b><i>Ritual</i></b> card from your hand, reducing its resource cost by 3. Since The Painted World is still a <b><i>Spell</i></b> at the time you are choosing a card to play using Uncage the Soul, you can choose The Painted World as its target. Then, as soon as you begin the sequence of actually playing the card (including checking play restrictions and determining the card’s cost) The Painted World becomes a copy of whatever card you are choosing to play it as (in this case, [Hot Streak](/card/01057) or [Backstab](/card/01051) or whatever other card you want to copy).\r\n\r\n- **Q:** How does [The Painted World](/card/03012) interact with [Crystallizer of Dreams](/card/06024), as they both replace the discard effect? **A:** "Both effects are replacement effects, and since The Painted World’s replacement effect is forced and Crystallizer of Dreams is optional, the forced effect would take priority and resolves first. Therefore The Painted World must be removed from the game after it is played and cannot be placed underneath Crystallizer of Dreams."\r\n\r\n- **Q:** [Double, Double](/card/05320) vs [The Painted World](/card/03012). <s>I imagine The Painted World cannot be played twice by Double, Double, since it\'s removed from the game, but can the copied event be played twice? **A:** You can absolutely use Double, Double to play The Painted World twice. Note that it says you play it “as if it were in your hand,” so each time you played it in this way, you could choose a different event beneath Sefina Rousseau. Keep in mind this may not work with some events (such as events that become attachments or go to a specific play area) as you only actually have one physical copy of The Painted World to move around.</s> **UPDATE:** There is an extant ruling that one can trigger [Double, Double](/card/05320) after playing [The Painted World](/card/03012) (and target different cards no less). A recent ruling said that one cannot trigger double double after playing [Cheat Death](/card/03310) as Cheat Death will have been removed from the game as part of its resolution. As The Painted World is also removed from the game during its resolution (albeit with slightly different timing) is this ruling no longer valid? Would the same be true of any card removed from the game? **A:** Under current rulings, removing The Painted World from the game is a part of its resolution, so it would be an ineligible target for Double, Double. This does overrule the previous ruling.', 'updated': {'date': '2022-09-21 15:40:20.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '03025', 'html': '<ul><li><strong>Q:</strong> <a href="/card/04157">Enraptured</a> adds 1 charge or secret to an asset you control. Under "uses" in the RR, it\'s pretty clear that you can\'t add \'charges\' to \'ammo\' cards or indeed some other variant. But can you add secrets to a card without uses (x secrets) or indeed any other uses thing? <strong>A:</strong> You can technically add secrets to a card that doesn’t have uses, there is nothing in the rules to prevent you from doing that. Normally this won’t help you at all—if you add a secret to a machete, it won’t do anything for you whatsoever—but there exist cards that use secrets even without the uses keyword, such as the untranslated <a href="/card/03025">Archaic Glyphs</a> and enraptured will surely combo with them!</li>\n</ul>', 'text': '- **Q:** [Enraptured](/card/04157) adds 1 charge or secret to an asset you control. Under "uses" in the RR, it\'s pretty clear that you can\'t add \'charges\' to \'ammo\' cards or indeed some other variant. But can you add secrets to a card without uses (x secrets) or indeed any other uses thing? **A:** You can technically add secrets to a card that doesn’t have uses, there is nothing in the rules to prevent you from doing that. Normally this won’t help you at all—if you add a secret to a machete, it won’t do anything for you whatsoever—but there exist cards that use secrets even without the uses keyword, such as the untranslated [Archaic Glyphs](/card/03025) and enraptured will surely combo with them!', 'updated': {'date': '2021-03-15 13:20:17.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03029', 'html': '<ul><li>If you use <a href="/card/03029">Sleight of Hand</a> to put <a href="/card/02010">Jenny\'s Twin .45s</a> into play, you never pay the cost so you never specify what X is. (“If X is not defined, its value is equal to 0.” <a href="/rules#The_letter_X">RR, page 22</a>) Same goes for while Jenny’s Twin .45s are in your hand. After it is played, its cost is no longer defined, so it reverts back to being undefined (“X”, or “0”). Essentially, the cost of Jenny’s Twin .45s is only defined while you are playing it.</li>\n</ul>', 'text': "- If you use [Sleight of Hand](/card/03029) to put [Jenny's Twin .45s](/card/02010) into play, you never pay the cost so you never specify what X is. (“If X is not defined, its value is equal to 0.” [RR, page 22](/rules#The_letter_X)) Same goes for while Jenny’s Twin .45s are in your hand. After it is played, its cost is no longer defined, so it reverts back to being undefined (“X”, or “0”). Essentially, the cost of Jenny’s Twin .45s is only defined while you are playing it.", 'updated': {'date': '2017-09-26 14:43:12.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '03033', 'html': '<ul><li><strong>Q:</strong> Can you use <a href="/card/03033">Uncage the Soul</a> on <a href="/card/03012">The Painted World</a> when it\'s copying a non-<b><i>Spell</i></b>-traited card under <a href="/card/03003">Sef</a>? <strong>A:</strong> You can use Uncage the Soul to play The Painted World from your hand (regardless of whether or not the card you are copying has the <b><i>Spell</i></b> trait). Uncage the Soul allows you to play a <b><i>Spell</i></b> or <b><i>Ritual</i></b> card from your hand, reducing its resource cost by 3. Since The Painted World is still a <b><i>Spell</i></b> at the time you are choosing a card to play using Uncage the Soul, you can choose The Painted World as its target. Then, as soon as you begin the sequence of actually playing the card (including checking play restrictions and determining the card’s cost) The Painted World becomes a copy of whatever card you are choosing to play it as (in this case, <a href="/card/01057">Hot Streak</a> or <a href="/card/01051">Backstab</a> or whatever other card you want to copy).</li>\n</ul>', 'text': "- **Q:** Can you use [Uncage the Soul](/card/03033) on [The Painted World](/card/03012) when it's copying a non-<b><i>Spell</i></b>-traited card under [Sef](/card/03003)? **A:** You can use Uncage the Soul to play The Painted World from your hand (regardless of whether or not the card you are copying has the <b><i>Spell</b></i> trait). Uncage the Soul allows you to play a <b><i>Spell</i></b> or <b><i>Ritual</i></b> card from your hand, reducing its resource cost by 3. Since The Painted World is still a <b><i>Spell</i></b> at the time you are choosing a card to play using Uncage the Soul, you can choose The Painted World as its target. Then, as soon as you begin the sequence of actually playing the card (including checking play restrictions and determining the card’s cost) The Painted World becomes a copy of whatever card you are choosing to play it as (in this case, [Hot Streak](/card/01057) or [Backstab](/card/01051) or whatever other card you want to copy).", 'updated': {'date': '2020-08-24 12:17:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03034', 'html': '<ul><li>\n<p><strong>Q:</strong> <a href="/card/60422">Robes of Endless Night</a> has a <span class="icon-reaction"></span> triggered ability that makes it so playing a <b><i>Spell</i></b> card does not provoke an attack of opportunity. If I used this ability in reaction to playing <a href="/card/03034">Astral Travel</a>, which has a bold "Move" keyword, would I provoke an attack of opportunity? That is, does the ability on Robes merely prevent attacks of opportunity from taking a Play action to play Spell cards while not preventing attacks of opportunity from the card\'s effects, or does it cover the entire playing of the card, so to speak? <strong>A:</strong> To answer your question(s):</p>\n<ul><li>Exhausting Robes of Endless Night (2) when you play Astral Travel would not result in an Attack of Opportunity.</li>\n<li>Also noting that the “play” action taken by playing Astral Travel would only result in one AoO; a second one for Astral Travel’s Move would not occur. MJ described this as “a play action that was also a move action.”</li>\n</ul></li>\n</ul>', 'text': '- **Q:** [Robes of Endless Night](/card/60422) has a <span class="icon-reaction"></span> triggered ability that makes it so playing a <b><i>Spell</i></b> card does not provoke an attack of opportunity. If I used this ability in reaction to playing [Astral Travel](/card/03034), which has a bold "Move" keyword, would I provoke an attack of opportunity? That is, does the ability on Robes merely prevent attacks of opportunity from taking a Play action to play Spell cards while not preventing attacks of opportunity from the card\'s effects, or does it cover the entire playing of the card, so to speak? **A:** To answer your question(s):\r\n\r\n - Exhausting Robes of Endless Night (2) when you play Astral Travel would not result in an Attack of Opportunity.\r\n - Also noting that the “play” action taken by playing Astral Travel would only result in one AoO; a second one for Astral Travel’s Move would not occur. MJ described this as “a play action that was also a move action.”', 'updated': {'date': '2022-11-09 10:34:11.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03042', 'html': '<ul>\n<li>\n<p>Answering the question "What happens if two investigators each have <a href="/card/03042">The Thing That Follows</a> as their random basic weakness (as they have constructed their decks from separate collections) and the second The Thing That Follows is drawn while the first is in play?": "Good question! The first Thing stays in play and the second Thing is discarded without effect."</p>\n</li>\n<li>\n<p><strong>Q:</strong> Question about FAQ 1.13: "(1.13) Shuffling A Card Into An Empty Player/Encounter Deck A single card cannot be shuffled into an empty player deck or encounter deck via card effect. If this shuffling would occur during the playing or revelation of a card that is typically discarded after it is resolved, such as an event or treachery card, it is discarded. Otherwise, the card remains in its current game area." How does this interact with cards such as <a href="/card/02009">Rex\'s Curse</a>, <a href="/card/06036">Kleptomania</a>, and <a href="/card/03042">The Thing That Follows</a>? For example, if you fail a skill test as Rex due to Rex\'s Curse while you have an empty player deck, does Rex\'s Curse get discarded (because it is a treachery while it is being resolved and generally speaking treacheries do to the discard pile) or does Rex\'s Curse remain in play (because Rex\'s Curse specifically would never be discarded so by 1.13 it remains in its current game area)? Similarly for trying to clear Kleptomania with an empty player deck or defeating The Thing That Follows with an empty player deck.</p>\n<p><strong>A</strong>: If your player deck is empty when you would discard those cards: (1) Rex’s Curse would stay in play, as it cannot be shuffled into an empty deck, and the rules that would discard such a card don’t apply to it. (2) Kleptomania would stay in play for the same reasons as Rex’s Curse. (3) The Thing That Follows would be discarded instead. This is mainly because of process of elimination; it’s an enemy with no health remaining so it can’t stay in play, but it can’t be shuffled into the player’s deck, so in the end it’s discarded. (November 2023 Rules Submission)</p>\n</li>\n</ul>', 'text': '- Answering the question "What happens if two investigators each have [The Thing That Follows](/card/03042) as their random basic weakness (as they have constructed their decks from separate collections) and the second The Thing That Follows is drawn while the first is in play?": "Good question! The first Thing stays in play and the second Thing is discarded without effect."\r\n\r\n- **Q:** Question about FAQ 1.13: "(1.13) Shuffling A Card Into An Empty Player/Encounter Deck A single card cannot be shuffled into an empty player deck or encounter deck via card effect. If this shuffling would occur during the playing or revelation of a card that is typically discarded after it is resolved, such as an event or treachery card, it is discarded. Otherwise, the card remains in its current game area." How does this interact with cards such as [Rex\'s Curse](/card/02009), [Kleptomania](/card/06036), and [The Thing That Follows](/card/03042)? For example, if you fail a skill test as Rex due to Rex\'s Curse while you have an empty player deck, does Rex\'s Curse get discarded (because it is a treachery while it is being resolved and generally speaking treacheries do to the discard pile) or does Rex\'s Curse remain in play (because Rex\'s Curse specifically would never be discarded so by 1.13 it remains in its current game area)? Similarly for trying to clear Kleptomania with an empty player deck or defeating The Thing That Follows with an empty player deck.\r\n\r\n  **A**: If your player deck is empty when you would discard those cards: (1) Rex’s Curse would stay in play, as it cannot be shuffled into an empty deck, and the rules that would discard such a card don’t apply to it. (2) Kleptomania would stay in play for the same reasons as Rex’s Curse. (3) The Thing That Follows would be discarded instead. This is mainly because of process of elimination; it’s an enemy with no health remaining so it can’t stay in play, but it can’t be shuffled into the player’s deck, so in the end it’s discarded. (November 2023 Rules Submission)', 'updated': {'date': '2023-11-20 23:16:50.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03041', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s second ability should read: “Your maximum hand size is reduced by 5.” - FAQ, v.1.6, September 2019</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s second ability should read: “Your maximum hand size is reduced by 5.” - FAQ, v.1.6, September 2019', 'updated': {'date': '2022-01-02 12:37:32.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '03017', 'html': '<ul><li>What happens if the Yorick player has <a href="/card/03017">Graveyard Ghouls</a> engaged with him or her and runs out of deck? "If an investigator with an empty investigator deck needs to draw a card, that investigator shuffles his or her discard pile back into his or her deck, then draws the card, and upon completion of the entire draw takes one horror. In this case, you cannot shuffle your discard pile into your deck, so you will neither draw 1 card, nor will you take 1 horror."</li>\n</ul>', 'text': '- What happens if the Yorick player has [Graveyard Ghouls](/card/03017) engaged with him or her and runs out of deck? "If an investigator with an empty investigator deck needs to draw a card, that investigator shuffles his or her discard pile back into his or her deck, then draws the card, and upon completion of the entire draw takes one horror. In this case, you cannot shuffle your discard pile into your deck, so you will neither draw 1 card, nor will you take 1 horror."', 'updated': {'date': '2017-09-22 14:08:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '03024', 'html': '<ul><li><strong>Q:</strong> If I move during a skill test (by, for instance, triggering the <span class="icon-reaction"></span> on <a href="/card/03024">Fieldwork</a>) and trigger <a href="/card/03024">Fieldwork</a>, does "next skill test" mean the next test I resolve or the next test I initiate.\n<strong>A:</strong> (the latter:) If you move during a skill test, Fieldwork will not grant a bonus for that skill test, it will grant a bonus for the next skill test you initiate.</li>\n</ul>', 'text': '- **Q:** If I move during a skill test (by, for instance, triggering the <span class="icon-reaction"></span> on [Fieldwork](/card/03024)) and trigger [Fieldwork](/card/03024), does "next skill test" mean the next test I resolve or the next test I initiate. \r\n**A:** (the latter:) If you move during a skill test, Fieldwork will not grant a bonus for that skill test, it will grant a bonus for the next skill test you initiate.', 'updated': {'date': '2018-07-03 10:07:28.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03028', 'html': '<ul><li><strong>Q:</strong> How does <a href="/card/03028">Stealth</a> interact with Massive enemies? <strong>A:</strong> Stealth says "… that enemy cannot engage you." This prevents the act of engagement. If the enemy is already engaged (or in this case, is "considered to be engaged") it won’t stop that engagement. In other words, Stealth only prevents enemies from becoming engaged with you. Since Massive enemies never have a particular timing point in which they become engaged with you, Stealth does not prevent their engagement. They are just considered to be engaged with you at all times while you are at their location. For the record, if a card said “cannot be engaged with you,” that would be a different story – that would prevent the consideration of engagement altogether. A Massive enemy who “cannot be engaged with you” would not be “considered to be engaged” with you."</li>\n</ul>', 'text': '- **Q:** How does [Stealth](/card/03028) interact with Massive enemies? **A:** Stealth says "… that enemy cannot engage you." This prevents the act of engagement. If the enemy is already engaged (or in this case, is "considered to be engaged") it won’t stop that engagement. In other words, Stealth only prevents enemies from becoming engaged with you. Since Massive enemies never have a particular timing point in which they become engaged with you, Stealth does not prevent their engagement. They are just considered to be engaged with you at all times while you are at their location. For the record, if a card said “cannot be engaged with you,” that would be a different story – that would prevent the consideration of engagement altogether. A Massive enemy who “cannot be engaged with you” would not be “considered to be engaged” with you."', 'updated': {'date': '2018-03-26 15:07:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03031', 'html': '<ul><li>In response to "Can you boost a stat that isn\'t being tested?": "There is nothing stopping you from using <a href="/card/02193">Scrapper</a> or any other similar asset during a test of another type (i.e. it doesn\'t say \'During an agility test\' or anything like that). You may use it during a willpower or intellect test if you wish."</li>\n</ul>', 'text': '- In response to "Can you boost a stat that isn\'t being tested?": "There is nothing stopping you from using [Scrapper](/card/02193) or any other similar asset during a test of another type (i.e. it doesn\'t say \'During an agility test\' or anything like that). You may use it during a willpower or intellect test if you wish."', 'updated': {'date': '2017-09-26 15:39:18.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03035', 'html': '<ul><li>\n<p><strong>Q:</strong> What consistitutes a "skill test on a <b><i>Spell</i></b> card" for the purposes of cards like <a href="/card/03035">Spirit Athame</a> and <a href="/card/03113">Grounded</a>? <strong>A:</strong> A "skill test on a card" is any ability that directly prompts a skill test, either\nthrough the template "test skill (X)," or by initiating an action that is, in itself, a skill test (for example, any card with <b>Fight</b>, <b>Evade</b>, or <b>Investigate</b> action designators). - FAQ v1.2, Jan 2018.</p>\n</li>\n<li>\n<p><strong>Q:</strong> I would like you to clarify for me the term \'using\' [This question came in French, was responded to via Google Translate, and addresses multiple different cards. See: <a href="/card/60105">Boxing Gloves</a>, <a href="/card/08105">Ice Pick</a>, <a href="/card/03035">Spirit Athame</a>, <a href="/card/04110">Counterspell</a> - Frank]. For example, if I exhaust <a href="/card/03035">Spirit Athame</a> during an attack with a <strong>Spell</strong> on a <a href="/card/02103">Conglomeration of Spheres</a>, do I have to discard Spirit Athame? <strong>A:</strong> If you exhaust Spirit Athame during a skill test on a Spell card (like <a href="/card/01060">Shrivelling</a>), then no, you do not need to discard it when attacking Conglomeration of Spheres. You only discard Spirit Athame if you used/activated its <strong>Fight</strong> ability against Conglomeration of Spheres.</p>\n</li>\n</ul>', 'text': '- **Q:** What consistitutes a "skill test on a <b><i>Spell</b></i> card" for the purposes of cards like [Spirit Athame](/card/03035) and [Grounded](/card/03113)? **A:** A "skill test on a card" is any ability that directly prompts a skill test, either\r\nthrough the template "test skill (X)," or by initiating an action that is, in itself, a skill test (for example, any card with <b>Fight</b>, <b>Evade</b>, or <b>Investigate</b> action designators). - FAQ v1.2, Jan 2018.\r\n\r\n- **Q:** I would like you to clarify for me the term \'using\' [This question came in French, was responded to via Google Translate, and addresses multiple different cards. See: [Boxing Gloves](/card/60105), [Ice Pick](/card/08105), [Spirit Athame](/card/03035), [Counterspell](/card/04110) - Frank]. For example, if I exhaust [Spirit Athame](/card/03035) during an attack with a **Spell** on a [Conglomeration of Spheres](/card/02103), do I have to discard Spirit Athame? **A:** If you exhaust Spirit Athame during a skill test on a Spell card (like [Shrivelling](/card/01060)), then no, you do not need to discard it when attacking Conglomeration of Spheres. You only discard Spirit Athame if you used/activated its **Fight** ability against Conglomeration of Spheres.', 'updated': {'date': '2023-03-17 15:06:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '03047a', 'html': '<ul><li><strong>Q:</strong> How does this <strong>Forced</strong> effect work? Is the limit for taking the test or something else? <strong>A:</strong> The Forced ability is what has a limit of once per round. The first time you enter the location or end your turn there you will trigger the ability and be forced to test agility, taking 1 damage if you fail. After that, regardless of whether you succeeded or failed, the Forced ability cannot be triggered again (by you) for the remainder of the round, so you are free to move again without having to perform the test. That said, there are two things to note about this ability: 1) A City Aflame states that each location with a horror token gains that Forced ability. That means that the limit once per round applies once to each of those locations, not once to all of the locations as a whole. (Basically, imagine that each of those locations actually has the ability written on it.) So, if you attempt to move into one location with horror on it, you’ll trigger the ability and be forced to test agility. Then once moved to another location with horror on it and attempting to move again, you’ll trigger the ability on the new location and be forced to make the test again. 2) Limit once per round is player-specific, so another investigator will trigger the ability even if you have already triggered it this round.</li>\n</ul>', 'text': '- **Q:** How does this **Forced** effect work? Is the limit for taking the test or something else? **A:** The Forced ability is what has a limit of once per round. The first time you enter the location or end your turn there you will trigger the ability and be forced to test agility, taking 1 damage if you fail. After that, regardless of whether you succeeded or failed, the Forced ability cannot be triggered again (by you) for the remainder of the round, so you are free to move again without having to perform the test. That said, there are two things to note about this ability: 1) A City Aflame states that each location with a horror token gains that Forced ability. That means that the limit once per round applies once to each of those locations, not once to all of the locations as a whole. (Basically, imagine that each of those locations actually has the ability written on it.) So, if you attempt to move into one location with horror on it, you’ll trigger the ability and be forced to test agility. Then once moved to another location with horror on it and attempting to move again, you’ll trigger the ability on the new location and be forced to make the test again. 2) Limit once per round is player-specific, so another investigator will trigger the ability even if you have already triggered it this round.', 'updated': {'date': '2018-02-26 12:23:00.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03047c', 'html': '<ul><li><strong>Q:</strong> How does this <strong>Forced</strong> effect work? Is the limit for taking the test or something else? <strong>A:</strong> The Forced ability is what has a limit of once per round. The first time you try to leave the location you will trigger the ability and be forced to test agility, taking 1 damage if you fail. After that, regardless of whether you succeeded or failed, the Forced ability cannot be triggered again (by you) for the remainder of the round, so you are free to move again without having to perform the test. That said, there are two things to note about this ability: 1) The Shores of Hali states that each location with a horror token gains that Forced ability. That means that the limit once per round applies once to each of those locations, not once to all of the locations as a whole. (Basically, imagine that each of those locations actually has the ability written on it.) So, if you attempt to move from one location with horror on it, you’ll trigger the ability and be forced to test agility. Then once moved to another location with horror on it and attempting to move again, you’ll trigger the ability on the new location and be forced to make the test again. 2) Limit once per round is player-specific, so another investigator will trigger the ability even if you have already triggered it this round.</li>\n</ul>', 'text': '- **Q:** How does this **Forced** effect work? Is the limit for taking the test or something else? **A:** The Forced ability is what has a limit of once per round. The first time you try to leave the location you will trigger the ability and be forced to test agility, taking 1 damage if you fail. After that, regardless of whether you succeeded or failed, the Forced ability cannot be triggered again (by you) for the remainder of the round, so you are free to move again without having to perform the test. That said, there are two things to note about this ability: 1) The Shores of Hali states that each location with a horror token gains that Forced ability. That means that the limit once per round applies once to each of those locations, not once to all of the locations as a whole. (Basically, imagine that each of those locations actually has the ability written on it.) So, if you attempt to move from one location with horror on it, you’ll trigger the ability and be forced to test agility. Then once moved to another location with horror on it and attempting to move again, you’ll trigger the ability on the new location and be forced to make the test again. 2) Limit once per round is player-specific, so another investigator will trigger the ability even if you have already triggered it this round.', 'updated': {'date': '2018-02-26 12:24:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '03061', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait in this card\'s effects should read <b><i>Possessed</i></b> wherever it appears, instead. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p>The Standalone Mode rules for The Last King should have the following additional bullet point: “The lead investigator adds <a href="/card/03059">The Man in the Pallid Mask</a> weakness to his or her deck.”</p>\n</li>\n</ul>', 'text': "- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait in this card's effects should read <b><i>Possessed</i></b> wherever it appears, instead. - FAQ, v.2.0, August 2022\r\n\r\n- The Standalone Mode rules for The Last King should have the following additional bullet point: “The lead investigator adds [The Man in the Pallid Mask](/card/03059) weakness to his or her deck.”", 'updated': {'date': '2022-09-11 11:52:16.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03062', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 14:59:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03063', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 14:59:49.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '03065b', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:55:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03066b', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:56:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03067b', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:56:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03068b', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:56:49.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03069b', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:55:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '03081', 'html': '<ul><li>Both <a href="/card/81028">The Rougarou</a> and <a href="/card/03081">Dianne Devine</a> instruct you to “find” the destination first, which could indeed be the same location they’re already in. There is a slight difference in the way their move effects are worded, though; The Rougarou reads “Move The Rougarou (one location at a time) until it enters that location,” whereas Dianne reads “Move Dianne Devine to that asset’s location, if able.” The Rougarou therefore must still move (in some cases out and then back into the same location), whereas Dianne will simply remain where she is if the Bystander asset that you “found" was already at her location.</li>\n</ul>', 'text': '- Both [The Rougarou](/card/81028) and [Dianne Devine](/card/03081) instruct you to “find” the destination first, which could indeed be the same location they’re already in. There is a slight difference in the way their move effects are worded, though; The Rougarou reads “Move The Rougarou (one location at a time) until it enters that location,” whereas Dianne reads “Move Dianne Devine to that asset’s location, if able.” The Rougarou therefore must still move (in some cases out and then back into the same location), whereas Dianne will simply remain where she is if the Bystander asset that you “found" was already at her location.', 'updated': {'date': '2017-09-26 14:47:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '03084a', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-30 19:26:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03084b', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-30 19:26:38.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03084c', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-30 19:26:24.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03084d', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-30 19:26:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '03090', 'html': '<ul><li>Regarding the wording of this <strong>revelation</strong> effect: if you fail, you either take 1 horror for each point you failed by, or place 1 doom on the current agenda (regardless of how much you failed by).</li>\n</ul>', 'text': '- Regarding the wording of this **revelation** effect: if you fail, you either take 1 horror for each point you failed by, or place 1 doom on the current agenda (regardless of how much you failed by).', 'updated': {'date': '2017-12-04 21:02:28.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '03093', 'html': '<ul><li>Can I use <a href="/card/03007">The Home Front</a> to \'move\' a damage onto <a href="/card/03093">Poltergeist</a>, given it says \'cannot be damaged\'?\nNo: "To be or to become damaged would include anything that would place, add, or move damage tokens onto the card."</li>\n</ul>', 'text': '- Can I use [The Home Front](/card/03007) to \'move\' a damage onto [Poltergeist](/card/03093), given it says \'cannot be damaged\'? \r\nNo: "To be or to become damaged would include anything that would place, add, or move damage tokens onto the card."', 'updated': {'date': '2017-11-01 12:47:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03095', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The title for this card should be Seer of the Sign. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q</strong>: If a <a href="/card/03096">Young Psychopath</a> or <a href="/card/03095">Maniac</a> is moved "one location at a time" by <a href="/card/03097">Dance of the Yellow King</a>, do they momentarily engage with an investigator in a location they pass through in order to reach their target, and trigger their own becoming engaged effects, as well as optional effects like <a href="/card/02001">Zoey Samaras</a> and <a href="/card/02006">Zoey\'s Cross</a>? <strong>A</strong>: Indeed they do!</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The title for this card should be Seer of the Sign. - FAQ, v.2.0, August 2022\r\n\r\n- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022\r\n\r\n- **Q**: If a [Young Psychopath](/card/03096) or [Maniac](/card/03095) is moved "one location at a time" by [Dance of the Yellow King](/card/03097), do they momentarily engage with an investigator in a location they pass through in order to reach their target, and trigger their own becoming engaged effects, as well as optional effects like [Zoey Samaras](/card/02001) and [Zoey\'s Cross](/card/02006)? **A**: Indeed they do!', 'updated': {'date': '2022-09-11 11:57:15.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03096', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The title for this card should be Puppet of Hastur. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q</strong>: If a <a href="/card/03096">Young Psychopath</a> or <a href="/card/03095">Maniac</a> is moved "one location at a time" by <a href="/card/03097">Dance of the Yellow King</a>, do they momentarily engage with an investigator in a location they pass through in order to reach their target, and trigger their own becoming engaged effects, as well as optional effects like <a href="/card/02001">Zoey Samaras</a> and <a href="/card/02006">Zoey\'s Cross</a>? <strong>A</strong>: Indeed they do!</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The title for this card should be Puppet of Hastur. - FAQ, v.2.0, August 2022\r\n\r\n- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022\r\n\r\n- **Q**: If a [Young Psychopath](/card/03096) or [Maniac](/card/03095) is moved "one location at a time" by [Dance of the Yellow King](/card/03097), do they momentarily engage with an investigator in a location they pass through in order to reach their target, and trigger their own becoming engaged effects, as well as optional effects like [Zoey Samaras](/card/02001) and [Zoey\'s Cross](/card/02006)? **A**: Indeed they do!', 'updated': {'date': '2022-09-11 11:57:31.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03097', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait in this card\'s effects should read <b><i>Possessed</i></b> wherever it appears, instead. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q</strong>: If a <a href="/card/03096">Young Psychopath</a> or <a href="/card/03095">Maniac</a> is moved "one location at a time" by <a href="/card/03097">Dance of the Yellow King</a>, do they momentarily engage with an investigator in a location they pass through in order to reach their target, and trigger their own becoming engaged effects, as well as optional effects like <a href="/card/02001">Zoey Samaras</a> and <a href="/card/02006">Zoey\'s Cross</a>? <strong>A</strong>: Indeed they do!</p>\n</li>\n<li>\n<p><strong>Q:</strong> If an enemy is in a location with no valid path to your location, can it still be the "nearest" enemy purposes of cards like <a href="/card/01171">Mysterious Chanting</a> or <a href="/card/03097">Dance of the Yellow King</a>? <strong>A:</strong> Even if it has no valid path to an investigator, an enemy can still qualify as the "nearest" enemy if there are no other enemies in play that are nearer. That said, an effect that requires an enemy to track a path to an investigator (such as Dance of the Yellow King) would not cause an enemy to move if there is no valid path. - FAQ v1.2, Jan 2018.</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait in this card\'s effects should read <b><i>Possessed</i></b> wherever it appears, instead. - FAQ, v.2.0, August 2022\r\n\r\n- **Q**: If a [Young Psychopath](/card/03096) or [Maniac](/card/03095) is moved "one location at a time" by [Dance of the Yellow King](/card/03097), do they momentarily engage with an investigator in a location they pass through in order to reach their target, and trigger their own becoming engaged effects, as well as optional effects like [Zoey Samaras](/card/02001) and [Zoey\'s Cross](/card/02006)? **A**: Indeed they do!\r\n\r\n- **Q:** If an enemy is in a location with no valid path to your location, can it still be the "nearest" enemy purposes of cards like [Mysterious Chanting](/card/01171) or [Dance of the Yellow King](/card/03097)? **A:** Even if it has no valid path to an investigator, an enemy can still qualify as the "nearest" enemy if there are no other enemies in play that are nearer. That said, an effect that requires an enemy to track a path to an investigator (such as Dance of the Yellow King) would not cause an enemy to move if there is no valid path. - FAQ v1.2, Jan 2018.', 'updated': {'date': '2022-09-11 11:52:43.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '03102', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> <a href="/card/03102">Corrosion</a>\'s <strong>Revelation</strong> ability should read: "Discard <b><i>Item</i></b> assets from your play area and/or from your hand..." - FAQ v.1.2, Jan 2018.</p>\n</li>\n<li>\n<p><a href="/card/03102">Corrosion</a> compels you to discard Item assets from play and/or from your hand until a certain threshold is reached. Whether or not you must discard 0 cost assets depends on whether or not you can reach this threshold:</p>\n<ul><li>If you can reach this threshold, you may pick and choose which Item assets are discarded, and as long as the X value is reached, it doesn’t matter which ones are discarded. For example, if X was 5 and you had a 2-cost item, a 3-cost item, and a 0-cost item, you could discard the 2 and the 3 and be done with it. You’re not compelled to discard the 0-cost item.</li>\n<li>However, let’s say X was 6. In this example, you cannot reach the threshold, so you are compelled to do as much of the effect as you can. This will force you to discard 0-cost assets as well, as you attempt to resolve as much of the effect as you possibly can. Ouch!</li>\n</ul></li>\n<li>\n<p><strong>Q:</strong> Can you discard <a href="/card/03142">Clasp of Black Onyx</a> to <a href="/card/03102">Corrosion</a> or <a href="/card/03338">Realm of Madness</a> if you can\'t reach the discard threshold with other cards in hand? <strong>A:</strong> No, in this case, Corrosion would not discard the Clasp, because weaknesses cannot be discarded from your hand except when it is at random. Even if there are no other options for Corrosion to discard, the Clasp would remain in your hand.</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** [Corrosion](/card/03102)\'s **Revelation** ability should read: "Discard <b><i>Item</i></b> assets from your play area and/or from your hand..." - FAQ v.1.2, Jan 2018.\r\n\r\n- [Corrosion](/card/03102) compels you to discard Item assets from play and/or from your hand until a certain threshold is reached. Whether or not you must discard 0 cost assets depends on whether or not you can reach this threshold:\r\n  - If you can reach this threshold, you may pick and choose which Item assets are discarded, and as long as the X value is reached, it doesn’t matter which ones are discarded. For example, if X was 5 and you had a 2-cost item, a 3-cost item, and a 0-cost item, you could discard the 2 and the 3 and be done with it. You’re not compelled to discard the 0-cost item.\r\n  - However, let’s say X was 6. In this example, you cannot reach the threshold, so you are compelled to do as much of the effect as you can. This will force you to discard 0-cost assets as well, as you attempt to resolve as much of the effect as you possibly can. Ouch!\r\n\r\n\r\n- **Q:** Can you discard [Clasp of Black Onyx](/card/03142) to [Corrosion](/card/03102) or [Realm of Madness](/card/03338) if you can\'t reach the discard threshold with other cards in hand? **A:** No, in this case, Corrosion would not discard the Clasp, because weaknesses cannot be discarded from your hand except when it is at random. Even if there are no other options for Corrosion to discard, the Clasp would remain in your hand.', 'updated': {'date': '2022-01-02 12:38:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '03195', 'html': '<ul>\n<li><strong>Q:</strong> I have a question regarding the interaction between <a href="/card/07114">Breaking and Entering</a> and <a href="/card/01046">Pickpocketing</a>. If I succeed on the Breaking and Entering investigation test by 2 or more and automatically evade an enemy, can I trigger the reaction on Pickpocketing from this evasion? And extending that question to <a href="/card/03195">Pickpocketing (2)</a>, would I also be able to trigger the "succeed by 2 or more" effect on its reaction from this evasion, as I over-succeeded on the preceding test? <strong>A:</strong> For your first question, yes, the auto-evade effect from Breaking and Entering can trigger the reaction on Pickpocketing (0). For your second question, no, the auto-evade effect from Breaking and Entering isn’t the same as “succeeding the evade by 2 or more”; you only succeed by 2 or more if you make an evade test and succeed that test. (You can still draw 1 card or gain 1 resource from Pickpocketing (2) if you auto-evade, though.)  (Rules Form, December 2023)</li>\n</ul>', 'text': '- **Q:** I have a question regarding the interaction between [Breaking and Entering](/card/07114) and [Pickpocketing](/card/01046). If I succeed on the Breaking and Entering investigation test by 2 or more and automatically evade an enemy, can I trigger the reaction on Pickpocketing from this evasion? And extending that question to [Pickpocketing (2)](/card/03195), would I also be able to trigger the "succeed by 2 or more" effect on its reaction from this evasion, as I over-succeeded on the preceding test? **A:** For your first question, yes, the auto-evade effect from Breaking and Entering can trigger the reaction on Pickpocketing (0). For your second question, no, the auto-evade effect from Breaking and Entering isn’t the same as “succeeding the evade by 2 or more”; you only succeed by 2 or more if you make an evade test and succeed that test. (You can still draw 1 card or gain 1 resource from Pickpocketing (2) if you auto-evade, though.)  (Rules Form, December 2023)', 'updated': {'date': '2023-12-16 16:32:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '03113', 'html': '<ul><li><strong>Q:</strong> What consistitutes a "skill test on a <b><i>Spell</i></b> card" for the purposes of cards like <a href="/card/03035">Spirit Athame</a> and <a href="/card/03113">Grounded</a>? <strong>A:</strong> A "skill test on a card" is any ability that directly prompts a skill test, either\nthrough the template "test skill (X)," or by initiating an action that is, in itself, a skill test (for example, any card with <b>Fight</b>, <b>Evade</b>, or <b>Investigate</b> action designators). - FAQ v1.2, Jan 2018.</li>\n</ul>', 'text': '- **Q:** What consistitutes a "skill test on a <b><i>Spell</b></i> card" for the purposes of cards like [Spirit Athame](/card/03035) and [Grounded](/card/03113)? **A:** A "skill test on a card" is any ability that directly prompts a skill test, either\r\nthrough the template "test skill (X)," or by initiating an action that is, in itself, a skill test (for example, any card with <b>Fight</b>, <b>Evade</b>, or <b>Investigate</b> action designators). - FAQ v1.2, Jan 2018.', 'updated': {'date': '2018-01-05 09:46:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '03120', 'html': '<ul><li>Resolution 2 in Echoes of the Past should read <span class="icon-elder_thing"></span> tokens and not <span class="icon-tablet"></span> tokens. I will make a note to fix this in the upcoming edition of the FAQ.</li>\n</ul>', 'text': '- Resolution 2 in Echoes of the Past should read <span class="icon-elder_thing"></span> tokens and not <span class="icon-tablet"></span> tokens. I will make a note to fix this in the upcoming edition of the FAQ.', 'updated': {'date': '2017-11-13 12:09:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03121', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> The first ability on this agenda should read "Skip the \'Place 1 doom on the current agenda\' step of the Mythos phase." - FAQ v1.2, Jan 2018.</p>\n</li>\n<li>\n<p><strong>Q</strong>: On each of the Echoes of the Past agendas, we\'re instructed, "Do not add doom to this agenda during the Mythos phase." Does this refer to only to the normal doom added during the mythos phase as a game effect? Or does this include card effects such as <a href="/card/01166">Ancient Evils</a> and <a href="/card/03145">Led Astray</a>? <strong>A</strong>: The text "Do not add doom to this agenda during the Mythos phase" only refers to the doom that would normally be added to the current agenda as part of the framework of the Mythos phase. Other effects that place doom on the current agenda, such as treachery cards or player cards, can still do so while this agenda is active.</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** The first ability on this agenda should read "Skip the \'Place 1 doom on the current agenda\' step of the Mythos phase." - FAQ v1.2, Jan 2018.\r\n\r\n- **Q**: On each of the Echoes of the Past agendas, we\'re instructed, "Do not add doom to this agenda during the Mythos phase." Does this refer to only to the normal doom added during the mythos phase as a game effect? Or does this include card effects such as [Ancient Evils](/card/01166) and [Led Astray](/card/03145)? **A**: The text "Do not add doom to this agenda during the Mythos phase" only refers to the doom that would normally be added to the current agenda as part of the framework of the Mythos phase. Other effects that place doom on the current agenda, such as treachery cards or player cards, can still do so while this agenda is active.', 'updated': {'date': '2022-01-02 12:35:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03122', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> The first ability on this agenda should read "Skip the \'Place 1 doom on the current agenda\' step of the Mythos phase." - FAQ v1.2, Jan 2018.</p>\n</li>\n<li>\n<p><strong>Q</strong>: On each of the Echoes of the Past agendas, we\'re instructed, "Do not add doom to this agenda during the Mythos phase." Does this refer to only to the normal doom added during the mythos phase as a game effect? Or does this include card effects such as <a href="/card/01166">Ancient Evils</a> and <a href="/card/03145">Led Astray</a>? <strong>A</strong>: The text "Do not add doom to this agenda during the Mythos phase" only refers to the doom that would normally be added to the current agenda as part of the framework of the Mythos phase. Other effects that place doom on the current agenda, such as treachery cards or player cards, can still do so while this agenda is active.</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** The first ability on this agenda should read "Skip the \'Place 1 doom on the current agenda\' step of the Mythos phase." - FAQ v1.2, Jan 2018.\r\n\r\n- **Q**: On each of the Echoes of the Past agendas, we\'re instructed, "Do not add doom to this agenda during the Mythos phase." Does this refer to only to the normal doom added during the mythos phase as a game effect? Or does this include card effects such as [Ancient Evils](/card/01166) and [Led Astray](/card/03145)? **A**: The text "Do not add doom to this agenda during the Mythos phase" only refers to the doom that would normally be added to the current agenda as part of the framework of the Mythos phase. Other effects that place doom on the current agenda, such as treachery cards or player cards, can still do so while this agenda is active.', 'updated': {'date': '2022-01-02 12:35:48.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03123', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> The first ability on this agenda should read "Skip the \'Place 1 doom on the current agenda\' step of the Mythos phase." - FAQ v1.2, Jan 2018.</p>\n</li>\n<li>\n<p><strong>Q</strong>: On each of the Echoes of the Past agendas, we\'re instructed, "Do not add doom to this agenda during the Mythos phase." Does this refer to only to the normal doom added during the mythos phase as a game effect? Or does this include card effects such as <a href="/card/01166">Ancient Evils</a> and <a href="/card/03145">Led Astray</a>? <strong>A</strong>: The text "Do not add doom to this agenda during the Mythos phase" only refers to the doom that would normally be added to the current agenda as part of the framework of the Mythos phase. Other effects that place doom on the current agenda, such as treachery cards or player cards, can still do so while this agenda is active.</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** The first ability on this agenda should read "Skip the \'Place 1 doom on the current agenda\' step of the Mythos phase." - FAQ v1.2, Jan 2018.\r\n\r\n- **Q**: On each of the Echoes of the Past agendas, we\'re instructed, "Do not add doom to this agenda during the Mythos phase." Does this refer to only to the normal doom added during the mythos phase as a game effect? Or does this include card effects such as [Ancient Evils](/card/01166) and [Led Astray](/card/03145)? **A**: The text "Do not add doom to this agenda during the Mythos phase" only refers to the doom that would normally be added to the current agenda as part of the framework of the Mythos phase. Other effects that place doom on the current agenda, such as treachery cards or player cards, can still do so while this agenda is active.', 'updated': {'date': '2022-01-02 12:36:03.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '03130', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This location’s ability should read: "While investigating this location, your <span class="icon-intellect"></span> cannot be increased." - FAQ v1.2, Jan 2018.</p>\n</li>\n<li>\n<p><strong>Q:</strong> In the rules for St.2 of a <a href="/rules#Skill_Test_Timing">skill test</a>, it says "The investigator performing this test gets +1 to his or her skill value during this test for each appropriate skill icon that is committed to this test." Does this mean that I can use <a href="/card/01090">Perception</a> to get a higher skill value on a basic investigate at the Historical Museum (or use another card that raises skill value, like <a href="/card/04156">High Roller</a>, <a href="/card/03024">Fieldwork</a>, or <a href="/card/08105">Ice Pick</a>), since they are not specifically increasing my intellect? And if the answer is \'no, those would be increasing your intellect \', does that then mean committing <a href="/card/08024">Defensive Stance</a> to the circle test on Moss-Covered Steps (which therefore would be increasing both my combat and my agility , which then increases the boost Defensive Stance gives, etc.) provides an infinite skill value for the test?" <strong>A:</strong> To answer your question(s):</p>\n<ul><li>You could not commit Perception while investigating Historical Society, because Perception does modify your intellect during that skill test. A “+1 skill value” is an all-encompassing term suggesting that you’re getting +1 to the relevant skill that the test is checking. If you use Perception, you get a +1 skill value to your intellect.</li>\n<li>Defensive Stance is not infinite; it only accounts for your current printed stats, and any modifiers you already had in play when you committed Defensive Stance to the test (such as <a href="/card/06281">Delilah O\'Rourke</a>’s passive ability).</li>\n</ul></li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This location’s ability should read: "While investigating this location, your <span class="icon-intellect"></span> cannot be increased." - FAQ v1.2, Jan 2018.\r\n\r\n- **Q:** In the rules for St.2 of a [skill test](/rules#Skill_Test_Timing), it says "The investigator performing this test gets +1 to his or her skill value during this test for each appropriate skill icon that is committed to this test." Does this mean that I can use [Perception](/card/01090) to get a higher skill value on a basic investigate at the Historical Museum (or use another card that raises skill value, like [High Roller](/card/04156), [Fieldwork](/card/03024), or [Ice Pick](/card/08105)), since they are not specifically increasing my intellect? And if the answer is \'no, those would be increasing your intellect \', does that then mean committing [Defensive Stance](/card/08024) to the circle test on Moss-Covered Steps (which therefore would be increasing both my combat and my agility , which then increases the boost Defensive Stance gives, etc.) provides an infinite skill value for the test?" **A:** To answer your question(s):\r\n - You could not commit Perception while investigating Historical Society, because Perception does modify your intellect during that skill test. A “+1 skill value” is an all-encompassing term suggesting that you’re getting +1 to the relevant skill that the test is checking. If you use Perception, you get a +1 skill value to your intellect.\r\n - Defensive Stance is not infinite; it only accounts for your current printed stats, and any modifiers you already had in play when you committed Defensive Stance to the test (such as [Delilah O\'Rourke](/card/06281)’s passive ability).', 'updated': {'date': '2023-01-13 08:46:43.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03132', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This location’s ability should read: "While investigating this location, your <span class="icon-intellect"></span> cannot be increased." - FAQ v1.2, Jan 2018.</p>\n</li>\n<li>\n<p><strong>Q:</strong> In the rules for St.2 of a <a href="/rules#Skill_Test_Timing">skill test</a>, it says "The investigator performing this test gets +1 to his or her skill value during this test for each appropriate skill icon that is committed to this test." Does this mean that I can use <a href="/card/01090">Perception</a> to get a higher skill value on a basic investigate at the Historical Museum (or use another card that raises skill value, like <a href="/card/04156">High Roller</a>, <a href="/card/03024">Fieldwork</a>, or <a href="/card/08105">Ice Pick</a>), since they are not specifically increasing my intellect? And if the answer is \'no, those would be increasing your intellect \', does that then mean committing <a href="/card/08024">Defensive Stance</a> to the circle test on Moss-Covered Steps (which therefore would be increasing both my combat and my agility , which then increases the boost Defensive Stance gives, etc.) provides an infinite skill value for the test?" <strong>A:</strong> To answer your question(s):</p>\n<ul><li>You could not commit Perception while investigating Historical Society, because Perception does modify your intellect during that skill test. A “+1 skill value” is an all-encompassing term suggesting that you’re getting +1 to the relevant skill that the test is checking. If you use Perception, you get a +1 skill value to your intellect.</li>\n<li>Defensive Stance is not infinite; it only accounts for your current printed stats, and any modifiers you already had in play when you committed Defensive Stance to the test (such as <a href="/card/06281">Delilah O\'Rourke</a>’s passive ability).</li>\n</ul></li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This location’s ability should read: "While investigating this location, your <span class="icon-intellect"></span> cannot be increased." - FAQ v1.2, Jan 2018.\r\n\r\n- **Q:** In the rules for St.2 of a [skill test](/rules#Skill_Test_Timing), it says "The investigator performing this test gets +1 to his or her skill value during this test for each appropriate skill icon that is committed to this test." Does this mean that I can use [Perception](/card/01090) to get a higher skill value on a basic investigate at the Historical Museum (or use another card that raises skill value, like [High Roller](/card/04156), [Fieldwork](/card/03024), or [Ice Pick](/card/08105)), since they are not specifically increasing my intellect? And if the answer is \'no, those would be increasing your intellect \', does that then mean committing [Defensive Stance](/card/08024) to the circle test on Moss-Covered Steps (which therefore would be increasing both my combat and my agility , which then increases the boost Defensive Stance gives, etc.) provides an infinite skill value for the test?" **A:** To answer your question(s):\r\n - You could not commit Perception while investigating Historical Society, because Perception does modify your intellect during that skill test. A “+1 skill value” is an all-encompassing term suggesting that you’re getting +1 to the relevant skill that the test is checking. If you use Perception, you get a +1 skill value to your intellect.\r\n - Defensive Stance is not infinite; it only accounts for your current printed stats, and any modifiers you already had in play when you committed Defensive Stance to the test (such as [Delilah O\'Rourke](/card/06281)’s passive ability).', 'updated': {'date': '2023-01-13 08:47:17.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '03139', 'html': '<ul><li><strong>Q</strong>: If you draw <a href="/card/01171">Mysterious Chanting</a> while all investigators are locked away in the <a href="/card/03139">Hidden Library</a> with no passageways, no cultist can qualify to be the "nearest", since it doesn\'t connect to anything. Nonetheless, even though you can\'t place doom on the "nearest" cultist, they are still in play, so does Mysterious Chanting oblige you to search for a cultist? <strong>A</strong>: Not exactly. Even if it has no valid path to an investigator, an enemy can still qualify as the "nearest" enemy if there are no other enemies in play that are nearer. It might help to think of it this way: an enemy at a location with no valid path to your location is – in essence – an infinite number of locations away. If there were any other enemy anywhere, even if it were 100 locations away, that would be nearer. But if there were no other enemies in play, then that enemy an infinite number of locations away would still be the nearest. That said, effects that require an enemy to track a path to an investigator (such as <a href="/card/03097">Dance of the Yellow King</a>, for example) would fail in this circumstance, because the enemy cannot possibly track a path to you, even if they are the "nearest" enemy.</li>\n</ul>', 'text': '- **Q**: If you draw [Mysterious Chanting](/card/01171) while all investigators are locked away in the [Hidden Library](/card/03139) with no passageways, no cultist can qualify to be the "nearest", since it doesn\'t connect to anything. Nonetheless, even though you can\'t place doom on the "nearest" cultist, they are still in play, so does Mysterious Chanting oblige you to search for a cultist? **A**: Not exactly. Even if it has no valid path to an investigator, an enemy can still qualify as the "nearest" enemy if there are no other enemies in play that are nearer. It might help to think of it this way: an enemy at a location with no valid path to your location is – in essence – an infinite number of locations away. If there were any other enemy anywhere, even if it were 100 locations away, that would be nearer. But if there were no other enemies in play, then that enemy an infinite number of locations away would still be the nearest. That said, effects that require an enemy to track a path to an investigator (such as [Dance of the Yellow King](/card/03097), for example) would fail in this circumstance, because the enemy cannot possibly track a path to you, even if they are the "nearest" enemy.', 'updated': {'date': '2017-11-13 12:11:58.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03141', 'html': "<ul><li><strong>Q:</strong> What happens to the effect created by Mr. Peabody if he then takes damage/horror and is discarded before he's able to ready? <strong>A:</strong> I believe it would linger forever, yes. Lasting effects persist beyond the expiration of the card that created it, and the timing point of “Mr. Peabody readying” would never occur, so….. ¯_(ツ)_/¯</li>\n</ul>", 'text': "- **Q:** What happens to the effect created by Mr. Peabody if he then takes damage/horror and is discarded before he's able to ready? **A:** I believe it would linger forever, yes. Lasting effects persist beyond the expiration of the card that created it, and the timing point of “Mr. Peabody readying” would never occur, so….. ¯\\_(ツ)_/¯", 'updated': {'date': '2018-07-27 17:12:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03142', 'html': '<ul><li><strong>Q:</strong> Can you discard <a href="/card/03142">Clasp of Black Onyx</a> to <a href="/card/03102">Corrosion</a> or <a href="/card/03338">Realm of Madness</a> if you can\'t reach the discard threshold with other cards in hand? <strong>A:</strong> No, in this case, Corrosion would not discard the Clasp, because weaknesses cannot be discarded from your hand except when it is at random. Even if there are no other options for Corrosion to discard, the Clasp would remain in your hand.</li>\n</ul>', 'text': "- **Q:** Can you discard [Clasp of Black Onyx](/card/03142) to [Corrosion](/card/03102) or [Realm of Madness](/card/03338) if you can't reach the discard threshold with other cards in hand? **A:** No, in this case, Corrosion would not discard the Clasp, because weaknesses cannot be discarded from your hand except when it is at random. Even if there are no other options for Corrosion to discard, the Clasp would remain in your hand.", 'updated': {'date': '2018-07-11 10:45:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03143', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 15:11:38.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '03153', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> This card\'s <b>Fight</b> ability should read: "at the attacked enemy\'s location" instead of "at your location". - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> For the card <a href="/card/03153">Storm of Spirits</a> and <a href="/card/05273">Mk 1 Grenades</a>, the text reads: "(any additional damage is dealt to the attacked enemy)". What does the "additional damage" refer to? Also, regarding the "Mk 1 Grenades", can these be used with "Marksmanship" because they have the "Ranged" keyword? <strong>A:</strong> The text “any additional damage is dealt to the attacked enemy” refers to any other effects which might add to the attack’s damage, such as <a href="/card/01025">Vicious Blow</a> or, indeed, <a href="/card/04104">Marksmanship</a>. For example, if you used the grenades on an enemy and committed Vicious Blow to the skill test, the attacked enemy would take the additional +1 damage from Vicious Blow, but Vicious Blow would not affect the damage dealt to all of the other enemies at the location. As for Marksmanship, yes, you can absolutely use it with the Grenades! As with the above example, the bonus +1 damage from Marksmanship would be dealt to the attacked enemy, and not to the other enemies at the location.</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** This card\'s <b>Fight</b> ability should read: "at the attacked enemy\'s location" instead of "at your location". - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** For the card [Storm of Spirits](/card/03153) and [Mk 1 Grenades](/card/05273), the text reads: "(any additional damage is dealt to the attacked enemy)". What does the "additional damage" refer to? Also, regarding the "Mk 1 Grenades", can these be used with "Marksmanship" because they have the "Ranged" keyword? **A:** The text “any additional damage is dealt to the attacked enemy” refers to any other effects which might add to the attack’s damage, such as [Vicious Blow](/card/01025) or, indeed, [Marksmanship](/card/04104). For example, if you used the grenades on an enemy and committed Vicious Blow to the skill test, the attacked enemy would take the additional +1 damage from Vicious Blow, but Vicious Blow would not affect the damage dealt to all of the other enemies at the location. As for Marksmanship, yes, you can absolutely use it with the Grenades! As with the above example, the bonus +1 damage from Marksmanship would be dealt to the attacked enemy, and not to the other enemies at the location.', 'updated': {'date': '2022-09-11 11:59:09.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '98003', 'html': '<ul><li><strong>Q:</strong> <a href="/card/98003">Sacrificial Beast</a> indicates Jenny cannot gain resources through card effects. Is Jenny\'s own effect of collecting an additional resource in upkeep considered gaining resources through a card effect for this purpose, or does the fact that it\'s an additional resource added to resources gained via a normal game procedure mean it is not actually gaining resources through a card effect? <strong>A:</strong> "Yes, the additional resource collected from Jenny’s ability is still a resource gained via a card effect, so while Sacrificial Beast is in play, you will not collect the additional resource from Jenny’s ability."</li>\n</ul>', 'text': '- **Q:** [Sacrificial Beast](/card/98003) indicates Jenny cannot gain resources through card effects. Is Jenny\'s own effect of collecting an additional resource in upkeep considered gaining resources through a card effect for this purpose, or does the fact that it\'s an additional resource added to resources gained via a normal game procedure mean it is not actually gaining resources through a card effect? **A:** "Yes, the additional resource collected from Jenny’s ability is still a resource gained via a card effect, so while Sacrificial Beast is in play, you will not collect the additional resource from Jenny’s ability."', 'updated': {'date': '2018-02-17 16:45:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '03272', 'html': '<ul><li><strong>Q:</strong> How does this skill work in combination with the <span class="icon-survivor"></span> ally <a href="/card/04035">Yaotl</a> (which has an ability that gives you skill boost based on the number of matching icons on the top card of your discard pile)? <strong>A:</strong> The abilities on skill cards are only active while they are being committed to a skill test, unless otherwise specified. In this case <a href="/card/03272">"Not without a fight!"</a> will only have its printed icons while it is in your discard pile, hand, or any other state other than while it is being committed to a skill test. (This includes an effect that says something like "discard a card from your hand with at least X icons...")</li>\n</ul>', 'text': '- **Q:** How does this skill work in combination with the <span class="icon-survivor"></span> ally [Yaotl](/card/04035) (which has an ability that gives you skill boost based on the number of matching icons on the top card of your discard pile)? **A:** The abilities on skill cards are only active while they are being committed to a skill test, unless otherwise specified. In this case ["Not without a fight!"](/card/03272) will only have its printed icons while it is in your discard pile, hand, or any other state other than while it is being committed to a skill test. (This includes an effect that says something like "discard a card from your hand with at least X icons...")', 'updated': {'date': '2019-02-26 10:47:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '03155', 'html': '<ul><li><strong>Q:</strong> How much of a boost do you get if you take horror mid-turn when you\'ve played <a href="/card/03155">Fight or Flight</a>? <strong>A:</strong> "When you play Fight or Flight, it creates a <a href="/rules#Lasting_Effects">lasting effect</a> (RR page 14) which continues to affect the game state until its duration expires. That effect will continue to alter the game state based on its particular conditions and parameters and update if necessary. In this case, this means that the bonus granted to your <span class="icon-combat"></span> and <span class="icon-agility"></span> from Fight or Flight will continue to increase and decrease as the amount of horror on you increases and decreases, until the effect expires."</li>\n</ul>', 'text': '- **Q:** How much of a boost do you get if you take horror mid-turn when you\'ve played [Fight or Flight](/card/03155)? **A:** "When you play Fight or Flight, it creates a [lasting effect](/rules#Lasting_Effects) (RR page 14) which continues to affect the game state until its duration expires. That effect will continue to alter the game state based on its particular conditions and parameters and update if necessary. In this case, this means that the bonus granted to your <span class="icon-combat"></span> and <span class="icon-agility"></span> from Fight or Flight will continue to increase and decrease as the amount of horror on you increases and decreases, until the effect expires."', 'updated': {'date': '2018-01-05 09:27:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03158', 'html': '<ul><li><strong>Q</strong>: Can you use <a href="/card/03158">Calling in Favors</a> on <a href="/card/02179">Helpless Passenger</a> or <a href="/card/82021">Innocent Reveler</a>? <strong>A</strong>: You can’t actually return them to your hand since you don’t "own" them. If you try to return them to your hand, they will instead go to their owner’s equivalent out-of-play area (see <a href="/rules#Ownership_and_Control">Ownership &amp; Control</a>: "If a card would enter an out-of-play area that does not belong to the card’s owner, the card is physically placed in its owner’s equivalent out-of-play area instead. The card is considered to have entered its controller’s out-of-play area, and only the physical placement of the card is adjusted.") However, in this case, the owner is the scenario itself, and the scenario has no hand. So it would instead simply be discarded (this would of course trigger the <strong>Forced</strong> effect on <a href="/card/82021">Innocent Revelers</a>, so probably not the best move). But since it still is considered to have returned to your hand, you can still complete the remainder of the effect on Calling in Favors.</li>\n</ul>', 'text': '- **Q**: Can you use [Calling in Favors](/card/03158) on [Helpless Passenger](/card/02179) or [Innocent Reveler](/card/82021)? **A**: You can’t actually return them to your hand since you don’t "own" them. If you try to return them to your hand, they will instead go to their owner’s equivalent out-of-play area (see [Ownership & Control](/rules#Ownership_and_Control): "If a card would enter an out-of-play area that does not belong to the card’s owner, the card is physically placed in its owner’s equivalent out-of-play area instead. The card is considered to have entered its controller’s out-of-play area, and only the physical placement of the card is adjusted.") However, in this case, the owner is the scenario itself, and the scenario has no hand. So it would instead simply be discarded (this would of course trigger the **Forced** effect on [Innocent Revelers](/card/82021), so probably not the best move). But since it still is considered to have returned to your hand, you can still complete the remainder of the effect on Calling in Favors.', 'updated': {'date': '2018-02-10 12:40:18.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03159', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:27:48.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03160', 'html': "<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait in this card's effects should read <b><i>Possessed</i></b> wherever it appears, instead. - FAQ, v.2.0, August 2022</li>\n</ul>", 'text': "- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait in this card's effects should read <b><i>Possessed</i></b> wherever it appears, instead. - FAQ, v.2.0, August 2022", 'updated': {'date': '2022-09-11 11:53:00.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '03164', 'html': '<ul><li>\'Ignore the text on the unrevealed side of <i><b>Arkham Asylum</b></i> locations\': this appears on <a href="/card/03164">"The Really Bad Ones" (v. I)</a>, <a href="/card/03165">"The Really Bad Ones" (v. II)</a>, <a href="/card/03166">Planning the Escape</a> and <a href="/card/03167">No Asylum</a>. As written, it means entering the Patient Confinement cells (<a href="/card/03178">1</a>, <a href="/card/03179">2</a>, <a href="/card/03180">3</a> and <a href="/card/03181">4</a>) does not require a clue to be spent. Matt writes: "This was unintentional and we are looking into fixing this, perhaps in the next edition of the FAQ."</li>\n</ul>', 'text': '- \'Ignore the text on the unrevealed side of <i><b>Arkham Asylum</i></b> locations\': this appears on ["The Really Bad Ones" (v. I)](/card/03164), ["The Really Bad Ones" (v. II)](/card/03165), [Planning the Escape](/card/03166) and [No Asylum](/card/03167). As written, it means entering the Patient Confinement cells ([1](/card/03178), [2](/card/03179), [3](/card/03180) and [4](/card/03181)) does not require a clue to be spent. Matt writes: "This was unintentional and we are looking into fixing this, perhaps in the next edition of the FAQ."', 'updated': {'date': '2017-11-28 10:34:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03165', 'html': '<ul><li>\'Ignore the text on the unrevealed side of <i><b>Arkham Asylum</b></i> locations\': this appears on <a href="/card/03164">"The Really Bad Ones" (v. I)</a>, <a href="/card/03165">"The Really Bad Ones" (v. II)</a>, <a href="/card/03166">Planning the Escape</a> and <a href="/card/03167">No Asylum</a>. As written, it means entering the Patient Confinement cells (<a href="/card/03178">1</a>, <a href="/card/03179">2</a>, <a href="/card/03180">3</a> and <a href="/card/03181">4</a>) does not require a clue to be spent. Matt writes: "This was unintentional and we are looking into fixing this, perhaps in the next edition of the FAQ."</li>\n</ul>', 'text': '- \'Ignore the text on the unrevealed side of <i><b>Arkham Asylum</i></b> locations\': this appears on ["The Really Bad Ones" (v. I)](/card/03164), ["The Really Bad Ones" (v. II)](/card/03165), [Planning the Escape](/card/03166) and [No Asylum](/card/03167). As written, it means entering the Patient Confinement cells ([1](/card/03178), [2](/card/03179), [3](/card/03180) and [4](/card/03181)) does not require a clue to be spent. Matt writes: "This was unintentional and we are looking into fixing this, perhaps in the next edition of the FAQ."', 'updated': {'date': '2017-11-28 10:34:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03166', 'html': '<ul><li>\'Ignore the text on the unrevealed side of <i><b>Arkham Asylum</b></i> locations\': this appears on <a href="/card/03164">"The Really Bad Ones" (v. I)</a>, <a href="/card/03165">"The Really Bad Ones" (v. II)</a>, <a href="/card/03166">Planning the Escape</a> and <a href="/card/03167">No Asylum</a>. As written, it means entering the Patient Confinement cells (<a href="/card/03178">1</a>, <a href="/card/03179">2</a>, <a href="/card/03180">3</a> and <a href="/card/03181">4</a>) does not require a clue to be spent. Matt writes: "This was unintentional and we are looking into fixing this, perhaps in the next edition of the FAQ."</li>\n</ul>', 'text': '- \'Ignore the text on the unrevealed side of <i><b>Arkham Asylum</i></b> locations\': this appears on ["The Really Bad Ones" (v. I)](/card/03164), ["The Really Bad Ones" (v. II)](/card/03165), [Planning the Escape](/card/03166) and [No Asylum](/card/03167). As written, it means entering the Patient Confinement cells ([1](/card/03178), [2](/card/03179), [3](/card/03180) and [4](/card/03181)) does not require a clue to be spent. Matt writes: "This was unintentional and we are looking into fixing this, perhaps in the next edition of the FAQ."', 'updated': {'date': '2017-11-28 10:34:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03167', 'html': '<ul><li>\'Ignore the text on the unrevealed side of <i><b>Arkham Asylum</b></i> locations\': this appears on <a href="/card/03164">"The Really Bad Ones" (v. I)</a>, <a href="/card/03165">"The Really Bad Ones" (v. II)</a>, <a href="/card/03166">Planning the Escape</a> and <a href="/card/03167">No Asylum</a>. As written, it means entering the Patient Confinement cells (<a href="/card/03178">1</a>, <a href="/card/03179">2</a>, <a href="/card/03180">3</a> and <a href="/card/03181">4</a>) does not require a clue to be spent. Matt writes: "This was unintentional and we are looking into fixing this, perhaps in the next edition of the FAQ."</li>\n</ul>', 'text': '- \'Ignore the text on the unrevealed side of <i><b>Arkham Asylum</i></b> locations\': this appears on ["The Really Bad Ones" (v. I)](/card/03164), ["The Really Bad Ones" (v. II)](/card/03165), [Planning the Escape](/card/03166) and [No Asylum](/card/03167). As written, it means entering the Patient Confinement cells ([1](/card/03178), [2](/card/03179), [3](/card/03180) and [4](/card/03181)) does not require a clue to be spent. Matt writes: "This was unintentional and we are looking into fixing this, perhaps in the next edition of the FAQ."', 'updated': {'date': '2017-11-28 10:34:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03168', 'html': "<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait in this card's effects should read <b><i>Possessed</i></b> wherever it appears, instead. - FAQ, v.2.0, August 2022</li>\n</ul>", 'text': "- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait in this card's effects should read <b><i>Possessed</i></b> wherever it appears, instead. - FAQ, v.2.0, August 2022", 'updated': {'date': '2022-09-11 11:53:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03169', 'html': "<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait in this card's effects should read <b><i>Possessed</i></b> wherever it appears, instead. - FAQ, v.2.0, August 2022</li>\n</ul>", 'text': "- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait in this card's effects should read <b><i>Possessed</i></b> wherever it appears, instead. - FAQ, v.2.0, August 2022", 'updated': {'date': '2022-09-11 11:53:30.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03170', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait in this card\'s effects should read <b><i>Possessed</i></b> wherever it appears, instead. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait in this card\'s effects should read <b><i>Possessed</i></b> wherever it appears, instead. - FAQ, v.2.0, August 2022\r\n\r\n- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2022-09-11 11:53:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '03176', 'html': '<ul><li>"Ignore the text on the unrevealed side of Arkham Asylum locations" gained from <a href="/card/03167">No Asylum</a> counts for both printed text and gained text. In other words, you would need to reveal the Garden in order to <strong>Resign</strong> there.</li>\n</ul>', 'text': '- "Ignore the text on the unrevealed side of Arkham Asylum locations" gained from [No Asylum](/card/03167) counts for both printed text and gained text. In other words, you would need to reveal the Garden in order to **Resign** there.', 'updated': {'date': '2018-04-17 20:42:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03178', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> Each of the Patient Confinement locations should not have the <b><i>Arkham Asylum</i></b> trait. - FAQ v1.2, Jan 2018.</p>\n</li>\n<li>\n<p>\'Ignore the text on the unrevealed side of <i><b>Arkham Asylum</b></i> locations\': this appears on <a href="/card/03164">"The Really Bad Ones" (v. I)</a>, <a href="/card/03165">"The Really Bad Ones" (v. II)</a>, <a href="/card/03166">Planning the Escape</a> and <a href="/card/03167">No Asylum</a>. As written, it means entering the Patient Confinement cells (<a href="/card/03178">1</a>, <a href="/card/03179">2</a>, <a href="/card/03180">3</a> and <a href="/card/03181">4</a>) does not require a clue to be spent. Matt writes: "This was unintentional and we are looking into fixing this, perhaps in the next edition of the FAQ."</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** Each of the Patient Confinement locations should not have the <b><i>Arkham Asylum</b></i> trait. - FAQ v1.2, Jan 2018.\r\n\r\n- \'Ignore the text on the unrevealed side of <i><b>Arkham Asylum</i></b> locations\': this appears on ["The Really Bad Ones" (v. I)](/card/03164), ["The Really Bad Ones" (v. II)](/card/03165), [Planning the Escape](/card/03166) and [No Asylum](/card/03167). As written, it means entering the Patient Confinement cells ([1](/card/03178), [2](/card/03179), [3](/card/03180) and [4](/card/03181)) does not require a clue to be spent. Matt writes: "This was unintentional and we are looking into fixing this, perhaps in the next edition of the FAQ."', 'updated': {'date': '2022-01-02 12:42:13.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03179', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> Each of the Patient Confinement locations should not have the <b><i>Arkham Asylum</i></b> trait. - FAQ v1.2, Jan 2018.</p>\n</li>\n<li>\n<p>\'Ignore the text on the unrevealed side of <i><b>Arkham Asylum</b></i> locations\': this appears on <a href="/card/03164">"The Really Bad Ones" (v. I)</a>, <a href="/card/03165">"The Really Bad Ones" (v. II)</a>, <a href="/card/03166">Planning the Escape</a> and <a href="/card/03167">No Asylum</a>. As written, it means entering the Patient Confinement cells (<a href="/card/03178">1</a>, <a href="/card/03179">2</a>, <a href="/card/03180">3</a> and <a href="/card/03181">4</a>) does not require a clue to be spent. Matt writes: "This was unintentional and we are looking into fixing this, perhaps in the next edition of the FAQ."</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** Each of the Patient Confinement locations should not have the <b><i>Arkham Asylum</b></i> trait. - FAQ v1.2, Jan 2018.\r\n\r\n- \'Ignore the text on the unrevealed side of <i><b>Arkham Asylum</i></b> locations\': this appears on ["The Really Bad Ones" (v. I)](/card/03164), ["The Really Bad Ones" (v. II)](/card/03165), [Planning the Escape](/card/03166) and [No Asylum](/card/03167). As written, it means entering the Patient Confinement cells ([1](/card/03178), [2](/card/03179), [3](/card/03180) and [4](/card/03181)) does not require a clue to be spent. Matt writes: "This was unintentional and we are looking into fixing this, perhaps in the next edition of the FAQ."', 'updated': {'date': '2022-01-02 12:42:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03180', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> Each of the Patient Confinement locations should not have the <b><i>Arkham Asylum</i></b> trait. - FAQ v1.2, Jan 2018.</p>\n</li>\n<li>\n<p>\'Ignore the text on the unrevealed side of <i><b>Arkham Asylum</b></i> locations\': this appears on <a href="/card/03164">"The Really Bad Ones" (v. I)</a>, <a href="/card/03165">"The Really Bad Ones" (v. II)</a>, <a href="/card/03166">Planning the Escape</a> and <a href="/card/03167">No Asylum</a>. As written, it means entering the Patient Confinement cells (<a href="/card/03178">1</a>, <a href="/card/03179">2</a>, <a href="/card/03180">3</a> and <a href="/card/03181">4</a>) does not require a clue to be spent. Matt writes: "This was unintentional and we are looking into fixing this, perhaps in the next edition of the FAQ."</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** Each of the Patient Confinement locations should not have the <b><i>Arkham Asylum</b></i> trait. - FAQ v1.2, Jan 2018.\r\n\r\n- \'Ignore the text on the unrevealed side of <i><b>Arkham Asylum</i></b> locations\': this appears on ["The Really Bad Ones" (v. I)](/card/03164), ["The Really Bad Ones" (v. II)](/card/03165), [Planning the Escape](/card/03166) and [No Asylum](/card/03167). As written, it means entering the Patient Confinement cells ([1](/card/03178), [2](/card/03179), [3](/card/03180) and [4](/card/03181)) does not require a clue to be spent. Matt writes: "This was unintentional and we are looking into fixing this, perhaps in the next edition of the FAQ."', 'updated': {'date': '2022-01-02 12:42:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03181', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> Each of the Patient Confinement locations should not have the <b><i>Arkham Asylum</i></b> trait. - FAQ v1.2, Jan 2018.</p>\n</li>\n<li>\n<p>\'Ignore the text on the unrevealed side of <i><b>Arkham Asylum</b></i> locations\': this appears on <a href="/card/03164">"The Really Bad Ones" (v. I)</a>, <a href="/card/03165">"The Really Bad Ones" (v. II)</a>, <a href="/card/03166">Planning the Escape</a> and <a href="/card/03167">No Asylum</a>. As written, it means entering the Patient Confinement cells (<a href="/card/03178">1</a>, <a href="/card/03179">2</a>, <a href="/card/03180">3</a> and <a href="/card/03181">4</a>) does not require a clue to be spent. Matt writes: "This was unintentional and we are looking into fixing this, perhaps in the next edition of the FAQ."</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** Each of the Patient Confinement locations should not have the <b><i>Arkham Asylum</b></i> trait. - FAQ v1.2, Jan 2018.\r\n\r\n- \'Ignore the text on the unrevealed side of <i><b>Arkham Asylum</i></b> locations\': this appears on ["The Really Bad Ones" (v. I)](/card/03164), ["The Really Bad Ones" (v. II)](/card/03165), [Planning the Escape](/card/03166) and [No Asylum](/card/03167). As written, it means entering the Patient Confinement cells ([1](/card/03178), [2](/card/03179), [3](/card/03180) and [4](/card/03181)) does not require a clue to be spent. Matt writes: "This was unintentional and we are looking into fixing this, perhaps in the next edition of the FAQ."', 'updated': {'date': '2022-01-02 12:42:44.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03182b', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:56:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03184', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The title for this card should be Haunted Patient. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The title for this card should be Haunted Patient. - FAQ, v.2.0, August 2022\r\n\r\n- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:57:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03185', 'html': '<ul>\n<li>\n<p><a href="/card/03185">Straitjacket</a> vs <a href="/card/03011">The King in Yellow</a> or <a href="/card/01009">The Necronomicon</a>: if you have Straitjacket in play and draw either of the signature weaknesses that currently take up hand slots, or vice versa, the revelation effect is completed and the book is put into play. At that point, your slots are \'overloaded\' but \'cannot\' is absolute: Straitjacket \'cannot leave play\' except by <span class="icon-action"></span><span class="icon-action"></span>, and the signature weaknesses \'cannot leave play\' except by effects described on the cards. So both remain in play.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I activate the <span class="icon-action"></span><span class="icon-action"></span> ability on a copy of Straitjacket that is in another player’s threat area? <strong>A:</strong> Yes. Even though it is being treated as an asset, it is still a treachery in your threat area and other players may trigger its <span class="icon-action"></span><span class="icon-action"></span> ability. (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': '- [Straitjacket](/card/03185) vs [The King in Yellow](/card/03011) or [The Necronomicon](/card/01009): if you have Straitjacket in play and draw either of the signature weaknesses that currently take up hand slots, or vice versa, the revelation effect is completed and the book is put into play. At that point, your slots are \'overloaded\' but \'cannot\' is absolute: Straitjacket \'cannot leave play\' except by <span class="icon-action"></span><span class="icon-action"></span>, and the signature weaknesses \'cannot leave play\' except by effects described on the cards. So both remain in play.\r\n\r\n- **Q:** Can I activate the <span class="icon-action"></span><span class="icon-action"></span> ability on a copy of Straitjacket that is in another player’s threat area? **A:** Yes. Even though it is being treated as an asset, it is still a treachery in your threat area and other players may trigger its <span class="icon-action"></span><span class="icon-action"></span> ability. (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 13:52:50.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03186', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait in this card\'s effects should read <b><i>Possessed</i></b> wherever it appears, instead. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</p>\n</li>\n</ul>', 'text': "- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait in this card's effects should read <b><i>Possessed</i></b> wherever it appears, instead. - FAQ, v.2.0, August 2022\r\n\r\n- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).", 'updated': {'date': '2022-09-11 11:54:06.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03187', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-30 19:27:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '98007', 'html': '<ul><li>\n<p>Norman’s ability doesn’t kick in until the game actually begins play, so the top card of his deck should be revealed after setup is complete (including setting up the scenario and drawing your opening hand).</p>\n</li>\n<li>\n<p><strong>"As If":</strong> Some card effects allow an investigator to resolve an ability or perform an action as if a certain aspect of the game state were altered, using the text “as if…” to indicate the difference. The indicated ability or action is resolved with the altered game state in mind, but the actual game state remains unchanged.</p>\n<ul><li>This includes all steps of the indicated ability/action, including the paying of its costs, attacks of opportunity (where applicable), and resolving each aspect of its effect.</li>\n<li>Other card abilities or game effects do not resolve with the altered game state in mind; only the indicated ability/action. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n<li>\n<p><strong>Erratum</strong>: This card\'s <b>Deckbuilding Options</b> should read: "...up to 5 other Mystic cards (<span class="icon-mystic"></span>) level 0." - FAQ, v.1.9, June 2021</p>\n</li>\n</ul>', 'text': '- Norman’s ability doesn’t kick in until the game actually begins play, so the top card of his deck should be revealed after setup is complete (including setting up the scenario and drawing your opening hand).\r\n\r\n- **"As If":** Some card effects allow an investigator to resolve an ability or perform an action as if a certain aspect of the game state were altered, using the text “as if…” to indicate the difference. The indicated ability or action is resolved with the altered game state in mind, but the actual game state remains unchanged.\r\n  - This includes all steps of the indicated ability/action, including the paying of its costs, attacks of opportunity (where applicable), and resolving each aspect of its effect.\r\n  - Other card abilities or game effects do not resolve with the altered game state in mind; only the indicated ability/action. - FAQ, v.1.7, March 2020\r\n\r\n\r\n- **Erratum**: This card\'s <b>Deckbuilding Options</b> should read: "...up to 5 other Mystic cards (<span class="icon-mystic"></span>) level 0." - FAQ, v.1.9, June 2021', 'updated': {'date': '2021-06-29 13:59:20.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '03189', 'html': '<ul><li><strong>Q:</strong> Can I use <a href="/card/03310">Cheat Death</a> to avoid being defeated by <a href="/card/03189">"I\'ll see you in hell!"</a>? <strong>A:</strong> Cheat Death does not actually cancel being defeated or replace being defeated; it simply provides you with a means of avoiding defeat (typically through damage or horror). Card effects that simply defeat you, such as “I’ll see you in hell”, will still resolve and will still cause you to be defeated.</li>\n</ul>', 'text': '- **Q:** Can I use [Cheat Death](/card/03310) to avoid being defeated by ["I\'ll see you in hell!"](/card/03189)? **A:** Cheat Death does not actually cancel being defeated or replace being defeated; it simply provides you with a means of avoiding defeat (typically through damage or horror). Card effects that simply defeat you, such as “I’ll see you in hell”, will still resolve and will still cause you to be defeated.', 'updated': {'date': '2018-02-13 13:48:26.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03191', 'html': '<ul><li><strong>Q:</strong> can <a href="/card/03191">Logical Reasoning</a> be used to discard a Hidden card with the <b><i>Terror</i></b> trait? <strong>A:</strong> Hidden cards cannot be discarded by any means save for the ability on the card itself. That means they cannot be discarded via Logical Reasoning, even though they might otherwise be able to be discarded (since they are in fact a Terror card considered to be in your threat area).</li>\n</ul>', 'text': '- **Q:** can [Logical Reasoning](/card/03191) be used to discard a Hidden card with the <b><i>Terror</b></i> trait? **A:** Hidden cards cannot be discarded by any means save for the ability on the card itself. That means they cannot be discarded via Logical Reasoning, even though they might otherwise be able to be discarded (since they are in fact a Terror card considered to be in your threat area).', 'updated': {'date': '2018-01-08 15:00:50.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03192', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:48:24.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03193', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> As this does not replace the <strong>Investigate</strong> action, do you still get a clue ? <strong>A:</strong> Correct, you do.</p>\n</li>\n<li>\n<p><strong>Q:</strong> This is not an <strong>Evade</strong> action, so presumably you\'re not limited to evading an enemy engaged with you? Similar to <a href="/card/01076">Stray Cat</a> and <a href="/card/03194">Cheap Shot</a>? Is it valid if Daisy uses Prophecy Foretold to investigate, and evades an enemy engaged with Zoey? <strong>A:</strong> In this case, the sentence "you may automatically evade an engaged enemy" means that you may automatically evade an enemy that is currently engaged with you—not any enemy engaged with any investigator at any location. Since this text can be potentially confusing, I will make a note to clarify this in the next iteration of the FAQ. <strong>SEE BELOW - updated FAQ, v.1.7, March 2020</strong></p>\n</li>\n<li>\n<p><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** As this does not replace the **Investigate** action, do you still get a clue ? **A:** Correct, you do.\r\n\r\n- **Q:** This is not an **Evade** action, so presumably you\'re not limited to evading an enemy engaged with you? Similar to [Stray Cat](/card/01076) and [Cheap Shot](/card/03194)? Is it valid if Daisy uses Prophecy Foretold to investigate, and evades an enemy engaged with Zoey? **A:** In this case, the sentence "you may automatically evade an engaged enemy" means that you may automatically evade an enemy that is currently engaged with you—not any enemy engaged with any investigator at any location. Since this text can be potentially confusing, I will make a note to clarify this in the next iteration of the FAQ. **SEE BELOW - updated FAQ, v.1.7, March 2020**\r\n\r\n- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2022-09-11 11:48:38.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03194', 'html': '<ul><li>\n<p><strong>Q:</strong> If I use <a href="/card/03194">Cheap Shot</a> against <a href="/card/04062">Harbinger of Valusia</a>, do I add one resource or two? <strong>A:</strong> <s>Both the attack and the evasion will add a resource to it, so <a href="/card/04062">Harbinger of Valusia</a> will gain 2 resources from Cheap Shot if you succeed by 2 or more.</s> <strong>SEE BELOW</strong></p>\n</li>\n<li>\n<p><strong>Q:</strong> I seem to recall a discussion indicating that automatic evasion wasn\'t "successful" evasion, though, since there\'s no skill test involved. And since the harbinger requires a successful attack or evasion (and bearing in mind the rule that qualifiers apply to each term in a list), wouldn\'t Cheap Shot apply only one resource token to the Harbinger?" <strong>A:</strong> Hm... Technically you are correct...although I\'ve been wondering about that ruling regarding "automatic" evasion and "successful" evasion. I don\'t know how intuitive it is. For now, you are correct...but know that I may reverse that ruling at some point. It\'s kind of confusing either way, to be honest. <strong>SEE BELOW - updated FAQ, v.1.7, March 2020</strong></p>\n</li>\n<li>\n<p><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Q:** If I use [Cheap Shot](/card/03194) against [Harbinger of Valusia](/card/04062), do I add one resource or two? **A:** <s>Both the attack and the evasion will add a resource to it, so [Harbinger of Valusia](/card/04062) will gain 2 resources from Cheap Shot if you succeed by 2 or more.</s> **SEE BELOW**\r\n\r\n- **Q:** I seem to recall a discussion indicating that automatic evasion wasn\'t "successful" evasion, though, since there\'s no skill test involved. And since the harbinger requires a successful attack or evasion (and bearing in mind the rule that qualifiers apply to each term in a list), wouldn\'t Cheap Shot apply only one resource token to the Harbinger?" **A:** Hm... Technically you are correct...although I\'ve been wondering about that ruling regarding "automatic" evasion and "successful" evasion. I don\'t know how intuitive it is. For now, you are correct...but know that I may reverse that ruling at some point. It\'s kind of confusing either way, to be honest. **SEE BELOW - updated FAQ, v.1.7, March 2020**\r\n\r\n- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:15:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '03199', 'html': '<ul><li>\n<p><strong>Q:</strong> How does <a href="/card/03199">Snare Trap</a> interact with abilities that trigger upon an enemy becoming engaged when the enemy is spawned at the location with the Snare Trap? Since enemies spawn engaged with the investigator who drew them (unless they have a different Spawn) does this trigger before the Snare Trap? For example, would a <a href="/card/03095">Maniac</a> deal damage to himself and the investigator before the Snare Trap exhaust and disengages him? <strong>A:</strong> This question actually leads to a Nested Sequence, so in order to fully understand my answer it may help to take a look at rule 1.4 in the FAQ, “<a href="/rules#Nested_Sequences">Nested Sequences</a>.”</p>\n<p>Each time a triggering condition occurs, the following sequence is followed: (1) execute “when...” effects that interrupt that triggering condition, (2) resolve the triggering condition, and then, (3) execute “after...” effects in response to that triggering condition… It is possible that a nested sequence generates further triggering conditions (and hence more nested sequences). There is no limit to the number of nested sequences that may occur, but each nested sequence must complete before returning to the sequence that spawned it. In effect, these sequences are resolved in a Last In, First Out (LIFO) manner.</p>\n<p>Now let’s take a look at the cards. Snare Trap says “<strong>Forced</strong> - After a non-Elite enemy enters attached location: Exhaust that enemy, disengage it from all investigators, and attach Snare Trap to it.” This is a forced ability that triggers after the enemy enters the attached location. However, any time a ready unengaged enemy is at the same location as an investigator, it engages that investigator ("<a href="/rules#Enemy_Engagement">Enemy Engagement</a>," RR page 10). This is a constant effect that the game is always checking and therefore has timing priority over Forced abilities. As a result, the enemy would enter your location and immediately engage you before you could trigger any “after” effects in response to the enemy entering your location. Then, since engaging you is a triggering condition for another ability, this begins a nested sequence. You must execute any abilities that respond to the enemy engaging you before you can return to the original triggering condition (the enemy entering your location). So then you would execute the Maniac’s <strong>Forced</strong> effect (as well as any other <strong>Forced</strong> effects in response to Maniac engaging you). Finally, you would return to the original triggering condition and respond to the enemy entering your location, triggering the Forced ability on Snare Trap. So, to sum up:</p>\n<p>1) Maniac enters your location.</p>\n<p>2) Maniac immediately engages you. This is a constant ability, so it has timing priority over “after” effects that respond to the enemy entering your location.</p>\n<p>3) Execute abilities that respond to enemy engagement (such as Maniac’s ability) </p>\n<p>4) Return to original triggering condition and execute abilities that respond to the Maniac entering your location (such as Snare Trap’s ability).</p>\n<p>That’s a nested sequence for you! It would be even more complicated if you had abilities that responded to taking damage! (Those abilities would trigger in between steps 3 and 4, for the record.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can you please illustrate how <a href="/card/03199">Snare Trap</a> interacts with an investigator failing the test for <a href="/card/03097">Dance of the Yellow King</a>? Two scenarios: a) A Lunatic enemy has the Snare Trap attached when Dance of the Yellow King affects them; b) a Lunatic enemy trips a Snare Trap on the way to the target investigator. Thanks for your help! <strong>A:</strong> Great question. Let’s look at the text of Dance of the Yellow King for a moment: “<strong>Revelation</strong> - If there are no Lunatic enemies in play, Dance of the Yellow King gains surge. Otherwise, test <span class="icon-willpower"></span> (3). If you fail, the nearest Lunatic enemy readies, moves (one location at a time) until it reaches your location, engages you, and makes an immediate attack.” </p>\n<p>This effect forces an enemy to do 4 effects (ready, move, engage, and attack). Generally speaking, effects that are listed with the word “and” are not dependent on one another (for example, if an effect said “draw 1 card and gain 1 resource” I could still gain 1 resource even if I could not draw cards). However, in this case, some of these effects are dependent on one another simply by virtue of what they are. For example, if an enemy that is not at your location cannot move, it also cannot engage you, because engaging you would cause it to move to your location. Likewise, if an enemy was not engaged with an investigator, “make an attack” would not do anything, because the game has no way of knowing who the enemy attacks. (Note that this would be different had the card read “makes an immediate attack against you.”) That being said, neither movement nor attacks are dependent on the enemy being ready – enemies don’t normally move from the hunter keyword while exhausted or attack during the enemy phase while exhausted, but exhausted enemies can still move or attack from on card effects.</p>\n<p>So, here’s what would happen in this circumstance: If a Lunatic has Snare Trap attached when you draw Dance of the Yellow King, it would not ready because it would instead discard the Snare Trap, but it would still move towards you, engage and attack, because these effects are not dependent on the enemy remaining ready. If a Lunatic is moving toward you from Dance of the Yellow King and enters a location with a Snare Trap, it would immediately exhaust, disengage, and have Snare Trap attached to it… But then it would continue moving towards you, engage you, and attack.</p>\n<p>Man, Lunatics are pretty relentless when being manipulated by Him Who Is Not To Be Named, aren’t they?</p>\n</li>\n</ul>', 'text': '- **Q:** How does [Snare Trap](/card/03199) interact with abilities that trigger upon an enemy becoming engaged when the enemy is spawned at the location with the Snare Trap? Since enemies spawn engaged with the investigator who drew them (unless they have a different Spawn) does this trigger before the Snare Trap? For example, would a [Maniac](/card/03095) deal damage to himself and the investigator before the Snare Trap exhaust and disengages him? **A:** This question actually leads to a Nested Sequence, so in order to fully understand my answer it may help to take a look at rule 1.4 in the FAQ, “[Nested Sequences](/rules#Nested_Sequences).”\r\n\r\n Each time a triggering condition occurs, the following sequence is followed: (1) execute “when...” effects that interrupt that triggering condition, (2) resolve the triggering condition, and then, (3) execute “after...” effects in response to that triggering condition… It is possible that a nested sequence generates further triggering conditions (and hence more nested sequences). There is no limit to the number of nested sequences that may occur, but each nested sequence must complete before returning to the sequence that spawned it. In effect, these sequences are resolved in a Last In, First Out (LIFO) manner.\r\n\r\n Now let’s take a look at the cards. Snare Trap says “**Forced** - After a non-Elite enemy enters attached location: Exhaust that enemy, disengage it from all investigators, and attach Snare Trap to it.” This is a forced ability that triggers after the enemy enters the attached location. However, any time a ready unengaged enemy is at the same location as an investigator, it engages that investigator ("[Enemy Engagement](/rules#Enemy_Engagement)," RR page 10). This is a constant effect that the game is always checking and therefore has timing priority over Forced abilities. As a result, the enemy would enter your location and immediately engage you before you could trigger any “after” effects in response to the enemy entering your location. Then, since engaging you is a triggering condition for another ability, this begins a nested sequence. You must execute any abilities that respond to the enemy engaging you before you can return to the original triggering condition (the enemy entering your location). So then you would execute the Maniac’s **Forced** effect (as well as any other **Forced** effects in response to Maniac engaging you). Finally, you would return to the original triggering condition and respond to the enemy entering your location, triggering the Forced ability on Snare Trap. So, to sum up:\r\n\r\n 1) Maniac enters your location.\r\n\r\n 2) Maniac immediately engages you. This is a constant ability, so it has timing priority over “after” effects that respond to the enemy entering your location.\r\n\r\n 3) Execute abilities that respond to enemy engagement (such as Maniac’s ability) \r\n\r\n 4) Return to original triggering condition and execute abilities that respond to the Maniac entering your location (such as Snare Trap’s ability).\r\n\r\n That’s a nested sequence for you! It would be even more complicated if you had abilities that responded to taking damage! (Those abilities would trigger in between steps 3 and 4, for the record.)\r\n\r\n- **Q:** Can you please illustrate how [Snare Trap](/card/03199) interacts with an investigator failing the test for [Dance of the Yellow King](/card/03097)? Two scenarios: a) A Lunatic enemy has the Snare Trap attached when Dance of the Yellow King affects them; b) a Lunatic enemy trips a Snare Trap on the way to the target investigator. Thanks for your help! **A:** Great question. Let’s look at the text of Dance of the Yellow King for a moment: “**Revelation** - If there are no Lunatic enemies in play, Dance of the Yellow King gains surge. Otherwise, test <span class="icon-willpower"></span> (3). If you fail, the nearest Lunatic enemy readies, moves (one location at a time) until it reaches your location, engages you, and makes an immediate attack.” \r\n\r\n This effect forces an enemy to do 4 effects (ready, move, engage, and attack). Generally speaking, effects that are listed with the word “and” are not dependent on one another (for example, if an effect said “draw 1 card and gain 1 resource” I could still gain 1 resource even if I could not draw cards). However, in this case, some of these effects are dependent on one another simply by virtue of what they are. For example, if an enemy that is not at your location cannot move, it also cannot engage you, because engaging you would cause it to move to your location. Likewise, if an enemy was not engaged with an investigator, “make an attack” would not do anything, because the game has no way of knowing who the enemy attacks. (Note that this would be different had the card read “makes an immediate attack against you.”) That being said, neither movement nor attacks are dependent on the enemy being ready – enemies don’t normally move from the hunter keyword while exhausted or attack during the enemy phase while exhausted, but exhausted enemies can still move or attack from on card effects.\r\n \r\n So, here’s what would happen in this circumstance: If a Lunatic has Snare Trap attached when you draw Dance of the Yellow King, it would not ready because it would instead discard the Snare Trap, but it would still move towards you, engage and attack, because these effects are not dependent on the enemy remaining ready. If a Lunatic is moving toward you from Dance of the Yellow King and enters a location with a Snare Trap, it would immediately exhaust, disengage, and have Snare Trap attached to it… But then it would continue moving towards you, engage you, and attack.\r\n\r\n Man, Lunatics are pretty relentless when being manipulated by Him Who Is Not To Be Named, aren’t they?', 'updated': {'date': '2020-10-19 08:50:04.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '03207', 'html': '<ul><li><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:30:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '03310', 'html': '<ul><li><strong>Q:</strong> Can I use <a href="/card/03310">Cheat Death</a> to avoid being defeated by <a href="/card/03189">"I\'ll see you in hell!"</a>? <strong>A:</strong> Cheat Death does not actually cancel being defeated or replace being defeated; it simply provides you with a means of avoiding defeat (typically through damage or horror). Card effects that simply defeat you, such as “I’ll see you in hell”, will still resolve and will still cause you to be defeated.</li>\n</ul>', 'text': '- **Q:** Can I use [Cheat Death](/card/03310) to avoid being defeated by ["I\'ll see you in hell!"](/card/03189)? **A:** Cheat Death does not actually cancel being defeated or replace being defeated; it simply provides you with a means of avoiding defeat (typically through damage or horror). Card effects that simply defeat you, such as “I’ll see you in hell”, will still resolve and will still cause you to be defeated.', 'updated': {'date': '2018-02-13 13:47:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '03232', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card’s <span class="icon-free"></span> ability should read: “...Any investigator at this location may trigger this ability.” - FAQ, v.1.4, September 2018</p>\n</li>\n<li>\n<p><strong>Q:</strong> Per FAQ 2.0 entry 2.19 <a href="/rules#Take_An_Action_Vs_Perform_An_Action">"Take an action" vs "Perform/resolve an action"</a>] we are told to distinguish between effects that instruct a player to perform an action and ones that instruct a player to take an action. The implication appears to be that only the former are intended to "count" for effects that count how many actions have been taken so far in a turn. However, the most commonly played card that counts actions taken, <a href="/card/04233">Pay Day</a>, actually counts how many actions have been "performed". Is that simply imprecise templating? Similarly <a href="/card/01164">Frozen in Fear</a> triggers when actions are "performed" despite the common understanding that only abilities that cost actions in the first place can be taxed by FiF. Finally, and in the same vein, bold action designators on free triggered abilities or reactions also "perform" actions. Am I correct that they are not intended to be taxed by FiF or count towards Pay Day? <strong>A:</strong> Frozen in Fear requires 1 additional action to be spent when performing basic actions, granted actions, or Free Triggered Ability actions of the specified types. We have decided on the following clarifications for Pay Day:</p>\n<ul><li>Pay Day will grant 1 resource for each basic action taken, any effect that states “perform an X action”, any effect that states “take an X action”, and Free Triggered Abilities with a bold action trigger.</li>\n<li>Pay Day will NOT grant resources for Fast cards played or “action triggered abilities” that require multiple player actions to be spent on a single action performed (ex. the second ability on <a href="/card/08094">Sledgehammer</a> that only counts as one Fight action).</li>\n</ul></li>\n<li>\n<p><strong>Follow-up Q:</strong> To be completely clear, does Frozen in Fear make the move granted from <a href="/card/03232">Shortcut</a> cost an action or not? <strong>A:</strong> Yes, the move on Shortcut (2) would then cost an action.</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card’s <span class="icon-free"></span> ability should read: “...Any investigator at this location may trigger this ability.” - FAQ, v.1.4, September 2018\r\n\r\n- **Q:** Per FAQ 2.0 entry 2.19 ["Take an action" vs "Perform/resolve an action"](/rules#Take_An_Action_Vs_Perform_An_Action)] we are told to distinguish between effects that instruct a player to perform an action and ones that instruct a player to take an action. The implication appears to be that only the former are intended to "count" for effects that count how many actions have been taken so far in a turn. However, the most commonly played card that counts actions taken, [Pay Day](/card/04233), actually counts how many actions have been "performed". Is that simply imprecise templating? Similarly [Frozen in Fear](/card/01164) triggers when actions are "performed" despite the common understanding that only abilities that cost actions in the first place can be taxed by FiF. Finally, and in the same vein, bold action designators on free triggered abilities or reactions also "perform" actions. Am I correct that they are not intended to be taxed by FiF or count towards Pay Day? **A:** Frozen in Fear requires 1 additional action to be spent when performing basic actions, granted actions, or Free Triggered Ability actions of the specified types. We have decided on the following clarifications for Pay Day:\r\n\r\n - Pay Day will grant 1 resource for each basic action taken, any effect that states “perform an X action”, any effect that states “take an X action”, and Free Triggered Abilities with a bold action trigger.\r\n - Pay Day will NOT grant resources for Fast cards played or “action triggered abilities” that require multiple player actions to be spent on a single action performed (ex. the second ability on [Sledgehammer](/card/08094) that only counts as one Fight action).\r\n\r\n\r\n- **Follow-up Q:** To be completely clear, does Frozen in Fear make the move granted from [Shortcut](/card/03232) cost an action or not? **A:** Yes, the move on Shortcut (2) would then cost an action.', 'updated': {'date': '2022-11-09 10:29:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03234', 'html': '<ul><li><strong>Q:</strong> Does <a href="/card/02026">Double or Nothing</a> work with extra action effects like <a href="/card/02229">Quick Thinking</a> or the level 2 <a href="/card/03234">.41 Derringer</a>? <strong>A:</strong> Double or Nothing works with both of those effects! Those effects indeed trigger during step 7 [of a skill test], and then create a delayed effect which grants the extra action(s) after the test resolves.</li>\n</ul>', 'text': '- **Q:** Does [Double or Nothing](/card/02026) work with extra action effects like [Quick Thinking](/card/02229) or the level 2 [.41 Derringer](/card/03234)? **A:** Double or Nothing works with both of those effects! Those effects indeed trigger during step 7 [of a skill test], and then create a delayed effect which grants the extra action(s) after the test resolves.', 'updated': {'date': '2018-04-18 17:53:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03235', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 15:19:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
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[],
[],
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[],
[{'code': '03250', 'html': '<ul>\n<li><strong>Q:</strong> If I am holding two copies of <a href="/card/01030">Magnifying Glass</a> while investigating <a href="/card/03250">Bone-Filled Caverns</a>, am I forced to discard one of them? If I am holding a <a href="/card/04305">Flamethrower</a> while investigating Bone-Filled Cavern, am I forced to discard it? <strong>A:</strong> If you investigate Bone-Filled Cavern and have 2 hand slots filled with assets, you must discard assets until you have 1 or 0 hand slots filled instead. In the first example, you’d discard one Magnifying Glass; in the second, you’d discard the Flamethrower. (March 2024)</li>\n</ul>', 'text': '- **Q:** If I am holding two copies of [Magnifying Glass](/card/01030) while investigating [Bone-Filled Caverns](/card/03250), am I forced to discard one of them? If I am holding a [Flamethrower](/card/04305) while investigating Bone-Filled Cavern, am I forced to discard it? **A:** If you investigate Bone-Filled Cavern and have 2 hand slots filled with assets, you must discard assets until you have 1 or 0 hand slots filled instead. In the first example, you’d discard one Magnifying Glass; in the second, you’d discard the Flamethrower. (March 2024)', 'updated': {'date': '2024-03-27 16:11:28.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03252', 'html': '<ul><li><strong>Erratum:</strong> This location’s ability should read: “... If you succeed, look at the revealed side of any Catacombs location in play.” - FAQ v.1.3, May 2018</li>\n</ul>', 'text': '- **Erratum:** This location’s ability should read: “... If you succeed, look at the revealed side of any Catacombs location in play.” - FAQ v.1.3, May 2018', 'updated': {'date': '2018-06-05 13:51:06.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '03258', 'html': "<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Erratum:</strong> This enemy's ability should read: “... If you succeed, look at the revealed side of any Catacombs location in play.” - FAQ v.1.3, May 2018 - this erratum was incorporated in later printings of the card and is reflected in the card image and ArkhamDB text above.</p>\n</li>\n</ul>", 'text': "- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022\r\n\r\n- **Erratum:** This enemy's ability should read: “... If you succeed, look at the revealed side of any Catacombs location in play.” - FAQ v.1.3, May 2018 - this erratum was incorporated in later printings of the card and is reflected in the card image and ArkhamDB text above.", 'updated': {'date': '2022-09-11 11:55:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '04008', 'html': '<p>FAQ removed - double-checking provenance.</p>', 'text': 'FAQ removed - double-checking provenance.', 'updated': {'date': '2022-01-02 17:40:01.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04009', 'html': '<ul><li>\n<p><strong>Q:</strong> What happens to <a href="/card/04009">Call of the Unknown</a> if there is no \'location other than your location\' in play at the beginning of your turn? <strong>A:</strong> Nothing would happen. You would not shuffle it into your deck and take 2 horror; it would simply remain in your threat area. In other words, the condition of "f you did not successfully investigate the chosen location this turn" is not met because there was no chosen location.</p>\n</li>\n<li>\n<p><strong>Q:</strong> There\'s an old ruling that says if you use <a href="/card/01068">Mind Wipe</a> on <a href="/card/81023">Swamp Leech</a> and attempt to evade it, the evade value of \'-\' is treated as 0. If another card, like <a href="/card/60327">Sharpshooter</a> or <a href="/card/06281">Delilah O\'Rourke</a>, references the evade value of something with a \'-\', like Swamp Leech or <a href="/card/85043">Vulnerable Heart</a>, is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the <a href="/card/08630">Hidden Tunnel</a> in <a href="/card/08621">City of the Elder Things</a> (for something like <a href="/card/02011">Searching for Izzie</a>, <a href="/card/04009">Call of the Unknown</a>, or <a href="/card/08009">Buried Secrets</a>)? <strong>A:</strong> After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.</p>\n</li>\n</ul>', 'text': '- **Q:** What happens to [Call of the Unknown](/card/04009) if there is no \'location other than your location\' in play at the beginning of your turn? **A:** Nothing would happen. You would not shuffle it into your deck and take 2 horror; it would simply remain in your threat area. In other words, the condition of "f you did not successfully investigate the chosen location this turn" is not met because there was no chosen location.\r\n\r\n- **Q:** There\'s an old ruling that says if you use [Mind Wipe](/card/01068) on [Swamp Leech](/card/81023) and attempt to evade it, the evade value of \'-\' is treated as 0. If another card, like [Sharpshooter](/card/60327) or [Delilah O\'Rourke](/card/06281), references the evade value of something with a \'-\', like Swamp Leech or [Vulnerable Heart](/card/85043), is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the [Hidden Tunnel](/card/08630) in [City of the Elder Things](/card/08621) (for something like [Searching for Izzie](/card/02011), [Call of the Unknown](/card/04009), or [Buried Secrets](/card/08009))? **A:** After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.', 'updated': {'date': '2022-09-01 08:40:45.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03263', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> If I use <a href="/card/06110">First Watch</a> to deal encounter cards to investigators, are those dealt cards considered to be in the encounter deck for the purposes of other card effects, such as <a href="/card/03263">On the Hunt</a>? <strong>A:</strong> Cards dealt to investigators by First Watch are no longer in the encounter deck, nor are they yet in play or in the encounter discard pile. That said, all cards dealt via First Watch must be drawn and/or dealt with before moving on to the next phase, so using On the Hunt in this manner would not avoid it. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I play <a href="/card/03263">On the Hunt</a> or <a href="/card/09068">Kicking the Hornet\'s Nest</a> and draw an enemy with the concealed keyword, where does it spawn? <strong>A:</strong>  Both events instruct you to spawn the searched enemy engaged with you instead of its normal spawn location. For enemies with the concealed keyword, their “normal spawn location” is in “the shadows.” So, playing either event allows you to circumvent the concealed keyword and instead spawn the searched enemy engaged with you. (Rules Q&amp;A, August 2023)</p>\n</li>\n</ul>', 'text': "- **Q:** If I use [First Watch](/card/06110) to deal encounter cards to investigators, are those dealt cards considered to be in the encounter deck for the purposes of other card effects, such as [On the Hunt](/card/03263)? **A:** Cards dealt to investigators by First Watch are no longer in the encounter deck, nor are they yet in play or in the encounter discard pile. That said, all cards dealt via First Watch must be drawn and/or dealt with before moving on to the next phase, so using On the Hunt in this manner would not avoid it. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** If I play [On the Hunt](/card/03263) or [Kicking the Hornet's Nest](/card/09068) and draw an enemy with the concealed keyword, where does it spawn? **A:**  Both events instruct you to spawn the searched enemy engaged with you instead of its normal spawn location. For enemies with the concealed keyword, their “normal spawn location” is in “the shadows.” So, playing either event allows you to circumvent the concealed keyword and instead spawn the searched enemy engaged with you. (Rules Q&A, August 2023)", 'updated': {'date': '2023-09-14 22:31:26.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03264', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> This card\'s $reaction ability should read: "... attach them facedown to Stick to the Plan." - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** This card\'s $reaction ability should read: "... attach them facedown to Stick to the Plan." - FAQ, v.2.0, August 2022\r\n\r\n- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2022-09-11 12:02:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03265', 'html': '<ul><li><strong>Q:</strong> When one player uses <a href="/card/03265">Guidance</a> to give a second player an additional action during their turn this round and a player uses <a href="/card/02305">The Gold Pocket Watch</a> to repeat the investigator phase, does the second player get an additional action in the repeated investigator phase, or does Guidance only apply to a single phase? <strong>A:</strong> Generally speaking, effects that affect a player’s turn or last until the end of a player’s turn expire at the end of that turn, so even if you are able to repeat the phase or gain an additional turn, the effect on Guidance would have already expired by then.</li>\n</ul>', 'text': '- **Q:** When one player uses [Guidance](/card/03265) to give a second player an additional action during their turn this round and a player uses [The Gold Pocket Watch](/card/02305) to repeat the investigator phase, does the second player get an additional action in the repeated investigator phase, or does Guidance only apply to a single phase? **A:** Generally speaking, effects that affect a player’s turn or last until the end of a player’s turn expire at the end of that turn, so even if you are able to repeat the phase or gain an additional turn, the effect on Guidance would have already expired by then.', 'updated': {'date': '2019-07-19 11:34:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '03270', 'html': '<ul><li><strong>Q:</strong> Can I play <a href="/card/05014">Dark Insight</a> or <a href="/card/03270">Ward of Protection II</a> to cancel another player\'s treachery if it has peril? <strong>A:</strong> You cannot play cards or use any reaction abilities when somebody else is resolving a peril card, so you would not be able to play Dark Insight [or Ward II] to cancel it.</li>\n</ul>', 'text': "- **Q:** Can I play [Dark Insight](/card/05014) or [Ward of Protection II](/card/03270) to cancel another player's treachery if it has peril? **A:** You cannot play cards or use any reaction abilities when somebody else is resolving a peril card, so you would not be able to play Dark Insight [or Ward II] to cancel it.", 'updated': {'date': '2020-01-15 11:31:30.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03273', 'html': '<ul><li><strong>Q:</strong> In order to use <a href="/card/03273">True Survivor</a>, do there have to be three <b><i>Innate</i></b> skills in a player\'s discard pile, or can they use it if there are fewer? And if there are three innate skills, can a player choose to return fewer than three to their hand? <strong>A:</strong> Generally speaking, when resolving an effect, players must resolve as much of the effect as possible, unless the effect offers them a choice (like “up to 3” or using the word “may”). If they cannot resolve the full effect, they must do as much as they can. So in this case, you could still play True Survivor if you had less than 3 Innate skills in your discard pile, and you would have to return as many Innate skills as you could to your hand. If you had 3 Innate skills in your discard pile and you played True Survivor, you would have to return 3 to your hand.</li>\n</ul>', 'text': "- **Q:** In order to use [True Survivor](/card/03273), do there have to be three <b><i>Innate</b></i> skills in a player's discard pile, or can they use it if there are fewer? And if there are three innate skills, can a player choose to return fewer than three to their hand? **A:** Generally speaking, when resolving an effect, players must resolve as much of the effect as possible, unless the effect offers them a choice (like “up to 3” or using the word “may”). If they cannot resolve the full effect, they must do as much as they can. So in this case, you could still play True Survivor if you had less than 3 Innate skills in your discard pile, and you would have to return as many Innate skills as you could to your hand. If you had 3 Innate skills in your discard pile and you played True Survivor, you would have to return 3 to your hand.", 'updated': {'date': '2020-05-04 15:44:19.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03274', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:24:36.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
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[{'code': '03311', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> The second part of this card’s ability should read: “Undo that action <em>(return the game state to exactly the way it was before that action was performed, except for the playing of Time Warp and its costs)</em>.” - FAQ, v.1.4, September 2018</li>\n</ul><p>This card will prompt a lot of crazy rules questions. Here are some answers. The headline, though: </p>\n<p>"The fact of the matter is that 99% of the time, this card is going to be used in quite simple situations, like after failing an attack against a retaliate enemy ... <em>The only really important thing to remember is if you can’t return the game state to the way it was before you played Time Warp, the effect fails (i.e. you can’t pick and choose which things to reset, it’s all or nothing).</em>" [emphasis Frank\'s]</p>\n<ul><li>\n<p><strong>Q:</strong> What happens if the action that\'s being undone has (as per special symbols in <a href="/card/02028">Rite of Seeking</a>) immediately ended the investigator\'s turn?  <strong>A:</strong> Even if the action you were performing ended your turn, you can still play <a href="/card/03311">Time Warp</a> as a reaction to that action resolving. Time Warp doesn’t say "play only during your turn" nor does it take an action to play, so there’s no reason why you couldn’t play it even if your turn ended. In playing it, you would return the game state to the way it was before your turn "immediately ended"”, so you could then continue to play out your turn, as normal. </p>\n</li>\n<li>\n<p><strong>Q:</strong> Can you play <a href="/card/03311">Time Warp</a> after an action ends the game? <strong>A:</strong> Note that you could not play Time Warp in reaction to an action that ended the game, because ending the game is immediate, and no more cards can be played once the game has ended.</p>\n</li>\n<li>\n<p><strong>Q:</strong> When returning the game state to \'exactly the way it was before that action was performed\':  if I use <a href="/card/01061">Scrying</a>, and then play Time Warp, do I put back the scryed cards in the order I saw them? More generally, how does this card interact with scrying? What happens if the action I\'ve performed, like <a href="/card/03158">Calling in Favors</a>, has shuffled my deck? <strong>A:</strong> To the extent that cards can be returned in the same order, they should be. So for example, if you use Scrying to reorder the top 3 cards of the encounter deck and then play Time Warp, you should go back and reorder those cards into their original order. Likewise, if I drew a card and then played Time Warp, the card I drew should be returned to the top of my deck. If you are unable to return the game state to exactly the way it was before the action was performed, the effect fails.To the extent that you know the exact order of things, you should return the game state to exactly the way it was. But for cards whose order you did not know, it’s fine to keep them randomized. For example, if I played No Stone Unturned and searched my deck for any card (let’s say Encyclopedia), it was part of my unknown randomized deck, so if somebody then plays Time Warp, I can (and should) just shuffle Encyclopedia back into my deck and that satisfies the effect of Time Warp. But, as previously noted, if I drew a card from the top of my deck and then played Time Warp, the card I drew should be returned to the top of my deck, because I knew that’s where it was.</p>\n</li>\n</ul><p>However, <em>a randomized deck is a randomized deck</em> – there’s no way of knowing the exact order of the cards, so keeping it shuffled is fine. You still don’t know what the order of the deck was, so the game state is effectively the same. [this is another super useful point]</p>\n<ul><li>\n<p><strong>Q:</strong> How does this card interact with <a href="/card/03196">Quantum Flux</a>? Do you need to be able to recall what cards were in your discard pile? Or do you just return the drawn card to the top of your deck and proceed from there? <strong>A:</strong> If you know exactly what cards were in your discard pile, you should retrieve those cards and place them back in your discard pile in order to return the game state to exactly the way it was before Quantum Flux was played. If you can’t, the effect fails.</p>\n</li>\n<li>\n<p><strong>Q:</strong> How does this card interact with, say, playing a card in a free trigger window during a skill test? Minh investigates, and plays <a href="/card/01043">Cryptic Research</a> before committing cards? <strong>A:</strong> Time Warp resets the game state to the way it was immediately before the action was performed. So anything that happened during that action gets reset, as well. That includes the playing of fast cards, the committing of cards to skill tests or spending of resources to boost skills, attacks of opportunity, all of it gets reset.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I play <a href="/card/03311">Time Warp</a> after an action ends with an investigator being defeated?\n<strong>A:</strong> If the action eliminated an investigator, another investigator can\'t play Time Warp in response to the action because the first investigator is no longer at the same location (they\'ve been defeated).</p>\n</li>\n<li>\n<p><strong>Q:</strong> Do I get <a href="/card/03311">Time Warp</a> back after I play <a href="/card/03311">Time Warp</a>? <strong>A:</strong> Time Warp itself is not reset. It is currently being played while you are resetting things, so it is in an in-between state (not quite in play, not in your hand or discard pile, just sort of in limbo). Then once everything is reset, you discard Time Warp, as normal.</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** The second part of this card’s ability should read: “Undo that action *(return the game state to exactly the way it was before that action was performed, except for the playing of Time Warp and its costs)*.” - FAQ, v.1.4, September 2018\r\n\r\nThis card will prompt a lot of crazy rules questions. Here are some answers. The headline, though: \r\n\r\n"The fact of the matter is that 99% of the time, this card is going to be used in quite simple situations, like after failing an attack against a retaliate enemy ... *The only really important thing to remember is if you can’t return the game state to the way it was before you played Time Warp, the effect fails (i.e. you can’t pick and choose which things to reset, it’s all or nothing).*" [emphasis Frank\'s]\r\n\r\n- **Q:** What happens if the action that\'s being undone has (as per special symbols in [Rite of Seeking](/card/02028)) immediately ended the investigator\'s turn?  **A:** Even if the action you were performing ended your turn, you can still play [Time Warp](/card/03311) as a reaction to that action resolving. Time Warp doesn’t say "play only during your turn" nor does it take an action to play, so there’s no reason why you couldn’t play it even if your turn ended. In playing it, you would return the game state to the way it was before your turn "immediately ended"”, so you could then continue to play out your turn, as normal. \r\n\r\n- **Q:** Can you play [Time Warp](/card/03311) after an action ends the game? **A:** Note that you could not play Time Warp in reaction to an action that ended the game, because ending the game is immediate, and no more cards can be played once the game has ended.\r\n\r\n- **Q:** When returning the game state to \'exactly the way it was before that action was performed\':  if I use [Scrying](/card/01061), and then play Time Warp, do I put back the scryed cards in the order I saw them? More generally, how does this card interact with scrying? What happens if the action I\'ve performed, like [Calling in Favors](/card/03158), has shuffled my deck? **A:** To the extent that cards can be returned in the same order, they should be. So for example, if you use Scrying to reorder the top 3 cards of the encounter deck and then play Time Warp, you should go back and reorder those cards into their original order. Likewise, if I drew a card and then played Time Warp, the card I drew should be returned to the top of my deck. If you are unable to return the game state to exactly the way it was before the action was performed, the effect fails.To the extent that you know the exact order of things, you should return the game state to exactly the way it was. But for cards whose order you did not know, it’s fine to keep them randomized. For example, if I played No Stone Unturned and searched my deck for any card (let’s say Encyclopedia), it was part of my unknown randomized deck, so if somebody then plays Time Warp, I can (and should) just shuffle Encyclopedia back into my deck and that satisfies the effect of Time Warp. But, as previously noted, if I drew a card from the top of my deck and then played Time Warp, the card I drew should be returned to the top of my deck, because I knew that’s where it was.\r\n\r\nHowever, *a randomized deck is a randomized deck* – there’s no way of knowing the exact order of the cards, so keeping it shuffled is fine. You still don’t know what the order of the deck was, so the game state is effectively the same. [this is another super useful point]\r\n\r\n- **Q:** How does this card interact with [Quantum Flux](/card/03196)? Do you need to be able to recall what cards were in your discard pile? Or do you just return the drawn card to the top of your deck and proceed from there? **A:** If you know exactly what cards were in your discard pile, you should retrieve those cards and place them back in your discard pile in order to return the game state to exactly the way it was before Quantum Flux was played. If you can’t, the effect fails.\r\n\r\n- **Q:** How does this card interact with, say, playing a card in a free trigger window during a skill test? Minh investigates, and plays [Cryptic Research](/card/01043) before committing cards? **A:** Time Warp resets the game state to the way it was immediately before the action was performed. So anything that happened during that action gets reset, as well. That includes the playing of fast cards, the committing of cards to skill tests or spending of resources to boost skills, attacks of opportunity, all of it gets reset.\r\n\r\n- **Q:** Can I play [Time Warp](/card/03311) after an action ends with an investigator being defeated?\r\n **A:** If the action eliminated an investigator, another investigator can\'t play Time Warp in response to the action because the first investigator is no longer at the same location (they\'ve been defeated).\r\n\r\n- **Q:** Do I get [Time Warp](/card/03311) back after I play [Time Warp](/card/03311)? **A:** Time Warp itself is not reset. It is currently being played while you are resetting things, so it is in an in-between state (not quite in play, not in your hand or discard pile, just sort of in limbo). Then once everything is reset, you discard Time Warp, as normal.', 'updated': {'date': '2022-01-02 12:29:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04106', 'html': '<ul><li><strong>Q:</strong> If I\'m upgrading two <a href="/card/02021">Strange Solutions</a> in my deck, what is the process for the upgrade? Do I: a) Create 2 stacks of the 3 possible variations and pick one from each? or b) Shuffle up all 6 of the variations and draw 2? There\'s a slight difference in the likelihood of getting a matching pair depending which way I do it and the wording seems ambiguous depending on how we interpret \'option\'. <strong>A:</strong> Since the game has no inherent limit on how many copies of each variant you might have in your collection, the method that makes the most sense to me is to take 1 copy of each variation in your collection and randomly select one of them, then do the same for the second strange solution [option a].</li>\n</ul>', 'text': "- **Q:** If I'm upgrading two [Strange Solutions](/card/02021) in my deck, what is the process for the upgrade? Do I: a) Create 2 stacks of the 3 possible variations and pick one from each? or b) Shuffle up all 6 of the variations and draw 2? There's a slight difference in the likelihood of getting a matching pair depending which way I do it and the wording seems ambiguous depending on how we interpret 'option'. **A:** Since the game has no inherent limit on how many copies of each variant you might have in your collection, the method that makes the most sense to me is to take 1 copy of each variation in your collection and randomly select one of them, then do the same for the second strange solution [option a].", 'updated': {'date': '2018-06-18 14:38:55.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04109', 'html': '<ul><li>\n<p><strong>Q:</strong> Does <a href="/card/04109">Arcane Research</a> with <a href="/card/03025">Archaic Glyphs</a>, where you\'re upgrading a non-<b><i>Spell</i></b> into a <b><i>Spell</i></b>? <strong>A:</strong> Arcane Research reads "After each scenario of a campaign, reduce the experience cost of the first Spell card you upgrade before the next scenario by 1." In order to gain the experience discount from Arcane Research, you must be upgrading a card with the Spell trait. You would not get the experience discount if you are purchasing a new Spell, nor would you get the discount if you are upgrading a card that does not have the Spell trait (even if that card would upgrade into a card with the Spell trait). </p>\n</li>\n<li>\n<p><del>Additionally, the minimum experience cost for upgrading any card is always 1 (see <a href="/rules#Experience">Experience</a>), so you would need to be paying 2 or more experience in order for the discount to apply.</del> <strong>Ruling overturned</strong>: I will reverse my earlier ruling to suit the language in the FAQ, as this directly contradicts the minimum stated in the Rules Reference. The 1xp minimum does not apply to upgrading cards, and Arcane Research can therefore decrease the xp cost to upgrade a card to 0. </p>\n</li>\n<li>\n<p><strong>Q:</strong> Can you include <a href="/card/04109">Arcane Research</a> in your deck at the start of the campaign? If so, do you take the mental trauma? <strong>A:</strong> Yes, you can, and yes, you should. Any card effects that resolve when a card is purchased should be resolved when that card is chosen to be included in your starting deck.</p>\n</li>\n<li>\n<p><strong>Q:</strong> If you decide to purchase <a href="/card/04109">Arcane Research</a> after a scenario, can you take advantage of the discount it provides immediately? <strong>A:</strong> No, you cannot. The text "After each scenario of a campaign…" indicates that Arcane Research must be in your deck at the time the scenario concludes in order to take advantage of its text. (Essentially, it triggers immediately after the scenario, and creates a lasting effect.) If you purchase it in between two scenarios, it is too late to trigger its ability for the scenario just played. [Note that this is different from a card like <a href="/card/02110">Adaptable</a> which simply reads "In between each game of a campaign..." At the time you purchase Adaptable you are still in between two games of a campaign, so you may take advantage of its ability immediately.]</p>\n</li>\n<li>\n<p><strong>Q:</strong> How do <a href="/card/02110">Adaptable</a>, <a href="/card/08059">Down the Rabbit Hole</a> and <a href="/card/04109">Arcane Research</a> interact with Innsmouth scenarios and interludes where experience is not allowed to be spent? <strong>A:</strong> You <strong>can</strong> use Adaptable in between any scenarios in Innsmouth. You cannot use Arcane Research or Down the Rabbit Hole during times you cannot spend XP – essentially, you are unable to “upgrade” cards at these times, even at a discount.</p>\n</li>\n<li>\n<p><strong>Q:</strong> In The Innsmouth Conspiracy campaign, various scenarios instruct the players during the resolution to record experience, then "not spend any of it yet" (with later instructions, typically during a scenario intro, to spend the experience). Is this intended to be read as a blanket prohibition on spending any xp at all, or just a prohibition on the xp earned from that particular scenario? The exact wording is that we will be instructed to spend "this experience" at a later time, which seems to imply only the particular scenario\'s xp is locked away (as opposed to banked experience from a previous scenario, In The Thick of It, etc.) However, an email ruling from MJ seems to imply there is a total experience-spending lockout. Furthermore, even if there is a total prohibition on spending any xp after these scenarios, is it still possible to upgrade my deck by spending 0xp? For example, if my deck contained x2 <a href="/card/04109">Arcane Research</a>, then upgrading one copy of <a href="/card/01689">Rite of Seeking</a> from level 0 to level 2 would cost 0xp, which seemingly would not violate even a total ban on spending xp. <strong>A:</strong> To answer your question(s):</p>\n<ul><li>In the Innsmouth Conspiracy, when instructed to not spend earned XP from a scenario, this would include unspent XP gained outside of that scenario. In other words, no XP can be spent during that time.</li>\n<li>You would also not be able to upgrade your cards during times you cannot spend XP, even if you had a way of avoiding spending XP at that time.</li>\n</ul></li>\n</ul>', 'text': '- **Q:** Does [Arcane Research](/card/04109) with [Archaic Glyphs](/card/03025), where you\'re upgrading a non-<b><i>Spell</i></b> into a <b><i>Spell</i></b>? **A:** Arcane Research reads "After each scenario of a campaign, reduce the experience cost of the first Spell card you upgrade before the next scenario by 1." In order to gain the experience discount from Arcane Research, you must be upgrading a card with the Spell trait. You would not get the experience discount if you are purchasing a new Spell, nor would you get the discount if you are upgrading a card that does not have the Spell trait (even if that card would upgrade into a card with the Spell trait). \r\n\r\n- <del>Additionally, the minimum experience cost for upgrading any card is always 1 (see [Experience](/rules#Experience)), so you would need to be paying 2 or more experience in order for the discount to apply.</del> **Ruling overturned**: I will reverse my earlier ruling to suit the language in the FAQ, as this directly contradicts the minimum stated in the Rules Reference. The 1xp minimum does not apply to upgrading cards, and Arcane Research can therefore decrease the xp cost to upgrade a card to 0. \r\n\r\n- **Q:** Can you include [Arcane Research](/card/04109) in your deck at the start of the campaign? If so, do you take the mental trauma? **A:** Yes, you can, and yes, you should. Any card effects that resolve when a card is purchased should be resolved when that card is chosen to be included in your starting deck.\r\n\r\n- **Q:** If you decide to purchase [Arcane Research](/card/04109) after a scenario, can you take advantage of the discount it provides immediately? **A:** No, you cannot. The text "After each scenario of a campaign…" indicates that Arcane Research must be in your deck at the time the scenario concludes in order to take advantage of its text. (Essentially, it triggers immediately after the scenario, and creates a lasting effect.) If you purchase it in between two scenarios, it is too late to trigger its ability for the scenario just played. [Note that this is different from a card like [Adaptable](/card/02110) which simply reads "In between each game of a campaign..." At the time you purchase Adaptable you are still in between two games of a campaign, so you may take advantage of its ability immediately.]\r\n\r\n- **Q:** How do [Adaptable](/card/02110), [Down the Rabbit Hole](/card/08059) and [Arcane Research](/card/04109) interact with Innsmouth scenarios and interludes where experience is not allowed to be spent? **A:** You **can** use Adaptable in between any scenarios in Innsmouth. You cannot use Arcane Research or Down the Rabbit Hole during times you cannot spend XP – essentially, you are unable to “upgrade” cards at these times, even at a discount.\r\n\r\n- **Q:** In The Innsmouth Conspiracy campaign, various scenarios instruct the players during the resolution to record experience, then "not spend any of it yet" (with later instructions, typically during a scenario intro, to spend the experience). Is this intended to be read as a blanket prohibition on spending any xp at all, or just a prohibition on the xp earned from that particular scenario? The exact wording is that we will be instructed to spend "this experience" at a later time, which seems to imply only the particular scenario\'s xp is locked away (as opposed to banked experience from a previous scenario, In The Thick of It, etc.) However, an email ruling from MJ seems to imply there is a total experience-spending lockout. Furthermore, even if there is a total prohibition on spending any xp after these scenarios, is it still possible to upgrade my deck by spending 0xp? For example, if my deck contained x2 [Arcane Research](/card/04109), then upgrading one copy of [Rite of Seeking](/card/01689) from level 0 to level 2 would cost 0xp, which seemingly would not violate even a total ban on spending xp. **A:** To answer your question(s):\r\n - In the Innsmouth Conspiracy, when instructed to not spend earned XP from a scenario, this would include unspent XP gained outside of that scenario. In other words, no XP can be spent during that time.\r\n - You would also not be able to upgrade your cards during times you cannot spend XP, even if you had a way of avoiding spending XP at that time.', 'updated': {'date': '2023-03-16 14:14:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03306', 'html': '<ul><li>\n<p><strong>Q:</strong> <a href="/card/03006">Lola Hayes</a>, while she obviously must be <span class="icon-seeker"></span> to play <a href="/card/03306">Eidetic Memory</a>, does she also need to be in the same faction as the card being played as "exact copy"? For example, can Lola Hayes use Eidetic Memory to play <a href="/card/01056">Sure Gamble</a> (<span class="icon-rogue"></span>)? <strong>A:</strong> Unfortunately, Lola could not use Eidetic Memory to play a card from a class other than <span class="icon-seeker"></span>. She must be in the <span class="icon-seeker"></span> role in order to play Eidetic Memory, but she must also be in the corresponding role for the chosen insight event, since she is playing Eidetic Memory as an exact copy of that card (including its class). As a result, the chosen insight event must either be Seeker or neutral in order for Lola to play Eidetic Memory as a copy of it.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can Eidetic Memory be used to copy signature events with the Insight trait? For example, could Lola copy Roland\'s <a href="/card/98005">Mysteries Remain</a> (if it was in his discard pile)? We noticed the current FAQ only references control: "An investigator cannot control another investigator’s signature cards." <strong>A:</strong> Yes, although it’s worth noting that Mysteries Remain removes itself from the game when played, so it will only end up in the discard pile if it is discarded through some other means.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I play a card with a cost of “–”? <strong>A:</strong> No. Cards with a cost of “–” have no cost that can be paid, and therefore cannot be played. For example, if <a href="/card/06022">Pendant of the Queen</a> is discarded from play and then shuffled back into your deck and drawn, you would be unable to play it from hand. (Cards that put it directly into play bypassing its cost would be able to put it into play, however.) Cards with a cost of “–” that are played as a copy of a different card, such as <a href="/card/03306">Eidetic Memory</a>, use the resource cost of the copied card, and therefore bypass this restriction. - FAQ, v.1.8, October 2020</p>\n</li>\n</ul>', 'text': '- **Q:** [Lola Hayes](/card/03006), while she obviously must be <span class="icon-seeker"></span> to play [Eidetic Memory](/card/03306), does she also need to be in the same faction as the card being played as "exact copy"? For example, can Lola Hayes use Eidetic Memory to play [Sure Gamble](/card/01056) (<span class="icon-rogue"></span>)? **A:** Unfortunately, Lola could not use Eidetic Memory to play a card from a class other than <span class="icon-seeker"></span>. She must be in the <span class="icon-seeker"></span> role in order to play Eidetic Memory, but she must also be in the corresponding role for the chosen insight event, since she is playing Eidetic Memory as an exact copy of that card (including its class). As a result, the chosen insight event must either be Seeker or neutral in order for Lola to play Eidetic Memory as a copy of it.\r\n\r\n- **Q:** Can Eidetic Memory be used to copy signature events with the Insight trait? For example, could Lola copy Roland\'s [Mysteries Remain](/card/98005) (if it was in his discard pile)? We noticed the current FAQ only references control: "An investigator cannot control another investigator’s signature cards." **A:** Yes, although it’s worth noting that Mysteries Remain removes itself from the game when played, so it will only end up in the discard pile if it is discarded through some other means.\r\n\r\n- **Q:** Can I play a card with a cost of “–”? **A:** No. Cards with a cost of “–” have no cost that can be paid, and therefore cannot be played. For example, if [Pendant of the Queen](/card/06022) is discarded from play and then shuffled back into your deck and drawn, you would be unable to play it from hand. (Cards that put it directly into play bypassing its cost would be able to put it into play, however.) Cards with a cost of “–” that are played as a copy of a different card, such as [Eidetic Memory](/card/03306), use the resource cost of the copied card, and therefore bypass this restriction. - FAQ, v.1.8, October 2020', 'updated': {'date': '2020-10-17 10:24:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03308', 'html': '<ul><li>\n<p><strong>Q:</strong> Can multiple investigators in the same group purchase <a href="/card/03308">Charon\'s Obol</a>? What happens if they do? <strong>A:</strong> Multiple investigators could technically purchase the card, but only one copy could actually be put into play when the game begins. Since each of them would be put into play at the same time, the investigators would decide which one is put into play first (with the lead investigator breaking any conflicts). The other copies of Charon’s Obol would not be put into play, nor would they be shuffled into their owner’s deck (as per the rules for the Permanent keyword). Only the investigator with Charon’s Obol in play would receive its benefits (or its consequences, for that matter).</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I purchase a permanent card for my deck, like <a href="/card/03308">Charon\'s Obol</a>, can I later remove it from my deck? <strong>A:</strong> Not unless an effect explicitly allows you to do so. Generally cards are only removed from your deck if you purchase a new card and must swap out an existing card in order to reach your investigator’s deck size. However, since Permanent cards do not count towards your deck size, they cannot be swapped out in this way. There is no rule which allows you to remove cards from your deck at will. - FAQ, v.1.3, May 2018</p>\n</li>\n<li><strong>Q:</strong> Does <a href="/card/03308">Charon\'s Obol</a> trigger its effects if a resolution instructs me to replay a scenario? What about in between Heart of the Elders V–A and V–B? <strong>A:</strong> Charon’s Obol’s effects occur “When earning experience during the\nresolution of a scenario…” Therefore, Charon’s Obol will not trigger when you are instructed to replay a scenario, because such resolutions state that “No experience points are earned from your previous game.” However, in between Scenarios V–A and V–B, experience is earned, so Charon’s Obol will indeed trigger, even though players are not allowed to spend those experience points until after they have played Scenario V–B. - FAQ, v.1.4, September 2018</li>\n</ul>', 'text': "- **Q:** Can multiple investigators in the same group purchase [Charon's Obol](/card/03308)? What happens if they do? **A:** Multiple investigators could technically purchase the card, but only one copy could actually be put into play when the game begins. Since each of them would be put into play at the same time, the investigators would decide which one is put into play first (with the lead investigator breaking any conflicts). The other copies of Charon’s Obol would not be put into play, nor would they be shuffled into their owner’s deck (as per the rules for the Permanent keyword). Only the investigator with Charon’s Obol in play would receive its benefits (or its consequences, for that matter).\r\n\r\n- **Q:** If I purchase a permanent card for my deck, like [Charon's Obol](/card/03308), can I later remove it from my deck? **A:** Not unless an effect explicitly allows you to do so. Generally cards are only removed from your deck if you purchase a new card and must swap out an existing card in order to reach your investigator’s deck size. However, since Permanent cards do not count towards your deck size, they cannot be swapped out in this way. There is no rule which allows you to remove cards from your deck at will. - FAQ, v.1.3, May 2018\r\n\r\n- **Q:** Does [Charon's Obol](/card/03308) trigger its effects if a resolution instructs me to replay a scenario? What about in between Heart of the Elders V–A and V–B? **A:** Charon’s Obol’s effects occur “When earning experience during the\r\nresolution of a scenario…” Therefore, Charon’s Obol will not trigger when you are instructed to replay a scenario, because such resolutions state that “No experience points are earned from your previous game.” However, in between Scenarios V–A and V–B, experience is earned, so Charon’s Obol will indeed trigger, even though players are not allowed to spend those experience points until after they have played Scenario V–B. - FAQ, v.1.4, September 2018", 'updated': {'date': '2018-09-25 14:19:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '03315', 'html': '<ul><li><strong>Q:</strong> When <a href="/card/03315">Key of Ys</a> says "placed on you" in the <strong>Forced</strong> effect, does "you" mean your investigator card, or any card you control? <strong>A:</strong> "You" in this case means your investigator card.</li>\n</ul>', 'text': '- **Q:** When [Key of Ys](/card/03315) says "placed on you" in the **Forced** effect, does "you" mean your investigator card, or any card you control? **A:** "You" in this case means your investigator card.', 'updated': {'date': '2018-03-27 16:26:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '04158', 'html': '<ul><li><strong>Clarification:</strong> If an investigator is instructed to “resolve” multiple revealed chaos tokens, any game or card effects which refer to “the revealed chaos token” in the singular should be construed to apply to each of the revealed chaos tokens. For example, when applying chaos symbol effects during Step 4 of a skill test or applying modifiers to an investigator’s skill value during Step 5 of a skill test, the effects and modifiers of all of the resolved chaos tokens should be applied, even though the rules state “the revealed chaos token.” Similarly, any card effects that refer to “the revealed chaos token” refer to all of the\nresolved tokens. For example: An investigator plays <a href="/card/04199">Premonition</a> , which reads: “Put Premonition into play, reveal a random chaos token from the chaos bag, and seal it on Premonition.” That investigator then uses <a href="/card/04197">Olive McBride</a> to “reveal 3 chaos tokens instead of 1, choose 2 of those tokens to resolve, and ignore the other.” In this case, both of the resolved tokens would be sealed on Premonition, even though Premonition only refers to the revealed token as\na singular token. Likewise, when Premonition instructs that investigator to “Resolve the token sealed here as if it were just revealed from the chaos bag,” the investigator should resolve both of the tokens sealed on it. Additionally, when resolving multiple chaos tokens, any game or card effects which trigger if a certain chaos token is revealed—such as the text “If the named chaos token is revealed during this skill test…” on <a href="/card/04158">Recall the Future</a>—will trigger if any of the resolved chaos tokens meet the specified conditions. Such an effect will not trigger twice if two of the designated tokens are resolved.\nNote that this entry only applies when multiple chaos tokens are “resolved.” If multiple chaos tokens are revealed and all but 1 of them are canceled or ignored, this entry does not apply. - FAQ, v.1.4, September 2018</li>\n</ul>', 'text': '- **Clarification:** If an investigator is instructed to “resolve” multiple revealed chaos tokens, any game or card effects which refer to “the revealed chaos token” in the singular should be construed to apply to each of the revealed chaos tokens. For example, when applying chaos symbol effects during Step 4 of a skill test or applying modifiers to an investigator’s skill value during Step 5 of a skill test, the effects and modifiers of all of the resolved chaos tokens should be applied, even though the rules state “the revealed chaos token.” Similarly, any card effects that refer to “the revealed chaos token” refer to all of the\r\nresolved tokens. For example: An investigator plays [Premonition](/card/04199) , which reads: “Put Premonition into play, reveal a random chaos token from the chaos bag, and seal it on Premonition.” That investigator then uses [Olive McBride](/card/04197) to “reveal 3 chaos tokens instead of 1, choose 2 of those tokens to resolve, and ignore the other.” In this case, both of the resolved tokens would be sealed on Premonition, even though Premonition only refers to the revealed token as\r\na singular token. Likewise, when Premonition instructs that investigator to “Resolve the token sealed here as if it were just revealed from the chaos bag,” the investigator should resolve both of the tokens sealed on it. Additionally, when resolving multiple chaos tokens, any game or card effects which trigger if a certain chaos token is revealed—such as the text “If the named chaos token is revealed during this skill test…” on [Recall the Future](/card/04158)—will trigger if any of the resolved chaos tokens meet the specified conditions. Such an effect will not trigger twice if two of the designated tokens are resolved.\r\nNote that this entry only applies when multiple chaos tokens are “resolved.” If multiple chaos tokens are revealed and all but 1 of them are canceled or ignored, this entry does not apply. - FAQ, v.1.4, September 2018', 'updated': {'date': '2018-09-25 14:18:16.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '98010', 'html': '<ul><li>\n<p><strong>Q:</strong> How broad is "heals horror" meant to be interpreted? <a href="/card/03310">Cheat Death</a>, <a href="/card/02033">Peter Sylvestre</a>, are these intended to be attainable by Carolyn? Is it basically any card that uses "heals # horror"? <strong>A:</strong> Correct! If it heals horror, Carolyn can take it.</p>\n</li>\n<li>\n<p><strong>Q:</strong> How does the restriction on number of <span class="icon-seeker"></span>/<span class="icon-mystic"></span> cards interact with the 0-5 "heals horror"? If I take 2 <a href="/card/02030">Clarity of Mind</a>, does that count towards my 15 <span class="icon-seeker"></span>/<span class="icon-mystic"></span> cards, or is it separate because it falls under my 0-5 "heals horror" cards? <strong>A:</strong> If a <span class="icon-seeker"></span> or <span class="icon-mystic"></span> card heals horror, it counts towards that deck building option, not her 15 limited <span class="icon-seeker"></span>/<span class="icon-mystic"></span> slots. In other words, her card should actually read “15 other Seeker and/or Mystic cards”. (Also, the <span class="icon-seeker"></span> symbol next to the word Guardian should be a <span class="icon-guardian"></span> symbol; we’re aware of this error.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Does Carolyn\'s ability trigger once or twice from <a href="/card/02024">Liquid Courage</a>? <strong>A:</strong> Only once. The word “additional” in the second healing effect denotes that the two points of healing should be lumped together into one healing effect, not treated as two separate instances of 1 healing each. - FAQ, v.1.3, May 2018.</p>\n</li>\n<li>\n<p><strong>Q:</strong> If an ability refers to "your cards," is it referring to cards you control, or cards you own? For example, does the ability on <a href="/card/05001">Carolyn Fern</a> only work if a card I control heals horror, or does it work if a card I own but do not control heals horror? <strong>A:</strong> In general, "your cards" are the cards you currently control. If you own a card but do not control it, it is not "yours" for the purposes of abilities. - FAQ, v.1.5, April 2019</p>\n</li>\n<li>\n<p><strong>Q:</strong> How does Carolyn\'s ability work with a heal to multiple targets? Using <a href="/card/05314">Soothing Melody</a> to heal your investigator and your partner\'s investigator yields how many resources for each? If you heal your investigator and your own ally, how much do you get? If you heal a friend and their ally, how much do they get? Essentially, can you get multiple resources out of Carolyn\'s ability if there are multiple targets/controllers for a single effect? Or is it tied to the effect itself, which was only taken once? <strong>A:</strong> If you heal more than 1 horror from a single card, the controller will only get 1 resource as you are only able to trigger Carolyn’s reaction once. However, if you heal horror from several different cards, even from a single effect, you can trigger Carolyn’s reaction once for each card that was healed. So, for example, if you had a hypothetical card that healed 1 horror from each investigator at a location, you could trigger Carolyn’s reaction once for each of those investigators, granting each of them 1 resource. <strong>Q:</strong> So it looks like the key is the number of different cards healed. The owner of any card which gets healed gets (max) 1 resource per card. So to be entirely explicit about the final case - if Carolyn heals horror from herself and an ally card of hers, she gets 2 resources total, right? <strong>A:</strong> Correct!</p>\n</li>\n</ul>', 'text': '- **Q:** How broad is "heals horror" meant to be interpreted? [Cheat Death](/card/03310), [Peter Sylvestre](/card/02033), are these intended to be attainable by Carolyn? Is it basically any card that uses "heals # horror"? **A:** Correct! If it heals horror, Carolyn can take it.\r\n\r\n- **Q:** How does the restriction on number of <span class="icon-seeker"></span>/<span class="icon-mystic"></span> cards interact with the 0-5 "heals horror"? If I take 2 [Clarity of Mind](/card/02030), does that count towards my 15 <span class="icon-seeker"></span>/<span class="icon-mystic"></span> cards, or is it separate because it falls under my 0-5 "heals horror" cards? **A:** If a <span class="icon-seeker"></span> or <span class="icon-mystic"></span> card heals horror, it counts towards that deck building option, not her 15 limited <span class="icon-seeker"></span>/<span class="icon-mystic"></span> slots. In other words, her card should actually read “15 other Seeker and/or Mystic cards”. (Also, the <span class="icon-seeker"></span> symbol next to the word Guardian should be a <span class="icon-guardian"></span> symbol; we’re aware of this error.)\r\n\r\n- **Q:** Does Carolyn\'s ability trigger once or twice from [Liquid Courage](/card/02024)? **A:** Only once. The word “additional” in the second healing effect denotes that the two points of healing should be lumped together into one healing effect, not treated as two separate instances of 1 healing each. - FAQ, v.1.3, May 2018.\r\n\r\n- **Q:** If an ability refers to "your cards," is it referring to cards you control, or cards you own? For example, does the ability on [Carolyn Fern](/card/05001) only work if a card I control heals horror, or does it work if a card I own but do not control heals horror? **A:** In general, "your cards" are the cards you currently control. If you own a card but do not control it, it is not "yours" for the purposes of abilities. - FAQ, v.1.5, April 2019\r\n\r\n- **Q:** How does Carolyn\'s ability work with a heal to multiple targets? Using [Soothing Melody](/card/05314) to heal your investigator and your partner\'s investigator yields how many resources for each? If you heal your investigator and your own ally, how much do you get? If you heal a friend and their ally, how much do they get? Essentially, can you get multiple resources out of Carolyn\'s ability if there are multiple targets/controllers for a single effect? Or is it tied to the effect itself, which was only taken once? **A:** If you heal more than 1 horror from a single card, the controller will only get 1 resource as you are only able to trigger Carolyn’s reaction once. However, if you heal horror from several different cards, even from a single effect, you can trigger Carolyn’s reaction once for each card that was healed. So, for example, if you had a hypothetical card that healed 1 horror from each investigator at a location, you could trigger Carolyn’s reaction once for each of those investigators, granting each of them 1 resource. **Q:** So it looks like the key is the number of different cards healed. The owner of any card which gets healed gets (max) 1 resource per card. So to be entirely explicit about the final case - if Carolyn heals horror from herself and an ally card of hers, she gets 2 resources total, right? **A:** Correct!', 'updated': {'date': '2021-01-15 11:59:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '98011', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:54:25.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '03319', 'html': '<ul><li><strong>Erratum:</strong> This act\'s second ability should read: "Hastur cannot be defeated unless an investigator \'knows the secret.\'" - FAQ v.1.3, May 2018</li>\n</ul>', 'text': '- **Erratum:** This act\'s second ability should read: "Hastur cannot be defeated unless an investigator \'knows the secret.\'" - FAQ v.1.3, May 2018', 'updated': {'date': '2018-06-05 13:51:55.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[],
[],
[{'code': '03338', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card’s <strong>Revelation</strong> ability should read: “Discard cards from your play area and/or from your hand…” - FAQ, v.1.4, September 2018</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can you discard <a href="/card/03142">Clasp of Black Onyx</a> to <a href="/card/03102">Corrosion</a> or <a href="/card/03338">Realm of Madness</a> if you can\'t reach the discard threshold with other cards in hand? <strong>A:</strong> No, in this case, Corrosion would not discard the Clasp, because weaknesses cannot be discarded from your hand except when it is at random. Even if there are no other options for Corrosion to discard, the Clasp would remain in your hand.</p>\n</li>\n<li>\n<p><strong>Q:</strong>  I\'m helping someone understand the card "Realm of Madness", which says: "<b>Revelation</b> - Discard cards from your play area and/or from your hand with a total printed resource cost of at least X, where X is the amount of horror on your investigator. If no cards are discarded by this effect, take 2 horror." The question came up concerning a Minh type character who would have a large quantity of no-cost skills in their hand. If you have less cost of assets in play, and only "-" cost and skill cards in your hand, does this treachery have the potential to discard your whole hand and play area?  <strong>A:</strong> We talked this over and are making the following rulings:</p>\n<ul><li>Realm of Madness can be interpreted as, you should discard as many 1+ costing cards as possible from in play or hand in an attempt to reach X. If you cannot reach X by doing so, still discard as many cards as you can. As long as you discard at least one, you can avoid taking horror.</li>\n<li>You do not need to discard 0-costing cards for this effect, because these cards cannot count toward X. If all you have in hand or play are 0-cost cards, you may choose to discard one of those to avoid taking 2 horror—you do not need to discard all of them.</li>\n<li>You cannot discard a card with no cost at all (including a “null” cost, “-“) when resolving Realm of Madness.</li>\n</ul></li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card’s **Revelation** ability should read: “Discard cards from your play area and/or from your hand…” - FAQ, v.1.4, September 2018\r\n\r\n- **Q:** Can you discard [Clasp of Black Onyx](/card/03142) to [Corrosion](/card/03102) or [Realm of Madness](/card/03338) if you can\'t reach the discard threshold with other cards in hand? **A:** No, in this case, Corrosion would not discard the Clasp, because weaknesses cannot be discarded from your hand except when it is at random. Even if there are no other options for Corrosion to discard, the Clasp would remain in your hand.\r\n\r\n- **Q:**  I\'m helping someone understand the card "Realm of Madness", which says: "<b>Revelation</b> - Discard cards from your play area and/or from your hand with a total printed resource cost of at least X, where X is the amount of horror on your investigator. If no cards are discarded by this effect, take 2 horror." The question came up concerning a Minh type character who would have a large quantity of no-cost skills in their hand. If you have less cost of assets in play, and only "-" cost and skill cards in your hand, does this treachery have the potential to discard your whole hand and play area?  **A:** We talked this over and are making the following rulings:\r\n - Realm of Madness can be interpreted as, you should discard as many 1+ costing cards as possible from in play or hand in an attempt to reach X. If you cannot reach X by doing so, still discard as many cards as you can. As long as you discard at least one, you can avoid taking horror.\r\n - You do not need to discard 0-costing cards for this effect, because these cards cannot count toward X. If all you have in hand or play are 0-cost cards, you may choose to discard one of those to avoid taking 2 horror—you do not need to discard all of them.\r\n - You cannot discard a card with no cost at all (including a “null” cost, “-“) when resolving Realm of Madness.', 'updated': {'date': '2023-06-14 14:34:20.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '03340', 'html': '<ul><li>\n<p><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n<li>\n<p>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</p>\n</li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020\r\n\r\n- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-29 16:38:28.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03341', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-29 16:38:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '03342', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-30 19:26:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04037', 'html': '<ul>\n<li>\n<p><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I look at facedown cards beneath or attached to other cards I control? If I use the <span class="icon-fast"></span> ability on <a href="/card/07303">Ancestral Knowledge</a> to draw one of the cards attached to it, am I allowed to know what each card is, or is it random? <strong>A:</strong> Unless an effect states otherwise, investigators are allowed to look at the other sides of facedown cards beneath or attached to cards they control, such as <a href="/card/07303">Ancestral Knowledge</a>, <a href="/card/04037">Backpack</a>, and <a href="/card/05004">Diana Stanley</a>. If you are given the ability to draw, play, or interact with one of those cards,\nyou may look at them to know which one you wish to draw or play. This is not true for facedown cards that are attached to encounter cards or placed facedown via a scenario effect, such as swarm cards, empty space, or tomes beneath locations in the challenge scenario Read or Die. In these instances, players cannot look at the other side of those cards unless instructed otherwise. - FAQ, v.1.9, June 2021</p>\n</li>\n<li>\n<p><strong>Q:</strong> If you use <a href="/card/09067">"I\'ll take that!"</a>, it ends up attached to Backpack. Can you then play <a href="/card/09067">"I\'ll take that!"</a> off of the Backpack by virtue of Backpack\'s play rule? <strong>A:</strong> The ability on Backpack is only intended to apply to cards attached to it via its ability. Please treat Backpack as if it said “Cards attached facedown to Backpack may be played as if they were in your hand.” (September 2023)</p>\n</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)\r\n\r\n- **Q:** Can I look at facedown cards beneath or attached to other cards I control? If I use the <span class="icon-fast"></span> ability on [Ancestral Knowledge](/card/07303) to draw one of the cards attached to it, am I allowed to know what each card is, or is it random? **A:** Unless an effect states otherwise, investigators are allowed to look at the other sides of facedown cards beneath or attached to cards they control, such as [Ancestral Knowledge](/card/07303), [Backpack](/card/04037), and [Diana Stanley](/card/05004). If you are given the ability to draw, play, or interact with one of those cards,\r\nyou may look at them to know which one you wish to draw or play. This is not true for facedown cards that are attached to encounter cards or placed facedown via a scenario effect, such as swarm cards, empty space, or tomes beneath locations in the challenge scenario Read or Die. In these instances, players cannot look at the other side of those cards unless instructed otherwise. - FAQ, v.1.9, June 2021\r\n\r\n- **Q:** If you use ["I\'ll take that!"](/card/09067), it ends up attached to Backpack. Can you then play ["I\'ll take that!"](/card/09067) off of the Backpack by virtue of Backpack\'s play rule? **A:** The ability on Backpack is only intended to apply to cards attached to it via its ability. Please treat Backpack as if it said “Cards attached facedown to Backpack may be played as if they were in your hand.” (September 2023)', 'updated': {'date': '2023-10-06 03:42:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04196', 'html': '<ul><li><strong>Q:</strong> I have a question about effects like <a href="/card/09117">Old Keyring</a>, which have lasting effects "for" a skill test rather than "during" a skill test. Are other abilities that resolve during this skill test affected by Old Keyring\'s change to the shroud, or does it only affect the skill test itself? For a specific example: If I investigate a shroud 2 location using Old Keyring, and during the test I use <a href="/card/04196">Lola Santiago</a>\'s ability, do I need to pay 2 resources or 0 resources? Similarly if I play <a href="/card/05110">Crack the Case</a> during this investigation, do the investigators get 2 resources, or 0 resources? <strong>A:</strong> To answer your question(s):\n<ul><li>Yes, Old Keyring would give -2 shroud to the location for the duration of the investigation test; any abilities triggered during the test would be affected by this -2 shroud.</li>\n<li>If you used Lola Santiago’s ability during the player windows of the test, the X on Lola would be 0 in your example.</li>\n<li>Since clues are gained during Step 7 of an investigation skill test, Crack the Case would still be affected by the modified shroud value, and the X on it would be 0 in your example.</li>\n</ul></li>\n</ul>', 'text': '- **Q:** I have a question about effects like [Old Keyring](/card/09117), which have lasting effects "for" a skill test rather than "during" a skill test. Are other abilities that resolve during this skill test affected by Old Keyring\'s change to the shroud, or does it only affect the skill test itself? For a specific example: If I investigate a shroud 2 location using Old Keyring, and during the test I use [Lola Santiago](/card/04196)\'s ability, do I need to pay 2 resources or 0 resources? Similarly if I play [Crack the Case](/card/05110) during this investigation, do the investigators get 2 resources, or 0 resources? **A:** To answer your question(s):\r\n - Yes, Old Keyring would give -2 shroud to the location for the duration of the investigation test; any abilities triggered during the test would be affected by this -2 shroud.\r\n - If you used Lola Santiago’s ability during the player windows of the test, the X on Lola would be 0 in your example.\r\n - Since clues are gained during Step 7 of an investigation skill test, Crack the Case would still be affected by the modified shroud value, and the X on it would be 0 in your example.', 'updated': {'date': '2023-01-13 10:11:51.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04197', 'html': '<ul><li>\n<p><strong>Clarification:</strong> When you use multiple effects that replace “revealing a chaos token” with something, else, you must first declare your intention so you are reacting to what you draw from the bag, because each of these effects are meant to be triggered before you draw tokens from the bag. If you declare you’re going to trigger <a href="/card/04197">Olive McBride\'s</a> ability first, you should then declare which of the 3 tokens you’re about to reveal from Olive’s ability will be turned into 2 tokens from the <a href="/card/01071">Grotesque Statue</a> (For example, “I’m going to reveal 3 tokens using Olive, and for the first token, I’m going to reveal 2 instead of 1 using my statue). Then you’ll ignore one of the 2 statue tokens, and be left with 3 total tokens, which you’ll then ignore 1 of. (All of these tokens are considered to be revealed simultaneously, so you are not allowed to reveal the\nfirst 2 tokens with Olive, and then decide whether or not to use the statue).\nIf you instead trigger the statue’s ability first, you would do the same thing, declaring your intent. (For example, “I’m going to reveal 2 tokens using my statue, but for the second token, I’m going to use Olive’s ability to reveal 3 instead of 1”.) Then you would choose between resolving the first token or the 3 Olive tokens. (Here this may seem a little strange, because Grotesque Statue says “Choose 1 of those tokens to resolve, and ignore the other,” which implies that you only get to resolve 1 token and ignore 1 token, but for the purposes of resolving these types of effects, the 3 tokens revealed from Olive’s ability should be treated as 1 revealed token.) If you decide to resolve the 3 Olive tokens you would then choose 2 to resolve and resolve the other, as usual. - FAQ, v.1.3, May 2018</p>\n</li>\n<li>\n<p><strong>Clarification:</strong> If an investigator is instructed to “resolve” multiple revealed chaos tokens, any game or card effects which refer to “the revealed chaos token” in the singular should be construed to apply to each of the revealed chaos tokens. For example, when applying chaos symbol effects during Step 4 of a skill test or applying modifiers to an investigator’s skill value during Step 5 of a skill test, the effects and modifiers of all of the resolved chaos tokens should be applied, even though the rules state “the revealed chaos token.” Similarly, any card effects that refer to “the revealed chaos token” refer to all of the\nresolved tokens. For example: An investigator plays <a href="/card/04199">Premonition</a> , which reads: “Put Premonition into play, reveal a random chaos token from the chaos bag, and seal it on Premonition.” That investigator then uses <a href="/card/04197">Olive McBride</a> to “reveal 3 chaos tokens instead of 1, choose 2 of those tokens to resolve, and ignore the other.” In this case, both of the resolved tokens would be sealed on Premonition, even though Premonition only refers to the revealed token as\na singular token. Likewise, when Premonition instructs that investigator to “Resolve the token sealed here as if it were just revealed from the chaos bag,” the investigator should resolve both of the tokens sealed on it. Additionally, when resolving multiple chaos tokens, any game or card effects which trigger if a certain chaos token is revealed—such as the text “If the named chaos token is revealed during this skill test…” on <a href="/card/04158">Recall the Future</a>—will trigger if any of the resolved chaos tokens meet the specified conditions. Such an effect will not trigger twice if two of the designated tokens are resolved.\nNote that this entry only applies when multiple chaos tokens are “resolved.” If multiple chaos tokens are revealed and all but 1 of them are canceled or ignored, this entry does not apply. - FAQ, v.1.4, September 2018</p>\n</li>\n<li>\n<p><strong>Q:</strong> I have <a href="/card/02029">Ritual Candles</a> in play and take a test. Step 3 occurs, where I pull a <span class="icon-cultist"></span> symbol. I trigger Candles as a <span class="icon-reaction"></span>. Step 4 occurs, and the <span class="icon-cultist"></span> effect is to reveal another token. I return to step 3, where I pull a <span class="icon-skull"></span>. Can I trigger Ritual Candles again? (I know you can\'t when you reveal multiple tokens simultaneously (say through <a href="/card/04197">Olive McBride</a>) but I\'m less certain here.) <strong>A:</strong> You sure can! Actually, you can even when revealing multiple tokens with Olive as well, as long as they aren’t being ignored/canceled. For example, if with Olive you revealed a <span class="icon-skull"></span>, a <span class="icon-tablet"></span> and an <span class="icon-elder_thing"></span>, and then ignored the <span class="icon-elder_thing"></span>, you could still trigger Ritual Candles twice—once for the <span class="icon-skull"></span>, and once for the <span class="icon-tablet"></span>. </p>\n</li>\n<li>\n<p><strong>Q:</strong> [<i>part 2, following on from previous Q&amp;A</i>] I thought you can\'t with Olive because of this rule on <span class="icon-reaction"></span> triggered abilities: "Each <span class="icon-reaction"></span> triggered ability may be triggered only once each time the specified condition on the ability is met. For example, an ability that is triggered "After X occurs," may be used once each time "X" occurs. Additionally the FAQ entry <a href="/rules#Resolving_Multiple_Revealed_Chaos_Tokens">Resolving Multiple Revealed Chaos Tokens</a>: "[...] when resolving multiple chaos tokens, any game or card effects which trigger if a certain chaos token is revealed—such as the text “If the named chaos token is revealed during this skill test…” on <a href="/card/04158">Recall the Future</a>—will trigger if any of the resolved chaos tokens meet the specified conditions. Such an effect will not trigger twice if two of the designated tokens are resolved." <strong>A:</strong> [<i>part 2</i>] Each <span class="icon-reaction"></span> ability can be triggered once each time the specified condition is met. In this case the condition is “after a (symbol) token is revealed during a skill test.” Therefore, if two symbols are revealed during a skill test, the reaction may be triggered twice. (This would be different if it read “1 or more tokens.”) As for the second ruling [the FAQ], that doesn’t apply here. That ruling is specifically talking about effects within another ability that trigger if a chaos token is revealed, such as the horror-dealing effect on <a href="/card/01060">Shrivelling</a>. Those are not independent reaction triggers, they are delayed effects that trigger if a particular type of chaos token is revealed (in other words, they are a binary state; they either trigger or they don’t).</p>\n</li>\n</ul>', 'text': '- **Clarification:** When you use multiple effects that replace “revealing a chaos token” with something, else, you must first declare your intention so you are reacting to what you draw from the bag, because each of these effects are meant to be triggered before you draw tokens from the bag. If you declare you’re going to trigger [Olive McBride\'s](/card/04197) ability first, you should then declare which of the 3 tokens you’re about to reveal from Olive’s ability will be turned into 2 tokens from the [Grotesque Statue](/card/01071) (For example, “I’m going to reveal 3 tokens using Olive, and for the first token, I’m going to reveal 2 instead of 1 using my statue). Then you’ll ignore one of the 2 statue tokens, and be left with 3 total tokens, which you’ll then ignore 1 of. (All of these tokens are considered to be revealed simultaneously, so you are not allowed to reveal the\r\nfirst 2 tokens with Olive, and then decide whether or not to use the statue). \r\nIf you instead trigger the statue’s ability first, you would do the same thing, declaring your intent. (For example, “I’m going to reveal 2 tokens using my statue, but for the second token, I’m going to use Olive’s ability to reveal 3 instead of 1”.) Then you would choose between resolving the first token or the 3 Olive tokens. (Here this may seem a little strange, because Grotesque Statue says “Choose 1 of those tokens to resolve, and ignore the other,” which implies that you only get to resolve 1 token and ignore 1 token, but for the purposes of resolving these types of effects, the 3 tokens revealed from Olive’s ability should be treated as 1 revealed token.) If you decide to resolve the 3 Olive tokens you would then choose 2 to resolve and resolve the other, as usual. - FAQ, v.1.3, May 2018\r\n\r\n- **Clarification:** If an investigator is instructed to “resolve” multiple revealed chaos tokens, any game or card effects which refer to “the revealed chaos token” in the singular should be construed to apply to each of the revealed chaos tokens. For example, when applying chaos symbol effects during Step 4 of a skill test or applying modifiers to an investigator’s skill value during Step 5 of a skill test, the effects and modifiers of all of the resolved chaos tokens should be applied, even though the rules state “the revealed chaos token.” Similarly, any card effects that refer to “the revealed chaos token” refer to all of the\r\nresolved tokens. For example: An investigator plays [Premonition](/card/04199) , which reads: “Put Premonition into play, reveal a random chaos token from the chaos bag, and seal it on Premonition.” That investigator then uses [Olive McBride](/card/04197) to “reveal 3 chaos tokens instead of 1, choose 2 of those tokens to resolve, and ignore the other.” In this case, both of the resolved tokens would be sealed on Premonition, even though Premonition only refers to the revealed token as\r\na singular token. Likewise, when Premonition instructs that investigator to “Resolve the token sealed here as if it were just revealed from the chaos bag,” the investigator should resolve both of the tokens sealed on it. Additionally, when resolving multiple chaos tokens, any game or card effects which trigger if a certain chaos token is revealed—such as the text “If the named chaos token is revealed during this skill test…” on [Recall the Future](/card/04158)—will trigger if any of the resolved chaos tokens meet the specified conditions. Such an effect will not trigger twice if two of the designated tokens are resolved.\r\nNote that this entry only applies when multiple chaos tokens are “resolved.” If multiple chaos tokens are revealed and all but 1 of them are canceled or ignored, this entry does not apply. - FAQ, v.1.4, September 2018\r\n\r\n- **Q:** I have [Ritual Candles](/card/02029) in play and take a test. Step 3 occurs, where I pull a <span class="icon-cultist"></span> symbol. I trigger Candles as a <span class="icon-reaction"></span>. Step 4 occurs, and the <span class="icon-cultist"></span> effect is to reveal another token. I return to step 3, where I pull a <span class="icon-skull"></span>. Can I trigger Ritual Candles again? (I know you can\'t when you reveal multiple tokens simultaneously (say through [Olive McBride](/card/04197)) but I\'m less certain here.) **A:** You sure can! Actually, you can even when revealing multiple tokens with Olive as well, as long as they aren’t being ignored/canceled. For example, if with Olive you revealed a <span class="icon-skull"></span>, a <span class="icon-tablet"></span> and an <span class="icon-elder_thing"></span>, and then ignored the <span class="icon-elder_thing"></span>, you could still trigger Ritual Candles twice—once for the <span class="icon-skull"></span>, and once for the <span class="icon-tablet"></span>. \r\n\r\n- **Q:** [<i>part 2, following on from previous Q&A</i>] I thought you can\'t with Olive because of this rule on <span class="icon-reaction"></span> triggered abilities: "Each <span class="icon-reaction"></span> triggered ability may be triggered only once each time the specified condition on the ability is met. For example, an ability that is triggered "After X occurs," may be used once each time "X" occurs. Additionally the FAQ entry [Resolving Multiple Revealed Chaos Tokens](/rules#Resolving_Multiple_Revealed_Chaos_Tokens): "[...] when resolving multiple chaos tokens, any game or card effects which trigger if a certain chaos token is revealed—such as the text “If the named chaos token is revealed during this skill test…” on [Recall the Future](/card/04158)—will trigger if any of the resolved chaos tokens meet the specified conditions. Such an effect will not trigger twice if two of the designated tokens are resolved." **A:** [<i>part 2</i>] Each <span class="icon-reaction"></span> ability can be triggered once each time the specified condition is met. In this case the condition is “after a (symbol) token is revealed during a skill test.” Therefore, if two symbols are revealed during a skill test, the reaction may be triggered twice. (This would be different if it read “1 or more tokens.”) As for the second ruling [the FAQ], that doesn’t apply here. That ruling is specifically talking about effects within another ability that trigger if a chaos token is revealed, such as the horror-dealing effect on [Shrivelling](/card/01060). Those are not independent reaction triggers, they are delayed effects that trigger if a particular type of chaos token is revealed (in other words, they are a binary state; they either trigger or they don’t).', 'updated': {'date': '2021-07-14 13:21:09.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '04004', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card’s <span class="icon-reaction"></span> ability should read: “When an investigator reveals an <span class="icon-auto_fail"></span> chaos token..." - FAQ, v.1.4, September 2018</p>\n</li>\n<li>\n<p><strong>Clarification:</strong> If a skill test both automatically succeeds and automatically fails, [for instance by drawing <span class="icon-auto_fail"></span> and <span class="icon-elder_sign"></span> with <a href="/card/04197">Olive McBride</a> while playing as <a href="/card/04004">Father Mateo</a>], the automatic failure takes precedence, and the test automatically fails. - FAQ, v.1.3, May 2018</p>\n</li>\n<li>\n<p><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card’s <span class="icon-reaction"></span> ability should read: “When an investigator reveals an <span class="icon-auto_fail"></span> chaos token..." - FAQ, v.1.4, September 2018\r\n\r\n- **Clarification:** If a skill test both automatically succeeds and automatically fails, [for instance by drawing <span class="icon-auto_fail"></span> and <span class="icon-elder_sign"></span> with [Olive McBride](/card/04197) while playing as [Father Mateo](/card/04004)], the automatic failure takes precedence, and the test automatically fails. - FAQ, v.1.3, May 2018\r\n\r\n- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2022-01-02 12:58:49.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04013', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:52:49.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '04030', 'html': '<ul><li><strong>Q:</strong> If you use <a href="/card/04021">Dr. Elli Horowitz</a> to get <a href="/card/04030">The Chthonian Stone</a>, does the token still get sealed to the stone? <strong>A</strong> Yes! Seal is an additional cost for the card to enter play, so anytime the Chthonian Stone enters play by any means, you must seal the designated chaos token on it (and if you cannot, it cannot enter play).</li>\n</ul>', 'text': '- **Q:** If you use [Dr. Elli Horowitz](/card/04021) to get [The Chthonian Stone](/card/04030), does the token still get sealed to the stone? **A** Yes! Seal is an additional cost for the card to enter play, so anytime the Chthonian Stone enters play by any means, you must seal the designated chaos token on it (and if you cannot, it cannot enter play).', 'updated': {'date': '2018-07-03 16:44:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04001', 'html': '<ul><li><strong>Q:</strong> Does <a href="/card/04001">Leo Anderson\'s</a> <span class="icon-reaction"></span> ability trigger AoOs? <strong>A:</strong> It does not. You\'re not taking an action or performing the full process for taking an action.</li>\n</ul>', 'text': '- **Q:** Does [Leo Anderson\'s](/card/04001) <span class="icon-reaction"></span> ability trigger AoOs? **A:** It does not. You\'re not taking an action or performing the full process for taking an action.', 'updated': {'date': '2018-05-25 12:03:16.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04002', 'html': '<ul><li>\n<p><strong>Q:</strong> Does <a href="/card/04002">Ursula Downs\'</a> <span class="icon-reaction"></span> ability trigger AoOs? <strong>A:</strong> It does. You\'re doing the full process / rules for taking an action. It\'s different from something like Yorick\'s or Leo\'s ability, if that\'s the comparison being made. - FAQ, v.1.3, May 2018</p>\n</li>\n<li>\n<p><strong>Q:</strong> Does the \'move\' on Ursula\'s <span class="icon-elder_sign"></span> effect trigger AoOs? <strong>A:</strong> It does not. It\'s not a <strong>move</strong> action, so behaves like <a href="/card/02022">Shortcut</a>.</p>\n</li>\n<li><strong>Q:</strong> Does the ability on Ursula Downs allow me to take an <strong>investigate</strong> action on an asset or event card? <strong>A:</strong> Yes. Ursula’s reaction allows you to take any investigate action, including those performed via the activate action or via the play action. - FAQ, v.1.3, May 2018</li>\n</ul>', 'text': '- **Q:** Does [Ursula Downs\'](/card/04002) <span class="icon-reaction"></span> ability trigger AoOs? **A:** It does. You\'re doing the full process / rules for taking an action. It\'s different from something like Yorick\'s or Leo\'s ability, if that\'s the comparison being made. - FAQ, v.1.3, May 2018\r\n\r\n- **Q:** Does the \'move\' on Ursula\'s <span class="icon-elder_sign"></span> effect trigger AoOs? **A:** It does not. It\'s not a **move** action, so behaves like [Shortcut](/card/02022).\r\n\r\n- **Q:** Does the ability on Ursula Downs allow me to take an **investigate** action on an asset or event card? **A:** Yes. Ursula’s reaction allows you to take any investigate action, including those performed via the activate action or via the play action. - FAQ, v.1.3, May 2018', 'updated': {'date': '2018-06-05 14:05:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '04006', 'html': '<ul><li>The new FAQ (v.1.3, May 2018) entry changes the slot rule to the following: "If playing or gaining control of an asset would put an investigator above his or her slot limit for that type of asset, the investigator must choose and discard other assets under his or her control simultaneously with the new asset entering the slot." This is different from the previous rule, which said "If an investigator is at his or her slot limit for a type of asset and wishes to play or gain control of a different asset that would use that slot..." The difference here is that with the way the rule is now worded, you only have to discard other assets if playing a card puts you above your slot limit. Previously, if I had an ally in play and wanted to play an ally, I would first have to discard that ally because I was “at my slot limit” for allies. With the new rule, I only have to discard the ally that is in play if playing a new ally would put me above my slot limit. This means that you are now able to play an asset while you are at your slot limit without discarding an asset, provided that asset gives you the slots you need to keep them both in play.</li>\n</ul>', 'text': '- The new FAQ (v.1.3, May 2018) entry changes the slot rule to the following: "If playing or gaining control of an asset would put an investigator above his or her slot limit for that type of asset, the investigator must choose and discard other assets under his or her control simultaneously with the new asset entering the slot." This is different from the previous rule, which said "If an investigator is at his or her slot limit for a type of asset and wishes to play or gain control of a different asset that would use that slot..." The difference here is that with the way the rule is now worded, you only have to discard other assets if playing a card puts you above your slot limit. Previously, if I had an ally in play and wanted to play an ally, I would first have to discard that ally because I was “at my slot limit” for allies. With the new rule, I only have to discard the ally that is in play if playing a new ally would put me above my slot limit. This means that you are now able to play an asset while you are at your slot limit without discarding an asset, provided that asset gives you the slots you need to keep them both in play.', 'updated': {'date': '2018-06-05 13:51:31.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '04012', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Regarding <a href="/card/04012">Caught Red-Handed</a>, <a href="/card/04003">Finn Edwards</a>\' signature weakness: "Ready each enemy at your location or a connecting location." Is there any choice involved? If yes, can I choose a connecting location without a monster at all even though I have an exhausted monster in my location? Since the wording doesn\'t have "must" I can choose an option that doesn\'t change a game state, right? Or conjunction "or" in this sentence actually means "and", and I need to ready all exhauster monster in my location AND all connecting? <del><strong>A:</strong> When you draw Caught Red-Handed, you check your location and each connecting location for enemies, choose a location from among them with at least one enemy, and ready each enemy in the chosen location (not every location). The only way you get around this is if there’s no enemies at your location or any connecting locations.</del> <strong>OVERRULED</strong> <em>(see below)</em> (Rules Form, January 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> I\'d like to push back on this ruling. [EDITOR NOTE: "This" refers to the ruling listed above.] I think it\'s a perfectly valid reading of the text, but since the text is inherently ambiguous to some extent, I think in this case the ruling goes the wrong way and if extrapolated to other examples clearly causes issues. For example, the enemy <a href="/card/03060">Royal Emissary</a> from the scenario Curtain Call has the ability: "Forced - At the end of the enemy phase: Each investigator at Royal Emissary\'s location or a connecting location takes 1 horror." In terms of strict grammar, "at Royal Emissary\'s Location" and "a connecting location" are each predicates that specify a location for "each investigator". While it is technically ambiguous, the most common reading for this construction is for "or" to operate on the predicates. The predicates modify the word "investigator", so this sentence is telling us to look at each investigator, and see if they satisfy the condition "Royal Emissary\'s location" or the condition "a connecting location [to Royal Emissary\'s location]"; if one of the conditions is satisfied, then the logical OR evaluates to "true", and that investigator takes 1 horror. In terms of game balance, clearly, it would absolutely neuter this Elite enemy if we were to say that this ability has us choose a location with at least 1 investigator and have only the investigators at that specific location take 1 horror. Thematically, Royal Emissary\'s Forced ability represents an "AOE" attack that should affect investigators close enough to hear its sanity-eroding cries; it doesn\'t make sense for it to affect only one investigator. Hopefully, it is clear that from a grammatical, mechanical, and thematic perspective, Royal Emissary\'s forced ability must affect multiple investigators, not investigators at a specific chosen location. Likewise, Finn\'s weakness is grammatically identical, so it should work the same way. <strong>A:</strong> The ruling on Caught Red-Handed was made independently of considerations for other cards, following rules-as-written as closely as possible. We agree with you that Royal Emissary should deal 1 horror to investigators at both its location and each connecting location, and that Caught-Red Handed should be treated the same way. This means that Caught Red-Handed readies each enemy at both Finn’s location and all connecting locations, then moves each hunter enemy 1 location closer toward him. (Rules Form, June 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** Regarding [Caught Red-Handed](/card/04012), [Finn Edwards](/card/04003)\' signature weakness: "Ready each enemy at your location or a connecting location." Is there any choice involved? If yes, can I choose a connecting location without a monster at all even though I have an exhausted monster in my location? Since the wording doesn\'t have "must" I can choose an option that doesn\'t change a game state, right? Or conjunction "or" in this sentence actually means "and", and I need to ready all exhauster monster in my location AND all connecting? ~~**A:** When you draw Caught Red-Handed, you check your location and each connecting location for enemies, choose a location from among them with at least one enemy, and ready each enemy in the chosen location (not every location). The only way you get around this is if there’s no enemies at your location or any connecting locations.~~ **OVERRULED** *(see below)* (Rules Form, January 2024)\r\n\r\n- **Q:** I\'d like to push back on this ruling. [EDITOR NOTE: "This" refers to the ruling listed above.] I think it\'s a perfectly valid reading of the text, but since the text is inherently ambiguous to some extent, I think in this case the ruling goes the wrong way and if extrapolated to other examples clearly causes issues. For example, the enemy [Royal Emissary](/card/03060) from the scenario Curtain Call has the ability: "Forced - At the end of the enemy phase: Each investigator at Royal Emissary\'s location or a connecting location takes 1 horror." In terms of strict grammar, "at Royal Emissary\'s Location" and "a connecting location" are each predicates that specify a location for "each investigator". While it is technically ambiguous, the most common reading for this construction is for "or" to operate on the predicates. The predicates modify the word "investigator", so this sentence is telling us to look at each investigator, and see if they satisfy the condition "Royal Emissary\'s location" or the condition "a connecting location [to Royal Emissary\'s location]"; if one of the conditions is satisfied, then the logical OR evaluates to "true", and that investigator takes 1 horror. In terms of game balance, clearly, it would absolutely neuter this Elite enemy if we were to say that this ability has us choose a location with at least 1 investigator and have only the investigators at that specific location take 1 horror. Thematically, Royal Emissary\'s Forced ability represents an "AOE" attack that should affect investigators close enough to hear its sanity-eroding cries; it doesn\'t make sense for it to affect only one investigator. Hopefully, it is clear that from a grammatical, mechanical, and thematic perspective, Royal Emissary\'s forced ability must affect multiple investigators, not investigators at a specific chosen location. Likewise, Finn\'s weakness is grammatically identical, so it should work the same way. **A:** The ruling on Caught Red-Handed was made independently of considerations for other cards, following rules-as-written as closely as possible. We agree with you that Royal Emissary should deal 1 horror to investigators at both its location and each connecting location, and that Caught-Red Handed should be treated the same way. This means that Caught Red-Handed readies each enemy at both Finn’s location and all connecting locations, then moves each hunter enemy 1 location closer toward him. (Rules Form, June 2025)', 'updated': {'date': '2025-07-09 14:08:51.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04017', 'html': '<ul><li><strong>Q:</strong> <a href="/card/04017">Survival Knife</a>\'s <span class="icon-reaction"></span> ability allows you to perform a <strong>Fight</strong> action against enemies after an enemy deals damage to you during the enemy phase. Can you perform this ability against enemies who are not at your current location such as <a href="/card/04086">Eztli Guardian</a> and <a href="/card/03332">Hastur</a>? While the Rules Reference does not specifically prohibit this, it also seems to only contemplate performing <strong>Fight</strong> actions against enemies at your location. In other words, is the Survival Knife in fact a cosmic boomerang? <strong>A:</strong> <a href="/card/04017">Survival Knife</a>’s <span class="icon-reaction"></span> attack does in fact work against enemies not at your location. Typically an attack can only be initiated against an enemy at your location. This attack is different because it does not allow you the choice of who the target is, instead stating “This attack targets the attacking enemy.” This overrides the typical rules for who an attack can target (similar to how <a href="/card/01076">Stray Cat</a> and <a href="/card/01078">Cunning Distraction</a> override the typical rules for who an evasion attempt can target).</li>\n</ul>', 'text': '- **Q:** [Survival Knife](/card/04017)\'s <span class="icon-reaction"></span> ability allows you to perform a **Fight** action against enemies after an enemy deals damage to you during the enemy phase. Can you perform this ability against enemies who are not at your current location such as [Eztli Guardian](/card/04086) and [Hastur](/card/03332)? While the Rules Reference does not specifically prohibit this, it also seems to only contemplate performing **Fight** actions against enemies at your location. In other words, is the Survival Knife in fact a cosmic boomerang? **A:** [Survival Knife](/card/04017)’s <span class="icon-reaction"></span> attack does in fact work against enemies not at your location. Typically an attack can only be initiated against an enemy at your location. This attack is different because it does not allow you the choice of who the target is, instead stating “This attack targets the attacking enemy.” This overrides the typical rules for who an attack can target (similar to how [Stray Cat](/card/01076) and [Cunning Distraction](/card/01078) override the typical rules for who an evasion attempt can target).', 'updated': {'date': '2018-07-03 14:33:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '04021', 'html': '<ul><li><strong>Q:</strong> If you use <a href="/card/04021">Dr. Elli Horowitz</a> to get <a href="/card/04030">The Chthonian Stone</a>, does the token still get sealed to the stone? <strong>A</strong> Yes! Seal is an additional cost for the card to enter play, so anytime the Chthonian Stone enters play by any means, you must seal the designated chaos token on it (and if you cannot, it cannot enter play).</li>\n</ul>', 'text': '- **Q:** If you use [Dr. Elli Horowitz](/card/04021) to get [The Chthonian Stone](/card/04030), does the token still get sealed to the stone? **A** Yes! Seal is an additional cost for the card to enter play, so anytime the Chthonian Stone enters play by any means, you must seal the designated chaos token on it (and if you cannot, it cannot enter play).', 'updated': {'date': '2018-07-03 16:44:27.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '04028', 'html': '<ul><li><strong>Q:</strong> Can I use <a href="/card/03022">"Let me handle this!"</a> or <a href="/card/04028">"You handle this one!"</a> on a weakness? <strong>A:</strong> No. Both of these cards are played after you or another investigator draw a non-peril encounter card, but before resolving that card’s effects. Weaknesses with an encounter cardtype (such as enemies or treacheries) are considered to be encounter cards while they are being resolved and once they have entered play, but are not considered to be encounter cards yet at the time that these cards are played. Therefore, at the time these cards would be played, they are still player cards and are not legal targets. - FAQ, v.1.3, May 2018</li>\n</ul>', 'text': '- **Q:** Can I use ["Let me handle this!"](/card/03022) or ["You handle this one!"](/card/04028) on a weakness? **A:** No. Both of these cards are played after you or another investigator draw a non-peril encounter card, but before resolving that card’s effects. Weaknesses with an encounter cardtype (such as enemies or treacheries) are considered to be encounter cards while they are being resolved and once they have entered play, but are not considered to be encounter cards yet at the time that these cards are played. Therefore, at the time these cards would be played, they are still player cards and are not legal targets. - FAQ, v.1.3, May 2018', 'updated': {'date': '2018-06-05 14:06:50.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '04032', 'html': '<ul><li><strong>Clarification:</strong> When you use multiple effects that replace “revealing a chaos token” with something, else, you must first declare your intention so you are reacting to what you draw from the bag, because each of these effects are meant to be triggered before you draw tokens from the bag. If you declare you’re going to trigger <a href="/card/04197">Olive McBride\'s</a> ability first, you should then declare which of the 3 tokens you’re about to reveal from Olive’s ability will be turned into 2 tokens from the <a href="/card/01071">Grotesque Statue</a> (For example, “I’m going to reveal 3 tokens using Olive, and for the first token, I’m going to reveal 2 instead of 1 using my statue). Then you’ll ignore one of the 2 statue tokens, and be left with 3 total tokens, which you’ll then ignore 1 of. (All of these tokens are considered to be revealed simultaneously, so you are not allowed to reveal the\nfirst 2 tokens with Olive, and then decide whether or not to use the statue).\nIf you instead trigger the statue’s ability first, you would do the same thing, declaring your intent. (For example, “I’m going to reveal 2 tokens using my statue, but for the second token, I’m going to use Olive’s ability to reveal 3 instead of 1”.) Then you would choose between resolving the first token or the 3 Olive tokens. (Here this may seem a little strange, because Grotesque Statue says “Choose 1 of those tokens to resolve, and ignore the other,” which implies that you only get to resolve 1 token and ignore 1 token, but for the purposes of resolving these types of effects, the 3 tokens revealed from Olive’s ability should be treated as 1 revealed token.) If you decide to resolve the 3 Olive tokens you would then choose 2 to resolve and resolve the other, as usual. - FAQ v.1.3, May 2018</li>\n</ul>', 'text': "- **Clarification:** When you use multiple effects that replace “revealing a chaos token” with something, else, you must first declare your intention so you are reacting to what you draw from the bag, because each of these effects are meant to be triggered before you draw tokens from the bag. If you declare you’re going to trigger [Olive McBride's](/card/04197) ability first, you should then declare which of the 3 tokens you’re about to reveal from Olive’s ability will be turned into 2 tokens from the [Grotesque Statue](/card/01071) (For example, “I’m going to reveal 3 tokens using Olive, and for the first token, I’m going to reveal 2 instead of 1 using my statue). Then you’ll ignore one of the 2 statue tokens, and be left with 3 total tokens, which you’ll then ignore 1 of. (All of these tokens are considered to be revealed simultaneously, so you are not allowed to reveal the\r\nfirst 2 tokens with Olive, and then decide whether or not to use the statue). \r\nIf you instead trigger the statue’s ability first, you would do the same thing, declaring your intent. (For example, “I’m going to reveal 2 tokens using my statue, but for the second token, I’m going to use Olive’s ability to reveal 3 instead of 1”.) Then you would choose between resolving the first token or the 3 Olive tokens. (Here this may seem a little strange, because Grotesque Statue says “Choose 1 of those tokens to resolve, and ignore the other,” which implies that you only get to resolve 1 token and ignore 1 token, but for the purposes of resolving these types of effects, the 3 tokens revealed from Olive’s ability should be treated as 1 revealed token.) If you decide to resolve the 3 Olive tokens you would then choose 2 to resolve and resolve the other, as usual. - FAQ v.1.3, May 2018", 'updated': {'date': '2018-06-05 14:00:06.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '04034', 'html': '<ul>\n<li><strong>Q:</strong> Can I use <a href="/card/04034">Dumb Luck</a> on an enemy that hasn\'t come from the encounter deck, such as <a href="/card/04014">Serpents of Yig</a> or <a href="/card/01101">Mob Enforcer</a>? <strong>A:</strong> <del>Dumb Luck can only return a card to the deck it came from. This is important because it means you can\'t use Dumb Luck on a monster that comes from a player\'s deck, the effect would just fizzle.</del> Dumb Luck should be able to affect a weakness enemy, placing it in “its owner’s equivalent out-of-play area”, meaning on top of its owner’s deck. It’s worth adding that Dumb Luck should not be able to affect double-sided enemies (enemies with a non-encounter-card or non-player-card back). But, most weakness enemies I can think of should be viable targets for Dumb Luck. (September 2023)</li>\n</ul>', 'text': "- **Q:** Can I use [Dumb Luck](/card/04034) on an enemy that hasn't come from the encounter deck, such as [Serpents of Yig](/card/04014) or [Mob Enforcer](/card/01101)? **A:** ~~Dumb Luck can only return a card to the deck it came from. This is important because it means you can't use Dumb Luck on a monster that comes from a player's deck, the effect would just fizzle.~~ Dumb Luck should be able to affect a weakness enemy, placing it in “its owner’s equivalent out-of-play area”, meaning on top of its owner’s deck. It’s worth adding that Dumb Luck should not be able to affect double-sided enemies (enemies with a non-encounter-card or non-player-card back). But, most weakness enemies I can think of should be viable targets for Dumb Luck. (September 2023)", 'updated': {'date': '2023-10-06 03:38:48.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04035', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022):<strong>Erratum:</strong> This card’s [second] <span class="icon-free"></span> ability should read: “Discard the top card of your deck. (Limit once per phase.)” - FAQ, v.1.4, September 2018</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can you use <a href="/card/04035">Yaotl</a> to discard cards during the mythos phase, or outside of any player\'s turn? If so, is there any limit to how many times you can trigger Yaotl\'s ability (i.e. is there any limit to how many cards you can discard outside of players\' turns)? <strong>A:</strong> If a card has a limit which specifies a particular period of time (such as a phase or a turn), it can only be activated during that period. For example, if a card had a limit of “once per phase,” then it can only be activated during a phase, and not outside of a phase or in between two phases. In the case of Yaotl, his ability can only be activated during an investigator’s turn. &lt;- [<em>NB Answer out of date in line of erratum, above.</em>]</p>\n</li>\n<li>\n<p><strong>Q:</strong> How does <a href="/card/04035">Yaotl</a> work in combination with <a href="/card/05022">Steadfast</a>, <a href="/card/05026">Curiosity</a>, <a href="/card/05030">Cunning</a>, <a href="/card/05034">Prophesy</a> or <a href="/card/05038">Able Bodied</a>, or other skill cards that gain icons while committed to tests? <strong>A:</strong> The abilities on skill cards are only active while they are being committed to a skill test, unless otherwise specified. In this case the skill cards will only have their printed icons while they are in your discard pile, hand, or any other state other than while they are being committed to a skill test. (This includes an effect that says something like "discard a card from your hand with at least X icons...")</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022):**Erratum:** This card’s [second] <span class="icon-free"></span> ability should read: “Discard the top card of your deck. (Limit once per phase.)” - FAQ, v.1.4, September 2018\r\n\r\n- **Q:** Can you use [Yaotl](/card/04035) to discard cards during the mythos phase, or outside of any player\'s turn? If so, is there any limit to how many times you can trigger Yaotl\'s ability (i.e. is there any limit to how many cards you can discard outside of players\' turns)? **A:** If a card has a limit which specifies a particular period of time (such as a phase or a turn), it can only be activated during that period. For example, if a card had a limit of “once per phase,” then it can only be activated during a phase, and not outside of a phase or in between two phases. In the case of Yaotl, his ability can only be activated during an investigator’s turn. <- [*NB Answer out of date in line of erratum, above.*]\r\n\r\n- **Q:** How does [Yaotl](/card/04035) work in combination with [Steadfast](/card/05022), [Curiosity](/card/05026), [Cunning](/card/05030), [Prophesy](/card/05034) or [Able Bodied](/card/05038), or other skill cards that gain icons while committed to tests? **A:** The abilities on skill cards are only active while they are being committed to a skill test, unless otherwise specified. In this case the skill cards will only have their printed icons while they are in your discard pile, hand, or any other state other than while they are being committed to a skill test. (This includes an effect that says something like "discard a card from your hand with at least X icons...")', 'updated': {'date': '2022-01-02 12:59:27.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '04038', 'html': '<ul><li><strong>Q:</strong> What happens to <a href="/card/04038">Dark Pact</a> when it\'s removed from your deck? <strong>A:</strong> Dark Pact is returned to your collection, but should not be returned to the pool of available weaknesses when it is swapped out – this ensures that you can always swap between Dark Pact and <a href="/card/04039">The Price of Failure</a> without it being unavailable later. Same goes for <a href="/card/04040">Doomed</a> and <a href="/card/04041">Accursed Fate</a> if they are swapped out. I will make a note to add this to the FAQ.</li>\n</ul>', 'text': "- **Q:** What happens to [Dark Pact](/card/04038) when it's removed from your deck? **A:** Dark Pact is returned to your collection, but should not be returned to the pool of available weaknesses when it is swapped out – this ensures that you can always swap between Dark Pact and [The Price of Failure](/card/04039) without it being unavailable later. Same goes for [Doomed](/card/04040) and [Accursed Fate](/card/04041) if they are swapped out. I will make a note to add this to the FAQ.", 'updated': {'date': '2018-05-25 11:58:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '04040', 'html': '<ul><li><strong>Q:</strong> What happens to <a href="/card/04040">Doomed</a> when it\'s removed from your deck? <strong>A:</strong> Doomed is returned to your collection, but should not be returned to the pool of available weaknesses when it is swapped out. I will make a note to add this to the FAQ.</li>\n</ul>', 'text': "- **Q:** What happens to [Doomed](/card/04040) when it's removed from your deck? **A:** Doomed is returned to your collection, but should not be returned to the pool of available weaknesses when it is swapped out. I will make a note to add this to the FAQ.", 'updated': {'date': '2018-05-25 11:58:48.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '04043', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:27:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '04062', 'html': '<ul><li>\n<p><strong>Reversal of ruling:</strong> Original <strong>Q:</strong> If I use <a href="/card/03194">Cheap Shot</a> against <a href="/card/04062">Harbinger of Valusia</a>, do I add one resource or two? <strong>A:</strong> <s>Both the attack and the evasion will add a resource to it, so <a href="/card/04062">Harbinger of Valusia</a> will gain 2 resources from Cheap Shot if you succeed by 2 or more.</s> Reversal (for now, at least) on Cheap Shot re: the Harbinger. It only gives you a token for the combat skill test, since the automatic evasion is neither successful nor unsuccessful, but automatic (which doesn\'t trigger "successful" effects). </p>\n<ul><li>Clarification came from this. Note reversed ruling may be reversed again! <strong>Q:</strong> I seem to recall a discussion indicating that automatic evasion wasn\'t "successful" evasion, though, since there\'s no skill test involved. And since the <a href="/card/04062">Harbinger</a> requires a successful attack or evasion (and bearing in mind the rule that qualifiers apply to each term in a list), wouldn\'t <a href="/card/03194">Cheap Shot</a> apply only one resource token to the Harbinger? <strong>A:</strong> Hm... Technically you are correct... although I\'ve been wondering about that ruling regarding "automatic" evasion and "successful" evasion. I don\'t know how intuitive it is. For now, you are correct... but know that I may reverse that ruling at some point. It\'s kind of confusing either way, to be honest.</li>\n</ul></li>\n</ul>', 'text': '- **Reversal of ruling:** Original **Q:** If I use [Cheap Shot](/card/03194) against [Harbinger of Valusia](/card/04062), do I add one resource or two? **A:** <s>Both the attack and the evasion will add a resource to it, so [Harbinger of Valusia](/card/04062) will gain 2 resources from Cheap Shot if you succeed by 2 or more.</s> Reversal (for now, at least) on Cheap Shot re: the Harbinger. It only gives you a token for the combat skill test, since the automatic evasion is neither successful nor unsuccessful, but automatic (which doesn\'t trigger "successful" effects). \r\n\r\n  - Clarification came from this. Note reversed ruling may be reversed again! **Q:** I seem to recall a discussion indicating that automatic evasion wasn\'t "successful" evasion, though, since there\'s no skill test involved. And since the [Harbinger](/card/04062) requires a successful attack or evasion (and bearing in mind the rule that qualifiers apply to each term in a list), wouldn\'t [Cheap Shot](/card/03194) apply only one resource token to the Harbinger? **A:** Hm... Technically you are correct... although I\'ve been wondering about that ruling regarding "automatic" evasion and "successful" evasion. I don\'t know how intuitive it is. For now, you are correct... but know that I may reverse that ruling at some point. It\'s kind of confusing either way, to be honest.', 'updated': {'date': '2019-04-12 09:55:13.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '04078', 'html': '<ul>\n<li><strong>Q:</strong> I wanted to confirm my understanding of the interaction between <a href="/card/01021">Guard Dog</a> and <a href="/card/04078">Pit Viper</a>. I am attacked by the Pit Viper and assign the damage to my Guard Dog and use its <span class="icon-reaction"></span>, I deal 1 damage back to the Pit Viper, defeating it. Am I correct in reading that the Pit Viper\'s Forced ability does not trigger because the Pit Viper is no longer in play by the time it would trigger? Put more simply: does assigning damage to Guard Dog and using Guard Dog\'s reaction to defeat a Pit Viper avoid giving me a <a href="/card/04102">Poisoned</a> weakness? <strong>A:</strong> Correct; assigning Pit Viper’s damage to Guard Dog and using Guard Dog’s reaction ability to defeat Pit Viper will make it so Pit Viper’s Forced ability does not resolve. (March 2024)</li>\n</ul>', 'text': '- **Q:** I wanted to confirm my understanding of the interaction between [Guard Dog](/card/01021) and [Pit Viper](/card/04078). I am attacked by the Pit Viper and assign the damage to my Guard Dog and use its <span class="icon-reaction"></span>, I deal 1 damage back to the Pit Viper, defeating it. Am I correct in reading that the Pit Viper\'s Forced ability does not trigger because the Pit Viper is no longer in play by the time it would trigger? Put more simply: does assigning damage to Guard Dog and using Guard Dog\'s reaction to defeat a Pit Viper avoid giving me a [Poisoned](/card/04102) weakness? **A:** Correct; assigning Pit Viper’s damage to Guard Dog and using Guard Dog’s reaction ability to defeat Pit Viper will make it so Pit Viper’s Forced ability does not resolve. (March 2024)', 'updated': {'date': '2024-03-27 16:46:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '04086', 'html': '<ul><li><strong>Q:</strong> Does <a href="/card/04086">Eztli Guardian</a> attack only if other enemies are attacking (\'when specific other enemies attack\') or at the point of the enemy phase \'when enemies attack\'? <strong>A:</strong> The intent is that this ability triggers during the step of each enemy phase when enemies would attack, regardless of whether there are any other enemies in play which would make an attack.</li>\n</ul>', 'text': "- **Q:** Does [Eztli Guardian](/card/04086) attack only if other enemies are attacking ('when specific other enemies attack') or at the point of the enemy phase 'when enemies attack'? **A:** The intent is that this ability triggers during the step of each enemy phase when enemies would attack, regardless of whether there are any other enemies in play which would make an attack.", 'updated': {'date': '2018-10-29 08:59:04.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '04089', 'html': '<ul><li>\n<p><strong>Q:</strong> What happens if I am <a href="/card/04089">Entombed</a> and use <a href="/card/06164">Ethereal Form</a> and am already engaged with an enemy? One says I cannot disengage from enemies, the other says enemies cannot be engaged with me. <strong>A:</strong> When two cards directly contradict one another in a way that is impossible to reconcile, the text of the encounter card takes precedence. In this case, Entombed would take precedence over Ethereal Form, and the  enemy would remain engaged with you (see [The Silver Rule](/rules/The Silver Rule)). - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> If <a href="/card/06004">Luke Robinson</a> is already in the <a href="/card/06015a">Dream-Gate</a> and cannot move for some reason at the same time (for example, already in the Dream-Gate, the Mythos phase draws <a href="/card/04089">Entombed</a>), at the end of the investigation phase, how is the forced ability of the Dream-Gate resolved? <strong>A:</strong> Unless explicitly specified, investigators cannot be at “no location.” If Luke is Entombed while in Dream-Gate when the investigation phase ends, Dream-Gate must be set aside, so you may ignore Entombed’s effect long enough to place Luke in a revealed location that’s in play.</p>\n</li>\n</ul>', 'text': '- **Q:** What happens if I am [Entombed](/card/04089) and use [Ethereal Form](/card/06164) and am already engaged with an enemy? One says I cannot disengage from enemies, the other says enemies cannot be engaged with me. **A:** When two cards directly contradict one another in a way that is impossible to reconcile, the text of the encounter card takes precedence. In this case, Entombed would take precedence over Ethereal Form, and the  enemy would remain engaged with you (see [The Silver Rule](/rules/The Silver Rule)). - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** If [Luke Robinson](/card/06004) is already in the [Dream-Gate](/card/06015a) and cannot move for some reason at the same time (for example, already in the Dream-Gate, the Mythos phase draws [Entombed](/card/04089)), at the end of the investigation phase, how is the forced ability of the Dream-Gate resolved? **A:** Unless explicitly specified, investigators cannot be at “no location.” If Luke is Entombed while in Dream-Gate when the investigation phase ends, Dream-Gate must be set aside, so you may ignore Entombed’s effect long enough to place Luke in a revealed location that’s in play.', 'updated': {'date': '2023-01-13 10:25:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '04099', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:53:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '04103', 'html': '<p>FAQ removed - double-checking provenance.</p>', 'text': 'FAQ removed - double-checking provenance.', 'updated': {'date': '2022-01-02 17:43:12.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04104', 'html': '<ul><li><strong>Q:</strong> For the card <a href="/card/03153">Storm of Spirits</a> and <a href="/card/05273">Mk 1 Grenades</a>, the text reads: "(any additional damage is dealt to the attacked enemy)". What does the "additional damage" refer to? Also, regarding the "Mk 1 Grenades", can these be used with "Marksmanship" because they have the "Ranged" keyword? <strong>A:</strong> The text “any additional damage is dealt to the attacked enemy” refers to any other effects which might add to the attack’s damage, such as <a href="/card/01025">Vicious Blow</a> or, indeed, <a href="/card/04104">Marksmanship</a>. For example, if you used the grenades on an enemy and committed Vicious Blow to the skill test, the attacked enemy would take the additional +1 damage from Vicious Blow, but Vicious Blow would not affect the damage dealt to all of the other enemies at the location. As for Marksmanship, yes, you can absolutely use it with the Grenades! As with the above example, the bonus +1 damage from Marksmanship would be dealt to the attacked enemy, and not to the other enemies at the location.</li>\n</ul>', 'text': '- **Q:** For the card [Storm of Spirits](/card/03153) and [Mk 1 Grenades](/card/05273), the text reads: "(any additional damage is dealt to the attacked enemy)". What does the "additional damage" refer to? Also, regarding the "Mk 1 Grenades", can these be used with "Marksmanship" because they have the "Ranged" keyword? **A:** The text “any additional damage is dealt to the attacked enemy” refers to any other effects which might add to the attack’s damage, such as [Vicious Blow](/card/01025) or, indeed, [Marksmanship](/card/04104). For example, if you used the grenades on an enemy and committed Vicious Blow to the skill test, the attacked enemy would take the additional +1 damage from Vicious Blow, but Vicious Blow would not affect the damage dealt to all of the other enemies at the location. As for Marksmanship, yes, you can absolutely use it with the Grenades! As with the above example, the bonus +1 damage from Marksmanship would be dealt to the attacked enemy, and not to the other enemies at the location.', 'updated': {'date': '2019-10-29 12:04:26.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04105', 'html': '<ul><li>\n<p><strong>Q:</strong> If you use <a href="/card/04105">Persuasion</a> against a <b><i>Humanoid</i></b> enemy without a regular encounter card back (such as <a href="/card/01121b">The Masked Hunter</a>), where does the enemy go? Is it still shuffled into the encounter deck? <strong>A:</strong> Most enemies without a regular encounter card back are <b><i>Elite</i></b> (Masked Hunter included), so this shouldn’t come up very often. (Persuasion only shuffles the enemy back into the encounter deck if it is not <b><i>Elite</i></b>.) In the event that an enemy without an encounter card back is not <i><b>Elite</b></i>, Persuasion would do nothing to them – a card cannot be shuffled into the encounter deck if it does not have an encounter card back, so the effect “shuffle the chosen enemy into the encounter deck” would fail.</p>\n</li>\n<li>\n<p><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Q:** If you use [Persuasion](/card/04105) against a <b><i>Humanoid</b></i> enemy without a regular encounter card back (such as [The Masked Hunter](/card/01121b)), where does the enemy go? Is it still shuffled into the encounter deck? **A:** Most enemies without a regular encounter card back are <b><i>Elite</b></i> (Masked Hunter included), so this shouldn’t come up very often. (Persuasion only shuffles the enemy back into the encounter deck if it is not <b><i>Elite</b></i>.) In the event that an enemy without an encounter card back is not <i><b>Elite</i></b>, Persuasion would do nothing to them – a card cannot be shuffled into the encounter deck if it does not have an encounter card back, so the effect “shuffle the chosen enemy into the encounter deck” would fail.\r\n\r\n- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:18:26.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '04108', 'html': '<ul><li><strong>Q:</strong> With <a href="/card/04108">Fence</a>, can I play an Illicit asset (or appropriate event, such as <a href="/card/04233">Pay Day</a>) in the <span class="icon-free"></span> after my last action? This seems a bit more prickly as I need to initiate a play action before I can give fast to the card... But then also fast cards don\'t use the play Action to enter play?  <strong>A:</strong> Yes, you can. Fast assets can be played in any player window during your turn, including the one after your last action is taken. Fence gives the card fast before it is actually played, so this is taken into account during its initiation sequence.</li>\n</ul>', 'text': '- **Q:** With [Fence](/card/04108), can I play an Illicit asset (or appropriate event, such as [Pay Day](/card/04233)) in the <span class="icon-free"></span> after my last action? This seems a bit more prickly as I need to initiate a play action before I can give fast to the card... But then also fast cards don\'t use the play Action to enter play?  **A:** Yes, you can. Fast assets can be played in any player window during your turn, including the one after your last action is taken. Fence gives the card fast before it is actually played, so this is taken into account during its initiation sequence.', 'updated': {'date': '2018-09-14 14:51:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04110', 'html': '<ul><li>\n<p>When a token is \'cancelled\' or \'ignored\' <strong>in its entirety</strong> (such as through <a href="/card/01005">Wendy Adams</a>\'s ability, playing <a href="/card/04110">Counterspell</a> or revealing two tokens with <a href="/card/01071">Grotesque Statue\'s</a> <span class="icon-reaction"></span> ability), treat the token as if it had never been revealed at all. All of the token\'s effects are cancelled or ignored, and any effects that would trigger off that type of chaos token (like <a href="/card/01074">Baseball Bat</a> with <span class="icon-skull"></span> and <span class="icon-auto_fail"></span>) <strong>do not</strong> trigger. However, when a token is only partially ignored or cancelled, as with <a href="/card/02190">Defiance</a>, the token is still considered to have been revealed, and effects that trigger off it being revealed <strong>do</strong> trigger.</p>\n</li>\n<li>\n<p><strong>Q:</strong> I would like you to clarify for me the term \'using\' [This question came in French, was responded to via Google Translate, and addresses multiple different cards. See: <a href="/card/60105">Boxing Gloves</a>, <a href="/card/08105">Ice Pick</a>, <a href="/card/03035">Spirit Athame</a>, <a href="/card/04110">Counterspell</a> - Frank]. For example, if I play <a href="/card/04110">Counterspell</a>, is it using it? <strong>A:</strong> I would say no, playing Counterspell to cancel a chaos token is not “using” Counterspell.</p>\n</li>\n</ul>', 'text': '- When a token is \'cancelled\' or \'ignored\' **in its entirety** (such as through [Wendy Adams](/card/01005)\'s ability, playing [Counterspell](/card/04110) or revealing two tokens with [Grotesque Statue\'s](/card/01071) <span class="icon-reaction"></span> ability), treat the token as if it had never been revealed at all. All of the token\'s effects are cancelled or ignored, and any effects that would trigger off that type of chaos token (like [Baseball Bat](/card/01074) with <span class="icon-skull"></span> and <span class="icon-auto_fail"></span>) **do not** trigger. However, when a token is only partially ignored or cancelled, as with [Defiance](/card/02190), the token is still considered to have been revealed, and effects that trigger off it being revealed **do** trigger.\r\n\r\n- **Q:** I would like you to clarify for me the term \'using\' [This question came in French, was responded to via Google Translate, and addresses multiple different cards. See: [Boxing Gloves](/card/60105), [Ice Pick](/card/08105), [Spirit Athame](/card/03035), [Counterspell](/card/04110) - Frank]. For example, if I play [Counterspell](/card/04110), is it using it? **A:** I would say no, playing Counterspell to cancel a chaos token is not “using” Counterspell.', 'updated': {'date': '2023-03-17 15:07:58.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04111', 'html': '<p><strong>Q</strong>: Does <a href="/card/04111">Perseverance</a> only cancel the damage/horror that would defeat you, or the entirety of the \'hit\'? <strong>A:</strong> Perseverance would cancel up to 4 of the damage/horror just assigned to you, as long as any of that damage/horror would defeat you. Perseverance says: "Fast. Play when you are assigned damage and/or horror that would defeat you. Cancel up to 4 of that damage and/or horror.” It’s important to note that the first part just notes the timing and conditions under which the card can be played, whereas the second part is the actual effect. Let’s say you have 2 health remaining and are assigned 4 damage. Perseverance can be played in this instance, because the 4 damage you are assigned would defeat you. You then resolve the effect, which is to cancel the 4 damage. The effect does not say to cancel only the damage in excess of your remaining health; it just says “that damage,” referring to the damage that was just assigned to you.</p>', 'text': '**Q**: Does [Perseverance](/card/04111) only cancel the damage/horror that would defeat you, or the entirety of the \'hit\'? **A:** Perseverance would cancel up to 4 of the damage/horror just assigned to you, as long as any of that damage/horror would defeat you. Perseverance says: "Fast. Play when you are assigned damage and/or horror that would defeat you. Cancel up to 4 of that damage and/or horror.” It’s important to note that the first part just notes the timing and conditions under which the card can be played, whereas the second part is the actual effect. Let’s say you have 2 health remaining and are assigned 4 damage. Perseverance can be played in this instance, because the 4 damage you are assigned would defeat you. You then resolve the effect, which is to cancel the 4 damage. The effect does not say to cancel only the damage in excess of your remaining health; it just says “that damage,” referring to the damage that was just assigned to you.', 'updated': {'date': '2018-06-18 14:46:27.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04112', 'html': '<ul><li><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:20:10.000000', 'timezone_type': 3, 'timezone': 'UTC'}}, {'code': '04112', 'html': '<ul><li><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:20:13.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04113', 'html': "<p><u>Question for the scenario Threads of Fate set up:</u> </p>\n<ul><li><strong>Q:</strong> I sent a question to Matt about replacing tokens in your bag if there are none of that type in your chaos bag. It was related to the beginning of threads of fate. I have finally received an official ruling, and it's actually not what we thought would happen (that you would place the tokens in anyway). <strong>A:</strong> If there are no cultist or tablet tokens in the bag, there is nothing to replace, so no elder thing tokens would be added. You're swapping one token type for another type; if none of that first token type exist, no swap is made.</li>\n</ul>", 'text': "<u>Question for the scenario Threads of Fate set up:</u> \r\n- **Q:** I sent a question to Matt about replacing tokens in your bag if there are none of that type in your chaos bag. It was related to the beginning of threads of fate. I have finally received an official ruling, and it's actually not what we thought would happen (that you would place the tokens in anyway). **A:** If there are no cultist or tablet tokens in the bag, there is nothing to replace, so no elder thing tokens would be added. You're swapping one token type for another type; if none of that first token type exist, no swap is made.", 'updated': {'date': '2018-09-05 14:31:16.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04114', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 14:51:48.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04115', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 14:51:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04116', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 14:52:00.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '04127', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: <strong>Erratum:</strong> The first line of mechanical text on this card should read: “Search all in- and out-of-play areas for a Hunting Nightgaunt…” (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: **Erratum:** The first line of mechanical text on this card should read: “Search all in- and out-of-play areas for a Hunting Nightgaunt…” (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:13:44.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '50004', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card’s constant ability should read: “Each time a non-<b><i>Elite</i></b> enemy would spawn at attached location, spawn it at a connecting location instead, if able.” - FAQ, v.1.4, September 2018</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card’s constant ability should read: “Each time a non-<b><i>Elite</b></i> enemy would spawn at attached location, spawn it at a connecting location instead, if able.” - FAQ, v.1.4, September 2018', 'updated': {'date': '2022-01-02 12:45:03.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '50008', 'html': '<ul><li>\n<p><strong>Victory: X</strong> is a part of the enemy\'s printed text box. If you cast Mind Wipe on an enemy with victory points, and defeat that enemy, it will go into the discard pile, not into your victory display.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Does <a href="/card/01068">Mind Wipe</a> blank the damage and horror icons of an enemy? <strong>A:</strong> Damage and horror icons are not part of the enemy’s text box, so they are not blanked by Mind Wipe.</p>\n</li>\n<li>\n<p><strong>"As If":</strong> Some card effects allow an investigator to resolve an ability or perform an action as if a certain aspect of the game state were altered, using the text “as if…” to indicate the difference. The indicated ability or action is resolved with the altered game state in mind, but the actual game state remains unchanged.</p>\n<ul><li>This includes all steps of the indicated ability/action, including the paying of its costs, attacks of opportunity (where applicable), and resolving each aspect of its effect.</li>\n<li>Other card abilities or game effects do not resolve with the altered game state in mind; only the indicated ability/action. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n<li>\n<p><strong>Q:</strong> I was wondering if you could provide an official ruling on how Swarm cards interact with <a href="/card/01068">Mind Wipe</a>. Mind Wipe says to treat the text box of the enemy as if it were blank. Therefore, if an enemy has the text "hunter", that would be ignored. For "swarm", would this effect discard the swarm cards (on the grounds the host has no text to maintain them) or would it mean the host enemy can now be attacked directly (since it\'s host cards are no longer considered a swarm textually) or would simply nothing happen because swarms are treated as enemies and thus unaffected? Or perhaps something we have overlooked? <strong>A:</strong> Generally speaking, the rules for the swarming keyword only apply when the enemy enters play. Once it has entered play with the indicated number of swarm cards, the existence of the swarming keyword no longer really matters; all of the rules pertaining to swarm cards apply regardless (kind of like how the “fast” keyword doesn’t matter once the card in question has been played). So, in other words, no, Mind Wipe will not cause swarm cards to suddenly fall off or stop existing, nor would it allow you to attack the host directly. It may however affect other card effects that only refer to enemies with the swarming keyword (such as an effect like “Add 1 swarm card to each enemy with the swarming keyword”).</p>\n</li>\n<li>\n<p><strong>Q:</strong> There\'s an old ruling that says if you use <a href="/card/01068">Mind Wipe</a> on <a href="/card/81023">Swamp Leech</a> and attempt to evade it, the evade value of \'-\' is treated as 0. If another card, like <a href="/card/60327">Sharpshooter</a> or <a href="/card/06281">Delilah O\'Rourke</a>, references the evade value of something with a \'-\', like Swamp Leech or <a href="/card/85043">Vulnerable Heart</a>, is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the <a href="/card/08630">Hidden Tunnel</a> in <a href="/card/08621">City of the Elder Things</a> (for something like <a href="/card/02011">Searching for Izzie</a>, <a href="/card/04009">Call of the Unknown</a>, or <a href="/card/08009">Buried Secrets</a>)? <strong>A:</strong> After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.</p>\n</li>\n</ul>', 'text': '- **Victory: X** is a part of the enemy\'s printed text box. If you cast Mind Wipe on an enemy with victory points, and defeat that enemy, it will go into the discard pile, not into your victory display.\r\n\r\n- **Q:** Does [Mind Wipe](/card/01068) blank the damage and horror icons of an enemy? **A:** Damage and horror icons are not part of the enemy’s text box, so they are not blanked by Mind Wipe.\r\n\r\n- **"As If":** Some card effects allow an investigator to resolve an ability or perform an action as if a certain aspect of the game state were altered, using the text “as if…” to indicate the difference. The indicated ability or action is resolved with the altered game state in mind, but the actual game state remains unchanged.\r\n  - This includes all steps of the indicated ability/action, including the paying of its costs, attacks of opportunity (where applicable), and resolving each aspect of its effect.\r\n  - Other card abilities or game effects do not resolve with the altered game state in mind; only the indicated ability/action. - FAQ, v.1.7, March 2020\r\n\r\n\r\n- **Q:** I was wondering if you could provide an official ruling on how Swarm cards interact with [Mind Wipe](/card/01068). Mind Wipe says to treat the text box of the enemy as if it were blank. Therefore, if an enemy has the text "hunter", that would be ignored. For "swarm", would this effect discard the swarm cards (on the grounds the host has no text to maintain them) or would it mean the host enemy can now be attacked directly (since it\'s host cards are no longer considered a swarm textually) or would simply nothing happen because swarms are treated as enemies and thus unaffected? Or perhaps something we have overlooked? **A:** Generally speaking, the rules for the swarming keyword only apply when the enemy enters play. Once it has entered play with the indicated number of swarm cards, the existence of the swarming keyword no longer really matters; all of the rules pertaining to swarm cards apply regardless (kind of like how the “fast” keyword doesn’t matter once the card in question has been played). So, in other words, no, Mind Wipe will not cause swarm cards to suddenly fall off or stop existing, nor would it allow you to attack the host directly. It may however affect other card effects that only refer to enemies with the swarming keyword (such as an effect like “Add 1 swarm card to each enemy with the swarming keyword”).\r\n\r\n- **Q:** There\'s an old ruling that says if you use [Mind Wipe](/card/01068) on [Swamp Leech](/card/81023) and attempt to evade it, the evade value of \'-\' is treated as 0. If another card, like [Sharpshooter](/card/60327) or [Delilah O\'Rourke](/card/06281), references the evade value of something with a \'-\', like Swamp Leech or [Vulnerable Heart](/card/85043), is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the [Hidden Tunnel](/card/08630) in [City of the Elder Things](/card/08621) (for something like [Searching for Izzie](/card/02011), [Call of the Unknown](/card/04009), or [Buried Secrets](/card/08009))? **A:** After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.', 'updated': {'date': '2022-09-01 08:39:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '04270', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card\'s <span class="icon-action"></span> ability should read: "If The Skeleton Key is in your play area, attach it to your location…" - FAQ, v.1.41, October 2018</p>\n</li>\n<li>\n<p><strong>Q:</strong> How does <a href="/card/04270">The Skeleton Key</a> interact with <a href="/card/01168">Obscuring Fog</a> or <a href="/card/03036">Lantern</a>? <strong>A:</strong> If an effect "sets" the value of a statistic, that overrides all other modifiers. In other words, if a 4 shroud location has <a href="/card/01168">Obscuring Fog</a> and <a href="/card/04270">The Skeleton Key</a> attached to it, its shroud would still be 1, no matter what, because The Skeleton Key sets its value to 1. It is worth noting that this answer would be different if it set its "base" value – the "base" value of something is the value before modifiers are applied, so that would allow it to be modified afterward. But here Skeleton Key sets its value to 1, AKA the total value after all modifications.</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card\'s <span class="icon-action"></span> ability should read: "If The Skeleton Key is in your play area, attach it to your location…" - FAQ, v.1.41, October 2018\r\n\r\n- **Q:** How does [The Skeleton Key](/card/04270) interact with [Obscuring Fog](/card/01168) or [Lantern](/card/03036)? **A:** If an effect "sets" the value of a statistic, that overrides all other modifiers. In other words, if a 4 shroud location has [Obscuring Fog](/card/01168) and [The Skeleton Key](/card/04270) attached to it, its shroud would still be 1, no matter what, because The Skeleton Key sets its value to 1. It is worth noting that this answer would be different if it set its "base" value – the "base" value of something is the value before modifiers are applied, so that would allow it to be modified afterward. But here Skeleton Key sets its value to 1, AKA the total value after all modifications.', 'updated': {'date': '2022-01-02 12:58:01.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '04152', 'html': '<ul><li><strong>Q:</strong> <a href="/card/04157">Enraptured</a> adds 1 charge or secret to an asset you control. Under "uses" in the RR, it\'s pretty clear that you can\'t add \'charges\' to \'ammo\' cards or indeed some other variant. But can you add secrets to a card without uses (x secrets) or indeed any other uses thing? <strong>A:</strong> You can technically add secrets to a card that doesn’t have uses, there is nothing in the rules to prevent you from doing that. Normally this won’t help you at all—if you add a secret to a machete, it won’t do anything for you whatsoever—but there exist cards that use secrets even without the uses keyword, such as the untranslated <a href="/card/03025">Archaic Glyphs</a> and enraptured will surely combo with them! [adding this ruling from Enraptured here for future reference]</li>\n</ul>', 'text': '- **Q:** [Enraptured](/card/04157) adds 1 charge or secret to an asset you control. Under "uses" in the RR, it\'s pretty clear that you can\'t add \'charges\' to \'ammo\' cards or indeed some other variant. But can you add secrets to a card without uses (x secrets) or indeed any other uses thing? **A:** You can technically add secrets to a card that doesn’t have uses, there is nothing in the rules to prevent you from doing that. Normally this won’t help you at all—if you add a secret to a machete, it won’t do anything for you whatsoever—but there exist cards that use secrets even without the uses keyword, such as the untranslated [Archaic Glyphs](/card/03025) and enraptured will surely combo with them! [adding this ruling from Enraptured here for future reference]', 'updated': {'date': '2021-03-15 13:20:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '04157', 'html': '<ul><li><strong>Q:</strong> <a href="/card/04157">Enraptured</a> adds 1 charge or secret to an asset you control. Under "uses" in the RR, it\'s pretty clear that you can\'t add \'charges\' to \'ammo\' cards or indeed some other variant. But can you add secrets to a card without uses (x secrets) or indeed any other uses thing? <strong>A:</strong> You can technically add secrets to a card that doesn’t have uses, there is nothing in the rules to prevent you from doing that. Normally this won’t help you at all—if you add a secret to a machete, it won’t do anything for you whatsoever—but there exist cards that use secrets even without the uses keyword, such as the untranslated <a href="/card/03025">Archaic Glyphs</a> and enraptured will surely combo with them!</li>\n</ul>', 'text': '- **Q:** [Enraptured](/card/04157) adds 1 charge or secret to an asset you control. Under "uses" in the RR, it\'s pretty clear that you can\'t add \'charges\' to \'ammo\' cards or indeed some other variant. But can you add secrets to a card without uses (x secrets) or indeed any other uses thing? **A:** You can technically add secrets to a card that doesn’t have uses, there is nothing in the rules to prevent you from doing that. Normally this won’t help you at all—if you add a secret to a machete, it won’t do anything for you whatsoever—but there exist cards that use secrets even without the uses keyword, such as the untranslated [Archaic Glyphs](/card/03025) and enraptured will surely combo with them!', 'updated': {'date': '2021-03-15 13:20:00.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '50011', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:02:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '50025', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:02:49.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '50032a', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:02:19.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '04163', 'html': '<ul><li><strong>Q:</strong> If the agenda or act in Boundary Beyond advances to 3, and that causes the version of <a href="/card/04175">Templo Mayor</a> to come out that says "shuffle your discard pile into your deck", who has to do that forced effect? If you are advancing the act, is it the player who actually advanced it? Do you just pick a player? Does no player do it? <strong>A:</strong> Generally speaking, whenever it is unclear who is resolving an ability, the investigators may choose who is resolving it. In the event that the investigators cannot decide, the lead investigator must resolve it. In this case, the person who is resolving the ability on Templo Mayor is the investigator advancing the act. In the event that it’s unclear who exactly advanced the act, simply decide at that moment in time amongst the investigators.</li>\n</ul>', 'text': '- **Q:** If the agenda or act in Boundary Beyond advances to 3, and that causes the version of [Templo Mayor](/card/04175) to come out that says "shuffle your discard pile into your deck", who has to do that forced effect? If you are advancing the act, is it the player who actually advanced it? Do you just pick a player? Does no player do it? **A:** Generally speaking, whenever it is unclear who is resolving an ability, the investigators may choose who is resolving it. In the event that the investigators cannot decide, the lead investigator must resolve it. In this case, the person who is resolving the ability on Templo Mayor is the investigator advancing the act. In the event that it’s unclear who exactly advanced the act, simply decide at that moment in time amongst the investigators.', 'updated': {'date': '2018-08-01 12:55:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '04166', 'html': '<ul><li><strong>Q:</strong> If the agenda or act in Boundary Beyond advances to 3, and that causes the version of <a href="/card/04175">Templo Mayor</a> to come out that says "shuffle your discard pile into your deck", who has to do that forced effect? If you are advancing the act, is it the player who actually advanced it? Do you just pick a player? Does no player do it? <strong>A:</strong> Generally speaking, whenever it is unclear who is resolving an ability, the investigators may choose who is resolving it. In the event that the investigators cannot decide, the lead investigator must resolve it. In this case, the person who is resolving the ability on Templo Mayor is the investigator advancing the act. In the event that it’s unclear who exactly advanced the act, simply decide at that moment in time amongst the investigators.</li>\n</ul>', 'text': '- **Q:** If the agenda or act in Boundary Beyond advances to 3, and that causes the version of [Templo Mayor](/card/04175) to come out that says "shuffle your discard pile into your deck", who has to do that forced effect? If you are advancing the act, is it the player who actually advanced it? Do you just pick a player? Does no player do it? **A:** Generally speaking, whenever it is unclear who is resolving an ability, the investigators may choose who is resolving it. In the event that the investigators cannot decide, the lead investigator must resolve it. In this case, the person who is resolving the ability on Templo Mayor is the investigator advancing the act. In the event that it’s unclear who exactly advanced the act, simply decide at that moment in time amongst the investigators.', 'updated': {'date': '2018-08-01 12:55:24.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '04175', 'html': '<ul><li><strong>Q:</strong> If the agenda or act in Boundary Beyond advances to 3, and that causes the version of <a href="/card/04175">Templo Mayor</a> to come out that says "shuffle your discard pile into your deck", who has to do that forced effect? If you are advancing the act, is it the player who actually advanced it? Do you just pick a player? Does no player do it? <strong>A:</strong> Generally speaking, whenever it is unclear who is resolving an ability, the investigators may choose who is resolving it. In the event that the investigators cannot decide, the lead investigator must resolve it. In this case, the person who is resolving the ability on Templo Mayor is the investigator advancing the act. In the event that it’s unclear who exactly advanced the act, simply decide at that moment in time amongst the investigators.</li>\n</ul>', 'text': '- **Q:** If the agenda or act in Boundary Beyond advances to 3, and that causes the version of [Templo Mayor](/card/04175) to come out that says "shuffle your discard pile into your deck", who has to do that forced effect? If you are advancing the act, is it the player who actually advanced it? Do you just pick a player? Does no player do it? **A:** Generally speaking, whenever it is unclear who is resolving an ability, the investigators may choose who is resolving it. In the event that the investigators cannot decide, the lead investigator must resolve it. In this case, the person who is resolving the ability on Templo Mayor is the investigator advancing the act. In the event that it’s unclear who exactly advanced the act, simply decide at that moment in time amongst the investigators.', 'updated': {'date': '2018-08-01 12:55:31.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '04192', 'html': '<ul>\n<li><strong>Q:</strong> If I have Intrepid attached to Astronomical Atlas and commit it using the Fast Trigger on the Atlas, what happens? Does Intrepid get put into play or go to my hand? If it does get put into play, would it return to my hand from the Atlas effect when Intrepids Forced effect causes it to discard at the end of the round? Also, what happens if the Intrepid is commited from the Atlas, gets put into play, and then is used as a target for Summoned Servitors "discard cost"? Does the Intrepid get pulled back to hand due to the Atlas, and does this cause the Summoned Servitor to fizzle from not fulfilling it\'s cost to play? Thanks for an awesome game!\n<strong>A:</strong> If you commit Intrepid with Astronomical Atlas and that test is successful, you will add Intrepid to your play area and resolve its Forced ability at the end of the round. By itself, AA would add the committed card to your hand during Step 8 of a skill test, when the cards normally get discarded; however, Intrepid does not get discarded at this step, and AA does not create a lasting effect beyond Step 8, so that effect does not resolve. If Intrepid is being treated as an asset, you may discard it for Summoned Servitor’s additional cost. If that Summoned Servitor also has the “Dreaming Call” upgrade, Intrepid can then be returned to hand, and will not need to be discarded via its Forced effect after that. (Rules Forum Answer, September 2024)</li>\n</ul>', 'text': '- **Q:** If I have Intrepid attached to Astronomical Atlas and commit it using the Fast Trigger on the Atlas, what happens? Does Intrepid get put into play or go to my hand? If it does get put into play, would it return to my hand from the Atlas effect when Intrepids Forced effect causes it to discard at the end of the round? Also, what happens if the Intrepid is commited from the Atlas, gets put into play, and then is used as a target for Summoned Servitors "discard cost"? Does the Intrepid get pulled back to hand due to the Atlas, and does this cause the Summoned Servitor to fizzle from not fulfilling it\'s cost to play? Thanks for an awesome game!\r\n **A:** If you commit Intrepid with Astronomical Atlas and that test is successful, you will add Intrepid to your play area and resolve its Forced ability at the end of the round. By itself, AA would add the committed card to your hand during Step 8 of a skill test, when the cards normally get discarded; however, Intrepid does not get discarded at this step, and AA does not create a lasting effect beyond Step 8, so that effect does not resolve. If Intrepid is being treated as an asset, you may discard it for Summoned Servitor’s additional cost. If that Summoned Servitor also has the “Dreaming Call” upgrade, Intrepid can then be returned to hand, and will not need to be discarded via its Forced effect after that. (Rules Forum Answer, September 2024)', 'updated': {'date': '2025-03-22 16:00:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '04195', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:54:30.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04198', 'html': '<ul><li>When a token is \'cancelled\' or \'ignored\' <strong>in its entirety</strong> (such as through <a href="/card/01005">Wendy Adams</a>\'s ability, playing <a href="/card/04110">Counterspell</a> or revealing two tokens with <a href="/card/01071">Grotesque Statue\'s</a> <span class="icon-reaction"></span> ability), treat the token as if it had never been revealed at all. All of the token\'s effects are cancelled or ignored, and any effects that would trigger off that type of chaos token (like <a href="/card/01074">Baseball Bat</a> with <span class="icon-skull"></span> and <span class="icon-auto_fail"></span>) <strong>do not</strong> trigger. However, when a token is only partially ignored or cancelled, as with <a href="/card/02190">Defiance</a>, the token is still considered to have been revealed, and effects that trigger off it being revealed <strong>do</strong> trigger.</li>\n</ul>', 'text': '- When a token is \'cancelled\' or \'ignored\' **in its entirety** (such as through [Wendy Adams](/card/01005)\'s ability, playing [Counterspell](/card/04110) or revealing two tokens with [Grotesque Statue\'s](/card/01071) <span class="icon-reaction"></span> ability), treat the token as if it had never been revealed at all. All of the token\'s effects are cancelled or ignored, and any effects that would trigger off that type of chaos token (like [Baseball Bat](/card/01074) with <span class="icon-skull"></span> and <span class="icon-auto_fail"></span>) **do not** trigger. However, when a token is only partially ignored or cancelled, as with [Defiance](/card/02190), the token is still considered to have been revealed, and effects that trigger off it being revealed **do** trigger.', 'updated': {'date': '2018-10-15 11:25:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04199', 'html': '<ul><li>\n<p><strong>Clarification:</strong> If an investigator is instructed to “resolve” multiple revealed chaos tokens, any game or card effects which refer to “the revealed chaos token” in the singular should be construed to apply to each of the revealed chaos tokens. For example, when applying chaos symbol effects during Step 4 of a skill test or applying modifiers to an investigator’s skill value during Step 5 of a skill test, the effects and modifiers of all of the resolved chaos tokens should be applied, even though the rules state “the revealed chaos token.” Similarly, any card effects that refer to “the revealed chaos token” refer to all of the\nresolved tokens. For example: An investigator plays <a href="/card/04199">Premonition</a> , which reads: “Put Premonition into play, reveal a random chaos token from the chaos bag, and seal it on Premonition.” That investigator then uses <a href="/card/04197">Olive McBride</a> to “reveal 3 chaos tokens instead of 1, choose 2 of those tokens to resolve, and ignore the other.” In this case, both of the resolved tokens would be sealed on Premonition, even though Premonition only refers to the revealed token as\na singular token. Likewise, when Premonition instructs that investigator to “Resolve the token sealed here as if it were just revealed from the chaos bag,” the investigator should resolve both of the tokens sealed on it. Additionally, when resolving multiple chaos tokens, any game or card effects which trigger if a certain chaos token is revealed—such as the text “If the named chaos token is revealed during this skill test…” on <a href="/card/04158">Recall the Future</a>—will trigger if any of the resolved chaos tokens meet the specified conditions. Such an effect will not trigger twice if two of the designated tokens are resolved.\nNote that this entry only applies when multiple chaos tokens are “resolved.” If multiple chaos tokens are revealed and all but 1 of them are canceled or ignored, this entry does not apply. - FAQ, v.1.4, September 2018</p>\n</li>\n<li>\n<p><strong>"As If":</strong> Some card effects allow an investigator to resolve an ability or perform an action as if a certain aspect of the game state were altered, using the text “as if…” to indicate the difference. The indicated ability or action is resolved with the altered game state in mind, but the actual game state remains unchanged.</p>\n<ul><li>This includes all steps of the indicated ability/action, including the paying of its costs, attacks of opportunity (where applicable), and resolving each aspect of its effect.</li>\n<li>Other card abilities or game effects do not resolve with the altered game state in mind; only the indicated ability/action. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Clarification:** If an investigator is instructed to “resolve” multiple revealed chaos tokens, any game or card effects which refer to “the revealed chaos token” in the singular should be construed to apply to each of the revealed chaos tokens. For example, when applying chaos symbol effects during Step 4 of a skill test or applying modifiers to an investigator’s skill value during Step 5 of a skill test, the effects and modifiers of all of the resolved chaos tokens should be applied, even though the rules state “the revealed chaos token.” Similarly, any card effects that refer to “the revealed chaos token” refer to all of the\r\nresolved tokens. For example: An investigator plays [Premonition](/card/04199) , which reads: “Put Premonition into play, reveal a random chaos token from the chaos bag, and seal it on Premonition.” That investigator then uses [Olive McBride](/card/04197) to “reveal 3 chaos tokens instead of 1, choose 2 of those tokens to resolve, and ignore the other.” In this case, both of the resolved tokens would be sealed on Premonition, even though Premonition only refers to the revealed token as\r\na singular token. Likewise, when Premonition instructs that investigator to “Resolve the token sealed here as if it were just revealed from the chaos bag,” the investigator should resolve both of the tokens sealed on it. Additionally, when resolving multiple chaos tokens, any game or card effects which trigger if a certain chaos token is revealed—such as the text “If the named chaos token is revealed during this skill test…” on [Recall the Future](/card/04158)—will trigger if any of the resolved chaos tokens meet the specified conditions. Such an effect will not trigger twice if two of the designated tokens are resolved.\r\nNote that this entry only applies when multiple chaos tokens are “resolved.” If multiple chaos tokens are revealed and all but 1 of them are canceled or ignored, this entry does not apply. - FAQ, v.1.4, September 2018\r\n\r\n- **"As If":** Some card effects allow an investigator to resolve an ability or perform an action as if a certain aspect of the game state were altered, using the text “as if…” to indicate the difference. The indicated ability or action is resolved with the altered game state in mind, but the actual game state remains unchanged.\r\n  - This includes all steps of the indicated ability/action, including the paying of its costs, attacks of opportunity (where applicable), and resolving each aspect of its effect.\r\n  - Other card abilities or game effects do not resolve with the altered game state in mind; only the indicated ability/action. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:41:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04200', 'html': '<ul><li>\n<p><strong>Q:</strong> If I fail a test that has costs other than actions associated with it (like spending ammo or charges), do I need to respend costs to \'attempt that test again\'? My read is no: it\'s not a new action, it\'s just \'go straight back into the skill test\', without spending costs. Is that correct? <strong>A:</strong> Correct. The investigator does not need to pay any costs associated with the skill test again (such as ammo, actions spent, etc), although anything spent to improve the previous test (like committed costs or resources on a Talent) are indeed lost at the end of the first test.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Does a skill test end at the same time as the action spent to trigger it, if it is, for instance, an <strong>Investigate</strong> test or <strong>Fight</strong> test? Do end of skill test and end of action effects trigger at the same time? <strong>A:</strong> Correct, an action that is a skill test (such as Investigate or Fight) ends at the same time that the skill test ends, so both such effects would trigger at the same time.</p>\n</li>\n<li>\n<p><strong>Q:</strong> A recent ruling on Neither Rain nor Snow stated that keywords like Alert and Retaliate (and presumably Haunted) are not "effects of the skill test" and in fact trigger at some point after the test ends [<strong>NB this ruling has been overturned, see <a href="/card/60502">Neither Rain nor Snow</a></strong>]. This raises three questions. First: what is the exact timing of the resolution of Alert et al. and do other effects have priority over them? Specifically, is <a href="/card/04200">Live and Learn</a> resolved before or after resolving attacks/haunted effects? Second: Is there a difference between cards that reference "effects <em>OF</em> a failed skill test" (NRNS) and "effects <em>FROM</em> a failed skill test" - Live and Learn and more importantly, <a href="/card/06157">Self-Sacrifice</a>? The latter has traditionally been assumed to allow the committer to resolve effects like Alert etc. rather than the performing investigator but this ruling makes that murkier and calls into question the intended use case of that skill. Third and finally, taking the wording of <a href="/card/06117">Read the Signs</a> into account are we now to understand Haunted to be a keyword that <em>triggers</em> in St.6 but in fact sets up a delayed effect that resolves at a later timing point? Otherwise I\'m unsure how Read the Signs is supposed to ignore Haunted (which is it\'s traditionally understood use case.) <strong>A:</strong> 1) Neither Rain nor Snow can cancel Alert/Retaliate (and Haunted), treating all as “effects of the failed skill test.” 2) If playing Live and Learn, Alert/Retaliate would have resolved already during Step 7 of the initial test, as “effects of the failed test.” 3) Yes, Read the Signs was always intended to be able to ignore Haunted, a “keyword on your location that would trigger during this investigation.” 4) There is also no mechanical difference between “effects of the failed test” and “effects from the failed test.”</p>\n</li>\n</ul>', 'text': '- **Q:** If I fail a test that has costs other than actions associated with it (like spending ammo or charges), do I need to respend costs to \'attempt that test again\'? My read is no: it\'s not a new action, it\'s just \'go straight back into the skill test\', without spending costs. Is that correct? **A:** Correct. The investigator does not need to pay any costs associated with the skill test again (such as ammo, actions spent, etc), although anything spent to improve the previous test (like committed costs or resources on a Talent) are indeed lost at the end of the first test.\r\n\r\n- **Q:** Does a skill test end at the same time as the action spent to trigger it, if it is, for instance, an **Investigate** test or **Fight** test? Do end of skill test and end of action effects trigger at the same time? **A:** Correct, an action that is a skill test (such as Investigate or Fight) ends at the same time that the skill test ends, so both such effects would trigger at the same time.\r\n\r\n- **Q:** A recent ruling on Neither Rain nor Snow stated that keywords like Alert and Retaliate (and presumably Haunted) are not "effects of the skill test" and in fact trigger at some point after the test ends [**NB this ruling has been overturned, see [Neither Rain nor Snow](/card/60502)**]. This raises three questions. First: what is the exact timing of the resolution of Alert et al. and do other effects have priority over them? Specifically, is [Live and Learn](/card/04200) resolved before or after resolving attacks/haunted effects? Second: Is there a difference between cards that reference "effects *OF* a failed skill test" (NRNS) and "effects *FROM* a failed skill test" - Live and Learn and more importantly, [Self-Sacrifice](/card/06157)? The latter has traditionally been assumed to allow the committer to resolve effects like Alert etc. rather than the performing investigator but this ruling makes that murkier and calls into question the intended use case of that skill. Third and finally, taking the wording of [Read the Signs](/card/06117) into account are we now to understand Haunted to be a keyword that *triggers* in St.6 but in fact sets up a delayed effect that resolves at a later timing point? Otherwise I\'m unsure how Read the Signs is supposed to ignore Haunted (which is it\'s traditionally understood use case.) **A:** 1) Neither Rain nor Snow can cancel Alert/Retaliate (and Haunted), treating all as “effects of the failed skill test.” 2) If playing Live and Learn, Alert/Retaliate would have resolved already during Step 7 of the initial test, as “effects of the failed test.” 3) Yes, Read the Signs was always intended to be able to ignore Haunted, a “keyword on your location that would trigger during this investigation.” 4) There is also no mechanical difference between “effects of the failed test” and “effects from the failed test.”', 'updated': {'date': '2022-11-09 10:21:00.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04201', 'html': '<ul>\n<li><strong>Q:</strong> Player A is performing a skill test and commits <a href="/card/04201">Take Heart</a> to the test. In the same test, Player B commits <a href="/card/06157">Self-Sacrifice</a> to the same test. If the test fails: 1. Could you pick the order of the cards triggering (since they have the same trigger point), so if Take Heart triggers first Player A gets the draw/resources? 2. If Self-Sacrifice is triggered first (either by choice or due to \'must\'), would Player B gain the draw/resources from Take Heart as part of of the failed test? <strong>A:</strong> Because the abilities on Take Heart and Self-Sacrifice have the same triggering condition, they can be resolved in either order. If Take Heart is resolved first, then yes, Player A (the performing investigator) would get its benefits, and Player B would resolve any other effects of the failed test and chooses who draws 2 cards. If Self-Sacrifice is resolved first, Player B resolves all effects (of the failed test, the card draw, and the resource gain). (Rules Form, December 2023)</li>\n</ul>', 'text': "- **Q:** Player A is performing a skill test and commits [Take Heart](/card/04201) to the test. In the same test, Player B commits [Self-Sacrifice](/card/06157) to the same test. If the test fails: 1. Could you pick the order of the cards triggering (since they have the same trigger point), so if Take Heart triggers first Player A gets the draw/resources? 2. If Self-Sacrifice is triggered first (either by choice or due to 'must'), would Player B gain the draw/resources from Take Heart as part of of the failed test? **A:** Because the abilities on Take Heart and Self-Sacrifice have the same triggering condition, they can be resolved in either order. If Take Heart is resolved first, then yes, Player A (the performing investigator) would get its benefits, and Player B would resolve any other effects of the failed test and chooses who draws 2 cards. If Self-Sacrifice is resolved first, Player B resolves all effects (of the failed test, the card draw, and the resource gain). (Rules Form, December 2023)", 'updated': {'date': '2023-12-24 01:22:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '04230', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:49:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04231', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can Ancient Stone (Minds in Harmony) heal horror from Daisy\'s <a href="/card/01009">The Necronomicon</a>? <strong>A:</strong>\nCorrect, there is nothing stopping you from healing horror from the Necronomicon using Ancient Stone (Minds in Harmony), provided the Necronomicon is at your location. Note, however, that horror cannot be healed from a card if that horror is being used as a placeholder for another kind of effect (for example, the horror on locations in Curtain Call being used to represent fire, flood, or ooze – it’s not actually horror anymore, so it cannot be ‘healed’.)"</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** Can Ancient Stone (Minds in Harmony) heal horror from Daisy\'s [The Necronomicon](/card/01009)? **A:**\r\nCorrect, there is nothing stopping you from healing horror from the Necronomicon using Ancient Stone (Minds in Harmony), provided the Necronomicon is at your location. Note, however, that horror cannot be healed from a card if that horror is being used as a placeholder for another kind of effect (for example, the horror on locations in Curtain Call being used to represent fire, flood, or ooze – it’s not actually horror anymore, so it cannot be ‘healed’.)"', 'updated': {'date': '2022-09-11 11:49:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04233', 'html': '<ul><li>\n<p><strong>Q:</strong> With <a href="/card/04108">Fence</a>, can I play an Illicit asset (or appropriate event) in the <span class="icon-free"></span> after my last action? This seems a bit more prickly as I need to initiate a play action before I can give fast to the card... But then also fast cards don\'t use the play Action to enter play?  <strong>A:</strong> Yes, you can. Fast assets can be played in any player window during your turn, including the one after your last action is taken. Fence gives the card fast before it is actually played, so this is taken into account during its initiation sequence.</p>\n</li>\n<li>\n<p><strong>Q:</strong> <a href="/card/05320">Double, Double</a> vs <a href="/card/04233">Pay Day</a>. Can the <span class="icon-reaction"></span> of Double, Double be initiated despite the end of the turn [from Pay Day]? If the turn immediately ends, does this mean even if Pay Day is played again, no actions were performed and the second pay day will grant no resources? <strong>A:</strong> Technically, you can use Double, Double to play a card that ends your turn twice, even though it ends your turn. Ending your turn doesn’t mean that you can’t trigger effects, it just means that you can no longer take actions. Since the second playing of the card doesn’t cost an action in this case, you can go ahead and resolve it even though your turn has ended. HOWEVER, due to the specific text on Pay Day, doing so would essentially do nothing. It says that you gain 1 resource for each action you performed this turn. Since you are playing it outside of your turn, you would gain 0 resources from the second copy of Pay Day (since the first copy ended your turn.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Per FAQ 2.0 entry 2.19 <a href="/rules#Take_An_Action_Vs_Perform_An_Action">"Take an action" vs "Perform/resolve an action"</a>] we are told to distinguish between effects that instruct a player to perform an action and ones that instruct a player to take an action. The implication appears to be that only the former are intended to "count" for effects that count how many actions have been taken so far in a turn. However, the most commonly played card that counts actions taken, <a href="/card/04233">Pay Day</a>, actually counts how many actions have been "performed". Is that simply imprecise templating? Similarly <a href="/card/01164">Frozen in Fear</a> triggers when actions are "performed" despite the common understanding that only abilities that cost actions in the first place can be taxed by FiF. Finally, and in the same vein, bold action designators on free triggered abilities or reactions also "perform" actions. Am I correct that they are not intended to be taxed by FiF or count towards Pay Day? <strong>A:</strong> Frozen in Fear requires 1 additional action to be spent when performing basic actions, granted actions, or Free Triggered Ability actions of the specified types. We have decided on the following clarifications for Pay Day:</p>\n<ul><li>Pay Day will grant 1 resource for each basic action taken, any effect that states “perform an X action”, any effect that states “take an X action”, and Free Triggered Abilities with a bold action trigger.</li>\n<li>Pay Day will NOT grant resources for Fast cards played or “action triggered abilities” that require multiple player actions to be spent on a single action performed (ex. the second ability on <a href="/card/08094">Sledgehammer</a> that only counts as one Fight action).</li>\n</ul></li>\n<li>\n<p><strong>Follow-up Q:</strong> To be completely clear, does Frozen in Fear make the move granted from <a href="/card/03232">Shortcut</a> cost an action or not? <strong>A:</strong> Yes, the move on Shortcut (2) would then cost an action.</p>\n</li>\n</ul>', 'text': '- **Q:** With [Fence](/card/04108), can I play an Illicit asset (or appropriate event) in the <span class="icon-free"></span> after my last action? This seems a bit more prickly as I need to initiate a play action before I can give fast to the card... But then also fast cards don\'t use the play Action to enter play?  **A:** Yes, you can. Fast assets can be played in any player window during your turn, including the one after your last action is taken. Fence gives the card fast before it is actually played, so this is taken into account during its initiation sequence.\r\n\r\n- **Q:** [Double, Double](/card/05320) vs [Pay Day](/card/04233). Can the <span class="icon-reaction"></span> of Double, Double be initiated despite the end of the turn [from Pay Day]? If the turn immediately ends, does this mean even if Pay Day is played again, no actions were performed and the second pay day will grant no resources? **A:** Technically, you can use Double, Double to play a card that ends your turn twice, even though it ends your turn. Ending your turn doesn’t mean that you can’t trigger effects, it just means that you can no longer take actions. Since the second playing of the card doesn’t cost an action in this case, you can go ahead and resolve it even though your turn has ended. HOWEVER, due to the specific text on Pay Day, doing so would essentially do nothing. It says that you gain 1 resource for each action you performed this turn. Since you are playing it outside of your turn, you would gain 0 resources from the second copy of Pay Day (since the first copy ended your turn.)\r\n\r\n- **Q:** Per FAQ 2.0 entry 2.19 ["Take an action" vs "Perform/resolve an action"](/rules#Take_An_Action_Vs_Perform_An_Action)] we are told to distinguish between effects that instruct a player to perform an action and ones that instruct a player to take an action. The implication appears to be that only the former are intended to "count" for effects that count how many actions have been taken so far in a turn. However, the most commonly played card that counts actions taken, [Pay Day](/card/04233), actually counts how many actions have been "performed". Is that simply imprecise templating? Similarly [Frozen in Fear](/card/01164) triggers when actions are "performed" despite the common understanding that only abilities that cost actions in the first place can be taxed by FiF. Finally, and in the same vein, bold action designators on free triggered abilities or reactions also "perform" actions. Am I correct that they are not intended to be taxed by FiF or count towards Pay Day? **A:** Frozen in Fear requires 1 additional action to be spent when performing basic actions, granted actions, or Free Triggered Ability actions of the specified types. We have decided on the following clarifications for Pay Day:\r\n\r\n - Pay Day will grant 1 resource for each basic action taken, any effect that states “perform an X action”, any effect that states “take an X action”, and Free Triggered Abilities with a bold action trigger.\r\n - Pay Day will NOT grant resources for Fast cards played or “action triggered abilities” that require multiple player actions to be spent on a single action performed (ex. the second ability on [Sledgehammer](/card/08094) that only counts as one Fight action).\r\n\r\n\r\n- **Follow-up Q:** To be completely clear, does Frozen in Fear make the move granted from [Shortcut](/card/03232) cost an action or not? **A:** Yes, the move on Shortcut (2) would then cost an action.', 'updated': {'date': '2022-11-09 10:29:10.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '04236', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> With <a href="/card/04236">On Your Own</a>, can I play 1+ cost events when I have 0 resources? Can I initiate playing a card when I don\'t have the resources to completely pay for it? <strong>A:</strong> Yes, you can. If you take a look at the <a href="/rules#Appendix_I_Initiation_Sequence">Initiation Sequence appendix on page 22 of the RR</a>, you’ll see that the second bullet point says: “Determine the cost to play the card or initiate the ability. If it is established that the cost <u>(taking modifiers into account)</u> can be paid, proceed with the remaining steps of this sequence.” (emphasis mine). The initiation sequence takes all modifiers to the card’s cost into account when determining if it can be played, so you can play a 2 cost event even if you have 0 resources, so long as the cost is reduced by 2.</p>\n</li>\n<li>\n<p><strong>Q:</strong> <a href="/card/04236">On Your Own</a> and <a href="/card/53010">On Your Own</a> are the same level, yet the latter has the Exceptional keyword. Can I upgrade the former into the latter version? <strong>A:</strong> Yes, you can upgrade the version of On Your Own without exceptional into the version with exceptional by spending 3 experience. (FAQ v2.2, February 2024)</p>\n</li>\n</ul>', 'text': "- **Q:** With [On Your Own](/card/04236), can I play 1+ cost events when I have 0 resources? Can I initiate playing a card when I don't have the resources to completely pay for it? **A:** Yes, you can. If you take a look at the [Initiation Sequence appendix on page 22 of the RR](/rules#Appendix_I_Initiation_Sequence), you’ll see that the second bullet point says: “Determine the cost to play the card or initiate the ability. If it is established that the cost <u>(taking modifiers into account)</u> can be paid, proceed with the remaining steps of this sequence.” (emphasis mine). The initiation sequence takes all modifiers to the card’s cost into account when determining if it can be played, so you can play a 2 cost event even if you have 0 resources, so long as the cost is reduced by 2.\r\n\r\n- **Q:** [On Your Own](/card/04236) and [On Your Own](/card/53010) are the same level, yet the latter has the Exceptional keyword. Can I upgrade the former into the latter version? **A:** Yes, you can upgrade the version of On Your Own without exceptional into the version with exceptional by spending 3 experience. (FAQ v2.2, February 2024)", 'updated': {'date': '2024-02-29 00:44:30.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04205', 'html': '<ul>\n<li>\n<p><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul>\n<li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul>\n</li>\n<li>\n<p><strong>Q:</strong> Heart of the Elders: the resolution from part A states that "Investigators may not spend experience or alter their decks in between" parts A and B. Does this apply to purchasing level 0 cards to maintain a legal deck size if cards have been exiled? <strong>A:</strong> In that situation, you may “purchase” level 0 cards to maintain a legal deck size. (But this is the only alteration allowed at that time.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> I have a question about what is a scenario. The rules doesn’t contain the strong definition of that. This creates a question for The Forgotten Age campaign. The campaign contains the scenario divided to two parts where you cannot purchase cards in between the two parts. So, are these two different scenarios with an additional restriction or the both parts are the same scenario and the restriction about purchasing cards is merely a reminder that players haven’t finished the scenario and cannot change their decks? It is vital to understand how <a href="/card/60531">Déjà Vu</a> works for cards that were exiled in the first part. <strong>A:</strong> Heart of the Elders Part 1 and Part 2 from The Forgotten Age are considered to be two parts of one big scenario, which is why investigators can’t spend XP or alter decks before completing Part 2. If you exile a card in the first part, you can’t use Déjà Vu to discount and repurchase that card until you complete part 2. (Rules Form, December 2023)</p>\n</li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020\r\n\r\n\r\n- **Q:** Heart of the Elders: the resolution from part A states that "Investigators may not spend experience or alter their decks in between" parts A and B. Does this apply to purchasing level 0 cards to maintain a legal deck size if cards have been exiled? **A:** In that situation, you may “purchase” level 0 cards to maintain a legal deck size. (But this is the only alteration allowed at that time.)\r\n\r\n- **Q:** I have a question about what is a scenario. The rules doesn’t contain the strong definition of that. This creates a question for The Forgotten Age campaign. The campaign contains the scenario divided to two parts where you cannot purchase cards in between the two parts. So, are these two different scenarios with an additional restriction or the both parts are the same scenario and the restriction about purchasing cards is merely a reminder that players haven’t finished the scenario and cannot change their decks? It is vital to understand how [Déjà Vu](/card/60531) works for cards that were exiled in the first part. **A:** Heart of the Elders Part 1 and Part 2 from The Forgotten Age are considered to be two parts of one big scenario, which is why investigators can’t spend XP or alter decks before completing Part 2. If you exile a card in the first part, you can’t use Déjà Vu to discount and repurchase that card until you complete part 2. (Rules Form, December 2023)', 'updated': {'date': '2023-12-16 16:49:12.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '04237', 'html': '<ul>\n<li>\n<p><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul>\n<li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul>\n</li>\n<li>\n<p><strong>Q:</strong> At which point during setup does your investigator card get replaced with <a href="/card/04244">Body of a Yithian</a>? How does that interact with the special abilities of investigators like <a href="/card/02005">"Ashcan" Pete</a>, <a href="/card/03003">Sefina Rousseau</a>, <a href="/card/05004">Diana Stanley</a>, <a href="/card/05002">Joe Diamond</a>, etc? How does it interact with double-sided permanents such as <a href="/card/08010">Lily Chen</a>\'s signatures? <strong>A:</strong> In the scenario The City of Archives, you are expected to replace your investigator card with Body of a Yithian as you resolve Step 10 of <a href="/rules#Appendix_III_Setting_Up_The_Game">"Setting up the Game"</a>. Investigators that have abilities that trigger before step 9 can resolve those steps. </p>\n<ul>\n<li><strong>Follow-up Q:</strong> Since opening hands are resolved before step 10, can “Ashcan” Pete end up with Duke in his opening hand? i.e. one should look ahead and know that one should shuffle Duke into your deck? Secondly how exactly should Lily Chen resolve setup for this scenario with respect to her Disciplines? <strong>A:</strong> We would say that for Yithian Lily and Yithian “Ashcan” Pete, they can have Disciplines and Duke in play when the game begins. Your question sparked a conversation about ways we might expand the standard Setup and where cards that “begin the game” would actually be put into play, or at least what step they would be set aside at. We likely won’t have a solid answer until our next FAQ update [see below], if that, but for The City of Archives scenario, go ahead and put those cards in your play area before swapping your investigator card to a Yithian.</li>\n</ul>\n</li>\n<li>\n<p><strong>Q:</strong> When setting up The City of Archives, do I follow Setup instructions or constant abilities on my investigator card, such as <a href="/card/03003">Sefina Rousseau</a> or <a href="/card/08010">Lily Chen</a>? <strong>A:</strong> When setting up The City of Archives, you are instructed to swap your investigator card with a <a href="/card/04244">Body of a Yithian</a> card. This swap occurs during Step 10 of <a href="/rules#Appendix_III_Setting_Up_The_Game">Setting Up the Game</a>, as outlined in the Rules Reference. Any investigators with Setup abilities that resolve before Step 10 of Setup should do so, meaning Sefina Rosseau should choose her 5 events and Lola Hayes should choose her role before swapping. - FAQ v.2.1, August 2023</p>\n</li>\n<li>\n<p><strong>Q:</strong> In The City of Archives, if I am instructed to use the <a href="/card/04244">Body of a Yithian</a> card for the remainder of the campaign, how should I set up my investigator in future scenarios? <strong>A:</strong> In future scenarios, you must swap your investigator card with a Body of a Yithian card during Step 10 of <a href="/rules#Appendix_III_Setting_Up_The_Game">Setting Up the Game</a>, as outlined in the Rules Reference, just as you would when playing The City of Archives scenario (see above). - FAQ, v.2.1, August 2023</p>\n</li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020\r\n\r\n\r\n- **Q:** At which point during setup does your investigator card get replaced with [Body of a Yithian](/card/04244)? How does that interact with the special abilities of investigators like ["Ashcan" Pete](/card/02005), [Sefina Rousseau](/card/03003), [Diana Stanley](/card/05004), [Joe Diamond](/card/05002), etc? How does it interact with double-sided permanents such as [Lily Chen](/card/08010)\'s signatures? **A:** In the scenario The City of Archives, you are expected to replace your investigator card with Body of a Yithian as you resolve Step 10 of ["Setting up the Game"](/rules#Appendix_III_Setting_Up_The_Game). Investigators that have abilities that trigger before step 9 can resolve those steps. \r\n\r\n - **Follow-up Q:** Since opening hands are resolved before step 10, can “Ashcan” Pete end up with Duke in his opening hand? i.e. one should look ahead and know that one should shuffle Duke into your deck? Secondly how exactly should Lily Chen resolve setup for this scenario with respect to her Disciplines? **A:** We would say that for Yithian Lily and Yithian “Ashcan” Pete, they can have Disciplines and Duke in play when the game begins. Your question sparked a conversation about ways we might expand the standard Setup and where cards that “begin the game” would actually be put into play, or at least what step they would be set aside at. We likely won’t have a solid answer until our next FAQ update [see below], if that, but for The City of Archives scenario, go ahead and put those cards in your play area before swapping your investigator card to a Yithian.\r\n\r\n\r\n- **Q:** When setting up The City of Archives, do I follow Setup instructions or constant abilities on my investigator card, such as [Sefina Rousseau](/card/03003) or [Lily Chen](/card/08010)? **A:** When setting up The City of Archives, you are instructed to swap your investigator card with a [Body of a Yithian](/card/04244) card. This swap occurs during Step 10 of [Setting Up the Game](/rules#Appendix_III_Setting_Up_The_Game), as outlined in the Rules Reference. Any investigators with Setup abilities that resolve before Step 10 of Setup should do so, meaning Sefina Rosseau should choose her 5 events and Lola Hayes should choose her role before swapping. - FAQ v.2.1, August 2023\r\n\r\n- **Q:** In The City of Archives, if I am instructed to use the [Body of a Yithian](/card/04244) card for the remainder of the campaign, how should I set up my investigator in future scenarios? **A:** In future scenarios, you must swap your investigator card with a Body of a Yithian card during Step 10 of [Setting Up the Game](/rules#Appendix_III_Setting_Up_The_Game), as outlined in the Rules Reference, just as you would when playing The City of Archives scenario (see above). - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-02 15:28:24.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[],
[{'code': '04265', 'html': '<ul><li>\n<p><strong>Q:</strong> <em>[part 1 of 2, splitting for clarity]</em> I am a bit confused as to how <a href="/card/04265">Handcuffs</a> interacts with some encounter cards. <a href="/card/03121">The Truth is Hidden</a> says "flip" clues to doom, not "place" doom. Would it still flip the doom on <a href="/card/03144">Seeker of Carcosa</a>? <strong>A:</strong> Flipping clues to their doom side is not the same as placing them. In this instance, the token has already been placed on the card, so Handcuffs will not prevent the tokens from then being flipped over to their doom side. Note that the agendas in Echoes of the Past each read “After 1 or more clues are placed on an enemy in play: Flip those clues to their doom side,” meaning the flipping occurs after the tokens are already placed.</p>\n</li>\n<li>\n<p><strong>Q:</strong> <em>[part 2 of 2, splitting for clarity]</em> <a href="/card/01171">Mysterious Chanting</a> and <a href="/card/03097">Dance of the Yellow King</a> look for a cultist in play. If a cultist or lunatic is handcuffed they cannot ready, but they might be the only cultist or lunatic in play. Are those cards effectively negated? <strong>A:</strong> As for Mysterious Chanting and Dance of the Yellow King, the answer is… sort of. Mysterious Chanting simply adds doom to the nearest Cultist, so if the nearest Cultist is handcuffed, then yes, it will do nothing. Dance of the Yellow King is trickier. It reads: “… If you fail, the nearest Lunatic enemy readies, moves (one location at a time) until it reaches your location, engages you, and makes an immediately attack.” Technically, the movement, engagement and attack aspects of this effect are not dependent on the enemy readying. While typically only ready enemies can move, engage, or attack, there is no rule stopping them from doing so while exhausted if an effect explicitly instructs them to. So strange as it may seem, if the nearest Lunatic enemy is handcuffed, it won’t ready, but it will still move to you, engage you, and attack. (Note that this would be different if the effect used the word “then” somewhere in it, for example “readies, then moves…”)</p>\n</li>\n</ul>', 'text': '- **Q:** *[part 1 of 2, splitting for clarity]* I am a bit confused as to how [Handcuffs](/card/04265) interacts with some encounter cards. [The Truth is Hidden](/card/03121) says "flip" clues to doom, not "place" doom. Would it still flip the doom on [Seeker of Carcosa](/card/03144)? **A:** Flipping clues to their doom side is not the same as placing them. In this instance, the token has already been placed on the card, so Handcuffs will not prevent the tokens from then being flipped over to their doom side. Note that the agendas in Echoes of the Past each read “After 1 or more clues are placed on an enemy in play: Flip those clues to their doom side,” meaning the flipping occurs after the tokens are already placed.\r\n\r\n- **Q:** *[part 2 of 2, splitting for clarity]* [Mysterious Chanting](/card/01171) and [Dance of the Yellow King](/card/03097) look for a cultist in play. If a cultist or lunatic is handcuffed they cannot ready, but they might be the only cultist or lunatic in play. Are those cards effectively negated? **A:** As for Mysterious Chanting and Dance of the Yellow King, the answer is… sort of. Mysterious Chanting simply adds doom to the nearest Cultist, so if the nearest Cultist is handcuffed, then yes, it will do nothing. Dance of the Yellow King is trickier. It reads: “… If you fail, the nearest Lunatic enemy readies, moves (one location at a time) until it reaches your location, engages you, and makes an immediately attack.” Technically, the movement, engagement and attack aspects of this effect are not dependent on the enemy readying. While typically only ready enemies can move, engage, or attack, there is no rule stopping them from doing so while exhausted if an effect explicitly instructs them to. So strange as it may seem, if the nearest Lunatic enemy is handcuffed, it won’t ready, but it will still move to you, engage you, and attack. (Note that this would be different if the effect used the word “then” somewhere in it, for example “readies, then moves…”)', 'updated': {'date': '2019-10-29 11:58:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '04273', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:17:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '04277', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:27:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '04309', 'html': "<ul>\n<li><strong>Q:</strong> When I commit All In to an another player's skill test and that test succeed by 5, who will draw 5 cards? <strong>A:</strong> Neither player draws in that situation. All In is worded in such a way where only its owner draws cards if they succeed at the test. If you commit All In to another investigator’s test, “you” do not succeed by any amount, so you do not draw any cards. (Rules Forum Answer, June 2024)</li>\n</ul>", 'text': "- **Q:** When I commit All In to an another player's skill test and that test succeed by 5, who will draw 5 cards? **A:** Neither player draws in that situation. All In is worded in such a way where only its owner draws cards if they succeed at the test. If you commit All In to another investigator’s test, “you” do not succeed by any amount, so you do not draw any cards. (Rules Forum Answer, June 2024)", 'updated': {'date': '2025-03-22 15:02:11.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '04314', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:27:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
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[],
[{'code': '04325', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:25:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '04326', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:23:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '04326b', 'html': '<ul><li><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:12:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '83001', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:27:41.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '83058', 'html': '<ul><li><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:30:16.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '51004', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:47:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '51007', 'html': '<ul><li><strong>Q:</strong> I have a question about effects that "end your turn". I\'m the last investigator to take a turn during a round; I play <a href="/card/06160">"Let God sort them out..."</a>, which immediately ends my turn. Is there a player window after this action and before the end of the investigation phase? (Obviously any such window wouldn\'t be during my turn any more.) In other words, after playing Let God Sort Them Out with an action in step 2.2.1, does the game sequence continue as normal and return to the previous player window, or does "immediately end your turn" skip the sequence ahead to step 2.2.2? If it skips ahead, how would this interact with effects that end your turn at unusual times (e.g. drawing a symbol on <a href="/card/01689">Rite of Seeking</a> during an action taken in the mythos phase with <a href="/card/02229">Quick Thinking</a>?) <strong>A</strong>: \n<ul><li>If you were the last investigator to take a turn and played “Let God sort them out…”, your turn would end. Referencing <a href="rules#Appendix_II_Timing_and_Gameplay">Appendix II: Timing and Gameplay</a>, you would resolve step 2.2.2, which checks that everyone has taken a turn, then proceed to step 2.3, the official end of the investigation phase. There are no player windows following the last player’s turn ending; the Enemy Phase begins instead.</li>\n<li>If you use Quick Thinking during the Mythos Phase and activate Rite of Seeking, the text at the end of Rite of Seeking has no additional effect, because you haven’t “taken a turn” and you don’t have any additional actions to lose. You would simply investigate, determine if you succeed or fail, then continue with the Mythos Phase.</li>\n</ul></li>\n</ul>', 'text': '- **Q:** I have a question about effects that "end your turn". I\'m the last investigator to take a turn during a round; I play ["Let God sort them out..."](/card/06160), which immediately ends my turn. Is there a player window after this action and before the end of the investigation phase? (Obviously any such window wouldn\'t be during my turn any more.) In other words, after playing Let God Sort Them Out with an action in step 2.2.1, does the game sequence continue as normal and return to the previous player window, or does "immediately end your turn" skip the sequence ahead to step 2.2.2? If it skips ahead, how would this interact with effects that end your turn at unusual times (e.g. drawing a symbol on [Rite of Seeking](/card/01689) during an action taken in the mythos phase with [Quick Thinking](/card/02229)?) **A**: \r\n - If you were the last investigator to take a turn and played “Let God sort them out…”, your turn would end. Referencing [Appendix II: Timing and Gameplay](rules#Appendix_II_Timing_and_Gameplay), you would resolve step 2.2.2, which checks that everyone has taken a turn, then proceed to step 2.3, the official end of the investigation phase. There are no player windows following the last player’s turn ending; the Enemy Phase begins instead.\r\n - If you use Quick Thinking during the Mythos Phase and activate Rite of Seeking, the text at the end of Rite of Seeking has no additional effect, because you haven’t “taken a turn” and you don’t have any additional actions to lose. You would simply investigate, determine if you succeed or fail, then continue with the Mythos Phase.', 'updated': {'date': '2022-09-01 08:19:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '51009', 'html': '<ul><li><strong>Q:</strong> What happens if I miss against an enemy engaged with another investigator, do I deal 0 or 1 damage to the engaged investigator? Other cards like the Shotgun specifies the damage in case of failure, but does that applies to Oops? If I fail by 4 and the enemy is engaged with another investigator and I play Oops (2), how much damage is dealt to the enemy? <strong>A:</strong> So normally, if you fail a skill test while attacking an enemy engaged with another investigator, you’d deal damage to that investigator. Shotgun has a replacement effect for this situation, specifying that the failed attack deals 1 damage for each point failed by to that investigator. If you played Oops! (2) in that situation, you would deal damage to the chosen enemy equal to the amount you failed the test by (up to 3, according to the text on Oops! (2)), and no damage to the other investigator. (Note, if you were attacking an enemy with Shotgun that wasn’t engaged with another investigator and then failed, you wouldn’t deal any damage with Oops! (2).)</li>\n</ul>', 'text': '- **Q:** What happens if I miss against an enemy engaged with another investigator, do I deal 0 or 1 damage to the engaged investigator? Other cards like the Shotgun specifies the damage in case of failure, but does that applies to Oops? If I fail by 4 and the enemy is engaged with another investigator and I play Oops (2), how much damage is dealt to the enemy? **A:** So normally, if you fail a skill test while attacking an enemy engaged with another investigator, you’d deal damage to that investigator. Shotgun has a replacement effect for this situation, specifying that the failed attack deals 1 damage for each point failed by to that investigator. If you played Oops! (2) in that situation, you would deal damage to the chosen enemy equal to the amount you failed the test by (up to 3, according to the text on Oops! (2)), and no damage to the other investigator. (Note, if you were attacking an enemy with Shotgun that wasn’t engaged with another investigator and then failed, you wouldn’t deal any damage with Oops! (2).)', 'updated': {'date': '2023-06-14 14:41:56.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '05001', 'html': '<ul><li>\n<p><strong>Q:</strong> How broad is "heals horror" meant to be interpreted? <a href="/card/03310">Cheat Death</a>, <a href="/card/02033">Peter Sylvestre</a>, are these intended to be attainable by Carolyn? Is it basically any card that uses "heals # horror"? <strong>A:</strong> Correct! If it heals horror, Carolyn can take it.</p>\n</li>\n<li>\n<p><strong>Q:</strong> How does the restriction on number of <span class="icon-seeker"></span>/<span class="icon-mystic"></span> cards interact with the 0-5 "heals horror"? If I take 2 <a href="/card/02030">Clarity of Mind</a>, does that count towards my 15 <span class="icon-seeker"></span>/<span class="icon-mystic"></span> cards, or is it separate because it falls under my 0-5 "heals horror" cards? <strong>A:</strong> If a <span class="icon-seeker"></span> or <span class="icon-mystic"></span> card heals horror, it counts towards that deck building option, not her 15 limited <span class="icon-seeker"></span>/<span class="icon-mystic"></span> slots. In other words, her card should actually read “15 other Seeker and/or Mystic cards”. (Also, the <span class="icon-seeker"></span> symbol next to the word Guardian should be a <span class="icon-guardian"></span> symbol; we’re aware of this error.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Does Carolyn\'s ability trigger once or twice from <a href="/card/02024">Liquid Courage</a>? <strong>A:</strong> Only once. The word “additional” in the second healing effect denotes that the two points of healing should be lumped together into one healing effect, not treated as two separate instances of 1 healing each. - FAQ, v.1.3, May 2018.</p>\n</li>\n<li>\n<p><strong>Q:</strong> If an ability refers to "your cards," is it referring to cards you control, or cards you own? For example, does the ability on <a href="/card/05001">Carolyn Fern</a> only work if a card I control heals horror, or does it work if a card I own but do not control heals horror? <strong>A:</strong> In general, "your cards" are the cards you currently control. If you own a card but do not control it, it is not "yours" for the purposes of abilities. - FAQ, v.1.5, April 2019</p>\n</li>\n<li>\n<p><strong>Q:</strong> How does Carolyn\'s ability work with a heal to multiple targets? Using <a href="/card/05314">Soothing Melody</a> to heal your investigator and your partner\'s investigator yields how many resources for each? If you heal your investigator and your own ally, how much do you get? If you heal a friend and their ally, how much do they get? Essentially, can you get multiple resources out of Carolyn\'s ability if there are multiple targets/controllers for a single effect? Or is it tied to the effect itself, which was only taken once? <strong>A:</strong> If you heal more than 1 horror from a single card, the controller will only get 1 resource as you are only able to trigger Carolyn’s reaction once. However, if you heal horror from several different cards, even from a single effect, you can trigger Carolyn’s reaction once for each card that was healed. So, for example, if you had a hypothetical card that healed 1 horror from each investigator at a location, you could trigger Carolyn’s reaction once for each of those investigators, granting each of them 1 resource. <strong>Q:</strong> So it looks like the key is the number of different cards healed. The owner of any card which gets healed gets (max) 1 resource per card. So to be entirely explicit about the final case - if Carolyn heals horror from herself and an ally card of hers, she gets 2 resources total, right? <strong>A:</strong> Correct!</p>\n</li>\n</ul>', 'text': '- **Q:** How broad is "heals horror" meant to be interpreted? [Cheat Death](/card/03310), [Peter Sylvestre](/card/02033), are these intended to be attainable by Carolyn? Is it basically any card that uses "heals # horror"? **A:** Correct! If it heals horror, Carolyn can take it.\r\n\r\n- **Q:** How does the restriction on number of <span class="icon-seeker"></span>/<span class="icon-mystic"></span> cards interact with the 0-5 "heals horror"? If I take 2 [Clarity of Mind](/card/02030), does that count towards my 15 <span class="icon-seeker"></span>/<span class="icon-mystic"></span> cards, or is it separate because it falls under my 0-5 "heals horror" cards? **A:** If a <span class="icon-seeker"></span> or <span class="icon-mystic"></span> card heals horror, it counts towards that deck building option, not her 15 limited <span class="icon-seeker"></span>/<span class="icon-mystic"></span> slots. In other words, her card should actually read “15 other Seeker and/or Mystic cards”. (Also, the <span class="icon-seeker"></span> symbol next to the word Guardian should be a <span class="icon-guardian"></span> symbol; we’re aware of this error.)\r\n\r\n- **Q:** Does Carolyn\'s ability trigger once or twice from [Liquid Courage](/card/02024)? **A:** Only once. The word “additional” in the second healing effect denotes that the two points of healing should be lumped together into one healing effect, not treated as two separate instances of 1 healing each. - FAQ, v.1.3, May 2018.\r\n\r\n- **Q:** If an ability refers to "your cards," is it referring to cards you control, or cards you own? For example, does the ability on [Carolyn Fern](/card/05001) only work if a card I control heals horror, or does it work if a card I own but do not control heals horror? **A:** In general, "your cards" are the cards you currently control. If you own a card but do not control it, it is not "yours" for the purposes of abilities. - FAQ, v.1.5, April 2019\r\n\r\n- **Q:** How does Carolyn\'s ability work with a heal to multiple targets? Using [Soothing Melody](/card/05314) to heal your investigator and your partner\'s investigator yields how many resources for each? If you heal your investigator and your own ally, how much do you get? If you heal a friend and their ally, how much do they get? Essentially, can you get multiple resources out of Carolyn\'s ability if there are multiple targets/controllers for a single effect? Or is it tied to the effect itself, which was only taken once? **A:** If you heal more than 1 horror from a single card, the controller will only get 1 resource as you are only able to trigger Carolyn’s reaction once. However, if you heal horror from several different cards, even from a single effect, you can trigger Carolyn’s reaction once for each card that was healed. So, for example, if you had a hypothetical card that healed 1 horror from each investigator at a location, you could trigger Carolyn’s reaction once for each of those investigators, granting each of them 1 resource. **Q:** So it looks like the key is the number of different cards healed. The owner of any card which gets healed gets (max) 1 resource per card. So to be entirely explicit about the final case - if Carolyn heals horror from herself and an ally card of hers, she gets 2 resources total, right? **A:** Correct!', 'updated': {'date': '2021-01-15 11:59:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05002', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:54:09.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05003', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:18:48.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05004', 'html': '<ul><li>\n<p><strong>Q:</strong> Does cancelling or ignoring a chaos token count as a cancel/ignore for <a href="/card/05004">Diana Stanley</a>\'s <span class="icon-reaction"></span> ability? <strong>A:</strong> A chaos token is a game effect which can be ignored or canceled. If you cancel or ignore a chaos token using one of your cards, you can place that card beneath Diana Stanley using her reaction ability. This includes both <a href="/card/04110">Counterspell</a> and <a href="/card/04032">Dark Prophecy</a>, as well as any other card effect that cancels or ignores a chaos token or a chaos token’s effect (such as <a href="/card/02190">Defiance</a>, <a href="/card/01071">Grotesque Statue</a>, etc).</p>\n</li>\n<li>\n<p><strong>Q:</strong> I have a question concerning <a href="/card/03003">Sefina Rousseau</a> and <a href="/card/05004">Diana Stanley</a>. Are cards put beneath these investigators by their abilities considered to be in play, or out of play? The question arises because they\'re physically in an investigator\'s play area, which suggests they might be in play, but there are a few implications that makes me want to confirm. For example, if they are in play, that implies that a treachery such as <a href="/card/04221">Ants!</a> can discard them, which feels strange. Can you confirm if those cards are in play or not? <strong>A:</strong> These cards are considered out of play. They cannot be affected by anything other than the abilities that refer to them explicitly (like Sefina\'s action ability, <a href="/card/05013">Twilight Blade</a>, etc).</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I look at facedown cards beneath or attached to other cards I control? If I use the <span class="icon-fast"></span> ability on <a href="/card/07303">Ancestral Knowledge</a> to draw one of the cards attached to it, am I allowed to know what each card is, or is it random? <strong>A:</strong> Unless an effect states otherwise, investigators are allowed to look at the other sides of facedown cards beneath or attached to cards they control, such as <a href="/card/07303">Ancestral Knowledge</a>, <a href="/card/04037">Backpack</a>, and <a href="/card/05004">Diana Stanley</a>. If you are given the ability to draw, play, or interact with one of those cards,\nyou may look at them to know which one you wish to draw or play. This is not true for facedown cards that are attached to encounter cards or placed facedown via a scenario effect, such as swarm cards, empty space, or tomes beneath locations in the challenge scenario Read or Die. In these instances, players cannot look at the other side of those cards unless instructed otherwise. - FAQ, v.1.9, June 2021</p>\n</li>\n<li>\n<p><strong>Q:</strong> If <a href="/card/05004">Diana Stanley</a> has &lt;5 cards beneath her, can she use an cancel/ignore effect on a permanent asset such as <a href="/card/07110">Sacred Covenant</a> to trigger her <span class="icon-reaction"></span> ability to draw a card and gain a resource effectively every turn? <strong>A:</strong> Yeah, it appears so! Diana’s effect doesn’t use the word “then,” so there is no requirement that the card be placed beneath her in order to get the card and resource. And Sacred Covenant surely does ignore a game effect. However, it’s worth noting that one or more <span class="icon-bless"></span> tokens must actually be returned to the bag and ignored in this way in order to trigger Diana’s response. It’s Diana’s blessed day!</p>\n</li>\n<li>\n<p><a href="/card/05004">Diana Stanley</a>’s <span class="icon-reaction"></span> ability typically interacts with events in limbo or other cards that may or may not be in play. As such, Diana Stanley’s ability can be triggered even if that card is currently in limbo or in the discard pile. - FAQ, v.2.0, August 2022, Card Ability Interpretation 2.22, see <a href="/rules#Limbo">Limbo</a>.</p>\n</li>\n</ul>', 'text': '- **Q:** Does cancelling or ignoring a chaos token count as a cancel/ignore for [Diana Stanley](/card/05004)\'s <span class="icon-reaction"></span> ability? **A:** A chaos token is a game effect which can be ignored or canceled. If you cancel or ignore a chaos token using one of your cards, you can place that card beneath Diana Stanley using her reaction ability. This includes both [Counterspell](/card/04110) and [Dark Prophecy](/card/04032), as well as any other card effect that cancels or ignores a chaos token or a chaos token’s effect (such as [Defiance](/card/02190), [Grotesque Statue](/card/01071), etc).\r\n\r\n- **Q:** I have a question concerning [Sefina Rousseau](/card/03003) and [Diana Stanley](/card/05004). Are cards put beneath these investigators by their abilities considered to be in play, or out of play? The question arises because they\'re physically in an investigator\'s play area, which suggests they might be in play, but there are a few implications that makes me want to confirm. For example, if they are in play, that implies that a treachery such as [Ants!](/card/04221) can discard them, which feels strange. Can you confirm if those cards are in play or not? **A:** These cards are considered out of play. They cannot be affected by anything other than the abilities that refer to them explicitly (like Sefina\'s action ability, [Twilight Blade](/card/05013), etc).\r\n\r\n- **Q:** Can I look at facedown cards beneath or attached to other cards I control? If I use the <span class="icon-fast"></span> ability on [Ancestral Knowledge](/card/07303) to draw one of the cards attached to it, am I allowed to know what each card is, or is it random? **A:** Unless an effect states otherwise, investigators are allowed to look at the other sides of facedown cards beneath or attached to cards they control, such as [Ancestral Knowledge](/card/07303), [Backpack](/card/04037), and [Diana Stanley](/card/05004). If you are given the ability to draw, play, or interact with one of those cards,\r\nyou may look at them to know which one you wish to draw or play. This is not true for facedown cards that are attached to encounter cards or placed facedown via a scenario effect, such as swarm cards, empty space, or tomes beneath locations in the challenge scenario Read or Die. In these instances, players cannot look at the other side of those cards unless instructed otherwise. - FAQ, v.1.9, June 2021\r\n\r\n- **Q:** If [Diana Stanley](/card/05004) has <5 cards beneath her, can she use an cancel/ignore effect on a permanent asset such as [Sacred Covenant](/card/07110) to trigger her <span class="icon-reaction"></span> ability to draw a card and gain a resource effectively every turn? **A:** Yeah, it appears so! Diana’s effect doesn’t use the word “then,” so there is no requirement that the card be placed beneath her in order to get the card and resource. And Sacred Covenant surely does ignore a game effect. However, it’s worth noting that one or more <span class="icon-bless"></span> tokens must actually be returned to the bag and ignored in this way in order to trigger Diana’s response. It’s Diana’s blessed day!\r\n\r\n- [Diana Stanley](/card/05004)’s <span class="icon-reaction"></span> ability typically interacts with events in limbo or other cards that may or may not be in play. As such, Diana Stanley’s ability can be triggered even if that card is currently in limbo or in the discard pile. - FAQ, v.2.0, August 2022, Card Ability Interpretation 2.22, see [Limbo](/rules#Limbo).', 'updated': {'date': '2022-08-29 16:31:55.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05006', 'html': '<ul>\n<li><strong>Q:</strong> Does <a href="/card/05006">Marie Lambeau</a>\'s Deckbuilding Options <b><i>Spell</i></b> traits work with bonded cards? For example, can Marie upgrade into <a href="/card/54004">Occult Lexicon</a> (3)? <strong>A:</strong> <del>Yes, Marie can upgrade Occult Lexicon.</del> Bonded cards <strong>cannot</strong> be treated as part of the text box of the card to which they are bonded. (August 2023)</li>\n</ul>', 'text': "- **Q:** Does [Marie Lambeau](/card/05006)'s Deckbuilding Options <b><i>Spell</b></i> traits work with bonded cards? For example, can Marie upgrade into [Occult Lexicon](/card/54004) (3)? **A:** ~~Yes, Marie can upgrade Occult Lexicon.~~ Bonded cards **cannot** be treated as part of the text box of the card to which they are bonded. (August 2023)", 'updated': {'date': '2023-09-29 17:19:27.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05008', 'html': '<ul>\n<li>\n<p><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If <a href="/card/98010">Carolyn Fern</a> has <a href="/card/02033">Peter Sylvestre</a> in play with one horror on him and then Carolyn draws Rational Thought, will Peter heal the horror on him at end of turn? <strong>A:</strong> No. Rational Thought makes it so that Carolyn Fern cannot heal Peter Sylvestre through his reaction triggered ability. (March 2024)</p>\n</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)\r\n\r\n- **Q:** If [Carolyn Fern](/card/98010) has [Peter Sylvestre](/card/02033) in play with one horror on him and then Carolyn draws Rational Thought, will Peter heal the horror on him at end of turn? **A:** No. Rational Thought makes it so that Carolyn Fern cannot heal Peter Sylvestre through his reaction triggered ability. (March 2024)', 'updated': {'date': '2024-04-30 19:28:50.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05009', 'html': '<ul><li>The new FAQ (v.1.3, May 2018) entry changes the slot rule to the following: "If playing or gaining control of an asset would put an investigator above his or her slot limit for that type of asset, the investigator must choose and discard other assets under his or her control simultaneously with the new asset entering the slot." This is different from the previous rule, which said "If an investigator is at his or her slot limit for a type of asset and wishes to play or gain control of a different asset that would use that slot..." The difference here is that with the way the rule is now worded, you only have to discard other assets if playing a card puts you above your slot limit. Previously, if I had an ally in play and wanted to play an ally, I would first have to discard that ally because I was “at my slot limit” for allies. With the new rule, I only have to discard the ally that is in play if playing a new ally would put me above my slot limit. This means that you are now able to play an asset while you are at your slot limit without discarding an asset, provided that asset gives you the slots you need to keep them both in play.</li>\n</ul>', 'text': '- The new FAQ (v.1.3, May 2018) entry changes the slot rule to the following: "If playing or gaining control of an asset would put an investigator above his or her slot limit for that type of asset, the investigator must choose and discard other assets under his or her control simultaneously with the new asset entering the slot." This is different from the previous rule, which said "If an investigator is at his or her slot limit for a type of asset and wishes to play or gain control of a different asset that would use that slot..." The difference here is that with the way the rule is now worded, you only have to discard other assets if playing a card puts you above your slot limit. Previously, if I had an ally in play and wanted to play an ally, I would first have to discard that ally because I was “at my slot limit” for allies. With the new rule, I only have to discard the ally that is in play if playing a new ally would put me above my slot limit. This means that you are now able to play an asset while you are at your slot limit without discarding an asset, provided that asset gives you the slots you need to keep them both in play.', 'updated': {'date': '2021-02-18 07:23:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05011', 'html': '<ul><li>\n<p><strong>Q:</strong> If <a href="/card/05003">Preston</a> draws <a href="/card/01097">Paranoia</a> during his turn, are the resources on <a href="/card/05011">Family Inheritance</a> discarded? <strong>A:</strong> Paranoia only gets rid of resources that are in your resource pool.</p>\n</li>\n<li>\n<p><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</p>\n</li>\n</ul>', 'text': '- **Q:** If [Preston](/card/05003) draws [Paranoia](/card/01097) during his turn, are the resources on [Family Inheritance](/card/05011) discarded? **A:** Paranoia only gets rid of resources that are in your resource pool.\r\n\r\n- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2021-08-25 14:40:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05013', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:52:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05014', 'html': '<ul><li>\n<p><strong>Q:</strong> Can I play <a href="/card/05014">Dark Insight</a> or <a href="/card/03270">Ward of Protection II</a> to cancel another player\'s treachery if it has peril? <strong>A:</strong> You cannot play cards or use any reaction abilities when somebody else is resolving a peril card, so you would not be able to play Dark Insight [or Ward II] to cancel it.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Some investigators\' Signature Cards (e.g. Mark\'s <a href="/card/03009">Sophie</a>, Pete\'s <a href="/card/02014">Duke</a> and Diana\'s <a href="/card/05014">Dark Insight</a>) are put into play or into your opening hand at the beginning of the game. My question is "You begin the game with..." is "when"? In which step of "Setting Up The Game"? Before or after draw opening hands (ST8)? Will these cards be shuffled into your investigator deck during setup? Or set aside? Will I draw these cards in the "Draw opening hands" step? Can Diana Stanley mulligan <a href="/card/05014">Dark Insight</a>  in the "Draw opening hands" step? <strong>A:</strong> Duke, Sophie, and Dark Insight should not be shuffled into your deck during Setup. The expectation is that you set these cards aside while you set up your investigator and deck. For Dark Insight specifically, it’s added to your hand at the end of Step 8; this would be after you’ve drawn your opening hand, and after you’ve taken or skipped the mulligan.</p>\n</li>\n</ul>', 'text': '- **Q:** Can I play [Dark Insight](/card/05014) or [Ward of Protection II](/card/03270) to cancel another player\'s treachery if it has peril? **A:** You cannot play cards or use any reaction abilities when somebody else is resolving a peril card, so you would not be able to play Dark Insight [or Ward II] to cancel it.\r\n\r\n- **Q:** Some investigators\' Signature Cards (e.g. Mark\'s [Sophie](/card/03009), Pete\'s [Duke](/card/02014) and Diana\'s [Dark Insight](/card/05014)) are put into play or into your opening hand at the beginning of the game. My question is "You begin the game with..." is "when"? In which step of "Setting Up The Game"? Before or after draw opening hands (ST8)? Will these cards be shuffled into your investigator deck during setup? Or set aside? Will I draw these cards in the "Draw opening hands" step? Can Diana Stanley mulligan [Dark Insight](/card/05014)  in the "Draw opening hands" step? **A:** Duke, Sophie, and Dark Insight should not be shuffled into your deck during Setup. The expectation is that you set these cards aside while you set up your investigator and deck. For Dark Insight specifically, it’s added to your hand at the end of Step 8; this would be after you’ve drawn your opening hand, and after you’ve taken or skipped the mulligan.', 'updated': {'date': '2022-09-12 11:16:19.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05015', 'html': '<ul><li>\n<p><strong>Q:</strong> How does <a href="/card/05015">Terrible Secret</a> interact with cards like <a href="/card/01065">Ward of Protection</a> (cancel), <a href="/card/05021">Delay the Inevitable</a> (horror cancellation) and <a href="/card/05032">Deny Existence</a> (horror ignoring) <strong>A:</strong> Terrible Secret reads: "Cannot be canceled." at the end of its effect. This means that any card effect which would cancel the card or any of its effects would fail (such as Delay the Inevitable). However, card effects which ignore the horror, such as Deny Existence, would still work, because it is not cancelling anything.</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I draw <a href="/card/05015">Terrible Secret</a> with five cards beneath <a href="/card/05004">Diana Stanley</a> and I do not choose to discard these cards, but choose to take 5 Horror, how much of it can I ignore when I play <a href="/card/05032">Deny Existence</a>? <strong>A:</strong> For Terrible Secret, you may only use Deny Existence on one of the choices, essentially ignoring 1 of the horror you would take. (The card presents a choice for each card under Diana, so it “cannot be resolved simultaneously.”)</p>\n</li>\n</ul>', 'text': '- **Q:** How does [Terrible Secret](/card/05015) interact with cards like [Ward of Protection](/card/01065) (cancel), [Delay the Inevitable](/card/05021) (horror cancellation) and [Deny Existence](/card/05032) (horror ignoring) **A:** Terrible Secret reads: "Cannot be canceled." at the end of its effect. This means that any card effect which would cancel the card or any of its effects would fail (such as Delay the Inevitable). However, card effects which ignore the horror, such as Deny Existence, would still work, because it is not cancelling anything.\r\n\r\n- **Q:** If I draw [Terrible Secret](/card/05015) with five cards beneath [Diana Stanley](/card/05004) and I do not choose to discard these cards, but choose to take 5 Horror, how much of it can I ignore when I play [Deny Existence](/card/05032)? **A:** For Terrible Secret, you may only use Deny Existence on one of the choices, essentially ignoring 1 of the horror you would take. (The card presents a choice for each card under Diana, so it “cannot be resolved simultaneously.”)', 'updated': {'date': '2023-01-13 10:18:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '05029', 'html': '<ul><li>\n<p><strong>Q:</strong> Can <span class="icon-wild"></span> skill icons be committed to a resource skill test as triggered by <a href="/card/05029">Money Talks</a>? <strong>A:</strong> It appears that <span class="icon-wild"></span> icons can be committed to any skill test, regardless of which skill is being tested, and <em>regardless of whether or not a skill is even being tested whatsoever</em>. From the RR, <a href="/rules#Skill_Test_Timing">Skill Test Timing</a>, ST2: "An appropriate skill icon is either one that matches the skill being tested, or a wild icon. The investigator performing this test gets +1 to his or her skill value during this test for each appropriate skill icon that is committed to this test."  This sentence makes it clear to me that <span class="icon-wild"></span> icons can still be committed to a "resource" skill test, even though "resource" is not a skill type.</p>\n</li>\n<li>\n<p><strong>Q:</strong> <a href="/card/05029">Money Talks</a> is played when you initiate a skill test. If you are being required to test something due to a <strong>revelation</strong> effect, is that not considered "you initiate a skill test" so that you aren\'t allowed to play Money Talks? <strong>A:</strong> You are still initiating a skill test in such an event; the fact that you are being forced to do so doesn\'t change that. So you could still play Money Talks when that happens.</p>\n</li>\n</ul>', 'text': '- **Q:** Can <span class="icon-wild"></span> skill icons be committed to a resource skill test as triggered by [Money Talks](/card/05029)? **A:** It appears that <span class="icon-wild"></span> icons can be committed to any skill test, regardless of which skill is being tested, and *regardless of whether or not a skill is even being tested whatsoever*. From the RR, [Skill Test Timing](/rules#Skill_Test_Timing), ST2: "An appropriate skill icon is either one that matches the skill being tested, or a wild icon. The investigator performing this test gets +1 to his or her skill value during this test for each appropriate skill icon that is committed to this test."  This sentence makes it clear to me that <span class="icon-wild"></span> icons can still be committed to a "resource" skill test, even though "resource" is not a skill type.\r\n\r\n- **Q:** [Money Talks](/card/05029) is played when you initiate a skill test. If you are being required to test something due to a **revelation** effect, is that not considered "you initiate a skill test" so that you aren\'t allowed to play Money Talks? **A:** You are still initiating a skill test in such an event; the fact that you are being forced to do so doesn\'t change that. So you could still play Money Talks when that happens.', 'updated': {'date': '2019-02-26 10:53:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05036', 'html': '<ul><li>\n<p><strong>Q:</strong> Can the reaction on <a href="/card/05036">Track Shoes</a> be used even if there are no enemies present? <strong>A:</strong> There does not have to be an enemy at the location you just moved to in order to use the <span class="icon-reaction"></span> on Track Shoes; the ability is simply referencing the timing point at which it triggers. - FAQ, v.1.5, April 2019</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I Activate <a href="/card/04029">Mists of R\'lyeh</a> and succeed, I\'ll move during ST.7 of the Mists skill test. When I arrive in the new location, the <a href="/card/05036">Track Shoes</a> will trigger its <span class="icon-reaction"></span> before enemies engage me, and attempt to start a test in ST.7 (which presumably gets pushed until after Mists ST.8 as "A skill test cannot initiate during another skill test."). At this point I have two possibilities: The enemies engage me, since Track Shoes hasn\'t been allowed to test yet; or Track Shoes says that it happens before enemy engagement and thus pushes enemy engagement to after Track Shoes skill check following the Mists skill check. This gets more complex with any test that grants more than one move, since it\'s harder to reasonably tease out a delayed enemy engagement. Can you help us please? <strong>A:</strong> We talked about this one a lot, and ultimately decided that if you move with Mists of R’lyeh (a result of the skill test), and then exhaust Track Shoes to initiate a skill test, enemies will not engage you until after you complete the skill test on Track Shoes. (Rules Question Form, June, 2023)</p>\n</li>\n</ul>', 'text': '- **Q:** Can the reaction on [Track Shoes](/card/05036) be used even if there are no enemies present? **A:** There does not have to be an enemy at the location you just moved to in order to use the <span class="icon-reaction"></span> on Track Shoes; the ability is simply referencing the timing point at which it triggers. - FAQ, v.1.5, April 2019\r\n\r\n- **Q:** If I Activate [Mists of R\'lyeh](/card/04029) and succeed, I\'ll move during ST.7 of the Mists skill test. When I arrive in the new location, the [Track Shoes](/card/05036) will trigger its <span class="icon-reaction"></span> before enemies engage me, and attempt to start a test in ST.7 (which presumably gets pushed until after Mists ST.8 as "A skill test cannot initiate during another skill test."). At this point I have two possibilities: The enemies engage me, since Track Shoes hasn\'t been allowed to test yet; or Track Shoes says that it happens before enemy engagement and thus pushes enemy engagement to after Track Shoes skill check following the Mists skill check. This gets more complex with any test that grants more than one move, since it\'s harder to reasonably tease out a delayed enemy engagement. Can you help us please? **A:** We talked about this one a lot, and ultimately decided that if you move with Mists of R’lyeh (a result of the skill test), and then exhaust Track Shoes to initiate a skill test, enemies will not engage you until after you complete the skill test on Track Shoes. (Rules Question Form, June, 2023)', 'updated': {'date': '2023-07-08 14:09:15.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05038', 'html': '<ul><li><strong>Q:</strong> How does this skill work in combination with the <span class="icon-survivor"></span> ally <a href="/card/04035">Yaotl</a> (which has an ability that gives you skill boost based on the number of matching icons on the top card of your discard pile)? <strong>A:</strong> The abilities on skill cards are only active while they are being committed to a skill test, unless otherwise specified. In this case <a href="/card/05038">Able Bodied</a> will only have its printed icons while it is in your discard pile, hand, or any other state other than while it is being committed to a skill test. (This includes an effect that says something like "discard a card from your hand with at least X icons...")</li>\n</ul>', 'text': '- **Q:** How does this skill work in combination with the <span class="icon-survivor"></span> ally [Yaotl](/card/04035) (which has an ability that gives you skill boost based on the number of matching icons on the top card of your discard pile)? **A:** The abilities on skill cards are only active while they are being committed to a skill test, unless otherwise specified. In this case [Able Bodied](/card/05038) will only have its printed icons while it is in your discard pile, hand, or any other state other than while it is being committed to a skill test. (This includes an effect that says something like "discard a card from your hand with at least X icons...")', 'updated': {'date': '2019-02-26 10:47:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '51012', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:01:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '51015', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:02:38.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '51020', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:02:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '51023', 'html': '<ul><li><strong>Q:</strong> When I draw <a href="/card/51023">Dark Bidding</a>, it instructs me to attach to the <a href="/card/02141">Hunting Horror</a> even when out of play. Is this \'out of play\' reference intended to only apply when the Hunting Horror is in the Void or is it also supposed to attach while in the encounter deck? <strong>A:</strong> Dark Bidding would attach to Hunting Horror while it’s in the void. It would not be able to attach to Hunting Horror if Hunting Horror were in a deck or discard pile.</li>\n</ul>', 'text': "- **Q:** When I draw [Dark Bidding](/card/51023), it instructs me to attach to the [Hunting Horror](/card/02141) even when out of play. Is this 'out of play' reference intended to only apply when the Hunting Horror is in the Void or is it also supposed to attach while in the encounter deck? **A:** Dark Bidding would attach to Hunting Horror while it’s in the void. It would not be able to attach to Hunting Horror if Hunting Horror were in a deck or discard pile.", 'updated': {'date': '2022-09-01 08:42:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '51025', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:02:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '51032', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:00:49.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '51041', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:04:20.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '51047', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:04:30.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '51053', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:01:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '05021', 'html': '<ul><li><s><strong>Q:</strong> For cards like <a href="/card/05032">Deny Existence</a>, <a href="/card/05315">"I\'ve had worse…"</a>, <a href="/card/05021">Delay the Inevitable</a>, etc, do they directly or indirectly work against effects that do not deal damage and horror directly to your investigator (e.g. <a href="/card/04080">Snake Bite</a>) or deal direct damage to other things as well as your investigator (e.g. <a href="/card/05099">Centuries of Secrets</a>, <a href="/card/05214">Ceremony Room</a>)? <strong>A:</strong> Delay the Inevitable, I\'ve Had Worse and Deny Existence only work when <em>you</em> (aka your investigator) are being dealt damage/horror. If damage or horror is being dealt directly to a card other than your investigator, you cannot use Deny Existence, Delay the Inevitable, or I\'ve Had Worse to cancel/ignore it.</s> This ruling has been overturned and, at the time of updating (27/07/22), we await an FAQ update to bring this ruling in line with FAQ entry 2.12, <a href="/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage">Interpreting "You" When Taking or Being Dealt Damage</a>. The information we currently have is: \n<ul><li>According to our current rulings, “you” are “dealt damage” when your investigator or an asset you control is dealt damage.</li>\n<li>This does mean that, if you activated the ability on <a href="/card/01028">Beat Cop</a> while you had <a href="/card/01100">Hypochondria</a> in your threat area, “you” would have been dealt damage, and you must then take 1 direct horror.</li>\n<li>This also means that the previous ruling on Delay the Inevitable and similar cards has been overturned; those cards would count damage dealt to your assets as damage dealt “to you.”</li>\n</ul></li>\n</ul>', 'text': '- <s>**Q:** For cards like [Deny Existence](/card/05032), ["I\'ve had worse…"](/card/05315), [Delay the Inevitable](/card/05021), etc, do they directly or indirectly work against effects that do not deal damage and horror directly to your investigator (e.g. [Snake Bite](/card/04080)) or deal direct damage to other things as well as your investigator (e.g. [Centuries of Secrets](/card/05099), [Ceremony Room](/card/05214))? **A:** Delay the Inevitable, I\'ve Had Worse and Deny Existence only work when *you* (aka your investigator) are being dealt damage/horror. If damage or horror is being dealt directly to a card other than your investigator, you cannot use Deny Existence, Delay the Inevitable, or I\'ve Had Worse to cancel/ignore it.</s> This ruling has been overturned and, at the time of updating (27/07/22), we await an FAQ update to bring this ruling in line with FAQ entry 2.12, [Interpreting "You" When Taking or Being Dealt Damage](/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage). The information we currently have is: \r\n - According to our current rulings, “you” are “dealt damage” when your investigator or an asset you control is dealt damage.\r\n - This does mean that, if you activated the ability on [Beat Cop](/card/01028) while you had [Hypochondria](/card/01100) in your threat area, “you” would have been dealt damage, and you must then take 1 direct horror.\r\n - This also means that the previous ruling on Delay the Inevitable and similar cards has been overturned; those cards would count damage dealt to your assets as damage dealt “to you.”', 'updated': {'date': '2022-07-27 11:11:22.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05022', 'html': '<ul><li><strong>Q:</strong> How does this skill work in combination with the <span class="icon-survivor"></span> ally <a href="/card/04035">Yaotl</a> (which has an ability that gives you skill boost based on the number of matching icons on the top card of your discard pile)? <strong>A:</strong> The abilities on skill cards are only active while they are being committed to a skill test, unless otherwise specified. In this case <a href="/card/05022">Steadfast</a> will only have its printed icons while it is in your discard pile, hand, or any other state other than while it is being committed to a skill test. (This includes an effect that says something like "discard a card from your hand with at least X icons...")</li>\n</ul>', 'text': '- **Q:** How does this skill work in combination with the <span class="icon-survivor"></span> ally [Yaotl](/card/04035) (which has an ability that gives you skill boost based on the number of matching icons on the top card of your discard pile)? **A:** The abilities on skill cards are only active while they are being committed to a skill test, unless otherwise specified. In this case [Steadfast](/card/05022) will only have its printed icons while it is in your discard pile, hand, or any other state other than while it is being committed to a skill test. (This includes an effect that says something like "discard a card from your hand with at least X icons...")', 'updated': {'date': '2019-02-26 10:46:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05026', 'html': '<ul><li><strong>Q:</strong> How does this skill work in combination with the <span class="icon-survivor"></span> ally <a href="/card/04035">Yaotl</a> (which has an ability that gives you skill boost based on the number of matching icons on the top card of your discard pile)? <strong>A:</strong> The abilities on skill cards are only active while they are being committed to a skill test, unless otherwise specified. In this case <a href="/card/05026">Curiosity</a> will only have its printed icons while it is in your discard pile, hand, or any other state other than while it is being committed to a skill test. (This includes an effect that says something like "discard a card from your hand with at least X icons...")</li>\n</ul>', 'text': '- **Q:** How does this skill work in combination with the <span class="icon-survivor"></span> ally [Yaotl](/card/04035) (which has an ability that gives you skill boost based on the number of matching icons on the top card of your discard pile)? **A:** The abilities on skill cards are only active while they are being committed to a skill test, unless otherwise specified. In this case [Curiosity](/card/05026) will only have its printed icons while it is in your discard pile, hand, or any other state other than while it is being committed to a skill test. (This includes an effect that says something like "discard a card from your hand with at least X icons...")', 'updated': {'date': '2019-02-26 10:48:32.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05028', 'html': '<ul><li>\n<p><strong>Q:</strong> Do resources on <a href="/card/05011">Family Inheritance</a> count for <a href="/card/05028">Well Connected</a>? aside from <a href="/card/02003">Jenny</a>\'s Elder Sign effect, we\'ve not had another card which refers to "resource(s) you have" so there\'s been some confusion about exactly what counts. <strong>A:</strong> "Resources you have" refers to the number of resources your investigator possesses, or in other words, the number of resources in your resource pool. Think of it as shorthand for "Resources in your resource pool"; the meaning is the same either way.</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I were to use <a href="/card/05028">Well Connected</a> at, say, 20 resources, then spend 2 resources on a talent, am I getting a +4 boost from Well Connected (due to the resources I had when triggering it) or +3 due to my current resource count? <strong>A:</strong> Well Connected creates a lasting effect when you use it, which continues to affect the game state for its specified duration (in this case, "for this skill test."). This effect will continue to alter the game state based on its conditions and parameters and will update if necessary. In this case, the bonus will change based on how many resources you have, so if you spend resources after activating the ability, it could lower the bonus (or vice-versa). Remember that your total modified value is calculated during Step 5 of the skill test, so if you gain or lose resources after Step 5, it won\'t matter.</p>\n</li>\n</ul>', 'text': '- **Q:** Do resources on [Family Inheritance](/card/05011) count for [Well Connected](/card/05028)? aside from [Jenny](/card/02003)\'s Elder Sign effect, we\'ve not had another card which refers to "resource(s) you have" so there\'s been some confusion about exactly what counts. **A:** "Resources you have" refers to the number of resources your investigator possesses, or in other words, the number of resources in your resource pool. Think of it as shorthand for "Resources in your resource pool"; the meaning is the same either way.\r\n\r\n- **Q:** If I were to use [Well Connected](/card/05028) at, say, 20 resources, then spend 2 resources on a talent, am I getting a +4 boost from Well Connected (due to the resources I had when triggering it) or +3 due to my current resource count? **A:** Well Connected creates a lasting effect when you use it, which continues to affect the game state for its specified duration (in this case, "for this skill test."). This effect will continue to alter the game state based on its conditions and parameters and will update if necessary. In this case, the bonus will change based on how many resources you have, so if you spend resources after activating the ability, it could lower the bonus (or vice-versa). Remember that your total modified value is calculated during Step 5 of the skill test, so if you gain or lose resources after Step 5, it won\'t matter.', 'updated': {'date': '2019-02-26 10:34:51.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05030', 'html': '<ul><li><strong>Q:</strong> How does this skill work in combination with the <span class="icon-survivor"></span> ally <a href="/card/04035">Yaotl</a> (which has an ability that gives you skill boost based on the number of matching icons on the top card of your discard pile)? <strong>A:</strong> The abilities on skill cards are only active while they are being committed to a skill test, unless otherwise specified. In this case <a href="/card/05030">Cunning</a> will only have its printed icons while it is in your discard pile, hand, or any other state other than while it is being committed to a skill test. (This includes an effect that says something like "discard a card from your hand with at least X icons...")</li>\n</ul>', 'text': '- **Q:** How does this skill work in combination with the <span class="icon-survivor"></span> ally [Yaotl](/card/04035) (which has an ability that gives you skill boost based on the number of matching icons on the top card of your discard pile)? **A:** The abilities on skill cards are only active while they are being committed to a skill test, unless otherwise specified. In this case [Cunning](/card/05030) will only have its printed icons while it is in your discard pile, hand, or any other state other than while it is being committed to a skill test. (This includes an effect that says something like "discard a card from your hand with at least X icons...")', 'updated': {'date': '2019-02-26 10:47:26.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05032', 'html': '<ul>\n<li>\n<p><s><strong>Q:</strong> For cards like <a href="/card/05032">Deny Existence</a>, <a href="/card/05315">"I\'ve had worse…"</a>, <a href="/card/05021">Delay the Inevitable</a>, etc, do they directly or indirectly work against effects that do not deal damage and horror directly to your investigator (e.g. <a href="/card/04080">Snake Bite</a>) or deal direct damage to other things as well as your investigator (e.g. <a href="/card/05099">Centuries of Secrets</a>, <a href="/card/05214">Ceremony Room</a>)? <strong>A:</strong> Delay the Inevitable, I\'ve Had Worse and Deny Existence only work when <em>you</em> (aka your investigator) are being dealt damage/horror. If damage or horror is being dealt directly to a card other than your investigator, you cannot use Deny Existence, Delay the Inevitable, or I\'ve Had Worse to cancel/ignore it.</s> This ruling has been overturned and, at the time of updating (27/07/22), we await an FAQ update to bring this ruling in line with FAQ entry 2.12, <a href="/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage">Interpreting "You" When Taking or Being Dealt Damage</a>. The information we currently have is: </p>\n<ul>\n<li>According to our current rulings, “you” are “dealt damage” when your investigator or an asset you control is dealt damage.</li>\n<li>This does mean that, if you activated the ability on <a href="/card/01028">Beat Cop</a> while you had <a href="/card/01100">Hypochondria</a> in your threat area, “you” would have been dealt damage, and you must then take 1 direct horror.</li>\n<li>This also means that the previous ruling on Delay the Inevitable and similar cards has been overturned; those cards would count damage dealt to your assets as damage dealt “to you.”</li>\n</ul>\n</li>\n<li>\n<p><strong>Q:</strong> If you discard a Curse with <a href="/card/05099">Centuries of Secrets</a>, does FAQ 2.12 (<a href="/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage">Interpreting "you" when taking or being dealt damage</a>) mean that all of the damage, including the direct damage to your allies, counts as damage being dealt "to you"? If so, what happens if you play <a href="/card/05032">Deny Existence</a>? Can you ignore the direct damage being dealt to your allies? Can you ignore all of the damage being dealt, or do you have to pick just one of the one-damage hits to ignore? If you use Deny 5 to ignore the direct damage being dealt to an ally, the healing still applies to your investigator card, right? <strong>A:</strong> We rule that if you were to play Deny Existence (5), you could ignore one of the following effects on Centuries of Secrets: dealing 1 damage to yourself, or dealing 1 damage to one of your Ally assets (not each, unfortunately). Depending on which you ignored, you could either heal 1 from your investigator, or 1 from the chosen Ally.</p>\n</li>\n<li>\n<p><strong>Q:</strong> When I draw the weakness <a href="/card/53013">Offer You Cannot Refuse</a> with 4 resources in my pool, when dcano I use <a href="/card/05032">Deny Existence</a>? Before Offer resolves the upgrade of the weakness or afterD If I can play deny, do I still need to upgrade the offer or not? <strong>A:</strong> If you play Deny Existence (either version) as a response to Offer You Cannot Refuse instructing you to lose 5 resources, then the “If you cannot” sentence of Offer’s ability does not apply. The sentence only applies when you have less than 5 resources at the time of resolving the <b>Revelation</b> and no other way to counter or respond to that effect.</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I draw <a href="/card/05015">Terrible Secret</a> with five cards beneath <a href="/card/05004">Diana Stanley</a> and I do not choose to discard these cards, but choose to take 5 Horror, how much of it can I ignore when I play <a href="/card/05032">Deny Existence</a>? <strong>A:</strong> For Terrible Secret, you may only use Deny Existence on one of the choices, essentially ignoring 1 of the horror you would take. (The card presents a choice for each card under Diana, so it “cannot be resolved simultaneously.”)</p>\n</li>\n<li>\n<p><strong>Q:</strong> I draw <a href="/card/05092">Diabolic Voices</a> and I fail the test by 3 with 5 cards in my hand, including 1 Deny Existence. If I play Deny Existence at this point, how many cards can I ignore to discard? <strong>A:</strong> If you fail Diabolic Voices by 3, you can use Deny Existence to ignore all three of the discards, because the effect is “resolved simultaneously.”</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I use Deny Existence on a card like <a href="/card/03102">Corrosion</a> or <a href="/card/05092">Diabolic Voices</a>, where unpaid penalties become something else, do I need to have had the ability to pay the penalty in the first place? ie. If I draw Corrosion in a Shroud 5 location, I now have to discard 5 cost of cards. If I have Deny and a 3-cost item in my hand, does the deny only prevent 3 of the debt because that\'s all I could have discarded, or does it prevent the whole instruction to discard 5-cost-worth? <strong>A:</strong> No; at least, not in this instance—if you draw Corrosion at a 5-shroud location are compelled to discard just one 3-cost asset, you may still play Deny Existence to ignore discarding anything at all.</p>\n</li>\n</ul>', 'text': '- <s>**Q:** For cards like [Deny Existence](/card/05032), ["I\'ve had worse…"](/card/05315), [Delay the Inevitable](/card/05021), etc, do they directly or indirectly work against effects that do not deal damage and horror directly to your investigator (e.g. [Snake Bite](/card/04080)) or deal direct damage to other things as well as your investigator (e.g. [Centuries of Secrets](/card/05099), [Ceremony Room](/card/05214))? **A:** Delay the Inevitable, I\'ve Had Worse and Deny Existence only work when *you* (aka your investigator) are being dealt damage/horror. If damage or horror is being dealt directly to a card other than your investigator, you cannot use Deny Existence, Delay the Inevitable, or I\'ve Had Worse to cancel/ignore it.</s> This ruling has been overturned and, at the time of updating (27/07/22), we await an FAQ update to bring this ruling in line with FAQ entry 2.12, [Interpreting "You" When Taking or Being Dealt Damage](/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage). The information we currently have is: \r\n - According to our current rulings, “you” are “dealt damage” when your investigator or an asset you control is dealt damage.\r\n - This does mean that, if you activated the ability on [Beat Cop](/card/01028) while you had [Hypochondria](/card/01100) in your threat area, “you” would have been dealt damage, and you must then take 1 direct horror.\r\n - This also means that the previous ruling on Delay the Inevitable and similar cards has been overturned; those cards would count damage dealt to your assets as damage dealt “to you.”\r\n\r\n\r\n- **Q:** If you discard a Curse with [Centuries of Secrets](/card/05099), does FAQ 2.12 ([Interpreting "you" when taking or being dealt damage](/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage)) mean that all of the damage, including the direct damage to your allies, counts as damage being dealt "to you"? If so, what happens if you play [Deny Existence](/card/05032)? Can you ignore the direct damage being dealt to your allies? Can you ignore all of the damage being dealt, or do you have to pick just one of the one-damage hits to ignore? If you use Deny 5 to ignore the direct damage being dealt to an ally, the healing still applies to your investigator card, right? **A:** We rule that if you were to play Deny Existence (5), you could ignore one of the following effects on Centuries of Secrets: dealing 1 damage to yourself, or dealing 1 damage to one of your Ally assets (not each, unfortunately). Depending on which you ignored, you could either heal 1 from your investigator, or 1 from the chosen Ally.\r\n\r\n- **Q:** When I draw the weakness [Offer You Cannot Refuse](/card/53013) with 4 resources in my pool, when dcano I use [Deny Existence](/card/05032)? Before Offer resolves the upgrade of the weakness or afterD If I can play deny, do I still need to upgrade the offer or not? **A:** If you play Deny Existence (either version) as a response to Offer You Cannot Refuse instructing you to lose 5 resources, then the “If you cannot” sentence of Offer’s ability does not apply. The sentence only applies when you have less than 5 resources at the time of resolving the <b>Revelation</b> and no other way to counter or respond to that effect.\r\n\r\n- **Q:** If I draw [Terrible Secret](/card/05015) with five cards beneath [Diana Stanley](/card/05004) and I do not choose to discard these cards, but choose to take 5 Horror, how much of it can I ignore when I play [Deny Existence](/card/05032)? **A:** For Terrible Secret, you may only use Deny Existence on one of the choices, essentially ignoring 1 of the horror you would take. (The card presents a choice for each card under Diana, so it “cannot be resolved simultaneously.”)\r\n\r\n- **Q:** I draw [Diabolic Voices](/card/05092) and I fail the test by 3 with 5 cards in my hand, including 1 Deny Existence. If I play Deny Existence at this point, how many cards can I ignore to discard? **A:** If you fail Diabolic Voices by 3, you can use Deny Existence to ignore all three of the discards, because the effect is “resolved simultaneously.”\r\n\r\n- **Q:** If I use Deny Existence on a card like [Corrosion](/card/03102) or [Diabolic Voices](/card/05092), where unpaid penalties become something else, do I need to have had the ability to pay the penalty in the first place? ie. If I draw Corrosion in a Shroud 5 location, I now have to discard 5 cost of cards. If I have Deny and a 3-cost item in my hand, does the deny only prevent 3 of the debt because that\'s all I could have discarded, or does it prevent the whole instruction to discard 5-cost-worth? **A:** No; at least, not in this instance—if you draw Corrosion at a 5-shroud location are compelled to discard just one 3-cost asset, you may still play Deny Existence to ignore discarding anything at all.', 'updated': {'date': '2023-09-29 17:59:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05033', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card\'s play requirement should read: "Play when you would resolve an effect on a <span class="icon-mystic"></span> card that triggers "when", "if," or "after" a <span class="icon-skull"></span>, <span class="icon-cultist"></span>, <span class="icon-tablet"></span>, <span class="icon-elder_thing"></span> or <span class="icon-auto_fail"></span> symbol is revealed." - FAQ, v.1.5, April 2019</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card\'s play requirement should read: "Play when you would resolve an effect on a <span class="icon-mystic"></span> card that triggers "when", "if," or "after" a <span class="icon-skull"></span>, <span class="icon-cultist"></span>, <span class="icon-tablet"></span>, <span class="icon-elder_thing"></span> or <span class="icon-auto_fail"></span> symbol is revealed." - FAQ, v.1.5, April 2019', 'updated': {'date': '2022-01-02 12:49:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05034', 'html': '<ul><li><strong>Q:</strong> How does this skill work in combination with the <span class="icon-survivor"></span> ally <a href="/card/04035">Yaotl</a> (which has an ability that gives you skill boost based on the number of matching icons on the top card of your discard pile)? <strong>A:</strong> The abilities on skill cards are only active while they are being committed to a skill test, unless otherwise specified. In this case <a href="/card/05034">Prophesy</a> will only have its printed icon while it is in your discard pile, hand, or any other state other than while it is being committed to a skill test. (This includes an effect that says something like "discard a card from your hand with at least X icons...")</li>\n</ul>', 'text': '- **Q:** How does this skill work in combination with the <span class="icon-survivor"></span> ally [Yaotl](/card/04035) (which has an ability that gives you skill boost based on the number of matching icons on the top card of your discard pile)? **A:** The abilities on skill cards are only active while they are being committed to a skill test, unless otherwise specified. In this case [Prophesy](/card/05034) will only have its printed icon while it is in your discard pile, hand, or any other state other than while it is being committed to a skill test. (This includes an effect that says something like "discard a card from your hand with at least X icons...")', 'updated': {'date': '2019-02-26 10:48:06.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '05119', 'html': '<ul><li><strong>Q:</strong> If I use <a href="/card/05119">Grisly Totem</a> after committing the card beneath Amanda Sharpe, how long does its bonus icon stay for? <strong>A:</strong> The bonus icon granted by Grisly Totem does not specify a duration, so this effect should remain until the committed card leaves play. The real question is: when does the committed card enter or leave play? Generally speaking, cards placed beneath other cards (such as the card beneath Amanda Sharpe) are out of play. Cards committed to tests never\nreally "enter play," but while they are committed to a test, their icons are added to the investigator’s relevant skill and their text is active. So, while the card beneath Amanda is committed to a test, its icons and text should be alterable by game effects (as if you had committed it from your hand), just like any other in-play card. But as soon as that test ends, it returns to its out-of-play state, and any lasting effects would drop. TL;DR: The bonus icon granted by Grisly Totem would only apply for the\ntest during which Grisly Totem is used, after which the card returns to its out-of-play state, and the bonus icon would drop. - FAQ, v.1.8, October 2020</li>\n</ul>', 'text': '- **Q:** If I use [Grisly Totem](/card/05119) after committing the card beneath Amanda Sharpe, how long does its bonus icon stay for? **A:** The bonus icon granted by Grisly Totem does not specify a duration, so this effect should remain until the committed card leaves play. The real question is: when does the committed card enter or leave play? Generally speaking, cards placed beneath other cards (such as the card beneath Amanda Sharpe) are out of play. Cards committed to tests never\r\nreally "enter play," but while they are committed to a test, their icons are added to the investigator’s relevant skill and their text is active. So, while the card beneath Amanda is committed to a test, its icons and text should be alterable by game effects (as if you had committed it from your hand), just like any other in-play card. But as soon as that test ends, it returns to its out-of-play state, and any lasting effects would drop. TL;DR: The bonus icon granted by Grisly Totem would only apply for the\r\ntest during which Grisly Totem is used, after which the card returns to its out-of-play state, and the bonus icon would drop. - FAQ, v.1.8, October 2020', 'updated': {'date': '2020-10-17 10:29:09.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '05050', 'html': '<ul><li><strong>Q:</strong> Is it intentional that in some configurations in one or two player, it\'s impossible to get the requisite number of clues to complete scenario 1 of The Circle Undone, The Witching Hour? <strong>A:</strong> Thanks for bringing this problem to my attention! We\'ve heard a few reports of this, so the team has been discussing how best to handle this issue. For now, I believe the best way to handle this is to revise the setup so that the players put a total of 5 Witch-Haunted Woods locations into play during setup, instead of 4 (as evenly as possible in front of the investigators, with any excess in front of the lead investigator). This should ensure that there are always at least 6 <span class="icon-per_investigator"></span> clues among just the Witch-Haunted Woods locations, regardless of what other locations emerge later in the scenario. <s>In a future FAQ we will either issue an errata to make this change permanent, or issue another errata which should solve the issue, but for now players should play with this change in place. If the change is made permanent I will make sure that the PDF of the Campaign Guide on our website is revised to reflect the change.</s> <strong>UPDATE</strong>: The Setup to The Witching Hour should read:\n"Put 5 Witch-Haunted Woods locations into play as follows: In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see “Lost and Separated,” below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator." - FAQ, v.1.5, April 2019</li>\n</ul>', 'text': '- **Q:** Is it intentional that in some configurations in one or two player, it\'s impossible to get the requisite number of clues to complete scenario 1 of The Circle Undone, The Witching Hour? **A:** Thanks for bringing this problem to my attention! We\'ve heard a few reports of this, so the team has been discussing how best to handle this issue. For now, I believe the best way to handle this is to revise the setup so that the players put a total of 5 Witch-Haunted Woods locations into play during setup, instead of 4 (as evenly as possible in front of the investigators, with any excess in front of the lead investigator). This should ensure that there are always at least 6 <span class="icon-per_investigator"></span> clues among just the Witch-Haunted Woods locations, regardless of what other locations emerge later in the scenario. <s>In a future FAQ we will either issue an errata to make this change permanent, or issue another errata which should solve the issue, but for now players should play with this change in place. If the change is made permanent I will make sure that the PDF of the Campaign Guide on our website is revised to reflect the change.</s> **UPDATE**: The Setup to The Witching Hour should read:\r\n"Put 5 Witch-Haunted Woods locations into play as follows: In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see “Lost and Separated,” below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator." - FAQ, v.1.5, April 2019', 'updated': {'date': '2019-06-25 14:51:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '05058', 'html': '<ul><li><strong>Q:</strong> Is it intentional that in some configurations in one or two player, it\'s impossible to get the requisite number of clues to complete scenario 1 of The Circle Undone, The Witching Hour? <strong>A:</strong> Thanks for bringing this problem to my attention! We\'ve heard a few reports of this, so the team has been discussing how best to handle this issue. For now, I believe the best way to handle this is to revise the setup so that the players put a total of 5 Witch-Haunted Woods locations into play during setup, instead of 4 (as evenly as possible in front of the investigators, with any excess in front of the lead investigator). This should ensure that there are always at least 6 <span class="icon-per_investigator"></span> clues among just the Witch-Haunted Woods locations, regardless of what other locations emerge later in the scenario. <s>In a future FAQ we will either issue an errata to make this change permanent, or issue another errata which should solve the issue, but for now players should play with this change in place. If the change is made permanent I will make sure that the PDF of the Campaign Guide on our website is revised to reflect the change.</s> <strong>UPDATE</strong>: The Setup to The Witching Hour should read:\n"Put 5 Witch-Haunted Woods locations into play as follows: In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see “Lost and Separated,” below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator." - FAQ, v.1.5, April 2019</li>\n</ul>', 'text': '- **Q:** Is it intentional that in some configurations in one or two player, it\'s impossible to get the requisite number of clues to complete scenario 1 of The Circle Undone, The Witching Hour? **A:** Thanks for bringing this problem to my attention! We\'ve heard a few reports of this, so the team has been discussing how best to handle this issue. For now, I believe the best way to handle this is to revise the setup so that the players put a total of 5 Witch-Haunted Woods locations into play during setup, instead of 4 (as evenly as possible in front of the investigators, with any excess in front of the lead investigator). This should ensure that there are always at least 6 <span class="icon-per_investigator"></span> clues among just the Witch-Haunted Woods locations, regardless of what other locations emerge later in the scenario. <s>In a future FAQ we will either issue an errata to make this change permanent, or issue another errata which should solve the issue, but for now players should play with this change in place. If the change is made permanent I will make sure that the PDF of the Campaign Guide on our website is revised to reflect the change.</s> **UPDATE**: The Setup to The Witching Hour should read:\r\n"Put 5 Witch-Haunted Woods locations into play as follows: In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see “Lost and Separated,” below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator." - FAQ, v.1.5, April 2019', 'updated': {'date': '2019-06-25 14:51:31.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05059', 'html': '<ul><li><strong>Q:</strong> Is it intentional that in some configurations in one or two player, it\'s impossible to get the requisite number of clues to complete scenario 1 of The Circle Undone, The Witching Hour? <strong>A:</strong> Thanks for bringing this problem to my attention! We\'ve heard a few reports of this, so the team has been discussing how best to handle this issue. For now, I believe the best way to handle this is to revise the setup so that the players put a total of 5 Witch-Haunted Woods locations into play during setup, instead of 4 (as evenly as possible in front of the investigators, with any excess in front of the lead investigator). This should ensure that there are always at least 6 <span class="icon-per_investigator"></span> clues among just the Witch-Haunted Woods locations, regardless of what other locations emerge later in the scenario. <s>In a future FAQ we will either issue an errata to make this change permanent, or issue another errata which should solve the issue, but for now players should play with this change in place. If the change is made permanent I will make sure that the PDF of the Campaign Guide on our website is revised to reflect the change.</s> <strong>UPDATE</strong>: The Setup to The Witching Hour should read:\n"Put 5 Witch-Haunted Woods locations into play as follows: In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see “Lost and Separated,” below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator." - FAQ, v.1.5, April 2019</li>\n</ul>', 'text': '- **Q:** Is it intentional that in some configurations in one or two player, it\'s impossible to get the requisite number of clues to complete scenario 1 of The Circle Undone, The Witching Hour? **A:** Thanks for bringing this problem to my attention! We\'ve heard a few reports of this, so the team has been discussing how best to handle this issue. For now, I believe the best way to handle this is to revise the setup so that the players put a total of 5 Witch-Haunted Woods locations into play during setup, instead of 4 (as evenly as possible in front of the investigators, with any excess in front of the lead investigator). This should ensure that there are always at least 6 <span class="icon-per_investigator"></span> clues among just the Witch-Haunted Woods locations, regardless of what other locations emerge later in the scenario. <s>In a future FAQ we will either issue an errata to make this change permanent, or issue another errata which should solve the issue, but for now players should play with this change in place. If the change is made permanent I will make sure that the PDF of the Campaign Guide on our website is revised to reflect the change.</s> **UPDATE**: The Setup to The Witching Hour should read:\r\n"Put 5 Witch-Haunted Woods locations into play as follows: In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see “Lost and Separated,” below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator." - FAQ, v.1.5, April 2019', 'updated': {'date': '2019-06-25 14:51:36.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05060', 'html': '<ul><li><strong>Q:</strong> Is it intentional that in some configurations in one or two player, it\'s impossible to get the requisite number of clues to complete scenario 1 of The Circle Undone, The Witching Hour? <strong>A:</strong> Thanks for bringing this problem to my attention! We\'ve heard a few reports of this, so the team has been discussing how best to handle this issue. For now, I believe the best way to handle this is to revise the setup so that the players put a total of 5 Witch-Haunted Woods locations into play during setup, instead of 4 (as evenly as possible in front of the investigators, with any excess in front of the lead investigator). This should ensure that there are always at least 6 <span class="icon-per_investigator"></span> clues among just the Witch-Haunted Woods locations, regardless of what other locations emerge later in the scenario. <s>In a future FAQ we will either issue an errata to make this change permanent, or issue another errata which should solve the issue, but for now players should play with this change in place. If the change is made permanent I will make sure that the PDF of the Campaign Guide on our website is revised to reflect the change.</s> <strong>UPDATE</strong>: The Setup to The Witching Hour should read:\n"Put 5 Witch-Haunted Woods locations into play as follows: In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see “Lost and Separated,” below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator." - FAQ, v.1.5, April 2019</li>\n</ul>', 'text': '- **Q:** Is it intentional that in some configurations in one or two player, it\'s impossible to get the requisite number of clues to complete scenario 1 of The Circle Undone, The Witching Hour? **A:** Thanks for bringing this problem to my attention! We\'ve heard a few reports of this, so the team has been discussing how best to handle this issue. For now, I believe the best way to handle this is to revise the setup so that the players put a total of 5 Witch-Haunted Woods locations into play during setup, instead of 4 (as evenly as possible in front of the investigators, with any excess in front of the lead investigator). This should ensure that there are always at least 6 <span class="icon-per_investigator"></span> clues among just the Witch-Haunted Woods locations, regardless of what other locations emerge later in the scenario. <s>In a future FAQ we will either issue an errata to make this change permanent, or issue another errata which should solve the issue, but for now players should play with this change in place. If the change is made permanent I will make sure that the PDF of the Campaign Guide on our website is revised to reflect the change.</s> **UPDATE**: The Setup to The Witching Hour should read:\r\n"Put 5 Witch-Haunted Woods locations into play as follows: In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see “Lost and Separated,” below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator." - FAQ, v.1.5, April 2019', 'updated': {'date': '2019-06-25 14:51:41.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05061', 'html': '<ul><li><strong>Q:</strong> Is it intentional that in some configurations in one or two player, it\'s impossible to get the requisite number of clues to complete scenario 1 of The Circle Undone, The Witching Hour? <strong>A:</strong> Thanks for bringing this problem to my attention! We\'ve heard a few reports of this, so the team has been discussing how best to handle this issue. For now, I believe the best way to handle this is to revise the setup so that the players put a total of 5 Witch-Haunted Woods locations into play during setup, instead of 4 (as evenly as possible in front of the investigators, with any excess in front of the lead investigator). This should ensure that there are always at least 6 <span class="icon-per_investigator"></span> clues among just the Witch-Haunted Woods locations, regardless of what other locations emerge later in the scenario. <s>In a future FAQ we will either issue an errata to make this change permanent, or issue another errata which should solve the issue, but for now players should play with this change in place. If the change is made permanent I will make sure that the PDF of the Campaign Guide on our website is revised to reflect the change.</s> <strong>UPDATE</strong>: The Setup to The Witching Hour should read:\n"Put 5 Witch-Haunted Woods locations into play as follows: In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see “Lost and Separated,” below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator." - FAQ, v.1.5, April 2019</li>\n</ul>', 'text': '- **Q:** Is it intentional that in some configurations in one or two player, it\'s impossible to get the requisite number of clues to complete scenario 1 of The Circle Undone, The Witching Hour? **A:** Thanks for bringing this problem to my attention! We\'ve heard a few reports of this, so the team has been discussing how best to handle this issue. For now, I believe the best way to handle this is to revise the setup so that the players put a total of 5 Witch-Haunted Woods locations into play during setup, instead of 4 (as evenly as possible in front of the investigators, with any excess in front of the lead investigator). This should ensure that there are always at least 6 <span class="icon-per_investigator"></span> clues among just the Witch-Haunted Woods locations, regardless of what other locations emerge later in the scenario. <s>In a future FAQ we will either issue an errata to make this change permanent, or issue another errata which should solve the issue, but for now players should play with this change in place. If the change is made permanent I will make sure that the PDF of the Campaign Guide on our website is revised to reflect the change.</s> **UPDATE**: The Setup to The Witching Hour should read:\r\n"Put 5 Witch-Haunted Woods locations into play as follows: In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see “Lost and Separated,” below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator." - FAQ, v.1.5, April 2019', 'updated': {'date': '2019-06-25 14:51:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05062', 'html': '<ul><li><strong>Q:</strong> Is it intentional that in some configurations in one or two player, it\'s impossible to get the requisite number of clues to complete scenario 1 of The Circle Undone, The Witching Hour? <strong>A:</strong> Thanks for bringing this problem to my attention! We\'ve heard a few reports of this, so the team has been discussing how best to handle this issue. For now, I believe the best way to handle this is to revise the setup so that the players put a total of 5 Witch-Haunted Woods locations into play during setup, instead of 4 (as evenly as possible in front of the investigators, with any excess in front of the lead investigator). This should ensure that there are always at least 6 <span class="icon-per_investigator"></span> clues among just the Witch-Haunted Woods locations, regardless of what other locations emerge later in the scenario. <s>In a future FAQ we will either issue an errata to make this change permanent, or issue another errata which should solve the issue, but for now players should play with this change in place. If the change is made permanent I will make sure that the PDF of the Campaign Guide on our website is revised to reflect the change.</s> <strong>UPDATE</strong>: The Setup to The Witching Hour should read:\n"Put 5 Witch-Haunted Woods locations into play as follows: In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see “Lost and Separated,” below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator." - FAQ, v.1.5, April 2019</li>\n</ul>', 'text': '- **Q:** Is it intentional that in some configurations in one or two player, it\'s impossible to get the requisite number of clues to complete scenario 1 of The Circle Undone, The Witching Hour? **A:** Thanks for bringing this problem to my attention! We\'ve heard a few reports of this, so the team has been discussing how best to handle this issue. For now, I believe the best way to handle this is to revise the setup so that the players put a total of 5 Witch-Haunted Woods locations into play during setup, instead of 4 (as evenly as possible in front of the investigators, with any excess in front of the lead investigator). This should ensure that there are always at least 6 <span class="icon-per_investigator"></span> clues among just the Witch-Haunted Woods locations, regardless of what other locations emerge later in the scenario. <s>In a future FAQ we will either issue an errata to make this change permanent, or issue another errata which should solve the issue, but for now players should play with this change in place. If the change is made permanent I will make sure that the PDF of the Campaign Guide on our website is revised to reflect the change.</s> **UPDATE**: The Setup to The Witching Hour should read:\r\n"Put 5 Witch-Haunted Woods locations into play as follows: In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see “Lost and Separated,” below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator." - FAQ, v.1.5, April 2019', 'updated': {'date': '2019-06-25 14:51:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05063', 'html': '<ul><li><strong>Q:</strong> Is it intentional that in some configurations in one or two player, it\'s impossible to get the requisite number of clues to complete scenario 1 of The Circle Undone, The Witching Hour? <strong>A:</strong> Thanks for bringing this problem to my attention! We\'ve heard a few reports of this, so the team has been discussing how best to handle this issue. For now, I believe the best way to handle this is to revise the setup so that the players put a total of 5 Witch-Haunted Woods locations into play during setup, instead of 4 (as evenly as possible in front of the investigators, with any excess in front of the lead investigator). This should ensure that there are always at least 6 <span class="icon-per_investigator"></span> clues among just the Witch-Haunted Woods locations, regardless of what other locations emerge later in the scenario. <s>In a future FAQ we will either issue an errata to make this change permanent, or issue another errata which should solve the issue, but for now players should play with this change in place. If the change is made permanent I will make sure that the PDF of the Campaign Guide on our website is revised to reflect the change.</s> <strong>UPDATE</strong>: The Setup to The Witching Hour should read:\n"Put 5 Witch-Haunted Woods locations into play as follows: In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see “Lost and Separated,” below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator." - FAQ, v.1.5, April 2019</li>\n</ul>', 'text': '- **Q:** Is it intentional that in some configurations in one or two player, it\'s impossible to get the requisite number of clues to complete scenario 1 of The Circle Undone, The Witching Hour? **A:** Thanks for bringing this problem to my attention! We\'ve heard a few reports of this, so the team has been discussing how best to handle this issue. For now, I believe the best way to handle this is to revise the setup so that the players put a total of 5 Witch-Haunted Woods locations into play during setup, instead of 4 (as evenly as possible in front of the investigators, with any excess in front of the lead investigator). This should ensure that there are always at least 6 <span class="icon-per_investigator"></span> clues among just the Witch-Haunted Woods locations, regardless of what other locations emerge later in the scenario. <s>In a future FAQ we will either issue an errata to make this change permanent, or issue another errata which should solve the issue, but for now players should play with this change in place. If the change is made permanent I will make sure that the PDF of the Campaign Guide on our website is revised to reflect the change.</s> **UPDATE**: The Setup to The Witching Hour should read:\r\n"Put 5 Witch-Haunted Woods locations into play as follows: In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see “Lost and Separated,” below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator." - FAQ, v.1.5, April 2019', 'updated': {'date': '2019-06-25 14:51:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05064', 'html': '<ul><li><strong>Q:</strong> Is it intentional that in some configurations in one or two player, it\'s impossible to get the requisite number of clues to complete scenario 1 of The Circle Undone, The Witching Hour? <strong>A:</strong> Thanks for bringing this problem to my attention! We\'ve heard a few reports of this, so the team has been discussing how best to handle this issue. For now, I believe the best way to handle this is to revise the setup so that the players put a total of 5 Witch-Haunted Woods locations into play during setup, instead of 4 (as evenly as possible in front of the investigators, with any excess in front of the lead investigator). This should ensure that there are always at least 6 <span class="icon-per_investigator"></span> clues among just the Witch-Haunted Woods locations, regardless of what other locations emerge later in the scenario. <s>In a future FAQ we will either issue an errata to make this change permanent, or issue another errata which should solve the issue, but for now players should play with this change in place. If the change is made permanent I will make sure that the PDF of the Campaign Guide on our website is revised to reflect the change.</s> <strong>UPDATE</strong>: The Setup to The Witching Hour should read:\n"Put 5 Witch-Haunted Woods locations into play as follows: In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see “Lost and Separated,” below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator." - FAQ, v.1.5, April 2019</li>\n</ul>', 'text': '- **Q:** Is it intentional that in some configurations in one or two player, it\'s impossible to get the requisite number of clues to complete scenario 1 of The Circle Undone, The Witching Hour? **A:** Thanks for bringing this problem to my attention! We\'ve heard a few reports of this, so the team has been discussing how best to handle this issue. For now, I believe the best way to handle this is to revise the setup so that the players put a total of 5 Witch-Haunted Woods locations into play during setup, instead of 4 (as evenly as possible in front of the investigators, with any excess in front of the lead investigator). This should ensure that there are always at least 6 <span class="icon-per_investigator"></span> clues among just the Witch-Haunted Woods locations, regardless of what other locations emerge later in the scenario. <s>In a future FAQ we will either issue an errata to make this change permanent, or issue another errata which should solve the issue, but for now players should play with this change in place. If the change is made permanent I will make sure that the PDF of the Campaign Guide on our website is revised to reflect the change.</s> **UPDATE**: The Setup to The Witching Hour should read:\r\n"Put 5 Witch-Haunted Woods locations into play as follows: In player order, each investigator puts 1 random Witch-Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations in play (see “Lost and Separated,” below). For example: In a 1-player game, there should be 5 Witch-Haunted Woods in front of that investigator. In a 2-player game, there should be 3 Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a 3-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, 2 Witch-Haunted Woods in front of the next investigator, and 1 Witch-Haunted Woods in front of the final investigator. In a 4-player game, there should be 2 Witch-Haunted Woods in front of the lead investigator, and 1 Witch-Haunted Woods in front of each other investigator." - FAQ, v.1.5, April 2019', 'updated': {'date': '2019-06-25 14:52:02.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '05086', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 15:18:28.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05087', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:52:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '05090', 'html': '<ul><li><strong>Q:</strong> There is some confusion as to when to shuffle the encounter deck: According to the RR: &gt; If the encounter deck is empty, shuffle the encounter discard pile back into the encounter deck. There is a ruling from \'Smite the Wicked\' which says: &gt; Generally, you reshuffle the encounter discard pile into the encounter deck when it is empty, but not while you’re resolving an effect. I see that any effect that interacts with the deck (such as <a href="/card/08066">Parallel Fates</a>) would wait to shuffle until after the card resolves; but: If I draw my card during the Mythos phase, emptying the deck, do I shuffle immediately; and thus my drawn card is the first card of the new discard pile? Or do I resolve the drawn card first, making it the last card of the old discard pile, then shuffle? <strong>A:</strong> When you draw the last encounter card during the Mythos phase, you should resolve it first, then place it in the discard pile, then shuffle the pile into a new encounter deck.</li>\n</ul>', 'text': "- **Q:** There is some confusion as to when to shuffle the encounter deck: According to the RR: > If the encounter deck is empty, shuffle the encounter discard pile back into the encounter deck. There is a ruling from 'Smite the Wicked' which says: > Generally, you reshuffle the encounter discard pile into the encounter deck when it is empty, but not while you’re resolving an effect. I see that any effect that interacts with the deck (such as [Parallel Fates](/card/08066)) would wait to shuffle until after the card resolves; but: If I draw my card during the Mythos phase, emptying the deck, do I shuffle immediately; and thus my drawn card is the first card of the new discard pile? Or do I resolve the drawn card first, making it the last card of the old discard pile, then shuffle? **A:** When you draw the last encounter card during the Mythos phase, you should resolve it first, then place it in the discard pile, then shuffle the pile into a new encounter deck.", 'updated': {'date': '2023-01-13 09:57:09.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05091', 'html': '<ul><li><strong>Q:</strong> There is some confusion as to when to shuffle the encounter deck: According to the RR: &gt; If the encounter deck is empty, shuffle the encounter discard pile back into the encounter deck. There is a ruling from \'Smite the Wicked\' which says: &gt; Generally, you reshuffle the encounter discard pile into the encounter deck when it is empty, but not while you’re resolving an effect. I see that any effect that interacts with the deck (such as <a href="/card/08066">Parallel Fates</a>) would wait to shuffle until after the card resolves; but: If I draw my card during the Mythos phase, emptying the deck, do I shuffle immediately; and thus my drawn card is the first card of the new discard pile? Or do I resolve the drawn card first, making it the last card of the old discard pile, then shuffle? <strong>A:</strong> When you draw the last encounter card during the Mythos phase, you should resolve it first, then place it in the discard pile, then shuffle the pile into a new encounter deck.</li>\n</ul>', 'text': "- **Q:** There is some confusion as to when to shuffle the encounter deck: According to the RR: > If the encounter deck is empty, shuffle the encounter discard pile back into the encounter deck. There is a ruling from 'Smite the Wicked' which says: > Generally, you reshuffle the encounter discard pile into the encounter deck when it is empty, but not while you’re resolving an effect. I see that any effect that interacts with the deck (such as [Parallel Fates](/card/08066)) would wait to shuffle until after the card resolves; but: If I draw my card during the Mythos phase, emptying the deck, do I shuffle immediately; and thus my drawn card is the first card of the new discard pile? Or do I resolve the drawn card first, making it the last card of the old discard pile, then shuffle? **A:** When you draw the last encounter card during the Mythos phase, you should resolve it first, then place it in the discard pile, then shuffle the pile into a new encounter deck.", 'updated': {'date': '2023-01-13 09:57:13.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05092', 'html': '<ul><li>\n<p><strong>Q:</strong> I draw <a href="/card/05092">Diabolic Voices</a> and I fail the test by 3 with 5 cards in my hand, including 1 Deny Existence. If I play Deny Existence at this point, how many cards can I ignore to discard? <strong>A:</strong> If you fail Diabolic Voices by 3, you can use Deny Existence to ignore all three of the discards, because the effect is “resolved simultaneously.”</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I have 1 Hidden <a href="/card/52011">Unspeakable Oath</a> in my 5 card hand, what should I do if a card ability, such as <a href="/card/05092">Diabolic Voices</a>, tells me to "discard 1 random card from your hand"? Do I put Unspeakable Oath aside, then shuffle the remaining 4 cards and discard them randomly? Or still shuffle the five cards and if I randomly discard Unspeakable Oath, because Hidden cards cannot be discarded, in line with the sentence "For each card you cannot discard, choose to take 1 horror or 1 damage", take 1 horror or damage? Essentially, if it\'s a Hidden card, how should I "discard 1 random card"? <strong>A:</strong> Hidden cards specifically cannot leave your hand by any means except those described on the card. If a game effect would have you discard a card at random, that card cannot be a Hidden card. If you would discard a Hidden card that you selected randomly, redo the effect so that your Hidden card remains in hand and a different card is discarded.</p>\n</li>\n</ul>', 'text': '- **Q:** I draw [Diabolic Voices](/card/05092) and I fail the test by 3 with 5 cards in my hand, including 1 Deny Existence. If I play Deny Existence at this point, how many cards can I ignore to discard? **A:** If you fail Diabolic Voices by 3, you can use Deny Existence to ignore all three of the discards, because the effect is “resolved simultaneously.”\r\n\r\n- **Q:** If I have 1 Hidden [Unspeakable Oath](/card/52011) in my 5 card hand, what should I do if a card ability, such as [Diabolic Voices](/card/05092), tells me to "discard 1 random card from your hand"? Do I put Unspeakable Oath aside, then shuffle the remaining 4 cards and discard them randomly? Or still shuffle the five cards and if I randomly discard Unspeakable Oath, because Hidden cards cannot be discarded, in line with the sentence "For each card you cannot discard, choose to take 1 horror or 1 damage", take 1 horror or damage? Essentially, if it\'s a Hidden card, how should I "discard 1 random card"? **A:** Hidden cards specifically cannot leave your hand by any means except those described on the card. If a game effect would have you discard a card at random, that card cannot be a Hidden card. If you would discard a Hidden card that you selected randomly, redo the effect so that your Hidden card remains in hand and a different card is discarded.', 'updated': {'date': '2023-01-13 10:23:17.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05093', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:28:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05094', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:24:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '05098', 'html': '<ul><li><strong>Q:</strong> There is some confusion as to when to shuffle the encounter deck: According to the RR: &gt; If the encounter deck is empty, shuffle the encounter discard pile back into the encounter deck. There is a ruling from \'Smite the Wicked\' which says: &gt; Generally, you reshuffle the encounter discard pile into the encounter deck when it is empty, but not while you’re resolving an effect. I see that any effect that interacts with the deck (such as <a href="/card/08066">Parallel Fates</a>) would wait to shuffle until after the card resolves; but: If I draw my card during the Mythos phase, emptying the deck, do I shuffle immediately; and thus my drawn card is the first card of the new discard pile? Or do I resolve the drawn card first, making it the last card of the old discard pile, then shuffle? <strong>A:</strong> When you draw the last encounter card during the Mythos phase, you should resolve it first, then place it in the discard pile, then shuffle the pile into a new encounter deck.</li>\n</ul>', 'text': "- **Q:** There is some confusion as to when to shuffle the encounter deck: According to the RR: > If the encounter deck is empty, shuffle the encounter discard pile back into the encounter deck. There is a ruling from 'Smite the Wicked' which says: > Generally, you reshuffle the encounter discard pile into the encounter deck when it is empty, but not while you’re resolving an effect. I see that any effect that interacts with the deck (such as [Parallel Fates](/card/08066)) would wait to shuffle until after the card resolves; but: If I draw my card during the Mythos phase, emptying the deck, do I shuffle immediately; and thus my drawn card is the first card of the new discard pile? Or do I resolve the drawn card first, making it the last card of the old discard pile, then shuffle? **A:** When you draw the last encounter card during the Mythos phase, you should resolve it first, then place it in the discard pile, then shuffle the pile into a new encounter deck.", 'updated': {'date': '2023-01-13 09:56:58.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05099', 'html': '<ul><li><strong>Q:</strong> If you discard a Curse with <a href="/card/05099">Centuries of Secrets</a>, does FAQ 2.12 (<a href="/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage">Interpreting "you" when taking or being dealt damage</a>) mean that all of the damage, including the direct damage to your allies, counts as damage being dealt "to you"? If so, what happens if you play <a href="/card/05032">Deny Existence</a>? Can you ignore the direct damage being dealt to your allies? Can you ignore all of the damage being dealt, or do you have to pick just one of the one-damage hits to ignore? If you use Deny 5 to ignore the direct damage being dealt to an ally, the healing still applies to your investigator card, right? <strong>A:</strong> We rule that if you were to play Deny Existence (5), you could ignore one of the following effects on Centuries of Secrets: dealing 1 damage to yourself, or dealing 1 damage to one of your Ally assets (not each, unfortunately). Depending on which you ignored, you could either heal 1 from your investigator, or 1 from the chosen Ally.</li>\n</ul>', 'text': '- **Q:** If you discard a Curse with [Centuries of Secrets](/card/05099), does FAQ 2.12 ([Interpreting "you" when taking or being dealt damage](/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage)) mean that all of the damage, including the direct damage to your allies, counts as damage being dealt "to you"? If so, what happens if you play [Deny Existence](/card/05032)? Can you ignore the direct damage being dealt to your allies? Can you ignore all of the damage being dealt, or do you have to pick just one of the one-damage hits to ignore? If you use Deny 5 to ignore the direct damage being dealt to an ally, the healing still applies to your investigator card, right? **A:** We rule that if you were to play Deny Existence (5), you could ignore one of the following effects on Centuries of Secrets: dealing 1 damage to yourself, or dealing 1 damage to one of your Ally assets (not each, unfortunately). Depending on which you ignored, you could either heal 1 from your investigator, or 1 from the chosen Ally.', 'updated': {'date': '2022-09-01 08:29:20.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '05110', 'html': '<ul><li><strong>Q:</strong> I have a question about effects like <a href="/card/09117">Old Keyring</a>, which have lasting effects "for" a skill test rather than "during" a skill test. Are other abilities that resolve during this skill test affected by Old Keyring\'s change to the shroud, or does it only affect the skill test itself? For a specific example: If I investigate a shroud 2 location using Old Keyring, and during the test I use <a href="/card/04196">Lola Santiago</a>\'s ability, do I need to pay 2 resources or 0 resources? Similarly if I play <a href="/card/05110">Crack the Case</a> during this investigation, do the investigators get 2 resources, or 0 resources? <strong>A:</strong> To answer your question(s):\n<ul><li>Yes, Old Keyring would give -2 shroud to the location for the duration of the investigation test; any abilities triggered during the test would be affected by this -2 shroud.</li>\n<li>If you used Lola Santiago’s ability during the player windows of the test, the X on Lola would be 0 in your example.</li>\n<li>Since clues are gained during Step 7 of an investigation skill test, Crack the Case would still be affected by the modified shroud value, and the X on it would be 0 in your example.</li>\n</ul></li>\n</ul>', 'text': '- **Q:** I have a question about effects like [Old Keyring](/card/09117), which have lasting effects "for" a skill test rather than "during" a skill test. Are other abilities that resolve during this skill test affected by Old Keyring\'s change to the shroud, or does it only affect the skill test itself? For a specific example: If I investigate a shroud 2 location using Old Keyring, and during the test I use [Lola Santiago](/card/04196)\'s ability, do I need to pay 2 resources or 0 resources? Similarly if I play [Crack the Case](/card/05110) during this investigation, do the investigators get 2 resources, or 0 resources? **A:** To answer your question(s):\r\n - Yes, Old Keyring would give -2 shroud to the location for the duration of the investigation test; any abilities triggered during the test would be affected by this -2 shroud.\r\n - If you used Lola Santiago’s ability during the player windows of the test, the X on Lola would be 0 in your example.\r\n - Since clues are gained during Step 7 of an investigation skill test, Crack the Case would still be affected by the modified shroud value, and the X on it would be 0 in your example.', 'updated': {'date': '2023-01-13 10:11:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '05118', 'html': '<ul><li><strong>Q:</strong> Do the basic +1 <span class="icon-combat"></span> and the second +1 <span class="icon-combat"></span> when you empower the blade combine for +2 <span class="icon-combat"></span>? <strong>A:</strong> Yes, the two bonuses stack, because it’s not a replacement effect (it doesn’t say ‘instead’). So regular Enchanted Blade indeed gives you +2 fight and +1 damage if you spend one of its charges.</li>\n</ul>', 'text': '- **Q:** Do the basic +1 <span class="icon-combat"></span> and the second +1 <span class="icon-combat"></span> when you empower the blade combine for +2 <span class="icon-combat"></span>? **A:** Yes, the two bonuses stack, because it’s not a replacement effect (it doesn’t say ‘instead’). So regular Enchanted Blade indeed gives you +2 fight and +1 damage if you spend one of its charges.', 'updated': {'date': '2019-06-17 12:32:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05158', 'html': '<ul><li>\n<p><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I use <a href="/card/05158">Sixth Sense</a> to search at a location in "City of the Elder Things" and draw a <span class="icon-cultist"></span>, and then use Sixth Sense\'s ability to search at a connecting <a href="/card/08634">Labyrinthine Chamber</a> with a <span class="icon-cultist"></span> key on it; does the modifier of the <span class="icon-cultist"></span> token I drew get doubled? <strong>A:</strong> Yes. Assuming Labyrinthine Chamber is a connecting location with a <span class="icon-cultist"></span> “key” on it, and you have revealed a <span class="icon-cultist"></span> token using Sixth Sense, if you were to decide to instead investigate on the Labyrinthine Chamber, you would technically still be on Step 3 of “Skill Test Timing”, revealing a token; so yes, you would have to double the modifier based on Labyrinthine’s ability.</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I use <a href="/card/05158">Sixth Sense</a> to investigate a connecting location with an enemy which isn\'t engaged with another investigator and is ready like <a href="/card/01181">Young Deep One</a>, do I take 1 horror? (I engage the enemy for the duration of the investigation?) <strong>A:</strong> No, the enemy does not engage you and you do not take 1 horror.</p>\n</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)\r\n\r\n- **Q:** If I use [Sixth Sense](/card/05158) to search at a location in "City of the Elder Things" and draw a <span class="icon-cultist"></span>, and then use Sixth Sense\'s ability to search at a connecting [Labyrinthine Chamber](/card/08634) with a <span class="icon-cultist"></span> key on it; does the modifier of the <span class="icon-cultist"></span> token I drew get doubled? **A:** Yes. Assuming Labyrinthine Chamber is a connecting location with a <span class="icon-cultist"></span> “key” on it, and you have revealed a <span class="icon-cultist"></span> token using Sixth Sense, if you were to decide to instead investigate on the Labyrinthine Chamber, you would technically still be on Step 3 of “Skill Test Timing”, revealing a token; so yes, you would have to double the modifier based on Labyrinthine’s ability.\r\n\r\n- **Q:** If I use [Sixth Sense](/card/05158) to investigate a connecting location with an enemy which isn\'t engaged with another investigator and is ready like [Young Deep One](/card/01181), do I take 1 horror? (I engage the enemy for the duration of the investigation?) **A:** No, the enemy does not engage you and you do not take 1 horror.', 'updated': {'date': '2022-11-21 11:17:01.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05188', 'html': '<p><strong>Q:</strong> I have a question about how placing multiple cards on "either the top or bottom or a deck" works. Do you have to place the entire group of cards on the top, or the entire group of cards on the bottom? Or do you get to choose for each card individually, thereby splitting the group of cards up between both the top and the bottom? For example, Seeker <a href="/card/05188">Scroll of Secrets</a>: "Place the rest of those cards on either the top or bottom of their deck, in any order." Can players split these player cards between the top and bottom of their deck? Another example from the <a href="/card/11659">Dazzling Skyline</a> location: "For each clue spent, reveal the bottom 3 cards of the Summit deck. You may place those cards on either the top or bottom of the Summit deck, in any order." Can the player split the locations across the top and bottom or the Summit deck? Thank you in advance! <strong>A:</strong> Yes; for such an ability, you may choose to divide the cards between the top and bottom of the deck. (Ruling, May 2025)</p>', 'text': '**Q:** I have a question about how placing multiple cards on "either the top or bottom or a deck" works. Do you have to place the entire group of cards on the top, or the entire group of cards on the bottom? Or do you get to choose for each card individually, thereby splitting the group of cards up between both the top and the bottom? For example, Seeker [Scroll of Secrets](/card/05188): "Place the rest of those cards on either the top or bottom of their deck, in any order." Can players split these player cards between the top and bottom of their deck? Another example from the [Dazzling Skyline](/card/11659) location: "For each clue spent, reveal the bottom 3 cards of the Summit deck. You may place those cards on either the top or bottom of the Summit deck, in any order." Can the player split the locations across the top and bottom or the Summit deck? Thank you in advance! **A:** Yes; for such an ability, you may choose to divide the cards between the top and bottom of the deck. (Ruling, May 2025)', 'updated': {'date': '2025-07-19 17:36:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05191', 'html': '<ul><li><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:20:22.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05279', 'html': '<ul><li>\n<p><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I play an event under <a href="/card/05279">Dayana Esperence</a> if the damage assigned to her as a cost to trigger parallel Agnes\' ability defeats her? If that\'s possible, can I shuffle the event attached to Dayana back in Agnes\' deck as a result of her ability since I\'m discarding the event that was attached to Dayana? <strong>A:</strong> No. If Dayana leaves play while you’re paying the cost of the attached event, the ability that allowed you to play the event in that manner also leaves play, so the event could not resolve.</p>\n</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)\r\n\r\n- **Q:** Can I play an event under [Dayana Esperence](/card/05279) if the damage assigned to her as a cost to trigger parallel Agnes\' ability defeats her? If that\'s possible, can I shuffle the event attached to Dayana back in Agnes\' deck as a result of her ability since I\'m discarding the event that was attached to Dayana? **A:** No. If Dayana leaves play while you’re paying the cost of the attached event, the ability that allowed you to play the event in that manner also leaves play, so the event could not resolve.', 'updated': {'date': '2022-11-21 11:53:18.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05280', 'html': '<ul>\n<li>\n<p><s><strong>Q:</strong> For cards like <a href="/card/05032">Deny Existence</a>, <a href="/card/05315">"I\'ve had worse…"</a>, <a href="/card/05021">Delay the Inevitable</a>, etc, do they directly or indirectly work against effects that do not deal damage and horror directly to your investigator (e.g. <a href="/card/04080">Snake Bite</a>) or deal direct damage to other things as well as your investigator (e.g. <a href="/card/05099">Centuries of Secrets</a>, <a href="/card/05214">Ceremony Room</a>)? <strong>A:</strong> Delay the Inevitable, I\'ve Had Worse and Deny Existence only work when <em>you</em> (aka your investigator) are being dealt damage/horror. If damage or horror is being dealt directly to a card other than your investigator, you cannot use Deny Existence, Delay the Inevitable, or I\'ve Had Worse to cancel/ignore it.</s> This ruling has been overturned and, at the time of updating (27/07/22), we await an FAQ update to bring this ruling in line with FAQ entry 2.12, <a href="/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage">Interpreting "You" When Taking or Being Dealt Damage</a>. The information we currently have is: </p>\n<ul>\n<li>According to our current rulings, “you” are “dealt damage” when your investigator or an asset you control is dealt damage.</li>\n<li>This does mean that, if you activated the ability on <a href="/card/01028">Beat Cop</a> while you had <a href="/card/01100">Hypochondria</a> in your threat area, “you” would have been dealt damage, and you must then take 1 direct horror.</li>\n<li>This also means that the previous ruling on Delay the Inevitable and similar cards has been overturned; those cards would count damage dealt to your assets as damage dealt “to you.”</li>\n</ul>\n</li>\n<li>\n<p><strong>Q:</strong> If you discard a Curse with <a href="/card/05099">Centuries of Secrets</a>, does FAQ 2.12 (<a href="/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage">Interpreting "you" when taking or being dealt damage</a>) mean that all of the damage, including the direct damage to your allies, counts as damage being dealt "to you"? If so, what happens if you play <a href="/card/05032">Deny Existence</a>? Can you ignore the direct damage being dealt to your allies? Can you ignore all of the damage being dealt, or do you have to pick just one of the one-damage hits to ignore? If you use Deny 5 to ignore the direct damage being dealt to an ally, the healing still applies to your investigator card, right? <strong>A:</strong> We rule that if you were to play Deny Existence (5), you could ignore one of the following effects on Centuries of Secrets: dealing 1 damage to yourself, or dealing 1 damage to one of your Ally assets (not each, unfortunately). Depending on which you ignored, you could either heal 1 from your investigator, or 1 from the chosen Ally.</p>\n</li>\n<li>\n<p><strong>Q:</strong> As of recent rulings [see above], we now know <a href="/card/05280">Deny Existence</a> (5) can heal damage from allies when they take direct damage from an effect such as <a href="/card/05099">Centuries of Secrets</a>, because the "opposite" of an ally taking direct damage is the ally healing that damage. However, what about the case of non-direct damage? Deny Existence triggers "when...[you would]...take damage/horror", so it triggers before the damage assignment process has initiated. Typically, "you" refers to "your investigator card and assets you control", collectively, for the purposes of damage-related effects. Thus, at the time Deny Existence is played, the effect it has triggered on is "you (collectively) would take damage/horror". Then, Deny Existence performs the "opposite" of that effect - so could the "opposite" effect in this case be "you (collectively) heal damage/horror"? In other words, say I have a <a href="/card/01028">Beat Cop</a> (2) in play with two damage tokens on him. An enemy with a damage value of 2 attacks me. I play Deny Existence (5); can I heal 2 damage from Beat Cop (2)? <strong>A:</strong> We rule that in that situation, Deny Existence (5) would be able to heal 2 damage from your ally.</p>\n</li>\n<li>\n<p><strong>Q:</strong> When I draw the weakness <a href="/card/53013">Offer You Cannot Refuse</a> with 4 resources in my pool, when can I use <a href="/card/05032">Deny Existence</a>? Before Offer resolves the upgrade of the weakness or after? If I can play deny, do I still need to upgrade the offer or not? <strong>A:</strong> If you play Deny Existence (either version) as a response to Offer You Cannot Refuse instructing you to lose 5 resources, then the “If you cannot” sentence of Offer’s ability does not apply. The sentence only applies when you have less than 5 resources at the time of resolving the <b>Revelation</b> and no other way to counter or respond to that effect.</p>\n</li>\n<li>\n<p><strong>Q:</strong> How does the “ for each” or “ for every” ruling (2.23) work with a card that allows me to ignore an effect, such as <a href="/card/05280">Deny Existence</a>? <strong>A:</strong> Deny Existence only allows you to ignore a single effect, such as one instance of horror, or one instance of discarding cards. Whether an effect is a “single cumulative effect” or “separate effects” depends on whether the effect forces the investigator to make a choice. For example, <a href="/card/05015">Terrible Secret</a> must be resolved as “separate effects”, because the investigator is choosing whether to discard or take 1 horror for each card beneath Diana Stanley. Deny Existence can only ignore discarding one card or taking one horror; it cannot ignore all horror or all cards that would be discarded, as these are separate effects. - FAQ, v.2.1, August 2023</p>\n</li>\n</ul>', 'text': '- <s>**Q:** For cards like [Deny Existence](/card/05032), ["I\'ve had worse…"](/card/05315), [Delay the Inevitable](/card/05021), etc, do they directly or indirectly work against effects that do not deal damage and horror directly to your investigator (e.g. [Snake Bite](/card/04080)) or deal direct damage to other things as well as your investigator (e.g. [Centuries of Secrets](/card/05099), [Ceremony Room](/card/05214))? **A:** Delay the Inevitable, I\'ve Had Worse and Deny Existence only work when *you* (aka your investigator) are being dealt damage/horror. If damage or horror is being dealt directly to a card other than your investigator, you cannot use Deny Existence, Delay the Inevitable, or I\'ve Had Worse to cancel/ignore it.</s> This ruling has been overturned and, at the time of updating (27/07/22), we await an FAQ update to bring this ruling in line with FAQ entry 2.12, [Interpreting "You" When Taking or Being Dealt Damage](/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage). The information we currently have is: \r\n - According to our current rulings, “you” are “dealt damage” when your investigator or an asset you control is dealt damage.\r\n - This does mean that, if you activated the ability on [Beat Cop](/card/01028) while you had [Hypochondria](/card/01100) in your threat area, “you” would have been dealt damage, and you must then take 1 direct horror.\r\n - This also means that the previous ruling on Delay the Inevitable and similar cards has been overturned; those cards would count damage dealt to your assets as damage dealt “to you.”\r\n\r\n\r\n- **Q:** If you discard a Curse with [Centuries of Secrets](/card/05099), does FAQ 2.12 ([Interpreting "you" when taking or being dealt damage](/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage)) mean that all of the damage, including the direct damage to your allies, counts as damage being dealt "to you"? If so, what happens if you play [Deny Existence](/card/05032)? Can you ignore the direct damage being dealt to your allies? Can you ignore all of the damage being dealt, or do you have to pick just one of the one-damage hits to ignore? If you use Deny 5 to ignore the direct damage being dealt to an ally, the healing still applies to your investigator card, right? **A:** We rule that if you were to play Deny Existence (5), you could ignore one of the following effects on Centuries of Secrets: dealing 1 damage to yourself, or dealing 1 damage to one of your Ally assets (not each, unfortunately). Depending on which you ignored, you could either heal 1 from your investigator, or 1 from the chosen Ally.\r\n\r\n- **Q:** As of recent rulings [see above], we now know [Deny Existence](/card/05280) (5) can heal damage from allies when they take direct damage from an effect such as [Centuries of Secrets](/card/05099), because the "opposite" of an ally taking direct damage is the ally healing that damage. However, what about the case of non-direct damage? Deny Existence triggers "when...[you would]...take damage/horror", so it triggers before the damage assignment process has initiated. Typically, "you" refers to "your investigator card and assets you control", collectively, for the purposes of damage-related effects. Thus, at the time Deny Existence is played, the effect it has triggered on is "you (collectively) would take damage/horror". Then, Deny Existence performs the "opposite" of that effect - so could the "opposite" effect in this case be "you (collectively) heal damage/horror"? In other words, say I have a [Beat Cop](/card/01028) (2) in play with two damage tokens on him. An enemy with a damage value of 2 attacks me. I play Deny Existence (5); can I heal 2 damage from Beat Cop (2)? **A:** We rule that in that situation, Deny Existence (5) would be able to heal 2 damage from your ally.\r\n\r\n- **Q:** When I draw the weakness [Offer You Cannot Refuse](/card/53013) with 4 resources in my pool, when can I use [Deny Existence](/card/05032)? Before Offer resolves the upgrade of the weakness or after? If I can play deny, do I still need to upgrade the offer or not? **A:** If you play Deny Existence (either version) as a response to Offer You Cannot Refuse instructing you to lose 5 resources, then the “If you cannot” sentence of Offer’s ability does not apply. The sentence only applies when you have less than 5 resources at the time of resolving the <b>Revelation</b> and no other way to counter or respond to that effect.\r\n\r\n- **Q:** How does the “ for each” or “ for every” ruling (2.23) work with a card that allows me to ignore an effect, such as [Deny Existence](/card/05280)? **A:** Deny Existence only allows you to ignore a single effect, such as one instance of horror, or one instance of discarding cards. Whether an effect is a “single cumulative effect” or “separate effects” depends on whether the effect forces the investigator to make a choice. For example, [Terrible Secret](/card/05015) must be resolved as “separate effects”, because the investigator is choosing whether to discard or take 1 horror for each card beneath Diana Stanley. Deny Existence can only ignore discarding one card or taking one horror; it cannot ignore all horror or all cards that would be discarded, as these are separate effects. - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-08-31 04:13:45.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '05234', 'html': '<ul><li><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:15:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05236', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s <strong>Forced</strong> ability should read: “When Guiding Spirit is defeated by horror: Exile it.” - FAQ, v.1.6, September 2019</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s **Forced** ability should read: “When Guiding Spirit is defeated by horror: Exile it.” - FAQ, v.1.6, September 2019', 'updated': {'date': '2022-01-02 12:50:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05156', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:52:56.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '05316', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The last line of this card\'s <b>Forced</b> effects should read: "... set them aside, out of play" instead of "remove them from the game." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The last line of this card\'s <b>Forced</b> effects should read: "... set them aside, out of play" instead of "remove them from the game." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 12:02:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05317', 'html': '<ul><li><strong>Clarification:</strong> If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of <a href="/card/05314">Soothing Melody</a> set aside at the start of the game. Similarly, an investigator may only have 1 <a href="/card/06113">Essence of the Dream</a> set aside at the start of the game, regardless of how many copies of <a href="/card/06112">Dream Diary</a> they include in their deck. - FAQ, v.1.7, March 2020</li>\n</ul>', 'text': '- **Clarification:** If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of [Soothing Melody](/card/05314) set aside at the start of the game. Similarly, an investigator may only have 1 [Essence of the Dream](/card/06113) set aside at the start of the game, regardless of how many copies of [Dream Diary](/card/06112) they include in their deck. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 10:52:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05322', 'html': '<ul>\n<li>\n<p><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Using <a href="/card/05322">Sixth Sense</a> in the scenario <a href="/card/08501">Ice and Death</a> – I am considered to be in two locations and I’ve drawn the <span class="icon-skull"></span> chaos token – which location’s shelter value do I have to take as modifier? Can I choose any one I want? <strong>A:</strong> We believe that you’d add BOTH Shelter values to determine the value of X. (One way to reason this was to consider if both locations had an ability that triggered “if you failed an investigation test here, __” both effects would apply to you. If you’re in 2 locations, X would have to account for both locations.) </p>\n</li>\n<li>\n<p><strong>Q:</strong> Using <a href="/card/05322">Sixth Sense</a> in the scenario <a href="/card/08596">To the Forbidden Peaks</a> – I’ve drawn the <span class="icon-cultist"></span> chaos token – I am considered to be in two locations – from which location do I have to move? Can I choose from any one I want? <strong>A:</strong> This is a little bit different than above [q on Ice and Death] because it’s impossible to resolve as if you were in two locations at the same time; instead, you would only be able to move from the location your investigator is physically at.</p>\n</li>\n<li>\n<p><strong>Q:</strong> I saw your recent ruling on complex expose effect results [see <a href="/card/07003">Trish Scarborough</a> or <a href="/card/07114">Breaking and Entering</a>], and it led to 3 questions about <a href="/card/05322">Sixth Sense</a> (4). 1) If you draw a qualifying symbol, and can "choose a revealed location up to 2 connections away from your current location; you are now investigating as if you were at the chosen location in addition..." can you choose the original location to investigate it twice? 2) If you\'re investigating to expose, and draw an appropriate symbol can you expose a concealed card at your location, and still discover at the chosen location? 3) Since the Sixth Sense (4) result uses "as if you were at that location" wording, can you expose a card at the chosen location? (Which, depending on the answer to #2 could mean you could expose cards at both locations?) <strong>A:</strong> You asked about Sixth Sense (4) and exposing concealed cards.</p>\n<ul>\n<li>No, you could not choose the same location you’re currently in with Sixth Sense (4); you’d have to choose a different one.</li>\n<li>No. Exposing concealed cards replaces the gaining of clues. If using Sixth Sense (4) to expose, you’d have to replace all clue gain with the exposing of the concealed card.</li>\n<li>Yes, it would be possible to expose a card in the chosen location.</li>\n</ul>\n</li>\n<li>\n<p><strong>Q</strong>: When I investigate using the upgraded <a href="/card/05322">Sixth Sense</a> and reveal one of the listed symbol tokens, how do I resolve investigating 2 locations? How do I resolve any additional effects that would trigger as a result of investigating the second location? <strong>A</strong>: To investigate 2 locations with the upgraded Sixth Sense, you perform one investigation test, choosing the shroud value of either your current location or the chosen location, and then you apply the results of the test to both locations. Each effect on either location that would trigger during that investigation still triggers, so long as you haven’t passed its initiation point. For example, if you choose <a href="/card/06072">Experimental Therapies Ward</a>, you may resolve its triggered ability of taking 1 horror to give it –2 shroud for the investigation. By that same logic, the <strong>Forced</strong> effect on <a href="/card/04064">Grand Chamber</a> will trigger if you do not succeed the skill test by at least 2. - FAQ, v.2.1, August 2023</p>\n</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)\r\n\r\n- **Q:** Using [Sixth Sense](/card/05322) in the scenario [Ice and Death](/card/08501) – I am considered to be in two locations and I’ve drawn the <span class="icon-skull"></span> chaos token – which location’s shelter value do I have to take as modifier? Can I choose any one I want? **A:** We believe that you’d add BOTH Shelter values to determine the value of X. (One way to reason this was to consider if both locations had an ability that triggered “if you failed an investigation test here, __” both effects would apply to you. If you’re in 2 locations, X would have to account for both locations.) \r\n\r\n- **Q:** Using [Sixth Sense](/card/05322) in the scenario [To the Forbidden Peaks](/card/08596) – I’ve drawn the <span class="icon-cultist"></span> chaos token – I am considered to be in two locations – from which location do I have to move? Can I choose from any one I want? **A:** This is a little bit different than above [q on Ice and Death] because it’s impossible to resolve as if you were in two locations at the same time; instead, you would only be able to move from the location your investigator is physically at.\r\n\r\n- **Q:** I saw your recent ruling on complex expose effect results [see [Trish Scarborough](/card/07003) or [Breaking and Entering](/card/07114)], and it led to 3 questions about [Sixth Sense](/card/05322) (4). 1) If you draw a qualifying symbol, and can "choose a revealed location up to 2 connections away from your current location; you are now investigating as if you were at the chosen location in addition..." can you choose the original location to investigate it twice? 2) If you\'re investigating to expose, and draw an appropriate symbol can you expose a concealed card at your location, and still discover at the chosen location? 3) Since the Sixth Sense (4) result uses "as if you were at that location" wording, can you expose a card at the chosen location? (Which, depending on the answer to #2 could mean you could expose cards at both locations?) **A:** You asked about Sixth Sense (4) and exposing concealed cards.\r\n - No, you could not choose the same location you’re currently in with Sixth Sense (4); you’d have to choose a different one.\r\n - No. Exposing concealed cards replaces the gaining of clues. If using Sixth Sense (4) to expose, you’d have to replace all clue gain with the exposing of the concealed card.\r\n - Yes, it would be possible to expose a card in the chosen location.\r\n\r\n\r\n- **Q**: When I investigate using the upgraded [Sixth Sense](/card/05322) and reveal one of the listed symbol tokens, how do I resolve investigating 2 locations? How do I resolve any additional effects that would trigger as a result of investigating the second location? **A**: To investigate 2 locations with the upgraded Sixth Sense, you perform one investigation test, choosing the shroud value of either your current location or the chosen location, and then you apply the results of the test to both locations. Each effect on either location that would trigger during that investigation still triggers, so long as you haven’t passed its initiation point. For example, if you choose [Experimental Therapies Ward](/card/06072), you may resolve its triggered ability of taking 1 horror to give it –2 shroud for the investigation. By that same logic, the **Forced** effect on [Grand Chamber](/card/04064) will trigger if you do not succeed the skill test by at least 2. - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-02 14:21:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05186', 'html': '<ul>\n<li>\n<p><del><strong>Q:</strong> Does placing ammo from the <a href="/card/05186">.45 Thompson (3)</a> in my resource pool, as a resource, count as gaining a resource through another player card effect, for the purposes of <a href="/card/09071">Stylish Coat</a>? <strong>A:</strong> Yes; gaining resources from .45 Thompson can trigger Stylish Coat. (Rules form, September 2023)</del></p>\n</li>\n<li>\n<p><strong>Q:</strong> What types of abilities can cause me to trigger the <span class="icon-reaction"></span> ability on <a href="/card/09071">Stylish Coat</a>? <strong>A:</strong> The <span class="icon-reaction"></span> ability on Stylish Coat can be used with a card effect specifically instructs you to “gain” resources, such as with <a href="/card/09116">Salvage</a>. Any other card abilities that “place” resources, such as with <a href="/card/05186">.45 Thompson (3)</a>, or "move" resources from one card to another or from one card to your resource pool, such as the ability on <a href="/card/05011">Family Inheritance</a>, do not trigger Stylish Coat\'s ability. (FAQ v2.2, February 2024)</p>\n</li>\n</ul>', 'text': '- ~~**Q:** Does placing ammo from the [.45 Thompson (3)](/card/05186) in my resource pool, as a resource, count as gaining a resource through another player card effect, for the purposes of [Stylish Coat](/card/09071)? **A:** Yes; gaining resources from .45 Thompson can trigger Stylish Coat. (Rules form, September 2023)~~\r\n\r\n- **Q:** What types of abilities can cause me to trigger the <span class="icon-reaction"></span> ability on [Stylish Coat](/card/09071)? **A:** The <span class="icon-reaction"></span> ability on Stylish Coat can be used with a card effect specifically instructs you to “gain” resources, such as with [Salvage](/card/09116). Any other card abilities that “place” resources, such as with [.45 Thompson (3)](/card/05186), or "move" resources from one card to another or from one card to your resource pool, such as the ability on [Family Inheritance](/card/05011), do not trigger Stylish Coat\'s ability. (FAQ v2.2, February 2024)', 'updated': {'date': '2024-05-11 00:59:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '05194', 'html': '<ul><li><strong>Q:</strong> If I use <a href="/card/05119">Grisly Totem</a> after committing the card beneath Amanda Sharpe, how long does its bonus icon stay for? <strong>A:</strong> The bonus icon granted by Grisly Totem does not specify a duration, so this effect should remain until the committed card leaves play. The real question is: when does the committed card enter or leave play? Generally speaking, cards placed beneath other cards (such as the card beneath Amanda Sharpe) are out of play. Cards committed to tests never\nreally "enter play," but while they are committed to a test, their icons are added to the investigator’s relevant skill and their text is active. So, while the card beneath Amanda is committed to a test, its icons and text should be alterable by game effects (as if you had committed it from your hand), just like any other in-play card. But as soon as that test ends, it returns to its out-of-play state, and any lasting effects would drop. TL;DR: The bonus icon granted by Grisly Totem would only apply for the\ntest during which Grisly Totem is used, after which the card returns to its out-of-play state, and the bonus icon would drop. - FAQ, v.1.8, October 2020</li>\n</ul>', 'text': '- **Q:** If I use [Grisly Totem](/card/05119) after committing the card beneath Amanda Sharpe, how long does its bonus icon stay for? **A:** The bonus icon granted by Grisly Totem does not specify a duration, so this effect should remain until the committed card leaves play. The real question is: when does the committed card enter or leave play? Generally speaking, cards placed beneath other cards (such as the card beneath Amanda Sharpe) are out of play. Cards committed to tests never\r\nreally "enter play," but while they are committed to a test, their icons are added to the investigator’s relevant skill and their text is active. So, while the card beneath Amanda is committed to a test, its icons and text should be alterable by game effects (as if you had committed it from your hand), just like any other in-play card. But as soon as that test ends, it returns to its out-of-play state, and any lasting effects would drop. TL;DR: The bonus icon granted by Grisly Totem would only apply for the\r\ntest during which Grisly Totem is used, after which the card returns to its out-of-play state, and the bonus icon would drop. - FAQ, v.1.8, October 2020', 'updated': {'date': '2020-10-17 10:29:26.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '05146', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:26:27.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05147', 'html': '<ul><li><strong>Q:</strong> There is some confusion as to when to shuffle the encounter deck: According to the RR: &gt; If the encounter deck is empty, shuffle the encounter discard pile back into the encounter deck. There is a ruling from \'Smite the Wicked\' which says: &gt; Generally, you reshuffle the encounter discard pile into the encounter deck when it is empty, but not while you’re resolving an effect. I see that any effect that interacts with the deck (such as <a href="/card/08066">Parallel Fates</a>) would wait to shuffle until after the card resolves; but: If I draw my card during the Mythos phase, emptying the deck, do I shuffle immediately; and thus my drawn card is the first card of the new discard pile? Or do I resolve the drawn card first, making it the last card of the old discard pile, then shuffle? <strong>A:</strong> When you draw the last encounter card during the Mythos phase, you should resolve it first, then place it in the discard pile, then shuffle the pile into a new encounter deck.</li>\n</ul>', 'text': "- **Q:** There is some confusion as to when to shuffle the encounter deck: According to the RR: > If the encounter deck is empty, shuffle the encounter discard pile back into the encounter deck. There is a ruling from 'Smite the Wicked' which says: > Generally, you reshuffle the encounter discard pile into the encounter deck when it is empty, but not while you’re resolving an effect. I see that any effect that interacts with the deck (such as [Parallel Fates](/card/08066)) would wait to shuffle until after the card resolves; but: If I draw my card during the Mythos phase, emptying the deck, do I shuffle immediately; and thus my drawn card is the first card of the new discard pile? Or do I resolve the drawn card first, making it the last card of the old discard pile, then shuffle? **A:** When you draw the last encounter card during the Mythos phase, you should resolve it first, then place it in the discard pile, then shuffle the pile into a new encounter deck.", 'updated': {'date': '2023-01-13 09:56:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05149', 'html': '<ul><li><strong>Q:</strong> In the scenario <a href="/card/54029">Return to The Secret Name</a>, there are two locations that can add/remove tokens to/from <a href="/card/05149">Nahab</a> while she is in an out of play area, <a href="/card/54033">Library of Ebla</a> and <a href="/card/54031">The Price Manor</a>. These do not specify which out of play areas are legal areas for cards to hold tokens so what is the intended resolution for adding tokens to Nahab if she is in the encounter discard pile or the encounter deck? There are a number of scenarios that rely on cards in out of play areas (set aside, victory display, special areas) being able to host cards so are the rules for cards in decks and discard piles different in some fashion? <strong>A:</strong> Nahab is physically unable to hold tokens if she is in the encounter deck or encounter discard pile, so you would not place tokens on Nahab if she were in those places. You can, however, place tokens on Nahab if she is set-aside, such as at the very beginning of the scenario.</li>\n</ul>', 'text': '- **Q:** In the scenario [Return to The Secret Name](/card/54029), there are two locations that can add/remove tokens to/from [Nahab](/card/05149) while she is in an out of play area, [Library of Ebla](/card/54033) and [The Price Manor](/card/54031). These do not specify which out of play areas are legal areas for cards to hold tokens so what is the intended resolution for adding tokens to Nahab if she is in the encounter discard pile or the encounter deck? There are a number of scenarios that rely on cards in out of play areas (set aside, victory display, special areas) being able to host cards so are the rules for cards in decks and discard piles different in some fashion? **A:** Nahab is physically unable to hold tokens if she is in the encounter deck or encounter discard pile, so you would not place tokens on Nahab if she were in those places. You can, however, place tokens on Nahab if she is set-aside, such as at the very beginning of the scenario.', 'updated': {'date': '2022-09-21 15:46:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '05231', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Regarding the cards <a href="/card/05231">Knowledge is Power</a> and <a href="/card/05235">De Vermis Mysteriis</a>, if Knowledge is Power is used to trigger the ability on De Vermis Mysteriis to play, say <a href="/card/02303">Deciphered Reality</a>, does Knowledge is Power ignore the cost of Deciphered Reality as well, or is it still simply played at a 1 cost deduction?<br /> <strong>A:</strong> Knowledge is Power allows you to activate the ability on De Vermis Mysteriis without paying that ability’s cost (in this case, spending an action, exhausting it and placing 1 doom on it). The rest of the ability is its effect (playing a spell or insight from your discard pile, reducing its resource cost by 1), which Knowledge is Power doesn\'t ignore, so you would still have to pay the cost of Deciphered Reality (minus 1 of course).</p>\n</li>\n<li>\n<p><strong>Q:</strong> <a href="/card/05231">Knowledge is Power</a> reads: "Resolve an <span class="icon-action"></span> or <span class="icon-fast"></span> on that asset, ignoring all costs." <a href="/card/06279">Old Book of Lore</a> reads: " ... may spend 1 secret to have that investigator immediately play that card". If I use Knowledge is Power on Old Book of Lore, do I need to spend a secret to use the "immediately play that card" part of the ability? Clearly Knowledge is Power does not allow me to ignore any costs of the card I\'m about to play (c.f. ruling on <a href="/card/05235">De Vermis Mysteriis</a>), but does the "may X to Y" templating here mean spending a secret here a cost?<br /> <strong>A:</strong> <s>Knowledge is Power allows you to ignore ability costs on the chosen asset, which includes costs printed in its text box; this means you are able to immediately play the card you fetched with Old Book of Lore without spending 1 secret.</s> Ruling overturned by FAQ v.2.1, section "Card Ability Interpretation", 2.24: <a href="/rules#Ignoring_All_Costs">Ignoring All Costs</a>.</p>\n</li>\n</ul>', 'text': '- **Q:** Regarding the cards [Knowledge is Power](/card/05231) and [De Vermis Mysteriis](/card/05235), if Knowledge is Power is used to trigger the ability on De Vermis Mysteriis to play, say [Deciphered Reality](/card/02303), does Knowledge is Power ignore the cost of Deciphered Reality as well, or is it still simply played at a 1 cost deduction?<br> **A:** Knowledge is Power allows you to activate the ability on De Vermis Mysteriis without paying that ability’s cost (in this case, spending an action, exhausting it and placing 1 doom on it). The rest of the ability is its effect (playing a spell or insight from your discard pile, reducing its resource cost by 1), which Knowledge is Power doesn\'t ignore, so you would still have to pay the cost of Deciphered Reality (minus 1 of course).\r\n\r\n- **Q:** [Knowledge is Power](/card/05231) reads: "Resolve an <span class="icon-action"></span> or <span class="icon-fast"></span> on that asset, ignoring all costs." [Old Book of Lore](/card/06279) reads: " ... may spend 1 secret to have that investigator immediately play that card". If I use Knowledge is Power on Old Book of Lore, do I need to spend a secret to use the "immediately play that card" part of the ability? Clearly Knowledge is Power does not allow me to ignore any costs of the card I\'m about to play (c.f. ruling on [De Vermis Mysteriis](/card/05235)), but does the "may X to Y" templating here mean spending a secret here a cost?<br> **A:** <s>Knowledge is Power allows you to ignore ability costs on the chosen asset, which includes costs printed in its text box; this means you are able to immediately play the card you fetched with Old Book of Lore without spending 1 secret.</s> Ruling overturned by FAQ v.2.1, section "Card Ability Interpretation", 2.24: [Ignoring All Costs](/rules#Ignoring_All_Costs).', 'updated': {'date': '2023-12-05 09:39:03.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05235', 'html': '<ul><li>\n<p><strong>Q:</strong> Regarding the cards <a href="/card/05231">Knowledge is Power</a> and <a href="/card/05235">De Vermis Mysteriis</a>, if Knowledge is Power is used to trigger the ability on De Vermis Mysteriis to play, say <a href="/card/02303">Deciphered Reality</a>, does Knowledge is Power ignore the cost of Deciphered Reality as well, or is it still simply played at a 1 cost deduction? <strong>A:</strong> Knowledge is Power allows you to activate the ability on De Vermis Mysteriis without paying that ability’s cost (in this case, spending an action, exhausting it and placing 1 doom on it). The rest of the ability is its effect (playing a spell or insight from your discard pile, reducing its resource cost by 1), which Knowledge is Power doesn\'t ignore, so you would still have to pay the cost of Deciphered Reality (minus 1 of course).</p>\n</li>\n<li>\n<p><strong>Q:</strong> When are attached events considered "resolved"? Specifically, what happens when you use <a href="/card/05235">De Vermis Mysteriis</a> to play something like <a href="/card/05021">Delay the Inevitable</a> or <a href="/card/01038">Barricade</a>? A: The intent is that De Vermis Mysteriis would not remove an event that turns into an attachment from the game until such time that it would normally become detached (for example, when Barricade would be discarded, it would instead be removed from the game). This is reinforced a little bit by the rules for events, which read: “any time a player plays an event card, its costs are paid, its effects are resolved (or canceled), and the card is placed in its owner\'s discard pile after those effects resolve (or are canceled).” In other words, events that become attachments already circumvent the traditional rules for what happens when you play an event, and I think the same would be true here. [That being said, I agree that it’s a little unclear, so we’re looking at possibly including De Vermis Mysteriis and interactions such as this in an FAQ update in the future.]</p>\n</li>\n</ul>', 'text': '- **Q:** Regarding the cards [Knowledge is Power](/card/05231) and [De Vermis Mysteriis](/card/05235), if Knowledge is Power is used to trigger the ability on De Vermis Mysteriis to play, say [Deciphered Reality](/card/02303), does Knowledge is Power ignore the cost of Deciphered Reality as well, or is it still simply played at a 1 cost deduction? **A:** Knowledge is Power allows you to activate the ability on De Vermis Mysteriis without paying that ability’s cost (in this case, spending an action, exhausting it and placing 1 doom on it). The rest of the ability is its effect (playing a spell or insight from your discard pile, reducing its resource cost by 1), which Knowledge is Power doesn\'t ignore, so you would still have to pay the cost of Deciphered Reality (minus 1 of course).\r\n\r\n- **Q:** When are attached events considered "resolved"? Specifically, what happens when you use [De Vermis Mysteriis](/card/05235) to play something like [Delay the Inevitable](/card/05021) or [Barricade](/card/01038)? A: The intent is that De Vermis Mysteriis would not remove an event that turns into an attachment from the game until such time that it would normally become detached (for example, when Barricade would be discarded, it would instead be removed from the game). This is reinforced a little bit by the rules for events, which read: “any time a player plays an event card, its costs are paid, its effects are resolved (or canceled), and the card is placed in its owner\'s discard pile after those effects resolve (or are canceled).” In other words, events that become attachments already circumvent the traditional rules for what happens when you play an event, and I think the same would be true here. [That being said, I agree that it’s a little unclear, so we’re looking at possibly including De Vermis Mysteriis and interactions such as this in an FAQ update in the future.]', 'updated': {'date': '2019-07-18 15:41:40.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '05199', 'html': '<ul><li><strong>Q:</strong> When the back of agenda 2 takes the place of both act and agenda decks, should I still place a doom each turn? <strong>A:</strong> Yes, you should still place 1 doom on “The Greater Good” each round. When you replace the current act and agenda with The Greater Good, it becomes both the current act and the current agenda and counts as both. (In other words, the line “this card is both the current act and the current agenda” was technically superfluous in The Devourer Below, but we kept it in order to clarify how it works; here we left it off because there was no room, but it technically works the same way.) Hope that helps!</li>\n</ul>', 'text': '- **Q:** When the back of agenda 2 takes the place of both act and agenda decks, should I still place a doom each turn? **A:** Yes, you should still place 1 doom on “The Greater Good” each round. When you replace the current act and agenda with The Greater Good, it becomes both the current act and the current agenda and counts as both. (In other words, the line “this card is both the current act and the current agenda” was technically superfluous in The Devourer Below, but we kept it in order to clarify how it works; here we left it off because there was no room, but it technically works the same way.) Hope that helps!', 'updated': {'date': '2019-06-23 19:00:50.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '05224', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 15:17:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '05273', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> This card\'s <b>Fight</b> ability should read: "at the attacked enemy\'s location" instead of "at your location". - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> For the card <a href="/card/03153">Storm of Spirits</a> and <a href="/card/05273">Mk 1 Grenades</a>, the text reads: "(any additional damage is dealt to the attacked enemy)". What does the "additional damage" refer to? Also, regarding the "Mk 1 Grenades", can these be used with "Marksmanship" because they have the "Ranged" keyword? <strong>A:</strong> The text “any additional damage is dealt to the attacked enemy” refers to any other effects which might add to the attack’s damage, such as <a href="/card/01025">Vicious Blow</a> or, indeed, <a href="/card/04104">Marksmanship</a>. For example, if you used the grenades on an enemy and committed Vicious Blow to the skill test, the attacked enemy would take the additional +1 damage from Vicious Blow, but Vicious Blow would not affect the damage dealt to all of the other enemies at the location. As for Marksmanship, yes, you can absolutely use it with the Grenades! As with the above example, the bonus +1 damage from Marksmanship would be dealt to the attacked enemy, and not to the other enemies at the location.</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** This card\'s <b>Fight</b> ability should read: "at the attacked enemy\'s location" instead of "at your location". - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** For the card [Storm of Spirits](/card/03153) and [Mk 1 Grenades](/card/05273), the text reads: "(any additional damage is dealt to the attacked enemy)". What does the "additional damage" refer to? Also, regarding the "Mk 1 Grenades", can these be used with "Marksmanship" because they have the "Ranged" keyword? **A:** The text “any additional damage is dealt to the attacked enemy” refers to any other effects which might add to the attack’s damage, such as [Vicious Blow](/card/01025) or, indeed, [Marksmanship](/card/04104). For example, if you used the grenades on an enemy and committed Vicious Blow to the skill test, the attacked enemy would take the additional +1 damage from Vicious Blow, but Vicious Blow would not affect the damage dealt to all of the other enemies at the location. As for Marksmanship, yes, you can absolutely use it with the Grenades! As with the above example, the bonus +1 damage from Marksmanship would be dealt to the attacked enemy, and not to the other enemies at the location.', 'updated': {'date': '2022-09-11 12:01:44.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05161', 'html': '<ul><li>\n<p><strong>Erratum</strong>: The first line of the resolutions section of this scenario should read: "If no resolution was reached and at least one investigator resigned: Proceed to Resolution 1." - FAQ, v.1.5, April 2019</p>\n</li>\n<li>\n<p><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</p>\n</li>\n</ul>', 'text': '- **Erratum**: The first line of the resolutions section of this scenario should read: "If no resolution was reached and at least one investigator resigned: Proceed to Resolution 1." - FAQ, v.1.5, April 2019\r\n\r\n- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2021-08-25 14:40:22.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05163', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s ability should read: “Locations cannot be flipped to their non-<b><i>Spectral</i></b> side.” - FAQ, v.1.6, September 2019</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s ability should read: “Locations cannot be flipped to their non-<b><i>Spectral</i></b> side.” - FAQ, v.1.6, September 2019', 'updated': {'date': '2022-01-02 12:51:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05164', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s ability should read: “Locations cannot be flipped to their <b><i>Spectral</i></b> side.” - FAQ, v.1.6, September 2019</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s ability should read: “Locations cannot be flipped to their <b><i>Spectral</i></b> side.” - FAQ, v.1.6, September 2019', 'updated': {'date': '2022-01-02 12:51:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05165', 'html': '<ul><li><strong>Q:</strong> When a location flips from its non-<i><strong>Spectral</strong></i> side to its <i><strong>Spectral</strong></i> side (or vice versa), what happens to tokens, attachments, or other cards at that location? <strong>A:</strong> When such a location flips from one side to its other side, the location does not leave play. Therefore, all tokens that were on that location remain on its new side, all attachments remain attached, and all enemies, investigators and assets that were at that location remain as well. - FAQ, v.1.5, April 2019</li>\n</ul>', 'text': '- **Q:** When a location flips from its non-<i>**Spectral**</i> side to its <i>**Spectral**</i> side (or vice versa), what happens to tokens, attachments, or other cards at that location? **A:** When such a location flips from one side to its other side, the location does not leave play. Therefore, all tokens that were on that location remain on its new side, all attachments remain attached, and all enemies, investigators and assets that were at that location remain as well. - FAQ, v.1.5, April 2019', 'updated': {'date': '2019-06-25 15:02:22.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '05178a', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s first ability should read: “Keep this card in your threat area (this side faceup). If you are eliminated, flip it over.” - FAQ, v.1.6, September 2019</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s first ability should read: “Keep this card in your threat area (this side faceup). If you are eliminated, flip it over.” - FAQ, v.1.6, September 2019', 'updated': {'date': '2022-01-02 12:52:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05178c', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s first ability should read: “Keep this card in your threat area (this side faceup). If you are eliminated, flip it over.” - FAQ, v.1.6, September 2019</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s first ability should read: “Keep this card in your threat area (this side faceup). If you are eliminated, flip it over.” - FAQ, v.1.6, September 2019', 'updated': {'date': '2022-01-02 12:53:40.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05178e', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s first ability should read: “Keep this card in your threat area (this side faceup). If you are eliminated, flip it over.” - FAQ, v.1.6, September 2019</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s first ability should read: “Keep this card in your threat area (this side faceup). If you are eliminated, flip it over.” - FAQ, v.1.6, September 2019', 'updated': {'date': '2022-01-02 12:53:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05178g', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s first ability should read: “Keep this card in your threat area (this side faceup). If you are eliminated, flip it over.” - FAQ, v.1.6, September 2019</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s first ability should read: “Keep this card in your threat area (this side faceup). If you are eliminated, flip it over.” - FAQ, v.1.6, September 2019', 'updated': {'date': '2022-01-02 12:54:13.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '05181', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:26:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05182', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:55:03.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '05276', 'html': '<ul><li><strong>Q:</strong> About <a href="/card/05276">Studious</a> and <a href="/card/05278">Another Day, Another Dollar</a>: when do you gain the additionnal card and the additional resources? For the second one, it doesn\'t really matter, but for Studious, is the extra card gained before mulligan (and thus you mulligan with 6 or 7 cards), or is it at the end of the setup? The wording "in your opening hand" seems to refer to the "drawing opening hand" step of the setup. But the wording "you begin the game" seems to refer to the end of the setup. <strong>A:</strong> The additional card or resource is granted during the relevant setup step (Step 7: “Collect starting resources” for Another Day, Another Dollar, and Step 8: "Draw opening hands" for Studious).</li>\n</ul>', 'text': '- **Q:** About [Studious](/card/05276) and [Another Day, Another Dollar](/card/05278): when do you gain the additionnal card and the additional resources? For the second one, it doesn\'t really matter, but for Studious, is the extra card gained before mulligan (and thus you mulligan with 6 or 7 cards), or is it at the end of the setup? The wording "in your opening hand" seems to refer to the "drawing opening hand" step of the setup. But the wording "you begin the game" seems to refer to the end of the setup. **A:** The additional card or resource is granted during the relevant setup step (Step 7: “Collect starting resources” for Another Day, Another Dollar, and Step 8: "Draw opening hands" for Studious).', 'updated': {'date': '2021-02-18 07:23:44.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05278', 'html': '<ul><li><strong>Q:</strong> About <a href="/card/05276">Studious</a> and <a href="/card/05278">Another Day, Another Dollar</a>: when do you gain the additionnal card and the additional resources? For the second one, it doesn\'t really matter, but for Studious, is the extra card gained before mulligan (and thus you mulligan with 6 or 7 cards), or is it at the end of the setup? The wording "in your opening hand" seems to refer to the "drawing opening hand" step of the setup. But the wording "you begin the game" seems to refer to the end of the setup. <strong>A:</strong> The additional card or resource is granted during the relevant setup step (Step 7: “Collect starting resources” for Another Day, Another Dollar, and Step 8: "Draw opening hands" for Studious).</li>\n</ul>', 'text': '- **Q:** About [Studious](/card/05276) and [Another Day, Another Dollar](/card/05278): when do you gain the additionnal card and the additional resources? For the second one, it doesn\'t really matter, but for Studious, is the extra card gained before mulligan (and thus you mulligan with 6 or 7 cards), or is it at the end of the setup? The wording "in your opening hand" seems to refer to the "drawing opening hand" step of the setup. But the wording "you begin the game" seems to refer to the end of the setup. **A:** The additional card or resource is granted during the relevant setup step (Step 7: “Collect starting resources” for Another Day, Another Dollar, and Step 8: "Draw opening hands" for Studious).', 'updated': {'date': '2021-02-18 07:24:01.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05282', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s trait should be <b><i>Trick</i></b> instead of <b><i>Tactic</i></b>. - FAQ, v.1.9, June 2021</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s trait should be <b><i>Trick</i></b> instead of <b><i>Tactic</i></b>. - FAQ, v.1.9, June 2021', 'updated': {'date': '2022-01-02 12:49:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05238', 'html': '<ul><li><strong>Q:</strong> A previous ruling on the location <a href="/card/03130">Historical Society</a> [see that card for the ruling] stated: "A \'+1 skill value\' is an all-encompassing term suggestion that you\'re getting +1 to the relevant skill that the test is checking." [This ruling is not on ArkhamDB, I\'m tracking it down.] With the direct implication that, for that location, <a href="/card/01687">Lockpicks</a>, <span class="icon-intellect"></span> commits, positive chaos tokens, and other modifiers cannot increase your <span class="icon-intellect"></span> during investigations. That is, there is no concept of the term "skill value" referring to a separate quantity from an investigator\'s printed skill + relevant modifiers; when a skill is modified during a skill test from any source, that skill is literally being increased or decreased. How should this ruling be applied to Circle tests from the scenario <a href="/card/05238">Union and Disillusion</a>? Circle tests are "considered to be a test of both skill types", so the straightforward implication is that in, for instance, a <span class="icon-combat"></span> + <span class="icon-intellect"></span> Circle test, a drawn chaos token modifiers both the investigator\'s combat and their intellect before the skill values are summed to determine the final skill value. For example, if <a href="/card/05002">Joe Diamond</a> with no cards in play initiated a <span class="icon-combat"></span> + <span class="icon-intellect"></span> Circle test, his initial skill value would be 4 + 4 = 8, and then if he drew a -2 token, his final skill value would be (4-2) + (4-2) = 4. Is this the correct interpretation, or should chaos tokens apply "normally" (i.e. only once) for Circle tests? If they apply "normally", should this be considered an exception for Circle tests in particular, or is there something wrong with my understanding of skill values being directly modified by chaos tokens and other effects during skill tests? <strong>A:</strong> If you apply a modifier to your “skill value” during a circle test, this modifier only applies after your current stats are accounted for, resulting in your “total skill value.” We answered a question about this in another person’s email, which I will outline below:\n<ul><li>If <a href="/card/02003">Jenny Barnes</a> were attempting the circle test on <a href="/card/05257">The Geist-Trap</a> and activated <a href="/card/04156">High Roller</a> for the test, the +2 from High Roller applies to the base skill value she has, not increasing any specific stat. Her base stats are 3 + 3 + 3 + 3, and High Roller would add +2 to this total, making her total skill value for the test “14.” (She would not add +2 to each stat applied in the test, otherwise she’d be testing at 20 instead.)</li>\n<li>A token would be the same for a circle test, only applying its value to the current cumulative “skill value” being used for the test. A -2 token revealed during a circle test would apply -2 to the total skill value, not any individual stat.</li>\n<li><a href="/card/03130">Historical Society</a> may not be worded the best if it’s causing confusion for other tests. There was an errata applied to it that it was meant to only prevent increases to the investigator’s intellect, from whatever source it came from; anything that increases your intellect directly (like <a href="/card/01033">Dr. Milan Christopher</a>) or increases your “skill value for a test” (like <a href="/card/04156">High Roller</a>) cannot be used when investigating Historical Museum.</li>\n</ul></li>\n</ul>', 'text': '- **Q:** A previous ruling on the location [Historical Society](/card/03130) [see that card for the ruling] stated: "A \'+1 skill value\' is an all-encompassing term suggestion that you\'re getting +1 to the relevant skill that the test is checking." [This ruling is not on ArkhamDB, I\'m tracking it down.] With the direct implication that, for that location, [Lockpicks](/card/01687), <span class="icon-intellect"></span> commits, positive chaos tokens, and other modifiers cannot increase your <span class="icon-intellect"></span> during investigations. That is, there is no concept of the term "skill value" referring to a separate quantity from an investigator\'s printed skill + relevant modifiers; when a skill is modified during a skill test from any source, that skill is literally being increased or decreased. How should this ruling be applied to Circle tests from the scenario [Union and Disillusion](/card/05238)? Circle tests are "considered to be a test of both skill types", so the straightforward implication is that in, for instance, a <span class="icon-combat"></span> + <span class="icon-intellect"></span> Circle test, a drawn chaos token modifiers both the investigator\'s combat and their intellect before the skill values are summed to determine the final skill value. For example, if [Joe Diamond](/card/05002) with no cards in play initiated a <span class="icon-combat"></span> + <span class="icon-intellect"></span> Circle test, his initial skill value would be 4 + 4 = 8, and then if he drew a -2 token, his final skill value would be (4-2) + (4-2) = 4. Is this the correct interpretation, or should chaos tokens apply "normally" (i.e. only once) for Circle tests? If they apply "normally", should this be considered an exception for Circle tests in particular, or is there something wrong with my understanding of skill values being directly modified by chaos tokens and other effects during skill tests? **A:** If you apply a modifier to your “skill value” during a circle test, this modifier only applies after your current stats are accounted for, resulting in your “total skill value.” We answered a question about this in another person’s email, which I will outline below:\r\n - If [Jenny Barnes](/card/02003) were attempting the circle test on [The Geist-Trap](/card/05257) and activated [High Roller](/card/04156) for the test, the +2 from High Roller applies to the base skill value she has, not increasing any specific stat. Her base stats are 3 + 3 + 3 + 3, and High Roller would add +2 to this total, making her total skill value for the test “14.” (She would not add +2 to each stat applied in the test, otherwise she’d be testing at 20 instead.)\r\n - A token would be the same for a circle test, only applying its value to the current cumulative “skill value” being used for the test. A -2 token revealed during a circle test would apply -2 to the total skill value, not any individual stat.\r\n - [Historical Society](/card/03130) may not be worded the best if it’s causing confusion for other tests. There was an errata applied to it that it was meant to only prevent increases to the investigator’s intellect, from whatever source it came from; anything that increases your intellect directly (like [Dr. Milan Christopher](/card/01033)) or increases your “skill value for a test” (like [High Roller](/card/04156)) cannot be used when investigating Historical Museum.', 'updated': {'date': '2023-01-13 08:51:32.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '06010', 'html': '<ul><li><strong>Q:</strong> Can the reactions on cards that start the game in play be triggered during scenario setup? Specifically, during Step 10 of <a href="/rules#Appendix_III_Setting_Up_The_Game">Setting Up The Game</a>, when enemies or treacheries may be put in play? Two example cards: 1) Can <a href="/card/06010">Bounty Contracts</a> put bounties on enemies put out as part of scenario setup - are permanents in play at this point? 2) Can <a href="/card/09016">Darrell\'s Kodak</a> be triggered during scenario setup to put evidence on enemies or treacheries - are cards that "begin the game in play" in play at this point? <strong>A:</strong> No to both; unless explicitly stated, you can’t resolve abilities before the game starts. Neither Bounty Contracts nor Darrell’s Kodak is able to affect the game during Setup. (One card that can, though: <a href="/card/03003">Sefina Rousseau</a> with her Forced ability.)</li>\n</ul>', 'text': '- **Q:** Can the reactions on cards that start the game in play be triggered during scenario setup? Specifically, during Step 10 of [Setting Up The Game](/rules#Appendix_III_Setting_Up_The_Game), when enemies or treacheries may be put in play? Two example cards: 1) Can [Bounty Contracts](/card/06010) put bounties on enemies put out as part of scenario setup - are permanents in play at this point? 2) Can [Darrell\'s Kodak](/card/09016) be triggered during scenario setup to put evidence on enemies or treacheries - are cards that "begin the game in play" in play at this point? **A:** No to both; unless explicitly stated, you can’t resolve abilities before the game starts. Neither Bounty Contracts nor Darrell’s Kodak is able to affect the game during Setup. (One card that can, though: [Sefina Rousseau](/card/03003) with her Forced ability.)', 'updated': {'date': '2022-11-09 10:45:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '05313', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The last line of this card\'s <b>Forced</b> effects should read: "... set them aside, out of play" instead of "remove them from the game." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The last line of this card\'s <b>Forced</b> effects should read: "... set them aside, out of play" instead of "remove them from the game." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 12:02:38.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05314', 'html': '<ul><li><strong>Clarification:</strong> If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of <a href="/card/05314">Soothing Melody</a> set aside at the start of the game. Similarly, an investigator may only have 1 <a href="/card/06113">Essence of the Dream</a> set aside at the start of the game, regardless of how many copies of <a href="/card/06112">Dream Diary</a> they include in their deck. - FAQ, v.1.7, March 2020</li>\n</ul>', 'text': '- **Clarification:** If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of [Soothing Melody](/card/05314) set aside at the start of the game. Similarly, an investigator may only have 1 [Essence of the Dream](/card/06113) set aside at the start of the game, regardless of how many copies of [Dream Diary](/card/06112) they include in their deck. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 10:53:04.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05315', 'html': '<ul><li><s><strong>Q:</strong> For cards like <a href="/card/05032">Deny Existence</a>, <a href="/card/05315">"I\'ve had worse…"</a>, <a href="/card/05021">Delay the Inevitable</a>, etc, do they directly or indirectly work against effects that do not deal damage and horror directly to your investigator (e.g. <a href="/card/04080">Snake Bite</a>) or deal direct damage to other things as well as your investigator (e.g. <a href="/card/05099">Centuries of Secrets</a>, <a href="/card/05214">Ceremony Room</a>)? <strong>A:</strong> Delay the Inevitable, I\'ve Had Worse and Deny Existence only work when <em>you</em> (aka your investigator) are being dealt damage/horror. If damage or horror is being dealt directly to a card other than your investigator, you cannot use Deny Existence, Delay the Inevitable, or I\'ve Had Worse to cancel/ignore it.</s> This ruling has been overturned and, at the time of updating (27/07/22), we await an FAQ update to bring this ruling in line with FAQ entry 2.12, <a href="/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage">Interpreting "You" When Taking or Being Dealt Damage</a>. The information we currently have is: \n<ul><li>According to our current rulings, “you” are “dealt damage” when your investigator or an asset you control is dealt damage.</li>\n<li>This does mean that, if you activated the ability on <a href="/card/01028">Beat Cop</a> while you had <a href="/card/01100">Hypochondria</a> in your threat area, “you” would have been dealt damage, and you must then take 1 direct horror.</li>\n<li>This also means that the previous ruling on Delay the Inevitable and similar cards has been overturned; those cards would count damage dealt to your assets as damage dealt “to you.”</li>\n</ul></li>\n</ul>', 'text': '- <s>**Q:** For cards like [Deny Existence](/card/05032), ["I\'ve had worse…"](/card/05315), [Delay the Inevitable](/card/05021), etc, do they directly or indirectly work against effects that do not deal damage and horror directly to your investigator (e.g. [Snake Bite](/card/04080)) or deal direct damage to other things as well as your investigator (e.g. [Centuries of Secrets](/card/05099), [Ceremony Room](/card/05214))? **A:** Delay the Inevitable, I\'ve Had Worse and Deny Existence only work when *you* (aka your investigator) are being dealt damage/horror. If damage or horror is being dealt directly to a card other than your investigator, you cannot use Deny Existence, Delay the Inevitable, or I\'ve Had Worse to cancel/ignore it.</s> This ruling has been overturned and, at the time of updating (27/07/22), we await an FAQ update to bring this ruling in line with FAQ entry 2.12, [Interpreting "You" When Taking or Being Dealt Damage](/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage). The information we currently have is: \r\n - According to our current rulings, “you” are “dealt damage” when your investigator or an asset you control is dealt damage.\r\n - This does mean that, if you activated the ability on [Beat Cop](/card/01028) while you had [Hypochondria](/card/01100) in your threat area, “you” would have been dealt damage, and you must then take 1 direct horror.\r\n - This also means that the previous ruling on Delay the Inevitable and similar cards has been overturned; those cards would count damage dealt to your assets as damage dealt “to you.”', 'updated': {'date': '2022-07-27 11:11:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05320', 'html': '<ul>\n<li>\n<p><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.) </p>\n</li>\n<li>\n<p><strong>Q:</strong> <a href="/card/05320">Double, Double</a> vs <a href="/card/04233">Pay Day</a>. Can the <span class="icon-reaction"></span> of Double, Double be initiated despite the end of the turn [from Pay Day]? If the turn immediately ends, does this mean even if Pay Day is played again, no actions were performed and the second pay day will grant no resources? <strong>A:</strong> Technically, you can use Double, Double to play a card that ends your turn twice, even though it ends your turn. Ending your turn doesn’t mean that you can’t trigger effects, it just means that you can no longer take actions. Since the second playing of the card doesn’t cost an action in this case, you can go ahead and resolve it even though your turn has ended. HOWEVER, due to the specific text on Pay Day, doing so would essentially do nothing. It says that you gain 1 resource for each action you performed this turn. Since you are playing it outside of your turn, you would gain 0 resources from the second copy of Pay Day (since the first copy ended your turn.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> <a href="/card/05320">Double, Double</a> vs <a href="/card/03012">The Painted World</a>. <s>I imagine The Painted World cannot be played twice by Double, Double, since it\'s removed from the game, but can the copied event be played twice? <strong>A:</strong> You can absolutely use Double, Double to play The Painted World twice. Note that it says you play it “as if it were in your hand,” so each time you played it in this way, you could choose a different event beneath Sefina Rousseau. Keep in mind this may not work with some events (such as events that become attachments or go to a specific play area) as you only actually have one physical copy of The Painted World to move around.</s> <strong>UPDATE:</strong> There is an extant ruling that one can trigger <a href="/card/05320">Double, Double</a> after playing <a href="/card/03012">The Painted World</a> (and target different cards no less). A recent ruling said that one cannot trigger double double after playing <a href="/card/03310">Cheat Death</a> as Cheat Death will have been removed from the game as part of its resolution. As The Painted World is also removed from the game during its resolution (albeit with slightly different timing) is this ruling no longer valid? Would the same be true of any card removed from the game? <strong>A:</strong> Under current rulings, removing The Painted World from the game is a part of its resolution, so it would be an ineligible target for Double, Double. This does overrule the previous ruling.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can you use <a href="/card/05320">Double, Double</a> on <a href="/card/04103">Scene of the Crime</a> (as Tony)? Can you Double, Double with <a href="/card/01022">Evidence!</a>? <strong>A:</strong> <del>Yes, you can. You can use Double, Double on Scene of the Crime because it is still technically your first action (the second playing of the card does not cost an action).</del> <strong>UPDATE:</strong> The <a href="/card/04103">Scene of the Crime</a> ruling has been overruled by official FAQ 2.18: "If a card can only be played or its ability only triggered as your "first action," it must spend one of your actions, and that action must be the first one you have taken during your turn. If it is fast, a free triggered ability, ignores its action cost, or takes place outside of your turn, it cannot be played or triggered." <strong>ORIGINAL RULING CONTINUES:</strong> As for Evidence, it is a reaction to defeating an enemy, so as long as you are still in that same opportunity window (having just defeated the enemy), it is perfectly legal to use Double, Double to play it a second time. In this way, it’s no different from having two copies of Evidence in hand and playing both of them, one at a time.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Regarding <a href="/card/05320">Double, Double</a>, when is the time to trigger the <span class="icon-reaction"></span> ability in playing an event?\nWhen can I trigger Double, Double\'s <span class="icon-reaction"></span> triggered abilities, before or after the event card goes to the discard pile?\nFor example:</p>\n<ul>\n<li>1) When I played a <a href="/card/06165">Scrounge for Supplies</a> and resolved the effect. Can I use the ability of Double, Double to resolve the effect of this card and return it from the discard pile to my hand? <strong>A:</strong> If you played Scrounge for Supplies, then activated Double, Double, you would retrieve Scrounge for Supplies from your discard and put it into <a href="/rules#Limbo">Limbo</a> (a liminal state, expanded upon in FAQ 2.0). It would not be in the discard pile at that time, and could not target itself.</li>\n<li>2) When I played <a href="/card/05021">Delay the Inevitable</a> and resolved the effect. Can I use the ability of Double, Double to play one again? If possible, is the timing of DD\'s triggering ability before or after this card\'s attachment to Investigator in play? <strong>A:</strong> Activating Double, Double on an event card that “attaches” would only cause that card to attach to something else, or reattach to the same element. This goes for Delay the Inevitable as well as cards like <a href="/card/04020">Reliable</a>.</li>\n<li>3) When I played <a href="/card/02025">Think on Your Feet</a> and resolved the effect. Can I use the ability of Double, Double to play one again? If so, how do I resolve the effect? <strong>A:</strong> Playing Think on your Feet and activating Double, Double, would allow you to move an additional time before the enemy spawns, because a nested sequence off the same timing trigger has occurred.</li>\n<li>4) When I played a <a href="/card/03310">Cheat Death</a> and resolved the effect. Can I use the ability of Double, Double play one again? If so, what happens? <strong>A:</strong> Cheat Death must be removed from the game as part of its resolution. Double, Double cannot interact with it once it’s removed from the game.</li>\n</ul>\n</li>\n<li>\n<p><strong>Q:</strong> You explained that the trigger time points for <a href="/card/05320">Double, Double</a> [see above] and <a href="/card/01012">Heirloom of Hyperborea</a> are "after the Event/Spell card has resolved in full". How am I to correctly understand "This trigger occurs after the card has resolved in full."? According to your reply, I guess that a card is placed in play (e.g. attach to, in play area, in threat area), or in its owner\'s discard pile. Does this mean "this card has resolved in full"? What if a <b><i>Spell</i></b> Asset card is played, or an event card (e.g. <a href="/card/05021">Delay the Inevitable</a>), in which case, at what point has "the card resolved in full"? <strong>A:</strong> For Heirloom of Hyperborea, it triggers after you play a <b><i>Spell</i></b> card. If the <b><i>Spell</i></b> card has a single effect like <a href="/card/01065">Ward of Protection</a> and then gets discarded, you can trigger Heirloom once it’s in the discard pile. If you instead play a <b><i>Spell</i></b> like <a href="/card/01061">Scrying</a>, you could activate Heirloom once Scrying enters play. A card like <a href="/card/05021">Delay the Inevitable</a>, which stays in play after it is played, could become a target of Double, Double after it has been attached to an investigator.</p>\n</li>\n<li>\n<p><strong>Q:</strong> <a href="/card/05320">Double, Double</a> reads "Play that event again as if it were in your hand." Does this actually mean "The same card is physically played twice", not "The second copy of the card was played by Double, Double"? If so, I play a <a href="/card/60324">Slip Away</a> and fail the evasion test. Then, I trigger the Double, Double <span class="icon-reaction"></span> ability to "Play [Slip Away] again as if it were in my hand." If this skill test succeeded by 3 or more, can I return Slip Away (I mean the first card that failed the test, physically present, of course) to my hand at the end of my turn? <strong>A:</strong> Yes, Double, Double should be interpreted as physically playing the event card an additional time. Yes, you could fail the first test with Slip Away but succeed in the second to return Slip Away to your hand.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Does the ability on <a href="/card/05320">Double, Double</a> allow me to replay an event that removes itself from the game such as <a href="/card/03012">The Painted World</a>? <strong>A:</strong> No. While Double, Double’s ability allows you to replay an event “as if it were in your hand”, it does not allow you to replay an event that has removed itself from the game as part of its effect. - FAQ, v.2.1, August 2023</p>\n</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.) \r\n\r\n\r\n- **Q:** [Double, Double](/card/05320) vs [Pay Day](/card/04233). Can the <span class="icon-reaction"></span> of Double, Double be initiated despite the end of the turn [from Pay Day]? If the turn immediately ends, does this mean even if Pay Day is played again, no actions were performed and the second pay day will grant no resources? **A:** Technically, you can use Double, Double to play a card that ends your turn twice, even though it ends your turn. Ending your turn doesn’t mean that you can’t trigger effects, it just means that you can no longer take actions. Since the second playing of the card doesn’t cost an action in this case, you can go ahead and resolve it even though your turn has ended. HOWEVER, due to the specific text on Pay Day, doing so would essentially do nothing. It says that you gain 1 resource for each action you performed this turn. Since you are playing it outside of your turn, you would gain 0 resources from the second copy of Pay Day (since the first copy ended your turn.)\r\n\r\n- **Q:** [Double, Double](/card/05320) vs [The Painted World](/card/03012). <s>I imagine The Painted World cannot be played twice by Double, Double, since it\'s removed from the game, but can the copied event be played twice? **A:** You can absolutely use Double, Double to play The Painted World twice. Note that it says you play it “as if it were in your hand,” so each time you played it in this way, you could choose a different event beneath Sefina Rousseau. Keep in mind this may not work with some events (such as events that become attachments or go to a specific play area) as you only actually have one physical copy of The Painted World to move around.</s> **UPDATE:** There is an extant ruling that one can trigger [Double, Double](/card/05320) after playing [The Painted World](/card/03012) (and target different cards no less). A recent ruling said that one cannot trigger double double after playing [Cheat Death](/card/03310) as Cheat Death will have been removed from the game as part of its resolution. As The Painted World is also removed from the game during its resolution (albeit with slightly different timing) is this ruling no longer valid? Would the same be true of any card removed from the game? **A:** Under current rulings, removing The Painted World from the game is a part of its resolution, so it would be an ineligible target for Double, Double. This does overrule the previous ruling.\r\n\r\n- **Q:** Can you use [Double, Double](/card/05320) on [Scene of the Crime](/card/04103) (as Tony)? Can you Double, Double with [Evidence!](/card/01022)? **A:** ~~Yes, you can. You can use Double, Double on Scene of the Crime because it is still technically your first action (the second playing of the card does not cost an action).~~ **UPDATE:** The [Scene of the Crime](/card/04103) ruling has been overruled by official FAQ 2.18: "If a card can only be played or its ability only triggered as your "first action," it must spend one of your actions, and that action must be the first one you have taken during your turn. If it is fast, a free triggered ability, ignores its action cost, or takes place outside of your turn, it cannot be played or triggered." **ORIGINAL RULING CONTINUES:** As for Evidence, it is a reaction to defeating an enemy, so as long as you are still in that same opportunity window (having just defeated the enemy), it is perfectly legal to use Double, Double to play it a second time. In this way, it’s no different from having two copies of Evidence in hand and playing both of them, one at a time.\r\n\r\n- **Q:** Regarding [Double, Double](/card/05320), when is the time to trigger the <span class="icon-reaction"></span> ability in playing an event?\r\nWhen can I trigger Double, Double\'s <span class="icon-reaction"></span> triggered abilities, before or after the event card goes to the discard pile?\r\nFor example:\r\n - 1) When I played a [Scrounge for Supplies](/card/06165) and resolved the effect. Can I use the ability of Double, Double to resolve the effect of this card and return it from the discard pile to my hand? **A:** If you played Scrounge for Supplies, then activated Double, Double, you would retrieve Scrounge for Supplies from your discard and put it into [Limbo](/rules#Limbo) (a liminal state, expanded upon in FAQ 2.0). It would not be in the discard pile at that time, and could not target itself.\r\n - 2) When I played [Delay the Inevitable](/card/05021) and resolved the effect. Can I use the ability of Double, Double to play one again? If possible, is the timing of DD\'s triggering ability before or after this card\'s attachment to Investigator in play? **A:** Activating Double, Double on an event card that “attaches” would only cause that card to attach to something else, or reattach to the same element. This goes for Delay the Inevitable as well as cards like [Reliable](/card/04020).\r\n - 3) When I played [Think on Your Feet](/card/02025) and resolved the effect. Can I use the ability of Double, Double to play one again? If so, how do I resolve the effect? **A:** Playing Think on your Feet and activating Double, Double, would allow you to move an additional time before the enemy spawns, because a nested sequence off the same timing trigger has occurred.\r\n - 4) When I played a [Cheat Death](/card/03310) and resolved the effect. Can I use the ability of Double, Double play one again? If so, what happens? **A:** Cheat Death must be removed from the game as part of its resolution. Double, Double cannot interact with it once it’s removed from the game.\r\n\r\n- **Q:** You explained that the trigger time points for [Double, Double](/card/05320) [see above] and [Heirloom of Hyperborea](/card/01012) are "after the Event/Spell card has resolved in full". How am I to correctly understand "This trigger occurs after the card has resolved in full."? According to your reply, I guess that a card is placed in play (e.g. attach to, in play area, in threat area), or in its owner\'s discard pile. Does this mean "this card has resolved in full"? What if a <b><i>Spell</i></b> Asset card is played, or an event card (e.g. [Delay the Inevitable](/card/05021)), in which case, at what point has "the card resolved in full"? **A:** For Heirloom of Hyperborea, it triggers after you play a <b><i>Spell</i></b> card. If the <b><i>Spell</i></b> card has a single effect like [Ward of Protection](/card/01065) and then gets discarded, you can trigger Heirloom once it’s in the discard pile. If you instead play a <b><i>Spell</i></b> like [Scrying](/card/01061), you could activate Heirloom once Scrying enters play. A card like [Delay the Inevitable](/card/05021), which stays in play after it is played, could become a target of Double, Double after it has been attached to an investigator.\r\n\r\n- **Q:** [Double, Double](/card/05320) reads "Play that event again as if it were in your hand." Does this actually mean "The same card is physically played twice", not "The second copy of the card was played by Double, Double"? If so, I play a [Slip Away](/card/60324) and fail the evasion test. Then, I trigger the Double, Double <span class="icon-reaction"></span> ability to "Play [Slip Away] again as if it were in my hand." If this skill test succeeded by 3 or more, can I return Slip Away (I mean the first card that failed the test, physically present, of course) to my hand at the end of my turn? **A:** Yes, Double, Double should be interpreted as physically playing the event card an additional time. Yes, you could fail the first test with Slip Away but succeed in the second to return Slip Away to your hand.\r\n\r\n- **Q:** Does the ability on [Double, Double](/card/05320) allow me to replay an event that removes itself from the game such as [The Painted World](/card/03012)? **A:** No. While Double, Double’s ability allows you to replay an event “as if it were in your hand”, it does not allow you to replay an event that has removed itself from the game as part of its effect. - FAQ, v.2.1, August 2023', 'updated': {'date': '2025-03-18 14:44:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '06110', 'html': '<ul><li><strong>Q:</strong> If I use <a href="/card/06110">First Watch</a> to deal encounter cards to investigators, are those dealt cards considered to be in the encounter deck for the purposes of other card effects, such as <a href="/card/03263">On the Hunt</a>? <strong>A:</strong> Cards dealt to investigators by First Watch are no longer in the encounter deck, nor are they yet in play or in the encounter discard pile. That said, all cards dealt via First Watch must be drawn and/or dealt with before moving on to the next phase, so using On the Hunt in this manner would not avoid it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** If I use [First Watch](/card/06110) to deal encounter cards to investigators, are those dealt cards considered to be in the encounter deck for the purposes of other card effects, such as [On the Hunt](/card/03263)? **A:** Cards dealt to investigators by First Watch are no longer in the encounter deck, nor are they yet in play or in the encounter discard pile. That said, all cards dealt via First Watch must be drawn and/or dealt with before moving on to the next phase, so using On the Hunt in this manner would not avoid it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 08:58:20.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06116', 'html': '<ul><li><strong>Q:</strong> Can I trigger <a href="/card/60215">Cryptic Writings</a>\' <span class="icon-reaction"></span> ability from the discard pile if Cryptic Writings is not in my hand "After [I] draw" it because it was discarded by <a href="/card/06116">Scroll of Prophecies</a>? <strong>A:</strong> This one was tricker to determine [cf two rulings on <a href="/card/06026">Easy Mark</a>], because of how “then” and “After” in abilities interact. What we determined is, Scroll of Prophecies’ final sentence would be treated as a single triggering condition, given priority because it has a “then” clause in its ability whereas Cryptic Writings has an “After” in its ability. To put it simply, Scroll of Prophecies needs to resolve in full before Cryptic Writings resolves. If Cryptic Writings was discarded as a consequence of resolving Scroll of Prophecies, Cryptic Writings could not trigger from the discard pile, as it cannot be “played” from this out-of-play area. Hopefully that makes sense! <strong>Further discussion</strong>: There\'s one thing I don\'t understand about your explanation, and I was wondering if you could indulge me with a clarification. You mentioned that Cryptic Writings can\'t be "played" from the discard pile. Is that because of "Card abilities only interact with other cards that are in play, unless the ability specifically references an interaction with cards in an out-of-play area." under <a href="/rules#Ability">Ability</a> in the RR? If so, why can Cryptic Writings be "played" from hand (also an out-of-play area)? To be clear, obviously it <em>must</em> be playable from hand, otherwise the ability doesn\'t function... but how does that fit into the rules framework? I noticed that most of the other cards that work like this (particularly <a href="/card/06026">Easy Mark</a>, but also e.g. Archaic Glyphs, Dexter Drake, Ever Vigilant, Farsight) specify "from your hand" - i.e. specifically referencing the out-of-play area. Should Cryptic Writings have this text? Or is there some implicit reason that Cryptic Writings can be played from only the zone we expect it to be in after its triggering condition? <strong>A:</strong> Unless something states it can be played from the discard pile (like Winging It), you can’t play it from there. Easy Mark’s <span class="icon-reaction"></span> ability can be activated while in the discard pile, but that’s not the same as playing Easy Mark from the discard pile. It’s the same for Cryptic Writings; it cannot be played from the discard pile.</li>\n</ul>', 'text': '- **Q:** Can I trigger [Cryptic Writings](/card/60215)\' <span class="icon-reaction"></span> ability from the discard pile if Cryptic Writings is not in my hand "After [I] draw" it because it was discarded by [Scroll of Prophecies](/card/06116)? **A:** This one was tricker to determine [cf two rulings on [Easy Mark](/card/06026)], because of how “then” and “After” in abilities interact. What we determined is, Scroll of Prophecies’ final sentence would be treated as a single triggering condition, given priority because it has a “then” clause in its ability whereas Cryptic Writings has an “After” in its ability. To put it simply, Scroll of Prophecies needs to resolve in full before Cryptic Writings resolves. If Cryptic Writings was discarded as a consequence of resolving Scroll of Prophecies, Cryptic Writings could not trigger from the discard pile, as it cannot be “played” from this out-of-play area. Hopefully that makes sense! **Further discussion**: There\'s one thing I don\'t understand about your explanation, and I was wondering if you could indulge me with a clarification. You mentioned that Cryptic Writings can\'t be "played" from the discard pile. Is that because of "Card abilities only interact with other cards that are in play, unless the ability specifically references an interaction with cards in an out-of-play area." under [Ability](/rules#Ability) in the RR? If so, why can Cryptic Writings be "played" from hand (also an out-of-play area)? To be clear, obviously it *must* be playable from hand, otherwise the ability doesn\'t function... but how does that fit into the rules framework? I noticed that most of the other cards that work like this (particularly [Easy Mark](/card/06026), but also e.g. Archaic Glyphs, Dexter Drake, Ever Vigilant, Farsight) specify "from your hand" - i.e. specifically referencing the out-of-play area. Should Cryptic Writings have this text? Or is there some implicit reason that Cryptic Writings can be played from only the zone we expect it to be in after its triggering condition? **A:** Unless something states it can be played from the discard pile (like Winging It), you can’t play it from there. Easy Mark’s <span class="icon-reaction"></span> ability can be activated while in the discard pile, but that’s not the same as playing Easy Mark from the discard pile. It’s the same for Cryptic Writings; it cannot be played from the discard pile.', 'updated': {'date': '2022-11-09 10:10:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '52004', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:48:43.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '52008', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> This card\'s <b>Fight</b> ability should read: "at the attacked enemy\'s location" instead of "at your location". - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** This card\'s <b>Fight</b> ability should read: "at the attacked enemy\'s location" instead of "at your location". - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:58:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '52011', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-29 16:38:12.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '52012', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-29 16:38:17.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '52013', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-29 16:38:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '05329', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card’s second line of game text should read: “Shuffle each empty space into its owner’s deck and each location in play other than Hideous Palace into the Cosmos.” - FAQ, v.1.7, March 2020</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card’s second line of game text should read: “Shuffle each empty space into its owner’s deck and each location in play other than Hideous Palace into the Cosmos.” - FAQ, v.1.7, March 2020', 'updated': {'date': '2022-01-02 12:48:04.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '05330', 'html': '<ul>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card’s second line of game text should read: “Shuffle each empty space into its owner’s deck and each location in play other than Court of the Great Old Ones into the Cosmos.” - FAQ, v.1.7, March 2020</p>\n</li>\n<li>\n<p><del><strong>Q:</strong> It’s come to my attention that the card “In Azathoth\'s Domain” (The Circle Undone #330) has a discrepancy between its Mythos Pack printing and its Campaign Expansion printing. As printed in the Mythos Pack, it requires 2 clues per Investigator to advance. As printed in the Campaign Expansion, it requires 1 clue per Investigator to advance. Is this a misprint and the original printing’s 2 per investigator is correct? Or is the more recent printing’s 1 per investigator correct? <strong>A:</strong> The most recent version of “In Azathoth’s Domain” (the one in the Campaign Expansion repackage) is the correct one, meaning that the clue threshold should be 1 per investigator. (Ruling, April 2025)</del> <strong>OVERRULED:</strong> See FAQ v2.4 below.</p>\n</li>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: <strong>Erratum:</strong> This card’s clue threshold should be 2<span class="icon-per_investigator"></span>. (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card’s second line of game text should read: “Shuffle each empty space into its owner’s deck and each location in play other than Court of the Great Old Ones into the Cosmos.” - FAQ, v.1.7, March 2020\r\n\r\n- ~~**Q:** It’s come to my attention that the card “In Azathoth\'s Domain” (The Circle Undone #330) has a discrepancy between its Mythos Pack printing and its Campaign Expansion printing. As printed in the Mythos Pack, it requires 2 clues per Investigator to advance. As printed in the Campaign Expansion, it requires 1 clue per Investigator to advance. Is this a misprint and the original printing’s 2 per investigator is correct? Or is the more recent printing’s 1 per investigator correct? **A:** The most recent version of “In Azathoth’s Domain” (the one in the Campaign Expansion repackage) is the correct one, meaning that the clue threshold should be 1 per investigator. (Ruling, April 2025)~~ **OVERRULED:** See FAQ v2.4 below.\r\n\r\n- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: **Erratum:** This card’s clue threshold should be 2<span class="icon-per_investigator"></span>. (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:14:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '05341', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:53:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '05307', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:53:28.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '05309', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:54:03.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '06005', 'html': '<ul><li>\n<p><strong>Q:</strong> Does Patrice Hathaway’s card draw during the upkeep phase occur all at once, or one at a time? What happens if I draw a weakness, like <a href="/card/01096">Amnesia</a>? <strong>A:</strong> Anytime you draw one or more cards, the card draw occurs simultaneously unless the effect uses the phrase “one at a time.” Then, once all of the cards have been drawn, you must resolve all <strong>Revelation</strong> abilities on those cards (in an order of your choosing). - FAQ, v.1.6, September 2019</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can Patrice Hathaway’s ability cause her to discard hidden encounter cards from her hand? <strong>A:</strong> No. Hidden cards cannot be discarded from hand by any means except for those described on the card. - FAQ, v.1.6, September 2019</p>\n</li>\n<li>\n<p><strong>Q:</strong> If <a href="/card/06005">Patrice Hathaway</a> uses <a href="/card/08125">In the Thick of It</a> to purchase <a href="/card/06167">Versatile</a> to purchase <a href="/card/08031">Forced Learning</a>, how does she resolve the draw cards step of the upkeep phase? <strong>A:</strong> If Patrice Hathaway has Forced Learning, she decides which trigger - hers or Forced Learning’s - to resolve during the upkeep phase, because both her ability and its ability share the same timing point.</p>\n</li>\n</ul>', 'text': '- **Q:** Does Patrice Hathaway’s card draw during the upkeep phase occur all at once, or one at a time? What happens if I draw a weakness, like [Amnesia](/card/01096)? **A:** Anytime you draw one or more cards, the card draw occurs simultaneously unless the effect uses the phrase “one at a time.” Then, once all of the cards have been drawn, you must resolve all **Revelation** abilities on those cards (in an order of your choosing). - FAQ, v.1.6, September 2019\r\n\r\n- **Q:** Can Patrice Hathaway’s ability cause her to discard hidden encounter cards from her hand? **A:** No. Hidden cards cannot be discarded from hand by any means except for those described on the card. - FAQ, v.1.6, September 2019\r\n\r\n- **Q:** If [Patrice Hathaway](/card/06005) uses [In the Thick of It](/card/08125) to purchase [Versatile](/card/06167) to purchase [Forced Learning](/card/08031), how does she resolve the draw cards step of the upkeep phase? **A:** If Patrice Hathaway has Forced Learning, she decides which trigger - hers or Forced Learning’s - to resolve during the upkeep phase, because both her ability and its ability share the same timing point.', 'updated': {'date': '2022-09-21 15:43:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '06017', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:52:27.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06018', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: The additional cost on this card should read: "As an additional cost to play this card...". - FAQ, v.1.9, June 2021 [see also <a href="/card/06024">Crystallizer of Dreams</a>]</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: The additional cost on this card should read: "As an additional cost to play this card...". - FAQ, v.1.9, June 2021 [see also [Crystallizer of Dreams](/card/06024)]', 'updated': {'date': '2022-01-02 12:56:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06019', 'html': '<ul><li><strong>Clarification:</strong> If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of <a href="/card/05314">Soothing Melody</a> set aside at the start of the game. Similarly, an investigator may only have 1 <a href="/card/06113">Essence of the Dream</a> set aside at the start of the game, regardless of how many copies of <a href="/card/06112">Dream Diary</a> they include in their deck. - FAQ, v.1.7, March 2020</li>\n</ul>', 'text': '- **Clarification:** If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of [Soothing Melody](/card/05314) set aside at the start of the game. Similarly, an investigator may only have 1 [Essence of the Dream](/card/06113) set aside at the start of the game, regardless of how many copies of [Dream Diary](/card/06112) they include in their deck. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 10:53:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06020', 'html': '<ul>\n<li><strong>Q:</strong> Can damage/horror be "moved" to asset cards without health/sanity  (e.g. <a href="/card/01516">.45 Automatic</a>)? If not, what about asset cards like <a href="/card/60109">Relentless</a> that can have damage placed on it? Can the damage/horror "moved" exceed the upper limit of health/sanity of the asset card? <strong>A:</strong> No, damage/horror can’t be moved to asset cards without health/sanity, similar to how they can’t be dealt or assigned damage/horror. No. Relentless can only have damage placed on it in the manner described by its ability, and can’t have damage moved to it. No. A card will be defeated immediately if the damage/horror moved to it exceeds its health/sanity (August 2023).</li>\n</ul>', 'text': '- **Q:** Can damage/horror be "moved" to asset cards without health/sanity  (e.g. [.45 Automatic](/card/01516))? If not, what about asset cards like [Relentless](/card/60109) that can have damage placed on it? Can the damage/horror "moved" exceed the upper limit of health/sanity of the asset card? **A:** No, damage/horror can’t be moved to asset cards without health/sanity, similar to how they can’t be dealt or assigned damage/horror. No. Relentless can only have damage placed on it in the manner described by its ability, and can’t have damage moved to it. No. A card will be defeated immediately if the damage/horror moved to it exceeds its health/sanity (August 2023).', 'updated': {'date': '2023-09-29 15:43:03.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '06022', 'html': '<ul><li>\n<p><strong>Clarification:</strong> If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of <a href="/card/05314">Soothing Melody</a> set aside at the start of the game. Similarly, an investigator may only have 1 <a href="/card/06113">Essence of the Dream</a> set aside at the start of the game, regardless of how many copies of <a href="/card/06112">Dream Diary</a> they include in their deck. - FAQ, v.1.7, March 2020</p>\n</li>\n<li>\n<p><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n<li>\n<p><strong>Q:</strong> Can I play a card with a cost of “–”? <strong>A:</strong> No. Cards with a cost of “–” have no cost that can be paid, and therefore cannot be played. For example, if <a href="/card/06022">Pendant of the Queen</a> is discarded from play and then shuffled back into your deck and drawn, you would be unable to play it from hand. (Cards that put it directly into play bypassing its cost would be able to put it into play, however.) Cards with a cost of “–” that are played as a copy of a different card, such as <a href="/card/03306">Eidetic Memory</a>, use the resource cost of the copied card, and therefore bypass this restriction. - FAQ, v.1.8, October 2020</p>\n</li>\n</ul>', 'text': '- **Clarification:** If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of [Soothing Melody](/card/05314) set aside at the start of the game. Similarly, an investigator may only have 1 [Essence of the Dream](/card/06113) set aside at the start of the game, regardless of how many copies of [Dream Diary](/card/06112) they include in their deck. - FAQ, v.1.7, March 2020\r\n\r\n- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020\r\n\r\n\r\n- **Q:** Can I play a card with a cost of “–”? **A:** No. Cards with a cost of “–” have no cost that can be paid, and therefore cannot be played. For example, if [Pendant of the Queen](/card/06022) is discarded from play and then shuffled back into your deck and drawn, you would be unable to play it from hand. (Cards that put it directly into play bypassing its cost would be able to put it into play, however.) Cards with a cost of “–” that are played as a copy of a different card, such as [Eidetic Memory](/card/03306), use the resource cost of the copied card, and therefore bypass this restriction. - FAQ, v.1.8, October 2020', 'updated': {'date': '2020-10-17 10:24:43.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '06028', 'html': '<ul><li>\n<p><strong>Clarification:</strong> If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of <a href="/card/05314">Soothing Melody</a> set aside at the start of the game. Similarly, an investigator may only have 1 <a href="/card/06113">Essence of the Dream</a> set aside at the start of the game, regardless of how many copies of <a href="/card/06112">Dream Diary</a> they include in their deck. - FAQ, v.1.7, March 2020</p>\n</li>\n<li>\n<p><strong>"As If":</strong> Some card effects allow an investigator to resolve an ability or perform an action as if a certain aspect of the game state were altered, using the text “as if…” to indicate the difference. The indicated ability or action is resolved with the altered game state in mind, but the actual game state remains unchanged.</p>\n<ul><li>This includes all steps of the indicated ability/action, including the paying of its costs, attacks of opportunity (where applicable), and resolving each aspect of its effect.</li>\n<li>Other card abilities or game effects do not resolve with the altered game state in mind; only the indicated ability/action. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Clarification:** If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of [Soothing Melody](/card/05314) set aside at the start of the game. Similarly, an investigator may only have 1 [Essence of the Dream](/card/06113) set aside at the start of the game, regardless of how many copies of [Dream Diary](/card/06112) they include in their deck. - FAQ, v.1.7, March 2020\r\n\r\n- **"As If":** Some card effects allow an investigator to resolve an ability or perform an action as if a certain aspect of the game state were altered, using the text “as if…” to indicate the difference. The indicated ability or action is resolved with the altered game state in mind, but the actual game state remains unchanged.\r\n  - This includes all steps of the indicated ability/action, including the paying of its costs, attacks of opportunity (where applicable), and resolving each aspect of its effect.\r\n  - Other card abilities or game effects do not resolve with the altered game state in mind; only the indicated ability/action. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:43:10.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06029', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:53:32.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06030', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The last line of this card\'s <b>Forced</b> effects should read: "... set them aside, out of play" instead of "remove them from the game." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The last line of this card\'s <b>Forced</b> effects should read: "... set them aside, out of play" instead of "remove them from the game." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 12:03:04.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06031', 'html': '<ul><li>\n<p><strong>Clarification:</strong> If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of <a href="/card/05314">Soothing Melody</a> set aside at the start of the game. Similarly, an investigator may only have 1 <a href="/card/06113">Essence of the Dream</a> set aside at the start of the game, regardless of how many copies of <a href="/card/06112">Dream Diary</a> they include in their deck. - FAQ, v.1.7, March 2020</p>\n</li>\n<li>\n<p><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Clarification:** If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of [Soothing Melody](/card/05314) set aside at the start of the game. Similarly, an investigator may only have 1 [Essence of the Dream](/card/06113) set aside at the start of the game, regardless of how many copies of [Dream Diary](/card/06112) they include in their deck. - FAQ, v.1.7, March 2020\r\n\r\n- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:12:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06032', 'html': '<ul><li>\n<p><strong>Clarification:</strong> If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of <a href="/card/05314">Soothing Melody</a> set aside at the start of the game. Similarly, an investigator may only have 1 <a href="/card/06113">Essence of the Dream</a> set aside at the start of the game, regardless of how many copies of <a href="/card/06112">Dream Diary</a> they include in their deck. - FAQ, v.1.7, March 2020</p>\n</li>\n<li>\n<p><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Clarification:** If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of [Soothing Melody](/card/05314) set aside at the start of the game. Similarly, an investigator may only have 1 [Essence of the Dream](/card/06113) set aside at the start of the game, regardless of how many copies of [Dream Diary](/card/06112) they include in their deck. - FAQ, v.1.7, March 2020\r\n\r\n- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:21:36.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06033', 'html': '<ul><li>\n<p><strong>Clarification:</strong> If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of <a href="/card/05314">Soothing Melody</a> set aside at the start of the game. Similarly, an investigator may only have 1 <a href="/card/06113">Essence of the Dream</a> set aside at the start of the game, regardless of how many copies of <a href="/card/06112">Dream Diary</a> they include in their deck. - FAQ, v.1.7, March 2020</p>\n</li>\n<li>\n<p><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.</p>\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Clarification:** If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of [Soothing Melody](/card/05314) set aside at the start of the game. Similarly, an investigator may only have 1 [Essence of the Dream](/card/06113) set aside at the start of the game, regardless of how many copies of [Dream Diary](/card/06112) they include in their deck. - FAQ, v.1.7, March 2020\r\n\r\n- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:16:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06002', 'html': '<ul><li>\n<p><strong>Q:</strong> For Mandy Thompson’s <span class="icon-reaction"></span>, what does it mean to “resolve 1 additional target of the search?” <strong>A:</strong> Search effects typically instruct you to resolve an effect using the card(s) targeted by the search. For example, if you used an effect to “search the top 3 cards of your deck for a card and draw it,” drawing the searched-for card would be resolving the target of the search. If you used Mandy’s <span class="icon-reaction"></span> here, you could either search the top 6 cards of your deck for a card and draw it, or search the top 3 cards of your deck for 2 cards and draw them both. (You must decide which before initiating the search.) - FAQ, v.1.6, September 2019</p>\n</li>\n<li>\n<p><strong>Q:</strong> I\'m considering a <a href="/card/06002">Mandy Thompson</a> deck, and I wondered about her reaction ability and cards like <a href="/card/01686">Old Book of Lore</a> and <a href="/card/07223">Guided by the Unseen</a>, where the find has a cost. Do you pay the cost to activate the card you find once (effectively replacing "Pay XX to ... that card" with "Pay XX to ... those cards")? Or do you have to pay the cost for each instance, "Pay XX to ... that card" becoming "Pay XX for each card that you want to ..."? <strong>A:</strong> Mandy’s ability to “resolve 1 additional target of the search” can be thought of as treating the additional target just like the original target. To be more specific:</p>\n<ul><li>With Old Book of Lore, the investigator searches the top 3 cards of their deck for two total cards, draws them, and shuffles their deck; then, for each card, they can spend one secret to immediately play it at a reduced cost. (They would not have to play both cards.)</li>\n<li>For Guided by the Unseen, the investigator may search the top 3 cards of their deck for two total cards to commit, then, for each card, they can spend one secret to commit the card. (They would not have to commit both.)</li>\n</ul></li>\n<li>\n<p><strong>Q:</strong> How/can <a href="/card/06002">Mandy Thompson</a> resolve her reaction ability to "resolve an additional target" when playing <a href="/card/09047">Captivating Discovery</a>? Does Captivating Discovery inherently have any search targets? <strong>A:</strong> If Mandy Thompson plays Captivating Discovery, she’d either search the top 9 cards of her deck, or, for one clue she placed she could add 3 of the searched cards to her hand instead of 2. (For just one clue, not all three.)</p>\n</li>\n</ul>', 'text': '- **Q:** For Mandy Thompson’s <span class="icon-reaction"></span>, what does it mean to “resolve 1 additional target of the search?” **A:** Search effects typically instruct you to resolve an effect using the card(s) targeted by the search. For example, if you used an effect to “search the top 3 cards of your deck for a card and draw it,” drawing the searched-for card would be resolving the target of the search. If you used Mandy’s <span class="icon-reaction"></span> here, you could either search the top 6 cards of your deck for a card and draw it, or search the top 3 cards of your deck for 2 cards and draw them both. (You must decide which before initiating the search.) - FAQ, v.1.6, September 2019\r\n\r\n- **Q:** I\'m considering a [Mandy Thompson](/card/06002) deck, and I wondered about her reaction ability and cards like [Old Book of Lore](/card/01686) and [Guided by the Unseen](/card/07223), where the find has a cost. Do you pay the cost to activate the card you find once (effectively replacing "Pay XX to ... that card" with "Pay XX to ... those cards")? Or do you have to pay the cost for each instance, "Pay XX to ... that card" becoming "Pay XX for each card that you want to ..."? **A:** Mandy’s ability to “resolve 1 additional target of the search” can be thought of as treating the additional target just like the original target. To be more specific:\r\n - With Old Book of Lore, the investigator searches the top 3 cards of their deck for two total cards, draws them, and shuffles their deck; then, for each card, they can spend one secret to immediately play it at a reduced cost. (They would not have to play both cards.)\r\n - For Guided by the Unseen, the investigator may search the top 3 cards of their deck for two total cards to commit, then, for each card, they can spend one secret to commit the card. (They would not have to commit both.)\r\n\r\n\r\n- **Q:** How/can [Mandy Thompson](/card/06002) resolve her reaction ability to "resolve an additional target" when playing [Captivating Discovery](/card/09047)? Does Captivating Discovery inherently have any search targets? **A:** If Mandy Thompson plays Captivating Discovery, she’d either search the top 9 cards of her deck, or, for one clue she placed she could add 3 of the searched cards to her hand instead of 2. (For just one clue, not all three.)', 'updated': {'date': '2023-03-17 15:10:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06004', 'html': '<ul>\n<li>\n<p><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I play an <a href="/card/08108">Ethereal Slip</a> in the Dream-Gate? What would happen if it could be played? <strong>A:</strong> If you played Ethereal Slip while in Dream-Gate, nothing would happen, because Dream-Gate prevents enemies from entering it. Swapping places would not be possible.</p>\n</li>\n<li>\n<p><strong>Q:</strong> After playing <a href="/card/06117">Read the Signs</a> in Dream-Gate, can I still play <a href="/card/06197">Practice Makes Perfect</a> during the Skill Test? Or, can I continue to play a <a href="/card/05110">Crack the Case</a> after discovering the last remaining clues? <strong>A:</strong> To answer your other questions literally, there is nothing on Dream-Gate that would prevent you from playing Read the Signs and then Practice Makes Perfect to investigate there, at Dream-Gate. (It wouldn’t make sense to play Crack the Case”after this interaction, though.) Now, if you were asking about using Luke Robinson’s ability to investigate any revealed location while in Dream-Gate, that’s a little different. In summary, you would be able to play each of the cards you mentioned, so long as their conditions are met. Let’s say you are playing Luke Robinson and are currently in Dream-Gate. Per its ability text, Dream-Gate is connected to each other revealed location. Luke Robinson’s ability allows you to play one event each turn as if you were at a connecting location and engaged with each enemy at that location. “As if” is a phrasing that alters the game state in the manner described for the duration described—in other words, you can play an event card during your turn and essentially act as if you are in that location until the event card is fully resolved. You decide your event for the turn is Read the Signs, and thanks to being in Dream-Gate, you are able to investigate at any revealed location, and act as if you are in that location. There is a window of opportunity before the card fully resolves where you can play a “Fast” event card and create what’s known as a “nested sequence.” All of that to say, Practice Makes Perfect would be valid in the location you are investigating; you can resolve it while the “as if” condition is altering the game state. You could also play Crack the Case if the last remaining clue was discovered at that location during the investigation action of Read the Signs.</p>\n</li>\n<li>\n<p><strong>Q:</strong> If Luke Robinson\'s mini-card is located at <a href="/card/06015a">Dream-Gate</a> (Wondrous Journey) and he plays <a href="/card/01064">Drawn to the Flame</a> as if he were at a connected location and draws a non-aloof enemy without spawn instructions off the top of the encounter deck, where does the enemy end up when Drawn to the Flame finishes resolving? <strong>A:</strong> If Luke Robinson were in Dream-Gate and utilized his ability to play Drawn to the Flame “as if” in a location, then he drew an enemy, that enemy would spawn engaged with Luke for the duration of Drawn to the Flame, since “as if” rules are treating Luke is being in the target location during that time. Once Luke discovers 2 clues at the location and Drawn to the Flame ends, the enemy cannot stay engaged with Luke while he’s in Dream-Gate, so the enemy would remain behind at the location Luke discovered clues at.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Luke plays <a href="/card/06117">Read the Signs</a> to investigate a connecting location with a ready, unengaged <a href="/card/01181">Young Deep One</a>. Does he take 1 horror? (I think no, because he is considered to be engaged with enemy, but there is no timing point of engagement.) <strong>A:</strong> Luke playing Read the Signs on a connecting location would not cause him to engage Young Deep One or take 1 horror.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Under <a href="/rules#The_Silver_Rule">The Silver Rule</a>, "the encounter card takes precedence over the player card", does this include weakness with an encounter cardtype? For example, what happens if Luke is <a href="/card/04089">Entombed</a> (or the location has <a href="/card/04228">No Turning Back</a> attached) and he draws <a href="/card/06014">Detached from Reality</a>? Does this mean, because of The Silver Rule, Luke cannot move into <a href="/card/06015b">Dream-Gate</a>? <strong>A:</strong> Because Entombed states that the person it’s attached to cannot disengage or move, this effect is absolute and must be followed. If Luke were Entombed and drew Detached from Reality, Luke would not disengage from enemies or move, he would only either flip Dream-Gate or put Dream-Gate into play.</p>\n</li>\n<li>\n<p><strong>Q:</strong>  There\'s a ruling that states: "I would say that while Dream-Gate is in play, it is an encounter card, since it is a location and location cards are generally encounter cards. However, while it is set aside and out of play it functions more like a player card, for deckbuilding purposes and the like. So if Gate Box moves you, that is a player card effect moving you, but when Dream-Gate moves you, that would be an encounter card effect moving you." MJ says: "While Dream-Gate is in play, it is an encounter card", does this mean that when the effect of an encounter card conflicts with the Constant Abilities of Dream-Gate, The Silver Rule will itwork? For example, during Luke\'s turn, Luke is in Dream-Gate (Wondrous Journey) and draws a <a href="/card/03097">Dance of the Yellow King</a>. The skill test fails, the nearest Lunatic will move towards Luke. If both cards are encounter cards, may I decide which takes precedence? If so, does the enemy stay in the same place? <strong>A:</strong> If Luke is in Dream-Gate, enemies cannot enter it, nor can enemies move closer to him, so Dance of the Yellow King would not move the enemy anywhere if Luke failed the <span class="icon-willpower"></span> test. The Silver Rule comes into play if two cards directly contradict one another in a way that is “impossible to reconcile”, but this is not an instance where the interaction is impossible to reconcile.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Luke draws <a href="/card/06014">Detached from Reality</a> in the Upkeep phase and moves to Dream-Gate (Pointless Reality). Then in the next Mythos phase, if Luke draws an enemy that has no spawn instruction, how should enemies spawn in this case? Spawns engaged with Luke? Just discard this enemy? or something else? <strong>A:</strong> If the enemy cannot spawn anywhere, discard it.</p>\n</li>\n<li>\n<p><strong>Q:</strong> If <a href="/card/06004">Luke Robinson</a> is already in the <a href="/card/06015a">Dream-Gate</a> and cannot move for some reason at the same time (for example, already in the Dream-Gate, the Mythos phase draws <a href="/card/04089">Entombed</a>), at the end of the investigation phase, how is the forced ability of the Dream-Gate resolved? <strong>A:</strong> Unless explicitly specified, investigators cannot be at “no location.” If Luke is Entombed while in Dream-Gate when the investigation phase ends, Dream-Gate must be set aside, so you may ignore Entombed’s effect long enough to place Luke in a revealed location that’s in play.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Suppose Luke, physically in location A, plays an event involving a skill test as if he were in location B. Can other investigators at location A commit cards to the skill test? Can other investigators at location B commit cards to the skill test? <strong>A:</strong> Because of the rules for “as if”, Luke should be treated as in Location B while playing the event in question, and so investigators \xadin Location B could commit cards to a resulting skill test.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Now say there\'s a Massive enemy in location A, and Luke (in location A) again plays an event as if he were in location B. Does Luke trigger an AoO from the Massive enemy? <strong>A:</strong> No, Luke would not provoke an Attack of Opportunity from a Massive enemy in Location A; he is considered to be in Location B while paying the costs of and initiating the event he’s playing.</p>\n</li>\n<li>\n<p><strong>Q:</strong> In The Essex County Express, it\'s possible for Luke to go to his Dream-Gate (say, during the enemy phase), and then during the Mythos Phase for the agenda to advance and remove the leftmost location from the game. If that location is the only revealed location, Luke is now stuck in his Dream-Gate for the duration of the investigation phase, since Dream-Gate is only connected to revealed locations. Then, at the end of the investigation phase, the Forced ability on Dream-Gate triggers, attempting to force Luke to move to any revealed locations - but there are none! FAQ entry 1.21 provides some guidance for this situation, instructing us "If an effect (such as a “cannot move” effect) would cause an investigator or enemy to not be at a location, ignore that effect." For example, this allows a Luke with Entombed in his threat area to temporarily ignore Entombed for the purposes of leaving Dream-Gate due to the Forced trigger. However, how should this be applied to Essex County Express? Do we ignore the part of Dream-Gate that says we can only move to revealed locations? If so, since all locations are equally unrevealed, does that mean we can move to any of them, including the Engine Car at the rightmost end? Even though that seems allowed by the rules, I\'m concerned it\'s an abuse of a loophole and against the scenario\'s spirit. <strong>A:</strong> In the Essex County Express scenario, if somehow Luke is stuck in Dream-Gate when the only revealed location is removed from the game, then Luke should be defeated. We believe this keeps in the spirit of the scenario, and also makes it so the restrictions on the locations are properly followed.</p>\n</li>\n<li>\n<p><strong>Q:</strong> If <a href="/card/06004">Luke Robinson</a> has <a href="/card/04089">Entombed</a> in his threat area when the <strong>Forced</strong> effect on <a href="/card/06015b">Dream-Gate</a> triggers, what happens? <strong>A:</strong> While Entombed would prevent Luke Robinson from moving, an investigator cannot be at “no location” unless explicitly stated. When Dream-Gate’s forced effect would move Luke Robinson at the investigation phase, you may ignore the effect on Entombed long enough to place Luke in a revealed location. - FAQ, v.2.1, August 2023</p>\n</li>\n<li>\n<p><strong>Q:</strong> Let\'s say that location A is connected to location B which is connected to location C (location C is not directly connected to location A). If <a href="/card/06004">Luke Robinson</a> is at location A and plays <a href="/card/02022">Shortcut</a> as if he was at location B (using his investigator ability), could he end his turn at location C? If so and location B was unrevealed, would it be revealed? <del><strong>A:</strong> Yes; if Luke plays Shortcut while in location A, “as if” in location B, he can move from location A to location C. He does not reveal location B in doing so. (March 2024)</del> <strong>OVERRULED:</strong> See later July 2025 ruling.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Let’s say that I am playing as Luke, and I am currently engaged with a non-Elite enemy. I play the event Ethereal Slip, using Luke Robinson’s ability to play the event as if I am at a connecting location. Under these circumstances, can I choose the enemy I am currently engaged with to swap locations with? If I can, what exactly happens? <strong>A:</strong> Yes; Luke Robinson can use Ethereal Slip with his ability to target an enemy he is currently engaged with. If he does, that enemy will move to that connecting location chosen for Luke’s ability, disengaging from Luke (but not exhausting). Luke will remain at the original location. (Rules Forum Answer, May 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If Luke is engaged with a regular enemy and wants to play an event at a connecting location with no enemies, does he still take an attack of opportunity from the current enemy that is in his threat area? Or does Luke\'s ability ignores the current engagement since he is considered to be at the connecting location for the purposes of initiating and playing the event? <strong>A:</strong> No. If Luke plays an event as if he’s at a connecting location, he does not take attacks of opportunity from enemies he’s currently engaged with. This is because as he’s paying costs and initiating the playing of the event, he’s already considered to be in the connecting location. The online FAQ #2.10, “As If” entry goes into a little more detail on this. (Rules Forum Answer, June 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> I\'m writing to you to ask for clarification on different "as if" rulings between <a href="/card/06004">Luke Robinson</a> and <a href="/card/08097">Pocket Telescope</a>, because it seems as if there is a contradiction here. There is a ruling for Luke that if Luke is at location A and playing an event with a skill check as if he were at connecting location B, then he\'s allowed to use Shortcut during that check to move from location B to connecting location C. There is another ruling for Pocket Telescope that if an investigator is at location A and investigating as if they were at connecting location B, then they CANNOT use Shortcut during that check to move from location B to connecting location C. This seems to be a contradiction. Both skill checks involve being "as if" the investigator were at location B, so it seems the answers to the two questions should be the same. Can you please clarify how these are supposed to work? <strong>A:</strong> Our outlook and ruling on these types of interactions has changed over time, with the Pocket Telescope+Shortcut ruling being the most recent. Because an ability with “as if” does not physically alter the game state, the investigator’s mini-card will remain in the previous location even when performing a skill test “as if” in a remote location; if the investigator triggers a movement ability during this process, they may only move their mini-card to a location connected to their mini-card’s current location. To restate, Luke Robinson cannot use his ability “as if in Location B” to teleport his mini-card from Location A to non-connecting Location C.  (Rules Form, July 2025)</p>\n</li>\n<li>\n<p><strong>Q:</strong> I\'m writing to you to ask for clarification on an "as if" ruling for Luke and what it means for which locations enemies are at. There is a ruling for Luke from 2024 about the following: Q: If Luke is engaged with a regular enemy and wants to play an event at a connecting location with no enemies, does he still take an attack of opportunity from the current enemy that is in his threat area? Or does Luke\'s ability ignores the current engagement since he is considered to be at the connecting location for the purposes of initiating and playing the event? A: No. If Luke plays an event as if he’s at a connecting location, he does not take attacks of opportunity from enemies he’s currently engaged with. This is because as he’s paying costs and initiating the playing of the event, he’s already considered to be in the connecting location. Does this mean that, even though enemies are engaged with Luke, the enemies are considered to be at Location A (Luke\'s minicard location) and Luke is considered to be at Location B (the connecting location Luke is playing the event "as if" he were at)? If the answer to that question is "yes," does this violate the rules reference entry for threat areas: "The cards in an investigator\'s threat area are at the same location as the investigator." If the answer to that question is "no," then where are the enemies engaged with Luke? It seems as if the enemies cannot be at location B given the above ruling because if the enemies were at location B then they should initiate attacks of opportunity for Luke playing an event as if he were at location B. <strong>A:</strong> When Luke is in Location A and engaged with enemies there, then plays an event as if in connecting Location B, the enemies engaged with him at Location A remain in Location A for the duration of the event’s resolution. This is an application of the Golden Rule, where a card ability overrides the default rule of play found in the Rules Reference. (Rules Form, July 2025)</p>\n</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)\r\n\r\n- **Q:** Can I play an [Ethereal Slip](/card/08108) in the Dream-Gate? What would happen if it could be played? **A:** If you played Ethereal Slip while in Dream-Gate, nothing would happen, because Dream-Gate prevents enemies from entering it. Swapping places would not be possible.\r\n\r\n- **Q:** After playing [Read the Signs](/card/06117) in Dream-Gate, can I still play [Practice Makes Perfect](/card/06197) during the Skill Test? Or, can I continue to play a [Crack the Case](/card/05110) after discovering the last remaining clues? **A:** To answer your other questions literally, there is nothing on Dream-Gate that would prevent you from playing Read the Signs and then Practice Makes Perfect to investigate there, at Dream-Gate. (It wouldn’t make sense to play Crack the Case”after this interaction, though.) Now, if you were asking about using Luke Robinson’s ability to investigate any revealed location while in Dream-Gate, that’s a little different. In summary, you would be able to play each of the cards you mentioned, so long as their conditions are met. Let’s say you are playing Luke Robinson and are currently in Dream-Gate. Per its ability text, Dream-Gate is connected to each other revealed location. Luke Robinson’s ability allows you to play one event each turn as if you were at a connecting location and engaged with each enemy at that location. “As if” is a phrasing that alters the game state in the manner described for the duration described—in other words, you can play an event card during your turn and essentially act as if you are in that location until the event card is fully resolved. You decide your event for the turn is Read the Signs, and thanks to being in Dream-Gate, you are able to investigate at any revealed location, and act as if you are in that location. There is a window of opportunity before the card fully resolves where you can play a “Fast” event card and create what’s known as a “nested sequence.” All of that to say, Practice Makes Perfect would be valid in the location you are investigating; you can resolve it while the “as if” condition is altering the game state. You could also play Crack the Case if the last remaining clue was discovered at that location during the investigation action of Read the Signs.\r\n\r\n- **Q:** If Luke Robinson\'s mini-card is located at [Dream-Gate](/card/06015a) (Wondrous Journey) and he plays [Drawn to the Flame](/card/01064) as if he were at a connected location and draws a non-aloof enemy without spawn instructions off the top of the encounter deck, where does the enemy end up when Drawn to the Flame finishes resolving? **A:** If Luke Robinson were in Dream-Gate and utilized his ability to play Drawn to the Flame “as if” in a location, then he drew an enemy, that enemy would spawn engaged with Luke for the duration of Drawn to the Flame, since “as if” rules are treating Luke is being in the target location during that time. Once Luke discovers 2 clues at the location and Drawn to the Flame ends, the enemy cannot stay engaged with Luke while he’s in Dream-Gate, so the enemy would remain behind at the location Luke discovered clues at.\r\n\r\n- **Q:** Luke plays [Read the Signs](/card/06117) to investigate a connecting location with a ready, unengaged [Young Deep One](/card/01181). Does he take 1 horror? (I think no, because he is considered to be engaged with enemy, but there is no timing point of engagement.) **A:** Luke playing Read the Signs on a connecting location would not cause him to engage Young Deep One or take 1 horror.\r\n\r\n- **Q:** Under [The Silver Rule](/rules#The_Silver_Rule), "the encounter card takes precedence over the player card", does this include weakness with an encounter cardtype? For example, what happens if Luke is [Entombed](/card/04089) (or the location has [No Turning Back](/card/04228) attached) and he draws [Detached from Reality](/card/06014)? Does this mean, because of The Silver Rule, Luke cannot move into [Dream-Gate](/card/06015b)? **A:** Because Entombed states that the person it’s attached to cannot disengage or move, this effect is absolute and must be followed. If Luke were Entombed and drew Detached from Reality, Luke would not disengage from enemies or move, he would only either flip Dream-Gate or put Dream-Gate into play.\r\n\r\n- **Q:**  There\'s a ruling that states: "I would say that while Dream-Gate is in play, it is an encounter card, since it is a location and location cards are generally encounter cards. However, while it is set aside and out of play it functions more like a player card, for deckbuilding purposes and the like. So if Gate Box moves you, that is a player card effect moving you, but when Dream-Gate moves you, that would be an encounter card effect moving you." MJ says: "While Dream-Gate is in play, it is an encounter card", does this mean that when the effect of an encounter card conflicts with the Constant Abilities of Dream-Gate, The Silver Rule will itwork? For example, during Luke\'s turn, Luke is in Dream-Gate (Wondrous Journey) and draws a [Dance of the Yellow King](/card/03097). The skill test fails, the nearest Lunatic will move towards Luke. If both cards are encounter cards, may I decide which takes precedence? If so, does the enemy stay in the same place? **A:** If Luke is in Dream-Gate, enemies cannot enter it, nor can enemies move closer to him, so Dance of the Yellow King would not move the enemy anywhere if Luke failed the <span class="icon-willpower"></span> test. The Silver Rule comes into play if two cards directly contradict one another in a way that is “impossible to reconcile”, but this is not an instance where the interaction is impossible to reconcile.\r\n\r\n- **Q:** Luke draws [Detached from Reality](/card/06014) in the Upkeep phase and moves to Dream-Gate (Pointless Reality). Then in the next Mythos phase, if Luke draws an enemy that has no spawn instruction, how should enemies spawn in this case? Spawns engaged with Luke? Just discard this enemy? or something else? **A:** If the enemy cannot spawn anywhere, discard it.\r\n\r\n- **Q:** If [Luke Robinson](/card/06004) is already in the [Dream-Gate](/card/06015a) and cannot move for some reason at the same time (for example, already in the Dream-Gate, the Mythos phase draws [Entombed](/card/04089)), at the end of the investigation phase, how is the forced ability of the Dream-Gate resolved? **A:** Unless explicitly specified, investigators cannot be at “no location.” If Luke is Entombed while in Dream-Gate when the investigation phase ends, Dream-Gate must be set aside, so you may ignore Entombed’s effect long enough to place Luke in a revealed location that’s in play.\r\n\r\n- **Q:** Suppose Luke, physically in location A, plays an event involving a skill test as if he were in location B. Can other investigators at location A commit cards to the skill test? Can other investigators at location B commit cards to the skill test? **A:** Because of the rules for “as if”, Luke should be treated as in Location B while playing the event in question, and so investigators \xadin Location B could commit cards to a resulting skill test.\r\n\r\n- **Q:** Now say there\'s a Massive enemy in location A, and Luke (in location A) again plays an event as if he were in location B. Does Luke trigger an AoO from the Massive enemy? **A:** No, Luke would not provoke an Attack of Opportunity from a Massive enemy in Location A; he is considered to be in Location B while paying the costs of and initiating the event he’s playing.\r\n\r\n- **Q:** In The Essex County Express, it\'s possible for Luke to go to his Dream-Gate (say, during the enemy phase), and then during the Mythos Phase for the agenda to advance and remove the leftmost location from the game. If that location is the only revealed location, Luke is now stuck in his Dream-Gate for the duration of the investigation phase, since Dream-Gate is only connected to revealed locations. Then, at the end of the investigation phase, the Forced ability on Dream-Gate triggers, attempting to force Luke to move to any revealed locations - but there are none! FAQ entry 1.21 provides some guidance for this situation, instructing us "If an effect (such as a “cannot move” effect) would cause an investigator or enemy to not be at a location, ignore that effect." For example, this allows a Luke with Entombed in his threat area to temporarily ignore Entombed for the purposes of leaving Dream-Gate due to the Forced trigger. However, how should this be applied to Essex County Express? Do we ignore the part of Dream-Gate that says we can only move to revealed locations? If so, since all locations are equally unrevealed, does that mean we can move to any of them, including the Engine Car at the rightmost end? Even though that seems allowed by the rules, I\'m concerned it\'s an abuse of a loophole and against the scenario\'s spirit. **A:** In the Essex County Express scenario, if somehow Luke is stuck in Dream-Gate when the only revealed location is removed from the game, then Luke should be defeated. We believe this keeps in the spirit of the scenario, and also makes it so the restrictions on the locations are properly followed.\r\n\r\n- **Q:** If [Luke Robinson](/card/06004) has [Entombed](/card/04089) in his threat area when the **Forced** effect on [Dream-Gate](/card/06015b) triggers, what happens? **A:** While Entombed would prevent Luke Robinson from moving, an investigator cannot be at “no location” unless explicitly stated. When Dream-Gate’s forced effect would move Luke Robinson at the investigation phase, you may ignore the effect on Entombed long enough to place Luke in a revealed location. - FAQ, v.2.1, August 2023\r\n\r\n- **Q:** Let\'s say that location A is connected to location B which is connected to location C (location C is not directly connected to location A). If [Luke Robinson](/card/06004) is at location A and plays [Shortcut](/card/02022) as if he was at location B (using his investigator ability), could he end his turn at location C? If so and location B was unrevealed, would it be revealed? ~~**A:** Yes; if Luke plays Shortcut while in location A, “as if” in location B, he can move from location A to location C. He does not reveal location B in doing so. (March 2024)~~ **OVERRULED:** See later July 2025 ruling.\r\n\r\n- **Q:** Let’s say that I am playing as Luke, and I am currently engaged with a non-Elite enemy. I play the event Ethereal Slip, using Luke Robinson’s ability to play the event as if I am at a connecting location. Under these circumstances, can I choose the enemy I am currently engaged with to swap locations with? If I can, what exactly happens? **A:** Yes; Luke Robinson can use Ethereal Slip with his ability to target an enemy he is currently engaged with. If he does, that enemy will move to that connecting location chosen for Luke’s ability, disengaging from Luke (but not exhausting). Luke will remain at the original location. (Rules Forum Answer, May 2024)\r\n\r\n- **Q:** If Luke is engaged with a regular enemy and wants to play an event at a connecting location with no enemies, does he still take an attack of opportunity from the current enemy that is in his threat area? Or does Luke\'s ability ignores the current engagement since he is considered to be at the connecting location for the purposes of initiating and playing the event? **A:** No. If Luke plays an event as if he’s at a connecting location, he does not take attacks of opportunity from enemies he’s currently engaged with. This is because as he’s paying costs and initiating the playing of the event, he’s already considered to be in the connecting location. The online FAQ #2.10, “As If” entry goes into a little more detail on this. (Rules Forum Answer, June 2024)\r\n\r\n- **Q:** I\'m writing to you to ask for clarification on different "as if" rulings between [Luke Robinson](/card/06004) and [Pocket Telescope](/card/08097), because it seems as if there is a contradiction here. There is a ruling for Luke that if Luke is at location A and playing an event with a skill check as if he were at connecting location B, then he\'s allowed to use Shortcut during that check to move from location B to connecting location C. There is another ruling for Pocket Telescope that if an investigator is at location A and investigating as if they were at connecting location B, then they CANNOT use Shortcut during that check to move from location B to connecting location C. This seems to be a contradiction. Both skill checks involve being "as if" the investigator were at location B, so it seems the answers to the two questions should be the same. Can you please clarify how these are supposed to work? **A:** Our outlook and ruling on these types of interactions has changed over time, with the Pocket Telescope+Shortcut ruling being the most recent. Because an ability with “as if” does not physically alter the game state, the investigator’s mini-card will remain in the previous location even when performing a skill test “as if” in a remote location; if the investigator triggers a movement ability during this process, they may only move their mini-card to a location connected to their mini-card’s current location. To restate, Luke Robinson cannot use his ability “as if in Location B” to teleport his mini-card from Location A to non-connecting Location C.  (Rules Form, July 2025)\r\n\r\n- **Q:** I\'m writing to you to ask for clarification on an "as if" ruling for Luke and what it means for which locations enemies are at. There is a ruling for Luke from 2024 about the following: Q: If Luke is engaged with a regular enemy and wants to play an event at a connecting location with no enemies, does he still take an attack of opportunity from the current enemy that is in his threat area? Or does Luke\'s ability ignores the current engagement since he is considered to be at the connecting location for the purposes of initiating and playing the event? A: No. If Luke plays an event as if he’s at a connecting location, he does not take attacks of opportunity from enemies he’s currently engaged with. This is because as he’s paying costs and initiating the playing of the event, he’s already considered to be in the connecting location. Does this mean that, even though enemies are engaged with Luke, the enemies are considered to be at Location A (Luke\'s minicard location) and Luke is considered to be at Location B (the connecting location Luke is playing the event "as if" he were at)? If the answer to that question is "yes," does this violate the rules reference entry for threat areas: "The cards in an investigator\'s threat area are at the same location as the investigator." If the answer to that question is "no," then where are the enemies engaged with Luke? It seems as if the enemies cannot be at location B given the above ruling because if the enemies were at location B then they should initiate attacks of opportunity for Luke playing an event as if he were at location B. **A:** When Luke is in Location A and engaged with enemies there, then plays an event as if in connecting Location B, the enemies engaged with him at Location A remain in Location A for the duration of the event’s resolution. This is an application of the Golden Rule, where a card ability overrides the default rule of play found in the Rules Reference. (Rules Form, July 2025)', 'updated': {'date': '2025-07-19 17:45:49.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '06014', 'html': '<ul><li>\n<p><strong>Q:</strong> Under <a href="/rules#The_Silver_Rule">The Silver Rule</a>, "the encounter card takes precedence over the player card", does this include weakness with an encounter cardtype? For example, what happens if Luke is <a href="/card/04089">Entombed</a> (or the location has <a href="/card/04228">No Turning Back</a> attached) and he draws <a href="/card/06014">Detached from Reality</a>? Does this mean, because of The Silver Rule, Luke cannot move into <a href="/card/06015b">Dream-Gate</a>? <strong>A:</strong> Because Entombed states that the person it’s attached to cannot disengage or move, this effect is absolute and must be followed. If Luke were Entombed and drew Detached from Reality, Luke would not disengage from enemies or move, he would only either flip Dream-Gate or put Dream-Gate into play.</p>\n</li>\n<li>\n<p><strong>Q:</strong>  There\'s a ruling that states: "I would say that while Dream-Gate is in play, it is an encounter card, since it is a location and location cards are generally encounter cards. However, while it is set aside and out of play it functions more like a player card, for deckbuilding purposes and the like. So if Gate Box moves you, that is a player card effect moving you, but when Dream-Gate moves you, that would be an encounter card effect moving you." MJ says: "While Dream-Gate is in play, it is an encounter card", does this mean that when the effect of an encounter card conflicts with the Constant Abilities of Dream-Gate, The Silver Rule will itwork? For example, during Luke\'s turn, Luke is in Dream-Gate (Wondrous Journey) and draws a <a href="/card/03097">Dance of the Yellow King</a>. The skill test fails, the nearest Lunatic will move towards Luke. If both cards are encounter cards, may I decide which takes precedence? If so, does the enemy stay in the same place? <strong>A:</strong> If Luke is in Dream-Gate, enemies cannot enter it, nor can enemies move closer to him, so Dance of the Yellow King would not move the enemy anywhere if Luke failed the <span class="icon-willpower"></span> test. The Silver Rule comes into play if two cards directly contradict one another in a way that is “impossible to reconcile”, but this is not an instance where the interaction is impossible to reconcile.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Luke draws <a href="/card/06014">Detached from Reality</a> in the Upkeep phase and moves to Dream-Gate (Pointless Reality). Then in the next Mythos phase, if Luke draws an enemy that has no spawn instruction, how should enemies spawn in this case? Spawns engaged with Luke? Just discard this enemy? or something else? <strong>A:</strong> If the enemy cannot spawn anywhere, discard it.</p>\n</li>\n</ul>', 'text': '- **Q:** Under [The Silver Rule](/rules#The_Silver_Rule), "the encounter card takes precedence over the player card", does this include weakness with an encounter cardtype? For example, what happens if Luke is [Entombed](/card/04089) (or the location has [No Turning Back](/card/04228) attached) and he draws [Detached from Reality](/card/06014)? Does this mean, because of The Silver Rule, Luke cannot move into [Dream-Gate](/card/06015b)? **A:** Because Entombed states that the person it’s attached to cannot disengage or move, this effect is absolute and must be followed. If Luke were Entombed and drew Detached from Reality, Luke would not disengage from enemies or move, he would only either flip Dream-Gate or put Dream-Gate into play.\r\n\r\n- **Q:**  There\'s a ruling that states: "I would say that while Dream-Gate is in play, it is an encounter card, since it is a location and location cards are generally encounter cards. However, while it is set aside and out of play it functions more like a player card, for deckbuilding purposes and the like. So if Gate Box moves you, that is a player card effect moving you, but when Dream-Gate moves you, that would be an encounter card effect moving you." MJ says: "While Dream-Gate is in play, it is an encounter card", does this mean that when the effect of an encounter card conflicts with the Constant Abilities of Dream-Gate, The Silver Rule will itwork? For example, during Luke\'s turn, Luke is in Dream-Gate (Wondrous Journey) and draws a [Dance of the Yellow King](/card/03097). The skill test fails, the nearest Lunatic will move towards Luke. If both cards are encounter cards, may I decide which takes precedence? If so, does the enemy stay in the same place? **A:** If Luke is in Dream-Gate, enemies cannot enter it, nor can enemies move closer to him, so Dance of the Yellow King would not move the enemy anywhere if Luke failed the <span class="icon-willpower"></span> test. The Silver Rule comes into play if two cards directly contradict one another in a way that is “impossible to reconcile”, but this is not an instance where the interaction is impossible to reconcile.\r\n\r\n- **Q:** Luke draws [Detached from Reality](/card/06014) in the Upkeep phase and moves to Dream-Gate (Pointless Reality). Then in the next Mythos phase, if Luke draws an enemy that has no spawn instruction, how should enemies spawn in this case? Spawns engaged with Luke? Just discard this enemy? or something else? **A:** If the enemy cannot spawn anywhere, discard it.', 'updated': {'date': '2022-11-21 11:40:43.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06015a', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Can I play an <a href="/card/08108">Ethereal Slip</a> in the Dream-Gate? What would happen if it could be played? <strong>A:</strong> If you played Ethereal Slip while in Dream-Gate, nothing would happen, because Dream-Gate prevents enemies from entering it. Swapping places would not be possible.</p>\n</li>\n<li>\n<p><strong>Q:</strong> After playing <a href="/card/06117">Read the Signs</a> in Dream-Gate, can I still play <a href="/card/06197">Practice Makes Perfect</a> during the Skill Test? Or, can I continue to play a <a href="/card/05110">Crack the Case</a> after discovering the last remaining clues? <strong>A:</strong> To answer your other questions literally, there is nothing on Dream-Gate that would prevent you from playing Read the Signs and then Practice Makes Perfect to investigate there, at Dream-Gate. (It wouldn’t make sense to play Crack the Case”after this interaction, though.) Now, if you were asking about using Luke Robinson’s ability to investigate any revealed location while in Dream-Gate, that’s a little different. In summary, you would be able to play each of the cards you mentioned, so long as their conditions are met. Let’s say you are playing Luke Robinson and are currently in Dream-Gate. Per its ability text, Dream-Gate is connected to each other revealed location. Luke Robinson’s ability allows you to play one event each turn as if you were at a connecting location and engaged with each enemy at that location. “As if” is a phrasing that alters the game state in the manner described for the duration described—in other words, you can play an event card during your turn and essentially act as if you are in that location until the event card is fully resolved. You decide your event for the turn is Read the Signs, and thanks to being in Dream-Gate, you are able to investigate at any revealed location, and act as if you are in that location. There is a window of opportunity before the card fully resolves where you can play a “Fast” event card and create what’s known as a “nested sequence.” All of that to say, Practice Makes Perfect would be valid in the location you are investigating; you can resolve it while the “as if” condition is altering the game state. You could also play Crack the Case if the last remaining clue was discovered at that location during the investigation action of Read the Signs.</p>\n</li>\n<li>\n<p><strong>Q:</strong> If <a href="/card/06004">Luke Robinson</a> is already in the <a href="/card/06015a">Dream-Gate</a> and cannot move for some reason at the same time (for example, already in the Dream-Gate, the Mythos phase draws <a href="/card/04089">Entombed</a>), at the end of the investigation phase, how is the forced ability of the Dream-Gate resolved? <strong>A:</strong> Unless explicitly specified, investigators cannot be at “no location.” If Luke is Entombed while in Dream-Gate when the investigation phase ends, Dream-Gate must be set aside, so you may ignore Entombed’s effect long enough to place Luke in a revealed location that’s in play.</p>\n</li>\n<li>\n<p><strong>Q:</strong> It seems like the concealed rules conflict with the intention of Luke\'s <a href="/card/06015a">Dream-Gate</a> location. If a concealed mini card can spawn in the Dream-Gate, you can realize it was the monster all along, or the Dream-Gate can leave play with the true location mini card, thus discarding it? How should concealed mini cards interact with Luke?  <strong>A:</strong> Concealed mini-cards should not be placed in Dream-Gate. Given that enemies can never enter or spawn in Dream-Gate, concealed mini-cards should not be able to either. We are planning to explicitly state this in the next FAQ.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can an enemy spawn or move into <a href="/card/06015a">Dream-Gate</a> while <a href="/card/06004">Luke Robinson</a> is at Dream-Gate? <strong>A:</strong> Enemies cannot spawn at Dream-Gate. If an enemy would spawn at Luke Robinson’s location while he is at Dream-Gate, it is discarded instead. If Luke Robinson moves into Dream-Gate while engaged with an enemy, that enemy disengages (but does not exhaust) and does not move with him. While at Dream-Gate, Luke Robinson cannot be chosen as an investigator for the purposes of enemy movement. - FAQ, v.2.1, August 2023</p>\n</li>\n<li>\n<p><strong>Q:</strong> If <a href="/card/06004">Luke Robinson</a> has <a href="/card/04089">Entombed</a> in his threat area when the <strong>Forced</strong> effect on <a href="/card/06015b">Dream-Gate</a> triggers, what happens? <strong>A:</strong> While Entombed would prevent Luke Robinson from moving, an investigator cannot be at “no location” unless explicitly stated. When Dream-Gate’s forced effect would move Luke Robinson at the investigation phase, you may ignore the effect on Entombed long enough to place Luke in a revealed location. - FAQ, v.2.1, August 2023</p>\n</li>\n</ul>', 'text': "- **Q:** Can I play an [Ethereal Slip](/card/08108) in the Dream-Gate? What would happen if it could be played? **A:** If you played Ethereal Slip while in Dream-Gate, nothing would happen, because Dream-Gate prevents enemies from entering it. Swapping places would not be possible.\r\n\r\n- **Q:** After playing [Read the Signs](/card/06117) in Dream-Gate, can I still play [Practice Makes Perfect](/card/06197) during the Skill Test? Or, can I continue to play a [Crack the Case](/card/05110) after discovering the last remaining clues? **A:** To answer your other questions literally, there is nothing on Dream-Gate that would prevent you from playing Read the Signs and then Practice Makes Perfect to investigate there, at Dream-Gate. (It wouldn’t make sense to play Crack the Case”after this interaction, though.) Now, if you were asking about using Luke Robinson’s ability to investigate any revealed location while in Dream-Gate, that’s a little different. In summary, you would be able to play each of the cards you mentioned, so long as their conditions are met. Let’s say you are playing Luke Robinson and are currently in Dream-Gate. Per its ability text, Dream-Gate is connected to each other revealed location. Luke Robinson’s ability allows you to play one event each turn as if you were at a connecting location and engaged with each enemy at that location. “As if” is a phrasing that alters the game state in the manner described for the duration described—in other words, you can play an event card during your turn and essentially act as if you are in that location until the event card is fully resolved. You decide your event for the turn is Read the Signs, and thanks to being in Dream-Gate, you are able to investigate at any revealed location, and act as if you are in that location. There is a window of opportunity before the card fully resolves where you can play a “Fast” event card and create what’s known as a “nested sequence.” All of that to say, Practice Makes Perfect would be valid in the location you are investigating; you can resolve it while the “as if” condition is altering the game state. You could also play Crack the Case if the last remaining clue was discovered at that location during the investigation action of Read the Signs.\r\n\r\n- **Q:** If [Luke Robinson](/card/06004) is already in the [Dream-Gate](/card/06015a) and cannot move for some reason at the same time (for example, already in the Dream-Gate, the Mythos phase draws [Entombed](/card/04089)), at the end of the investigation phase, how is the forced ability of the Dream-Gate resolved? **A:** Unless explicitly specified, investigators cannot be at “no location.” If Luke is Entombed while in Dream-Gate when the investigation phase ends, Dream-Gate must be set aside, so you may ignore Entombed’s effect long enough to place Luke in a revealed location that’s in play.\r\n\r\n- **Q:** It seems like the concealed rules conflict with the intention of Luke's [Dream-Gate](/card/06015a) location. If a concealed mini card can spawn in the Dream-Gate, you can realize it was the monster all along, or the Dream-Gate can leave play with the true location mini card, thus discarding it? How should concealed mini cards interact with Luke?  **A:** Concealed mini-cards should not be placed in Dream-Gate. Given that enemies can never enter or spawn in Dream-Gate, concealed mini-cards should not be able to either. We are planning to explicitly state this in the next FAQ.\r\n\r\n- **Q:** Can an enemy spawn or move into [Dream-Gate](/card/06015a) while [Luke Robinson](/card/06004) is at Dream-Gate? **A:** Enemies cannot spawn at Dream-Gate. If an enemy would spawn at Luke Robinson’s location while he is at Dream-Gate, it is discarded instead. If Luke Robinson moves into Dream-Gate while engaged with an enemy, that enemy disengages (but does not exhaust) and does not move with him. While at Dream-Gate, Luke Robinson cannot be chosen as an investigator for the purposes of enemy movement. - FAQ, v.2.1, August 2023\r\n\r\n- **Q:** If [Luke Robinson](/card/06004) has [Entombed](/card/04089) in his threat area when the **Forced** effect on [Dream-Gate](/card/06015b) triggers, what happens? **A:** While Entombed would prevent Luke Robinson from moving, an investigator cannot be at “no location” unless explicitly stated. When Dream-Gate’s forced effect would move Luke Robinson at the investigation phase, you may ignore the effect on Entombed long enough to place Luke in a revealed location. - FAQ, v.2.1, August 2023", 'updated': {'date': '2023-09-01 13:59:10.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '06024', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: The additional cost on this card should read: "As an additional cost to play this card...". - FAQ, v.1.9, June 2021 [see also <a href="/card/06018">The Hungering Blade</a>]</p>\n</li>\n<li>\n<p><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.) </p>\n</li>\n<li>\n<p><strong>Q:</strong> How does <a href="/card/03012">The Painted World</a> interact with <a href="/card/06024">Crystallizer of Dreams</a>, as they both replace the discard effect? <strong>A:</strong> "Both effects are replacement effects, and since The Painted World’s replacement effect is forced and Crystallizer of Dreams is optional, the forced effect would take priority and resolves first. Therefore The Painted World must be removed from the game after it is played and cannot be placed underneath Crystallizer of Dreams."</p>\n</li>\n<li>\n<p><strong>Q:</strong> Which triggers first: Parallel <a href="/card/90017">Agnes Baker</a> ability or <a href="/card/01012">Heirloom of Hyperborea</a>? What about <a href="/card/06024">Crystallizer of Dreams</a>? <strong>A:</strong> An event card is placed on top of its owner’s discard pile during step 4 of the play/initiation sequence, so any effect that modifies where the event goes (such as Parallel Agnes Baker or Crystallizer of Dreams) must occur during that step. An effect that triggers “after you play” an event but does not modify where the event goes (such as Heirloom of Hyberborea’s ability) would naturally trigger just after step 4. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> If a card such as <a href="/card/60323">Cheap Shot</a> is returned to my hand, what areas am I allowed to retrieve it from? If it is shuffled into my deck, can I still return it to my hand? <strong>A:</strong> In general, unless otherwise specified, players can “return” such a card from any play area, so long as it is in an area that allows the card to be found and identified. For example, if Cheap Shot is in the discard pile or attached to another card (such as a <a href="/card/06024">Crystallizer of Dreams</a>) and you are able to find it, you may return it to your hand from that area. However, if it is in a place where its position is impossible to determine (such as shuffled into your deck) or facedown in a place where you are not allowed to look at its other side (for example, as a swarm card), you would be unable to return it to your hand, and therefore that aspect of the effect would fail. Additionally, if Cheap Shot is removed from the game, unless specifically stated otherwise, no game effects can interact with it in any way until the end of the game. - FAQ, v.1.8, October 2020</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: The additional cost on this card should read: "As an additional cost to play this card...". - FAQ, v.1.9, June 2021 [see also [The Hungering Blade](/card/06018)]\r\n\r\n- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.) \r\n\r\n- **Q:** How does [The Painted World](/card/03012) interact with [Crystallizer of Dreams](/card/06024), as they both replace the discard effect? **A:** "Both effects are replacement effects, and since The Painted World’s replacement effect is forced and Crystallizer of Dreams is optional, the forced effect would take priority and resolves first. Therefore The Painted World must be removed from the game after it is played and cannot be placed underneath Crystallizer of Dreams."\r\n\r\n- **Q:** Which triggers first: Parallel [Agnes Baker](/card/90017) ability or [Heirloom of Hyperborea](/card/01012)? What about [Crystallizer of Dreams](/card/06024)? **A:** An event card is placed on top of its owner’s discard pile during step 4 of the play/initiation sequence, so any effect that modifies where the event goes (such as Parallel Agnes Baker or Crystallizer of Dreams) must occur during that step. An effect that triggers “after you play” an event but does not modify where the event goes (such as Heirloom of Hyberborea’s ability) would naturally trigger just after step 4. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** If a card such as [Cheap Shot](/card/60323) is returned to my hand, what areas am I allowed to retrieve it from? If it is shuffled into my deck, can I still return it to my hand? **A:** In general, unless otherwise specified, players can “return” such a card from any play area, so long as it is in an area that allows the card to be found and identified. For example, if Cheap Shot is in the discard pile or attached to another card (such as a [Crystallizer of Dreams](/card/06024)) and you are able to find it, you may return it to your hand from that area. However, if it is in a place where its position is impossible to determine (such as shuffled into your deck) or facedown in a place where you are not allowed to look at its other side (for example, as a swarm card), you would be unable to return it to your hand, and therefore that aspect of the effect would fail. Additionally, if Cheap Shot is removed from the game, unless specifically stated otherwise, no game effects can interact with it in any way until the end of the game. - FAQ, v.1.8, October 2020', 'updated': {'date': '2022-09-11 12:17:26.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06025', 'html': '<ul><li><strong>Clarification:</strong> If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of <a href="/card/05314">Soothing Melody</a> set aside at the start of the game. Similarly, an investigator may only have 1 <a href="/card/06113">Essence of the Dream</a> set aside at the start of the game, regardless of how many copies of <a href="/card/06112">Dream Diary</a> they include in their deck. - FAQ, v.1.7, March 2020</li>\n</ul>', 'text': '- **Clarification:** If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of [Soothing Melody](/card/05314) set aside at the start of the game. Similarly, an investigator may only have 1 [Essence of the Dream](/card/06113) set aside at the start of the game, regardless of how many copies of [Dream Diary](/card/06112) they include in their deck. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 10:53:51.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06026', 'html': '<ul><li>\n<p><strong>Q:</strong> If <a href="/card/01014">Wendy\'s Amulet</a> is already in play, suppose Wendy has only 2 <a href="/card/06026">Easy Mark</a> left in her deck. Wendy plays 1 Easy Mark in her hand, resolves the card effect, and draws 1 card. The new Easy Mark, because the mandatory ability is placed at the bottom of the deck, can she use the <span class="icon-reaction"></span> trigger ability to play this newly drawn Easy Mark]card again for free? Will it be possible to obtain "unlimited" resources? <strong>A:</strong> I’m not sure if the situation you’re describing is likely to happen, but in theory Wendy could continue playing Easy Mark cards to generate as many resources as desired.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Is <a href="/card/06026">Easy Mark</a> normally in the discard pile when its <span class="icon-reaction"></span> ability triggers? <strong>A:</strong> Yes, Easy Mark will normally be in the discard pile when its <span class="icon-reaction"></span> Triggered Ability occurs. After using a “play” action on event cards, they are discarded. That said, you are still able to resolve its <span class="icon-reaction"></span> Triggered Ability as written and play another Easy Mark if you have one.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can <a href="/card/06026">Easy Mark</a>\'s <span class="icon-reaction"></span> ability still trigger if it isn\'t in the discard pile, e.g. if <a href="/card/01014">Wendy\'s Amulet</a> put it on the bottom of the deck? <strong>A:</strong> Yes; if Wendy’s Amulet caused Easy Mark to be put somewhere else after it was played, you could still resolve Easy Mark’s <span class="icon-reaction"></span> Triggered Ability.</p>\n</li>\n</ul>', 'text': '- **Q:** If [Wendy\'s Amulet](/card/01014) is already in play, suppose Wendy has only 2 [Easy Mark](/card/06026) left in her deck. Wendy plays 1 Easy Mark in her hand, resolves the card effect, and draws 1 card. The new Easy Mark, because the mandatory ability is placed at the bottom of the deck, can she use the <span class="icon-reaction"></span> trigger ability to play this newly drawn Easy Mark]card again for free? Will it be possible to obtain "unlimited" resources? **A:** I’m not sure if the situation you’re describing is likely to happen, but in theory Wendy could continue playing Easy Mark cards to generate as many resources as desired.\r\n\r\n- **Q:** Is [Easy Mark](/card/06026) normally in the discard pile when its <span class="icon-reaction"></span> ability triggers? **A:** Yes, Easy Mark will normally be in the discard pile when its <span class="icon-reaction"></span> Triggered Ability occurs. After using a “play” action on event cards, they are discarded. That said, you are still able to resolve its <span class="icon-reaction"></span> Triggered Ability as written and play another Easy Mark if you have one.\r\n\r\n- **Q:** Can [Easy Mark](/card/06026)\'s <span class="icon-reaction"></span> ability still trigger if it isn\'t in the discard pile, e.g. if [Wendy\'s Amulet](/card/01014) put it on the bottom of the deck? **A:** Yes; if Wendy’s Amulet caused Easy Mark to be put somewhere else after it was played, you could still resolve Easy Mark’s <span class="icon-reaction"></span> Triggered Ability.', 'updated': {'date': '2022-11-09 10:04:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '06035', 'html': '<p><strong>Q:</strong> I\'m trying to understand what <a href="/card/06035">Self-Centered</a> does or doesn\'t affect. For instance does it prevent the usage of events or abilities that (1) target an asset of another player (2) modify the deck, hand, or discard of another player in some way (3) target drawn encounter cards, (4) target treacheries (5) constant abilities (6) Cards that may be assigned damage/horror from other investigators? Are the following still playable: <a href="/card/01035">Medical Texts</a>, <a href="/card/60118">Stand Together</a>, <a href="/card/05110">Crack the Case</a>?</p>\n<p><strong>A:</strong> Self-Centered prevents you from “affecting” other investigators with player card effects, except for aspects that cause damage/horror. In general, when resolving player card effects, you can think of yourself as the only surviving investigator in the game; any other investigators are essentially immune to your player card effects, unless they would take damage/horror from those effects.</p>\n<p>More specifically, if you have Self-Centered in your threat area, you can’t use player card effects to:</p>\n<ul>\n<li>heal damage/horror on another investigator</li>\n<li>redirect damage/horror that would be dealt to another investigator</li>\n<li>cancel, discard, or otherwise affect an encounter card another player draws</li>\n<li>manipulate cards in a player’s hand, deck, discard pile, play area, or threat area</li>\n<li>manipulate chaos tokens another investigator reveals</li>\n<li>“choose another investigator” or “choose an investigator” other than yourself</li>\n</ul>\n<p>These general rules should cover most cases where Self-Centered’s ability would be relevant. This does change our last ruling on Self-Centered, but we are much happier with this direction, as it should be a lot easier to resolve most player cards.</p>\n<p>Also:</p>\n<ul>\n<li>No, you can’t use the ability on Medical Texts to choose another investigator.</li>\n<li>No, you can’t play Stand Together to give just yourself the benefits.</li>\n<li><del>Yes, you can play Crack the Case after any investigator discovers the last clue, but you must take all of the resources it provides.</del> You would not be able to play Crack the Case when another investigator discovers the last clue on a location; you could only do so if you are the one to discover the last clue.</li>\n<li>Other investigators would be able to use your Pocket Multi Tool, since that’s an ability they resolve themselves.</li>\n<li>If you use Cunning Distraction, then all enemies at the location would be evaded (exhausted and disengaged) because the card ability directly targets enemies, not other investigators. Also, you can fight an enemy engaged with a different investigator, so long as they aren’t using an ability that specifically targets “another investigator.”</li>\n</ul>\n<p>(November 2023 / April 2024)</p>', 'text': "**Q:** I'm trying to understand what [Self-Centered](/card/06035) does or doesn't affect. For instance does it prevent the usage of events or abilities that (1) target an asset of another player (2) modify the deck, hand, or discard of another player in some way (3) target drawn encounter cards, (4) target treacheries (5) constant abilities (6) Cards that may be assigned damage/horror from other investigators? Are the following still playable: [Medical Texts](/card/01035), [Stand Together](/card/60118), [Crack the Case](/card/05110)?\r\n\r\n**A:** Self-Centered prevents you from “affecting” other investigators with player card effects, except for aspects that cause damage/horror. In general, when resolving player card effects, you can think of yourself as the only surviving investigator in the game; any other investigators are essentially immune to your player card effects, unless they would take damage/horror from those effects.\r\n \r\nMore specifically, if you have Self-Centered in your threat area, you can’t use player card effects to:\r\n- heal damage/horror on another investigator\r\n- redirect damage/horror that would be dealt to another investigator\r\n- cancel, discard, or otherwise affect an encounter card another player draws\r\n- manipulate cards in a player’s hand, deck, discard pile, play area, or threat area\r\n- manipulate chaos tokens another investigator reveals\r\n- “choose another investigator” or “choose an investigator” other than yourself\r\n\r\nThese general rules should cover most cases where Self-Centered’s ability would be relevant. This does change our last ruling on Self-Centered, but we are much happier with this direction, as it should be a lot easier to resolve most player cards.\r\n\r\nAlso:\r\n- No, you can’t use the ability on Medical Texts to choose another investigator.\r\n- No, you can’t play Stand Together to give just yourself the benefits.\r\n- ~~Yes, you can play Crack the Case after any investigator discovers the last clue, but you must take all of the resources it provides.~~ You would not be able to play Crack the Case when another investigator discovers the last clue on a location; you could only do so if you are the one to discover the last clue.\r\n- Other investigators would be able to use your Pocket Multi Tool, since that’s an ability they resolve themselves.\r\n- If you use Cunning Distraction, then all enemies at the location would be evaded (exhausted and disengaged) because the card ability directly targets enemies, not other investigators. Also, you can fight an enemy engaged with a different investigator, so long as they aren’t using an ability that specifically targets “another investigator.”\r\n\r\n(November 2023 / April 2024)", 'updated': {'date': '2024-04-30 19:55:44.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06036', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Question about FAQ 1.13: "(1.13) Shuffling A Card Into An Empty Player/Encounter Deck A single card cannot be shuffled into an empty player deck or encounter deck via card effect. If this shuffling would occur during the playing or revelation of a card that is typically discarded after it is resolved, such as an event or treachery card, it is discarded. Otherwise, the card remains in its current game area." How does this interact with cards such as <a href="/card/02009">Rex\'s Curse</a>, <a href="/card/06036">Kleptomania</a>, and <a href="/card/03042">The Thing That Follows</a>? For example, if you fail a skill test as Rex due to Rex\'s Curse while you have an empty player deck, does Rex\'s Curse get discarded (because it is a treachery while it is being resolved and generally speaking treacheries do to the discard pile) or does Rex\'s Curse remain in play (because Rex\'s Curse specifically would never be discarded so by 1.13 it remains in its current game area)? Similarly for trying to clear Kleptomania with an empty player deck or defeating The Thing That Follows with an empty player deck.</p>\n<p><strong>A</strong>: If your player deck is empty when you would discard those cards: (1) Rex’s Curse would stay in play, as it cannot be shuffled into an empty deck, and the rules that would discard such a card don’t apply to it. (2) Kleptomania would stay in play for the same reasons as Rex’s Curse. (3) The Thing That Follows would be discarded instead. This is mainly because of process of elimination; it’s an enemy with no health remaining so it can’t stay in play, but it can’t be shuffled into the player’s deck, so in the end it’s discarded. (November 2023 Rules Submission)</p>\n</li>\n</ul>', 'text': '- **Q:** Question about FAQ 1.13: "(1.13) Shuffling A Card Into An Empty Player/Encounter Deck A single card cannot be shuffled into an empty player deck or encounter deck via card effect. If this shuffling would occur during the playing or revelation of a card that is typically discarded after it is resolved, such as an event or treachery card, it is discarded. Otherwise, the card remains in its current game area." How does this interact with cards such as [Rex\'s Curse](/card/02009), [Kleptomania](/card/06036), and [The Thing That Follows](/card/03042)? For example, if you fail a skill test as Rex due to Rex\'s Curse while you have an empty player deck, does Rex\'s Curse get discarded (because it is a treachery while it is being resolved and generally speaking treacheries do to the discard pile) or does Rex\'s Curse remain in play (because Rex\'s Curse specifically would never be discarded so by 1.13 it remains in its current game area)? Similarly for trying to clear Kleptomania with an empty player deck or defeating The Thing That Follows with an empty player deck.\r\n\r\n  **A**: If your player deck is empty when you would discard those cards: (1) Rex’s Curse would stay in play, as it cannot be shuffled into an empty deck, and the rules that would discard such a card don’t apply to it. (2) Kleptomania would stay in play for the same reasons as Rex’s Curse. (3) The Thing That Follows would be discarded instead. This is mainly because of process of elimination; it’s an enemy with no health remaining so it can’t stay in play, but it can’t be shuffled into the player’s deck, so in the end it’s discarded. (November 2023 Rules Submission)', 'updated': {'date': '2023-11-20 23:16:25.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '06038', 'html': '<ul>\n<li>Errant ruling entered here, replaced by the minimum number of characters</li>\n</ul>', 'text': '- Errant ruling entered here, replaced by the minimum number of characters', 'updated': {'date': '2025-03-22 15:08:56.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '52014', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:00:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '52020', 'html': '<ul>\n<li><strong>Q:</strong> When <a href="/card/52020">La Comtesse</a> is defeated and added to the player\'s hand: (1) Is the card considered an enemy? (2) If it is an enemy, does that enemy engaged with the player? Will it attack the player during the enemy phase? (3) How does La Comtesse interact with <a href="/card/03016">Bury Them Deep</a>? <strong>A:</strong> The “Hidden” keyword received a small update in later campaigns (such as The Dream-Eaters) that should help clarify these interactions. When a hidden enemy is in your hand, it is not considered to be engaged with you or in your threat area, and does not attack during the enemy phase; only its constant abilities are active and only you can trigger any abilities on it. La Comtesse’s Forced ability takes precedence over Bury them Deep; she will enter your hand and Bury them Deep won’t be able to add her to the victory display. (March 2024)</li>\n</ul>', 'text': "- **Q:** When [La Comtesse](/card/52020) is defeated and added to the player's hand: (1) Is the card considered an enemy? (2) If it is an enemy, does that enemy engaged with the player? Will it attack the player during the enemy phase? (3) How does La Comtesse interact with [Bury Them Deep](/card/03016)? **A:** The “Hidden” keyword received a small update in later campaigns (such as The Dream-Eaters) that should help clarify these interactions. When a hidden enemy is in your hand, it is not considered to be engaged with you or in your threat area, and does not attack during the enemy phase; only its constant abilities are active and only you can trigger any abilities on it. La Comtesse’s Forced ability takes precedence over Bury them Deep; she will enter your hand and Bury them Deep won’t be able to add her to the victory display. (March 2024)", 'updated': {'date': '2024-03-27 16:38:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '52021', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:02:44.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '52023', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The <b><i>Lunatic</i></b> trait on this card should read <b><i>Possessed</i></b> instead. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:56:16.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '52024', 'html': '<ul><li><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:29:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '52028', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:01:16.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '52034', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:03:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '52037', 'html': '<ul><li><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:29:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '52040', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:00:11.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '52048', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:03:00.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '52054', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:00:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '52059', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:01:00.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '52065', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:25:09.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '52071', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-30 19:28:27.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '52072', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-30 19:28:17.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '52073', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-30 19:28:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '52074', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-30 19:28:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '06069', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:24:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '06080', 'html': '<ul><li><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:29:15.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '06087', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-30 19:28:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06088', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-30 19:28:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06089', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-30 19:29:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '06100', 'html': '<ul><li>\n<p><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If an effect refers to the "highest-cost card" in some game area, and that area contains solely costless cards (such as skill cards, or permanents), can one of those cards be the highest-cost card? Or does their lack of cost prevent them from being the highest-cost card? <strong>A:</strong> No; a card with no cost cannot be targeted as the “highest-cost card” in a game area.</p>\n</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)\r\n\r\n- **Q:** If an effect refers to the "highest-cost card" in some game area, and that area contains solely costless cards (such as skill cards, or permanents), can one of those cards be the highest-cost card? Or does their lack of cost prevent them from being the highest-cost card? **A:** No; a card with no cost cannot be targeted as the “highest-cost card” in a game area.', 'updated': {'date': '2023-06-14 14:13:36.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '06102', 'html': '<ul><li>\n<p><strong>Q:</strong> What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via <a href="/card/01068">Mind Wipe</a>? <strong>A:</strong> Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I use a card effect that discards a host enemy without defeating it, such as <a href="/card/01083">Close Call</a>? If so, what happens to its swarm cards? <strong>A:</strong> A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022</p>\n</li>\n</ul>', 'text': '- **Q:** What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via [Mind Wipe](/card/01068)? **A:** Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** Can I use a card effect that discards a host enemy without defeating it, such as [Close Call](/card/01083)? If so, what happens to its swarm cards? **A:** A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:24:38.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '06106', 'html': '<ul><li>\n<p><strong>Q:</strong> What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via <a href="/card/01068">Mind Wipe</a>? <strong>A:</strong> Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I use a card effect that discards a host enemy without defeating it, such as <a href="/card/01083">Close Call</a>? If so, what happens to its swarm cards? <strong>A:</strong> A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022</p>\n</li>\n</ul>', 'text': '- **Q:** What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via [Mind Wipe](/card/01068)? **A:** Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** Can I use a card effect that discards a host enemy without defeating it, such as [Close Call](/card/01083)? If so, what happens to its swarm cards? **A:** A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:24:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06107', 'html': '<ul><li>\n<p><strong>Q:</strong> What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via <a href="/card/01068">Mind Wipe</a>? <strong>A:</strong> Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I use a card effect that discards a host enemy without defeating it, such as <a href="/card/01083">Close Call</a>? If so, what happens to its swarm cards? <strong>A:</strong> A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022</p>\n</li>\n</ul>', 'text': '- **Q:** What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via [Mind Wipe](/card/01068)? **A:** Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** Can I use a card effect that discards a host enemy without defeating it, such as [Close Call](/card/01083)? If so, what happens to its swarm cards? **A:** A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:24:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06108', 'html': '<ul><li>\n<p><strong>Q:</strong> What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via <a href="/card/01068">Mind Wipe</a>? <strong>A:</strong> Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I use a card effect that discards a host enemy without defeating it, such as <a href="/card/01083">Close Call</a>? If so, what happens to its swarm cards? <strong>A:</strong> A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022</p>\n</li>\n</ul>', 'text': '- **Q:** What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via [Mind Wipe](/card/01068)? **A:** Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** Can I use a card effect that discards a host enemy without defeating it, such as [Close Call](/card/01083)? If so, what happens to its swarm cards? **A:** A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:25:15.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '06111', 'html': '<ul><li><strong>Q:</strong> If I commit <a href="/card/06111">Daring</a> to a skill test as <a href="/card/07005">Silas Marsh</a> and use his ability to return it to my hand, do its effects still resolve? <strong>A:</strong> The lasting effect that grants the enemy retaliate and alert would continue for the duration of the skill test, since it is a lasting effect, and lasting effects persist for the specified duration regardless of whether the card that created the lasting effect is or remains in play. The second aspect of the ability, however, functions like any other ability on a skill card; it may only be used during the resolution of the skill test to which Daring is committed. (It is not a delayed effect.) - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** If I commit [Daring](/card/06111) to a skill test as [Silas Marsh](/card/07005) and use his ability to return it to my hand, do its effects still resolve? **A:** The lasting effect that grants the enemy retaliate and alert would continue for the duration of the skill test, since it is a lasting effect, and lasting effects persist for the specified duration regardless of whether the card that created the lasting effect is or remains in play. The second aspect of the ability, however, functions like any other ability on a skill card; it may only be used during the resolution of the skill test to which Daring is committed. (It is not a delayed effect.) - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:12:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '06117', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> <a href="/card/06117">Read the Signs</a> vs <a href="/card/01174">Locked Door</a>. Are triggered abilities on encounter cards considered to be "on the location"? My understanding is that locked door has a permanent ability, not triggered. But we were curious about the fact that locked door prevent any investigating, could read the signs be played if it would allow instead to ignore permanent abilities as well? <strong>A:</strong> You are correct, but there are two reasons why Read the Signs does not interact with Locked Door. The first is that the text on Locked Door that prevents you from investigating is not a triggered ability, it is a constant ability. Read the Signs says “you may ignore any effect or keyword on your location which would trigger during this investigation.” Therefore only triggered abilities (keywords and Forced abilities, for the most part) are ignored. But secondly, Read the Signs only allows you to ignore effects or keywords on the location itself, not on cards attached to the location. Locked Door does not grant any text to its location, it simply reads “The attached location cannot be investigated.” Even if this were a forced ability, Read the Signs would not allow you to ignore it, since it isn’t text on the location, it’s text on a card attached to the location. (This would be different if it said something like “The attached location gains: ‘some forced ability’”)</p>\n</li>\n<li>\n<p><strong>Q:</strong> A recent ruling on Neither Rain nor Snow stated that keywords like Alert and Retaliate (and presumably Haunted) are not "effects of the skill test" and in fact trigger at some point after the test ends [<strong>NB this ruling has been overturned, see <a href="/card/60502">Neither Rain nor Snow</a></strong>]. This raises three questions. First: what is the exact timing of the resolution of Alert et al. and do other effects have priority over them? Specifically, is <a href="/card/04200">Live and Learn</a> resolved before or after resolving attacks/haunted effects? Second: Is there a difference between cards that reference "effects <em>OF</em> a failed skill test" (NRNS) and "effects <em>FROM</em> a failed skill test" - Live and Learn and more importantly, <a href="/card/06157">Self-Sacrifice</a>? The latter has traditionally been assumed to allow the committer to resolve effects like Alert etc. rather than the performing investigator but this ruling makes that murkier and calls into question the intended use case of that skill. Third and finally, taking the wording of <a href="/card/06117">Read the Signs</a> into account are we now to understand Haunted to be a keyword that <em>triggers</em> in St.6 but in fact sets up a delayed effect that resolves at a later timing point? Otherwise I\'m unsure how Read the Signs is supposed to ignore Haunted (which is its traditionally understood use case.) <strong>A:</strong> 1) Neither Rain nor Snow can cancel Alert/Retaliate (and Haunted), treating all as “effects of the failed skill test.” 2) If playing Live and Learn, Alert/Retaliate would have resolved already during Step 7 of the initial test, as “effects of the failed test.” 3) Yes, Read the Signs was always intended to be able to ignore Haunted, a “keyword on your location that would trigger during this investigation.” 4) There is also no mechanical difference between “effects of the failed test” and “effects from the failed test.”</p>\n</li>\n<li>\n<p><strong>Q:</strong> Does <a href="/card/06117">Read the Signs</a> allow me to ignore <a href="/card/01174">Locked Door</a> or other effects that would prevent an investigation? <strong>A:</strong> No. Read the Signs only allows you to ignore triggered abilities such as the haunted keyword or forced effects on your location. It cannot ignore constant effects, such as the one on Locked Door. - FAQ, v.2.1, August 2023</p>\n</li>\n</ul>', 'text': '- **Q:** [Read the Signs](/card/06117) vs [Locked Door](/card/01174). Are triggered abilities on encounter cards considered to be "on the location"? My understanding is that locked door has a permanent ability, not triggered. But we were curious about the fact that locked door prevent any investigating, could read the signs be played if it would allow instead to ignore permanent abilities as well? **A:** You are correct, but there are two reasons why Read the Signs does not interact with Locked Door. The first is that the text on Locked Door that prevents you from investigating is not a triggered ability, it is a constant ability. Read the Signs says “you may ignore any effect or keyword on your location which would trigger during this investigation.” Therefore only triggered abilities (keywords and Forced abilities, for the most part) are ignored. But secondly, Read the Signs only allows you to ignore effects or keywords on the location itself, not on cards attached to the location. Locked Door does not grant any text to its location, it simply reads “The attached location cannot be investigated.” Even if this were a forced ability, Read the Signs would not allow you to ignore it, since it isn’t text on the location, it’s text on a card attached to the location. (This would be different if it said something like “The attached location gains: ‘some forced ability’”)\r\n\r\n- **Q:** A recent ruling on Neither Rain nor Snow stated that keywords like Alert and Retaliate (and presumably Haunted) are not "effects of the skill test" and in fact trigger at some point after the test ends [**NB this ruling has been overturned, see [Neither Rain nor Snow](/card/60502)**]. This raises three questions. First: what is the exact timing of the resolution of Alert et al. and do other effects have priority over them? Specifically, is [Live and Learn](/card/04200) resolved before or after resolving attacks/haunted effects? Second: Is there a difference between cards that reference "effects *OF* a failed skill test" (NRNS) and "effects *FROM* a failed skill test" - Live and Learn and more importantly, [Self-Sacrifice](/card/06157)? The latter has traditionally been assumed to allow the committer to resolve effects like Alert etc. rather than the performing investigator but this ruling makes that murkier and calls into question the intended use case of that skill. Third and finally, taking the wording of [Read the Signs](/card/06117) into account are we now to understand Haunted to be a keyword that *triggers* in St.6 but in fact sets up a delayed effect that resolves at a later timing point? Otherwise I\'m unsure how Read the Signs is supposed to ignore Haunted (which is its traditionally understood use case.) **A:** 1) Neither Rain nor Snow can cancel Alert/Retaliate (and Haunted), treating all as “effects of the failed skill test.” 2) If playing Live and Learn, Alert/Retaliate would have resolved already during Step 7 of the initial test, as “effects of the failed test.” 3) Yes, Read the Signs was always intended to be able to ignore Haunted, a “keyword on your location that would trigger during this investigation.” 4) There is also no mechanical difference between “effects of the failed test” and “effects from the failed test.”\r\n\r\n- **Q:** Does [Read the Signs](/card/06117) allow me to ignore [Locked Door](/card/01174) or other effects that would prevent an investigation? **A:** No. Read the Signs only allows you to ignore triggered abilities such as the haunted keyword or forced effects on your location. It cannot ignore constant effects, such as the one on Locked Door. - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-08-31 04:10:45.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06240', 'html': '<ul><li><strong>Q:</strong> When I commit <a href="/card/60318">Daredevil</a> to another investigator\'s skill test during Step 2, will the effect successfully and completely resolve, committing a second card to that skill test? Because there is no rule saying that you cannot commit more than 1, and the Step 2 rule that allows you to commit is permissive for that Step but doesn\'t restrict beyond that step, some community members believe that the second card commit would be permitted. Am I allowed to commit the card that Daredevil finds to my friends\' investigation? Can I commit a card during Step 2 to another investigator, and then also trigger <a href="/card/08067">Astronomical Atlas</a> or play <a href="/card/06197">Practice Makes Perfect</a> in the triggered ability window immediately afterwards to effectively commit a second card? <strong>A:</strong> MJ encourages you to think of the rule stating you can commit 1 card to another player’s test as a permitted amount, but not a hard limit. Card effects can enable you to commit more than 1 card to another person’s skill test. \n<ul><li>With Daredevil, you can commit it and the card it searches for to another investigator’s skill test.</li>\n<li>With Practice Makes Perfect and Astronomical Atlas, both allow ways for you to commit an additional card to an eligible skill test, regardless of if you already committed to that test already.</li>\n</ul></li>\n</ul>', 'text': "- **Q:** When I commit [Daredevil](/card/60318) to another investigator's skill test during Step 2, will the effect successfully and completely resolve, committing a second card to that skill test? Because there is no rule saying that you cannot commit more than 1, and the Step 2 rule that allows you to commit is permissive for that Step but doesn't restrict beyond that step, some community members believe that the second card commit would be permitted. Am I allowed to commit the card that Daredevil finds to my friends' investigation? Can I commit a card during Step 2 to another investigator, and then also trigger [Astronomical Atlas](/card/08067) or play [Practice Makes Perfect](/card/06197) in the triggered ability window immediately afterwards to effectively commit a second card? **A:** MJ encourages you to think of the rule stating you can commit 1 card to another player’s test as a permitted amount, but not a hard limit. Card effects can enable you to commit more than 1 card to another person’s skill test. \r\n - With Daredevil, you can commit it and the card it searches for to another investigator’s skill test.\r\n - With Practice Makes Perfect and Astronomical Atlas, both allow ways for you to commit an additional card to an eligible skill test, regardless of if you already committed to that test already.", 'updated': {'date': '2022-07-27 11:06:06.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '06160', 'html': '<ul><li><strong>Q:</strong> I have a question about effects that "end your turn". I\'m the last investigator to take a turn during a round; I play <a href="/card/06160">"Let God sort them out..."</a>, which immediately ends my turn. Is there a player window after this action and before the end of the investigation phase? (Obviously any such window wouldn\'t be during my turn any more.) In other words, after playing Let God Sort Them Out with an action in step 2.2.1, does the game sequence continue as normal and return to the previous player window, or does "immediately end your turn" skip the sequence ahead to step 2.2.2? If it skips ahead, how would this interact with effects that end your turn at unusual times (e.g. drawing a symbol on <a href="/card/01689">Rite of Seeking</a> during an action taken in the mythos phase with <a href="/card/02229">Quick Thinking</a>?) <strong>A</strong>: \n<ul><li>If you were the last investigator to take a turn and played “Let God sort them out…”, your turn would end. Referencing <a href="rules#Appendix_II_Timing_and_Gameplay">Appendix II: Timing and Gameplay</a>, you would resolve step 2.2.2, which checks that everyone has taken a turn, then proceed to step 2.3, the official end of the investigation phase. There are no player windows following the last player’s turn ending; the Enemy Phase begins instead.</li>\n<li>If you use Quick Thinking during the Mythos Phase and activate Rite of Seeking, the text at the end of Rite of Seeking has no additional effect, because you haven’t “taken a turn” and you don’t have any additional actions to lose. You would simply investigate, determine if you succeed or fail, then continue with the Mythos Phase.</li>\n</ul></li>\n</ul>', 'text': '- **Q:** I have a question about effects that "end your turn". I\'m the last investigator to take a turn during a round; I play ["Let God sort them out..."](/card/06160), which immediately ends my turn. Is there a player window after this action and before the end of the investigation phase? (Obviously any such window wouldn\'t be during my turn any more.) In other words, after playing Let God Sort Them Out with an action in step 2.2.1, does the game sequence continue as normal and return to the previous player window, or does "immediately end your turn" skip the sequence ahead to step 2.2.2? If it skips ahead, how would this interact with effects that end your turn at unusual times (e.g. drawing a symbol on [Rite of Seeking](/card/01689) during an action taken in the mythos phase with [Quick Thinking](/card/02229)?) **A**: \r\n - If you were the last investigator to take a turn and played “Let God sort them out…”, your turn would end. Referencing [Appendix II: Timing and Gameplay](rules#Appendix_II_Timing_and_Gameplay), you would resolve step 2.2.2, which checks that everyone has taken a turn, then proceed to step 2.3, the official end of the investigation phase. There are no player windows following the last player’s turn ending; the Enemy Phase begins instead.\r\n - If you use Quick Thinking during the Mythos Phase and activate Rite of Seeking, the text at the end of Rite of Seeking has no additional effect, because you haven’t “taken a turn” and you don’t have any additional actions to lose. You would simply investigate, determine if you succeed or fail, then continue with the Mythos Phase.', 'updated': {'date': '2022-09-01 08:18:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06164', 'html': '<ul><li><strong>Q:</strong> What happens if I am <a href="/card/04089">Entombed</a> and use <a href="/card/06164">Ethereal Form</a> and am already engaged with an enemy? One says I cannot disengage from enemies, the other says enemies cannot be engaged with me. <strong>A:</strong> When two cards directly contradict one another in a way that is impossible to reconcile, the text of the encounter card takes precedence. In this case, Entombed would take precedence over Ethereal Form, and the  enemy would remain engaged with you (see [The Silver Rule](/rules/The Silver Rule)). - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** What happens if I am [Entombed](/card/04089) and use [Ethereal Form](/card/06164) and am already engaged with an enemy? One says I cannot disengage from enemies, the other says enemies cannot be engaged with me. **A:** When two cards directly contradict one another in a way that is impossible to reconcile, the text of the encounter card takes precedence. In this case, Entombed would take precedence over Ethereal Form, and the  enemy would remain engaged with you (see [The Silver Rule](/rules/The Silver Rule)). - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:06:01.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06167', 'html': '<ul><li><strong>Clarification:</strong> If 1 or more cards are forcibly removed from an investigator’s deck and returned to the collection (such as when a card is exiled, or when a campaign effect forces an investigator to remove cards from their deck), that investigator must purchase cards so that a legal deck size is maintained. When purchasing cards in this manner, that investigator may purchase level 0 cards at 0 experience cost until a legal deck size is reached.\n<ul><li>This rule also applies if an effect alters an investigator’s deck size, deckbuilding restrictions, or deckbuilding options such that 1 or more cards must be removed from or added to their deck as a result. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Clarification:** If 1 or more cards are forcibly removed from an investigator’s deck and returned to the collection (such as when a card is exiled, or when a campaign effect forces an investigator to remove cards from their deck), that investigator must purchase cards so that a legal deck size is maintained. When purchasing cards in this manner, that investigator may purchase level 0 cards at 0 experience cost until a legal deck size is reached.\r\n - This rule also applies if an effect alters an investigator’s deck size, deckbuilding restrictions, or deckbuilding options such that 1 or more cards must be removed from or added to their deck as a result. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 10:51:17.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '06283', 'html': '<ul><li><strong>Clarification:</strong> If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of <a href="/card/05314">Soothing Melody</a> set aside at the start of the game. Similarly, an investigator may only have 1 <a href="/card/06113">Essence of the Dream</a> set aside at the start of the game, regardless of how many copies of <a href="/card/06112">Dream Diary</a> they include in their deck. - FAQ, v.1.7, March 2020</li>\n</ul>', 'text': '- **Clarification:** If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of [Soothing Melody](/card/05314) set aside at the start of the game. Similarly, an investigator may only have 1 [Essence of the Dream](/card/06113) set aside at the start of the game, regardless of how many copies of [Dream Diary](/card/06112) they include in their deck. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 10:56:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '06156', 'html': '<ul><li>\n<p><strong>Q:</strong> Can you play <a href="/card/06156">"Fool me once..."</a> if the effect you\'re resolving is to discard the treachery? E.g. <a href="/card/01164">Frozen in Fear</a>\'s "if you succeed, discard Frozen in Fear" or <a href="/card/04094">Deep Dark</a> discarding at the end of the round? <strong>A:</strong> Yes, “Fool me once…” could be attached to those so long as you have resolved an effect on the Treachery card and would normally discard it (not “remove it from the game”, etc.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can you play "Fool me once…" if upon advancing to the next agenda counts as discarding a treachery? E.g. <a href="/card/07040">Day of Reckoning</a> or <a href="/card/02085">Light of Aforgomon</a>? <strong>A:</strong> Yes, “Fool me once…” could be attached to those so long as you have resolved an effect on the Treachery card and would normally discard it (not “remove it from the game”, etc.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can you play "Fool me once…" if the Action triggered abilities effect you\'re resolving is to discard the treachery weakness? E.g. <a href="/card/01098">Haunted</a> or <a href="/card/02038">Internal Injury</a>? <strong>A:</strong> Yes, “Fool me once…” could be attached to those so long as you have resolved an effect on the Treachery card and would normally discard it (not “remove it from the game”, etc.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can you play "Fool me once…" if help teammates pay Action triggered abilities effect you\'re resolving is to discard the treachery weakness? E.g. <a href="/card/06037">Narcolepsy</a>? <strong>A:</strong> “Fool me once…” requires “you” to be the person that discards the Treachery, so if another player discarded Narcolepsy for you, “you” would not be able to use “Fool me once…” Only the person who discarded the Treachery could use “Fool me once…”</p>\n</li>\n<li>\n<p><strong>Q:</strong> Are cards attached to "Fool me once…" face-up and/or in play? Since Fool me once…" attaches the treachery face up, is its effect still active? E.g. <a href="/card/03041">Drawing the Sign</a>, <a href="/card/60104">Self-Destructive</a> or <a href="/card/05098">Evil Past</a>? <strong>A:</strong> The Treachery is not considered active while attached to “Fool me once…”</p>\n</li>\n</ul>', 'text': '- **Q:** Can you play ["Fool me once..."](/card/06156) if the effect you\'re resolving is to discard the treachery? E.g. [Frozen in Fear](/card/01164)\'s "if you succeed, discard Frozen in Fear" or [Deep Dark](/card/04094) discarding at the end of the round? **A:** Yes, “Fool me once…” could be attached to those so long as you have resolved an effect on the Treachery card and would normally discard it (not “remove it from the game”, etc.)\r\n\r\n- **Q:** Can you play "Fool me once…" if upon advancing to the next agenda counts as discarding a treachery? E.g. [Day of Reckoning](/card/07040) or [Light of Aforgomon](/card/02085)? **A:** Yes, “Fool me once…” could be attached to those so long as you have resolved an effect on the Treachery card and would normally discard it (not “remove it from the game”, etc.)\r\n\r\n- **Q:** Can you play "Fool me once…" if the Action triggered abilities effect you\'re resolving is to discard the treachery weakness? E.g. [Haunted](/card/01098) or [Internal Injury](/card/02038)? **A:** Yes, “Fool me once…” could be attached to those so long as you have resolved an effect on the Treachery card and would normally discard it (not “remove it from the game”, etc.)\r\n\r\n- **Q:** Can you play "Fool me once…" if help teammates pay Action triggered abilities effect you\'re resolving is to discard the treachery weakness? E.g. [Narcolepsy](/card/06037)? **A:** “Fool me once…” requires “you” to be the person that discards the Treachery, so if another player discarded Narcolepsy for you, “you” would not be able to use “Fool me once…” Only the person who discarded the Treachery could use “Fool me once…”\r\n\r\n- **Q:** Are cards attached to "Fool me once…" face-up and/or in play? Since Fool me once…" attaches the treachery face up, is its effect still active? E.g. [Drawing the Sign](/card/03041), [Self-Destructive](/card/60104) or [Evil Past](/card/05098)? **A:** The Treachery is not considered active while attached to “Fool me once…”', 'updated': {'date': '2022-09-12 11:11:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06157', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> A recent ruling on Neither Rain nor Snow stated that keywords like Alert and Retaliate (and presumably Haunted) are not "effects of the skill test" and in fact trigger at some point after the test ends [<strong>NB this ruling has been overturned, see <a href="/card/60502">Neither Rain nor Snow</a></strong>]. This raises three questions. First: what is the exact timing of the resolution of Alert et al. and do other effects have priority over them? Specifically, is <a href="/card/04200">Live and Learn</a> resolved before or after resolving attacks/haunted effects? Second: Is there a difference between cards that reference "effects <em>OF</em> a failed skill test" (NRNS) and "effects <em>FROM</em> a failed skill test" - Live and Learn and more importantly, <a href="/card/06157">Self-Sacrifice</a>? The latter has traditionally been assumed to allow the committer to resolve effects like Alert etc. rather than the performing investigator but this ruling makes that murkier and calls into question the intended use case of that skill. Third and finally, taking the wording of <a href="/card/06117">Read the Signs</a> into account are we now to understand Haunted to be a keyword that <em>triggers</em> in St.6 but in fact sets up a delayed effect that resolves at a later timing point? Otherwise I\'m unsure how Read the Signs is supposed to ignore Haunted (which is it\'s traditionally understood use case.) <strong>A:</strong> 1) Neither Rain nor Snow can cancel Alert/Retaliate (and Haunted), treating all as “effects of the failed skill test.” 2) If playing Live and Learn, Alert/Retaliate would have resolved already during Step 7 of the initial test, as “effects of the failed test.” 3) Yes, Read the Signs was always intended to be able to ignore Haunted, a “keyword on your location that would trigger during this investigation.” 4) There is also no mechanical difference between “effects of the failed test” and “effects from the failed test.”</p>\n</li>\n<li>\n<p><strong>Q:</strong> Player A is performing a skill test and commits <a href="/card/04201">Take Heart</a> to the test. In the same test, Player B commits <a href="/card/06157">Self-Sacrifice</a> to the same test. If the test fails: 1. Could you pick the order of the cards triggering (since they have the same trigger point), so if Take Heart triggers first Player A gets the draw/resources? 2. If Self-Sacrifice is triggered first (either by choice or due to \'must\'), would Player B gain the draw/resources from Take Heart as part of of the failed test? <strong>A:</strong> Because the abilities on Take Heart and Self-Sacrifice have the same triggering condition, they can be resolved in either order. If Take Heart is resolved first, then yes, Player A (the performing investigator) would get its benefits, and Player B would resolve any other effects of the failed test and chooses who draws 2 cards. If Self-Sacrifice is resolved first, Player B resolves all effects (of the failed test, the card draw, and the resource gain). (Rules Form, December 2023)</p>\n</li>\n</ul>', 'text': '- **Q:** A recent ruling on Neither Rain nor Snow stated that keywords like Alert and Retaliate (and presumably Haunted) are not "effects of the skill test" and in fact trigger at some point after the test ends [**NB this ruling has been overturned, see [Neither Rain nor Snow](/card/60502)**]. This raises three questions. First: what is the exact timing of the resolution of Alert et al. and do other effects have priority over them? Specifically, is [Live and Learn](/card/04200) resolved before or after resolving attacks/haunted effects? Second: Is there a difference between cards that reference "effects *OF* a failed skill test" (NRNS) and "effects *FROM* a failed skill test" - Live and Learn and more importantly, [Self-Sacrifice](/card/06157)? The latter has traditionally been assumed to allow the committer to resolve effects like Alert etc. rather than the performing investigator but this ruling makes that murkier and calls into question the intended use case of that skill. Third and finally, taking the wording of [Read the Signs](/card/06117) into account are we now to understand Haunted to be a keyword that *triggers* in St.6 but in fact sets up a delayed effect that resolves at a later timing point? Otherwise I\'m unsure how Read the Signs is supposed to ignore Haunted (which is it\'s traditionally understood use case.) **A:** 1) Neither Rain nor Snow can cancel Alert/Retaliate (and Haunted), treating all as “effects of the failed skill test.” 2) If playing Live and Learn, Alert/Retaliate would have resolved already during Step 7 of the initial test, as “effects of the failed test.” 3) Yes, Read the Signs was always intended to be able to ignore Haunted, a “keyword on your location that would trigger during this investigation.” 4) There is also no mechanical difference between “effects of the failed test” and “effects from the failed test.”\r\n\r\n- **Q:** Player A is performing a skill test and commits [Take Heart](/card/04201) to the test. In the same test, Player B commits [Self-Sacrifice](/card/06157) to the same test. If the test fails: 1. Could you pick the order of the cards triggering (since they have the same trigger point), so if Take Heart triggers first Player A gets the draw/resources? 2. If Self-Sacrifice is triggered first (either by choice or due to \'must\'), would Player B gain the draw/resources from Take Heart as part of of the failed test? **A:** Because the abilities on Take Heart and Self-Sacrifice have the same triggering condition, they can be resolved in either order. If Take Heart is resolved first, then yes, Player A (the performing investigator) would get its benefits, and Player B would resolve any other effects of the failed test and chooses who draws 2 cards. If Self-Sacrifice is resolved first, Player B resolves all effects (of the failed test, the card draw, and the resource gain). (Rules Form, December 2023)', 'updated': {'date': '2023-12-24 01:22:45.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06159', 'html': '<ul><li><strong>Q:</strong> Per FAQ 2.0 entry 2.2.1 <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a> we are told to interpret <a href="/card/06314">Whispering Chaos</a> and <a href="/card/06315">Whispering Chaos</a> to be copies of the same card. Does adding another copy of the same treachery trigger abilities on player cards, specifically <a href="/card/06159">Dream-Enhancing Serum</a>? Does the same apply to hidden enemies such as <a href="/card/06306">Nyarlathotep</a>? <strong>A:</strong> FAQ 2.0 codified the rule that “drawing” a card versus “adding it to your hand” [<a href="/rules#Drawing_Cards">Drawing Cards</a>, final bullet] are distinct triggering conditions. Dream-Enhancing Serum can only activate when you <b>draw</b> a copy of a card you already have in hand, but both Whispering Chaos and Nyarlathotep are cards that are <b>added to your hand</b>.</li>\n</ul>', 'text': '- **Q:** Per FAQ 2.0 entry 2.2.1 [Treachery Subtitles](/rules#Treachery_Subtitles) we are told to interpret [Whispering Chaos](/card/06314) and [Whispering Chaos](/card/06315) to be copies of the same card. Does adding another copy of the same treachery trigger abilities on player cards, specifically [Dream-Enhancing Serum](/card/06159)? Does the same apply to hidden enemies such as [Nyarlathotep](/card/06306)? **A:** FAQ 2.0 codified the rule that “drawing” a card versus “adding it to your hand” [[Drawing Cards](/rules#Drawing_Cards), final bullet] are distinct triggering conditions. Dream-Enhancing Serum can only activate when you <b>draw</b> a copy of a card you already have in hand, but both Whispering Chaos and Nyarlathotep are cards that are <b>added to your hand</b>.', 'updated': {'date': '2022-09-21 15:25:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '06325', 'html': '<ul><li><strong>Q:</strong> I have a question regarding <a href="/card/06325">The Eye of Truth</a> and the Restless Journey cards from Where the Gods Dwell. I commit Eye of Truth to <a href="/card/06319">Restless Journey (Fallacy)</a> and then succeed at the test, putting them both into the victory display. Eye of Truth says: "While attached, The Eye of Truth contributes its skill icons to all tests on copies of the attached treachery." I know that "copies" of cards are determined by card title, so does this mean that <a href="/card/06320">Restless Journey (Hardship)</a> and <a href="/card/06321">Restless Journey (Lies)</a> are not eligible for the +4 Wild icons on their tests? Or is the parenthetical text intended to be considered a sub-title (since each Restless Journey says "Restless Journey" rather than the full title with its matching parenthetical text)? <strong>A:</strong> We rule that the text in parentheses after each “Restless Journey” is meant to be a subtitle. As such, when you play The Eye of Truth while attempting a skill test on a Restless Journey, should you succeed, you would be able to apply the wild icons on The Eye of Truth to the other copies of Restless Journey.</li>\n</ul>', 'text': '- **Q:** I have a question regarding [The Eye of Truth](/card/06325) and the Restless Journey cards from Where the Gods Dwell. I commit Eye of Truth to [Restless Journey (Fallacy)](/card/06319) and then succeed at the test, putting them both into the victory display. Eye of Truth says: "While attached, The Eye of Truth contributes its skill icons to all tests on copies of the attached treachery." I know that "copies" of cards are determined by card title, so does this mean that [Restless Journey (Hardship)](/card/06320) and [Restless Journey (Lies)](/card/06321) are not eligible for the +4 Wild icons on their tests? Or is the parenthetical text intended to be considered a sub-title (since each Restless Journey says "Restless Journey" rather than the full title with its matching parenthetical text)? **A:** We rule that the text in parentheses after each “Restless Journey” is meant to be a subtitle. As such, when you play The Eye of Truth while attempting a skill test on a Restless Journey, should you succeed, you would be able to apply the wild icons on The Eye of Truth to the other copies of Restless Journey.', 'updated': {'date': '2022-07-11 09:34:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '06195', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card’s ability should read: “<span class="icon-action"></span> Spend 1 ammo: <strong>Fight</strong>…” - FAQ, v.1.7, March 2020</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card’s ability should read: “<span class="icon-action"></span> Spend 1 ammo: **Fight**…” - FAQ, v.1.7, March 2020', 'updated': {'date': '2022-01-02 12:55:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '06197', 'html': '<ul><li><strong>Q:</strong> When I commit <a href="/card/60318">Daredevil</a> to another investigator\'s skill test during Step 2, will the effect successfully and completely resolve, committing a second card to that skill test? Because there is no rule saying that you cannot commit more than 1, and the Step 2 rule that allows you to commit is permissive for that Step but doesn\'t restrict beyond that step, some community members believe that the second card commit would be permitted. Am I allowed to commit the card that Daredevil finds to my friends\' investigation? Can I commit a card during Step 2 to another investigator, and then also trigger <a href="/card/08067">Astronomical Atlas</a> or play <a href="/card/06197">Practice Makes Perfect</a> in the triggered ability window immediately afterwards to effectively commit a second card? <strong>A:</strong> MJ encourages you to think of the rule stating you can commit 1 card to another player’s test as a permitted amount, but not a hard limit. Card effects can enable you to commit more than 1 card to another person’s skill test. \n<ul><li>With Daredevil, you can commit it and the card it searches for to another investigator’s skill test.</li>\n<li>With Practice Makes Perfect and Astronomical Atlas, both allow ways for you to commit an additional card to an eligible skill test, regardless of if you already committed to that test already.</li>\n</ul></li>\n</ul>', 'text': "- **Q:** When I commit [Daredevil](/card/60318) to another investigator's skill test during Step 2, will the effect successfully and completely resolve, committing a second card to that skill test? Because there is no rule saying that you cannot commit more than 1, and the Step 2 rule that allows you to commit is permissive for that Step but doesn't restrict beyond that step, some community members believe that the second card commit would be permitted. Am I allowed to commit the card that Daredevil finds to my friends' investigation? Can I commit a card during Step 2 to another investigator, and then also trigger [Astronomical Atlas](/card/08067) or play [Practice Makes Perfect](/card/06197) in the triggered ability window immediately afterwards to effectively commit a second card? **A:** MJ encourages you to think of the rule stating you can commit 1 card to another player’s test as a permitted amount, but not a hard limit. Card effects can enable you to commit more than 1 card to another person’s skill test. \r\n - With Daredevil, you can commit it and the card it searches for to another investigator’s skill test.\r\n - With Practice Makes Perfect and Astronomical Atlas, both allow ways for you to commit an additional card to an eligible skill test, regardless of if you already committed to that test already.", 'updated': {'date': '2022-07-27 11:06:20.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '06199', 'html': '<ul><li><strong>Automatic Success/Failure:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:20:43.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '06120', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 15:12:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06121', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 15:12:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
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[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
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[],
[],
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[],
[],
[{'code': '06144', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The triggering condition on this card’s <b>Forced</b> ability should read: "If Virgil Gray leaves play" instead of "if Virgil Gray is defeated." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The triggering condition on this card’s <b>Forced</b> ability should read: "If Virgil Gray leaves play" instead of "if Virgil Gray is defeated." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 12:04:44.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06145', 'html': '<ul><li>\n<p><strong>Q:</strong> What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via <a href="/card/01068">Mind Wipe</a>? <strong>A:</strong> Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I use a card effect that discards a host enemy without defeating it, such as <a href="/card/01083">Close Call</a>? If so, what happens to its swarm cards? <strong>A:</strong> A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022</p>\n</li>\n</ul>', 'text': '- **Q:** What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via [Mind Wipe](/card/01068)? **A:** Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** Can I use a card effect that discards a host enemy without defeating it, such as [Close Call](/card/01083)? If so, what happens to its swarm cards? **A:** A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:25:30.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '06147', 'html': '<ul><li>\n<p><strong>Q:</strong> What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via <a href="/card/01068">Mind Wipe</a>? <strong>A:</strong> Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I use a card effect that discards a host enemy without defeating it, such as <a href="/card/01083">Close Call</a>? If so, what happens to its swarm cards? <strong>A:</strong> A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022</p>\n</li>\n</ul>', 'text': '- **Q:** What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via [Mind Wipe](/card/01068)? **A:** Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** Can I use a card effect that discards a host enemy without defeating it, such as [Close Call](/card/01083)? If so, what happens to its swarm cards? **A:** A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:25:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06148', 'html': '<ul><li>\n<p><strong>Q:</strong> What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via <a href="/card/01068">Mind Wipe</a>? <strong>A:</strong> Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I use a card effect that discards a host enemy without defeating it, such as <a href="/card/01083">Close Call</a>? If so, what happens to its swarm cards? <strong>A:</strong> A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022</p>\n</li>\n</ul>', 'text': '- **Q:** What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via [Mind Wipe](/card/01068)? **A:** Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** Can I use a card effect that discards a host enemy without defeating it, such as [Close Call](/card/01083)? If so, what happens to its swarm cards? **A:** A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:26:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '06151', 'html': '<ul><li>\n<p><strong>Q:</strong> What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via <a href="/card/01068">Mind Wipe</a>? <strong>A:</strong> Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I use a card effect that discards a host enemy without defeating it, such as <a href="/card/01083">Close Call</a>? If so, what happens to its swarm cards? <strong>A:</strong> A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022</p>\n</li>\n</ul>', 'text': '- **Q:** What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via [Mind Wipe](/card/01068)? **A:** Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** Can I use a card effect that discards a host enemy without defeating it, such as [Close Call](/card/01083)? If so, what happens to its swarm cards? **A:** A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:26:12.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06152', 'html': '<ul><li>\n<p><strong>Q:</strong> What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via <a href="/card/01068">Mind Wipe</a>? <strong>A:</strong> Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I use a card effect that discards a host enemy without defeating it, such as <a href="/card/01083">Close Call</a>? If so, what happens to its swarm cards? <strong>A:</strong> A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022</p>\n</li>\n</ul>', 'text': '- **Q:** What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via [Mind Wipe](/card/01068)? **A:** Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** Can I use a card effect that discards a host enemy without defeating it, such as [Close Call](/card/01083)? If so, what happens to its swarm cards? **A:** A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:26:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '06215', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 14:47:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '06224', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The triggering condition on this card’s <b>Forced</b> ability should read: "If Virgil Gray leaves play" instead of "if Virgil Gray is defeated." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The triggering condition on this card’s <b>Forced</b> ability should read: "If Virgil Gray leaves play" instead of "if Virgil Gray is defeated." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 12:04:38.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '06228', 'html': '<ul><li>\n<p><strong>Q:</strong> What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via <a href="/card/01068">Mind Wipe</a>? <strong>A:</strong> Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I use a card effect that discards a host enemy without defeating it, such as <a href="/card/01083">Close Call</a>? If so, what happens to its swarm cards? <strong>A:</strong> A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022</p>\n</li>\n</ul>', 'text': '- **Q:** What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via [Mind Wipe](/card/01068)? **A:** Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** Can I use a card effect that discards a host enemy without defeating it, such as [Close Call](/card/01083)? If so, what happens to its swarm cards? **A:** A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:26:30.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '06236', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:50:10.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06237', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:50:16.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06238', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:50:20.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06239', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> If I have a card like <a href="/card/01087">Flashlight</a> that indicates an activate action [<span class="icon-action"></span>] and <strong>Investigate</strong> - is it considered an activate action, an Investigate action or both? What about when you play cards with a designator like <a href="/card/06201">Spectral Razor</a>? Is that a play action or a <strong>Fight</strong> action? Both? <strong>A:</strong> Activating an ability with an action designator or playing a card with an action designator counts as both actions. Using a Flashlight, for example, would count as both an activate action and an investigate action.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Would using <a href="/card/01087">Flashlight</a> twice while triggering Haste allow you to either Investigate as a free action or use a card activation action? <strong>A:</strong> Yes, if you used Flashlight twice in a row and then triggered Haste, you could take either an additional activate action, or an additional investigate action (but not one of each).</p>\n</li>\n<li>\n<p><strong>Q:</strong> How do <a href="/card/09009">Grappling Hook</a> and <a href="/card/06239">Haste</a> interact? Example: I do an activate action first, then I use Grappling Hook\'s ability, can I activate Haste for an extra activate action? If so, when can I perform the activate action given by Haste? In addition, I am executing the three actions given by GH, is there a Player Window between the actions? <strong>A:</strong> Yes, you can take an activate action on some card, then activate Grappling Hook, and then use Haste to activate again. You should resolve all actions granted with GH before exhausting Haste. There is no player window between the three actions granted by GH.</p>\n</li>\n<li>\n<p><del><strong>Q:</strong> Would you be able to trigger the card <a href="/card/06239">Haste</a> if you play two different effects that Parley? For instance, if I play <a href="/card/05020">Interrogate</a>, then trigger the Parley action on <a href="/card/02060">"Jazz" Mulligan</a>, would I now be able to exhaust <a href="/card/06239">Haste</a> to play/activate another action that is also a Parley? <strong>A:</strong> No, you could not trigger the ability on <a href="/card/06239">Haste</a> in that situation. Parleying is not a “type of action” that counts toward <a href="/card/06239">Haste</a>; you either “play” a card that allows you to parley, or “activate” an ability that allows you to parley. (October 2023)</del> <strong>OVERWRITTEN BY OFFICIAL FAQ BELOW</strong></p>\n</li>\n<li>\n<p><strong>Q:</strong> Do parley actions count as actions for the purpose of card abilities such as Haste? <strong>A:</strong> Yes. Parley is its own unique action type. You could trigger Haste’s <span class="icon-reaction"></span> ability after taking two parley actions. (FAQ 2.3, October 2024)</p>\n</li>\n</ul>', 'text': '- **Q:** If I have a card like [Flashlight](/card/01087) that indicates an activate action [<span class="icon-action"></span>] and **Investigate** - is it considered an activate action, an Investigate action or both? What about when you play cards with a designator like [Spectral Razor](/card/06201)? Is that a play action or a **Fight** action? Both? **A:** Activating an ability with an action designator or playing a card with an action designator counts as both actions. Using a Flashlight, for example, would count as both an activate action and an investigate action.\r\n\r\n- **Q:** Would using [Flashlight](/card/01087) twice while triggering Haste allow you to either Investigate as a free action or use a card activation action? **A:** Yes, if you used Flashlight twice in a row and then triggered Haste, you could take either an additional activate action, or an additional investigate action (but not one of each).\r\n\r\n- **Q:** How do [Grappling Hook](/card/09009) and [Haste](/card/06239) interact? Example: I do an activate action first, then I use Grappling Hook\'s ability, can I activate Haste for an extra activate action? If so, when can I perform the activate action given by Haste? In addition, I am executing the three actions given by GH, is there a Player Window between the actions? **A:** Yes, you can take an activate action on some card, then activate Grappling Hook, and then use Haste to activate again. You should resolve all actions granted with GH before exhausting Haste. There is no player window between the three actions granted by GH.\r\n\r\n- ~~**Q:** Would you be able to trigger the card [Haste](/card/06239) if you play two different effects that Parley? For instance, if I play [Interrogate](/card/05020), then trigger the Parley action on ["Jazz" Mulligan](/card/02060), would I now be able to exhaust [Haste](/card/06239) to play/activate another action that is also a Parley? **A:** No, you could not trigger the ability on [Haste](/card/06239) in that situation. Parleying is not a “type of action” that counts toward [Haste](/card/06239); you either “play” a card that allows you to parley, or “activate” an ability that allows you to parley. (October 2023)~~ **OVERWRITTEN BY OFFICIAL FAQ BELOW**\r\n\r\n- **Q:** Do parley actions count as actions for the purpose of card abilities such as Haste? **A:** Yes. Parley is its own unique action type. You could trigger Haste’s <span class="icon-reaction"></span> ability after taking two parley actions. (FAQ 2.3, October 2024)', 'updated': {'date': '2025-03-22 14:19:51.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '06246', 'html': '<ul><li><strong>Automatic Success/Failure &amp; Automatic Evasion:</strong> Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\n<ul><li>If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“<a href="/rules#Skill_Test_Timing">Reveal Chaos Token</a>”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.</li>\n<li>If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.</li>\n<li>If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “<a href="/rules#Evade_Action">Evade</a>” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\nits engagement).</li>\n<li>For example: Patrice uses the ability on <a href="/card/06031">Hope</a>, which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on <a href="/card/01076">Stray Cat</a>, which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020</li>\n</ul></li>\n</ul>', 'text': '- **Automatic Success/Failure & Automatic Evasion:** Some card effects make an investigator automatically succeed or automatically fail a skill test. If this occurs, depending on the timing of such an effect, certain steps of the skill test may be skipped in their entirety.\r\n  - If it is known that an investigator automatically succeeds or fails at a skill test before Step 3 (“[Reveal Chaos Token](/rules#Skill_Test_Timing)”) occurs, that step is skipped, along with Step 4. No chaos token(s) are revealed from the chaos bag, and the investigator immediately moves to Step 5. All other steps of the skill test resolve as normal.\r\n  - If a chaos token effect causes an investigator to automatically succeed or fail at a skill test, continue with Steps 3 and 4, as normal.\r\n  - If an ability “automatically evades” 1 or more enemies, this is not the same as automatically succeeding at an evasion attempt. As per the entry on “[Evade](/rules#Evade_Action)” in the Rules Reference, if an ability automatically evades 1 or more enemies, no skill test is made for the evasion attempt whatsoever. Consequentially, because no skill test is made, it is not considered a “successful” evasion. The investigator simply follows the steps for evading an enemy (exhausting it and breaking\r\nits engagement).\r\n  - For example: Patrice uses the ability on [Hope](/card/06031), which reads: “<span class="icon-action"></span> If Hope is ready, exhaust or discard him: Evade. Attempt to evade with a base <span class="icon-agility"></span> value of 5. (If you discarded Hope, this test is automatically successful.)” If Patrice chooses to discard Hope, the skill test automatically succeeds before chaos tokens are revealed; therefore Steps 3 and 4 of the skill test are skipped. However, the skill test still takes place. Cards may still be committed to the test, and the investigator’s total modified skill value is still determined, as it may have some bearing on other card abilities. However, if Patrice instead uses the ability on [Stray Cat](/card/01076), which reads: “<span class="icon-free"></span> Discard Stray Cat: Automatically evade a non-<b><i>Elite</i></b> enemy at your location,” no skill test is made whatsoever. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 11:15:55.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '06331', 'html': '<ul><li><strong>Clarification:</strong> If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of <a href="/card/05314">Soothing Melody</a> set aside at the start of the game. Similarly, an investigator may only have 1 <a href="/card/06113">Essence of the Dream</a> set aside at the start of the game, regardless of how many copies of <a href="/card/06112">Dream Diary</a> they include in their deck. - FAQ, v.1.7, March 2020</li>\n</ul>', 'text': '- **Clarification:** If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of [Soothing Melody](/card/05314) set aside at the start of the game. Similarly, an investigator may only have 1 [Essence of the Dream](/card/06113) set aside at the start of the game, regardless of how many copies of [Dream Diary](/card/06112) they include in their deck. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 10:56:49.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '06276', 'html': '<ul>\n<li><strong>Q:</strong> Can the card <a href="/card/06276">Empty Vessel</a> be used in a <a href="/card/09004">Vincent Lee</a> deck? <strong>A:</strong> <del>Yes, Vincent Lee can run Empty Vessel in his deck. For the purposes of deckbuilding requirements, bonded cards can be considered as part of the game text of the card to which they are bonded.</del> Bonded cards <strong>cannot</strong> be treated as part of the text box of the card to which they are bonded. (August 2023)</li>\n</ul>', 'text': '- **Q:** Can the card [Empty Vessel](/card/06276) be used in a [Vincent Lee](/card/09004) deck? **A:** ~~Yes, Vincent Lee can run Empty Vessel in his deck. For the purposes of deckbuilding requirements, bonded cards can be considered as part of the game text of the card to which they are bonded.~~ Bonded cards **cannot** be treated as part of the text box of the card to which they are bonded. (August 2023)', 'updated': {'date': '2023-09-29 17:22:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06277', 'html': '<ul><li><strong>Clarification:</strong> If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of <a href="/card/05314">Soothing Melody</a> set aside at the start of the game. Similarly, an investigator may only have 1 <a href="/card/06113">Essence of the Dream</a> set aside at the start of the game, regardless of how many copies of <a href="/card/06112">Dream Diary</a> they include in their deck. - FAQ, v.1.7, March 2020</li>\n</ul>', 'text': '- **Clarification:** If an investigator’s deck contains a card that summons one or more bonded cards, those bonded cards are set aside at the start of each game. The number of copies of each different bonded card that are set aside in this way is equal to the number of copies of that were included in the product in which that bonded card was introduced. The number of cards in your deck that summon the bonded card in question does not factor into this limit. *For example: An investigator may only have 3 copies of [Soothing Melody](/card/05314) set aside at the start of the game. Similarly, an investigator may only have 1 [Essence of the Dream](/card/06113) set aside at the start of the game, regardless of how many copies of [Dream Diary](/card/06112) they include in their deck. - FAQ, v.1.7, March 2020', 'updated': {'date': '2020-03-17 10:56:04.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06278', 'html': '<p><strong>Q:</strong> What happens if you trigger the <b><i>Research</i></b> ability on <a href="/card/06278">Surprising Find</a> during a skill test, but before committing cards? (for example, by using <a href="/card/07223">Guided by the Unseen</a>, <a href="/card/03307">No Stone Unturned</a>, <a href="/card/06197">Practice Makes Perfect</a>, non-taboo <a href="/card/05153">Mr. "Rook"</a>, or <a href="/card/05231">Knowledge is Power</a> on <a href="/card/01031">Old Book of Lore</a> during the player window before step 2 of the skill test.) Does Surprising Find get committed to the current test, or does it need to wait until the next time a test begins? <strong>A:</strong> <del>The next time. To satisfy the condition “the next eligible skill test” on Surprising Find, you must commit it to an eligible skill test that was not already initiated.</del> If it’s discovered during a skill test, it must be committed to that skill test. (September 2023)</p>\n<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '**Q:** What happens if you trigger the <b><i>Research</i></b> ability on [Surprising Find](/card/06278) during a skill test, but before committing cards? (for example, by using [Guided by the Unseen](/card/07223), [No Stone Unturned](/card/03307), [Practice Makes Perfect](/card/06197), non-taboo [Mr. "Rook"](/card/05153), or [Knowledge is Power](/card/05231) on [Old Book of Lore](/card/01031) during the player window before step 2 of the skill test.) Does Surprising Find get committed to the current test, or does it need to wait until the next time a test begins? **A:** ~~The next time. To satisfy the condition “the next eligible skill test” on Surprising Find, you must commit it to an eligible skill test that was not already initiated.~~ If it’s discovered during a skill test, it must be committed to that skill test. (September 2023)\r\n\r\n- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 15:13:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06279', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> I\'m considering a <a href="/card/06002">Mandy Thompson</a> deck, and I wondered about her reaction ability and cards like <a href="/card/01686">Old Book of Lore</a> and <a href="/card/07223">Guided by the Unseen</a>, where the find has a cost. Do you pay the cost to activate the card you find once (effectively replacing "Pay XX to ... that card" with "Pay XX to ... those cards")? Or do you have to pay the cost for each instance, "Pay XX to ... that card" becoming "Pay XX for each card that you want to ..."? <strong>A:</strong> Mandy’s ability to “resolve 1 additional target of the search” can be thought of as treating the additional target just like the original target. To be more specific:</p>\n<ul>\n<li>With Old Book of Lore, the investigator searches the top 3 cards of their deck for two total cards, draws them, and shuffles their deck; then, for each card, they can spend one secret to immediately play it at a reduced cost. (They would not have to play both cards.)</li>\n<li>For Guided by the Unseen, the investigator may search the top 3 cards of their deck for two total cards to commit, then, for each card, they can spend one secret to commit the card. (They would not have to commit both.)</li>\n</ul>\n</li>\n<li>\n<p><strong>Q:</strong> <a href="/card/05231">Knowledge is Power</a> reads: "Resolve an <span class="icon-action"></span> or <span class="icon-fast"></span> on that asset, ignoring all costs." <a href="/card/06279">Old Book of Lore</a> reads: " ... may spend 1 secret to have that investigator immediately play that card". If I use Knowledge is Power on Old Book of Lore, do I need to spend a secret to use the "immediately play that card" part of the ability? Clearly Knowledge is Power does not allow me to ignore any costs of the card I\'m about to play (c.f. ruling on <a href="/card/05235">De Vermis Mysteriis</a>), but does the "may X to Y" templating here mean spending a secret here a cost?<br /> <strong>A:</strong> <s>Knowledge is Power allows you to ignore ability costs on the chosen asset, which includes costs printed in its text box; this means you are able to immediately play the card you fetched with Old Book of Lore without spending 1 secret.</s> Ruling overturned by FAQ v.2.1, section "Card Ability Interpretation", 2.24: <a href="/rules#Ignoring_All_Costs">Ignoring All Costs</a>.</p>\n</li>\n</ul>', 'text': '- **Q:** I\'m considering a [Mandy Thompson](/card/06002) deck, and I wondered about her reaction ability and cards like [Old Book of Lore](/card/01686) and [Guided by the Unseen](/card/07223), where the find has a cost. Do you pay the cost to activate the card you find once (effectively replacing "Pay XX to ... that card" with "Pay XX to ... those cards")? Or do you have to pay the cost for each instance, "Pay XX to ... that card" becoming "Pay XX for each card that you want to ..."? **A:** Mandy’s ability to “resolve 1 additional target of the search” can be thought of as treating the additional target just like the original target. To be more specific:\r\n - With Old Book of Lore, the investigator searches the top 3 cards of their deck for two total cards, draws them, and shuffles their deck; then, for each card, they can spend one secret to immediately play it at a reduced cost. (They would not have to play both cards.)\r\n - For Guided by the Unseen, the investigator may search the top 3 cards of their deck for two total cards to commit, then, for each card, they can spend one secret to commit the card. (They would not have to commit both.)\r\n\r\n- **Q:** [Knowledge is Power](/card/05231) reads: "Resolve an <span class="icon-action"></span> or <span class="icon-fast"></span> on that asset, ignoring all costs." [Old Book of Lore](/card/06279) reads: " ... may spend 1 secret to have that investigator immediately play that card". If I use Knowledge is Power on Old Book of Lore, do I need to spend a secret to use the "immediately play that card" part of the ability? Clearly Knowledge is Power does not allow me to ignore any costs of the card I\'m about to play (c.f. ruling on [De Vermis Mysteriis](/card/05235)), but does the "may X to Y" templating here mean spending a secret here a cost?<br> **A:** <s>Knowledge is Power allows you to ignore ability costs on the chosen asset, which includes costs printed in its text box; this means you are able to immediately play the card you fetched with Old Book of Lore without spending 1 secret.</s> Ruling overturned by FAQ v.2.1, section "Card Ability Interpretation", 2.24: [Ignoring All Costs](/rules#Ignoring_All_Costs).', 'updated': {'date': '2023-12-05 09:39:16.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '06281', 'html': '<ul><li><strong>Q:</strong> There\'s an old ruling that says if you use <a href="/card/01068">Mind Wipe</a> on <a href="/card/81023">Swamp Leech</a> and attempt to evade it, the evade value of \'-\' is treated as 0. If another card, like <a href="/card/60327">Sharpshooter</a> or <a href="/card/06281">Delilah O\'Rourke</a>, references the evade value of something with a \'-\', like Swamp Leech or <a href="/card/85043">Vulnerable Heart</a>, is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the <a href="/card/08630">Hidden Tunnel</a> in <a href="/card/08621">City of the Elder Things</a> (for something like <a href="/card/02011">Searching for Izzie</a>, <a href="/card/04009">Call of the Unknown</a>, or <a href="/card/08009">Buried Secrets</a>)? <strong>A:</strong> After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.</li>\n</ul>', 'text': "- **Q:** There's an old ruling that says if you use [Mind Wipe](/card/01068) on [Swamp Leech](/card/81023) and attempt to evade it, the evade value of '-' is treated as 0. If another card, like [Sharpshooter](/card/60327) or [Delilah O'Rourke](/card/06281), references the evade value of something with a '-', like Swamp Leech or [Vulnerable Heart](/card/85043), is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the [Hidden Tunnel](/card/08630) in [City of the Elder Things](/card/08621) (for something like [Searching for Izzie](/card/02011), [Call of the Unknown](/card/04009), or [Buried Secrets](/card/08009))? **A:** After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.", 'updated': {'date': '2022-09-01 08:39:44.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '06253', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card\'s <b>Forced</b> ability should read: "After an enemy with 1 or more clues on it is defeated: Take control of each of those clues." - FAQ, v.1.9, June 2021</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card\'s <b>Forced</b> ability should read: "After an enemy with 1 or more clues on it is defeated: Take control of each of those clues." - FAQ, v.1.9, June 2021', 'updated': {'date': '2022-01-02 12:56:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
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[],
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[],
[],
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[],
[],
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[],
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[],
[],
[],
[{'code': '06272', 'html': '<ul><li><strong>"As If":</strong> This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page <a href="/rules#As_If">here</a>. (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)</li>\n</ul>', 'text': '- **"As If":** This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page [here](/rules#As_If). (I\'m adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)', 'updated': {'date': '2020-11-11 09:54:43.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06273', 'html': '<ul><li>\n<p><strong>Q:</strong> What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via <a href="/card/01068">Mind Wipe</a>? <strong>A:</strong> Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I use a card effect that discards a host enemy without defeating it, such as <a href="/card/01083">Close Call</a>? If so, what happens to its swarm cards? <strong>A:</strong> A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022</p>\n</li>\n</ul>', 'text': '- **Q:** What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via [Mind Wipe](/card/01068)? **A:** Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** Can I use a card effect that discards a host enemy without defeating it, such as [Close Call](/card/01083)? If so, what happens to its swarm cards? **A:** A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:26:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '84029', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card\'s first ability should read: "<strong>Forced</strong> – When Otherworldly Meddler would take damage from an attack: Remove 1 doom from Otherworldly Meddler. Then, reduce the damage dealt by 1." - FAQ, v.1.7, March 2020</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card\'s first ability should read: "**Forced** – When Otherworldly Meddler would take damage from an attack: Remove 1 doom from Otherworldly Meddler. Then, reduce the damage dealt by 1." - FAQ, v.1.7, March 2020', 'updated': {'date': '2022-01-02 12:45:51.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '84034', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 15:01:27.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
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[],
[{'code': '60224', 'html': '<ul><li>\n<p><strong>Q:</strong> I have a question about some card interactions for cards that trigger \'at the end of your turn\' and \'during your turn\'. To draw a specific example, if <a href="/card/08007">Monterey Jack</a>\'s <span class="icon-reaction"></span> ability draws <a href="/card/60215">Cryptic Writings</a>, is he allowed to trigger Cryptic Writing\'s ability and play it? More generally, when an ability triggers \'at the end of my turn\', is that \'during my turn\'? And similarly, if an ability triggers \'at the start of my turn\' is that \'during my turn\'? <strong>A:</strong> Short answer, yes, “at the end of your turn” is still “during your turn”, so you would be able to play Cryptic Writings if you drew it with Monterey Jack’s triggered ability. (By extension, “at the start of your turn” should also count as being “during your turn.”)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I trigger <a href="/card/60215">Cryptic Writings</a>\' <span class="icon-reaction"></span> ability from the discard pile if Cryptic Writings is not in my hand "After [I] draw" it because it was discarded by <a href="/card/06116">Scroll of Prophecies</a>? <strong>A:</strong> This one was tricker to determine [cf two rulings on <a href="/card/06026">Easy Mark</a>], because of how “then” and “After” in abilities interact. What we determined is, Scroll of Prophecies’ final sentence would be treated as a single triggering condition, given priority because it has a “then” clause in its ability whereas Cryptic Writings has an “After” in its ability. To put it simply, Scroll of Prophecies needs to resolve in full before Cryptic Writings resolves. If Cryptic Writings was discarded as a consequence of resolving Scroll of Prophecies, Cryptic Writings could not trigger from the discard pile, as it cannot be “played” from this out-of-play area. Hopefully that makes sense! <strong>Further discussion</strong>: There\'s one thing I don\'t understand about your explanation, and I was wondering if you could indulge me with a clarification. You mentioned that Cryptic Writings can\'t be "played" from the discard pile. Is that because of "Card abilities only interact with other cards that are in play, unless the ability specifically references an interaction with cards in an out-of-play area." under <a href="/rules#Ability">Ability</a> in the RR? If so, why can Cryptic Writings be "played" from hand (also an out-of-play area)? To be clear, obviously it <em>must</em> be playable from hand, otherwise the ability doesn\'t function... but how does that fit into the rules framework? I noticed that most of the other cards that work like this (particularly <a href="/card/06026">Easy Mark</a>, but also e.g. Archaic Glyphs, Dexter Drake, Ever Vigilant, Farsight) specify "from your hand" - i.e. specifically referencing the out-of-play area. Should Cryptic Writings have this text? Or is there some implicit reason that Cryptic Writings can be played from only the zone we expect it to be in after its triggering condition? <strong>A:</strong> Unless something states it can be played from the discard pile (like Winging It), you can’t play it from there. Easy Mark’s <span class="icon-reaction"></span> ability can be activated while in the discard pile, but that’s not the same as playing Easy Mark from the discard pile. It’s the same for Cryptic Writings; it cannot be played from the discard pile.</p>\n</li>\n</ul>', 'text': '- **Q:** I have a question about some card interactions for cards that trigger \'at the end of your turn\' and \'during your turn\'. To draw a specific example, if [Monterey Jack](/card/08007)\'s <span class="icon-reaction"></span> ability draws [Cryptic Writings](/card/60215), is he allowed to trigger Cryptic Writing\'s ability and play it? More generally, when an ability triggers \'at the end of my turn\', is that \'during my turn\'? And similarly, if an ability triggers \'at the start of my turn\' is that \'during my turn\'? **A:** Short answer, yes, “at the end of your turn” is still “during your turn”, so you would be able to play Cryptic Writings if you drew it with Monterey Jack’s triggered ability. (By extension, “at the start of your turn” should also count as being “during your turn.”)\r\n\r\n- **Q:** Can I trigger [Cryptic Writings](/card/60215)\' <span class="icon-reaction"></span> ability from the discard pile if Cryptic Writings is not in my hand "After [I] draw" it because it was discarded by [Scroll of Prophecies](/card/06116)? **A:** This one was tricker to determine [cf two rulings on [Easy Mark](/card/06026)], because of how “then” and “After” in abilities interact. What we determined is, Scroll of Prophecies’ final sentence would be treated as a single triggering condition, given priority because it has a “then” clause in its ability whereas Cryptic Writings has an “After” in its ability. To put it simply, Scroll of Prophecies needs to resolve in full before Cryptic Writings resolves. If Cryptic Writings was discarded as a consequence of resolving Scroll of Prophecies, Cryptic Writings could not trigger from the discard pile, as it cannot be “played” from this out-of-play area. Hopefully that makes sense! **Further discussion**: There\'s one thing I don\'t understand about your explanation, and I was wondering if you could indulge me with a clarification. You mentioned that Cryptic Writings can\'t be "played" from the discard pile. Is that because of "Card abilities only interact with other cards that are in play, unless the ability specifically references an interaction with cards in an out-of-play area." under [Ability](/rules#Ability) in the RR? If so, why can Cryptic Writings be "played" from hand (also an out-of-play area)? To be clear, obviously it *must* be playable from hand, otherwise the ability doesn\'t function... but how does that fit into the rules framework? I noticed that most of the other cards that work like this (particularly [Easy Mark](/card/06026), but also e.g. Archaic Glyphs, Dexter Drake, Ever Vigilant, Farsight) specify "from your hand" - i.e. specifically referencing the out-of-play area. Should Cryptic Writings have this text? Or is there some implicit reason that Cryptic Writings can be played from only the zone we expect it to be in after its triggering condition? **A:** Unless something states it can be played from the discard pile (like Winging It), you can’t play it from there. Easy Mark’s <span class="icon-reaction"></span> ability can be activated while in the discard pile, but that’s not the same as playing Easy Mark from the discard pile. It’s the same for Cryptic Writings; it cannot be played from the discard pile.', 'updated': {'date': '2022-11-09 10:09:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '60422', 'html': '<ul><li>\n<p><strong>Q:</strong> <a href="/card/60422">Robes of Endless Night</a> has a <span class="icon-reaction"></span> triggered ability that makes it so playing a <b><i>Spell</i></b> card does not provoke an attack of opportunity. If I used this ability in reaction to playing <a href="/card/03034">Astral Travel</a>, which has a bold "Move" keyword, would I provoke an attack of opportunity? That is, does the ability on Robes merely prevent attacks of opportunity from taking a Play action to play Spell cards while not preventing attacks of opportunity from the card\'s effects, or does it cover the entire playing of the card, so to speak? <strong>A:</strong> To answer your question(s):</p>\n<ul><li>Exhausting Robes of Endless Night (2) when you play Astral Travel would not result in an Attack of Opportunity.</li>\n<li>Also noting that the “play” action taken by playing Astral Travel would only result in one AoO; a second one for Astral Travel’s Move would not occur. MJ described this as “a play action that was also a move action.”</li>\n</ul></li>\n</ul>', 'text': '- **Q:** [Robes of Endless Night](/card/60422) has a <span class="icon-reaction"></span> triggered ability that makes it so playing a <b><i>Spell</i></b> card does not provoke an attack of opportunity. If I used this ability in reaction to playing [Astral Travel](/card/03034), which has a bold "Move" keyword, would I provoke an attack of opportunity? That is, does the ability on Robes merely prevent attacks of opportunity from taking a Play action to play Spell cards while not preventing attacks of opportunity from the card\'s effects, or does it cover the entire playing of the card, so to speak? **A:** To answer your question(s):\r\n\r\n - Exhausting Robes of Endless Night (2) when you play Astral Travel would not result in an Attack of Opportunity.\r\n - Also noting that the “play” action taken by playing Astral Travel would only result in one AoO; a second one for Astral Travel’s Move would not occur. MJ described this as “a play action that was also a move action.”', 'updated': {'date': '2022-11-09 10:33:56.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '60105', 'html': '<ul><li><strong>Q:</strong> I would like you to clarify for me the term \'using\' [This question came in French, was responded to via Google Translate, and addresses multiple different cards. See: <a href="/card/60105">Boxing Gloves</a>, <a href="/card/08105">Ice Pick</a>, <a href="/card/03035">Spirit Athame</a>, <a href="/card/04110">Counterspell</a> - Frank]. For example, if I have <a href="/card/60105">Boxing Gloves</a> when I attack, does that mean I use the gloves? I would like to check if we could enchant the gloves (using <a href="/card/07261">Enchant Weapon</a> with the gloves?) <strong>A:</strong> No; making an attack while having Boxing Gloves in play does not count as “using” the Gloves. The <span class="icon-reaction"></span> on Enchant Weapon only adds Willpower to your attack when you’re using/activating a weapon with a Fight bold action designator, like Machete.</li>\n</ul>', 'text': '- **Q:** I would like you to clarify for me the term \'using\' [This question came in French, was responded to via Google Translate, and addresses multiple different cards. See: [Boxing Gloves](/card/60105), [Ice Pick](/card/08105), [Spirit Athame](/card/03035), [Counterspell](/card/04110) - Frank]. For example, if I have [Boxing Gloves](/card/60105) when I attack, does that mean I use the gloves? I would like to check if we could enchant the gloves (using [Enchant Weapon](/card/07261) with the gloves?) **A:** No; making an attack while having Boxing Gloves in play does not count as “using” the Gloves. The <span class="icon-reaction"></span> on Enchant Weapon only adds Willpower to your attack when you’re using/activating a weapon with a Fight bold action designator, like Machete.', 'updated': {'date': '2023-03-17 15:04:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '60117', 'html': '<ul>\n<li><strong>Q:</strong> If I use <a href="/card/60117">One-Two Punch</a> on an enemy with the elusive keyword, and that enemy leaves my location after the first attack, does the rest of the attack resolve? <strong>A:</strong> Yes. If an investigator uses an ability that allows them to perform sequential attacks against a ready enemy with the elusive keyword, they resolve each of those attacks against that enemy in succession, even if that enemy changes location while the ability resolves. (FAQ 2.3, October 2024)</li>\n</ul>', 'text': '- **Q:** If I use [One-Two Punch](/card/60117) on an enemy with the elusive keyword, and that enemy leaves my location after the first attack, does the rest of the attack resolve? **A:** Yes. If an investigator uses an ability that allows them to perform sequential attacks against a ready enemy with the elusive keyword, they resolve each of those attacks against that enemy in succession, even if that enemy changes location while the ability resolves. (FAQ 2.3, October 2024)', 'updated': {'date': '2024-10-27 01:40:30.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '60507', 'html': '<ul><li><strong>Q:</strong> I have a question about effects like <a href="/card/09117">Old Keyring</a>, which have lasting effects "for" a skill test rather than "during" a skill test. Are other abilities that resolve during this skill test affected by Old Keyring\'s change to the shroud, or does it only affect the skill test itself? For a specific example: If I investigate a shroud 2 location using Old Keyring, and during the test I use <a href="/card/04196">Lola Santiago</a>\'s ability, do I need to pay 2 resources or 0 resources? Similarly if I play <a href="/card/05110">Crack the Case</a> during this investigation, do the investigators get 2 resources, or 0 resources? <strong>A:</strong> To answer your question(s):\n<ul><li>Yes, Old Keyring would give -2 shroud to the location for the duration of the investigation test; any abilities triggered during the test would be affected by this -2 shroud.</li>\n<li>If you used Lola Santiago’s ability during the player windows of the test, the X on Lola would be 0 in your example.</li>\n<li>Since clues are gained during Step 7 of an investigation skill test, Crack the Case would still be affected by the modified shroud value, and the X on it would be 0 in your example.</li>\n</ul></li>\n</ul>', 'text': '- **Q:** I have a question about effects like [Old Keyring](/card/09117), which have lasting effects "for" a skill test rather than "during" a skill test. Are other abilities that resolve during this skill test affected by Old Keyring\'s change to the shroud, or does it only affect the skill test itself? For a specific example: If I investigate a shroud 2 location using Old Keyring, and during the test I use [Lola Santiago](/card/04196)\'s ability, do I need to pay 2 resources or 0 resources? Similarly if I play [Crack the Case](/card/05110) during this investigation, do the investigators get 2 resources, or 0 resources? **A:** To answer your question(s):\r\n - Yes, Old Keyring would give -2 shroud to the location for the duration of the investigation test; any abilities triggered during the test would be affected by this -2 shroud.\r\n - If you used Lola Santiago’s ability during the player windows of the test, the X on Lola would be 0 in your example.\r\n - Since clues are gained during Step 7 of an investigation skill test, Crack the Case would still be affected by the modified shroud value, and the X on it would be 0 in your example.', 'updated': {'date': '2023-01-13 10:11:40.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '60530', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> As of the latest FAQ and some recent rulings, we now have a pretty consistent and clear distinction between "actions performed" and "actions taken" [see <a href="/rules#Take_An_Action_Vs_Perform_An_Action">"Take an action" vs "Perform/resolve an action"</a>. So, how does <a href="/card/60530">Quick Learner</a> (and similar cards, like <a href="/card/07024">Plan of Action</a>) work? Does it count actions performed, or actions taken? For instance, suppose I had access to some Fast or free triggered abilities with bold action designators, meaning they allow me to perform certain actions without spending action currency. Could I use two such abilities to perform two actions, thus granting me Quick Learner\'s difficulty reduction for the rest of my turn? Or do I only "progress" Quick Learner\'s effect by taking actions? If the latter, would using an ability with multiple action cost, such as Sledgehammer\'s two-action ability, progress me two actions or only one action? <strong>A:</strong> To answer your question(s):</p>\n<ul>\n<li>Quick Learner (and Plan of Action) will apply to any action performed or taken by their controller/user during a round. They do not take into account whether the action was performed or taken.</li>\n<li>The Free Triggered ability on a card like <a href="/card/08089">Quickdraw Holster</a> does not cost what I’ll call a “player action”, but using it results in a Fight action being performed, so it will still be affected by Quick Learner.</li>\n<li><a href="/card/08094">Sledgehammer</a>’s second ability that costs two what I’ll call “player actions” and only results in a single Fight action being performed, so it only counts as one action toward Quick Learner.</li>\n</ul>\n</li>\n<li>\n<p><strong>Q:</strong> If i fail the first action and play <a href="/card/04200">Live and Learn</a> does the penalty from <a href="/card/60530">Quick Learner</a> apply to the new skill test? <strong>A:</strong> The failed skill test and the test from Live and Learn are part of the same action, and would have the +1 difficulty from Quick Learner. (September 2023)</p>\n</li>\n<li>\n<p><del><strong>Q:</strong> Does <a href="/card/60530">Quick Learner</a> raise the difficulty of tests during the mythos phase? <strong>A:</strong> Quick Learner will raise the difficulty of tests during the mythos phase and during/before that investigator\'s first action. (May 2024)</del> <strong>Q:</strong> A recent ruling from this form about <a href="/card/07024">Plan of Action</a>, posted on ArkhamDB, appears to contradict a previous ruling about <a href="/card/60530">Quick Learner</a>. The new ruling states that Plan of Action gains icons during the mythos phase. However, Quick Learner which has similar wording was ruled the opposite and did not increase the difficulty of skill tests during the mythos phase. Has the previous ruling for Quick Learner been overturned? <strong>A:</strong> No; we are reverting the ruling on Plan of Action. In wanting to make Plan of Action stronger, we caused Quick Learner to become weaker since it’s worded similarly. We acknowledge that this was a bad call, making Quick Learner significantly less playable, and we apologize for it. The current rulings are that Quick Learner only affects the difficulty of skill tests performed during your turn, not during the mythos phase; similarly, Plan of Action only gains icons if it’s committed during an investigator’s turn, and does not gain any additional icons during the mythos phase. (Ruling, Nov 2024) <strong>NOTE:</strong> This is further clarified in FAQ v2.4 below.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Does <a href="/card/60530">Quick Learner</a> increase the difficulty of skill tests during the mythos phase? <strong>A:</strong> Quick Learner’s ability only affects skill tests during your turn. A skill test that initiates when your turn begins, or at any point before the resolution of the first action of your turn, gets +1 difficulty. (Likewise, <a href="/card/07024">Plan of Action</a> gains a <span class="icon-willpower"></span> and <span class="icon-agility"></span> icon at this same timing point, but not during the mythos phase). (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** As of the latest FAQ and some recent rulings, we now have a pretty consistent and clear distinction between "actions performed" and "actions taken" [see ["Take an action" vs "Perform/resolve an action"](/rules#Take_An_Action_Vs_Perform_An_Action). So, how does [Quick Learner](/card/60530) (and similar cards, like [Plan of Action](/card/07024)) work? Does it count actions performed, or actions taken? For instance, suppose I had access to some Fast or free triggered abilities with bold action designators, meaning they allow me to perform certain actions without spending action currency. Could I use two such abilities to perform two actions, thus granting me Quick Learner\'s difficulty reduction for the rest of my turn? Or do I only "progress" Quick Learner\'s effect by taking actions? If the latter, would using an ability with multiple action cost, such as Sledgehammer\'s two-action ability, progress me two actions or only one action? **A:** To answer your question(s):\r\n\r\n - Quick Learner (and Plan of Action) will apply to any action performed or taken by their controller/user during a round. They do not take into account whether the action was performed or taken.\r\n - The Free Triggered ability on a card like [Quickdraw Holster](/card/08089) does not cost what I’ll call a “player action”, but using it results in a Fight action being performed, so it will still be affected by Quick Learner.\r\n - [Sledgehammer](/card/08094)’s second ability that costs two what I’ll call “player actions” and only results in a single Fight action being performed, so it only counts as one action toward Quick Learner.\r\n\r\n- **Q:** If i fail the first action and play [Live and Learn](/card/04200) does the penalty from [Quick Learner](/card/60530) apply to the new skill test? **A:** The failed skill test and the test from Live and Learn are part of the same action, and would have the +1 difficulty from Quick Learner. (September 2023)\r\n\r\n- ~~**Q:** Does [Quick Learner](/card/60530) raise the difficulty of tests during the mythos phase? **A:** Quick Learner will raise the difficulty of tests during the mythos phase and during/before that investigator\'s first action. (May 2024)~~ **Q:** A recent ruling from this form about [Plan of Action](/card/07024), posted on ArkhamDB, appears to contradict a previous ruling about [Quick Learner](/card/60530). The new ruling states that Plan of Action gains icons during the mythos phase. However, Quick Learner which has similar wording was ruled the opposite and did not increase the difficulty of skill tests during the mythos phase. Has the previous ruling for Quick Learner been overturned? **A:** No; we are reverting the ruling on Plan of Action. In wanting to make Plan of Action stronger, we caused Quick Learner to become weaker since it’s worded similarly. We acknowledge that this was a bad call, making Quick Learner significantly less playable, and we apologize for it. The current rulings are that Quick Learner only affects the difficulty of skill tests performed during your turn, not during the mythos phase; similarly, Plan of Action only gains icons if it’s committed during an investigator’s turn, and does not gain any additional icons during the mythos phase. (Ruling, Nov 2024) **NOTE:** This is further clarified in FAQ v2.4 below.\r\n\r\n- **Q:** Does [Quick Learner](/card/60530) increase the difficulty of skill tests during the mythos phase? **A:** Quick Learner’s ability only affects skill tests during your turn. A skill test that initiates when your turn begins, or at any point before the resolution of the first action of your turn, gets +1 difficulty. (Likewise, [Plan of Action](/card/07024) gains a <span class="icon-willpower"></span> and <span class="icon-agility"></span> icon at this same timing point, but not during the mythos phase). (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:09:26.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '60301', 'html': '<p>FAQ removed - double-checking provenance.</p>', 'text': 'FAQ removed - double-checking provenance.', 'updated': {'date': '2022-01-02 17:40:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '60317', 'html': '<ul>\n<li><strong>Q:</strong> If an effect allows you to take or perform multiple consecutive actions, such as with <a href="/card/08100">Eon Chart</a> or <a href="/card/60317">Nimble</a>, are there player windows between these actions where I’d be able to play a fast card or resolve a free triggered ability? <strong>A:</strong> No, there are no player windows between multiple consecutive actions. - FAQ, v.2.1, August 2023</li>\n</ul>', 'text': '- **Q:** If an effect allows you to take or perform multiple consecutive actions, such as with [Eon Chart](/card/08100) or [Nimble](/card/60317), are there player windows between these actions where I’d be able to play a fast card or resolve a free triggered ability? **A:** No, there are no player windows between multiple consecutive actions. - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-02 14:26:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '60330', 'html': '<ul>\n<li><strong>Q:</strong> Does <a href="/card/60330">Copycat</a> work for another player\'s skill test? <strong>A:</strong> Yes, you can commit Copycat to another investigator’s test, and use its ability to commit an additional card to that test. The default number of cards you can commit to another player’s skill test is 1, but this is not a hard limit, and card abilities can allow for more. “You can commit” is the same as “can be committed,” meaning the card either has skill icons matching the type of test or has an ability like <a href="/card/60519">Take Heart</a>. (August 2023)</li>\n</ul>', 'text': "- **Q:** Does [Copycat](/card/60330) work for another player's skill test? **A:** Yes, you can commit Copycat to another investigator’s test, and use its ability to commit an additional card to that test. The default number of cards you can commit to another player’s skill test is 1, but this is not a hard limit, and card abilities can allow for more. “You can commit” is the same as “can be committed,” meaning the card either has skill icons matching the type of test or has an ability like [Take Heart](/card/60519). (August 2023)", 'updated': {'date': '2023-09-29 16:55:38.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '60402', 'html': '<ul>\n<li><strong>Q:</strong> Assuming <a href="/card/60402">Arbiter of Fates</a> is in play, can I trigger <a href="/card/60401">Jacqueline Fine</a>\'s reaction triggered ability twice in one skill test? <strong>A:</strong> No. Each reaction triggered ability may be triggered only once each time the specified condition on the ability is met, and cannot react to itself. Jacqueline cannot trigger her ability a second time when revealing tokens, be it for a generic skill test or while resolving Dark Future. (September 2023)</li>\n</ul>', 'text': "- **Q:** Assuming [Arbiter of Fates](/card/60402) is in play, can I trigger [Jacqueline Fine](/card/60401)'s reaction triggered ability twice in one skill test? **A:** No. Each reaction triggered ability may be triggered only once each time the specified condition on the ability is met, and cannot react to itself. Jacqueline cannot trigger her ability a second time when revealing tokens, be it for a generic skill test or while resolving Dark Future. (September 2023)", 'updated': {'date': '2023-09-29 18:11:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '60102', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card’s <span class="icon-free"></span> symbol should be a <span class="icon-reaction"></span> symbol, instead. - FAQ, v.1.8, October 2020</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card’s <span class="icon-free"></span> symbol should be a <span class="icon-reaction"></span> symbol, instead. - FAQ, v.1.8, October 2020', 'updated': {'date': '2022-01-02 12:27:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '60502', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> If I have committed <a href="/card/60502">Neither Rain nor Snow</a> to an attack/evade and fail against an enemy with the retaliate/alert keyword, would Neither Rain Nor Snow cancel that attack? I always assumed it did, but I had doubts re-reading the rules because Neither Rain Nor Snow cancels "all effects of the failed test", but retaliate and alert are "after applying all results for that skill test", leading me to believe it wouldn\'t be cancelled. I believe the same question is applicable for investigations and the Haunted keyword, as it uses similar language. <strong>A:</strong> <s>Neither Rain nor Snow would not prevent an enemy with Retaliate/Alert from attacking after the failed test. Neither Rain nor Snow would only cancel effects that occur during Step 7 of the <a href="/rules#Skill_Test_Timing">Skill Test Timing</a> (Apply skill test results), but Retaliate/Alert triggers after this timing point passes and after the skill test ends.</s> <strong>Ruling overturned</strong>: We are now ruling that Neither Rain nor Snow CAN cancel a Retaliate/Alert (and Haunted) effects that would trigger as a result of the failed test.</p>\n</li>\n<li>\n<p><strong>Q:</strong> A recent ruling on Neither Rain nor Snow stated that keywords like Alert and Retaliate (and presumably Haunted) are not "effects of the skill test" and in fact trigger at some point after the test ends [<strong>NB this ruling has been overturned, see above</strong>]. This raises three questions. First: what is the exact timing of the resolution of Alert et al. and do other effects have priority over them? Specifically, is <a href="/card/04200">Live and Learn</a> resolved before or after resolving attacks/haunted effects? Second: Is there a difference between cards that reference "effects <em>OF</em> a failed skill test" (NRNS) and "effects <em>FROM</em> a failed skill test" - Live and Learn and more importantly, <a href="/card/06157">Self-Sacrifice</a>? The latter has traditionally been assumed to allow the committer to resolve effects like Alert etc. rather than the performing investigator but this ruling makes that murkier and calls into question the intended use case of that skill. Third and finally, taking the wording of <a href="/card/06117">Read the Signs</a> into account are we now to understand Haunted to be a keyword that <em>triggers</em> in St.6 but in fact sets up a delayed effect that resolves at a later timing point? Otherwise I\'m unsure how Read the Signs is supposed to ignore Haunted (which is it\'s traditionally understood use case.) <strong>A:</strong> 1) Neither Rain nor Snow can cancel Alert/Retaliate (and Haunted), treating all as “effects of the failed skill test.” 2) If playing Live and Learn, Alert/Retaliate would have resolved already during Step 7 of the initial test, as “effects of the failed test.” 3) Yes, Read the Signs was always intended to be able to ignore Haunted, a “keyword on your location that would trigger during this investigation.” 4) There is also no mechanical difference between “effects of the failed test” and “effects from the failed test.”</p>\n</li>\n<li>\n<p><strong>Q:</strong> What kind of “effects of the failed skill test” does <a href="/card/60502">Neither Rain nor Snow</a> allow you to cancel?\n<strong>A:</strong> Neither Rain nor Snow may cancel effects that trigger during Steps 6 &amp; 7 of a failed skill test. This may include keywords such as alert, retaliate, and haunted, as well as negative effects on the scenario reference card that might trigger as a result of the failed skill test. - FAQ, v.2.1, August 2023</p>\n</li>\n</ul>', 'text': '- **Q:** If I have committed [Neither Rain nor Snow](/card/60502) to an attack/evade and fail against an enemy with the retaliate/alert keyword, would Neither Rain Nor Snow cancel that attack? I always assumed it did, but I had doubts re-reading the rules because Neither Rain Nor Snow cancels "all effects of the failed test", but retaliate and alert are "after applying all results for that skill test", leading me to believe it wouldn\'t be cancelled. I believe the same question is applicable for investigations and the Haunted keyword, as it uses similar language. **A:** <s>Neither Rain nor Snow would not prevent an enemy with Retaliate/Alert from attacking after the failed test. Neither Rain nor Snow would only cancel effects that occur during Step 7 of the [Skill Test Timing](/rules#Skill_Test_Timing) (Apply skill test results), but Retaliate/Alert triggers after this timing point passes and after the skill test ends.</s> **Ruling overturned**: We are now ruling that Neither Rain nor Snow CAN cancel a Retaliate/Alert (and Haunted) effects that would trigger as a result of the failed test.\r\n\r\n- **Q:** A recent ruling on Neither Rain nor Snow stated that keywords like Alert and Retaliate (and presumably Haunted) are not "effects of the skill test" and in fact trigger at some point after the test ends [**NB this ruling has been overturned, see above**]. This raises three questions. First: what is the exact timing of the resolution of Alert et al. and do other effects have priority over them? Specifically, is [Live and Learn](/card/04200) resolved before or after resolving attacks/haunted effects? Second: Is there a difference between cards that reference "effects *OF* a failed skill test" (NRNS) and "effects *FROM* a failed skill test" - Live and Learn and more importantly, [Self-Sacrifice](/card/06157)? The latter has traditionally been assumed to allow the committer to resolve effects like Alert etc. rather than the performing investigator but this ruling makes that murkier and calls into question the intended use case of that skill. Third and finally, taking the wording of [Read the Signs](/card/06117) into account are we now to understand Haunted to be a keyword that *triggers* in St.6 but in fact sets up a delayed effect that resolves at a later timing point? Otherwise I\'m unsure how Read the Signs is supposed to ignore Haunted (which is it\'s traditionally understood use case.) **A:** 1) Neither Rain nor Snow can cancel Alert/Retaliate (and Haunted), treating all as “effects of the failed skill test.” 2) If playing Live and Learn, Alert/Retaliate would have resolved already during Step 7 of the initial test, as “effects of the failed test.” 3) Yes, Read the Signs was always intended to be able to ignore Haunted, a “keyword on your location that would trigger during this investigation.” 4) There is also no mechanical difference between “effects of the failed test” and “effects from the failed test.”\r\n\r\n- **Q:** What kind of “effects of the failed skill test” does [Neither Rain nor Snow](/card/60502) allow you to cancel?\r\n**A:** Neither Rain nor Snow may cancel effects that trigger during Steps 6 & 7 of a failed skill test. This may include keywords such as alert, retaliate, and haunted, as well as negative effects on the scenario reference card that might trigger as a result of the failed skill test. - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-08-31 04:10:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '98018', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card\'s constant ability should read: "You cannot play assets or put assets into play." - FAQ, v.1.9, June 2021</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card\'s constant ability should read: "You cannot play assets or put assets into play." - FAQ, v.1.9, June 2021', 'updated': {'date': '2022-01-02 12:28:26.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '60327', 'html': '<p><strong>Q:</strong> I want to ask about the first option of Sharpshooter\'s <span class="icon-reaction"></span> ability. It reads "All modifiers to your <span class="icon-combat"></span> for this attack modify your <span class="icon-agility"></span> instead." Does this mean that I can commit cards with only <span class="icon-combat"></span> skill icon in this skill test (e.g. <a href="/card/01091">Overpower</a>/<a href="/card/01025">Vicious Blow</a>)?</p>\n<p><strong>A:</strong> No; the first ability on Sharpshooter makes the resulting skill test require agility icons to be committed instead of combat icons, so you could not commit <a href="/card/01091">Overpower</a> to that test. (Although, if you had any passive modifiers to your combat value in play, such as <a href="/card/01018">Beat Cop</a>, then those would modify your agility instead of your combat value for the test.) (Rules Q&amp;A, June 2023)</p>', 'text': '**Q:** I want to ask about the first option of Sharpshooter\'s <span class="icon-reaction"></span> ability. It reads "All modifiers to your <span class="icon-combat"></span> for this attack modify your <span class="icon-agility"></span> instead." Does this mean that I can commit cards with only <span class="icon-combat"></span> skill icon in this skill test (e.g. [Overpower](/card/01091)/[Vicious Blow](/card/01025))?\r\n\r\n**A:** No; the first ability on Sharpshooter makes the resulting skill test require agility icons to be committed instead of combat icons, so you could not commit [Overpower](/card/01091) to that test. (Although, if you had any passive modifiers to your combat value in play, such as [Beat Cop](/card/01018), then those would modify your agility instead of your combat value for the test.) (Rules Q&A, June 2023)', 'updated': {'date': '2023-06-27 18:35:36.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
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[],
[{'code': '06314', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-30 19:29:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06315', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-30 19:29:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06316', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-30 19:29:41.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06317', 'html': '<ul><li>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</li>\n</ul>', 'text': '- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-30 19:29:48.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '06319', 'html': '<ul><li>\n<p><strong>Q:</strong> I have a question regarding <a href="/card/06325">The Eye of Truth</a> and the Restless Journey cards from Where the Gods Dwell. I commit Eye of Truth to <a href="/card/06319">Restless Journey (Fallacy)</a> and then succeed at the test, putting them both into the victory display. Eye of Truth says: "While attached, The Eye of Truth contributes its skill icons to all tests on copies of the attached treachery." I know that "copies" of cards are determined by card title, so does this mean that <a href="/card/06320">Restless Journey (Hardship)</a> and <a href="/card/06321">Restless Journey (Lies)</a> are not eligible for the +4 Wild icons on their tests? Or is the parenthetical text intended to be considered a sub-title (since each Restless Journey says "Restless Journey" rather than the full title with its matching parenthetical text)? <strong>A:</strong> We rule that the text in parentheses after each “Restless Journey” is meant to be a subtitle. As such, when you play The Eye of Truth while attempting a skill test on a Restless Journey, should you succeed, you would be able to apply the wild icons on The Eye of Truth to the other copies of Restless Journey.</p>\n</li>\n<li>\n<p>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</p>\n</li>\n</ul>', 'text': '- **Q:** I have a question regarding [The Eye of Truth](/card/06325) and the Restless Journey cards from Where the Gods Dwell. I commit Eye of Truth to [Restless Journey (Fallacy)](/card/06319) and then succeed at the test, putting them both into the victory display. Eye of Truth says: "While attached, The Eye of Truth contributes its skill icons to all tests on copies of the attached treachery." I know that "copies" of cards are determined by card title, so does this mean that [Restless Journey (Hardship)](/card/06320) and [Restless Journey (Lies)](/card/06321) are not eligible for the +4 Wild icons on their tests? Or is the parenthetical text intended to be considered a sub-title (since each Restless Journey says "Restless Journey" rather than the full title with its matching parenthetical text)? **A:** We rule that the text in parentheses after each “Restless Journey” is meant to be a subtitle. As such, when you play The Eye of Truth while attempting a skill test on a Restless Journey, should you succeed, you would be able to apply the wild icons on The Eye of Truth to the other copies of Restless Journey.\r\n\r\n- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-29 16:33:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06320', 'html': '<ul><li>\n<p><strong>Q:</strong> I have a question regarding <a href="/card/06325">The Eye of Truth</a> and the Restless Journey cards from Where the Gods Dwell. I commit Eye of Truth to <a href="/card/06319">Restless Journey (Fallacy)</a> and then succeed at the test, putting them both into the victory display. Eye of Truth says: "While attached, The Eye of Truth contributes its skill icons to all tests on copies of the attached treachery." I know that "copies" of cards are determined by card title, so does this mean that <a href="/card/06320">Restless Journey (Hardship)</a> and <a href="/card/06321">Restless Journey (Lies)</a> are not eligible for the +4 Wild icons on their tests? Or is the parenthetical text intended to be considered a sub-title (since each Restless Journey says "Restless Journey" rather than the full title with its matching parenthetical text)? <strong>A:</strong> We rule that the text in parentheses after each “Restless Journey” is meant to be a subtitle. As such, when you play The Eye of Truth while attempting a skill test on a Restless Journey, should you succeed, you would be able to apply the wild icons on The Eye of Truth to the other copies of Restless Journey.</p>\n</li>\n<li>\n<p>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</p>\n</li>\n</ul>', 'text': '- **Q:** I have a question regarding [The Eye of Truth](/card/06325) and the Restless Journey cards from Where the Gods Dwell. I commit Eye of Truth to [Restless Journey (Fallacy)](/card/06319) and then succeed at the test, putting them both into the victory display. Eye of Truth says: "While attached, The Eye of Truth contributes its skill icons to all tests on copies of the attached treachery." I know that "copies" of cards are determined by card title, so does this mean that [Restless Journey (Hardship)](/card/06320) and [Restless Journey (Lies)](/card/06321) are not eligible for the +4 Wild icons on their tests? Or is the parenthetical text intended to be considered a sub-title (since each Restless Journey says "Restless Journey" rather than the full title with its matching parenthetical text)? **A:** We rule that the text in parentheses after each “Restless Journey” is meant to be a subtitle. As such, when you play The Eye of Truth while attempting a skill test on a Restless Journey, should you succeed, you would be able to apply the wild icons on The Eye of Truth to the other copies of Restless Journey.\r\n\r\n- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-29 16:33:45.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '06321', 'html': '<ul><li>\n<p><strong>Q:</strong> I have a question regarding <a href="/card/06325">The Eye of Truth</a> and the Restless Journey cards from Where the Gods Dwell. I commit Eye of Truth to <a href="/card/06319">Restless Journey (Fallacy)</a> and then succeed at the test, putting them both into the victory display. Eye of Truth says: "While attached, The Eye of Truth contributes its skill icons to all tests on copies of the attached treachery." I know that "copies" of cards are determined by card title, so does this mean that <a href="/card/06320">Restless Journey (Hardship)</a> and <a href="/card/06321">Restless Journey (Lies)</a> are not eligible for the +4 Wild icons on their tests? Or is the parenthetical text intended to be considered a sub-title (since each Restless Journey says "Restless Journey" rather than the full title with its matching parenthetical text)? <strong>A:</strong> We rule that the text in parentheses after each “Restless Journey” is meant to be a subtitle. As such, when you play The Eye of Truth while attempting a skill test on a Restless Journey, should you succeed, you would be able to apply the wild icons on The Eye of Truth to the other copies of Restless Journey.</p>\n</li>\n<li>\n<p>Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see <a href="/rules#Treachery_Subtitles">Treachery Subtitles</a>.</p>\n</li>\n</ul>', 'text': '- **Q:** I have a question regarding [The Eye of Truth](/card/06325) and the Restless Journey cards from Where the Gods Dwell. I commit Eye of Truth to [Restless Journey (Fallacy)](/card/06319) and then succeed at the test, putting them both into the victory display. Eye of Truth says: "While attached, The Eye of Truth contributes its skill icons to all tests on copies of the attached treachery." I know that "copies" of cards are determined by card title, so does this mean that [Restless Journey (Hardship)](/card/06320) and [Restless Journey (Lies)](/card/06321) are not eligible for the +4 Wild icons on their tests? Or is the parenthetical text intended to be considered a sub-title (since each Restless Journey says "Restless Journey" rather than the full title with its matching parenthetical text)? **A:** We rule that the text in parentheses after each “Restless Journey” is meant to be a subtitle. As such, when you play The Eye of Truth while attempting a skill test on a Restless Journey, should you succeed, you would be able to apply the wild icons on The Eye of Truth to the other copies of Restless Journey.\r\n\r\n- Treachery cards do not have a header for their subtitle. If the title of a treachery card contains 1 or more words in parentheses, that is considered to be its subtitle. Other cards with the same title and a different subtitle are still considered to be copies of one another. <i>e.g. Restless Journey (Fallacy) and Restless Journey (Hardship) are both copies of Restless Journey.</i> - FAQ, v.2.0, Card Ability Interpretation 2.21, see [Treachery Subtitles](/rules#Treachery_Subtitles).', 'updated': {'date': '2022-08-29 16:37:32.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '60213', 'html': '<ul>\n<li><strong>Q:</strong> When an act or agenda instructs the players to reveal or put a new location into play, who is considered to have revealed it or put it into play for the purposes of card effects such as <a href="/card/10043">Mouse Mask</a> or <a href="/card/60213">Whitton Greene</a> that trigger “after you put a location into play?” <strong>A:</strong> Because acts and agendas are advanced by the players, as a group, each investigator is considered to have put the location(s) into play. (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- **Q:** When an act or agenda instructs the players to reveal or put a new location into play, who is considered to have revealed it or put it into play for the purposes of card effects such as [Mouse Mask](/card/10043) or [Whitton Greene](/card/60213) that trigger “after you put a location into play?” **A:** Because acts and agendas are advanced by the players, as a group, each investigator is considered to have put the location(s) into play. (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 13:46:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '60232', 'html': '<ul>\n<li><strong>Q:</strong> Does the forced ability of <a href="/card/60232">Miskatonic Archaeology Funding</a>  mean 1 damage for each <strong><em>Miskatonic</em></strong> ally or 1 damage in total? <strong>A:</strong> With <a href="/card/60232">Miskatonic Archaeology Funding</a>, you can assign 1 damage/horror in total to a <strong><em>Miskatonic</em></strong> asset per instance of damage/horror. You can’t assign to multiple <strong><em>Miskatonic</em></strong> assets. (September 2023)</li>\n</ul>', 'text': '- **Q:** Does the forced ability of [Miskatonic Archaeology Funding](/card/60232)  mean 1 damage for each ***Miskatonic*** ally or 1 damage in total? **A:** With [Miskatonic Archaeology Funding](/card/60232), you can assign 1 damage/horror in total to a ***Miskatonic*** asset per instance of damage/horror. You can’t assign to multiple ***Miskatonic*** assets. (September 2023)', 'updated': {'date': '2023-10-06 03:48:01.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '07002', 'html': '<ul>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card’s <span class="icon-reaction"></span> symbol should be "<strong>Forced</strong> -" instead. - FAQ, v.1.8, October 2020</p>\n</li>\n<li>\n<p><strong>Q:</strong> What happens if the card beneath Amanda Sharpe would enter a different play area while it is committed to a skill test? <strong>A:</strong> It still enters that play area – it only remains beneath Amanda if it would otherwise be discarded (such as at the end of the skill test). - FAQ, v.1.8, October 2020</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I use <a href="/card/05119">Grisly Totem</a> after committing the card beneath Amanda Sharpe, how long does its bonus icon stay for? <strong>A:</strong> The bonus icon granted by Grisly Totem does not specify a duration, so this effect should remain until the committed card leaves play. The real question is: when does the committed card enter or leave play? Generally speaking, cards placed beneath other cards (such as the card beneath Amanda Sharpe) are out of play. Cards committed to tests never\nreally "enter play," but while they are committed to a test, their icons are added to the investigator’s relevant skill and their text is active. So, while the card beneath Amanda is committed to a test, its icons and text should be alterable by game effects (as if you had committed it from your hand), just like any other in-play card. But as soon as that test ends, it returns to its out-of-play state, and any lasting effects would drop. TL;DR: The bonus icon granted by Grisly Totem would only apply for the\ntest during which Grisly Totem is used, after which the card returns to its out-of-play state, and the bonus icon would drop. - FAQ, v.1.8, October 2020</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can <a href="/card/08024">Defensive Stance</a>, <a href="/card/08037">Survey the Area</a>, <a href="/card/08065">Occult Theory</a>, or <a href="/card/08078">Dauntless Spirit</a> be committed to tests from beneath <a href="/card/07002">Amanda Sharpe</a>? <strong>A:</strong> No. A card can only be committed to a skill test if it possesses 1 or more skill icons matching the skill being tested. As these cards only possess skill icons while they are in your hand or already committed to a test, they cannot be committed to a test from anywhere else (such as beneath Amanda Sharpe, or directly from your deck using another card effect). - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> We got a ruling on <a href="/card/07196">Unrelenting</a> underneath <a href="/card/07002">Amanda Sharpe</a>: "We are ruling that the card beneath Amanda cannot be committed to a skill test before the type of skill test is determined in Step 1, so it would have to be committed during Step 2, simultaneously with any other cards committed to the test." In my community, this sparked a lot of confusion, because Amanda\'s ability clearly states that the card underneath her is committed "At the start of a skill test". So should this ruling be considered errata that overrides the text on Amanda\'s card? If so, will she be explicitly errata\'d in an upcoming FAQ? <strong>A:</strong> Yes, treat this as an erratum to Amanda, where she commits the card beneath her during the same step she commits other cards to a skill test. And yes, this should be in a future FAQ, though we may not be able to add it to our next FAQ. (Rules Form, January 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> The FAQ states that: "Additional costs do not have to be paid when a Forced effect or mandatory instruction [...] requires an investigator to resolve an effect." If "Justify the Means" (Innsmouth Conspiracy 306) is the card beneath Amanda Sharpe, I am forced to commit it to any skill test I perform. Since that effect is forced, am I right that, due to the FAQ rule I quoted above, I do not have to pay the additional cost of adding curse tokens to the bag? <strong>A:</strong> Yes, Amanda can use her Forced ability to play Justify the Means without paying its additional cost. (Rules Forum Answer, September 2024)</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card’s <span class="icon-reaction"></span> symbol should be "**Forced** -" instead. - FAQ, v.1.8, October 2020\r\n\r\n- **Q:** What happens if the card beneath Amanda Sharpe would enter a different play area while it is committed to a skill test? **A:** It still enters that play area – it only remains beneath Amanda if it would otherwise be discarded (such as at the end of the skill test). - FAQ, v.1.8, October 2020\r\n\r\n- **Q:** If I use [Grisly Totem](/card/05119) after committing the card beneath Amanda Sharpe, how long does its bonus icon stay for? **A:** The bonus icon granted by Grisly Totem does not specify a duration, so this effect should remain until the committed card leaves play. The real question is: when does the committed card enter or leave play? Generally speaking, cards placed beneath other cards (such as the card beneath Amanda Sharpe) are out of play. Cards committed to tests never\r\nreally "enter play," but while they are committed to a test, their icons are added to the investigator’s relevant skill and their text is active. So, while the card beneath Amanda is committed to a test, its icons and text should be alterable by game effects (as if you had committed it from your hand), just like any other in-play card. But as soon as that test ends, it returns to its out-of-play state, and any lasting effects would drop. TL;DR: The bonus icon granted by Grisly Totem would only apply for the\r\ntest during which Grisly Totem is used, after which the card returns to its out-of-play state, and the bonus icon would drop. - FAQ, v.1.8, October 2020\r\n\r\n- **Q:** Can [Defensive Stance](/card/08024), [Survey the Area](/card/08037), [Occult Theory](/card/08065), or [Dauntless Spirit](/card/08078) be committed to tests from beneath [Amanda Sharpe](/card/07002)? **A:** No. A card can only be committed to a skill test if it possesses 1 or more skill icons matching the skill being tested. As these cards only possess skill icons while they are in your hand or already committed to a test, they cannot be committed to a test from anywhere else (such as beneath Amanda Sharpe, or directly from your deck using another card effect). - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** We got a ruling on [Unrelenting](/card/07196) underneath [Amanda Sharpe](/card/07002): "We are ruling that the card beneath Amanda cannot be committed to a skill test before the type of skill test is determined in Step 1, so it would have to be committed during Step 2, simultaneously with any other cards committed to the test." In my community, this sparked a lot of confusion, because Amanda\'s ability clearly states that the card underneath her is committed "At the start of a skill test". So should this ruling be considered errata that overrides the text on Amanda\'s card? If so, will she be explicitly errata\'d in an upcoming FAQ? **A:** Yes, treat this as an erratum to Amanda, where she commits the card beneath her during the same step she commits other cards to a skill test. And yes, this should be in a future FAQ, though we may not be able to add it to our next FAQ. (Rules Form, January 2024)\r\n\r\n- **Q:** The FAQ states that: "Additional costs do not have to be paid when a Forced effect or mandatory instruction [...] requires an investigator to resolve an effect." If "Justify the Means" (Innsmouth Conspiracy 306) is the card beneath Amanda Sharpe, I am forced to commit it to any skill test I perform. Since that effect is forced, am I right that, due to the FAQ rule I quoted above, I do not have to pay the additional cost of adding curse tokens to the bag? **A:** Yes, Amanda can use her Forced ability to play Justify the Means without paying its additional cost. (Rules Forum Answer, September 2024)', 'updated': {'date': '2025-03-22 15:55:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '07006', 'html': '<ul><li><strong>Q:</strong> Can <a href="/card/07001">Sister Mary</a> choose to assign damage to <a href="/card/07006">Guardian Angel</a>, put <span class="icon-bless"></span> tokens in the bag, and then cancel or ignore that damage with a card like <a href="/card/02261">"I\'ve had worse…"</a> or <a href="/card/05032">Deny Existence</a>, not actually placing any damage tokens on Guardian Angel? <strong>A:</strong> Yes, Guardian Angel can be “assigned” the damage, causing <span class="icon-bless"></span> tokens put into the bag, and then the damage can be cancelled or ignored before it’s actually “dealt” to Guardian Angel.</li>\n</ul>', 'text': '- **Q:** Can [Sister Mary](/card/07001) choose to assign damage to [Guardian Angel](/card/07006), put <span class="icon-bless"></span> tokens in the bag, and then cancel or ignore that damage with a card like ["I\'ve had worse…"](/card/02261) or [Deny Existence](/card/05032), not actually placing any damage tokens on Guardian Angel? **A:** Yes, Guardian Angel can be “assigned” the damage, causing <span class="icon-bless"></span> tokens put into the bag, and then the damage can be cancelled or ignored before it’s actually “dealt” to Guardian Angel.', 'updated': {'date': '2022-11-09 10:38:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '07030', 'html': '<ul>\n<li><strong>Q:</strong> I know in general if you can\'t fully execute an effect, you\'re supposed to do as much as you can, I\'m wondering how to apply that to Tides of Fate, if you have more curses in the bag than you have blesses to add. To put numbers on it, if you play Tides with 8 curse and 5 bless in the bag, do you end up with 3 curse 10 bless? 0 curse 10 bless? Or is it simply not playable, since you can\'t "replace all curse tokens in the chaos bag with an equal number of bless tokens"? <strong>A:</strong> With Tides of Fate, you would do as much as you can in the sense that you’d take out all curse tokens from the bag, then you’d replace that amount of curse tokens with bless tokens, up to the maximum amount of bless tokens possible (10 max). Going off of your example, if you start with 8 curse and 5 bless, you’d play Tides of Fate, remove 8 curse and add 5 bless, ending at 0 curse and 10 bless. At the end of the round, you’d then change that to 10 curse and 0 bless. (October 2023)</li>\n</ul>', 'text': '- **Q:** I know in general if you can\'t fully execute an effect, you\'re supposed to do as much as you can, I\'m wondering how to apply that to Tides of Fate, if you have more curses in the bag than you have blesses to add. To put numbers on it, if you play Tides with 8 curse and 5 bless in the bag, do you end up with 3 curse 10 bless? 0 curse 10 bless? Or is it simply not playable, since you can\'t "replace all curse tokens in the chaos bag with an equal number of bless tokens"? **A:** With Tides of Fate, you would do as much as you can in the sense that you’d take out all curse tokens from the bag, then you’d replace that amount of curse tokens with bless tokens, up to the maximum amount of bless tokens possible (10 max). Going off of your example, if you start with 8 curse and 5 bless, you’d play Tides of Fate, remove 8 curse and add 5 bless, ending at 0 curse and 10 bless. At the end of the round, you’d then change that to 10 curse and 0 bless. (October 2023)', 'updated': {'date': '2023-11-21 03:53:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '60132', 'html': '<ul>\n<li><strong>Q:</strong> If I use <a href="/card/60117">One-Two Punch</a> on an enemy with the elusive keyword, and that enemy leaves my location after the first attack, does the rest of the attack resolve? <strong>A:</strong> Yes. If an investigator uses an ability that allows them to perform sequential attacks against a ready enemy with the elusive keyword, they resolve each of those attacks against that enemy in succession, even if that enemy changes location while the ability resolves. (FAQ 2.3, October 2024)</li>\n</ul>', 'text': '- **Q:** If I use [One-Two Punch](/card/60117) on an enemy with the elusive keyword, and that enemy leaves my location after the first attack, does the rest of the attack resolve? **A:** Yes. If an investigator uses an ability that allows them to perform sequential attacks against a ready enemy with the elusive keyword, they resolve each of those attacks against that enemy in succession, even if that enemy changes location while the ability resolves. (FAQ 2.3, October 2024)', 'updated': {'date': '2024-10-27 01:40:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '60318', 'html': '<ul><li><strong>Q:</strong> When I commit <a href="/card/60318">Daredevil</a> to another investigator\'s skill test during Step 2, will the effect successfully and completely resolve, committing a second card to that skill test? Because there is no rule saying that you cannot commit more than 1, and the Step 2 rule that allows you to commit is permissive for that Step but doesn\'t restrict beyond that step, some community members believe that the second card commit would be permitted. Am I allowed to commit the card that Daredevil finds to my friends\' investigation? Can I commit a card during Step 2 to another investigator, and then also trigger <a href="/card/08067">Astronomical Atlas</a> or play <a href="/card/06197">Practice Makes Perfect</a> in the triggered ability window immediately afterwards to effectively commit a second card? <strong>A:</strong> MJ encourages you to think of the rule stating you can commit 1 card to another player’s test as a permitted amount, but not a hard limit. Card effects can enable you to commit more than 1 card to another person’s skill test. \n<ul><li>With Daredevil, you can commit it and the card it searches for to another investigator’s skill test.</li>\n<li>With Practice Makes Perfect and Astronomical Atlas, both allow ways for you to commit an additional card to an eligible skill test, regardless of if you already committed to that test already.</li>\n</ul></li>\n</ul>', 'text': "- **Q:** When I commit [Daredevil](/card/60318) to another investigator's skill test during Step 2, will the effect successfully and completely resolve, committing a second card to that skill test? Because there is no rule saying that you cannot commit more than 1, and the Step 2 rule that allows you to commit is permissive for that Step but doesn't restrict beyond that step, some community members believe that the second card commit would be permitted. Am I allowed to commit the card that Daredevil finds to my friends' investigation? Can I commit a card during Step 2 to another investigator, and then also trigger [Astronomical Atlas](/card/08067) or play [Practice Makes Perfect](/card/06197) in the triggered ability window immediately afterwards to effectively commit a second card? **A:** MJ encourages you to think of the rule stating you can commit 1 card to another player’s test as a permitted amount, but not a hard limit. Card effects can enable you to commit more than 1 card to another person’s skill test. \r\n - With Daredevil, you can commit it and the card it searches for to another investigator’s skill test.\r\n - With Practice Makes Perfect and Astronomical Atlas, both allow ways for you to commit an additional card to an eligible skill test, regardless of if you already committed to that test already.", 'updated': {'date': '2022-07-27 11:06:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '53002', 'html': "<ul>\n<li><strong>Q:</strong> When an enemy with elusive attacks an investigator holding a Survival Knife (2)? What happens after the knife reaction attack? 1. If the enemy dies after the attack, I guess we don't resolve the enemy attack? 2. If the enemy doesn't die, I understand that the enemy will disengage and move to another location. But should I resolve the attack and so apply damages to the investigator with the knife? <strong>A:</strong> Say an elusive enemy initiates an attack against you, triggering the reaction ability on Survival Knife (L2). First, you resolve your attack against the enemy. If the enemy survives the attack, it moves via its elusive keyword, exhausts, then completes its attack against you (since that attack was already initiated). If the enemy is defeated by your attack, it does not complete its attack against you. (Rules Forum Answer, May 2024)</li>\n</ul>", 'text': "- **Q:** When an enemy with elusive attacks an investigator holding a Survival Knife (2)? What happens after the knife reaction attack? 1. If the enemy dies after the attack, I guess we don't resolve the enemy attack? 2. If the enemy doesn't die, I understand that the enemy will disengage and move to another location. But should I resolve the attack and so apply damages to the investigator with the knife? **A:** Say an elusive enemy initiates an attack against you, triggering the reaction ability on Survival Knife (L2). First, you resolve your attack against the enemy. If the enemy survives the attack, it moves via its elusive keyword, exhausts, then completes its attack against you (since that attack was already initiated). If the enemy is defeated by your attack, it does not complete its attack against you. (Rules Forum Answer, May 2024)", 'updated': {'date': '2025-03-22 16:05:06.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '53003', 'html': '<ul><li><strong>Q:</strong> <a href="/card/04157">Enraptured</a> adds 1 charge or secret to an asset you control. Under "uses" in the RR, it\'s pretty clear that you can\'t add \'charges\' to \'ammo\' cards or indeed some other variant. But can you add secrets to a card without uses (x secrets) or indeed any other uses thing? <strong>A:</strong> You can technically add secrets to a card that doesn’t have uses, there is nothing in the rules to prevent you from doing that. Normally this won’t help you at all—if you add a secret to a machete, it won’t do anything for you whatsoever—but there exist cards that use secrets even without the uses keyword, such as the untranslated <a href="/card/03025">Archaic Glyphs</a> and enraptured will surely combo with them! [adding this ruling from Enraptured here for future reference]</li>\n</ul>', 'text': '- **Q:** [Enraptured](/card/04157) adds 1 charge or secret to an asset you control. Under "uses" in the RR, it\'s pretty clear that you can\'t add \'charges\' to \'ammo\' cards or indeed some other variant. But can you add secrets to a card without uses (x secrets) or indeed any other uses thing? **A:** You can technically add secrets to a card that doesn’t have uses, there is nothing in the rules to prevent you from doing that. Normally this won’t help you at all—if you add a secret to a machete, it won’t do anything for you whatsoever—but there exist cards that use secrets even without the uses keyword, such as the untranslated [Archaic Glyphs](/card/03025) and enraptured will surely combo with them! [adding this ruling from Enraptured here for future reference]', 'updated': {'date': '2021-03-15 13:20:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '53004', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:49:51.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '53010', 'html': '<ul>\n<li><strong>Q:</strong> <a href="/card/04236">On Your Own</a> and <a href="/card/53010">On Your Own</a> are the same level, yet the latter has the Exceptional keyword. Can I upgrade the former into the latter version? <strong>A:</strong> Yes, you can upgrade the version of On Your Own without exceptional into the version with exceptional by spending 3 experience. (FAQ v2.2, February 2024)</li>\n</ul>', 'text': '- **Q:** [On Your Own](/card/04236) and [On Your Own](/card/53010) are the same level, yet the latter has the Exceptional keyword. Can I upgrade the former into the latter version? **A:** Yes, you can upgrade the version of On Your Own without exceptional into the version with exceptional by spending 3 experience. (FAQ v2.2, February 2024)', 'updated': {'date': '2024-02-29 00:44:40.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '53011', 'html': '<ul><li><strong>Q:</strong> Can I look at facedown cards beneath or attached to other cards I control? If I use the <span class="icon-fast"></span> ability on <a href="/card/07303">Ancestral Knowledge</a> to draw one of the cards attached to it, am I allowed to know what each card is, or is it random? <strong>A:</strong> Unless an effect states otherwise, investigators are allowed to look at the other sides of facedown cards beneath or attached to cards they control, such as <a href="/card/07303">Ancestral Knowledge</a>, <a href="/card/04037">Backpack</a>, and <a href="/card/05004">Diana Stanley</a>. If you are given the ability to draw, play, or interact with one of those cards,\nyou may look at them to know which one you wish to draw or play. This is not true for facedown cards that are attached to encounter cards or placed facedown via a scenario effect, such as swarm cards, empty space, or tomes beneath locations in the challenge scenario Read or Die. In these instances, players cannot look at the other side of those cards unless instructed otherwise. - FAQ, v.1.9, June 2021</li>\n</ul>', 'text': '- **Q:** Can I look at facedown cards beneath or attached to other cards I control? If I use the <span class="icon-fast"></span> ability on [Ancestral Knowledge](/card/07303) to draw one of the cards attached to it, am I allowed to know what each card is, or is it random? **A:** Unless an effect states otherwise, investigators are allowed to look at the other sides of facedown cards beneath or attached to cards they control, such as [Ancestral Knowledge](/card/07303), [Backpack](/card/04037), and [Diana Stanley](/card/05004). If you are given the ability to draw, play, or interact with one of those cards,\r\nyou may look at them to know which one you wish to draw or play. This is not true for facedown cards that are attached to encounter cards or placed facedown via a scenario effect, such as swarm cards, empty space, or tomes beneath locations in the challenge scenario Read or Die. In these instances, players cannot look at the other side of those cards unless instructed otherwise. - FAQ, v.1.9, June 2021', 'updated': {'date': '2021-06-29 14:29:27.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '53012', 'html': '<ul>\n<li>The bearer of Dendromorphosis can assign damage to Dendromorphosis, as it is an asset they control. (Rules Forum Answer, August 2024)</li>\n</ul>', 'text': '- The bearer of Dendromorphosis can assign damage to Dendromorphosis, as it is an asset they control. (Rules Forum Answer, August 2024)', 'updated': {'date': '2025-03-22 15:53:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '53016', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:03:19.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '53013', 'html': '<ul><li>\n<p><strong>Q:</strong> There are some basic weaknesses that award XP to the player. According to the order of deck creation, you randomize your basic weakness after deck construction. Is the intention that a player cannot spend this XP until after the first scenario? Or does gaining such a weakness (ie <a href="/card/53013">Offer You Cannot Refuse</a>) create an opportunity to upgrade before the first setup? <strong>A:</strong> If a weakness you added to your starting deck grants you XP, you can spend that XP right away if you wish.</p>\n</li>\n<li>\n<p><strong>Q:</strong> When I draw the weakness <a href="/card/53013">Offer You Cannot Refuse</a> with 4 resources in my pool, when dcano I use <a href="/card/05032">Deny Existence</a>? Before Offer resolves the upgrade of the weakness or afterD If I can play deny, do I still need to upgrade the offer or not? <strong>A:</strong> If you play Deny Existence (either version) as a response to Offer You Cannot Refuse instructing you to lose 5 resources, then the “If you cannot” sentence of Offer’s ability does not apply. The sentence only applies when you have less than 5 resources at the time of resolving the <b>Revelation</b> and no other way to counter or respond to that effect.</p>\n</li>\n</ul>', 'text': '- **Q:** There are some basic weaknesses that award XP to the player. According to the order of deck creation, you randomize your basic weakness after deck construction. Is the intention that a player cannot spend this XP until after the first scenario? Or does gaining such a weakness (ie [Offer You Cannot Refuse](/card/53013)) create an opportunity to upgrade before the first setup? **A:** If a weakness you added to your starting deck grants you XP, you can spend that XP right away if you wish.\r\n\r\n- **Q:** When I draw the weakness [Offer You Cannot Refuse](/card/53013) with 4 resources in my pool, when dcano I use [Deny Existence](/card/05032)? Before Offer resolves the upgrade of the weakness or afterD If I can play deny, do I still need to upgrade the offer or not? **A:** If you play Deny Existence (either version) as a response to Offer You Cannot Refuse instructing you to lose 5 resources, then the “If you cannot” sentence of Offer’s ability does not apply. The sentence only applies when you have less than 5 resources at the time of resolving the <b>Revelation</b> and no other way to counter or respond to that effect.', 'updated': {'date': '2022-11-21 11:50:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '90008', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> I would like to ask you about Parallel Skids\' deckbuilding and Underworld Support. Skids deckbuilding rules say: "When you upgrade a Fortune or Gambit card, you may instead pay the full experience cost of the higher level version and leave the lower level version in your deck (it does not count towards your deck size or the number of copies of that card in your deck)." Underworld Support says: "Your deck cannot include more than 1 copy of each non-weakness, non-signature card (by title)". How does the "does not count" interacts with this limit? Can Skids have Lucky (0), Lucky (2) and Lucky (3), for instance, under the premise that the first two do not count towards his deckbuilding? <strong>A:</strong> Skids O’Toole’s “Additional [Deckbuilding] Options” does not contradict or override the “cannot” on Underworld Support. If you purchase Underworld Support for your deck, you cannot include more than 1 copy of each non-weakness, non-signature card, including any higher- or lower-level versions of that card, meaning you’re locked out of using Skids’ Additional Deckbuilding Options.  (Rules Forum Answer, July 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can parallel investigator Skids O\'Toole activate his ability by spending 0 resource to make a difficulty 0 test? <strong>A:</strong> No; to use Parallel Skids’ ability, you must spend at least 1 resource. (Rules Forum Answer, March 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** I would like to ask you about Parallel Skids\' deckbuilding and Underworld Support. Skids deckbuilding rules say: "When you upgrade a Fortune or Gambit card, you may instead pay the full experience cost of the higher level version and leave the lower level version in your deck (it does not count towards your deck size or the number of copies of that card in your deck)." Underworld Support says: "Your deck cannot include more than 1 copy of each non-weakness, non-signature card (by title)". How does the "does not count" interacts with this limit? Can Skids have Lucky (0), Lucky (2) and Lucky (3), for instance, under the premise that the first two do not count towards his deckbuilding? **A:** Skids O’Toole’s “Additional [Deckbuilding] Options” does not contradict or override the “cannot” on Underworld Support. If you purchase Underworld Support for your deck, you cannot include more than 1 copy of each non-weakness, non-signature card, including any higher- or lower-level versions of that card, meaning you’re locked out of using Skids’ Additional Deckbuilding Options.  (Rules Forum Answer, July 2024)\r\n\r\n- **Q:** Can parallel investigator Skids O\'Toole activate his ability by spending 0 resource to make a difficulty 0 test? **A:** No; to use Parallel Skids’ ability, you must spend at least 1 resource. (Rules Forum Answer, March 2025)', 'updated': {'date': '2025-03-22 16:36:36.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '53017', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:02:24.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '53028', 'html': '<ul>\n<li>\n<p><strong>Erratum:</strong> Add the following bullet point to the resolution of this scenario: </p>\n<ul>\n<li>If the <a href="/card/04062">Harbinger of Valusia</a> entered play during this scenario: 1) If it is in the victory display, cross out "the Harbinger is still alive" in your Campaign Log. 2) If it is still in play or is set aside, next to "the Harbinger is still alive" in your Campaign Log, record in parentheses how much damage is on the Harbinger of Valusia, replacing the number that was previously in parentheses." - FAQ, v.1.8, October 2020</li>\n</ul>\n</li>\n<li>\n<p><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</p>\n</li>\n</ul>', 'text': '- **Erratum:** Add the following bullet point to the resolution of this scenario: \r\n - If the [Harbinger of Valusia](/card/04062) entered play during this scenario: 1) If it is in the victory display, cross out "the Harbinger is still alive" in your Campaign Log. 2) If it is still in play or is set aside, next to "the Harbinger is still alive" in your Campaign Log, record in parentheses how much damage is on the Harbinger of Valusia, replacing the number that was previously in parentheses." - FAQ, v.1.8, October 2020\r\n\r\n- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2023-09-02 14:04:58.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '53038', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:01:58.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '53045', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:01:32.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '53048', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:01:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '53053', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:02:04.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '53059', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> In Return to Depths of Yoth, when the act advances it\'s possible for the exploration deck to include encounter cards shuffled in by Best-Laid Plans, in addition to locations and/or <a href="/card/53060">Perils of Yoth</a>. Should those cards just be discarded? Or is the intention that they get removed from the game? <strong>A:</strong> Yes—when you make a new exploration deck in Act 1b, you should discard any extra encounter cards that were in the exploration deck, placing them in the encounter deck discard pile. (October 2023)</p>\n</li>\n</ul>', 'text': "- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** In Return to Depths of Yoth, when the act advances it's possible for the exploration deck to include encounter cards shuffled in by Best-Laid Plans, in addition to locations and/or [Perils of Yoth](/card/53060). Should those cards just be discarded? Or is the intention that they get removed from the game? **A:** Yes—when you make a new exploration deck in Act 1b, you should discard any extra encounter cards that were in the exploration deck, placing them in the encounter deck discard pile. (October 2023)", 'updated': {'date': '2023-11-21 03:53:58.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '53061', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:01:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '53066', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:04:15.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '53074', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 15:04:18.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '53075', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 14:50:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '60210', 'html': '<ul><li>\n<p><strong>Q:</strong> Can I use <a href="/card/05231">Knowledge is Power</a> to translate the <a href="/card/60210">Forbidden Tome</a> in my hand? <strong>A:</strong> The short answer to your question is “maybe.”</p>\n<ul><li>If Forbidden Tome was in play, and you used Knowledge is Power, you would skip the “cost” of activating Forbidden Tome’s ability (spending an action + exhausting Tome + spending 1 secret) and continue with the rest of the ability: drawing 1, checking if you have 10+ cards in hand, and if there are no secrets on Tome. Only if those conditions are true could you “translate the Tome.”</li>\n<li>If Forbidden Tome was in your hand and you used Knowledge is Power, all of the above would stay about the same except that you would no longer have to worry about “secrets” on Tome. If you drew 1 and then had 10 cards still in hand, then you could “translate the Tome.”</li>\n</ul></li>\n<li>\n<p><strong>Follow-up Q:</strong> I thought that you would not be able to translate a Forbidden Tome that is in your hand because you would not be able to discard it due to abilities only interacting with cards in out of play areas if they explicitly say so. I.e. the card doesn’t explicitly say “discard from hand” and so it really means “discard from play” which you can’t do because it’s not in play. <strong>A:</strong> Forbidden Tome does not specify whether it must be discarded from hand or in play to resolve its effect, so you are free to discard it from either place while resolving Knowledge is Power.</p>\n</li>\n</ul>', 'text': '- **Q:** Can I use [Knowledge is Power](/card/05231) to translate the [Forbidden Tome](/card/60210) in my hand? **A:** The short answer to your question is “maybe.”\r\n - If Forbidden Tome was in play, and you used Knowledge is Power, you would skip the “cost” of activating Forbidden Tome’s ability (spending an action + exhausting Tome + spending 1 secret) and continue with the rest of the ability: drawing 1, checking if you have 10+ cards in hand, and if there are no secrets on Tome. Only if those conditions are true could you “translate the Tome.”\r\n - If Forbidden Tome was in your hand and you used Knowledge is Power, all of the above would stay about the same except that you would no longer have to worry about “secrets” on Tome. If you drew 1 and then had 10 cards still in hand, then you could “translate the Tome.”\r\n\r\n- **Follow-up Q:** I thought that you would not be able to translate a Forbidden Tome that is in your hand because you would not be able to discard it due to abilities only interacting with cards in out of play areas if they explicitly say so. I.e. the card doesn’t explicitly say “discard from hand” and so it really means “discard from play” which you can’t do because it’s not in play. **A:** Forbidden Tome does not specify whether it must be discarded from hand or in play to resolve its effect, so you are free to discard it from either place while resolving Knowledge is Power.', 'updated': {'date': '2022-09-01 08:33:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '60215', 'html': '<ul><li>\n<p><strong>Q:</strong> I have a question about some card interactions for cards that trigger \'at the end of your turn\' and \'during your turn\'. To draw a specific example, if <a href="/card/08007">Monterey Jack</a>\'s <span class="icon-reaction"></span> ability draws <a href="/card/60215">Cryptic Writings</a>, is he allowed to trigger Cryptic Writing\'s ability and play it? More generally, when an ability triggers \'at the end of my turn\', is that \'during my turn\'? And similarly, if an ability triggers \'at the start of my turn\' is that \'during my turn\'? <strong>A:</strong> Short answer, yes, “at the end of your turn” is still “during your turn”, so you would be able to play Cryptic Writings if you drew it with Monterey Jack’s triggered ability. (By extension, “at the start of your turn” should also count as being “during your turn.”)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I trigger <a href="/card/60215">Cryptic Writings</a>\' <span class="icon-reaction"></span> ability from the discard pile if Cryptic Writings is not in my hand "After [I] draw" it because it was discarded by <a href="/card/06116">Scroll of Prophecies</a>? <strong>A:</strong> This one was tricker to determine [cf two rulings on <a href="/card/06026">Easy Mark</a>], because of how “then” and “After” in abilities interact. What we determined is, Scroll of Prophecies’ final sentence would be treated as a single triggering condition, given priority because it has a “then” clause in its ability whereas Cryptic Writings has an “After” in its ability. To put it simply, Scroll of Prophecies needs to resolve in full before Cryptic Writings resolves. If Cryptic Writings was discarded as a consequence of resolving Scroll of Prophecies, Cryptic Writings could not trigger from the discard pile, as it cannot be “played” from this out-of-play area. Hopefully that makes sense! <strong>Further discussion</strong>: There\'s one thing I don\'t understand about your explanation, and I was wondering if you could indulge me with a clarification. You mentioned that Cryptic Writings can\'t be "played" from the discard pile. Is that because of "Card abilities only interact with other cards that are in play, unless the ability specifically references an interaction with cards in an out-of-play area." under <a href="/rules#Ability">Ability</a> in the RR? If so, why can Cryptic Writings be "played" from hand (also an out-of-play area)? To be clear, obviously it <em>must</em> be playable from hand, otherwise the ability doesn\'t function... but how does that fit into the rules framework? I noticed that most of the other cards that work like this (particularly <a href="/card/06026">Easy Mark</a>, but also e.g. Archaic Glyphs, Dexter Drake, Ever Vigilant, Farsight) specify "from your hand" - i.e. specifically referencing the out-of-play area. Should Cryptic Writings have this text? Or is there some implicit reason that Cryptic Writings can be played from only the zone we expect it to be in after its triggering condition? <strong>A:</strong> Unless something states it can be played from the discard pile (like Winging It), you can’t play it from there. Easy Mark’s <span class="icon-reaction"></span> ability can be activated while in the discard pile, but that’s not the same as playing Easy Mark from the discard pile. It’s the same for Cryptic Writings; it cannot be played from the discard pile.</p>\n</li>\n</ul>', 'text': '- **Q:** I have a question about some card interactions for cards that trigger \'at the end of your turn\' and \'during your turn\'. To draw a specific example, if [Monterey Jack](/card/08007)\'s <span class="icon-reaction"></span> ability draws [Cryptic Writings](/card/60215), is he allowed to trigger Cryptic Writing\'s ability and play it? More generally, when an ability triggers \'at the end of my turn\', is that \'during my turn\'? And similarly, if an ability triggers \'at the start of my turn\' is that \'during my turn\'? **A:** Short answer, yes, “at the end of your turn” is still “during your turn”, so you would be able to play Cryptic Writings if you drew it with Monterey Jack’s triggered ability. (By extension, “at the start of your turn” should also count as being “during your turn.”)\r\n\r\n- **Q:** Can I trigger [Cryptic Writings](/card/60215)\' <span class="icon-reaction"></span> ability from the discard pile if Cryptic Writings is not in my hand "After [I] draw" it because it was discarded by [Scroll of Prophecies](/card/06116)? **A:** This one was tricker to determine [cf two rulings on [Easy Mark](/card/06026)], because of how “then” and “After” in abilities interact. What we determined is, Scroll of Prophecies’ final sentence would be treated as a single triggering condition, given priority because it has a “then” clause in its ability whereas Cryptic Writings has an “After” in its ability. To put it simply, Scroll of Prophecies needs to resolve in full before Cryptic Writings resolves. If Cryptic Writings was discarded as a consequence of resolving Scroll of Prophecies, Cryptic Writings could not trigger from the discard pile, as it cannot be “played” from this out-of-play area. Hopefully that makes sense! **Further discussion**: There\'s one thing I don\'t understand about your explanation, and I was wondering if you could indulge me with a clarification. You mentioned that Cryptic Writings can\'t be "played" from the discard pile. Is that because of "Card abilities only interact with other cards that are in play, unless the ability specifically references an interaction with cards in an out-of-play area." under [Ability](/rules#Ability) in the RR? If so, why can Cryptic Writings be "played" from hand (also an out-of-play area)? To be clear, obviously it *must* be playable from hand, otherwise the ability doesn\'t function... but how does that fit into the rules framework? I noticed that most of the other cards that work like this (particularly [Easy Mark](/card/06026), but also e.g. Archaic Glyphs, Dexter Drake, Ever Vigilant, Farsight) specify "from your hand" - i.e. specifically referencing the out-of-play area. Should Cryptic Writings have this text? Or is there some implicit reason that Cryptic Writings can be played from only the zone we expect it to be in after its triggering condition? **A:** Unless something states it can be played from the discard pile (like Winging It), you can’t play it from there. Easy Mark’s <span class="icon-reaction"></span> ability can be activated while in the discard pile, but that’s not the same as playing Easy Mark from the discard pile. It’s the same for Cryptic Writings; it cannot be played from the discard pile.', 'updated': {'date': '2022-11-09 10:09:56.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '60223', 'html': '<ul>\n<li><strong>Q:</strong> When an act or agenda instructs the players to reveal or put a new location into play, who is considered to have revealed it or put it into play for the purposes of card effects such as <a href="/card/10043">Mouse Mask</a> or <a href="/card/60213">Whitton Greene</a> that trigger “after you put a location into play?” <strong>A:</strong> Because acts and agendas are advanced by the players, as a group, each investigator is considered to have put the location(s) into play. (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- **Q:** When an act or agenda instructs the players to reveal or put a new location into play, who is considered to have revealed it or put it into play for the purposes of card effects such as [Mouse Mask](/card/10043) or [Whitton Greene](/card/60213) that trigger “after you put a location into play?” **A:** Because acts and agendas are advanced by the players, as a group, each investigator is considered to have put the location(s) into play. (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 13:46:32.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '60227', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card\'s ability should read "...If you succeed, instead of discovering a clue at your location, discover 2 total clues from among your location and connecting locations." - FAQ, v.1.9, June 2021</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card\'s ability should read "...If you succeed, instead of discovering a clue at your location, discover 2 total clues from among your location and connecting locations." - FAQ, v.1.9, June 2021', 'updated': {'date': '2022-01-02 12:24:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '60229', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:51:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '60230', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:51:18.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '60127', 'html': '<ul><li><strong>Q:</strong> I would like you to clarify for me the term \'using\' [This question came in French, was responded to via Google Translate, and addresses multiple different cards. See: <a href="/card/60105">Boxing Gloves</a>, <a href="/card/08105">Ice Pick</a>, <a href="/card/03035">Spirit Athame</a>, <a href="/card/04110">Counterspell</a> - Frank]. For example, if I have <a href="/card/60105">Boxing Gloves</a> when I attack, does that mean I use the gloves? I would like to check if we could enchant the gloves (using <a href="/card/07261">Enchant Weapon</a> with the gloves?) <strong>A:</strong> No; making an attack while having Boxing Gloves in play does not count as “using” the Gloves. The <span class="icon-reaction"></span> on Enchant Weapon only adds Willpower to your attack when you’re using/activating a weapon with a Fight bold action designator, like Machete.</li>\n</ul>', 'text': '- **Q:** I would like you to clarify for me the term \'using\' [This question came in French, was responded to via Google Translate, and addresses multiple different cards. See: [Boxing Gloves](/card/60105), [Ice Pick](/card/08105), [Spirit Athame](/card/03035), [Counterspell](/card/04110) - Frank]. For example, if I have [Boxing Gloves](/card/60105) when I attack, does that mean I use the gloves? I would like to check if we could enchant the gloves (using [Enchant Weapon](/card/07261) with the gloves?) **A:** No; making an attack while having Boxing Gloves in play does not count as “using” the Gloves. The <span class="icon-reaction"></span> on Enchant Weapon only adds Willpower to your attack when you’re using/activating a weapon with a Fight bold action designator, like Machete.', 'updated': {'date': '2023-03-17 15:04:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '60309', 'html': '<ul><li>\n<p><strong>Q:</strong> Does <a href="/card/60309">Lonnie Ritter</a> require a damaged asset for her ability to work? Or is this a case of "doing as much as you can", so as long as you can heal Lonnie, you can still target a non-damaged item instead? <strong>A:</strong> Lonnie Ritter’s ability states: “ Exhaust Lonnie Ritter and spend 1 resource: Choose an Item asset controlled by an investigator at your location. Heal 1 damage from that asset and 1 horror from Lonnie Ritter.” It is true that the only costs of the ability are exhausting Lonnie and spending 1 resource, and the choosing and healing of an item are effects, not costs. However, whenever you see the word “choose” in an ability, there are a few additional rules to keep in mind. These rules can be found under the <a href="/rules#Target">Target</a> section of the Rules Reference.</p>\n<p>The term "choose" indicates that one or more targets must be chosen in order for an ability to resolve. The player resolving the ability must choose a game element (usually a card) that meets the targeting requirements of the ability. If an ability requires the choosing of a target, and there is no valid target (or not enough valid targets), the ability cannot be initiated.\n</p><p>In other words, you cannot use Lonnie’s ability if there is no Item to target with its effect. The question remains—can you choose an item with no damage on it (or even, an item with no health value at all?) simply to heal 1 horror from Lonnie. Thankfully, the Rules Reference answers this question as well, in that same section:\n</p><p>A card is not an eligible target for an ability if the resolution of that ability\'s effect could not change the target\'s state. (For example, an exhausted enemy could not be chosen as the target of an effect that reads, "choose and exhaust an enemy.")\n</p><p>So there you have it—you must choose an eligible target in order to activate Lonnie’s ability, and an item that cannot be healed is not an eligible target. This is true even though healing 1 damage from the chosen item is an effect and not a cost, because the word “choose” indicates that one or more eligible targets must be chosen in order for the ability to correctly resolve, and a target can only be chosen if the ability’s effect has the potential to change its game state.\n</p></li>\n</ul>', 'text': '- **Q:** Does [Lonnie Ritter](/card/60309) require a damaged asset for her ability to work? Or is this a case of "doing as much as you can", so as long as you can heal Lonnie, you can still target a non-damaged item instead? **A:** Lonnie Ritter’s ability states: “ Exhaust Lonnie Ritter and spend 1 resource: Choose an Item asset controlled by an investigator at your location. Heal 1 damage from that asset and 1 horror from Lonnie Ritter.” It is true that the only costs of the ability are exhausting Lonnie and spending 1 resource, and the choosing and healing of an item are effects, not costs. However, whenever you see the word “choose” in an ability, there are a few additional rules to keep in mind. These rules can be found under the [Target](/rules#Target) section of the Rules Reference.\r\n\r\n <p>The term "choose" indicates that one or more targets must be chosen in order for an ability to resolve. The player resolving the ability must choose a game element (usually a card) that meets the targeting requirements of the ability. If an ability requires the choosing of a target, and there is no valid target (or not enough valid targets), the ability cannot be initiated.\r\n<p>In other words, you cannot use Lonnie’s ability if there is no Item to target with its effect. The question remains—can you choose an item with no damage on it (or even, an item with no health value at all?) simply to heal 1 horror from Lonnie. Thankfully, the Rules Reference answers this question as well, in that same section:\r\n<p>A card is not an eligible target for an ability if the resolution of that ability\'s effect could not change the target\'s state. (For example, an exhausted enemy could not be chosen as the target of an effect that reads, "choose and exhaust an enemy.")\r\n<p>So there you have it—you must choose an eligible target in order to activate Lonnie’s ability, and an item that cannot be healed is not an eligible target. This is true even though healing 1 damage from the chosen item is an effect and not a cost, because the word “choose” indicates that one or more eligible targets must be chosen in order for the ability to correctly resolve, and a target can only be chosen if the ability’s effect has the potential to change its game state.', 'updated': {'date': '2021-02-18 07:23:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '60323', 'html': '<ul><li><strong>Q:</strong> If a card such as <a href="/card/60323">Cheap Shot</a> is returned to my hand, what areas am I allowed to retrieve it from? If it is shuffled into my deck, can I still return it to my hand? <strong>A:</strong> In general, unless otherwise specified, players can “return” such a card from any play area, so long as it is in an area that allows the card to be found and identified. For example, if Cheap Shot is in the discard pile or attached to another card (such as a <a href="/card/06024">Crystallizer of Dreams</a>) and you are able to find it, you may return it to your hand from that area. However, if it is in a place where its position is impossible to determine (such as shuffled into your deck) or facedown in a place where you are not allowed to look at its other side (for example, as a swarm card), you would be unable to return it to your hand, and therefore that aspect of the effect would fail. Additionally, if Cheap Shot is removed from the game, unless specifically stated otherwise, no game effects can interact with it in any way until the\nend of the game. - FAQ, v.1.8, October 2020</li>\n</ul>', 'text': '- **Q:** If a card such as [Cheap Shot](/card/60323) is returned to my hand, what areas am I allowed to retrieve it from? If it is shuffled into my deck, can I still return it to my hand? **A:** In general, unless otherwise specified, players can “return” such a card from any play area, so long as it is in an area that allows the card to be found and identified. For example, if Cheap Shot is in the discard pile or attached to another card (such as a [Crystallizer of Dreams](/card/06024)) and you are able to find it, you may return it to your hand from that area. However, if it is in a place where its position is impossible to determine (such as shuffled into your deck) or facedown in a place where you are not allowed to look at its other side (for example, as a swarm card), you would be unable to return it to your hand, and therefore that aspect of the effect would fail. Additionally, if Cheap Shot is removed from the game, unless specifically stated otherwise, no game effects can interact with it in any way until the\r\nend of the game. - FAQ, v.1.8, October 2020', 'updated': {'date': '2020-10-17 10:28:01.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '60324', 'html': '<ul><li><strong>Q:</strong> If a card such as <a href="/card/60323">Cheap Shot</a> is returned to my hand, what areas am I allowed to retrieve it from? If it is shuffled into my deck, can I still return it to my hand? <strong>A:</strong> In general, unless otherwise specified, players can “return” such a card from any play area, so long as it is in an area that allows the card to be found and identified. For example, if Cheap Shot is in the discard pile or attached to another card (such as a <a href="/card/06024">Crystallizer of Dreams</a>) and you are able to find it, you may return it to your hand from that area. However, if it is in a place where its position is impossible to determine (such as shuffled into your deck) or facedown in a place where you are not allowed to look at its other side (for example, as a swarm card), you would be unable to return it to your hand, and therefore that aspect of the effect would fail. Additionally, if Cheap Shot is removed from the game, unless specifically stated otherwise, no game effects can interact with it in any way until the\nend of the game. - FAQ, v.1.8, October 2020</li>\n</ul>', 'text': '- **Q:** If a card such as [Cheap Shot](/card/60323) is returned to my hand, what areas am I allowed to retrieve it from? If it is shuffled into my deck, can I still return it to my hand? **A:** In general, unless otherwise specified, players can “return” such a card from any play area, so long as it is in an area that allows the card to be found and identified. For example, if Cheap Shot is in the discard pile or attached to another card (such as a [Crystallizer of Dreams](/card/06024)) and you are able to find it, you may return it to your hand from that area. However, if it is in a place where its position is impossible to determine (such as shuffled into your deck) or facedown in a place where you are not allowed to look at its other side (for example, as a swarm card), you would be unable to return it to your hand, and therefore that aspect of the effect would fail. Additionally, if Cheap Shot is removed from the game, unless specifically stated otherwise, no game effects can interact with it in any way until the\r\nend of the game. - FAQ, v.1.8, October 2020', 'updated': {'date': '2020-10-17 10:28:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '60328', 'html': '<ul><li><strong>Q:</strong> If a card such as <a href="/card/60323">Cheap Shot</a> is returned to my hand, what areas am I allowed to retrieve it from? If it is shuffled into my deck, can I still return it to my hand? <strong>A:</strong> In general, unless otherwise specified, players can “return” such a card from any play area, so long as it is in an area that allows the card to be found and identified. For example, if Cheap Shot is in the discard pile or attached to another card (such as a <a href="/card/06024">Crystallizer of Dreams</a>) and you are able to find it, you may return it to your hand from that area. However, if it is in a place where its position is impossible to determine (such as shuffled into your deck) or facedown in a place where you are not allowed to look at its other side (for example, as a swarm card), you would be unable to return it to your hand, and therefore that aspect of the effect would fail. Additionally, if Cheap Shot is removed from the game, unless specifically stated otherwise, no game effects can interact with it in any way until the\nend of the game. - FAQ, v.1.8, October 2020</li>\n</ul>', 'text': '- **Q:** If a card such as [Cheap Shot](/card/60323) is returned to my hand, what areas am I allowed to retrieve it from? If it is shuffled into my deck, can I still return it to my hand? **A:** In general, unless otherwise specified, players can “return” such a card from any play area, so long as it is in an area that allows the card to be found and identified. For example, if Cheap Shot is in the discard pile or attached to another card (such as a [Crystallizer of Dreams](/card/06024)) and you are able to find it, you may return it to your hand from that area. However, if it is in a place where its position is impossible to determine (such as shuffled into your deck) or facedown in a place where you are not allowed to look at its other side (for example, as a swarm card), you would be unable to return it to your hand, and therefore that aspect of the effect would fail. Additionally, if Cheap Shot is removed from the game, unless specifically stated otherwise, no game effects can interact with it in any way until the\r\nend of the game. - FAQ, v.1.8, October 2020', 'updated': {'date': '2020-10-17 10:28:15.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '60329', 'html': '<ul><li><strong>Q:</strong> If a card such as <a href="/card/60323">Cheap Shot</a> is returned to my hand, what areas am I allowed to retrieve it from? If it is shuffled into my deck, can I still return it to my hand? <strong>A:</strong> In general, unless otherwise specified, players can “return” such a card from any play area, so long as it is in an area that allows the card to be found and identified. For example, if Cheap Shot is in the discard pile or attached to another card (such as a <a href="/card/06024">Crystallizer of Dreams</a>) and you are able to find it, you may return it to your hand from that area. However, if it is in a place where its position is impossible to determine (such as shuffled into your deck) or facedown in a place where you are not allowed to look at its other side (for example, as a swarm card), you would be unable to return it to your hand, and therefore that aspect of the effect would fail. Additionally, if Cheap Shot is removed from the game, unless specifically stated otherwise, no game effects can interact with it in any way until the end of the game. - FAQ, v.1.8, October 2020</li>\n</ul>', 'text': '- **Q:** If a card such as [Cheap Shot](/card/60323) is returned to my hand, what areas am I allowed to retrieve it from? If it is shuffled into my deck, can I still return it to my hand? **A:** In general, unless otherwise specified, players can “return” such a card from any play area, so long as it is in an area that allows the card to be found and identified. For example, if Cheap Shot is in the discard pile or attached to another card (such as a [Crystallizer of Dreams](/card/06024)) and you are able to find it, you may return it to your hand from that area. However, if it is in a place where its position is impossible to determine (such as shuffled into your deck) or facedown in a place where you are not allowed to look at its other side (for example, as a swarm card), you would be unable to return it to your hand, and therefore that aspect of the effect would fail. Additionally, if Cheap Shot is removed from the game, unless specifically stated otherwise, no game effects can interact with it in any way until the end of the game. - FAQ, v.1.8, October 2020', 'updated': {'date': '2022-09-11 12:17:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '60332', 'html': '<ul>\n<li><strong>Q:</strong> Can I use the ability of <a href="/card/60332">Chuck Fergus</a> to give an event fast to play an event outside of my turn? <strong>A:</strong> Fast cards can only be played outside of your turn if the fast card itself specifies so. Chuck Fergus giving an event fast outside of your turn does not get around this restriction. (March 2024)</li>\n</ul>', 'text': '- **Q:** Can I use the ability of [Chuck Fergus](/card/60332) to give an event fast to play an event outside of my turn? **A:** Fast cards can only be played outside of your turn if the fast card itself specifies so. Chuck Fergus giving an event fast outside of your turn does not get around this restriction. (March 2024)', 'updated': {'date': '2024-03-27 16:27:27.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '07118', 'html': '<ul>\n<li><strong>Q:</strong> I use Eye of Chaos to reveal Concealed Mini-Cards. During this investigation I reveal 3 curses. If this investigation succeeds, can I get clue at a connecting location? And if this investigation fails, can I get clue at a connecting location? <strong>A:</strong> You can expose 1 concealed mini-card per card effect. In the case of Eye of Chaos, using it to expose a concealed card replaces all clues you would have gotten during that investigation, including any you would have received upon revealing curse tokens. If you reveal any curse tokens during the investigation, regardless of if you pass or fail, you can resolve the last sentence on Eye of Chaos. But again, if you’re exposing a concealed mini-card at your location or a connecting location, you can’t gain any clues from the investigation. (Rules Forum Answer, June 2024)</li>\n</ul>', 'text': '- **Q:** I use Eye of Chaos to reveal Concealed Mini-Cards. During this investigation I reveal 3 curses. If this investigation succeeds, can I get clue at a connecting location? And if this investigation fails, can I get clue at a connecting location? **A:** You can expose 1 concealed mini-card per card effect. In the case of Eye of Chaos, using it to expose a concealed card replaces all clues you would have gotten during that investigation, including any you would have received upon revealing curse tokens. If you reveal any curse tokens during the investigation, regardless of if you pass or fail, you can resolve the last sentence on Eye of Chaos. But again, if you’re exposing a concealed mini-card at your location or a connecting location, you can’t gain any clues from the investigation. (Rules Forum Answer, June 2024)', 'updated': {'date': '2025-03-22 14:57:15.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '07032', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 15:14:32.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '07024', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> What\'s the interactions between <a href="/card/09001">Carson Sinclair\'s</a> ability and <a href="/card/07024">Plan of Action</a>? Let\'s say that Carson gives an action to <a href="/card/07005">Silas Marsh</a>, and commits Plan of Action on a test Silas is performing, will it gain icons? If so, which ones? Does "your turn" on "as if it was your turn" refers to "the turn you are playing this round"? In that case, it would depend on the number of action that Silas has performed. <strong>A:</strong> When Carson uses his ability to grant another player an action, he does so during his own turn. The type of icons that Plan of Action would gain in your proposed example depends on how many actions Carson has taken during his turn. (“This turn” = “Carson’s turn.” Though Silas is “taking an action as if it were his turn”, it does not mean he is taking a turn.)</p>\n</li>\n<li>\n<p><del><strong>Q:</strong> If I commit <a href="/card/07024">Plan of Action</a> to a skill test during the Mythos Phase, would it only commit for <span class="icon-wild"></span>? <strong>A:</strong> No; if you commit Plan of Action during the mythos phase, you would give it <span class="icon-willpower"></span><span class="icon-agility"></span>.</del> <strong>Q:</strong> A recent ruling from this form about <a href="/card/07024">Plan of Action</a>, posted on ArkhamDB, appears to contradict a previous ruling about <a href="/card/60530">Quick Learner</a>. The new ruling states that Plan of Action gains icons during the mythos phase. However, Quick Learner which has similar wording was ruled the opposite and did not increase the difficulty of skill tests during the mythos phase. Has the previous ruling for Quick Learner been overturned? <strong>A:</strong> No; we are reverting the ruling on Plan of Action. In wanting to make Plan of Action stronger, we caused Quick Learner to become weaker since it’s worded similarly. We acknowledge that this was a bad call, making Quick Learner significantly less playable, and we apologize for it. The current rulings are that Quick Learner only affects the difficulty of skill tests performed during your turn, not during the mythos phase; similarly, Plan of Action only gains icons if it’s committed during an investigator’s turn, and does not gain any additional icons during the mythos phase. (Ruling, Nov 2024) <strong>NOTE:</strong> This is further clarified in FAQ v2.4 below.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Does <a href="/card/60530">Quick Learner</a> increase the difficulty of skill tests during the mythos phase? <strong>A:</strong> Quick Learner’s ability only affects skill tests during your turn. A skill test that initiates when your turn begins, or at any point before the resolution of the first action of your turn, gets +1 difficulty. (Likewise, <a href="/card/07024">Plan of Action</a> gains a <span class="icon-willpower"></span> and <span class="icon-agility"></span> icon at this same timing point, but not during the mythos phase). (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** What\'s the interactions between [Carson Sinclair\'s](/card/09001) ability and [Plan of Action](/card/07024)? Let\'s say that Carson gives an action to [Silas Marsh](/card/07005), and commits Plan of Action on a test Silas is performing, will it gain icons? If so, which ones? Does "your turn" on "as if it was your turn" refers to "the turn you are playing this round"? In that case, it would depend on the number of action that Silas has performed. **A:** When Carson uses his ability to grant another player an action, he does so during his own turn. The type of icons that Plan of Action would gain in your proposed example depends on how many actions Carson has taken during his turn. (“This turn” = “Carson’s turn.” Though Silas is “taking an action as if it were his turn”, it does not mean he is taking a turn.)\r\n\r\n- ~~**Q:** If I commit [Plan of Action](/card/07024) to a skill test during the Mythos Phase, would it only commit for <span class="icon-wild"></span>? **A:** No; if you commit Plan of Action during the mythos phase, you would give it <span class="icon-willpower"></span><span class="icon-agility"></span>.~~ **Q:** A recent ruling from this form about [Plan of Action](/card/07024), posted on ArkhamDB, appears to contradict a previous ruling about [Quick Learner](/card/60530). The new ruling states that Plan of Action gains icons during the mythos phase. However, Quick Learner which has similar wording was ruled the opposite and did not increase the difficulty of skill tests during the mythos phase. Has the previous ruling for Quick Learner been overturned? **A:** No; we are reverting the ruling on Plan of Action. In wanting to make Plan of Action stronger, we caused Quick Learner to become weaker since it’s worded similarly. We acknowledge that this was a bad call, making Quick Learner significantly less playable, and we apologize for it. The current rulings are that Quick Learner only affects the difficulty of skill tests performed during your turn, not during the mythos phase; similarly, Plan of Action only gains icons if it’s committed during an investigator’s turn, and does not gain any additional icons during the mythos phase. (Ruling, Nov 2024) **NOTE:** This is further clarified in FAQ v2.4 below.\r\n\r\n- **Q:** Does [Quick Learner](/card/60530) increase the difficulty of skill tests during the mythos phase? **A:** Quick Learner’s ability only affects skill tests during your turn. A skill test that initiates when your turn begins, or at any point before the resolution of the first action of your turn, gets +1 difficulty. (Likewise, [Plan of Action](/card/07024) gains a <span class="icon-willpower"></span> and <span class="icon-agility"></span> icon at this same timing point, but not during the mythos phase). (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:09:45.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '07003', 'html': '<ul><li><strong>Q:</strong> I have several questions about Concealed today, gathered from several people who have encountered confusion while playing The Scarlet Keys. 1) To what extent are effects on cards replaced by exposing a concealed mini-card (henceforth referred to as just "exposure" or "exposing")? For example, if I use <a href="/card/07114">Breaking and Entering</a> to discover a clue and automatically evade an enemy, can a discover a clue and use the automatic evade to expose? Or automatically evade an actual enemy that happens to be engaged with me, and replace the clue discovery with exposure? The rules state that "all effects" of the ability that performs exposure are replaced by exposure, but the examples only seem to show instances where individual effects are replaced, not multiple effects. 2) Similarly, if I investigate with <a href="/card/09064">Thieves\' Kit</a> to expose, is the resource I gain from a successful investigation also replaced by exposure? 3) The rules state that an effect that deals 3 damage to every enemy at a location cannot do multiple exposures; only one mini-card can be exposed by any ability. However, can such an effect still deal damage to enemies at the location, as well as exposing a mini-card? 4) Suppose <a href="/card/07003">Trish Scarborough</a> is at a location with solely a concealed mini-card. After she discovers 1 or more clues, can she trigger her ability, and use the automatic evasion that results to expose? Can she use the "discover 1 additional clue" option to expose? The straightforward answer would appear to be "no", since she is not at a location with an enemy, but it\'s slightly ambiguous because automatic evasion can be performed on mini-cards as if they were engaged enemies, so that might let her ability trigger. 5) Suppose Trish is at a location where she is engaged with an enemy, and there is also a concealed mini-card at that location. Now that there is an enemy, her ability can definitely trigger no matter what (and if there was a clue there, she could definitely replace the clue discovery option with an exposure). However, if there were no clues at the location, could she use the automatic evasion option of her ability to expose? Or can the automatic evasion only target "that enemy" (i.e. the actual enemy engaged with her). <strong>A:</strong> To answer your question(s):\n<ul><li>1) A single effect that qualifies as “attacking, evading, or successfully investigating” would be replaced with the exposing of a concealed card. Another way to think of it is that an instance of damage, evasion, or clue discovering gets replaced. That in mind: </li>\n<li>a) For Breaking and Entering, you can replace either the successful investigation attempt (clue-gathering) OR the auto-evade with the exposing of the concealed mini-card, since these are two separate effects.</li>\n<li>With Thieves\' Kit, you may replace the clues you would gather on a success with the exposing of the revealed card, and you’d still get 1 resource since that’s a separate effect.</li>\n<li>An effect that deals damage to “each enemy” at a location would have its entire damage effect replaced with the exposing of the concealed card.</li>\n<li>If Trish is at a location with only a concealed card, she is not considered to be at a location with an enemy, so her reaction ability cannot trigger or be replaced with an expose.</li>\n<li>If there are no clues at her location, Trish cannot trigger her reaction ability. Additionally, because the concealed mini-card is not an enemy at that time, she cannot evade “that enemy.”</li>\n</ul></li>\n</ul>', 'text': '- **Q:** I have several questions about Concealed today, gathered from several people who have encountered confusion while playing The Scarlet Keys. 1) To what extent are effects on cards replaced by exposing a concealed mini-card (henceforth referred to as just "exposure" or "exposing")? For example, if I use [Breaking and Entering](/card/07114) to discover a clue and automatically evade an enemy, can a discover a clue and use the automatic evade to expose? Or automatically evade an actual enemy that happens to be engaged with me, and replace the clue discovery with exposure? The rules state that "all effects" of the ability that performs exposure are replaced by exposure, but the examples only seem to show instances where individual effects are replaced, not multiple effects. 2) Similarly, if I investigate with [Thieves\' Kit](/card/09064) to expose, is the resource I gain from a successful investigation also replaced by exposure? 3) The rules state that an effect that deals 3 damage to every enemy at a location cannot do multiple exposures; only one mini-card can be exposed by any ability. However, can such an effect still deal damage to enemies at the location, as well as exposing a mini-card? 4) Suppose [Trish Scarborough](/card/07003) is at a location with solely a concealed mini-card. After she discovers 1 or more clues, can she trigger her ability, and use the automatic evasion that results to expose? Can she use the "discover 1 additional clue" option to expose? The straightforward answer would appear to be "no", since she is not at a location with an enemy, but it\'s slightly ambiguous because automatic evasion can be performed on mini-cards as if they were engaged enemies, so that might let her ability trigger. 5) Suppose Trish is at a location where she is engaged with an enemy, and there is also a concealed mini-card at that location. Now that there is an enemy, her ability can definitely trigger no matter what (and if there was a clue there, she could definitely replace the clue discovery option with an exposure). However, if there were no clues at the location, could she use the automatic evasion option of her ability to expose? Or can the automatic evasion only target "that enemy" (i.e. the actual enemy engaged with her). **A:** To answer your question(s):\r\n - 1) A single effect that qualifies as “attacking, evading, or successfully investigating” would be replaced with the exposing of a concealed card. Another way to think of it is that an instance of damage, evasion, or clue discovering gets replaced. That in mind: \r\n  - a) For Breaking and Entering, you can replace either the successful investigation attempt (clue-gathering) OR the auto-evade with the exposing of the concealed mini-card, since these are two separate effects.\r\n - With Thieves\' Kit, you may replace the clues you would gather on a success with the exposing of the revealed card, and you’d still get 1 resource since that’s a separate effect.\r\n - An effect that deals damage to “each enemy” at a location would have its entire damage effect replaced with the exposing of the concealed card.\r\n - If Trish is at a location with only a concealed card, she is not considered to be at a location with an enemy, so her reaction ability cannot trigger or be replaced with an expose.\r\n - If there are no clues at her location, Trish cannot trigger her reaction ability. Additionally, because the concealed mini-card is not an enemy at that time, she cannot evade “that enemy.”', 'updated': {'date': '2023-01-13 10:05:28.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '07004', 'html': '<ul><li><strong>Q:</strong> I have a rules question about <a href="/card/07004">Dexter Drake</a>. His <span class="icon-elder_sign"></span> effect says "+2. You may return an asset from your play area to your hand. Then, draw 1 card". The \'then\' rule indicates that the preceding text must resolve in full in order to perform the effect after \'then\'. Is Dexter\'s ability fully resolved, allowing you to draw a card, even if you choose not to return an asset to your hand? The \'may return\' makes it sound like there\'s a chance the ability is fully resolved after having made the choice not to return an asset. <strong>A:</strong> Dexter Drake would need to return an asset to hand before drawing 1 card with his <span class="icon-elder_sign"></span> ability.</li>\n</ul>', 'text': '- **Q:** I have a rules question about [Dexter Drake](/card/07004). His <span class="icon-elder_sign"></span> effect says "+2. You may return an asset from your play area to your hand. Then, draw 1 card". The \'then\' rule indicates that the preceding text must resolve in full in order to perform the effect after \'then\'. Is Dexter\'s ability fully resolved, allowing you to draw a card, even if you choose not to return an asset to your hand? The \'may return\' makes it sound like there\'s a chance the ability is fully resolved after having made the choice not to return an asset. **A:** Dexter Drake would need to return an asset to hand before drawing 1 card with his <span class="icon-elder_sign"></span> ability.', 'updated': {'date': '2022-09-01 08:49:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '07005', 'html': '<ul><li><strong>Q:</strong> If I commit <a href="/card/06111">Daring</a> to a skill test as <a href="/card/07005">Silas Marsh</a> and use his ability to return it to my hand, do its effects still resolve? <strong>A:</strong> The lasting effect that grants the enemy retaliate and alert would continue for the duration of the skill test, since it is a lasting effect, and lasting effects persist for the specified duration regardless of whether the card that created the lasting effect is or remains in play. The second aspect of the ability, however, functions like any other ability on a skill card; it may only be used during the resolution of the skill test to which Daring is committed. (It is not a delayed effect.) - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** If I commit [Daring](/card/06111) to a skill test as [Silas Marsh](/card/07005) and use his ability to return it to my hand, do its effects still resolve? **A:** The lasting effect that grants the enemy retaliate and alert would continue for the duration of the skill test, since it is a lasting effect, and lasting effects persist for the specified duration regardless of whether the card that created the lasting effect is or remains in play. The second aspect of the ability, however, functions like any other ability on a skill card; it may only be used during the resolution of the skill test to which Daring is committed. (It is not a delayed effect.) - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:12:30.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '07104', 'html': '<ul><li><strong>Q:</strong> What happens if an <a href="/card/07104">Underground River</a> becomes fully flooded while it is unrevealed, and then becomes revealed? <strong>A:</strong> It cannot be fully flooded once it has been revealed, so set it to the nearest state (in this case, partially flooded). Its forced effect fails. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** What happens if an [Underground River](/card/07104) becomes fully flooded while it is unrevealed, and then becomes revealed? **A:** It cannot be fully flooded once it has been revealed, so set it to the nearest state (in this case, partially flooded). Its forced effect fails. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:27:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '07110', 'html': '<ul><li>\n<p><strong>Q:</strong> At which step of the skill test do the bless and curse tokens activate their effects, for the purposes of <a href="/card/07110">Sacred Covenant</a> and <a href="/card/07120">Paradoxical Covenant</a>? I assume step 4 like other chaos symbols effects. In this case, how does Sacred Covenant work? [<a href="//rules#Skill_Test_Timing">Skill Test timing</a>] <strong>A:</strong> Some effects may cause skill test timing to jump around a bit. In particular, whenever an effect causes you to reveal a new chaos token outside of Step 3 (reveal chaos tokens), it resets the timing back down to step 3. For example, if you were to reveal a token with the effect “+2. Reveal another token,” resolving that effect during step 4 would reset the timing back to step 3. (That way you can go through the standard motions of revealing that token and applying its effects and modifier.) The same is true for bless and curse tokens. </p><p></p><p>\nLet’s say you drew 2 bless tokens and a +1 and wanted to use Sacred Covenant to put the unnecessary bless tokens back in the bag. It would go like this: </p><p>\nSt. 3 — reveal bless token.</p><p>\nSt. 4 — resolve its effect (reset back to step 3 to draw again).</p><p>\nSt. 3 — reveal another bless token.</p><p>\nSt. 4 — resolve its effect.</p><p>\nSt. 3 — reveal +1.</p><p>\nAfter St. 3 — trigger Sacred Covenant to put the two bless tokens back in the chaos bag.</p><p>\nSt. 4+ resolve as normal.</p>\n</li>\n<li>\n<p><strong>Q:</strong> If <a href="/card/05004">Diana Stanley</a> has &lt;5 cards beneath her, can she use an cancel/ignore effect on a permanent asset such as <a href="/card/07110">Sacred Covenant</a> to trigger her <span class="icon-reaction"></span> ability to draw a card and gain a resource effectively every turn? <strong>A:</strong> Yeah, it appears so! Diana’s effect doesn’t use the word “then,” so there is no requirement that the card be placed beneath her in order to get the card and resource. And Sacred Covenant surely does ignore a game effect. However, it’s worth noting that one or more <span class="icon-bless"></span> tokens must actually be returned to the bag and ignored in this way in order to trigger Diana’s response. It’s Diana’s blessed day!</p>\n</li>\n</ul>', 'text': '- **Q:** At which step of the skill test do the bless and curse tokens activate their effects, for the purposes of [Sacred Covenant](/card/07110) and [Paradoxical Covenant](/card/07120)? I assume step 4 like other chaos symbols effects. In this case, how does Sacred Covenant work? [[Skill Test timing](//rules#Skill_Test_Timing)] **A:** Some effects may cause skill test timing to jump around a bit. In particular, whenever an effect causes you to reveal a new chaos token outside of Step 3 (reveal chaos tokens), it resets the timing back down to step 3. For example, if you were to reveal a token with the effect “+2. Reveal another token,” resolving that effect during step 4 would reset the timing back to step 3. (That way you can go through the standard motions of revealing that token and applying its effects and modifier.) The same is true for bless and curse tokens. <p><p>\r\nLet’s say you drew 2 bless tokens and a +1 and wanted to use Sacred Covenant to put the unnecessary bless tokens back in the bag. It would go like this: </p><p>\r\nSt. 3 — reveal bless token.</p><p>\r\nSt. 4 — resolve its effect (reset back to step 3 to draw again).</p><p>\r\nSt. 3 — reveal another bless token.</p><p>\r\nSt. 4 — resolve its effect.</p><p>\r\nSt. 3 — reveal +1.</p><p>\r\nAfter St. 3 — trigger Sacred Covenant to put the two bless tokens back in the chaos bag.</p><p>\r\nSt. 4+ resolve as normal.\r\n\r\n- **Q:** If [Diana Stanley](/card/05004) has <5 cards beneath her, can she use an cancel/ignore effect on a permanent asset such as [Sacred Covenant](/card/07110) to trigger her <span class="icon-reaction"></span> ability to draw a card and gain a resource effectively every turn? **A:** Yeah, it appears so! Diana’s effect doesn’t use the word “then,” so there is no requirement that the card be placed beneath her in order to get the card and resource. And Sacred Covenant surely does ignore a game effect. However, it’s worth noting that one or more <span class="icon-bless"></span> tokens must actually be returned to the bag and ignored in this way in order to trigger Diana’s response. It’s Diana’s blessed day!', 'updated': {'date': '2021-07-20 09:43:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '07114', 'html': '<ul><li><strong>Q:</strong> I have several questions about Concealed today, gathered from several people who have encountered confusion while playing The Scarlet Keys. 1) To what extent are effects on cards replaced by exposing a concealed mini-card (henceforth referred to as just "exposure" or "exposing")? For example, if I use <a href="/card/07114">Breaking and Entering</a> to discover a clue and automatically evade an enemy, can a discover a clue and use the automatic evade to expose? Or automatically evade an actual enemy that happens to be engaged with me, and replace the clue discovery with exposure? The rules state that "all effects" of the ability that performs exposure are replaced by exposure, but the examples only seem to show instances where individual effects are replaced, not multiple effects. 2) Similarly, if I investigate with <a href="/card/09064">Thieves\' Kit</a> to expose, is the resource I gain from a successful investigation also replaced by exposure? 3) The rules state that an effect that deals 3 damage to every enemy at a location cannot do multiple exposures; only one mini-card can be exposed by any ability. However, can such an effect still deal damage to enemies at the location, as well as exposing a mini-card? 4) Suppose <a href="/card/07003">Trish Scarborough</a> is at a location with solely a concealed mini-card. After she discovers 1 or more clues, can she trigger her ability, and use the automatic evasion that results to expose? Can she use the "discover 1 additional clue" option to expose? The straightforward answer would appear to be "no", since she is not at a location with an enemy, but it\'s slightly ambiguous because automatic evasion can be performed on mini-cards as if they were engaged enemies, so that might let her ability trigger. 5) Suppose Trish is at a location where she is engaged with an enemy, and there is also a concealed mini-card at that location. Now that there is an enemy, her ability can definitely trigger no matter what (and if there was a clue there, she could definitely replace the clue discovery option with an exposure). However, if there were no clues at the location, could she use the automatic evasion option of her ability to expose? Or can the automatic evasion only target "that enemy" (i.e. the actual enemy engaged with her).<br /><strong>A:</strong> To answer your question(s):\n<ul><li>1) A single effect that qualifies as “attacking, evading, or successfully investigating” would be replaced with the exposing of a concealed card. Another way to think of it is that an instance of damage, evasion, or clue discovering gets replaced. That in mind: </li>\n<li>a) For Breaking and Entering, you can replace either the successful investigation attempt (clue-gathering) OR the auto-evade with the exposing of the concealed mini-card, since these are two separate effects.</li>\n<li>With Thieves\' Kit, you may replace the clues you would gather on a success with the exposing of the revealed card, and you’d still get 1 resource since that’s a separate effect.</li>\n<li>An effect that deals damage to “each enemy” at a location would have its entire damage effect replaced with the exposing of the concealed card.</li>\n<li>If Trish is at a location with only a concealed card, she is not considered to be at a location with an enemy, so her reaction ability cannot trigger or be replaced with an expose.</li>\n<li>If there are no clues at her location, Trish cannot trigger her reaction ability. Additionally, because the concealed mini-card is not an enemy at that time, she cannot evade “that enemy.”</li>\n</ul></li>\n</ul>', 'text': '- **Q:** I have several questions about Concealed today, gathered from several people who have encountered confusion while playing The Scarlet Keys. 1) To what extent are effects on cards replaced by exposing a concealed mini-card (henceforth referred to as just "exposure" or "exposing")? For example, if I use [Breaking and Entering](/card/07114) to discover a clue and automatically evade an enemy, can a discover a clue and use the automatic evade to expose? Or automatically evade an actual enemy that happens to be engaged with me, and replace the clue discovery with exposure? The rules state that "all effects" of the ability that performs exposure are replaced by exposure, but the examples only seem to show instances where individual effects are replaced, not multiple effects. 2) Similarly, if I investigate with [Thieves\' Kit](/card/09064) to expose, is the resource I gain from a successful investigation also replaced by exposure? 3) The rules state that an effect that deals 3 damage to every enemy at a location cannot do multiple exposures; only one mini-card can be exposed by any ability. However, can such an effect still deal damage to enemies at the location, as well as exposing a mini-card? 4) Suppose [Trish Scarborough](/card/07003) is at a location with solely a concealed mini-card. After she discovers 1 or more clues, can she trigger her ability, and use the automatic evasion that results to expose? Can she use the "discover 1 additional clue" option to expose? The straightforward answer would appear to be "no", since she is not at a location with an enemy, but it\'s slightly ambiguous because automatic evasion can be performed on mini-cards as if they were engaged enemies, so that might let her ability trigger. 5) Suppose Trish is at a location where she is engaged with an enemy, and there is also a concealed mini-card at that location. Now that there is an enemy, her ability can definitely trigger no matter what (and if there was a clue there, she could definitely replace the clue discovery option with an exposure). However, if there were no clues at the location, could she use the automatic evasion option of her ability to expose? Or can the automatic evasion only target "that enemy" (i.e. the actual enemy engaged with her).<br> **A:** To answer your question(s):\r\n - 1) A single effect that qualifies as “attacking, evading, or successfully investigating” would be replaced with the exposing of a concealed card. Another way to think of it is that an instance of damage, evasion, or clue discovering gets replaced. That in mind: \r\n  - a) For Breaking and Entering, you can replace either the successful investigation attempt (clue-gathering) OR the auto-evade with the exposing of the concealed mini-card, since these are two separate effects.\r\n - With Thieves\' Kit, you may replace the clues you would gather on a success with the exposing of the revealed card, and you’d still get 1 resource since that’s a separate effect.\r\n - An effect that deals damage to “each enemy” at a location would have its entire damage effect replaced with the exposing of the concealed card.\r\n - If Trish is at a location with only a concealed card, she is not considered to be at a location with an enemy, so her reaction ability cannot trigger or be replaced with an expose.\r\n - If there are no clues at her location, Trish cannot trigger her reaction ability. Additionally, because the concealed mini-card is not an enemy at that time, she cannot evade “that enemy.”', 'updated': {'date': '2023-06-26 09:47:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '07120', 'html': '<ul><li><strong>Q:</strong> At which step of the skill test do the bless and curse tokens activate their effects, for the purposes of <a href="/card/07110">Sacred Covenant</a> and <a href="/card/07120">Paradoxical Covenant</a>? I assume step 4 like other chaos symbols effects. In this case, how does Sacred Covenant work? [<a href="//rules#Skill_Test_Timing">Skill Test timing</a>] <strong>A:</strong> Some effects may cause skill test timing to jump around a bit. In particular, whenever an effect causes you to reveal a new chaos token outside of Step 3 (reveal chaos tokens), it resets the timing back down to step 3. For example, if you were to reveal a token with the effect “+2. Reveal another token,” resolving that effect during step 4 would reset the timing back to step 3. (That way you can go through the standard motions of revealing that token and applying its effects and modifier.) The same is true for bless and curse tokens. <p></p><p>\nLet’s say you drew 2 bless tokens and a +1 and wanted to use Sacred Covenant to put the unnecessary bless tokens back in the bag. It would go like this: </p><p>\nSt. 3 — reveal bless token.</p><p>\nSt. 4 — resolve its effect (reset back to step 3 to draw again).</p><p>\nSt. 3 — reveal another bless token.</p><p>\nSt. 4 — resolve its effect.</p><p>\nSt. 3 — reveal +1.</p><p>\nAfter St. 3 — trigger Sacred Covenant to put the two bless tokens back in the chaos bag.</p><p>\nSt. 4+ resolve as normal.</p></li>\n</ul>', 'text': '- **Q:** At which step of the skill test do the bless and curse tokens activate their effects, for the purposes of [Sacred Covenant](/card/07110) and [Paradoxical Covenant](/card/07120)? I assume step 4 like other chaos symbols effects. In this case, how does Sacred Covenant work? [[Skill Test timing](//rules#Skill_Test_Timing)] **A:** Some effects may cause skill test timing to jump around a bit. In particular, whenever an effect causes you to reveal a new chaos token outside of Step 3 (reveal chaos tokens), it resets the timing back down to step 3. For example, if you were to reveal a token with the effect “+2. Reveal another token,” resolving that effect during step 4 would reset the timing back to step 3. (That way you can go through the standard motions of revealing that token and applying its effects and modifier.) The same is true for bless and curse tokens. <p><p>\r\nLet’s say you drew 2 bless tokens and a +1 and wanted to use Sacred Covenant to put the unnecessary bless tokens back in the bag. It would go like this: </p><p>\r\nSt. 3 — reveal bless token.</p><p>\r\nSt. 4 — resolve its effect (reset back to step 3 to draw again).</p><p>\r\nSt. 3 — reveal another bless token.</p><p>\r\nSt. 4 — resolve its effect.</p><p>\r\nSt. 3 — reveal +1.</p><p>\r\nAfter St. 3 — trigger Sacred Covenant to put the two bless tokens back in the chaos bag.</p><p>\r\nSt. 4+ resolve as normal.', 'updated': {'date': '2021-02-18 07:23:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '07224', 'html': '<ul><li><strong>Q:</strong> Can you use <a href="/card/07224">"Lucky" Penny</a> to seal <span class="icon-curse"></span> tokens you have treated as <span class="icon-bless"></span> tokens on <a href="/card/07262">Nephthys</a>? Since the lasting effect caused by "Lucky" Penny has no explicit expiration, what happens? And if you can seal them on Nephthys, would they still count as <span class="icon-bless"></span> tokens for the full time that they are sealed on Nephthys, so could you use her ability to release/return them to the supply? What would happen if "Lucky" Penny were to leave play while there were <span class="icon-curse"></span> tokens treated as <span class="icon-bless"></span> tokens sealed on Nephthys (if they can be sealed on her)? <strong>A:</strong> Though you are able to use “Lucky” Penny to treat <span class="icon-curse"></span> tokens as <span class="icon-bless"></span> tokens, this will only last for the duration of the skill test you’re using “Lucky” Penny on. Once they’re sealed on Nephthys (as the skill test ends), they will be considered <span class="icon-curse"></span> tokens again, and cannot be released via her ability.</li>\n</ul>', 'text': '- **Q:** Can you use ["Lucky" Penny](/card/07224) to seal <span class="icon-curse"></span> tokens you have treated as <span class="icon-bless"></span> tokens on [Nephthys](/card/07262)? Since the lasting effect caused by "Lucky" Penny has no explicit expiration, what happens? And if you can seal them on Nephthys, would they still count as <span class="icon-bless"></span> tokens for the full time that they are sealed on Nephthys, so could you use her ability to release/return them to the supply? What would happen if "Lucky" Penny were to leave play while there were <span class="icon-curse"></span> tokens treated as <span class="icon-bless"></span> tokens sealed on Nephthys (if they can be sealed on her)? **A:** Though you are able to use “Lucky” Penny to treat <span class="icon-curse"></span> tokens as <span class="icon-bless"></span> tokens, this will only last for the duration of the skill test you’re using “Lucky” Penny on. Once they’re sealed on Nephthys (as the skill test ends), they will be considered <span class="icon-curse"></span> tokens again, and cannot be released via her ability.', 'updated': {'date': '2022-09-21 15:17:18.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '07225', 'html': '<ul>\n<li><strong>Q:</strong> When can I use parallel Father Mateo’s <span class="icon-reaction"></span> ability? <strong>A:</strong> When an investigator with a <span class="icon-bless"></span> token sealed on them would reveal a chaos token for any reason (either via a skill test or when resolving a card such as <a href="/card/10024">Absolution</a>), you may trigger Father Mateo’s <span class="icon-reaction"></span> ability for that investigator to use the <span class="icon-bless"></span> token sealed on them for that skill test or card ability (this counts either as “revealing” or “resolving” the token for the purposes of that ability). This interpretation may also be applied to cards such as <a href="/card/90038">Tidal Memento</a>, <a href="/card/07225">Eye of the Djinn</a>, and <a href="/card/10013">Book of Living Myths</a>. (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- **Q:** When can I use parallel Father Mateo’s <span class="icon-reaction"></span> ability? **A:** When an investigator with a <span class="icon-bless"></span> token sealed on them would reveal a chaos token for any reason (either via a skill test or when resolving a card such as [Absolution](/card/10024)), you may trigger Father Mateo’s <span class="icon-reaction"></span> ability for that investigator to use the <span class="icon-bless"></span> token sealed on them for that skill test or card ability (this counts either as “revealing” or “resolving” the token for the purposes of that ability). This interpretation may also be applied to cards such as [Tidal Memento](/card/90038), [Eye of the Djinn](/card/07225), and [Book of Living Myths](/card/10013). (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:06:18.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '07228', 'html': '<ul><li><strong>Q:</strong> Under FAQ 2.0, section Card Ability Interpretation 2.23 (<a href="/rules#For_Each_Or_For_Every">"For each" or "for every"</a>), an effect with "for each" gets bundled together if possible, but can be resolved as separate effects if that\'s impossible. How does this affect the Level 4 <a href="/card/07226">Armageddon</a>/<a href="/card/07227">Eye of Chaos</a>/<a href="/card/07228">Shroud of Shadows</a>? Do you resolve all the curse token effects as a single cumulative effect once you\'re finished drawing tokens, or are they resolved as separate effects, one each time a curse token is revealed? <strong>A:</strong> Each curse token is resolved as a separate effect (one at a time, as they’re revealed from the chaos bag), because each reveal requires a specific choice to be made: add 1 charge, or deal damage/discover a clue/move.</li>\n</ul>', 'text': '- **Q:** Under FAQ 2.0, section Card Ability Interpretation 2.23 (["For each" or "for every"](/rules#For_Each_Or_For_Every)), an effect with "for each" gets bundled together if possible, but can be resolved as separate effects if that\'s impossible. How does this affect the Level 4 [Armageddon](/card/07226)/[Eye of Chaos](/card/07227)/[Shroud of Shadows](/card/07228)? Do you resolve all the curse token effects as a single cumulative effect once you\'re finished drawing tokens, or are they resolved as separate effects, one each time a curse token is revealed? **A:** Each curse token is resolved as a separate effect (one at a time, as they’re revealed from the chaos bag), because each reveal requires a specific choice to be made: add 1 charge, or deal damage/discover a clue/move.', 'updated': {'date': '2022-09-12 10:23:45.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '90018', 'html': '<ul><li><strong>Q:</strong> Regarding <a href="/card/01012">Heirloom of Hyperborea</a>, the text reads "After you play a Spell card: Draw 1 card". When I play <a href="/card/06117">Read the Signs</a>, when can I trigger the <span class="icon-reaction"></span> trigger ability of the heirloom to draw 1 card? Does it trigger when I play this card, or after I completely resolve Read the Signs and discard this card? <strong>A:</strong> Yes, the Heirloom of Hyperborea can trigger off of any Spell card its controller plays. This trigger occurs after the Spell card has resolved in full.</li>\n</ul>', 'text': '- **Q:** Regarding [Heirloom of Hyperborea](/card/01012), the text reads "After you play a Spell card: Draw 1 card". When I play [Read the Signs](/card/06117), when can I trigger the <span class="icon-reaction"></span> trigger ability of the heirloom to draw 1 card? Does it trigger when I play this card, or after I completely resolve Read the Signs and discard this card? **A:** Yes, the Heirloom of Hyperborea can trigger off of any Spell card its controller plays. This trigger occurs after the Spell card has resolved in full.', 'updated': {'date': '2022-09-12 10:40:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[],
[{'code': '07262', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Can you use <a href="/card/07224">"Lucky" Penny</a> to seal <span class="icon-curse"></span> tokens you have treated as <span class="icon-bless"></span> tokens on <a href="/card/07262">Nephthys</a>? Since the lasting effect caused by "Lucky" Penny has no explicit expiration, what happens? And if you can seal them on Nephthys, would they still count as <span class="icon-bless"></span> tokens for the full time that they are sealed on Nephthys, so could you use her ability to release/return them to the supply? What would happen if "Lucky" Penny were to leave play while there were <span class="icon-curse"></span> tokens treated as <span class="icon-bless"></span> tokens sealed on Nephthys (if they can be sealed on her)? <strong>A:</strong> Though you are able to use “Lucky” Penny to treat <span class="icon-curse"></span> tokens as <span class="icon-bless"></span> tokens, this will only last for the duration of the skill test you’re using “Lucky” Penny on. Once they’re sealed on Nephthys (as the skill test ends), they will be considered <span class="icon-curse"></span> tokens again, and cannot be released via her ability.</p>\n</li>\n<li>\n<p><strong>Q:</strong> If <a href="/card/90059">Zoey Samaras</a> activates her <span class="icon-fast"></span> "Before you reveal chaos tokens during an attack, remove 3 <span class="icon-bless"></span> tokens from the chaos bag: This attack deals +1 damage. (Limit once per round.)" and then reacts with <a href="/card/07262">Nephthys</a> <span class="icon-reaction"></span> "When 1 or more [bless] tokens would be removed from the chaos bag during a skill test: Seal them on Nephthys, instead.", have the removed tokens still been removed to satisfy the cost of Zoey? <strong>A:</strong> No. The ability on Nephthys replaces the removal of tokens from the chaos bag with sealing them; if you use it, you will not satisfy the cost on Parallel Zoey’s free triggered ability. (February 2024)</p>\n</li>\n</ul>', 'text': '- **Q:** Can you use ["Lucky" Penny](/card/07224) to seal <span class="icon-curse"></span> tokens you have treated as <span class="icon-bless"></span> tokens on [Nephthys](/card/07262)? Since the lasting effect caused by "Lucky" Penny has no explicit expiration, what happens? And if you can seal them on Nephthys, would they still count as <span class="icon-bless"></span> tokens for the full time that they are sealed on Nephthys, so could you use her ability to release/return them to the supply? What would happen if "Lucky" Penny were to leave play while there were <span class="icon-curse"></span> tokens treated as <span class="icon-bless"></span> tokens sealed on Nephthys (if they can be sealed on her)? **A:** Though you are able to use “Lucky” Penny to treat <span class="icon-curse"></span> tokens as <span class="icon-bless"></span> tokens, this will only last for the duration of the skill test you’re using “Lucky” Penny on. Once they’re sealed on Nephthys (as the skill test ends), they will be considered <span class="icon-curse"></span> tokens again, and cannot be released via her ability.\r\n\r\n- **Q:** If [Zoey Samaras](/card/90059) activates her <span class="icon-fast"></span> "Before you reveal chaos tokens during an attack, remove 3 <span class="icon-bless"></span> tokens from the chaos bag: This attack deals +1 damage. (Limit once per round.)" and then reacts with [Nephthys](/card/07262) <span class="icon-reaction"></span> "When 1 or more [bless] tokens would be removed from the chaos bag during a skill test: Seal them on Nephthys, instead.", have the removed tokens still been removed to satisfy the cost of Zoey? **A:** No. The ability on Nephthys replaces the removal of tokens from the chaos bag with sealing them; if you use it, you will not satisfy the cost on Parallel Zoey’s free triggered ability. (February 2024)', 'updated': {'date': '2024-02-06 02:04:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '86048', 'html': '<ul><li>\n<p><strong>Q:</strong> What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via <a href="/card/01068">Mind Wipe</a>? <strong>A:</strong> Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I use a card effect that discards a host enemy without defeating it, such as <a href="/card/01083">Close Call</a>? If so, what happens to its swarm cards? <strong>A:</strong> A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022</p>\n</li>\n</ul>', 'text': '- **Q:** What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via [Mind Wipe](/card/01068)? **A:** Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** Can I use a card effect that discards a host enemy without defeating it, such as [Close Call](/card/01083)? If so, what happens to its swarm cards? **A:** A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:26:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '86049', 'html': '<ul><li>\n<p><strong>Q:</strong> What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via <a href="/card/01068">Mind Wipe</a>? <strong>A:</strong> Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I use a card effect that discards a host enemy without defeating it, such as <a href="/card/01083">Close Call</a>? If so, what happens to its swarm cards? <strong>A:</strong> A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022</p>\n</li>\n</ul>', 'text': '- **Q:** What happens if an enemy with the swarming keyword loses swarming or is blanked, such as via [Mind Wipe](/card/01068)? **A:** Swarming only resolves when the enemy with the swarming keyword enters play. If it later loses the swarming keyword or its text box is blanked, its swarm cards remain in play and it is still considered a host enemy. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** Can I use a card effect that discards a host enemy without defeating it, such as [Close Call](/card/01083)? If so, what happens to its swarm cards? **A:** A host enemy cannot be defeated while it still has swarm cards underneath it, but it can still be discarded or removed through other methods. In such a case, its swarm cards would also leave play. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:27:04.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
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[],
[{'code': '07191', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:50:41.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '07192', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The purchase restriction on this card should be replaced with the keyword: "Researched." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 11:50:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '85001', 'html': '<ul>\n<li><strong>ERRATUM:</strong> The Blob That Ate Everything, resolutions section, Resolution 3 should read “Resolution 2.”\nAdd “Alien Instruments”, “Corrosive Cloud”, and “G-Men” to the list of assets in play that can be added to an investigator’s deck <em>(Note: These assets are found in The Blob That Ate Everything ELSE.)</em> - FAQ, v.2.2, February 2024</li>\n</ul>', 'text': '- **ERRATUM:** The Blob That Ate Everything, resolutions section, Resolution 3 should read “Resolution 2.” \r\nAdd “Alien Instruments”, “Corrosive Cloud”, and “G-Men” to the list of assets in play that can be added to an investigator’s deck *(Note: These assets are found in The Blob That Ate Everything ELSE.)* - FAQ, v.2.2, February 2024', 'updated': {'date': '2024-02-28 14:37:41.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '85043', 'html': '<ul><li><strong>Q:</strong> There\'s an old ruling that says if you use <a href="/card/01068">Mind Wipe</a> on <a href="/card/81023">Swamp Leech</a> and attempt to evade it, the evade value of \'-\' is treated as 0. If another card, like <a href="/card/60327">Sharpshooter</a> or <a href="/card/06281">Delilah O\'Rourke</a>, references the evade value of something with a \'-\', like Swamp Leech or <a href="/card/85043">Vulnerable Heart</a>, is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the <a href="/card/08630">Hidden Tunnel</a> in <a href="/card/08621">City of the Elder Things</a> (for something like <a href="/card/02011">Searching for Izzie</a>, <a href="/card/04009">Call of the Unknown</a>, or <a href="/card/08009">Buried Secrets</a>)? <strong>A:</strong> After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.</li>\n</ul>', 'text': "- **Q:** There's an old ruling that says if you use [Mind Wipe](/card/01068) on [Swamp Leech](/card/81023) and attempt to evade it, the evade value of '-' is treated as 0. If another card, like [Sharpshooter](/card/60327) or [Delilah O'Rourke](/card/06281), references the evade value of something with a '-', like Swamp Leech or [Vulnerable Heart](/card/85043), is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the [Hidden Tunnel](/card/08630) in [City of the Elder Things](/card/08621) (for something like [Searching for Izzie](/card/02011), [Call of the Unknown](/card/04009), or [Buried Secrets](/card/08009))? **A:** After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.", 'updated': {'date': '2022-09-01 08:39:49.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '07223', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card\'s <span class="icon-fast"></span> ability should read: "... (Limit once per test.)" - FAQ, v.1.9, June 2021</p>\n</li>\n<li>\n<p><strong>Q:</strong> I\'m considering a <a href="/card/06002">Mandy Thompson</a> deck, and I wondered about her reaction ability and cards like <a href="/card/01686">Old Book of Lore</a> and <a href="/card/07223">Guided by the Unseen</a>, where the find has a cost. Do you pay the cost to activate the card you find once (effectively replacing "Pay XX to ... that card" with "Pay XX to ... those cards")? Or do you have to pay the cost for each instance, "Pay XX to ... that card" becoming "Pay XX for each card that you want to ..."? <strong>A:</strong> Mandy’s ability to “resolve 1 additional target of the search” can be thought of as treating the additional target just like the original target. To be more specific:</p>\n<ul><li>With Old Book of Lore, the investigator searches the top 3 cards of their deck for two total cards, draws them, and shuffles their deck; then, for each card, they can spend one secret to immediately play it at a reduced cost. (They would not have to play both cards.)</li>\n<li>For Guided by the Unseen, the investigator may search the top 3 cards of their deck for two total cards to commit, then, for each card, they can spend one secret to commit the card. (They would not have to commit both.)</li>\n</ul></li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card\'s <span class="icon-fast"></span> ability should read: "... (Limit once per test.)" - FAQ, v.1.9, June 2021\r\n\r\n- **Q:** I\'m considering a [Mandy Thompson](/card/06002) deck, and I wondered about her reaction ability and cards like [Old Book of Lore](/card/01686) and [Guided by the Unseen](/card/07223), where the find has a cost. Do you pay the cost to activate the card you find once (effectively replacing "Pay XX to ... that card" with "Pay XX to ... those cards")? Or do you have to pay the cost for each instance, "Pay XX to ... that card" becoming "Pay XX for each card that you want to ..."? **A:** Mandy’s ability to “resolve 1 additional target of the search” can be thought of as treating the additional target just like the original target. To be more specific:\r\n - With Old Book of Lore, the investigator searches the top 3 cards of their deck for two total cards, draws them, and shuffles their deck; then, for each card, they can spend one secret to immediately play it at a reduced cost. (They would not have to play both cards.)\r\n - For Guided by the Unseen, the investigator may search the top 3 cards of their deck for two total cards to commit, then, for each card, they can spend one secret to commit the card. (They would not have to commit both.)', 'updated': {'date': '2022-09-21 15:20:50.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '07226', 'html': '<ul><li><strong>Q:</strong> Under FAQ 2.0, section Card Ability Interpretation 2.23 (<a href="/rules#For_Each_Or_For_Every">"For each" or "for every"</a>), an effect with "for each" gets bundled together if possible, but can be resolved as separate effects if that\'s impossible. How does this affect the Level 4 <a href="/card/07226">Armageddon</a>/<a href="/card/07227">Eye of Chaos</a>/<a href="/card/07228">Shroud of Shadows</a>? Do you resolve all the curse token effects as a single cumulative effect once you\'re finished drawing tokens, or are they resolved as separate effects, one each time a curse token is revealed? <strong>A:</strong> Each curse token is resolved as a separate effect (one at a time, as they’re revealed from the chaos bag), because each reveal requires a specific choice to be made: add 1 charge, or deal damage/discover a clue/move.</li>\n</ul>', 'text': '- **Q:** Under FAQ 2.0, section Card Ability Interpretation 2.23 (["For each" or "for every"](/rules#For_Each_Or_For_Every)), an effect with "for each" gets bundled together if possible, but can be resolved as separate effects if that\'s impossible. How does this affect the Level 4 [Armageddon](/card/07226)/[Eye of Chaos](/card/07227)/[Shroud of Shadows](/card/07228)? Do you resolve all the curse token effects as a single cumulative effect once you\'re finished drawing tokens, or are they resolved as separate effects, one each time a curse token is revealed? **A:** Each curse token is resolved as a separate effect (one at a time, as they’re revealed from the chaos bag), because each reveal requires a specific choice to be made: add 1 charge, or deal damage/discover a clue/move.', 'updated': {'date': '2022-09-12 10:23:41.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '07227', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Under FAQ 2.0, section Card Ability Interpretation 2.23 (<a href="/rules#For_Each_Or_For_Every">"For each" or "for every"</a>), an effect with "for each" gets bundled together if possible, but can be resolved as separate effects if that\'s impossible. How does this affect the Level 4 <a href="/card/07226">Armageddon</a>/<a href="/card/07227">Eye of Chaos</a>/<a href="/card/07228">Shroud of Shadows</a>? Do you resolve all the curse token effects as a single cumulative effect once you\'re finished drawing tokens, or are they resolved as separate effects, one each time a curse token is revealed? <strong>A:</strong> Each curse token is resolved as a separate effect (one at a time, as they’re revealed from the chaos bag), because each reveal requires a specific choice to be made: add 1 charge, or deal damage/discover a clue/move.</p>\n</li>\n<li>\n<p><strong>Q:</strong> I use Eye of Chaos to reveal Concealed Mini-Cards. During this investigation I reveal 3 curses. If this investigation succeeds, can I get clue at a connecting location? And if this investigation fails, can I get clue at a connecting location? <strong>A:</strong> You can expose 1 concealed mini-card per card effect. In the case of Eye of Chaos, using it to expose a concealed card replaces all clues you would have gotten during that investigation, including any you would have received upon revealing curse tokens. If you reveal any curse tokens during the investigation, regardless of if you pass or fail, you can resolve the last sentence on Eye of Chaos. But again, if you’re exposing a concealed mini-card at your location or a connecting location, you can’t gain any clues from the investigation. (Rules Forum Answer, June 2024)</p>\n</li>\n</ul>', 'text': '- **Q:** Under FAQ 2.0, section Card Ability Interpretation 2.23 (["For each" or "for every"](/rules#For_Each_Or_For_Every)), an effect with "for each" gets bundled together if possible, but can be resolved as separate effects if that\'s impossible. How does this affect the Level 4 [Armageddon](/card/07226)/[Eye of Chaos](/card/07227)/[Shroud of Shadows](/card/07228)? Do you resolve all the curse token effects as a single cumulative effect once you\'re finished drawing tokens, or are they resolved as separate effects, one each time a curse token is revealed? **A:** Each curse token is resolved as a separate effect (one at a time, as they’re revealed from the chaos bag), because each reveal requires a specific choice to be made: add 1 charge, or deal damage/discover a clue/move.\r\n\r\n- **Q:** I use Eye of Chaos to reveal Concealed Mini-Cards. During this investigation I reveal 3 curses. If this investigation succeeds, can I get clue at a connecting location? And if this investigation fails, can I get clue at a connecting location? **A:** You can expose 1 concealed mini-card per card effect. In the case of Eye of Chaos, using it to expose a concealed card replaces all clues you would have gotten during that investigation, including any you would have received upon revealing curse tokens. If you reveal any curse tokens during the investigation, regardless of if you pass or fail, you can resolve the last sentence on Eye of Chaos. But again, if you’re exposing a concealed mini-card at your location or a connecting location, you can’t gain any clues from the investigation. (Rules Forum Answer, June 2024)', 'updated': {'date': '2025-03-22 14:57:26.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '07261', 'html': "<ul>\n<li><strong>Q:</strong> I've got a question about Enchant Weapon. It lets you add the willpower of its owner to the combat value during a fight action on the weapon its attached to and also get +1 damage). I'm wondering if this skill boost also works for weapons that replace the combat value (like Ornate Bow for example). <strong>A:</strong> No; Enchant Weapon will only add Willpower to Combat for attacks that use Combat value normally. If attached to Ornate Bow, which replaces Combat with Agility when taking a Fight action, Enchanted Weapon does not add Willpower to that skill value. (However, the attack will still deal +1 damage.) (Rules Forum Answer, June 2024)</li>\n</ul>", 'text': "- **Q:** I've got a question about Enchant Weapon. It lets you add the willpower of its owner to the combat value during a fight action on the weapon its attached to and also get +1 damage). I'm wondering if this skill boost also works for weapons that replace the combat value (like Ornate Bow for example). **A:** No; Enchant Weapon will only add Willpower to Combat for attacks that use Combat value normally. If attached to Ornate Bow, which replaces Combat with Agility when taking a Fight action, Enchanted Weapon does not add Willpower to that skill value. (However, the attack will still deal +1 damage.) (Rules Forum Answer, June 2024)", 'updated': {'date': '2025-03-22 15:39:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '07265', 'html': '<p><strong>Q:</strong> I believe that the term "draw" as a trigger has been ruled to only apply to the main player deck. Since that ruling, we\'ve gotten more sources of side decks, so I\'m curious: If I have Geas in play: 1) Is drawing from <a href="/card/09077">Underworld Market</a> "drawing"? 2) <a href="/card/07303">Ancestral Knowledge</a>? 3) Using <a href="/card/09114">Katja Eastbank</a>\'s &gt; ability? 4) If <a href="/card/07267">Ikiaq</a> leaves play, is that a "draw" for Geas? 5) I think it\'s been previously ruled no, but is drawing an encounter card (<a href="/card/02111">Delve Too Deep</a>, <a href="/card/01064">Drawn to the Flame</a>, etc) a \'draw\' for Geas? <strong>A:</strong> If you have Geas in play and make the promise to “not draw” during each of your turns, you can’t draw a card from any deck or source. Each of the cards you mentioned has you “draw” a card from a deck, from beneath another card, or that was attached to another card; each counts against Geas’ promise. (Ruling, May 2025)</p>', 'text': '**Q:** I believe that the term "draw" as a trigger has been ruled to only apply to the main player deck. Since that ruling, we\'ve gotten more sources of side decks, so I\'m curious: If I have Geas in play: 1) Is drawing from [Underworld Market](/card/09077) "drawing"? 2) [Ancestral Knowledge](/card/07303)? 3) Using [Katja Eastbank](/card/09114)\'s > ability? 4) If [Ikiaq](/card/07267) leaves play, is that a "draw" for Geas? 5) I think it\'s been previously ruled no, but is drawing an encounter card ([Delve Too Deep](/card/02111), [Drawn to the Flame](/card/01064), etc) a \'draw\' for Geas? **A:** If you have Geas in play and make the promise to “not draw” during each of your turns, you can’t draw a card from any deck or source. Each of the cards you mentioned has you “draw” a card from a deck, from beneath another card, or that was attached to another card; each counts against Geas’ promise. (Ruling, May 2025)', 'updated': {'date': '2025-06-07 13:27:12.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '07303', 'html': '<ul><li>\n<p><strong>Q:</strong> Can I look at facedown cards beneath or attached to other cards I control? If I use the <span class="icon-fast"></span> ability on <a href="/card/07303">Ancestral Knowledge</a> to draw one of the cards attached to it, am I allowed to know what each card is, or is it random? <strong>A:</strong> Unless an effect states otherwise, investigators are allowed to look at the other sides of facedown cards beneath or attached to cards they control, such as <a href="/card/07303">Ancestral Knowledge</a>, <a href="/card/04037">Backpack</a>, and <a href="/card/05004">Diana Stanley</a>. If you are given the ability to draw, play, or interact with one of those cards,\nyou may look at them to know which one you wish to draw or play. This is not true for facedown cards that are attached to encounter cards or placed facedown via a scenario effect, such as swarm cards, empty space, or tomes beneath locations in the challenge scenario Read or Die. In these instances, players cannot look at the other side of those cards unless instructed otherwise. - FAQ, v.1.9, June 2021</p>\n</li>\n<li>\n<p><strong>Q:</strong> How does <a href="/card/09004">Vincent Lee</a> interact with <a href="/card/07303">Ancestral Knowledge</a>? Vincent Lee adds copies of <a href="/card/09006">On the Mend</a> to his deck, which are set aside when each game begins - do they count towards the deckbuilding requirement that the deck must contain at least 10 skills? <strong>A:</strong> Vincent Lee’s “On the Mend” skills would not count toward the required 10 skills of Ancestral Knowledge.</p>\n</li>\n</ul>', 'text': '- **Q:** Can I look at facedown cards beneath or attached to other cards I control? If I use the <span class="icon-fast"></span> ability on [Ancestral Knowledge](/card/07303) to draw one of the cards attached to it, am I allowed to know what each card is, or is it random? **A:** Unless an effect states otherwise, investigators are allowed to look at the other sides of facedown cards beneath or attached to cards they control, such as [Ancestral Knowledge](/card/07303), [Backpack](/card/04037), and [Diana Stanley](/card/05004). If you are given the ability to draw, play, or interact with one of those cards,\r\nyou may look at them to know which one you wish to draw or play. This is not true for facedown cards that are attached to encounter cards or placed facedown via a scenario effect, such as swarm cards, empty space, or tomes beneath locations in the challenge scenario Read or Die. In these instances, players cannot look at the other side of those cards unless instructed otherwise. - FAQ, v.1.9, June 2021\r\n\r\n- **Q:** How does [Vincent Lee](/card/09004) interact with [Ancestral Knowledge](/card/07303)? Vincent Lee adds copies of [On the Mend](/card/09006) to his deck, which are set aside when each game begins - do they count towards the deckbuilding requirement that the deck must contain at least 10 skills? **A:** Vincent Lee’s “On the Mend” skills would not count toward the required 10 skills of Ancestral Knowledge.', 'updated': {'date': '2023-01-13 10:35:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '07310', 'html': '<ul><li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The $free ability granted by this card should read: "...Any investigator at this location may trigger this ability." - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I return signature cards to my hand with <a href="/card/07310">Shrine of the Moirai</a>? If so, how many levels do they count as? <strong>A:</strong> Signature cards do not have a level, so they cannot be returned to your hand with Shrine of the Moirai. - FAQ, v.2.0, August 2022</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The $free ability granted by this card should read: "...Any investigator at this location may trigger this ability." - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** Can I return signature cards to my hand with [Shrine of the Moirai](/card/07310)? If so, how many levels do they count as? **A:** Signature cards do not have a level, so they cannot be returned to your hand with Shrine of the Moirai. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 12:05:06.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '08067', 'html': '<ul>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</p>\n</li>\n<li>\n<p><strong>Q:</strong> When I commit <a href="/card/60318">Daredevil</a> to another investigator\'s skill test during Step 2, will the effect successfully and completely resolve, committing a second card to that skill test? Because there is no rule saying that you cannot commit more than 1, and the Step 2 rule that allows you to commit is permissive for that Step but doesn\'t restrict beyond that step, some community members believe that the second card commit would be permitted. Am I allowed to commit the card that Daredevil finds to my friends\' investigation? Can I commit a card during Step 2 to another investigator, and then also trigger <a href="/card/08067">Astronomical Atlas</a> or play <a href="/card/06197">Practice Makes Perfect</a> in the triggered ability window immediately afterwards to effectively commit a second card? <strong>A:</strong> MJ encourages you to think of the rule stating you can commit 1 card to another player’s test as a permitted amount, but not a hard limit. Card effects can enable you to commit more than 1 card to another person’s skill test. </p>\n<ul>\n<li>With Daredevil, you can commit it and the card it searches for to another investigator’s skill test.</li>\n<li>With Practice Makes Perfect and Astronomical Atlas, both allow ways for you to commit an additional card to an eligible skill test, regardless of if you already committed to that test already.</li>\n</ul>\n</li>\n<li>\n<p><strong>Q:</strong> If I have 2 copies of <a href="/card/08067">Astronomical Atlas</a> in play I can have a maximum 5 cards attached to a total of two copies of <a href="/card/08067">Astronomical Atlas</a>? Or can I have 5 cards attached to the first copy of <a href="/card/08067">Astronomical Atlas</a> and 5 cards to the second copy of <a href="/card/08067">Astronomical Atlas</a> ( total 10 cards attached)? <strong>A:</strong> The 5-card maximum on <a href="/card/08067">Astronomical Atlas</a> should only apply to that copy of <a href="/card/08067">Astronomical Atlas</a>, and not every copy in play. The rule on maximums in the <a href="https://arkhamdb.com/rules#Limits_and_Maximums">rules reference</a> does not apply to <a href="/card/08067">Astronomical Atlas</a>. (September 2023)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I have Intrepid attached to Astronomical Atlas and commit it using the Fast Trigger on the Atlas, what happens? Does Intrepid get put into play or go to my hand? If it does get put into play, would it return to my hand from the Atlas effect when Intrepids Forced effect causes it to discard at the end of the round? Also, what happens if the Intrepid is commited from the Atlas, gets put into play, and then is used as a target for Summoned Servitors "discard cost"? Does the Intrepid get pulled back to hand due to the Atlas, and does this cause the Summoned Servitor to fizzle from not fulfilling it\'s cost to play? Thanks for an awesome game!\n<strong>A:</strong> If you commit Intrepid with Astronomical Atlas and that test is successful, you will add Intrepid to your play area and resolve its Forced ability at the end of the round. By itself, AA would add the committed card to your hand during Step 8 of a skill test, when the cards normally get discarded; however, Intrepid does not get discarded at this step, and AA does not create a lasting effect beyond Step 8, so that effect does not resolve. If Intrepid is being treated as an asset, you may discard it for Summoned Servitor’s additional cost. If that Summoned Servitor also has the “Dreaming Call” upgrade, Intrepid can then be returned to hand, and will not need to be discarded via its Forced effect after that. (Rules Forum Answer, September 2024)</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.\r\n\r\n- **Q:** When I commit [Daredevil](/card/60318) to another investigator\'s skill test during Step 2, will the effect successfully and completely resolve, committing a second card to that skill test? Because there is no rule saying that you cannot commit more than 1, and the Step 2 rule that allows you to commit is permissive for that Step but doesn\'t restrict beyond that step, some community members believe that the second card commit would be permitted. Am I allowed to commit the card that Daredevil finds to my friends\' investigation? Can I commit a card during Step 2 to another investigator, and then also trigger [Astronomical Atlas](/card/08067) or play [Practice Makes Perfect](/card/06197) in the triggered ability window immediately afterwards to effectively commit a second card? **A:** MJ encourages you to think of the rule stating you can commit 1 card to another player’s test as a permitted amount, but not a hard limit. Card effects can enable you to commit more than 1 card to another person’s skill test. \r\n - With Daredevil, you can commit it and the card it searches for to another investigator’s skill test.\r\n - With Practice Makes Perfect and Astronomical Atlas, both allow ways for you to commit an additional card to an eligible skill test, regardless of if you already committed to that test already.\r\n\r\n- **Q:** If I have 2 copies of [Astronomical Atlas](/card/08067) in play I can have a maximum 5 cards attached to a total of two copies of [Astronomical Atlas](/card/08067)? Or can I have 5 cards attached to the first copy of [Astronomical Atlas](/card/08067) and 5 cards to the second copy of [Astronomical Atlas](/card/08067) ( total 10 cards attached)? **A:** The 5-card maximum on [Astronomical Atlas](/card/08067) should only apply to that copy of [Astronomical Atlas](/card/08067), and not every copy in play. The rule on maximums in the [rules reference](https://arkhamdb.com/rules#Limits_and_Maximums) does not apply to [Astronomical Atlas](/card/08067). (September 2023)\r\n\r\n- **Q:** If I have Intrepid attached to Astronomical Atlas and commit it using the Fast Trigger on the Atlas, what happens? Does Intrepid get put into play or go to my hand? If it does get put into play, would it return to my hand from the Atlas effect when Intrepids Forced effect causes it to discard at the end of the round? Also, what happens if the Intrepid is commited from the Atlas, gets put into play, and then is used as a target for Summoned Servitors "discard cost"? Does the Intrepid get pulled back to hand due to the Atlas, and does this cause the Summoned Servitor to fizzle from not fulfilling it\'s cost to play? Thanks for an awesome game!\r\n **A:** If you commit Intrepid with Astronomical Atlas and that test is successful, you will add Intrepid to your play area and resolve its Forced ability at the end of the round. By itself, AA would add the committed card to your hand during Step 8 of a skill test, when the cards normally get discarded; however, Intrepid does not get discarded at this step, and AA does not create a lasting effect beyond Step 8, so that effect does not resolve. If Intrepid is being treated as an asset, you may discard it for Summoned Servitor’s additional cost. If that Summoned Servitor also has the “Dreaming Call” upgrade, Intrepid can then be returned to hand, and will not need to be discarded via its Forced effect after that. (Rules Forum Answer, September 2024)', 'updated': {'date': '2025-04-13 15:15:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08077', 'html': '<ul><li><strong>Q:</strong> Do neutral cards count as a class for the purposes of <b><i>Synergy</i></b> cards? <strong>A:</strong> No. Neutral is not a class; it indicates a card that does not have a class. - <em>Edge of the Earth</em> Investigator Expansion Frequently Asked Questions section</li>\n</ul>', 'text': '- **Q:** Do neutral cards count as a class for the purposes of <b><i>Synergy</i></b> cards? **A:** No. Neutral is not a class; it indicates a card that does not have a class. - *Edge of the Earth* Investigator Expansion Frequently Asked Questions section', 'updated': {'date': '2022-01-02 11:38:51.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '08086', 'html': '<ul><li><strong>Q:</strong> Several cards have abilities that spend "Evidence", but do not posses the usual "Uses" keyword, for example <a href="/card/08086">Michael Leigh</a> or <a href="/card/09045">Research Notes</a>. Does this mean that for the abilities of these cards you are allowed to spend evidence from any card you control? Or does the evidence spent must come from the card itself, as it would happen with cards with the "Uses" keyword? <strong>A:</strong> When a card has “evidence” placed onto it and has an ability that spends “evidence”, that evidence must be spent from the same card. Only evidence on Michael Leigh can be spent on his second triggered ability. Only evidence on Research Notes can be spent on its activate ability.</li>\n</ul>', 'text': '- **Q:** Several cards have abilities that spend "Evidence", but do not posses the usual "Uses" keyword, for example [Michael Leigh](/card/08086) or [Research Notes](/card/09045). Does this mean that for the abilities of these cards you are allowed to spend evidence from any card you control? Or does the evidence spent must come from the card itself, as it would happen with cards with the "Uses" keyword? **A:** When a card has “evidence” placed onto it and has an ability that spends “evidence”, that evidence must be spent from the same card. Only evidence on Michael Leigh can be spent on his second triggered ability. Only evidence on Research Notes can be spent on its activate ability.', 'updated': {'date': '2023-03-16 14:16:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08101', 'html': '<ul><li><strong>Q:</strong> Regarding <a href="/card/08101">Divination</a> and <a href="/card/08090">Brand of Cthugha</a>, if the charge on the card is already zero, can I still trigger their abilities? If so, and I succeed, how do I resolve the card effect? Will I discover 0 clues or attack deals deal 0 damage because it has no charge? If I use the <span class="icon-intellect"></span> or <span class="icon-combat"></span> skill type of test, and <a href="/card/01039">Deduction</a> or <a href="/card/01025">Vicious Blow</a> has been committed to the corresponding skill type of test, and the card does not have a charge, how do I resolve the effect of the skill card? I want to be clear, does the word "additional" mean that you have to discover at least 1 clue to get "discover 1 additional clue (Deduction)"? And, you have to attack deals at least 1 damage to get "deals +1 damage (Vicious Blow)"? <strong>A:</strong> Yes, as long as spending a charge isn’t part of the cost to activate the indicated action (and it isn’t, for those cards.) You can fight with Brand of Cthugha and end up spending 0 charges to deal 0 damage (but increase the amount with Vicious Blow, for example). Similarly, activating Divination, spending 0 charges, then using Deduction can still allow you to discover 1 clue at your location. (Note, this interaction would not work if you “investigated” with Divination but replaced the discovering of clues with something like Burglary.)</li>\n</ul>', 'text': '- **Q:** Regarding [Divination](/card/08101) and [Brand of Cthugha](/card/08090), if the charge on the card is already zero, can I still trigger their abilities? If so, and I succeed, how do I resolve the card effect? Will I discover 0 clues or attack deals deal 0 damage because it has no charge? If I use the <span class="icon-intellect"></span> or <span class="icon-combat"></span> skill type of test, and [Deduction](/card/01039) or [Vicious Blow](/card/01025) has been committed to the corresponding skill type of test, and the card does not have a charge, how do I resolve the effect of the skill card? I want to be clear, does the word "additional" mean that you have to discover at least 1 clue to get "discover 1 additional clue (Deduction)"? And, you have to attack deals at least 1 damage to get "deals +1 damage (Vicious Blow)"? **A:** Yes, as long as spending a charge isn’t part of the cost to activate the indicated action (and it isn’t, for those cards.) You can fight with Brand of Cthugha and end up spending 0 charges to deal 0 damage (but increase the amount with Vicious Blow, for example). Similarly, activating Divination, spending 0 charges, then using Deduction can still allow you to discover 1 clue at your location. (Note, this interaction would not work if you “investigated” with Divination but replaced the discovering of clues with something like Burglary.)', 'updated': {'date': '2022-09-12 10:33:03.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '90026', 'html': '<p>FAQ removed - double-checking provenance.</p>', 'text': 'FAQ removed - double-checking provenance.', 'updated': {'date': '2022-01-02 17:43:24.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '90032', 'html': '<ul>\n<li><strong>Q:</strong> In the scenario guide, it says that Roland\'s XP is based on enemies in the victory display, and other investigators get XP from locations. What happens to other XP in the display from things like <a href="/card/02111">Delve Too Deep</a> and <a href="/card/03016">Bury Them Deep</a>? Is this lost? Or should XP Bonuses from player cards still be added to all players\' XP? <strong>A:</strong> Those cards are ignored when awarding XP. The resolution text of a rulebook must state if and how the investigators earn XP when completing a scenario. In most scenarios, investigators earn XP based on each card in the victory display (e.g. “Each investigator earns experience equal to the Victory X value of each card in the victory display.”) By The Book instead awards XP specifically based on the enemies in the victory display and the locations in the victory display. So, the Victory X keyword on <a href="/card/02111">Delve Too Deep</a> and <a href="/card/03016">Bury Them Deep</a> is ignored while awarding XP at the end of the scenario. (October 2023)</li>\n</ul>', 'text': "- **Q:** In the scenario guide, it says that Roland's XP is based on enemies in the victory display, and other investigators get XP from locations. What happens to other XP in the display from things like [Delve Too Deep](/card/02111) and [Bury Them Deep](/card/03016)? Is this lost? Or should XP Bonuses from player cards still be added to all players' XP? **A:** Those cards are ignored when awarding XP. The resolution text of a rulebook must state if and how the investigators earn XP when completing a scenario. In most scenarios, investigators earn XP based on each card in the victory display (e.g. “Each investigator earns experience equal to the Victory X value of each card in the victory display.”) By The Book instead awards XP specifically based on the enemies in the victory display and the locations in the victory display. So, the Victory X keyword on [Delve Too Deep](/card/02111) and [Bury Them Deep](/card/03016) is ignored while awarding XP at the end of the scenario. (October 2023)", 'updated': {'date': '2023-11-21 04:01:50.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '07315', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum:</strong> This card’s <strong>Objective</strong> ability should read: "…you may choose to advance" instead of "…advance." - FAQ, v.1.9, June 2021</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum:** This card’s **Objective** ability should read: "…you may choose to advance" instead of "…advance." - FAQ, v.1.9, June 2021', 'updated': {'date': '2022-01-02 12:59:55.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '07330a', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The triggering condition on this card’s <b>Forced</b> ability should read: "At the end of the investigation phase" instead of "at the end of the round." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The triggering condition on this card’s <b>Forced</b> ability should read: "At the end of the investigation phase" instead of "at the end of the round." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 12:05:28.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '07331a', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The triggering condition on this card’s <b>Forced</b> ability should read: "At the end of the investigation phase" instead of "at the end of the round." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The triggering condition on this card’s <b>Forced</b> ability should read: "At the end of the investigation phase" instead of "at the end of the round." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 12:05:45.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '08004', 'html': '<ul><li><strong>Q:</strong> The rules reference and the FAQ both imply that abilities only work during setup if they specifically refer to the setup process. Does this also apply to constant abilities? In particular: Is <a href="/card/08004">Norman Withers</a>’ “Play with the top card of your deck revealed.” ability active during setup (e.g. while he’s taking a mulligan)? Is <a href="/card/03006">Lola Hayes</a> “You can only play, commit, or trigger abilities on Neutral cards or cards of your role.” ability active during setup (e.g. before drawing her opening hand, when she might trigger the abilities on <a href="/card/03264">Stick to the Plan</a> or <a href="/card/07303">Ancestral Knowledge</a>)? <strong>A:</strong> To answer your question(s):\n<ul><li>Norman Withers would not have the top card of his deck revealed during Setup.</li>\n<li>Lola Hayes would not be limited by her constant ability during Setup. She could resolve the abilities on Ancestral Knowledge and Stick to the Plan before drawing her opening hand.</li>\n</ul></li>\n</ul>', 'text': '- **Q:** The rules reference and the FAQ both imply that abilities only work during setup if they specifically refer to the setup process. Does this also apply to constant abilities? In particular: Is [Norman Withers](/card/08004)’ “Play with the top card of your deck revealed.” ability active during setup (e.g. while he’s taking a mulligan)? Is [Lola Hayes](/card/03006) “You can only play, commit, or trigger abilities on Neutral cards or cards of your role.” ability active during setup (e.g. before drawing her opening hand, when she might trigger the abilities on [Stick to the Plan](/card/03264) or [Ancestral Knowledge](/card/07303))? **A:** To answer your question(s):\r\n - Norman Withers would not have the top card of his deck revealed during Setup.\r\n - Lola Hayes would not be limited by her constant ability during Setup. She could resolve the abilities on Ancestral Knowledge and Stick to the Plan before drawing her opening hand.', 'updated': {'date': '2023-01-13 10:32:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '08006', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> While <a href="/card/08006">The Harbinger</a> is revealed and on top of my deck, can I shuffle my deck or look at cards in my deck? <strong>A:</strong> No. Your deck and cards in your deck cannot be manipulated in any way - this includes all possible card or game effects, such as looking at cards in your deck, moving cards in your deck, discarding cards from your deck, etc. -  <em>Edge of the Earth</em> Investigator Expansion Frequently Asked Questions section</p>\n</li>\n<li>\n<p><strong>Q:</strong> Who is allowed to activate the two-action ability to Discard it? Is it any player? Or just Norman? The ability says that it "may be activated while The Harbinger is on top of your deck, as if it were in your threat area." Because that is part of the ability, it makes me think that only Norman can activate it, since it is only on top of "your deck" for Norman. Is that the intended reading? Or is the text allowing activation meant to treat The Harbinger "as if" it were in Norman\'s threat area for all investigators? <strong>A:</strong> Though I think I can see where the confusion comes from, The Harbinger was made with the intention of allowing another investigator at Norman’s location to spend the two actions and discard it from his deck, just like with other Weaknesses in a threat area.</p>\n</li>\n<li>\n<p><strong>Q:</strong> According to the rules, "Any time a card is discarded, it is placed faceup on top of its owner\'s discard pile." But when cards are "placed", "put into play", or otherwise moved from one zone to another, rather than "discarded", we don\'t necessarily know whether they end up face-up or face-down. Given the above, my question is: how does <a href="/card/04244">Body of a Yithian</a> <a href="/card/08004">Norman Withers</a> interact with The Harbinger? Yithian Norman loses the normal Norman ability "Play with the top card of your deck revealed." And The Harbinger\'s ability is "Revelation - Place this card on top of your deck." So, reading The Harbinger in a vacuum, we might assume it ends up on top of Yithian Norman\'s deck face-down, as any card placed on top of your deck would. If Yithian Norman ends up with The Harbinger face-down on top of his deck, the natural result is that, unless he is able to draw 2 or more cards at a time, every draw for the rest of the game will be him drawing The Harbinger, placing it face-down on top of his deck, and never making progress through his deck. This is very punishing, but there doesn\'t seem to be any way for Yithian Norman to avoid it by a strict reading of the rules. <strong>A:</strong> According to rules as written, yes—Yithian Norman Withers must place The Harbinger facedown on top of his deck when he draws it, each time he draws it. Hopefully your Norman does not suffer such a fate! (Rules Form Q&amp;A, June 2023)</p>\n</li>\n</ul>', 'text': '- **Q:** While [The Harbinger](/card/08006) is revealed and on top of my deck, can I shuffle my deck or look at cards in my deck? **A:** No. Your deck and cards in your deck cannot be manipulated in any way - this includes all possible card or game effects, such as looking at cards in your deck, moving cards in your deck, discarding cards from your deck, etc. -  *Edge of the Earth* Investigator Expansion Frequently Asked Questions section\r\n\r\n- **Q:** Who is allowed to activate the two-action ability to Discard it? Is it any player? Or just Norman? The ability says that it "may be activated while The Harbinger is on top of your deck, as if it were in your threat area." Because that is part of the ability, it makes me think that only Norman can activate it, since it is only on top of "your deck" for Norman. Is that the intended reading? Or is the text allowing activation meant to treat The Harbinger "as if" it were in Norman\'s threat area for all investigators? **A:** Though I think I can see where the confusion comes from, The Harbinger was made with the intention of allowing another investigator at Norman’s location to spend the two actions and discard it from his deck, just like with other Weaknesses in a threat area.\r\n\r\n- **Q:** According to the rules, "Any time a card is discarded, it is placed faceup on top of its owner\'s discard pile." But when cards are "placed", "put into play", or otherwise moved from one zone to another, rather than "discarded", we don\'t necessarily know whether they end up face-up or face-down. Given the above, my question is: how does [Body of a Yithian](/card/04244) [Norman Withers](/card/08004) interact with The Harbinger? Yithian Norman loses the normal Norman ability "Play with the top card of your deck revealed." And The Harbinger\'s ability is "Revelation - Place this card on top of your deck." So, reading The Harbinger in a vacuum, we might assume it ends up on top of Yithian Norman\'s deck face-down, as any card placed on top of your deck would. If Yithian Norman ends up with The Harbinger face-down on top of his deck, the natural result is that, unless he is able to draw 2 or more cards at a time, every draw for the rest of the game will be him drawing The Harbinger, placing it face-down on top of his deck, and never making progress through his deck. This is very punishing, but there doesn\'t seem to be any way for Yithian Norman to avoid it by a strict reading of the rules. **A:** According to rules as written, yes—Yithian Norman Withers must place The Harbinger facedown on top of his deck when he draws it, each time he draws it. Hopefully your Norman does not suffer such a fate! (Rules Form Q&A, June 2023)', 'updated': {'date': '2023-08-03 14:21:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08007', 'html': '<ul><li><strong>Q:</strong> I have a question about some card interactions for cards that trigger \'at the end of your turn\' and \'during your turn\'. To draw a specific example, if <a href="/card/08007">Monterey Jack</a>\'s <span class="icon-reaction"></span> ability draws <a href="/card/60215">Cryptic Writings</a>, is he allowed to trigger Cryptic Writing\'s ability and play it? More generally, when an ability triggers \'at the end of my turn\', is that \'during my turn\'? And similarly, if an ability triggers \'at the start of my turn\' is that \'during my turn\'? <strong>A:</strong> Short answer, yes, “at the end of your turn” is still “during your turn”, so you would be able to play Cryptic Writings if you drew it with Monterey Jack’s triggered ability. (By extension, “at the start of your turn” should also count as being “during your turn.”)</li>\n</ul>', 'text': '- **Q:** I have a question about some card interactions for cards that trigger \'at the end of your turn\' and \'during your turn\'. To draw a specific example, if [Monterey Jack](/card/08007)\'s <span class="icon-reaction"></span> ability draws [Cryptic Writings](/card/60215), is he allowed to trigger Cryptic Writing\'s ability and play it? More generally, when an ability triggers \'at the end of my turn\', is that \'during my turn\'? And similarly, if an ability triggers \'at the start of my turn\' is that \'during my turn\'? **A:** Short answer, yes, “at the end of your turn” is still “during your turn”, so you would be able to play Cryptic Writings if you drew it with Monterey Jack’s triggered ability. (By extension, “at the start of your turn” should also count as being “during your turn.”)', 'updated': {'date': '2022-07-11 09:38:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '08009', 'html': '<ul><li><strong>Q:</strong> There\'s an old ruling that says if you use <a href="/card/01068">Mind Wipe</a> on <a href="/card/81023">Swamp Leech</a> and attempt to evade it, the evade value of \'-\' is treated as 0. If another card, like <a href="/card/60327">Sharpshooter</a> or <a href="/card/06281">Delilah O\'Rourke</a>, references the evade value of something with a \'-\', like Swamp Leech or <a href="/card/85043">Vulnerable Heart</a>, is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the <a href="/card/08630">Hidden Tunnel</a> in <a href="/card/08621">City of the Elder Things</a> (for something like <a href="/card/02011">Searching for Izzie</a>, <a href="/card/04009">Call of the Unknown</a>, or <a href="/card/08009">Buried Secrets</a>)? <strong>A:</strong> After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.</li>\n</ul>', 'text': "- **Q:** There's an old ruling that says if you use [Mind Wipe](/card/01068) on [Swamp Leech](/card/81023) and attempt to evade it, the evade value of '-' is treated as 0. If another card, like [Sharpshooter](/card/60327) or [Delilah O'Rourke](/card/06281), references the evade value of something with a '-', like Swamp Leech or [Vulnerable Heart](/card/85043), is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the [Hidden Tunnel](/card/08630) in [City of the Elder Things](/card/08621) (for something like [Searching for Izzie](/card/02011), [Call of the Unknown](/card/04009), or [Buried Secrets](/card/08009))? **A:** After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.", 'updated': {'date': '2022-09-01 08:40:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '08014a', 'html': '<ul><li><strong>Q:</strong> How exactly does the ability on <a href="/card/08014a">Discipline</a> work? Can I use it to trigger a fight ability that requires multiple actions, such as the triple-action ability on <a href="/card/08096">Sledgehammer</a>? If so, does it ignore the additional action cost of that ability? <strong>A:</strong> This ability allows you to “take up to 3 different fight or evade actions.” This effectively grants you (up to) 3 additional actions, which each must be spent to trigger a different fight or evade ability (see <a href="/rules#Different">"Different"</a> and <a href="/rules#take_an_action_vs_perform_an_action">"Take an action" vs "perform an action"</a>). One of the 3 fight or evade actions taken by Discipline (Balance of Body) can be a multiaction ability, but if so, you must still pay the additional action cost of that ability, and those additional actions would have to come from your standard pool of actions or from a source other than Discipline (Balance of Body). You cannot use Discipline (Balance of Body) to use Sledgehammer’s triple-action on its own, nor can you use it to dodge the additional action cost of that ability. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** How exactly does the ability on [Discipline](/card/08014a) work? Can I use it to trigger a fight ability that requires multiple actions, such as the triple-action ability on [Sledgehammer](/card/08096)? If so, does it ignore the additional action cost of that ability? **A:** This ability allows you to “take up to 3 different fight or evade actions.” This effectively grants you (up to) 3 additional actions, which each must be spent to trigger a different fight or evade ability (see ["Different"](/rules#Different) and ["Take an action" vs "perform an action"](/rules#take_an_action_vs_perform_an_action)). One of the 3 fight or evade actions taken by Discipline (Balance of Body) can be a multiaction ability, but if so, you must still pay the additional action cost of that ability, and those additional actions would have to come from your standard pool of actions or from a source other than Discipline (Balance of Body). You cannot use Discipline (Balance of Body) to use Sledgehammer’s triple-action on its own, nor can you use it to dodge the additional action cost of that ability. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:23:03.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '08016', 'html': '<ul><li><strong>Q:</strong> Can <a href="/card/08016">Bob Jenkins</a> use his additional action to play <b><i>Item</i></b> assets from his own hand? <strong>A:</strong> Yes. Bob Jenkins is "an investigator at his location" and can therefore use his additional action to play his own <b><i>Item</i></b> assets. -  <em>Edge of the Earth</em> Investigator Expansion Frequently Asked Questions section</li>\n</ul>', 'text': '- **Q:** Can [Bob Jenkins](/card/08016) use his additional action to play <b><i>Item</b></i> assets from his own hand? **A:** Yes. Bob Jenkins is "an investigator at his location" and can therefore use his additional action to play his own <b><i>Item</i></b> assets. -  *Edge of the Earth* Investigator Expansion Frequently Asked Questions section', 'updated': {'date': '2022-01-02 11:46:22.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '08048', 'html': '<ul><li>\n<p><strong>Q:</strong> What happens if I play <a href="/card/08048">21 or Bust</a> and the combined value of the revealed tokens is more than 21? <strong>A:</strong> Nothing (you bust). -  <em>Edge of the Earth</em> Investigator Expansion Frequently Asked Questions section</p>\n</li>\n<li>\n<p><strong>Q:</strong> What happens if I reveal a frost (<span class="icon-frost"></span>), bless (<span class="icon-bless"></span>), or curse (<span class="icon-curse"></span>) token while resolving <a href="/card/08048">21 or Bust</a>? <strong>A:</strong> These tokens have no value when revealed outside of a skill test, so they do not add to your total. You may choose to either continue to reveal tokens or stop, as instructed. -  <em>Edge of the Earth</em> Investigator Expansion Frequently Asked Questions section</p>\n</li>\n</ul>', 'text': '- **Q:** What happens if I play [21 or Bust](/card/08048) and the combined value of the revealed tokens is more than 21? **A:** Nothing (you bust). -  *Edge of the Earth* Investigator Expansion Frequently Asked Questions section\r\n\r\n- **Q:** What happens if I reveal a frost (<span class="icon-frost"></span>), bless (<span class="icon-bless"></span>), or curse (<span class="icon-curse"></span>) token while resolving [21 or Bust](/card/08048)? **A:** These tokens have no value when revealed outside of a skill test, so they do not add to your total. You may choose to either continue to reveal tokens or stop, as instructed. -  *Edge of the Earth* Investigator Expansion Frequently Asked Questions section', 'updated': {'date': '2022-01-02 11:49:20.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '08022', 'html': '<ul><li><strong>Q:</strong> Do neutral cards count as a class for the purposes of <b><i>Synergy</i></b> cards? <strong>A:</strong> No. Neutral is not a class; it indicates a card that does not have a class. - <em>Edge of the Earth</em> Investigator Expansion Frequently Asked Questions section</li>\n</ul>', 'text': '- **Q:** Do neutral cards count as a class for the purposes of <b><i>Synergy</i></b> cards? **A:** No. Neutral is not a class; it indicates a card that does not have a class. - *Edge of the Earth* Investigator Expansion Frequently Asked Questions section', 'updated': {'date': '2022-01-02 11:38:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08024', 'html': '<ul><li><strong>Q:</strong> Can <a href="/card/08024">Defensive Stance</a>, <a href="/card/08037">Survey the Area</a>, <a href="/card/08065">Occult Theory</a>, or <a href="/card/08078">Dauntless Spirit</a> be committed to tests from beneath <a href="/card/07002">Amanda Sharpe</a>? <strong>A:</strong> No. A card can only be committed to a skill test if it possesses 1 or more skill icons matching the skill being tested. As these cards only possess skill icons while they are in your hand or already committed to a test, they cannot be committed to a test from anywhere else (such as beneath Amanda Sharpe, or directly from your deck using another card effect). - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** Can [Defensive Stance](/card/08024), [Survey the Area](/card/08037), [Occult Theory](/card/08065), or [Dauntless Spirit](/card/08078) be committed to tests from beneath [Amanda Sharpe](/card/07002)? **A:** No. A card can only be committed to a skill test if it possesses 1 or more skill icons matching the skill being tested. As these cards only possess skill icons while they are in your hand or already committed to a test, they cannot be committed to a test from anywhere else (such as beneath Amanda Sharpe, or directly from your deck using another card effect). - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:08:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08032', 'html': '<ul>\n<li><strong>Q:</strong> It doesn\'t seem obvious whether <a href="/card/08032">Jeremiah Kirby</a> can find <a href="/card/03238">A Chance Encounter (2)</a> or other X-costed cards when looking for even-costed cards. This rules section (<a href="https://arkhamdb.com/rules#The_letter_X">https://arkhamdb.com/rules#The_letter_X</a>) makes me think that X=0. 0 is an even number. <strong>A:</strong> We agree that while an X-costed card exists in a deck, the rule of “X=0 if undefined” would apply. And yes, “0” is an even number. So, it is possible to use Jeremiah Kirby’s ability, choose “even,” reveal A Chance Encounter (2), and draw it. (Rules form, December 2023)</li>\n</ul>', 'text': "- **Q:** It doesn't seem obvious whether [Jeremiah Kirby](/card/08032) can find [A Chance Encounter (2)](/card/03238) or other X-costed cards when looking for even-costed cards. This rules section (https://arkhamdb.com/rules#The_letter_X) makes me think that X=0. 0 is an even number. **A:** We agree that while an X-costed card exists in a deck, the rule of “X=0 if undefined” would apply. And yes, “0” is an even number. So, it is possible to use Jeremiah Kirby’s ability, choose “even,” reveal A Chance Encounter (2), and draw it. (Rules form, December 2023)", 'updated': {'date': '2023-12-24 01:25:38.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08036', 'html': '<ul><li><strong>Q:</strong> Do neutral cards count as a class for the purposes of <b><i>Synergy</i></b> cards? <strong>A:</strong> No. Neutral is not a class; it indicates a card that does not have a class. - <em>Edge of the Earth</em> Investigator Expansion Frequently Asked Questions section</li>\n</ul>', 'text': '- **Q:** Do neutral cards count as a class for the purposes of <b><i>Synergy</i></b> cards? **A:** No. Neutral is not a class; it indicates a card that does not have a class. - *Edge of the Earth* Investigator Expansion Frequently Asked Questions section', 'updated': {'date': '2022-01-02 11:38:46.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08037', 'html': '<ul><li><strong>Q:</strong> Can <a href="/card/08024">Defensive Stance</a>, <a href="/card/08037">Survey the Area</a>, <a href="/card/08065">Occult Theory</a>, or <a href="/card/08078">Dauntless Spirit</a> be committed to tests from beneath <a href="/card/07002">Amanda Sharpe</a>? <strong>A:</strong> No. A card can only be committed to a skill test if it possesses 1 or more skill icons matching the skill being tested. As these cards only possess skill icons while they are in your hand or already committed to a test, they cannot be committed to a test from anywhere else (such as beneath Amanda Sharpe, or directly from your deck using another card effect). - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** Can [Defensive Stance](/card/08024), [Survey the Area](/card/08037), [Occult Theory](/card/08065), or [Dauntless Spirit](/card/08078) be committed to tests from beneath [Amanda Sharpe](/card/07002)? **A:** No. A card can only be committed to a skill test if it possesses 1 or more skill icons matching the skill being tested. As these cards only possess skill icons while they are in your hand or already committed to a test, they cannot be committed to a test from anywhere else (such as beneath Amanda Sharpe, or directly from your deck using another card effect). - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:08:50.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '08039', 'html': '<ul><li><strong>Q:</strong> Cards committed to tests never really "enter play". So what is the position of the card that has been committed? In Play? Out of Play? Void? For example, when I play <a href="/card/08039">Unearth the Ancients</a>, I choose 2 assets in my hand, can I commit these 2 assets in the Investigate Skill Test? if successful, how do I settle the card effects? Can I put the cards into play after they are committed? <strong>A:</strong> In FAQ 2.0 there is going to be a name for the state you’re describing, where a committed card is while being committed, called <a href="/rules#Limbo">limbo</a>. These cards are not in play, not out of play, not in hand, and not in a discard pile, but they are still affecting the game in some way. That said, Unearth the Ancients doesn’t put the chosen cards into limbo; they will stay in hand after being chosen. Rules as written says that yes, you could commit the chosen cards to the test, and put them into play when the test resolves. We may revisit this in a future FAQ (not 2.0, which is about to be released).</li>\n</ul>', 'text': '- **Q:** Cards committed to tests never really "enter play". So what is the position of the card that has been committed? In Play? Out of Play? Void? For example, when I play [Unearth the Ancients](/card/08039), I choose 2 assets in my hand, can I commit these 2 assets in the Investigate Skill Test? if successful, how do I settle the card effects? Can I put the cards into play after they are committed? **A:** In FAQ 2.0 there is going to be a name for the state you’re describing, where a committed card is while being committed, called [limbo](/rules#Limbo). These cards are not in play, not out of play, not in hand, and not in a discard pile, but they are still affecting the game in some way. That said, Unearth the Ancients doesn’t put the chosen cards into limbo; they will stay in hand after being chosen. Rules as written says that yes, you could commit the chosen cards to the test, and put them into play when the test resolves. We may revisit this in a future FAQ (not 2.0, which is about to be released).', 'updated': {'date': '2022-09-12 10:38:15.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08045', 'html': '<ul><li>\n<p><strong>Q:</strong> If I play <a href="/card/08045">Prophesiae Profana</a> and elect <em>not</em> to trigger its reaction ability (i.e., I do not choose any revealed location as "the locus"), will I therefore have +1 <span class="icon-intellect"></span>, +1 <span class="icon-agility"></span>, and the ability to ignore attacks of opportunity (or, if using Taboo, the first attack of opportunity each round) no matter what location I happen to be at (as long as Prophesiae Profana is in play, of course)? <strong>A:</strong> We rule that you can opt against declaring a revealed location as “the locus” during your game; in doing so, you will never be “at the locus” and you will always receive the listed bonuses while “not at the locus.”</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I do choose a location as "the locus" after playing <a href="/card/08045">Prophesiae Profana</a>, but then that location leaves play (e.g., is removed from the game via scenario effects), will I thereafter have +1 <span class="icon-intellect"></span>, +1 <span class="icon-agility"></span>, and the ability to ignore attacks of opportunity (or, if using Taboo, the first attack of opportunity each round) no matter what location I am at (as long as Prophesiae Profana is in play, of course)? <strong>A:</strong> Similarly, if a location were deemed “the locus” and it left play, you would then perpetually be considered “not at the locus.”</p>\n</li>\n</ul>', 'text': '- **Q:** If I play [Prophesiae Profana](/card/08045) and elect *not* to trigger its reaction ability (i.e., I do not choose any revealed location as "the locus"), will I therefore have +1 <span class="icon-intellect"></span>, +1 <span class="icon-agility"></span>, and the ability to ignore attacks of opportunity (or, if using Taboo, the first attack of opportunity each round) no matter what location I happen to be at (as long as Prophesiae Profana is in play, of course)? **A:** We rule that you can opt against declaring a revealed location as “the locus” during your game; in doing so, you will never be “at the locus” and you will always receive the listed bonuses while “not at the locus.”\r\n\r\n- **Q:** If I do choose a location as "the locus" after playing [Prophesiae Profana](/card/08045), but then that location leaves play (e.g., is removed from the game via scenario effects), will I thereafter have +1 <span class="icon-intellect"></span>, +1 <span class="icon-agility"></span>, and the ability to ignore attacks of opportunity (or, if using Taboo, the first attack of opportunity each round) no matter what location I am at (as long as Prophesiae Profana is in play, of course)? **A:** Similarly, if a location were deemed “the locus” and it left play, you would then perpetually be considered “not at the locus.”', 'updated': {'date': '2022-09-12 10:26:36.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '08050', 'html': '<ul><li><strong>Q:</strong> Do neutral cards count as a class for the purposes of <b><i>Synergy</i></b> cards? <strong>A:</strong> No. Neutral is not a class; it indicates a card that does not have a class. - <em>Edge of the Earth</em> Investigator Expansion Frequently Asked Questions section</li>\n</ul>', 'text': '- **Q:** Do neutral cards count as a class for the purposes of <b><i>Synergy</i></b> cards? **A:** No. Neutral is not a class; it indicates a card that does not have a class. - *Edge of the Earth* Investigator Expansion Frequently Asked Questions section', 'updated': {'date': '2022-01-02 11:38:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '08090', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Regarding <a href="/card/08101">Divination</a> and <a href="/card/08090">Brand of Cthugha</a>, if the charge on the card is already zero, can I still trigger their abilities? If so, and I succeed, how do I resolve the card effect? Will I discover 0 clues or attack deals deal 0 damage because it has no charge? If I use the <span class="icon-intellect"></span> or <span class="icon-combat"></span> skill type of test, and <a href="/card/01039">Deduction</a> or <a href="/card/01025">Vicious Blow</a> has been committed to the corresponding skill type of test, and the card does not have a charge, how do I resolve the effect of the skill card? I want to be clear, does the word "additional" mean that you have to discover at least 1 clue to get "discover 1 additional clue (Deduction)"? And, you have to attack deals at least 1 damage to get "deals +1 damage (Vicious Blow)"? <strong>A:</strong> Yes, as long as spending a charge isn’t part of the cost to activate the indicated action (and it isn’t, for those cards.) You can fight with Brand of Cthugha and end up spending 0 charges to deal 0 damage (but increase the amount with Vicious Blow, for example). Similarly, activating Divination, spending 0 charges, then using Deduction can still allow you to discover 1 clue at your location. (Note, this interaction would not work if you “investigated” with Divination but replaced the discovering of clues with something like Burglary.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> <a href="/card/08090">Brand of Cthugha</a> states " ...If you succeed, spend 1 or 2 charges. Instead of its standard damage, this attack deals 1 damage for each charge spent..." If I miss an attack and play <a href="/card/02113">Oops!</a>, how much damage does that deal? 0 because I couldn\'t spend a charge? What happens if I miss against an enemy engaged with another investigator, do I deal 0 or 1 damage to the engaged investigator? Other cards like the Shotgun specify the damage in case of failure, but does that apply to Oops? If I fail by 4 and the enemy is engaged with another investigator and play Oops (2), how much damage is dealt to the enemy? <strong>A:</strong> You have to be able to spend charges from Brand of Cthugha to deal damage with it. If you fail the Fight test on Brand, you cannot deal any damage—you wouldn’t deal damage to the attacked enemy, or the investigator engaged with that enemy, even if you played an Oops card.</p>\n</li>\n</ul>', 'text': '- **Q:** Regarding [Divination](/card/08101) and [Brand of Cthugha](/card/08090), if the charge on the card is already zero, can I still trigger their abilities? If so, and I succeed, how do I resolve the card effect? Will I discover 0 clues or attack deals deal 0 damage because it has no charge? If I use the <span class="icon-intellect"></span> or <span class="icon-combat"></span> skill type of test, and [Deduction](/card/01039) or [Vicious Blow](/card/01025) has been committed to the corresponding skill type of test, and the card does not have a charge, how do I resolve the effect of the skill card? I want to be clear, does the word "additional" mean that you have to discover at least 1 clue to get "discover 1 additional clue (Deduction)"? And, you have to attack deals at least 1 damage to get "deals +1 damage (Vicious Blow)"? **A:** Yes, as long as spending a charge isn’t part of the cost to activate the indicated action (and it isn’t, for those cards.) You can fight with Brand of Cthugha and end up spending 0 charges to deal 0 damage (but increase the amount with Vicious Blow, for example). Similarly, activating Divination, spending 0 charges, then using Deduction can still allow you to discover 1 clue at your location. (Note, this interaction would not work if you “investigated” with Divination but replaced the discovering of clues with something like Burglary.)\r\n\r\n- **Q:** [Brand of Cthugha](/card/08090) states " ...If you succeed, spend 1 or 2 charges. Instead of its standard damage, this attack deals 1 damage for each charge spent..." If I miss an attack and play [Oops!](/card/02113), how much damage does that deal? 0 because I couldn\'t spend a charge? What happens if I miss against an enemy engaged with another investigator, do I deal 0 or 1 damage to the engaged investigator? Other cards like the Shotgun specify the damage in case of failure, but does that apply to Oops? If I fail by 4 and the enemy is engaged with another investigator and play Oops (2), how much damage is dealt to the enemy? **A:** You have to be able to spend charges from Brand of Cthugha to deal damage with it. If you fail the Fight test on Brand, you cannot deal any damage—you wouldn’t deal damage to the attacked enemy, or the investigator engaged with that enemy, even if you played an Oops card.', 'updated': {'date': '2023-12-05 09:30:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '08100', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> If an effect allows you to take or perform multiple consecutive actions, such as with <a href="/card/08100">Eon Chart</a> or <a href="/card/60317">Nimble</a>, are there player windows between these actions where I’d be able to play a fast card or resolve a free triggered ability? <strong>A:</strong> No, there are no player windows between multiple consecutive actions. - FAQ, v.2.1, August 2023</p>\n</li>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s <span class="icon-fast"></span> ability should now read: "…choose and take 2 different actions of the following, in any order (move, evade, or investigate)." - FAQ, v.2.1, August 2023</p>\n</li>\n</ul>', 'text': '- **Q:** If an effect allows you to take or perform multiple consecutive actions, such as with [Eon Chart](/card/08100) or [Nimble](/card/60317), are there player windows between these actions where I’d be able to play a fast card or resolve a free triggered ability? **A:** No, there are no player windows between multiple consecutive actions. - FAQ, v.2.1, August 2023\r\n\r\n- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s <span class="icon-fast"></span> ability should now read: "…choose and take 2 different actions of the following, in any order (move, evade, or investigate)." - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-02 14:28:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '08129', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Do neutral cards count as a class for the purposes of <b><i>Synergy</i></b> cards? <strong>A:</strong> No. Neutral is not a class; it indicates a card that does not have a class. - <em>Edge of the Earth</em> Investigator Expansion Frequently Asked Questions section</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can <a href="/card/08129">Call for Backup</a> used to remove damage / horror from locations (or other unusual cards) that can have damage / horror placed on them for scenario mechanic reasons? Can it be used to heal damage/horror from cards without health/sanity? (E.g. <a href="/card/01009">The Necronomicon</a>) <strong>A:</strong> Unless explicitly stated otherwise, cards without a health value cannot have damage healed from them, and cards without a sanity value cannot have horror healed from them. When Call for Backup states that it can heal “any card”, that card must be able to be healed. <a href="/card/01009">The Necronomicon</a> cannot be healed. (October 2022)</p>\n</li>\n</ul>', 'text': '- **Q:** Do neutral cards count as a class for the purposes of <b><i>Synergy</i></b> cards? **A:** No. Neutral is not a class; it indicates a card that does not have a class. - *Edge of the Earth* Investigator Expansion Frequently Asked Questions section\r\n\r\n- **Q:** Can [Call for Backup](/card/08129) used to remove damage / horror from locations (or other unusual cards) that can have damage / horror placed on them for scenario mechanic reasons? Can it be used to heal damage/horror from cards without health/sanity? (E.g. [The Necronomicon](/card/01009)) **A:** Unless explicitly stated otherwise, cards without a health value cannot have damage healed from them, and cards without a sanity value cannot have horror healed from them. When Call for Backup states that it can heal “any card”, that card must be able to be healed. [The Necronomicon](/card/01009) cannot be healed. (October 2022)', 'updated': {'date': '2024-05-11 00:54:30.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08019', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> This card\'s effect should read: "One at a time, play..." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** This card\'s effect should read: "One at a time, play..." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 12:06:12.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '08064', 'html': '<ul>\n<li>\n<p><del><strong>Q:</strong> I have a question about the card <a href="/card/08064">Foresight</a>: how does it work with cards that say for example: "search the top 3 cards from your deck for a card and draw it" (like <a href="/card/03231">Eureka!</a>)? When using Foresight, do I have to name a card before I start searching or can I start searching and say name of the card right before drawing ( so I would know for 100% what card I will draw). I don\'t know if effect "search and draw" can be interrupted by playing card like Foresight. <strong>A:</strong> Though you could play Foresight during “search and draw” abilities, we are ruling that you can only “name a card” before looking at the cards from the search. In a future FAQ (not 2.0, which was just released) we will expand on the different ways to resolve Foresight.</del></p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I play <a href="/card/08064">Foresight</a> while resolving an effect that instructs me to draw multiple cards simultaneously? What about while resolving an effect that lets me search my deck for a card and draw it? <strong>A:</strong> Yes to both. You can play Foresight before drawing multiple simultaneous cards, and if the card that you name is among the drawn cards, you may resolve the choice on Foresight for that one card. You can also play Foresight while resolving an effect that has you search your deck for a card, however, you must name the card you’re drawing before searching your deck. (FAQ 2.3, October 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> How does foresight work with first watch? Does it work at all or are the cards not being drawn from the encounter deck? Would you have to name the card prior to looking at cards from first watch or could you name them after you revealed them? <strong>A:</strong> Foresight specifically targets a card that would be drawn “from the encounter deck.” First Watch causes encounter cards to be removed from the deck and dealt out to investigators. So no, Foresight cannot be played on a card dealt via First Watch. (Rules Forum Answer, November 2024)</p>\n</li>\n</ul>', 'text': '- ~~**Q:** I have a question about the card [Foresight](/card/08064): how does it work with cards that say for example: "search the top 3 cards from your deck for a card and draw it" (like [Eureka!](/card/03231))? When using Foresight, do I have to name a card before I start searching or can I start searching and say name of the card right before drawing ( so I would know for 100% what card I will draw). I don\'t know if effect "search and draw" can be interrupted by playing card like Foresight. **A:** Though you could play Foresight during “search and draw” abilities, we are ruling that you can only “name a card” before looking at the cards from the search. In a future FAQ (not 2.0, which was just released) we will expand on the different ways to resolve Foresight.~~\r\n\r\n- **Q:** Can I play [Foresight](/card/08064) while resolving an effect that instructs me to draw multiple cards simultaneously? What about while resolving an effect that lets me search my deck for a card and draw it? **A:** Yes to both. You can play Foresight before drawing multiple simultaneous cards, and if the card that you name is among the drawn cards, you may resolve the choice on Foresight for that one card. You can also play Foresight while resolving an effect that has you search your deck for a card, however, you must name the card you’re drawing before searching your deck. (FAQ 2.3, October 2024)\r\n\r\n- **Q:** How does foresight work with first watch? Does it work at all or are the cards not being drawn from the encounter deck? Would you have to name the card prior to looking at cards from first watch or could you name them after you revealed them? **A:** Foresight specifically targets a card that would be drawn “from the encounter deck.” First Watch causes encounter cards to be removed from the deck and dealt out to investigators. So no, Foresight cannot be played on a card dealt via First Watch. (Rules Forum Answer, November 2024)', 'updated': {'date': '2025-03-22 16:25:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '08028', 'html': '<ul><li><strong>Q:</strong> If I use <a href="/card/06110">First Watch</a> to deal encounter cards to investigators, are those dealt cards considered to be in the encounter deck for the purposes of other card effects, such as <a href="/card/03263">On the Hunt</a>? <strong>A:</strong> Cards dealt to investigators by First Watch are no longer in the encounter deck, nor are they yet in play or in the encounter discard pile. That said, all cards dealt via First Watch must be drawn and/or dealt with before moving on to the next phase, so using On the Hunt in this manner would not avoid it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** If I use [First Watch](/card/06110) to deal encounter cards to investigators, are those dealt cards considered to be in the encounter deck for the purposes of other card effects, such as [On the Hunt](/card/03263)? **A:** Cards dealt to investigators by First Watch are no longer in the encounter deck, nor are they yet in play or in the encounter discard pile. That said, all cards dealt via First Watch must be drawn and/or dealt with before moving on to the next phase, so using On the Hunt in this manner would not avoid it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 08:58:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '08031', 'html': '<ul><li>\n<p><strong>Q:</strong> If I have <a href="/card/08031">Forced Learning</a> and I draw a weakness during my upkeep phase, can I choose to discard it? What happens if both cards I draw are weaknesses? <strong>A:</strong> Weaknesses cannot be chosen to be discarded from your hand. If you draw 1 weakness and 1 non-weakness card, you must choose to discard the non-weakness card, then resolve the weakness as normal. If you draw 2 weaknesses, you cannot discard either one, and must resolve both of them. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> If <a href="/card/06005">Patrice Hathaway</a> uses <a href="/card/08125">In the Thick of It</a> to purchase <a href="/card/06167">Versatile</a> to purchase <a href="/card/08031">Forced Learning</a>, how does she resolve the draw cards step of the upkeep phase? <strong>A:</strong> If Patrice Hathaway has Forced Learning, she decides which trigger - hers or Forced Learning’s - to resolve during the upkeep phase, because both her ability and its ability share the same timing point.</p>\n</li>\n<li>\n<p><strong>Q:</strong> According to FAQ 2.0 [see above]: When resolving <a href="/card/08031">Forced Learning</a> you draw 2 cards, choose to discard 1 non-weakness card (if able), then resolve Revelation effects. What happens if you choose to discard a non-weakness card with a revelation effect, such as a <b><i>Dilemma</i></b> card from The Scarlet Keys? Does its revelation effect not trigger because it has been discarded, or does the effect trigger from the discard pile? <strong>A:</strong> To answer your question(s):</p>\n<ul><li>When you draw a Dilemma with Forced Learning, you must resolve the Dilemma’s Revelation right away (as a nested sequence), discard it, then finish Forced Learning’s discard (discarding the other card you drew if it isn’t a weakness. If the second card was also a Dilemma, instead resolve it too).</li>\n<li>We will plan to update that FAQ entry to make it a bit more clear what was intended. It was just meant to comment on Forced Learning and Weaknesses drawn, not enforce a timing structure for all Revelation effects.</li>\n</ul></li>\n</ul>', 'text': '- **Q:** If I have [Forced Learning](/card/08031) and I draw a weakness during my upkeep phase, can I choose to discard it? What happens if both cards I draw are weaknesses? **A:** Weaknesses cannot be chosen to be discarded from your hand. If you draw 1 weakness and 1 non-weakness card, you must choose to discard the non-weakness card, then resolve the weakness as normal. If you draw 2 weaknesses, you cannot discard either one, and must resolve both of them. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** If [Patrice Hathaway](/card/06005) uses [In the Thick of It](/card/08125) to purchase [Versatile](/card/06167) to purchase [Forced Learning](/card/08031), how does she resolve the draw cards step of the upkeep phase? **A:** If Patrice Hathaway has Forced Learning, she decides which trigger - hers or Forced Learning’s - to resolve during the upkeep phase, because both her ability and its ability share the same timing point.\r\n\r\n- **Q:** According to FAQ 2.0 [see above]: When resolving [Forced Learning](/card/08031) you draw 2 cards, choose to discard 1 non-weakness card (if able), then resolve Revelation effects. What happens if you choose to discard a non-weakness card with a revelation effect, such as a <b><i>Dilemma</b></i> card from The Scarlet Keys? Does its revelation effect not trigger because it has been discarded, or does the effect trigger from the discard pile? **A:** To answer your question(s):\r\n\r\n - When you draw a Dilemma with Forced Learning, you must resolve the Dilemma’s Revelation right away (as a nested sequence), discard it, then finish Forced Learning’s discard (discarding the other card you drew if it isn’t a weakness. If the second card was also a Dilemma, instead resolve it too).\r\n - We will plan to update that FAQ entry to make it a bit more clear what was intended. It was just meant to comment on Forced Learning and Weaknesses drawn, not enforce a timing structure for all Revelation effects.', 'updated': {'date': '2022-11-09 10:40:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08033', 'html': '<ul><li><strong>Q:</strong> <a href="/card/08033">Archive of Conduits</a> reads: "As an additional cost to play this asset, place 1 resource on 4 different locations, as leylines". Do these 4 resources come from your own pool or from the general token pool? <strong>A:</strong> The resources used as leylines for Archive of Conduits should be taken from the general token pool.</li>\n</ul>', 'text': '- **Q:** [Archive of Conduits](/card/08033) reads: "As an additional cost to play this asset, place 1 resource on 4 different locations, as leylines". Do these 4 resources come from your own pool or from the general token pool? **A:** The resources used as leylines for Archive of Conduits should be taken from the general token pool.', 'updated': {'date': '2023-03-16 14:17:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '08059', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> How is <a href="/card/08059">Down the Rabbit Hole</a> supposed to interact with Exile cards, Deck Size changes, or other effects where a deck isn\'t full during between-scenario-purchasing? Based on the rule: If 1 or more cards are forcibly removed from an investigator’s deck and returned to the collection (such as when a card is exiled, or when a campaign effect forces an investigator to remove cards from their deck), that investigator must purchase cards so that a legal deck size is maintained. When purchasing cards in this manner, that investigator may purchase level 0 cards at 0 experience cost until a legal deck size is reached. I can see interpretations where the cost is 0 (+1 for Down the Rabbit Hole) per empty-card-replacement, or where "at 0 experience" reads as "without paying an experience cost". If the intent is for empty card-slot replacements to cost 1xp, what happens if the player doesn\'t have enough XP to refill their deck? Again, I see two possibilities: Pay all of your XP, effectively paying as much as you can; or If a deck cannot afford to buy itself back to full, the character becomes unplayable, so start a new deck. <strong>A:</strong> Fair question; no, Down the Rabbit Hole would not require an investigator to spend additional XP when needing to purchase level 0 cards to maintain a legal deck size. Those level 0 cards would cost 0 XP until the investigator has reached a legal deck size again.</p>\n</li>\n<li>\n<p><strong>Q:</strong> How do <a href="/card/02110">Adaptable</a>, <a href="/card/08059">Down the Rabbit Hole</a> and <a href="/card/04109">Arcane Research</a> interact with Innsmouth scenarios and interludes where experience is not allowed to be spent? <strong>A:</strong> You <strong>can</strong> use Adaptable in between any scenarios in Innsmouth. You cannot use Arcane Research or Down the Rabbit Hole during times you cannot spend XP – essentially, you are unable to “upgrade” cards at these times, even at a discount.</p>\n</li>\n<li>\n<p><strong>Q:</strong> I have a question about interaction between Customizable cards and the card <a href="/card/08059">Down the Rabbit Hole</a>. If I upgrade a customizable card, for example "Power Word" ( I have two copies of this card in my deck) after completion of the campaign scenario, can I reduce experience cost of upgrading Power Word by 2 points ( it counts as first 2 cards I upgrade) or only by 1 point ( it counts as upgrading only one card)? <strong>A:</strong> Only 1; Down the Rabbit Hole’s discount must be applied to 2 different cards. Upgrading Power Word by using its upgrade sheet only counts as upgrading “1 card”, even if the upgrade applies to multiple copies of the card.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can <a href="/card/08059">Down the Rabbit Hole</a> reduce the experience cost to upgrade a customizable card (introduced in The Scarlet Keys Investigator Expansion)? <strong>A:</strong> Yes. Spending experience on a customizable card’s upgrade sheet counts as upgrading that card. You may only use Down the Rabbit Hole’s effect once per customizable card when upgrading between scenarios. - FAQ, v.2.1, August 2023</p>\n</li>\n<li>\n<p><strong>Q:</strong> When purchasing level 0 cards to reach legal deck size, does <a href="/card/08059">Down the Rabbit Hole</a> increase the cost to purchase those cards? <strong>A:</strong> No, when purchasing level 0 cards to reach a legal deck size, those cards cost 0 XP until reaching a legal deck size again, even if the investigator has included Down the Rabbit Hole in their deck. - FAQ, v.2.1, August 2023</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I have a Customizable card in my deck, assuming I don’t mark checkboxes, but purchase the card directly, does it cost 1 experience extra to purchase a second copy of that card? <strong>A:</strong> Yes, it would cost 1 XP extra to add a new copy. (August 2023)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I have a Customizable card in my deck, but I removed it, then purchase it back later, does it cost 1 experience extra? <strong>A:</strong> Yes, adding a removed card back into your deck counts as it being a “new” card, and it would cost 1 XP extra. (August 2023)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I purchase a new level 0 customizable card during a campaign, do I need to spend an extra point of experience <strong>A:</strong> Yes, it would cost 1 XP extra. (August 2023)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I directly purchase one or more copies of a new customizable card with one or more upgrades during a campaign, do I need to spend an extra point of experience? <strong>A:</strong> Yes. (August 2023)</p>\n</li>\n<li>\n<p><strong>Q:</strong> After each scenario of a campaign, is it possible to just use the effect of DtRH for free to mark 1 checkboxes on the upgrade sheet before the next scenario without spending any experience? <strong>A:</strong> Yes, with <a href="/card/08059">Down the Rabbit Hole</a>, you may mark 1 checkbox on an upgrade sheet without spending XP (once per upgrade sheet between scenarios). (August 2023)</p>\n</li>\n<li>\n<p><strong>Q:</strong> In our playgroup, we are discussing how the interaction between <a href="/card/02110">Adaptable</a> and <a href="/card/08059">Down the Rabbit Hole</a> works. When a scenario ends, is it possible to swap a card in the deck for a new card with Adaptable and immediately upgrade it to a higher level version, reducing its cost with Down the Rabbit Hole? <strong>A:</strong> Yes. Down the Rabbit Hole creates a lasting effect from the end of one scenario to the beginning of the next. Once you’ve swapped the level 0 cards with Adaptable, you can upgrade those cards with a discount using Down the Rabbit Hole’s ability. (Rules Form, December 2023)</p>\n</li>\n</ul>', 'text': '- **Q:** How is [Down the Rabbit Hole](/card/08059) supposed to interact with Exile cards, Deck Size changes, or other effects where a deck isn\'t full during between-scenario-purchasing? Based on the rule: If 1 or more cards are forcibly removed from an investigator’s deck and returned to the collection (such as when a card is exiled, or when a campaign effect forces an investigator to remove cards from their deck), that investigator must purchase cards so that a legal deck size is maintained. When purchasing cards in this manner, that investigator may purchase level 0 cards at 0 experience cost until a legal deck size is reached. I can see interpretations where the cost is 0 (+1 for Down the Rabbit Hole) per empty-card-replacement, or where "at 0 experience" reads as "without paying an experience cost". If the intent is for empty card-slot replacements to cost 1xp, what happens if the player doesn\'t have enough XP to refill their deck? Again, I see two possibilities: Pay all of your XP, effectively paying as much as you can; or If a deck cannot afford to buy itself back to full, the character becomes unplayable, so start a new deck. **A:** Fair question; no, Down the Rabbit Hole would not require an investigator to spend additional XP when needing to purchase level 0 cards to maintain a legal deck size. Those level 0 cards would cost 0 XP until the investigator has reached a legal deck size again.\r\n\r\n- **Q:** How do [Adaptable](/card/02110), [Down the Rabbit Hole](/card/08059) and [Arcane Research](/card/04109) interact with Innsmouth scenarios and interludes where experience is not allowed to be spent? **A:** You **can** use Adaptable in between any scenarios in Innsmouth. You cannot use Arcane Research or Down the Rabbit Hole during times you cannot spend XP – essentially, you are unable to “upgrade” cards at these times, even at a discount.\r\n\r\n- **Q:** I have a question about interaction between Customizable cards and the card [Down the Rabbit Hole](/card/08059). If I upgrade a customizable card, for example "Power Word" ( I have two copies of this card in my deck) after completion of the campaign scenario, can I reduce experience cost of upgrading Power Word by 2 points ( it counts as first 2 cards I upgrade) or only by 1 point ( it counts as upgrading only one card)? **A:** Only 1; Down the Rabbit Hole’s discount must be applied to 2 different cards. Upgrading Power Word by using its upgrade sheet only counts as upgrading “1 card”, even if the upgrade applies to multiple copies of the card.\r\n\r\n- **Q:** Can [Down the Rabbit Hole](/card/08059) reduce the experience cost to upgrade a customizable card (introduced in The Scarlet Keys Investigator Expansion)? **A:** Yes. Spending experience on a customizable card’s upgrade sheet counts as upgrading that card. You may only use Down the Rabbit Hole’s effect once per customizable card when upgrading between scenarios. - FAQ, v.2.1, August 2023\r\n\r\n- **Q:** When purchasing level 0 cards to reach legal deck size, does [Down the Rabbit Hole](/card/08059) increase the cost to purchase those cards? **A:** No, when purchasing level 0 cards to reach a legal deck size, those cards cost 0 XP until reaching a legal deck size again, even if the investigator has included Down the Rabbit Hole in their deck. - FAQ, v.2.1, August 2023\r\n\r\n- **Q:** If I have a Customizable card in my deck, assuming I don’t mark checkboxes, but purchase the card directly, does it cost 1 experience extra to purchase a second copy of that card? **A:** Yes, it would cost 1 XP extra to add a new copy. (August 2023)\r\n\r\n- **Q:** If I have a Customizable card in my deck, but I removed it, then purchase it back later, does it cost 1 experience extra? **A:** Yes, adding a removed card back into your deck counts as it being a “new” card, and it would cost 1 XP extra. (August 2023)\r\n\r\n- **Q:** If I purchase a new level 0 customizable card during a campaign, do I need to spend an extra point of experience **A:** Yes, it would cost 1 XP extra. (August 2023)\r\n\r\n- **Q:** If I directly purchase one or more copies of a new customizable card with one or more upgrades during a campaign, do I need to spend an extra point of experience? **A:** Yes. (August 2023)\r\n\r\n- **Q:** After each scenario of a campaign, is it possible to just use the effect of DtRH for free to mark 1 checkboxes on the upgrade sheet before the next scenario without spending any experience? **A:** Yes, with [Down the Rabbit Hole](/card/08059), you may mark 1 checkbox on an upgrade sheet without spending XP (once per upgrade sheet between scenarios). (August 2023)\r\n\r\n- **Q:** In our playgroup, we are discussing how the interaction between [Adaptable](/card/02110) and [Down the Rabbit Hole](/card/08059) works. When a scenario ends, is it possible to swap a card in the deck for a new card with Adaptable and immediately upgrade it to a higher level version, reducing its cost with Down the Rabbit Hole? **A:** Yes. Down the Rabbit Hole creates a lasting effect from the end of one scenario to the beginning of the next. Once you’ve swapped the level 0 cards with Adaptable, you can upgrade those cards with a discount using Down the Rabbit Hole’s ability. (Rules Form, December 2023)', 'updated': {'date': '2023-12-16 16:39:25.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08062', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Do neutral cards count as a class for the purposes of <b><i>Synergy</i></b> cards? <strong>A:</strong> No. Neutral is not a class; it indicates a card that does not have a class. - <em>Edge of the Earth</em> Investigator Expansion Frequently Asked Questions section</p>\n</li>\n<li>\n<p><strong>Q:</strong> What is a "basic action" for the purposes of <a href="/card/08062">Close the Circle</a>? <strong>A:</strong> A basic action is one that is not modified by a bold action designator on a card. For example, a basic fight action would be the standard fight action that any investigator can perform, whereas playing a <a href="/card/08023">Sweeping Kick</a> or activating the fight ability on <a href="/card/08060">Dragon Pole</a> would both be considered non-basic fight actions. - <em>Edge of the Earth</em> Investigator Expansion Frequently Asked Questions section</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I use Close the Circle to perform a basic Move action, then trigger <a href="/card/05036">Track Shoes</a> off that Move action, did Track Shoes trigger sufficiently "during" that Move action to be considered a Will test rather than a Agility test? Normally Track Shoes would trigger "after" the move action and would probably not be converted into a Will test, but it has that "but before enemies engage you" clause that makes its timing fuzzy. <strong>A:</strong> Yes. If you use the ability on Close the Circle, then move, you can use the ability on Track Shoes and test Willpower instead of Agility. (Rules Form, January 2024)</p>\n</li>\n</ul>', 'text': '- **Q:** Do neutral cards count as a class for the purposes of <b><i>Synergy</i></b> cards? **A:** No. Neutral is not a class; it indicates a card that does not have a class. - *Edge of the Earth* Investigator Expansion Frequently Asked Questions section\r\n\r\n- **Q:** What is a "basic action" for the purposes of [Close the Circle](/card/08062)? **A:** A basic action is one that is not modified by a bold action designator on a card. For example, a basic fight action would be the standard fight action that any investigator can perform, whereas playing a [Sweeping Kick](/card/08023) or activating the fight ability on [Dragon Pole](/card/08060) would both be considered non-basic fight actions. - *Edge of the Earth* Investigator Expansion Frequently Asked Questions section\r\n\r\n- **Q:** If I use Close the Circle to perform a basic Move action, then trigger [Track Shoes](/card/05036) off that Move action, did Track Shoes trigger sufficiently "during" that Move action to be considered a Will test rather than a Agility test? Normally Track Shoes would trigger "after" the move action and would probably not be converted into a Will test, but it has that "but before enemies engage you" clause that makes its timing fuzzy. **A:** Yes. If you use the ability on Close the Circle, then move, you can use the ability on Track Shoes and test Willpower instead of Agility. (Rules Form, January 2024)', 'updated': {'date': '2024-01-21 02:45:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '08065', 'html': '<ul><li><strong>Q:</strong> Can <a href="/card/08024">Defensive Stance</a>, <a href="/card/08037">Survey the Area</a>, <a href="/card/08065">Occult Theory</a>, or <a href="/card/08078">Dauntless Spirit</a> be committed to tests from beneath <a href="/card/07002">Amanda Sharpe</a>? <strong>A:</strong> No. A card can only be committed to a skill test if it possesses 1 or more skill icons matching the skill being tested. As these cards only possess skill icons while they are in your hand or already committed to a test, they cannot be committed to a test from anywhere else (such as beneath Amanda Sharpe, or directly from your deck using another card effect). - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** Can [Defensive Stance](/card/08024), [Survey the Area](/card/08037), [Occult Theory](/card/08065), or [Dauntless Spirit](/card/08078) be committed to tests from beneath [Amanda Sharpe](/card/07002)? **A:** No. A card can only be committed to a skill test if it possesses 1 or more skill icons matching the skill being tested. As these cards only possess skill icons while they are in your hand or already committed to a test, they cannot be committed to a test from anywhere else (such as beneath Amanda Sharpe, or directly from your deck using another card effect). - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:08:55.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '08070', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> I get that I can reveal a charge-fueled asset spell like <a href="/card/01060">Shrivelling</a>, spend the charge from <a href="/card/08070">True Magick</a> to use the spell, and then return Shrivelling to my hand. I also get that if I had a chargeless spell like <a href="/card/05158">Sixth Sense</a>, I could reveal and use it multiple times on a turn as I don\'t need to worry about running out of the charge on True Magick. What about a spell like <a href="/card/08118">Enchanted Bow</a>? Do I use it the same way by revealing and playing by exhausting True Magick (meaning I could only use the Bow once per turn) and paying the charge if I\'m trying to use the ranged ability? Does the fact that it also would take up hand slots if played traditionally complicate this? Essentially, is the spell I play from my hand momentarily overlaying True Magick and the spots it occupies? If so, anything that takes only an arcane slot or an arcane + hand slot would be fine, but the bow would need a second free hand slot in order to work and would kick anything out that was being held. <strong>A:</strong> To answer your question(s):</p>\n<ul>\n<li>Your inclination appears correct. To use Enchanted Bow from hand via True Magick, you could exhaust True Magick “as if it were” Enchanted Bow, and spend the charge on True Magick to target a non-Elite enemy at a connecting location.</li>\n<li>While revealing Enchanted Bow from your hand to resolve it, you do not account for its slots; those only matter if you put it into play.</li>\n</ul>\n</li>\n<li>\n<p><strong>Q:</strong> Can you provide a little clarity on how <a href="/card/08070">True Magick</a> is intended to function? Can <a href="/card/01002">Daisy Walker</a> use her extra action to trigger its abilities? Does it cease to be a tome while it is being treated as the revealed asset? <strong>A:</strong> True Magick acts as a direct copy of the revealed Spell asset, and you can exhaust True Magick or spend charges from it as if you were resolving abilities on the revealed Spell asset. True Magick would not be treated as a Tome during this effect, and Daisy could not trigger it with her additional action.</p>\n</li>\n<li>\n<p><strong>Q:</strong> What does it mean to treat <a href="/card/08070">True Magick</a> as a revealed Spell asset? <strong>A:</strong> When you reveal a Spell asset using True Magick’s ability, True Magick essentially becomes a copy of the revealed asset, including its cost, name, text box, and Traits. Charges on True Magick may be spent while resolving that asset’s abilities. For example, when resolving the ability on <a href="/card/08090">Brand of Cthugha</a>, you may spend up to 2 charges from True Magick to deal that much damage for your attack. As True Magick copies the revealed asset’s traits, it may interact with abilities such as the reaction ability on <a href="/card/06244">Twila Katherine Price</a> and upgraded <a href="/card/54008">Sign Magick</a>. - FAQ, v.2.1, August 2023</p>\n</li>\n<li>\n<p><strong>Q:</strong> I have a question concerning an interaction between the Arkham Horror: The Card Game cards "Throw the Book at Them!" and True Magick. Let\'s say I play "Throw the Book at Them!" and choose True Magick as a Tome asset I control. I perform the Fight action and succeed. Can I then use the effect of "Throw the Book at Them!" to resolve an ability on True Magick as if it is a Spell asset in my hand? <del><strong>A:</strong> No; choosing True Magick for “Throw the Book at Them!” wouldn’t allow you to trigger any abilities on a successful test, because True Magick doesn’t have any triggered abilities printed on it. (Rules Form, December 2024)</del> <strong>OVERRULED BELOW</strong></p>\n</li>\n<li>\n<p><strong>Q:</strong> An FAQ ruling on True Magick indicates that it is able to interact with the upgraded Sign Magick. Why is True Magick treated as having triggered abilities when interacting with that card, but not "Throw the book at them!"? <strong>A:</strong> We recently re-assessed how we want True Magick to function, and believe it’s best that True Magick work as intuitively as possible. In essence, True Magick’s ability allows you to reveal a Spell asset from your hand at any time the asset’s ability can be resolved, during which you will treat True Magick as that asset. This can include when True Magick itself is the target of an ability, such as if you target it with “Throw the Book at Them!”; if you successfully fight and choose to resolve an ability “on” True Magick, you may then treat True Magick as a revealed Spell asset in your hand. This same line of thinking can be applied to upgraded Sign Magick, where you’re able to treat True Magick as a Spell asset in your hand and trigger its ability with Sign Magick. We apologize for the confusion brought on by our previous answer, and believe that this updated ruling is more consistent with our previous answers and will lead to a more positive play experience. (Rules Forum Answer, February 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** I get that I can reveal a charge-fueled asset spell like [Shrivelling](/card/01060), spend the charge from [True Magick](/card/08070) to use the spell, and then return Shrivelling to my hand. I also get that if I had a chargeless spell like [Sixth Sense](/card/05158), I could reveal and use it multiple times on a turn as I don\'t need to worry about running out of the charge on True Magick. What about a spell like [Enchanted Bow](/card/08118)? Do I use it the same way by revealing and playing by exhausting True Magick (meaning I could only use the Bow once per turn) and paying the charge if I\'m trying to use the ranged ability? Does the fact that it also would take up hand slots if played traditionally complicate this? Essentially, is the spell I play from my hand momentarily overlaying True Magick and the spots it occupies? If so, anything that takes only an arcane slot or an arcane + hand slot would be fine, but the bow would need a second free hand slot in order to work and would kick anything out that was being held. **A:** To answer your question(s):\r\n - Your inclination appears correct. To use Enchanted Bow from hand via True Magick, you could exhaust True Magick “as if it were” Enchanted Bow, and spend the charge on True Magick to target a non-Elite enemy at a connecting location.\r\n - While revealing Enchanted Bow from your hand to resolve it, you do not account for its slots; those only matter if you put it into play.\r\n\r\n\r\n\r\n- **Q:** Can you provide a little clarity on how [True Magick](/card/08070) is intended to function? Can [Daisy Walker](/card/01002) use her extra action to trigger its abilities? Does it cease to be a tome while it is being treated as the revealed asset? **A:** True Magick acts as a direct copy of the revealed Spell asset, and you can exhaust True Magick or spend charges from it as if you were resolving abilities on the revealed Spell asset. True Magick would not be treated as a Tome during this effect, and Daisy could not trigger it with her additional action.\r\n\r\n- **Q:** What does it mean to treat [True Magick](/card/08070) as a revealed Spell asset? **A:** When you reveal a Spell asset using True Magick’s ability, True Magick essentially becomes a copy of the revealed asset, including its cost, name, text box, and Traits. Charges on True Magick may be spent while resolving that asset’s abilities. For example, when resolving the ability on [Brand of Cthugha](/card/08090), you may spend up to 2 charges from True Magick to deal that much damage for your attack. As True Magick copies the revealed asset’s traits, it may interact with abilities such as the reaction ability on [Twila Katherine Price](/card/06244) and upgraded [Sign Magick](/card/54008). - FAQ, v.2.1, August 2023\r\n\r\n- **Q:** I have a question concerning an interaction between the Arkham Horror: The Card Game cards "Throw the Book at Them!" and True Magick. Let\'s say I play "Throw the Book at Them!" and choose True Magick as a Tome asset I control. I perform the Fight action and succeed. Can I then use the effect of "Throw the Book at Them!" to resolve an ability on True Magick as if it is a Spell asset in my hand? ~~**A:** No; choosing True Magick for “Throw the Book at Them!” wouldn’t allow you to trigger any abilities on a successful test, because True Magick doesn’t have any triggered abilities printed on it. (Rules Form, December 2024)~~ **OVERRULED BELOW**\r\n\r\n- **Q:** An FAQ ruling on True Magick indicates that it is able to interact with the upgraded Sign Magick. Why is True Magick treated as having triggered abilities when interacting with that card, but not "Throw the book at them!"? **A:** We recently re-assessed how we want True Magick to function, and believe it’s best that True Magick work as intuitively as possible. In essence, True Magick’s ability allows you to reveal a Spell asset from your hand at any time the asset’s ability can be resolved, during which you will treat True Magick as that asset. This can include when True Magick itself is the target of an ability, such as if you target it with “Throw the Book at Them!”; if you successfully fight and choose to resolve an ability “on” True Magick, you may then treat True Magick as a revealed Spell asset in your hand. This same line of thinking can be applied to upgraded Sign Magick, where you’re able to treat True Magick as a Spell asset in your hand and trigger its ability with Sign Magick. We apologize for the confusion brought on by our previous answer, and believe that this updated ruling is more consistent with our previous answers and will lead to a more positive play experience. (Rules Forum Answer, February 2025)', 'updated': {'date': '2025-03-22 16:34:09.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '08078', 'html': '<ul><li><strong>Q:</strong> Can <a href="/card/08024">Defensive Stance</a>, <a href="/card/08037">Survey the Area</a>, <a href="/card/08065">Occult Theory</a>, or <a href="/card/08078">Dauntless Spirit</a> be committed to tests from beneath <a href="/card/07002">Amanda Sharpe</a>? <strong>A:</strong> No. A card can only be committed to a skill test if it possesses 1 or more skill icons matching the skill being tested. As these cards only possess skill icons while they are in your hand or already committed to a test, they cannot be committed to a test from anywhere else (such as beneath Amanda Sharpe, or directly from your deck using another card effect). - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** Can [Defensive Stance](/card/08024), [Survey the Area](/card/08037), [Occult Theory](/card/08065), or [Dauntless Spirit](/card/08078) be committed to tests from beneath [Amanda Sharpe](/card/07002)? **A:** No. A card can only be committed to a skill test if it possesses 1 or more skill icons matching the skill being tested. As these cards only possess skill icons while they are in your hand or already committed to a test, they cannot be committed to a test from anywhere else (such as beneath Amanda Sharpe, or directly from your deck using another card effect). - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:09:00.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '08088', 'html': '<ul><li><strong>Q:</strong> If I play <a href="/card/08088">Old Shotgun</a> and then play an event, does it gain ammo? <strong>A:</strong> No. The uses keyword only affects the number of uses a card enters play with (unless an event directly references the uses keyword). In other words, if you play Old Shotgun while resolving an event (such as <a href="/card/03023">Ever Vigilant</a> or <a href="/card/03029">Sleight of Hand</a>), it would enter play with 2 uses, but otherwise enters play with 0. - <em>Edge of the Earth</em> Investigator Expansion Frequently Asked Questions section</li>\n</ul>', 'text': '- **Q:** If I play [Old Shotgun](/card/08088) and then play an event, does it gain ammo? **A:** No. The uses keyword only affects the number of uses a card enters play with (unless an event directly references the uses keyword). In other words, if you play Old Shotgun while resolving an event (such as [Ever Vigilant](/card/03023) or [Sleight of Hand](/card/03029)), it would enter play with 2 uses, but otherwise enters play with 0. - *Edge of the Earth* Investigator Expansion Frequently Asked Questions section', 'updated': {'date': '2022-01-02 11:51:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '08092', 'html': '<ul><li>\n<p><strong>Q:</strong> Regarding <a href="/card/08101">Divination</a> and <a href="/card/08090">Brand of Cthugha</a>, if the charge on the card is already zero, can I still trigger their abilities? If so, and I succeed, how do I resolve the card effect? Will I discover 0 clues or attack deals deal 0 damage because it has no charge? If I use the <span class="icon-intellect"></span> or <span class="icon-combat"></span> skill type of test, and <a href="/card/01039">Deduction</a> or <a href="/card/01025">Vicious Blow</a> has been committed to the corresponding skill type of test, and the card does not have a charge, how do I resolve the effect of the skill card? I want to be clear, does the word "additional" mean that you have to discover at least 1 clue to get "discover 1 additional clue (Deduction)"? And, you have to attack deals at least 1 damage to get "deals +1 damage (Vicious Blow)"? <strong>A:</strong> Yes, as long as spending a charge isn’t part of the cost to activate the indicated action (and it isn’t, for those cards.) You can fight with Brand of Cthugha and end up spending 0 charges to deal 0 damage (but increase the amount with Vicious Blow, for example). Similarly, activating Divination, spending 0 charges, then using Deduction can still allow you to discover 1 clue at your location. (Note, this interaction would not work if you “investigated” with Divination but replaced the discovering of clues with something like Burglary.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> <a href="/card/08090">Brand of Cthugha</a> states " ...If you succeed, spend 1 or 2 charges. Instead of its standard damage, this attack deals 1 damage for each charge spent..." If I miss an attack and play <a href="/card/02113">Oops!</a>, how much damage does that deal? 0 because I couldn\'t spend a charge? What happens if I miss against an enemy engaged with another investigator, do I deal 0 or 1 damage to the engaged investigator? Other cards like the Shotgun specify the damage in case of failure, but does that apply to Oops? If I fail by 4 and the enemy is engaged with another investigator and play Oops (2), how much damage is dealt to the enemy? <strong>A:</strong> You have to be able to spend charges from Brand of Cthugha to deal damage with it. If you fail the Fight test on Brand, you cannot deal any damage—you wouldn’t deal damage to the attacked enemy, or the investigator engaged with that enemy, even if you played an Oops card.</p>\n</li>\n</ul>', 'text': '- **Q:** Regarding [Divination](/card/08101) and [Brand of Cthugha](/card/08090), if the charge on the card is already zero, can I still trigger their abilities? If so, and I succeed, how do I resolve the card effect? Will I discover 0 clues or attack deals deal 0 damage because it has no charge? If I use the <span class="icon-intellect"></span> or <span class="icon-combat"></span> skill type of test, and [Deduction](/card/01039) or [Vicious Blow](/card/01025) has been committed to the corresponding skill type of test, and the card does not have a charge, how do I resolve the effect of the skill card? I want to be clear, does the word "additional" mean that you have to discover at least 1 clue to get "discover 1 additional clue (Deduction)"? And, you have to attack deals at least 1 damage to get "deals +1 damage (Vicious Blow)"? **A:** Yes, as long as spending a charge isn’t part of the cost to activate the indicated action (and it isn’t, for those cards.) You can fight with Brand of Cthugha and end up spending 0 charges to deal 0 damage (but increase the amount with Vicious Blow, for example). Similarly, activating Divination, spending 0 charges, then using Deduction can still allow you to discover 1 clue at your location. (Note, this interaction would not work if you “investigated” with Divination but replaced the discovering of clues with something like Burglary.)\r\n\r\n- **Q:** [Brand of Cthugha](/card/08090) states " ...If you succeed, spend 1 or 2 charges. Instead of its standard damage, this attack deals 1 damage for each charge spent..." If I miss an attack and play [Oops!](/card/02113), how much damage does that deal? 0 because I couldn\'t spend a charge? What happens if I miss against an enemy engaged with another investigator, do I deal 0 or 1 damage to the engaged investigator? Other cards like the Shotgun specify the damage in case of failure, but does that apply to Oops? If I fail by 4 and the enemy is engaged with another investigator and play Oops (2), how much damage is dealt to the enemy? **A:** You have to be able to spend charges from Brand of Cthugha to deal damage with it. If you fail the Fight test on Brand, you cannot deal any damage—you wouldn’t deal damage to the attacked enemy, or the investigator engaged with that enemy, even if you played an Oops card.', 'updated': {'date': '2023-03-16 14:23:15.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08094', 'html': '<ul>\n<li><strong>Q:</strong> When a card such as <a href="/card/09009">Grappling Hook</a> or <a href="/card/08094">Sledgehammer</a> instructs me to perform a different number of actions than the cost of the ability, how do I determine how many actions I have performed for the purposes of card effects? <strong>A:</strong> When resolving an ability, the investigator is considered to have performed as many actions as specified by the effect. For example, Grappling Hook or <a href="/card/08014a">Discipline (Balance of Body)</a> instruct you to perform 3 different actions. Regardless of the cost paid to initiate the ability, you have performed 3 actions (assuming you took each available action). Conversely, an investigator activating the second ability on Sledgehammer has only performed one action, although they spent two actions to do so. - FAQ, v.2.1, August 2023</li>\n</ul>', 'text': '- **Q:** When a card such as [Grappling Hook](/card/09009) or [Sledgehammer](/card/08094) instructs me to perform a different number of actions than the cost of the ability, how do I determine how many actions I have performed for the purposes of card effects? **A:** When resolving an ability, the investigator is considered to have performed as many actions as specified by the effect. For example, Grappling Hook or [Discipline (Balance of Body)](/card/08014a) instruct you to perform 3 different actions. Regardless of the cost paid to initiate the ability, you have performed 3 actions (assuming you took each available action). Conversely, an investigator activating the second ability on Sledgehammer has only performed one action, although they spent two actions to do so. - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-01 13:53:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '08096', 'html': '<ul>\n<li><strong>Q:</strong> When a card such as <a href="/card/09009">Grappling Hook</a> or <a href="/card/08094">Sledgehammer</a> instructs me to perform a different number of actions than the cost of the ability, how do I determine how many actions I have performed for the purposes of card effects? <strong>A:</strong> When resolving an ability, the investigator is considered to have performed as many actions as specified by the effect. For example, Grappling Hook or <a href="/card/08014a">Discipline (Balance of Body)</a> instruct you to perform 3 different actions. Regardless of the cost paid to initiate the ability, you have performed 3 actions (assuming you took each available action). Conversely, an investigator activating the second ability on Sledgehammer has only performed one action, although they spent two actions to do so. - FAQ, v.2.1, August 2023</li>\n</ul>', 'text': '- **Q:** When a card such as [Grappling Hook](/card/09009) or [Sledgehammer](/card/08094) instructs me to perform a different number of actions than the cost of the ability, how do I determine how many actions I have performed for the purposes of card effects? **A:** When resolving an ability, the investigator is considered to have performed as many actions as specified by the effect. For example, Grappling Hook or [Discipline (Balance of Body)](/card/08014a) instruct you to perform 3 different actions. Regardless of the cost paid to initiate the ability, you have performed 3 actions (assuming you took each available action). Conversely, an investigator activating the second ability on Sledgehammer has only performed one action, although they spent two actions to do so. - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-01 13:53:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08097', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> The play example in FAQ 2.10 (<a href="/rules#As_If">"As if..."</a>) makes it clear that if <a href="/card/06004">Luke Robinson</a> plays an event as if he is at a location with a ready unengaged enemy, he treats that enemy as if it is engaged with him, and it will make an attack of opportunity against him (assuming the event is one that provokes). <a href="/card/08097">Pocket Telescope</a> does not specify anything about engagement, but FAQ 2.10 says that "The game state is considered to be altered throughout the duration of the indicated ability or action, from its initiation (including the paying of its costs, attacks of opportunity, etc)..." and "Other card abilities or game effects resolved during this duration are also resolved with the altered game state in mind." This seems to indicate that if you use Pocket Telescope to investigate as if at a location with a ready, unengaged enemy, that enemy will engage you (although it will not physically move to your threat area), and it will make an attack of opportunity against you. Is that correct? <strong>A:</strong> Attacks of Opportunity occur immediately after the cost of initiating the action, but before the application of the action’s effect. In other words, when you attempt to use Pocket Telescope’s “Investigate” action, the “cost” to initiate it is spending one of your player actions, and this is the moment when Attacks of Opportunity occur. Enemies <strong>at your current location</strong> [<em>emphasis in original email</em>] would perform Attacks of Opportunity against you, and enemies at the connecting location you’re investigating would not, because the trigger for these Attacks has passed.</p>\n</li>\n<li>\n<p><strong>Q:</strong> I use <a href="/card/08097">Pocket Telescope</a> to investigate a connected location and then use <a href="/card/09072">Chuck Fergus</a> to play <a href="/card/60315">Pilfer</a> during the Telescope test. Since Pilfer has a skill test, I have to do the test after resolving the Telescope one because of the nested skill ruling. But when the Telescope\'s test is finished, the \'\'as if\'\' clause is finished, so do I resolve Pilfer at my \'\'real\'\' location? or the \'\'as if\'\' continues for the Pilfer test because when I played it, it was at the connected location? <strong>A:</strong> This interaction could not work, because you can’t interrupt one action with a second action. You can’t play a card prompting an investigation during an investigation you’re currently performing.</p>\n</li>\n<li>\n<p><strong>Q:</strong> I\'m writing to you to ask for clarification on different "as if" rulings between <a href="/card/06004">Luke Robinson</a> and <a href="/card/08097">Pocket Telescope</a>, because it seems as if there is a contradiction here. There is a ruling for Luke that if Luke is at location A and playing an event with a skill check as if he were at connecting location B, then he\'s allowed to use Shortcut during that check to move from location B to connecting location C. There is another ruling for Pocket Telescope that if an investigator is at location A and investigating as if they were at connecting location B, then they CANNOT use Shortcut during that check to move from location B to connecting location C. This seems to be a contradiction. Both skill checks involve being "as if" the investigator were at location B, so it seems the answers to the two questions should be the same. Can you please clarify how these are supposed to work? <strong>A:</strong> Our outlook and ruling on these types of interactions has changed over time, with the Pocket Telescope+Shortcut ruling being the most recent. Because an ability with “as if” does not physically alter the game state, the investigator’s mini-card will remain in the previous location even when performing a skill test “as if” in a remote location; if the investigator triggers a movement ability during this process, they may only move their mini-card to a location connected to their mini-card’s current location. To restate, Luke Robinson cannot use his ability “as if in Location B” to teleport his mini-card from Location A to non-connecting Location C.  (Rules Form, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** The play example in FAQ 2.10 (["As if..."](/rules#As_If)) makes it clear that if [Luke Robinson](/card/06004) plays an event as if he is at a location with a ready unengaged enemy, he treats that enemy as if it is engaged with him, and it will make an attack of opportunity against him (assuming the event is one that provokes). [Pocket Telescope](/card/08097) does not specify anything about engagement, but FAQ 2.10 says that "The game state is considered to be altered throughout the duration of the indicated ability or action, from its initiation (including the paying of its costs, attacks of opportunity, etc)..." and "Other card abilities or game effects resolved during this duration are also resolved with the altered game state in mind." This seems to indicate that if you use Pocket Telescope to investigate as if at a location with a ready, unengaged enemy, that enemy will engage you (although it will not physically move to your threat area), and it will make an attack of opportunity against you. Is that correct? **A:** Attacks of Opportunity occur immediately after the cost of initiating the action, but before the application of the action’s effect. In other words, when you attempt to use Pocket Telescope’s “Investigate” action, the “cost” to initiate it is spending one of your player actions, and this is the moment when Attacks of Opportunity occur. Enemies **at your current location** [*emphasis in original email*] would perform Attacks of Opportunity against you, and enemies at the connecting location you’re investigating would not, because the trigger for these Attacks has passed.\r\n\r\n- **Q:** I use [Pocket Telescope](/card/08097) to investigate a connected location and then use [Chuck Fergus](/card/09072) to play [Pilfer](/card/60315) during the Telescope test. Since Pilfer has a skill test, I have to do the test after resolving the Telescope one because of the nested skill ruling. But when the Telescope\'s test is finished, the \'\'as if\'\' clause is finished, so do I resolve Pilfer at my \'\'real\'\' location? or the \'\'as if\'\' continues for the Pilfer test because when I played it, it was at the connected location? **A:** This interaction could not work, because you can’t interrupt one action with a second action. You can’t play a card prompting an investigation during an investigation you’re currently performing.\r\n\r\n- **Q:** I\'m writing to you to ask for clarification on different "as if" rulings between [Luke Robinson](/card/06004) and [Pocket Telescope](/card/08097), because it seems as if there is a contradiction here. There is a ruling for Luke that if Luke is at location A and playing an event with a skill check as if he were at connecting location B, then he\'s allowed to use Shortcut during that check to move from location B to connecting location C. There is another ruling for Pocket Telescope that if an investigator is at location A and investigating as if they were at connecting location B, then they CANNOT use Shortcut during that check to move from location B to connecting location C. This seems to be a contradiction. Both skill checks involve being "as if" the investigator were at location B, so it seems the answers to the two questions should be the same. Can you please clarify how these are supposed to work? **A:** Our outlook and ruling on these types of interactions has changed over time, with the Pocket Telescope+Shortcut ruling being the most recent. Because an ability with “as if” does not physically alter the game state, the investigator’s mini-card will remain in the previous location even when performing a skill test “as if” in a remote location; if the investigator triggers a movement ability during this process, they may only move their mini-card to a location connected to their mini-card’s current location. To restate, Luke Robinson cannot use his ability “as if in Location B” to teleport his mini-card from Location A to non-connecting Location C.  (Rules Form, July 2025)', 'updated': {'date': '2025-07-19 17:43:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '08103', 'html': '<ul><li><strong>Q:</strong> Regarding <a href="/card/08101">Divination</a> and <a href="/card/08090">Brand of Cthugha</a>, if the charge on the card is already zero, can I still trigger their abilities? If so, and I succeed, how do I resolve the card effect? Will I discover 0 clues or attack deals deal 0 damage because it has no charge? If I use the <span class="icon-intellect"></span> or <span class="icon-combat"></span> skill type of test, and <a href="/card/01039">Deduction</a> or <a href="/card/01025">Vicious Blow</a> has been committed to the corresponding skill type of test, and the card does not have a charge, how do I resolve the effect of the skill card? I want to be clear, does the word "additional" mean that you have to discover at least 1 clue to get "discover 1 additional clue (Deduction)"? And, you have to attack deals at least 1 damage to get "deals +1 damage (Vicious Blow)"? <strong>A:</strong> Yes, as long as spending a charge isn’t part of the cost to activate the indicated action (and it isn’t, for those cards.) You can fight with Brand of Cthugha and end up spending 0 charges to deal 0 damage (but increase the amount with Vicious Blow, for example). Similarly, activating Divination, spending 0 charges, then using Deduction can still allow you to discover 1 clue at your location. (Note, this interaction would not work if you “investigated” with Divination but replaced the discovering of clues with something like Burglary.)</li>\n</ul>', 'text': '- **Q:** Regarding [Divination](/card/08101) and [Brand of Cthugha](/card/08090), if the charge on the card is already zero, can I still trigger their abilities? If so, and I succeed, how do I resolve the card effect? Will I discover 0 clues or attack deals deal 0 damage because it has no charge? If I use the <span class="icon-intellect"></span> or <span class="icon-combat"></span> skill type of test, and [Deduction](/card/01039) or [Vicious Blow](/card/01025) has been committed to the corresponding skill type of test, and the card does not have a charge, how do I resolve the effect of the skill card? I want to be clear, does the word "additional" mean that you have to discover at least 1 clue to get "discover 1 additional clue (Deduction)"? And, you have to attack deals at least 1 damage to get "deals +1 damage (Vicious Blow)"? **A:** Yes, as long as spending a charge isn’t part of the cost to activate the indicated action (and it isn’t, for those cards.) You can fight with Brand of Cthugha and end up spending 0 charges to deal 0 damage (but increase the amount with Vicious Blow, for example). Similarly, activating Divination, spending 0 charges, then using Deduction can still allow you to discover 1 clue at your location. (Note, this interaction would not work if you “investigated” with Divination but replaced the discovering of clues with something like Burglary.)', 'updated': {'date': '2022-09-12 10:33:09.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '08105', 'html': '<ul><li><strong>Q:</strong> I would like you to clarify for me the term \'using\' [This question came in French, was responded to via Google Translate, and addresses multiple different cards. See: <a href="/card/60105">Boxing Gloves</a>, <a href="/card/08105">Ice Pick</a>, <a href="/card/03035">Spirit Athame</a>, <a href="/card/04110">Counterspell</a> - Frank]. For example, if I exhaust <a href="/card/08105">Ice Pick</a> during an attack on a <a href="/card/02103">Conglomeration of Spheres</a>, do I have to discard Ice Pick?  <strong>A:</strong> No, you do not need to discard Ice Pick when attacking Conglomeration of Spheres. The ability on Conglomeration of Spheres refers to a card used to initiate an attack, like the <strong>Fight</strong> ability on Machete—Ice Pick does not have this.</li>\n</ul>', 'text': "- **Q:** I would like you to clarify for me the term 'using' [This question came in French, was responded to via Google Translate, and addresses multiple different cards. See: [Boxing Gloves](/card/60105), [Ice Pick](/card/08105), [Spirit Athame](/card/03035), [Counterspell](/card/04110) - Frank]. For example, if I exhaust [Ice Pick](/card/08105) during an attack on a [Conglomeration of Spheres](/card/02103), do I have to discard Ice Pick?  **A:** No, you do not need to discard Ice Pick when attacking Conglomeration of Spheres. The ability on Conglomeration of Spheres refers to a card used to initiate an attack, like the **Fight** ability on Machete—Ice Pick does not have this.", 'updated': {'date': '2023-03-17 15:05:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08107', 'html': '<ul><li><strong>Q:</strong> I would like you to clarify for me the term \'using\' [This question came in French, was responded to via Google Translate, and addresses multiple different cards. See: <a href="/card/60105">Boxing Gloves</a>, <a href="/card/08105">Ice Pick</a>, <a href="/card/03035">Spirit Athame</a>, <a href="/card/04110">Counterspell</a> - Frank]. For example, if I exhaust <a href="/card/08105">Ice Pick</a> during an attack on a <a href="/card/02103">Conglomeration of Spheres</a>, do I have to discard Ice Pick?  <strong>A:</strong> No, you do not need to discard Ice Pick when attacking Conglomeration of Spheres. The ability on Conglomeration of Spheres refers to a card used to initiate an attack, like the <strong>Fight</strong> ability on Machete—Ice Pick does not have this.</li>\n</ul>', 'text': "- **Q:** I would like you to clarify for me the term 'using' [This question came in French, was responded to via Google Translate, and addresses multiple different cards. See: [Boxing Gloves](/card/60105), [Ice Pick](/card/08105), [Spirit Athame](/card/03035), [Counterspell](/card/04110) - Frank]. For example, if I exhaust [Ice Pick](/card/08105) during an attack on a [Conglomeration of Spheres](/card/02103), do I have to discard Ice Pick?  **A:** No, you do not need to discard Ice Pick when attacking Conglomeration of Spheres. The ability on Conglomeration of Spheres refers to a card used to initiate an attack, like the **Fight** ability on Machete—Ice Pick does not have this.", 'updated': {'date': '2023-03-17 15:05:36.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '08117', 'html': '<ul><li><strong>Q:</strong> Regarding <a href="/card/08117">Earthly Serenity</a>, if I succeed by 2, can I spend 2 charges to heal damage/horror to different investigators at my location? For example, heal me for 1 damage and heal my teammate for 1 horror? <strong>A:</strong> Yes. Earthly Serenity (1) specifies that “for each point” you succeed by, you may spend 1 to heal 1 from an investigator. “For each” allows you to choose different targets to heal 1 from.</li>\n</ul>', 'text': '- **Q:** Regarding [Earthly Serenity](/card/08117), if I succeed by 2, can I spend 2 charges to heal damage/horror to different investigators at my location? For example, heal me for 1 damage and heal my teammate for 1 horror? **A:** Yes. Earthly Serenity (1) specifies that “for each point” you succeed by, you may spend 1 to heal 1 from an investigator. “For each” allows you to choose different targets to heal 1 from.', 'updated': {'date': '2022-09-12 10:34:25.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08118', 'html': '<ul><li><strong>Q:</strong> I get that I can reveal a charge-fueled asset spell like <a href="/card/01060">Shrivelling</a>, spend the charge from <a href="/card/08070">True Magick</a> to use the spell, and then return Shrivelling to my hand. I also get that if I had a chargeless spell like <a href="/card/05158">Sixth Sense</a>, I could reveal and use it multiple times on a turn as I don\'t need to worry about running out of the charge on True Magick. What about a spell like <a href="/card/08118">Enchanted Bow</a>? Do I use it the same way by revealing and playing by exhausting True Magick (meaning I could only use the Bow once per turn) and paying the charge if I\'m trying to use the ranged ability? Does the fact that it also would take up hand slots if played traditionally complicate this? Essentially, is the spell I play from my hand momentarily overlaying True Magick and the spots it occupies? If so, anything that takes only an arcane slot or an arcane + hand slot would be fine, but the bow would need a second free hand slot in order to work and would kick anything out that was being held. <strong>A:</strong> To answer your question(s):\n<ul><li>Your inclination appears correct. To use Enchanted Bow from hand via True Magick, you could exhaust True Magick “as if it were” Enchanted Bow, and spend the charge on True Magick to target a non-Elite enemy at a connecting location.</li>\n<li>While revealing Enchanted Bow from your hand to resolve it, you do not account for its slots; those only matter if you put it into play.</li>\n</ul></li>\n</ul>', 'text': "- **Q:** I get that I can reveal a charge-fueled asset spell like [Shrivelling](/card/01060), spend the charge from [True Magick](/card/08070) to use the spell, and then return Shrivelling to my hand. I also get that if I had a chargeless spell like [Sixth Sense](/card/05158), I could reveal and use it multiple times on a turn as I don't need to worry about running out of the charge on True Magick. What about a spell like [Enchanted Bow](/card/08118)? Do I use it the same way by revealing and playing by exhausting True Magick (meaning I could only use the Bow once per turn) and paying the charge if I'm trying to use the ranged ability? Does the fact that it also would take up hand slots if played traditionally complicate this? Essentially, is the spell I play from my hand momentarily overlaying True Magick and the spots it occupies? If so, anything that takes only an arcane slot or an arcane + hand slot would be fine, but the bow would need a second free hand slot in order to work and would kick anything out that was being held. **A:** To answer your question(s):\r\n - Your inclination appears correct. To use Enchanted Bow from hand via True Magick, you could exhaust True Magick “as if it were” Enchanted Bow, and spend the charge on True Magick to target a non-Elite enemy at a connecting location.\r\n - While revealing Enchanted Bow from your hand to resolve it, you do not account for its slots; those only matter if you put it into play.", 'updated': {'date': '2022-09-01 08:56:04.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08119', 'html': '<ul><li><strong>Q:</strong> Regarding <a href="/card/08117">Earthly Serenity</a>, if I succeed by 2, can I spend 2 charges to heal damage/horror to different investigators at my location? For example, heal me for 1 damage and heal my teammate for 1 horror? <strong>A:</strong> Yes. Earthly Serenity (1) specifies that “for each point” you succeed by, you may spend 1 to heal 1 from an investigator. “For each” allows you to choose different targets to heal 1 from.</li>\n</ul>', 'text': '- **Q:** Regarding [Earthly Serenity](/card/08117), if I succeed by 2, can I spend 2 charges to heal damage/horror to different investigators at my location? For example, heal me for 1 damage and heal my teammate for 1 horror? **A:** Yes. Earthly Serenity (1) specifies that “for each point” you succeed by, you may spend 1 to heal 1 from an investigator. “For each” allows you to choose different targets to heal 1 from.', 'updated': {'date': '2022-09-12 10:34:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '08124', 'html': '<ul><li>\n<p><strong>Q:</strong> <a href="/card/08124">Antiquary</a> states: "Resources on Antiquary may be spent to pay for <b><i>Favor</i></b>, <b><i>Relic</i></b> or <b><i>Ritual cards</i></b>." <a href="/card/09060">Friends in Low Places</a> states: "you may spend 1 resource to add that card to your hand." Is the cost in Friends in Low Places\' ability able to be paid for by Antiquary in light of <a href="/card/05231">Knowledge is Power</a> allowing you to ignore the secret cost in the ability of Old Book of Lore level 3 [<em>see Knowledge is Power FAQs</em>]? <strong>A:</strong> To answer your question(s):</p>\n<ul><li>No. Resources on Antiquary may only be spent to pay the cost to play <b><i>Favor</i></b>/<b><i>Relic</i></b>/<b><i>Ritual</i></b> cards. Friends in Low Places is a <b><i>Favor</i></b> card that costs 0 resources to play.</li>\n<li>The rulings around Knowledge is Power comes from its ability text specifying that you “ignore all costs” on the chosen card; this concept does not apply to Antiquary and Friends in Low Places.</li>\n</ul></li>\n</ul>', 'text': '- **Q:** [Antiquary](/card/08124) states: "Resources on Antiquary may be spent to pay for <b><i>Favor</i></b>, <b><i>Relic</i></b> or <b><i>Ritual cards</i></b>." [Friends in Low Places](/card/09060) states: "you may spend 1 resource to add that card to your hand." Is the cost in Friends in Low Places\' ability able to be paid for by Antiquary in light of [Knowledge is Power](/card/05231) allowing you to ignore the secret cost in the ability of Old Book of Lore level 3 [*see Knowledge is Power FAQs*]? **A:** To answer your question(s):\r\n\r\n - No. Resources on Antiquary may only be spent to pay the cost to play <b><i>Favor</i></b>/<b><i>Relic</i></b>/<b><i>Ritual</i></b> cards. Friends in Low Places is a <b><i>Favor</i></b> card that costs 0 resources to play.\r\n - The rulings around Knowledge is Power comes from its ability text specifying that you “ignore all costs” on the chosen card; this concept does not apply to Antiquary and Friends in Low Places.', 'updated': {'date': '2022-11-09 10:55:44.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08125', 'html': '<ul><li><strong>Q:</strong> I have question about working of card <a href="/card/08125">In the Thick of It</a> in Standalone Mode. Is bonus experience from In the Thick of It in Standalone mode affects on additional basic weakness which you have to take? Can you build 12xp deck with ITTOT without additional weakness? (So, does it work like 5 additional xp in <a href="/card/04004">Father Mateo</a> or Parallel Roland\'s deck?) Or this card doesn\'t work in Standalone Mode? (On Mateo and Parallel Roland is written that this xp doesn\'t count for additional basic weakness, on ITTOT this information isn\'t written. <strong>A:</strong> While playing standalone mode, In the Thick of It does not affect the amount of weaknesses you take—it’s bonus XP, like Father Mateo’s ability.</li>\n</ul>', 'text': "- **Q:** I have question about working of card [In the Thick of It](/card/08125) in Standalone Mode. Is bonus experience from In the Thick of It in Standalone mode affects on additional basic weakness which you have to take? Can you build 12xp deck with ITTOT without additional weakness? (So, does it work like 5 additional xp in [Father Mateo](/card/04004) or Parallel Roland's deck?) Or this card doesn't work in Standalone Mode? (On Mateo and Parallel Roland is written that this xp doesn't count for additional basic weakness, on ITTOT this information isn't written. **A:** While playing standalone mode, In the Thick of It does not affect the amount of weaknesses you take—it’s bonus XP, like Father Mateo’s ability.", 'updated': {'date': '2022-09-01 08:46:43.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '01524', 'html': '<ul><li><strong>Q:</strong> Roland plays <a href="/card/01024">Dynamite Blast</a> (attack of opportunity was resolved, he was still alive), and the card effect was resolved. Roland and Ghoul Priest are both defeated by taking damage equal to his or its health. What should I do in this situation? Can I choose the order in which damage is resolved? In a solo game, is the game resolution "If no resolution was reached" or "R1/R2", or other game resolutions? If it is in a multiplayer game, which is the resolution? <strong>A:</strong> If Dynamite Blast defeated both you and your enemy-objective in a solo game, we rule that you can decide which resolution you resolve, since you both accomplished the objective and were defeated. That said, because you were defeated, you still must suffer 1 physical trauma.</li>\n</ul>', 'text': '- **Q:** Roland plays [Dynamite Blast](/card/01024) (attack of opportunity was resolved, he was still alive), and the card effect was resolved. Roland and Ghoul Priest are both defeated by taking damage equal to his or its health. What should I do in this situation? Can I choose the order in which damage is resolved? In a solo game, is the game resolution "If no resolution was reached" or "R1/R2", or other game resolutions? If it is in a multiplayer game, which is the resolution? **A:** If Dynamite Blast defeated both you and your enemy-objective in a solo game, we rule that you can decide which resolution you resolve, since you both accomplished the objective and were defeated. That said, because you were defeated, you still must suffer 1 physical trauma.', 'updated': {'date': '2022-09-12 11:13:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '01558', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 15:08:43.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '01684', 'html': '<ul><li><s><strong>Q:</strong> For cards like <a href="/card/05032">Deny Existence</a>, <a href="/card/05315">"I\'ve had worse…"</a>, <a href="/card/05021">Delay the Inevitable</a>, etc, do they directly or indirectly work against effects that do not deal damage and horror directly to your investigator (e.g. <a href="/card/04080">Snake Bite</a>) or deal direct damage to other things as well as your investigator (e.g. <a href="/card/05099">Centuries of Secrets</a>, <a href="/card/05214">Ceremony Room</a>)? <strong>A:</strong> Delay the Inevitable, I\'ve Had Worse and Deny Existence only work when <em>you</em> (aka your investigator) are being dealt damage/horror. If damage or horror is being dealt directly to a card other than your investigator, you cannot use Deny Existence, Delay the Inevitable, or I\'ve Had Worse to cancel/ignore it.</s> This ruling has been overturned and, at the time of updating (27/07/22), we await an FAQ update to bring this ruling in line with FAQ entry 2.12, <a href="/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage">Interpreting "You" When Taking or Being Dealt Damage</a>. The information we currently have is: \n<ul><li>According to our current rulings, “you” are “dealt damage” when your investigator or an asset you control is dealt damage.</li>\n<li>This does mean that, if you activated the ability on <a href="/card/01028">Beat Cop</a> while you had <a href="/card/01100">Hypochondria</a> in your threat area, “you” would have been dealt damage, and you must then take 1 direct horror.</li>\n<li>This also means that the previous ruling on Delay the Inevitable and similar cards has been overturned; those cards would count damage dealt to your assets as damage dealt “to you.”</li>\n</ul></li>\n</ul>', 'text': '- <s>**Q:** For cards like [Deny Existence](/card/05032), ["I\'ve had worse…"](/card/05315), [Delay the Inevitable](/card/05021), etc, do they directly or indirectly work against effects that do not deal damage and horror directly to your investigator (e.g. [Snake Bite](/card/04080)) or deal direct damage to other things as well as your investigator (e.g. [Centuries of Secrets](/card/05099), [Ceremony Room](/card/05214))? **A:** Delay the Inevitable, I\'ve Had Worse and Deny Existence only work when *you* (aka your investigator) are being dealt damage/horror. If damage or horror is being dealt directly to a card other than your investigator, you cannot use Deny Existence, Delay the Inevitable, or I\'ve Had Worse to cancel/ignore it.</s> This ruling has been overturned and, at the time of updating (27/07/22), we await an FAQ update to bring this ruling in line with FAQ entry 2.12, [Interpreting "You" When Taking or Being Dealt Damage](/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage). The information we currently have is: \r\n - According to our current rulings, “you” are “dealt damage” when your investigator or an asset you control is dealt damage.\r\n - This does mean that, if you activated the ability on [Beat Cop](/card/01028) while you had [Hypochondria](/card/01100) in your threat area, “you” would have been dealt damage, and you must then take 1 direct horror.\r\n - This also means that the previous ruling on Delay the Inevitable and similar cards has been overturned; those cards would count damage dealt to your assets as damage dealt “to you.”', 'updated': {'date': '2022-07-27 11:11:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '01686', 'html': '<ul><li>\n<p><strong>Q:</strong> I\'m considering a <a href="/card/06002">Mandy Thompson</a> deck, and I wondered about her reaction ability and cards like <a href="/card/01686">Old Book of Lore</a> and <a href="/card/07223">Guided by the Unseen</a>, where the find has a cost. Do you pay the cost to activate the card you find once (effectively replacing "Pay XX to ... that card" with "Pay XX to ... those cards")? Or do you have to pay the cost for each instance, "Pay XX to ... that card" becoming "Pay XX for each card that you want to ..."? <strong>A:</strong> Mandy’s ability to “resolve 1 additional target of the search” can be thought of as treating the additional target just like the original target. To be more specific:</p>\n<ul><li>With Old Book of Lore, the investigator searches the top 3 cards of their deck for two total cards, draws them, and shuffles their deck; then, for each card, they can spend one secret to immediately play it at a reduced cost. (They would not have to play both cards.)</li>\n<li>For Guided by the Unseen, the investigator may search the top 3 cards of their deck for two total cards to commit, then, for each card, they can spend one secret to commit the card. (They would not have to commit both.)</li>\n</ul></li>\n<li>\n<p><strong>Q:</strong> <a href="/card/05231">Knowledge is Power</a> reads: "Resolve an <span class="icon-action"></span> or <span class="icon-fast"></span> on that asset, ignoring all costs." <a href="/card/06279">Old Book of Lore</a> reads: " ... may spend 1 secret to have that investigator immediately play that card". If I use Knowledge is Power on Old Book of Lore, do I need to spend a secret to use the "immediately play that card" part of the ability? Clearly Knowledge is Power does not allow me to ignore any costs of the card I\'m about to play (c.f. ruling on <a href="/card/05235">De Vermis Mysteriis</a>), but does the "may X to Y" templating here mean spending a secret here a cost? <strong>A:</strong> Knowledge is Power allows you to ignore ability costs on the chosen asset, which includes costs printed in its text box; this means you are able to immediately play the card you fetched with Old Book of Lore without spending 1 secret.</p>\n</li>\n</ul>', 'text': '- **Q:** I\'m considering a [Mandy Thompson](/card/06002) deck, and I wondered about her reaction ability and cards like [Old Book of Lore](/card/01686) and [Guided by the Unseen](/card/07223), where the find has a cost. Do you pay the cost to activate the card you find once (effectively replacing "Pay XX to ... that card" with "Pay XX to ... those cards")? Or do you have to pay the cost for each instance, "Pay XX to ... that card" becoming "Pay XX for each card that you want to ..."? **A:** Mandy’s ability to “resolve 1 additional target of the search” can be thought of as treating the additional target just like the original target. To be more specific:\r\n - With Old Book of Lore, the investigator searches the top 3 cards of their deck for two total cards, draws them, and shuffles their deck; then, for each card, they can spend one secret to immediately play it at a reduced cost. (They would not have to play both cards.)\r\n - For Guided by the Unseen, the investigator may search the top 3 cards of their deck for two total cards to commit, then, for each card, they can spend one secret to commit the card. (They would not have to commit both.)\r\n\r\n- **Q:** [Knowledge is Power](/card/05231) reads: "Resolve an <span class="icon-action"></span> or <span class="icon-fast"></span> on that asset, ignoring all costs." [Old Book of Lore](/card/06279) reads: " ... may spend 1 secret to have that investigator immediately play that card". If I use Knowledge is Power on Old Book of Lore, do I need to spend a secret to use the "immediately play that card" part of the ability? Clearly Knowledge is Power does not allow me to ignore any costs of the card I\'m about to play (c.f. ruling on [De Vermis Mysteriis](/card/05235)), but does the "may X to Y" templating here mean spending a secret here a cost? **A:** Knowledge is Power allows you to ignore ability costs on the chosen asset, which includes costs printed in its text box; this means you are able to immediately play the card you fetched with Old Book of Lore without spending 1 secret.', 'updated': {'date': '2022-11-09 09:59:48.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '01689', 'html': '<ul><li><strong>Q:</strong> I have a question about effects that "end your turn". I\'m the last investigator to take a turn during a round; I play <a href="/card/06160">"Let God sort them out..."</a>, which immediately ends my turn. Is there a player window after this action and before the end of the investigation phase? (Obviously any such window wouldn\'t be during my turn any more.) In other words, after playing Let God Sort Them Out with an action in step 2.2.1, does the game sequence continue as normal and return to the previous player window, or does "immediately end your turn" skip the sequence ahead to step 2.2.2? If it skips ahead, how would this interact with effects that end your turn at unusual times (e.g. drawing a symbol on <a href="/card/01689">Rite of Seeking</a> during an action taken in the mythos phase with <a href="/card/02229">Quick Thinking</a>?) <strong>A</strong>: \n<ul><li>If you were the last investigator to take a turn and played “Let God sort them out…”, your turn would end. Referencing <a href="rules#Appendix_II_Timing_and_Gameplay">Appendix II: Timing and Gameplay</a>, you would resolve step 2.2.2, which checks that everyone has taken a turn, then proceed to step 2.3, the official end of the investigation phase. There are no player windows following the last player’s turn ending; the Enemy Phase begins instead.</li>\n<li>If you use Quick Thinking during the Mythos Phase and activate Rite of Seeking, the text at the end of Rite of Seeking has no additional effect, because you haven’t “taken a turn” and you don’t have any additional actions to lose. You would simply investigate, determine if you succeed or fail, then continue with the Mythos Phase.</li>\n</ul></li>\n</ul>', 'text': '- **Q:** I have a question about effects that "end your turn". I\'m the last investigator to take a turn during a round; I play ["Let God sort them out..."](/card/06160), which immediately ends my turn. Is there a player window after this action and before the end of the investigation phase? (Obviously any such window wouldn\'t be during my turn any more.) In other words, after playing Let God Sort Them Out with an action in step 2.2.1, does the game sequence continue as normal and return to the previous player window, or does "immediately end your turn" skip the sequence ahead to step 2.2.2? If it skips ahead, how would this interact with effects that end your turn at unusual times (e.g. drawing a symbol on [Rite of Seeking](/card/01689) during an action taken in the mythos phase with [Quick Thinking](/card/02229)?) **A**: \r\n - If you were the last investigator to take a turn and played “Let God sort them out…”, your turn would end. Referencing [Appendix II: Timing and Gameplay](rules#Appendix_II_Timing_and_Gameplay), you would resolve step 2.2.2, which checks that everyone has taken a turn, then proceed to step 2.3, the official end of the investigation phase. There are no player windows following the last player’s turn ending; the Enemy Phase begins instead.\r\n - If you use Quick Thinking during the Mythos Phase and activate Rite of Seeking, the text at the end of Rite of Seeking has no additional effect, because you haven’t “taken a turn” and you don’t have any additional actions to lose. You would simply investigate, determine if you succeed or fail, then continue with the Mythos Phase.', 'updated': {'date': '2022-09-01 08:20:11.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '54016', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:01:06.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '54017', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:03:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '54023', 'html': '<ul><li><strong>Q:</strong> There is some confusion as to when to shuffle the encounter deck: According to the RR: &gt; If the encounter deck is empty, shuffle the encounter discard pile back into the encounter deck. There is a ruling from \'Smite the Wicked\' which says: &gt; Generally, you reshuffle the encounter discard pile into the encounter deck when it is empty, but not while you’re resolving an effect. I see that any effect that interacts with the deck (such as <a href="/card/08066">Parallel Fates</a>) would wait to shuffle until after the card resolves; but: If I draw my card during the Mythos phase, emptying the deck, do I shuffle immediately; and thus my drawn card is the first card of the new discard pile? Or do I resolve the drawn card first, making it the last card of the old discard pile, then shuffle? <strong>A:</strong> When you draw the last encounter card during the Mythos phase, you should resolve it first, then place it in the discard pile, then shuffle the pile into a new encounter deck.</li>\n</ul>', 'text': "- **Q:** There is some confusion as to when to shuffle the encounter deck: According to the RR: > If the encounter deck is empty, shuffle the encounter discard pile back into the encounter deck. There is a ruling from 'Smite the Wicked' which says: > Generally, you reshuffle the encounter discard pile into the encounter deck when it is empty, but not while you’re resolving an effect. I see that any effect that interacts with the deck (such as [Parallel Fates](/card/08066)) would wait to shuffle until after the card resolves; but: If I draw my card during the Mythos phase, emptying the deck, do I shuffle immediately; and thus my drawn card is the first card of the new discard pile? Or do I resolve the drawn card first, making it the last card of the old discard pile, then shuffle? **A:** When you draw the last encounter card during the Mythos phase, you should resolve it first, then place it in the discard pile, then shuffle the pile into a new encounter deck.", 'updated': {'date': '2023-01-13 09:57:20.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '54024', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:00:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '54027', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> There does not appear to be a way to enter the new Wine Cellar location. It connects to Victorian Halls, but no location connects to it. Is this intentional? <strong>A:</strong> Thank you for bringing this to our attention; we will have to issue an erratum for Wine Cellar. The intention was that Wine Cellar is connected to <a href="/card/05072">Victorian Halls</a> and vice versa.</p>\n</li>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s ability should read: "Victorian Halls is connected to Wine Cellar, and vice versa." - FAQ, v.2.1, August 2023</p>\n</li>\n</ul>', 'text': '- **Q:** There does not appear to be a way to enter the new Wine Cellar location. It connects to Victorian Halls, but no location connects to it. Is this intentional? **A:** Thank you for bringing this to our attention; we will have to issue an erratum for Wine Cellar. The intention was that Wine Cellar is connected to [Victorian Halls](/card/05072) and vice versa.\r\n\r\n- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s ability should read: "Victorian Halls is connected to Wine Cellar, and vice versa." - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-02 14:28:40.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '54028', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> There does not appear to be a way to enter the new Wine Cellar location. It connects to Victorian Halls, but no location connects to it. Is this intentional? <strong>A:</strong> Thank you for bringing this to our attention; we will have to issue an erratum for Wine Cellar. The intention was that Wine Cellar is connected to <a href="/card/05072">Victorian Halls</a> and vice versa.</p>\n</li>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s ability should read: "Victorian Halls is connected to Wine Cellar, and vice versa." - FAQ, v.2.1, August 2023</p>\n</li>\n</ul>', 'text': '- **Q:** There does not appear to be a way to enter the new Wine Cellar location. It connects to Victorian Halls, but no location connects to it. Is this intentional? **A:** Thank you for bringing this to our attention; we will have to issue an erratum for Wine Cellar. The intention was that Wine Cellar is connected to [Victorian Halls](/card/05072) and vice versa.\r\n\r\n- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s ability should read: "Victorian Halls is connected to Wine Cellar, and vice versa." - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-02 14:28:30.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '54029', 'html': '<ul><li>\n<p><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</p>\n</li>\n<li>\n<p><strong>Q:</strong> In the scenario <a href="/card/54029">Return to The Secret Name</a>, there are two locations that can add/remove tokens to/from <a href="/card/05149">Nahab</a> while she is in an out of play area, <a href="/card/54033">Library of Ebla</a> and <a href="/card/54031">The Price Manor</a>. These do not specify which out of play areas are legal areas for cards to hold tokens so what is the intended resolution for adding tokens to Nahab if she is in the encounter discard pile or the encounter deck? There are a number of scenarios that rely on cards in out of play areas (set aside, victory display, special areas) being able to host cards so are the rules for cards in decks and discard piles different in some fashion? <strong>A:</strong> Nahab is physically unable to hold tokens if she is in the encounter deck or encounter discard pile, so you would not place tokens on Nahab if she were in those places. You can, however, place tokens on Nahab if she is set-aside, such as at the very beginning of the scenario.</p>\n</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022\r\n\r\n- **Q:** In the scenario [Return to The Secret Name](/card/54029), there are two locations that can add/remove tokens to/from [Nahab](/card/05149) while she is in an out of play area, [Library of Ebla](/card/54033) and [The Price Manor](/card/54031). These do not specify which out of play areas are legal areas for cards to hold tokens so what is the intended resolution for adding tokens to Nahab if she is in the encounter discard pile or the encounter deck? There are a number of scenarios that rely on cards in out of play areas (set aside, victory display, special areas) being able to host cards so are the rules for cards in decks and discard piles different in some fashion? **A:** Nahab is physically unable to hold tokens if she is in the encounter deck or encounter discard pile, so you would not place tokens on Nahab if she were in those places. You can, however, place tokens on Nahab if she is set-aside, such as at the very beginning of the scenario.', 'updated': {'date': '2022-09-21 15:46:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '54031', 'html': '<ul><li><strong>Q:</strong> In the scenario <a href="/card/54029">Return to The Secret Name</a>, there are two locations that can add/remove tokens to/from <a href="/card/05149">Nahab</a> while she is in an out of play area, <a href="/card/54033">Library of Ebla</a> and <a href="/card/54031">The Price Manor</a>. These do not specify which out of play areas are legal areas for cards to hold tokens so what is the intended resolution for adding tokens to Nahab if she is in the encounter discard pile or the encounter deck? There are a number of scenarios that rely on cards in out of play areas (set aside, victory display, special areas) being able to host cards so are the rules for cards in decks and discard piles different in some fashion? <strong>A:</strong> Nahab is physically unable to hold tokens if she is in the encounter deck or encounter discard pile, so you would not place tokens on Nahab if she were in those places. You can, however, place tokens on Nahab if she is set-aside, such as at the very beginning of the scenario.</li>\n</ul>', 'text': '- **Q:** In the scenario [Return to The Secret Name](/card/54029), there are two locations that can add/remove tokens to/from [Nahab](/card/05149) while she is in an out of play area, [Library of Ebla](/card/54033) and [The Price Manor](/card/54031). These do not specify which out of play areas are legal areas for cards to hold tokens so what is the intended resolution for adding tokens to Nahab if she is in the encounter discard pile or the encounter deck? There are a number of scenarios that rely on cards in out of play areas (set aside, victory display, special areas) being able to host cards so are the rules for cards in decks and discard piles different in some fashion? **A:** Nahab is physically unable to hold tokens if she is in the encounter deck or encounter discard pile, so you would not place tokens on Nahab if she were in those places. You can, however, place tokens on Nahab if she is set-aside, such as at the very beginning of the scenario.', 'updated': {'date': '2022-09-21 15:46:55.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '54033', 'html': '<ul><li><strong>Q:</strong> In the scenario <a href="/card/54029">Return to The Secret Name</a>, there are two locations that can add/remove tokens to/from <a href="/card/05149">Nahab</a> while she is in an out of play area, <a href="/card/54033">Library of Ebla</a> and <a href="/card/54031">The Price Manor</a>. These do not specify which out of play areas are legal areas for cards to hold tokens so what is the intended resolution for adding tokens to Nahab if she is in the encounter discard pile or the encounter deck? There are a number of scenarios that rely on cards in out of play areas (set aside, victory display, special areas) being able to host cards so are the rules for cards in decks and discard piles different in some fashion? <strong>A:</strong> Nahab is physically unable to hold tokens if she is in the encounter deck or encounter discard pile, so you would not place tokens on Nahab if she were in those places. You can, however, place tokens on Nahab if she is set-aside, such as at the very beginning of the scenario.</li>\n</ul>', 'text': '- **Q:** In the scenario [Return to The Secret Name](/card/54029), there are two locations that can add/remove tokens to/from [Nahab](/card/05149) while she is in an out of play area, [Library of Ebla](/card/54033) and [The Price Manor](/card/54031). These do not specify which out of play areas are legal areas for cards to hold tokens so what is the intended resolution for adding tokens to Nahab if she is in the encounter discard pile or the encounter deck? There are a number of scenarios that rely on cards in out of play areas (set aside, victory display, special areas) being able to host cards so are the rules for cards in decks and discard piles different in some fashion? **A:** Nahab is physically unable to hold tokens if she is in the encounter deck or encounter discard pile, so you would not place tokens on Nahab if she were in those places. You can, however, place tokens on Nahab if she is set-aside, such as at the very beginning of the scenario.', 'updated': {'date': '2022-09-21 15:46:50.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '54034', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:03:24.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '54040', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> This card\'s second bullet point should end with "Otherwise, place it in the spectral encounter discard pile." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** This card\'s second bullet point should end with "Otherwise, place it in the spectral encounter discard pile." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 12:03:27.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '54042', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:01:27.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '54046', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:04:25.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '54049', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:01:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '54056', 'html': '<ul><li><strong>Q:</strong> While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? <strong>A:</strong> If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, <a href="/card/01170">Wizard of the Order</a> is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **Q:** While playing a “Return to” scenario, what do I do if a campaign guide instruction or card ability refers to a card from an encounter set that has been replaced with a new encounter set? **A:** If it is a setup instruction or an instruction to search for that card and put it into play, the investigators should find the matching card from the new encounter set that replaced it and follow the instructions using that card, instead. (If it is unclear which is the matching card, use the encounter numbers to help guide you. For example, [Wizard of the Order](/card/01170) is card 4/6 of the Dark Cult set; if that set was replaced, the matching card would be card 4/6 of the new set.) If it is a gameplay effect other than the above, ignore it. - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-08-29 09:00:36.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '54060', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The The last sentence of this card’s <b>Cosmos</b> ability should instead read: "You may choose not to move to Winding Gulf and instead place 1 doom on Azathoth." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The The last sentence of this card’s <b>Cosmos</b> ability should instead read: "You may choose not to move to Winding Gulf and instead place 1 doom on Azathoth." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 12:03:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '54068', 'html': '<ul><li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): <strong>Erratum:</strong> The triggering condition on this card’s first <b>Forced</b> ability should read: "After you leave attached location" instead of "when you leave attached location." - FAQ, v.2.0, August 2022</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): **Erratum:** The triggering condition on this card’s first <b>Forced</b> ability should read: "After you leave attached location" instead of "when you leave attached location." - FAQ, v.2.0, August 2022', 'updated': {'date': '2022-09-11 12:04:11.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '54070', 'html': '<ul><li><strong>Q:</strong> There is some confusion as to when to shuffle the encounter deck: According to the RR: &gt; If the encounter deck is empty, shuffle the encounter discard pile back into the encounter deck. There is a ruling from \'Smite the Wicked\' which says: &gt; Generally, you reshuffle the encounter discard pile into the encounter deck when it is empty, but not while you’re resolving an effect. I see that any effect that interacts with the deck (such as <a href="/card/08066">Parallel Fates</a>) would wait to shuffle until after the card resolves; but: If I draw my card during the Mythos phase, emptying the deck, do I shuffle immediately; and thus my drawn card is the first card of the new discard pile? Or do I resolve the drawn card first, making it the last card of the old discard pile, then shuffle? <strong>A:</strong> When you draw the last encounter card during the Mythos phase, you should resolve it first, then place it in the discard pile, then shuffle the pile into a new encounter deck.</li>\n</ul>', 'text': "- **Q:** There is some confusion as to when to shuffle the encounter deck: According to the RR: > If the encounter deck is empty, shuffle the encounter discard pile back into the encounter deck. There is a ruling from 'Smite the Wicked' which says: > Generally, you reshuffle the encounter discard pile into the encounter deck when it is empty, but not while you’re resolving an effect. I see that any effect that interacts with the deck (such as [Parallel Fates](/card/08066)) would wait to shuffle until after the card resolves; but: If I draw my card during the Mythos phase, emptying the deck, do I shuffle immediately; and thus my drawn card is the first card of the new discard pile? Or do I resolve the drawn card first, making it the last card of the old discard pile, then shuffle? **A:** When you draw the last encounter card during the Mythos phase, you should resolve it first, then place it in the discard pile, then shuffle the pile into a new encounter deck.", 'updated': {'date': '2023-01-13 09:57:26.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '54071', 'html': '<ul><li><strong>Q:</strong> If you discard a Curse with <a href="/card/05099">Centuries of Secrets</a>, does FAQ 2.12 (<a href="/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage">Interpreting "you" when taking or being dealt damage</a>) mean that all of the damage, including the direct damage to your allies, counts as damage being dealt "to you"? If so, what happens if you play <a href="/card/05032">Deny Existence</a>? Can you ignore the direct damage being dealt to your allies? Can you ignore all of the damage being dealt, or do you have to pick just one of the one-damage hits to ignore? If you use Deny 5 to ignore the direct damage being dealt to an ally, the healing still applies to your investigator card, right? <strong>A:</strong> We rule that if you were to play Deny Existence (5), you could ignore one of the following effects on Centuries of Secrets: dealing 1 damage to yourself, or dealing 1 damage to one of your Ally assets (not each, unfortunately). Depending on which you ignored, you could either heal 1 from your investigator, or 1 from the chosen Ally.</li>\n</ul>', 'text': '- **Q:** If you discard a Curse with [Centuries of Secrets](/card/05099), does FAQ 2.12 ([Interpreting "you" when taking or being dealt damage](/rules#Interpreting_You_When_Taking_or_Being_Dealt_Damage)) mean that all of the damage, including the direct damage to your allies, counts as damage being dealt "to you"? If so, what happens if you play [Deny Existence](/card/05032)? Can you ignore the direct damage being dealt to your allies? Can you ignore all of the damage being dealt, or do you have to pick just one of the one-damage hits to ignore? If you use Deny 5 to ignore the direct damage being dealt to an ally, the healing still applies to your investigator card, right? **A:** We rule that if you were to play Deny Existence (5), you could ignore one of the following effects on Centuries of Secrets: dealing 1 damage to yourself, or dealing 1 damage to one of your Ally assets (not each, unfortunately). Depending on which you ignored, you could either heal 1 from your investigator, or 1 from the chosen Ally.', 'updated': {'date': '2022-09-01 08:29:50.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
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[{'code': '90038', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> I have question about last e-mail ruling which I saw recently in web: "Resolving a sealed bless token with Tidal Memento does not count as revealing that token for eye of the Djinn\'s ability. Similarly resolving a bless or curse token via Book of Living Myths does not count as revealing that token for Read the Signs (2)\'s ability." Is that really true and is this the intention of the Book of Living Myths to work this way? Because if this is true Book of Living Myth would be very weak card. It would have no synergy with many cards, not only "Read the signs (2)", but also "Paradoxical Covenant", "Fey" and much more other cards. I and many other members of Horror Arkham LCG\'s community were shocked when we saw this mail. We have thought so far when the card say that any chaos token is resolved that always mean that is also revealed and this mail contradicts our reasoning. <strong>A:</strong> When we received the email mentioned, we were certain about how we wanted to rule on Tidal Memento, and it made sense to treat Book of Living Myths the same because of how similarly it is worded. However, Book of Living Myths was designed to function like your interpretation of it, where the searched token is “revealed and resolved” rather than just “resolved,” and its effect can combo with Read the Signs, Paradoxical Covenant, Fey, etc. We planned to revisit Book of Living Myths for a potential update, but with the timing of said update uncertain, we will address your concern here: Book of Living Myths does “reveal and resolve” the searched token. This was, and remains, the intention of the card. (Rules Forum Answer, October 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> When can I use parallel Father Mateo’s <span class="icon-reaction"></span> ability? <strong>A:</strong> When an investigator with a <span class="icon-bless"></span> token sealed on them would reveal a chaos token for any reason (either via a skill test or when resolving a card such as <a href="/card/10024">Absolution</a>), you may trigger Father Mateo’s <span class="icon-reaction"></span> ability for that investigator to use the <span class="icon-bless"></span> token sealed on them for that skill test or card ability (this counts either as “revealing” or “resolving” the token for the purposes of that ability). This interpretation may also be applied to cards such as <a href="/card/90038">Tidal Memento</a>, <a href="/card/07225">Eye of the Djinn</a>, and <a href="/card/10013">Book of Living Myths</a>. (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** I have question about last e-mail ruling which I saw recently in web: "Resolving a sealed bless token with Tidal Memento does not count as revealing that token for eye of the Djinn\'s ability. Similarly resolving a bless or curse token via Book of Living Myths does not count as revealing that token for Read the Signs (2)\'s ability." Is that really true and is this the intention of the Book of Living Myths to work this way? Because if this is true Book of Living Myth would be very weak card. It would have no synergy with many cards, not only "Read the signs (2)", but also "Paradoxical Covenant", "Fey" and much more other cards. I and many other members of Horror Arkham LCG\'s community were shocked when we saw this mail. We have thought so far when the card say that any chaos token is resolved that always mean that is also revealed and this mail contradicts our reasoning. **A:** When we received the email mentioned, we were certain about how we wanted to rule on Tidal Memento, and it made sense to treat Book of Living Myths the same because of how similarly it is worded. However, Book of Living Myths was designed to function like your interpretation of it, where the searched token is “revealed and resolved” rather than just “resolved,” and its effect can combo with Read the Signs, Paradoxical Covenant, Fey, etc. We planned to revisit Book of Living Myths for a potential update, but with the timing of said update uncertain, we will address your concern here: Book of Living Myths does “reveal and resolve” the searched token. This was, and remains, the intention of the card. (Rules Forum Answer, October 2024)\r\n\r\n- **Q:** When can I use parallel Father Mateo’s <span class="icon-reaction"></span> ability? **A:** When an investigator with a <span class="icon-bless"></span> token sealed on them would reveal a chaos token for any reason (either via a skill test or when resolving a card such as [Absolution](/card/10024)), you may trigger Father Mateo’s <span class="icon-reaction"></span> ability for that investigator to use the <span class="icon-bless"></span> token sealed on them for that skill test or card ability (this counts either as “revealing” or “resolving” the token for the purposes of that ability). This interpretation may also be applied to cards such as [Tidal Memento](/card/90038), [Eye of the Djinn](/card/07225), and [Book of Living Myths](/card/10013). (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:06:10.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '90040', 'html': '<ul><li><strong>Q:</strong> I have a question regarding advanced Wendy\'s weakness, which reads: "Remove all non-weakness cards in your discard pile from the game. If no cards were removed by this effect, shuffle this card back into your deck. Otherwise, take 3 direct horror." Does that "otherwise" mean that you take 3 horror if you removed cards from your discard? Or is it that you take 3 horror if you have no more cards to remove and you can\'t shuffle it back to your deck? <strong>A:</strong> To answer your question(s):\n<ul><li>The short answer: you will take 3 horror if you removed at least 1 card from the game with this effect.</li>\n<li>The longer answer: when you draw this card, it presents you with a command: remove all non-weakness cards in your discard pile from the game. You would do this, then look at the rest of the card for a follow-up. If you didn’t remove anything, you’d shuffle Abandoned and Alone back into your deck; but if you did remove at least one card—the “otherwise” condition--you take the 3 direct horror.</li>\n</ul></li>\n</ul>', 'text': '- **Q:** I have a question regarding advanced Wendy\'s weakness, which reads: "Remove all non-weakness cards in your discard pile from the game. If no cards were removed by this effect, shuffle this card back into your deck. Otherwise, take 3 direct horror." Does that "otherwise" mean that you take 3 horror if you removed cards from your discard? Or is it that you take 3 horror if you have no more cards to remove and you can\'t shuffle it back to your deck? **A:** To answer your question(s):\r\n - The short answer: you will take 3 horror if you removed at least 1 card from the game with this effect.\r\n - The longer answer: when you draw this card, it presents you with a command: remove all non-weakness cards in your discard pile from the game. You would do this, then look at the rest of the card for a follow-up. If you didn’t remove anything, you’d shuffle Abandoned and Alone back into your deck; but if you did remove at least one card—the “otherwise” condition--you take the 3 direct horror.', 'updated': {'date': '2022-09-08 14:43:25.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '08596', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> In the scenario <a href="/card/08596">To the Forbidden Peaks</a>, I am moving to a location which has <a href="/card/08699">Through the Ice</a> attached – I’m doing the test and I draw the <span class="icon-cultist"></span> token (HARD/EXPERT variant): I have to move to the location below me. What happens with the test? Is it canceled, because moving to the location with attached treachery is aborted by drawing the chaos token? Or does it continuing resolving (in this situation what happens with moving if I pass the test?) <strong>A:</strong> Upon further inspection, we believe that the <span class="icon-cultist"></span> token in To the Forbidden Peaks should have specified that the <b>Forced</b> move occurs after the skill test ends. Please treat the card and token as if this were the case.</p>\n</li>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: These card’s <span class="icon-cultist"></span> effects should read "If you fail, after this test ends…" - FAQ, v.2.1, August 2023</p>\n</li>\n</ul>', 'text': '- **Q:** In the scenario [To the Forbidden Peaks](/card/08596), I am moving to a location which has [Through the Ice](/card/08699) attached – I’m doing the test and I draw the <span class="icon-cultist"></span> token (HARD/EXPERT variant): I have to move to the location below me. What happens with the test? Is it canceled, because moving to the location with attached treachery is aborted by drawing the chaos token? Or does it continuing resolving (in this situation what happens with moving if I pass the test?) **A:** Upon further inspection, we believe that the <span class="icon-cultist"></span> token in To the Forbidden Peaks should have specified that the <b>Forced</b> move occurs after the skill test ends. Please treat the card and token as if this were the case.\r\n\r\n- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: These card’s <span class="icon-cultist"></span> effects should read "If you fail, after this test ends…" - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-02 14:31:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '08630', 'html': '<ul><li><strong>Q:</strong> There\'s an old ruling that says if you use <a href="/card/01068">Mind Wipe</a> on <a href="/card/81023">Swamp Leech</a> and attempt to evade it, the evade value of \'-\' is treated as 0. If another card, like <a href="/card/60327">Sharpshooter</a> or <a href="/card/06281">Delilah O\'Rourke</a>, references the evade value of something with a \'-\', like Swamp Leech or <a href="/card/85043">Vulnerable Heart</a>, is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the <a href="/card/08630">Hidden Tunnel</a> in <a href="/card/08621">City of the Elder Things</a> (for something like <a href="/card/02011">Searching for Izzie</a>, <a href="/card/04009">Call of the Unknown</a>, or <a href="/card/08009">Buried Secrets</a>)? <strong>A:</strong> After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.</li>\n</ul>', 'text': "- **Q:** There's an old ruling that says if you use [Mind Wipe](/card/01068) on [Swamp Leech](/card/81023) and attempt to evade it, the evade value of '-' is treated as 0. If another card, like [Sharpshooter](/card/60327) or [Delilah O'Rourke](/card/06281), references the evade value of something with a '-', like Swamp Leech or [Vulnerable Heart](/card/85043), is it treated as 0 for those purposes as well? Or is the ability just unable to fire? What about investigating the [Hidden Tunnel](/card/08630) in [City of the Elder Things](/card/08621) (for something like [Searching for Izzie](/card/02011), [Call of the Unknown](/card/04009), or [Buried Secrets](/card/08009))? **A:** After re-examining these cards and the direction our game has taken, we are going to override the previous ruling. Even if Swamp Leech were blanked with Mind Wipe, its Evade value would still be a “-“, which can be thought of as “null” or a “non-number.” You could not use this non-number as the basis for a skill test with Sharpshooter. It’s, as you said, unable to fire. This also means that you could not investigate at Hidden Tunnel.", 'updated': {'date': '2022-09-01 08:40:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '08634', 'html': '<ul><li><strong>Q:</strong> If I use <a href="/card/05158">Sixth Sense</a> to search at a location in "City of the Elder Things" and draw a <span class="icon-cultist"></span>, and then use Sixth Sense\'s ability to search at a connecting <a href="/card/08634">Labyrinthine Chamber</a> with a <span class="icon-cultist"></span> key on it; does the modifier of the <span class="icon-cultist"></span> token I drew get doubled? <strong>A:</strong> Yes. Assuming Labyrinthine Chamber is a connecting location with a <span class="icon-cultist"></span> “key” on it, and you have revealed a <span class="icon-cultist"></span> token using Sixth Sense, if you were to decide to instead investigate on the Labyrinthine Chamber, you would technically still be on Step 3 of “Skill Test Timing”, revealing a token; so yes, you would have to double the modifier based on Labyrinthine’s ability.</li>\n</ul>', 'text': '- **Q:** If I use [Sixth Sense](/card/05158) to search at a location in "City of the Elder Things" and draw a <span class="icon-cultist"></span>, and then use Sixth Sense\'s ability to search at a connecting [Labyrinthine Chamber](/card/08634) with a <span class="icon-cultist"></span> key on it; does the modifier of the <span class="icon-cultist"></span> token I drew get doubled? **A:** Yes. Assuming Labyrinthine Chamber is a connecting location with a <span class="icon-cultist"></span> “key” on it, and you have revealed a <span class="icon-cultist"></span> token using Sixth Sense, if you were to decide to instead investigate on the Labyrinthine Chamber, you would technically still be on Step 3 of “Skill Test Timing”, revealing a token; so yes, you would have to double the modifier based on Labyrinthine’s ability.', 'updated': {'date': '2022-07-27 11:00:49.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '08635', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s ability should read: "Choose 3 locations other than Hidden Tunnel and reveal them…" - FAQ, v.2.1, August 2023</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s ability should read: "Choose 3 locations other than Hidden Tunnel and reveal them…" - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-02 14:33:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '08648', 'html': '<ul><li><strong>Q:</strong> The FAQ specifies that effects that apply to “the next scenario” only apply to the first part of a two parter - see supplies effects and <a href="/card/04205">Heart of the Elders</a>. However is not clear if this ruling also applies to checkpointed scenarios in Edge of the Earth. Specifically, talking to one of the partners in the interlude has one of the investigators begin <a href="/card/08648">The Heart of Madness</a> with a bonus (cards or resources). Is the intention for this bonus to apply to both parts of the scenario if both are played? Only the first one played? This wording doesn’t say “the next scenario but rather names the scenario specifically. <strong>A:</strong> If a bonus applies to a specific scenario title, it applies to both part 1 &amp; 2. (Ex: Page 44 [of the campaign guide], Danforth’s entry says to start Scenario IV: The Heart of Madness with 2 additional cards. Both parts are called this, and this bonus applies to both parts.) If this is NOT the case, then it would only apply to the first scenario.</li>\n</ul>', 'text': '- **Q:** The FAQ specifies that effects that apply to “the next scenario” only apply to the first part of a two parter - see supplies effects and [Heart of the Elders](/card/04205). However is not clear if this ruling also applies to checkpointed scenarios in Edge of the Earth. Specifically, talking to one of the partners in the interlude has one of the investigators begin [The Heart of Madness](/card/08648) with a bonus (cards or resources). Is the intention for this bonus to apply to both parts of the scenario if both are played? Only the first one played? This wording doesn’t say “the next scenario but rather names the scenario specifically. **A:** If a bonus applies to a specific scenario title, it applies to both part 1 & 2. (Ex: Page 44 [of the campaign guide], Danforth’s entry says to start Scenario IV: The Heart of Madness with 2 additional cards. Both parts are called this, and this bonus applies to both parts.) If this is NOT the case, then it would only apply to the first scenario.', 'updated': {'date': '2022-09-21 15:36:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '08669', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s <b>Forced</b> ability should read: "…activated seal: Protoplasmic Mass readies and resolves the enemy phase again <i>(it resolves its hunter keyword and attacks a second time)</i>. (Limit once per phase.)" - FAQ, v.2.1, August 2023</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s <b>Forced</b> ability should read: "…activated seal: Protoplasmic Mass readies and resolves the enemy phase again <i>(it resolves its hunter keyword and attacks a second time)</i>. (Limit once per phase.)" - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-02 14:36:22.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[],
[],
[{'code': '08711', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 15:05:45.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '09020', 'html': '<p>-- <strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated February 2024): <strong>Erratum:</strong> This card’s <strong>Revelation</strong> ability should read: “…Otherwise, for each Ally asset you control, you must either exhaust it or deal it 1 direct damage and 1 direct horror.”" - FAQ, v.2.2, February 2024 [What follows below is two ruling requests exploring this topic.]</p>\n<ul>\n<li>\n<p><strong>Q:</strong> I heard today that with <a href="/card/09020">Burden of Leadership</a>, since there\'s no \'\'must\'\' in the text, you can choose to exhaust an ally that\'s already exhausted to prevent them from taking the damage/horror. <s>I reach out to you because I feel it kind of strange to be allowed to do this and would like to know if it\'s the intent of the card or the designers forgot to include the \'\'must\'\' to force a choice that can alter the game state? <strong>A:</strong> You cannot exhaust a card that’s already exhausted—this is stated outright in the rules reference under <a href="/rules#Exhaust">Exhaust, Exhausted</a>. If you have Ally assets that are already exhausted when you resolve Burden of Leadership, you must deal the damage and horror to them.</s> <strong>Ruling updated</strong>: Though there exists a rule under <a href="/rules#Exhaust">Exhausted</a> stating that an exhausted card cannot be exhausted again until it is ready, this rule doesn’t have much bearing when there is also a rule for <a href="/rules#Must">Must</a> stating that its absence when choosing between multiple options allows the player to choose “an option that does not change the game state.” Thus, the rules of Must conflict with the intention of Burden of Leadership. For that reason, <a href="/card/09020">Burden of Leadership</a> will be receiving an errata, where “must” will be included in the presented choice: <u><i>“For each Ally asset you control, you must either exhaust it or deal it 1 direct damage and 1 direct horror.”</i></u></p>\n</li>\n<li>\n<p><strong>Q:</strong> In late 2022, there was a ruling on Charlie\'s weakness, <a href="/card/09020">Burden of Leadership</a>.  In July of this year, many months after that ruling, the new v2.1 FAQ was released and the new FAQ did not include this errata. Does this mean that the Burden of Leadership ruling was reversed and there is no inclusion of "must"? Or should this errata have been included in the new FAQ and it was an oversight not to include it? <strong>A:</strong> No, the ruling wasn’t reversed—it was an oversight on our part not to include it in the latest FAQ. Burden of Leadership needs an erratum where its ability states “…for each Ally asset you control, you must either exhaust it or deal it 1 direct damage and 1 direct horror.” Please apply this ruling to the card if you play Charlie. (October, 2023)</p>\n</li>\n</ul>', 'text': '-- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated February 2024): **Erratum:** This card’s **Revelation** ability should read: “…Otherwise, for each Ally asset you control, you must either exhaust it or deal it 1 direct damage and 1 direct horror.”" - FAQ, v.2.2, February 2024 [What follows below is two ruling requests exploring this topic.]\r\n\r\n- **Q:** I heard today that with [Burden of Leadership](/card/09020), since there\'s no \'\'must\'\' in the text, you can choose to exhaust an ally that\'s already exhausted to prevent them from taking the damage/horror. <s>I reach out to you because I feel it kind of strange to be allowed to do this and would like to know if it\'s the intent of the card or the designers forgot to include the \'\'must\'\' to force a choice that can alter the game state? **A:** You cannot exhaust a card that’s already exhausted—this is stated outright in the rules reference under [Exhaust, Exhausted](/rules#Exhaust). If you have Ally assets that are already exhausted when you resolve Burden of Leadership, you must deal the damage and horror to them.</s> **Ruling updated**: Though there exists a rule under [Exhausted](/rules#Exhaust) stating that an exhausted card cannot be exhausted again until it is ready, this rule doesn’t have much bearing when there is also a rule for [Must](/rules#Must) stating that its absence when choosing between multiple options allows the player to choose “an option that does not change the game state.” Thus, the rules of Must conflict with the intention of Burden of Leadership. For that reason, [Burden of Leadership](/card/09020) will be receiving an errata, where “must” will be included in the presented choice: <u><i>“For each Ally asset you control, you must either exhaust it or deal it 1 direct damage and 1 direct horror.”</i></u>\r\n\r\n- **Q:** In late 2022, there was a ruling on Charlie\'s weakness, [Burden of Leadership](/card/09020).  In July of this year, many months after that ruling, the new v2.1 FAQ was released and the new FAQ did not include this errata. Does this mean that the Burden of Leadership ruling was reversed and there is no inclusion of "must"? Or should this errata have been included in the new FAQ and it was an oversight not to include it? **A:** No, the ruling wasn’t reversed—it was an oversight on our part not to include it in the latest FAQ. Burden of Leadership needs an erratum where its ability states “…for each Ally asset you control, you must either exhaust it or deal it 1 direct damage and 1 direct horror.” Please apply this ruling to the card if you play Charlie. (October, 2023)', 'updated': {'date': '2024-02-28 14:45:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '01512', 'html': '<ul><li><strong>Q:</strong> Regarding <a href="/card/01012">Heirloom of Hyperborea</a>, the text reads "After you play a Spell card: Draw 1 card". When I play <a href="/card/06117">Read the Signs</a>, when can I trigger the <span class="icon-reaction"></span> trigger ability of the heirloom to draw 1 card? Does it trigger when I play this card, or after I completely resolve Read the Signs and discard this card? <strong>A:</strong> Yes, the Heirloom of Hyperborea can trigger off of any Spell card its controller plays. This trigger occurs after the Spell card has resolved in full.</li>\n</ul>', 'text': '- **Q:** Regarding [Heirloom of Hyperborea](/card/01012), the text reads "After you play a Spell card: Draw 1 card". When I play [Read the Signs](/card/06117), when can I trigger the <span class="icon-reaction"></span> trigger ability of the heirloom to draw 1 card? Does it trigger when I play this card, or after I completely resolve Read the Signs and discard this card? **A:** Yes, the Heirloom of Hyperborea can trigger off of any Spell card its controller plays. This trigger occurs after the Spell card has resolved in full.', 'updated': {'date': '2022-09-12 10:40:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '09008', 'html': '<ul>\n<li><strong>Q:</strong> I have question about swarming enemies. In rules is written:"the host enemy cannot be defeated while it still has swarm cards underneath it", but can it be discarded ( for example by Kymani\'s ability) ? If it can be discarded do all swarm cards underneath it are discarded as well? <strong>A:</strong> Yes. Although the host enemy can’t be defeated if there are multiple enemies in the swarm, it can be discarded such as by Kymani’s ability, which would then cause the entire swarm to leave play. (Rules Forum Answer, December 2024)</li>\n</ul>', 'text': '- **Q:** I have question about swarming enemies. In rules is written:"the host enemy cannot be defeated while it still has swarm cards underneath it", but can it be discarded ( for example by Kymani\'s ability) ? If it can be discarded do all swarm cards underneath it are discarded as well? **A:** Yes. Although the host enemy can’t be defeated if there are multiple enemies in the swarm, it can be discarded such as by Kymani’s ability, which would then cause the entire swarm to leave play. (Rules Forum Answer, December 2024)', 'updated': {'date': '2025-03-22 16:24:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09009', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> There are multiple cards that give a player an action "as if it were their turn." The question came up as to whether that "as if" action can be used to activate abilities that cost <span class="icon-action"></span> <span class="icon-action"></span> (such as the <a href="/card/09009">Grappling Hook</a> action). The scenarios in question are: 1) I gain an action during the mythos phase, and get to take an action as though it were my turn. I have all 3 of my actions. 2) I gain an action during another investigator\'s turn, but I haven\'t gone yet. I have all 3 of my actions. 3) I gain an action during another investigator\'s turn, but I have gone. I didn\'t use all of my actions on my turn, so I have 1+ remaining action in my pool. For each of these scenarios, can I use that action to activate a two-action-cost ability? <strong>A:</strong> To answer your question(s):</p>\n<ul>\n<li>Yes, it is possible to use a <span class="icon-action"></span> <span class="icon-action"></span> ability when you only gain 1 action outside of your turn. However, you must have actions available to you during that current round.</li>\n<li>If you gained an action during the mythos phase, you’d have 1 + your standard 3 actions available that round. If you then used Grappling Hook, you’d only have 2 actions remaining to use during your turn. </li>\n<li>If you used only two actions during your turn, then gained another via other means, then yes, you should have 1 + 1 action available to you (such as to use Grappling Hook.)</li>\n</ul>\n</li>\n<li>\n<p><strong>Q:</strong> How do <a href="/card/09009">Grappling Hook</a> and <a href="/card/06239">Haste</a> interact? Example: I do an activate action first, then I use Grappling Hook\'s ability, can I activate Haste for an extra activate action? If so, when can I perform the activate action given by Haste? In addition, I am executing the three actions given by GH, is there a Player Window between the actions? <strong>A:</strong> Yes, you can take an activate action on some card, then activate Grappling Hook, and then use Haste to activate again. You should resolve all actions granted with GH before exhausting Haste. There is no player window between the three actions granted by GH.</p>\n</li>\n<li>\n<p><strong>Q:</strong> When a card such as <a href="/card/09009">Grappling Hook</a> or <a href="/card/08094">Sledgehammer</a> instructs me to perform a different number of actions than the cost of the ability, how do I determine how many actions I have performed for the purposes of card effects? <strong>A:</strong> When resolving an ability, the investigator is considered to have performed as many actions as specified by the effect. For example, Grappling Hook or <a href="/card/08014a">Discipline (Balance of Body)</a> instruct you to perform 3 different actions. Regardless of the cost paid to initiate the ability, you have performed 3 actions (assuming you took each available action). Conversely, an investigator activating the second ability on Sledgehammer has only performed one action, although they spent two actions to do so. - FAQ, v.2.1, August 2023</p>\n</li>\n</ul>', 'text': '- **Q:** There are multiple cards that give a player an action "as if it were their turn." The question came up as to whether that "as if" action can be used to activate abilities that cost <span class="icon-action"></span> <span class="icon-action"></span> (such as the [Grappling Hook](/card/09009) action). The scenarios in question are: 1) I gain an action during the mythos phase, and get to take an action as though it were my turn. I have all 3 of my actions. 2) I gain an action during another investigator\'s turn, but I haven\'t gone yet. I have all 3 of my actions. 3) I gain an action during another investigator\'s turn, but I have gone. I didn\'t use all of my actions on my turn, so I have 1+ remaining action in my pool. For each of these scenarios, can I use that action to activate a two-action-cost ability? **A:** To answer your question(s):\r\n - Yes, it is possible to use a <span class="icon-action"></span> <span class="icon-action"></span> ability when you only gain 1 action outside of your turn. However, you must have actions available to you during that current round.\r\n - If you gained an action during the mythos phase, you’d have 1 + your standard 3 actions available that round. If you then used Grappling Hook, you’d only have 2 actions remaining to use during your turn. \r\n - If you used only two actions during your turn, then gained another via other means, then yes, you should have 1 + 1 action available to you (such as to use Grappling Hook.)\r\n\r\n- **Q:** How do [Grappling Hook](/card/09009) and [Haste](/card/06239) interact? Example: I do an activate action first, then I use Grappling Hook\'s ability, can I activate Haste for an extra activate action? If so, when can I perform the activate action given by Haste? In addition, I am executing the three actions given by GH, is there a Player Window between the actions? **A:** Yes, you can take an activate action on some card, then activate Grappling Hook, and then use Haste to activate again. You should resolve all actions granted with GH before exhausting Haste. There is no player window between the three actions granted by GH.\r\n\r\n- **Q:** When a card such as [Grappling Hook](/card/09009) or [Sledgehammer](/card/08094) instructs me to perform a different number of actions than the cost of the ability, how do I determine how many actions I have performed for the purposes of card effects? **A:** When resolving an ability, the investigator is considered to have performed as many actions as specified by the effect. For example, Grappling Hook or [Discipline (Balance of Body)](/card/08014a) instruct you to perform 3 different actions. Regardless of the cost paid to initiate the ability, you have performed 3 actions (assuming you took each available action). Conversely, an investigator activating the second ability on Sledgehammer has only performed one action, although they spent two actions to do so. - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-01 13:51:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '09012', 'html': '<ul>\n<li><strong>Q:</strong> I have a a couple questions about the timing and resolution of Amina Zidane\'s signature events Word of Weal and Word of Woe. Word of Weal states "Fast. Play when you perform a skill test on an asset with 1 or more doom on it." Is this to be interpreted as "play during a skill test on an asset with 1 or more doom on it" and as such is played during one of the two player windows before and after committing skills? Or is it to be interpreted as "when a skill test on an asset with 1 or more doom on it begins" since the word "when" indicates the moment when something would happen but before resolving its impact on the game state. Additionally for both Word of Weal and Word of Woe, when do we resolve the clause that shuffles the other into your deck if it is present in your discard pile? For Word of Woe it\'s not clear to me whether you shuffle Word of Weal into your deck after completing the action triggered ability in full, or in between placing the doom and resolving the action triggered ability. For Word of Weal, it\'s likewise not clear to me whether you shuffle Word of Woe into your deck immediately (or rather after creating the lasting/delayed effect to add your Willpower to the skill test being performed), or after completing the skill test being performed. <strong>A:</strong> Word of Weal can be played during either free player window of a skill test, so long as there is doom on the chosen asset by the time of playing. Once you’ve used its ability to add willpower to your skill value, you can shuffle Word of Woe into your deck if able; you do not wait until after you’ve resolved the test. Word of Woe can shuffle Word of Weal into your deck after you’ve fully resolved the ability on the chosen asset. (Rules Forum Answer, October 2024)</li>\n</ul>', 'text': '- **Q:** I have a a couple questions about the timing and resolution of Amina Zidane\'s signature events Word of Weal and Word of Woe. Word of Weal states "Fast. Play when you perform a skill test on an asset with 1 or more doom on it." Is this to be interpreted as "play during a skill test on an asset with 1 or more doom on it" and as such is played during one of the two player windows before and after committing skills? Or is it to be interpreted as "when a skill test on an asset with 1 or more doom on it begins" since the word "when" indicates the moment when something would happen but before resolving its impact on the game state. Additionally for both Word of Weal and Word of Woe, when do we resolve the clause that shuffles the other into your deck if it is present in your discard pile? For Word of Woe it\'s not clear to me whether you shuffle Word of Weal into your deck after completing the action triggered ability in full, or in between placing the doom and resolving the action triggered ability. For Word of Weal, it\'s likewise not clear to me whether you shuffle Word of Woe into your deck immediately (or rather after creating the lasting/delayed effect to add your Willpower to the skill test being performed), or after completing the skill test being performed. **A:** Word of Weal can be played during either free player window of a skill test, so long as there is doom on the chosen asset by the time of playing. Once you’ve used its ability to add willpower to your skill value, you can shuffle Word of Woe into your deck if able; you do not wait until after you’ve resolved the test. Word of Woe can shuffle Word of Weal into your deck after you’ve fully resolved the ability on the chosen asset. (Rules Forum Answer, October 2024)', 'updated': {'date': '2025-03-22 16:16:18.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09013', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> As a follow-up to a previous ruling that cleared up how modifiers behave for Circle tests (basically saying they don\'t get doubled or quadrupled because they apply to a "cumulative \'skill value\'", which makes sense when Circle tests don\'t test any single skill and thus inherently possesss a non-specific skill value [see FAQ under <a href="/card/03132">Historical Society</a>, last bullet]), I\'d like to ask about <a href="/card/09013">Word of Weal</a>. Word of Weal instructs the player to "Add your will to your skill value for this test". This is notably distinct from a Circle test, which inherently changes the nature of the test to one that tests multiple skills at once. So, if Amina uses Word of Weal on a will test (from say, <a href="/card/01689">Rite of Seeking</a> that has a doom on her from her play ability), she tests at 3 + 3 = 6 by default. What happens if: 1) She commits <a href="/card/01089">Guts</a> to the test. Does she test at (3+2) + (3+2) = 10? Or (3+3) + 2 = 8? 2) She uses <a href="/card/04156">High Roller</a> on the test (it could be <a href="/card/02018">Teamwork\'d</a> over). Again, does she test at 10 or 8? 3) She commits nothing to the test and does not modify her skill value in any way before drawing a token, testing at 6, and then draws a -1 token. Is her result (3 - 1) + (3 - 1) = 4? Or is her result (3 + 3) - 1 = 5? <strong>A:</strong> To answer your question(s):</p>\n<ul>\n<li>Yes, Rite of Seeking + Word of Weal would have Amina testing at 6.</li>\n<li>1) Adding Guts would only add +2 Willpower one time. She’d test at 8.</li>\n<li>2) Adding High Roller’s bonus would only add +2 Willpower one time. She’d still test at 8.</li>\n<li>3) Drawing a -1 token (when she started at 6) would only affect the test once, putting her at 5.</li>\n<li>If it helps: your “skill value” for a test is determined by totaling (your investigator’s printed stat value) + (modifiers to that printed stat) + (modifiers to “your skill value” for that test, including tokens). Modifiers that affect “skill value” for a test do not affect your “printed stat.” Anima’s Willpower is 3 by default; Word of Weal, Rite of Seeking, Guts, and High Roller do not change that.</li>\n</ul>\n</li>\n<li>\n<p><strong>Q:</strong> I have a a couple questions about the timing and resolution of Amina Zidane\'s signature events Word of Weal and Word of Woe. Word of Weal states "Fast. Play when you perform a skill test on an asset with 1 or more doom on it." Is this to be interpreted as "play during a skill test on an asset with 1 or more doom on it" and as such is played during one of the two player windows before and after committing skills? Or is it to be interpreted as "when a skill test on an asset with 1 or more doom on it begins" since the word "when" indicates the moment when something would happen but before resolving its impact on the game state. Additionally for both Word of Weal and Word of Woe, when do we resolve the clause that shuffles the other into your deck if it is present in your discard pile? For Word of Woe it\'s not clear to me whether you shuffle Word of Weal into your deck after completing the action triggered ability in full, or in between placing the doom and resolving the action triggered ability. For Word of Weal, it\'s likewise not clear to me whether you shuffle Word of Woe into your deck immediately (or rather after creating the lasting/delayed effect to add your Willpower to the skill test being performed), or after completing the skill test being performed. <strong>A:</strong> Word of Weal can be played during either free player window of a skill test, so long as there is doom on the chosen asset by the time of playing. Once you’ve used its ability to add willpower to your skill value, you can shuffle Word of Woe into your deck if able; you do not wait until after you’ve resolved the test. Word of Woe can shuffle Word of Weal into your deck after you’ve fully resolved the ability on the chosen asset. (Rules Forum Answer, October 2024)</p>\n</li>\n</ul>', 'text': '- **Q:** As a follow-up to a previous ruling that cleared up how modifiers behave for Circle tests (basically saying they don\'t get doubled or quadrupled because they apply to a "cumulative \'skill value\'", which makes sense when Circle tests don\'t test any single skill and thus inherently possesss a non-specific skill value [see FAQ under [Historical Society](/card/03132), last bullet]), I\'d like to ask about [Word of Weal](/card/09013). Word of Weal instructs the player to "Add your will to your skill value for this test". This is notably distinct from a Circle test, which inherently changes the nature of the test to one that tests multiple skills at once. So, if Amina uses Word of Weal on a will test (from say, [Rite of Seeking](/card/01689) that has a doom on her from her play ability), she tests at 3 + 3 = 6 by default. What happens if: 1) She commits [Guts](/card/01089) to the test. Does she test at (3+2) + (3+2) = 10? Or (3+3) + 2 = 8? 2) She uses [High Roller](/card/04156) on the test (it could be [Teamwork\'d](/card/02018) over). Again, does she test at 10 or 8? 3) She commits nothing to the test and does not modify her skill value in any way before drawing a token, testing at 6, and then draws a -1 token. Is her result (3 - 1) + (3 - 1) = 4? Or is her result (3 + 3) - 1 = 5? **A:** To answer your question(s):\r\n - Yes, Rite of Seeking + Word of Weal would have Amina testing at 6.\r\n - 1) Adding Guts would only add +2 Willpower one time. She’d test at 8.\r\n - 2) Adding High Roller’s bonus would only add +2 Willpower one time. She’d still test at 8.\r\n - 3) Drawing a -1 token (when she started at 6) would only affect the test once, putting her at 5.\r\n - If it helps: your “skill value” for a test is determined by totaling (your investigator’s printed stat value) + (modifiers to that printed stat) + (modifiers to “your skill value” for that test, including tokens). Modifiers that affect “skill value” for a test do not affect your “printed stat.” Anima’s Willpower is 3 by default; Word of Weal, Rite of Seeking, Guts, and High Roller do not change that.\r\n\r\n- **Q:** I have a a couple questions about the timing and resolution of Amina Zidane\'s signature events Word of Weal and Word of Woe. Word of Weal states "Fast. Play when you perform a skill test on an asset with 1 or more doom on it." Is this to be interpreted as "play during a skill test on an asset with 1 or more doom on it" and as such is played during one of the two player windows before and after committing skills? Or is it to be interpreted as "when a skill test on an asset with 1 or more doom on it begins" since the word "when" indicates the moment when something would happen but before resolving its impact on the game state. Additionally for both Word of Weal and Word of Woe, when do we resolve the clause that shuffles the other into your deck if it is present in your discard pile? For Word of Woe it\'s not clear to me whether you shuffle Word of Weal into your deck after completing the action triggered ability in full, or in between placing the doom and resolving the action triggered ability. For Word of Weal, it\'s likewise not clear to me whether you shuffle Word of Woe into your deck immediately (or rather after creating the lasting/delayed effect to add your Willpower to the skill test being performed), or after completing the skill test being performed. **A:** Word of Weal can be played during either free player window of a skill test, so long as there is doom on the chosen asset by the time of playing. Once you’ve used its ability to add willpower to your skill value, you can shuffle Word of Woe into your deck if able; you do not wait until after you’ve resolved the test. Word of Woe can shuffle Word of Weal into your deck after you’ve fully resolved the ability on the chosen asset. (Rules Forum Answer, October 2024)', 'updated': {'date': '2025-03-22 16:16:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '09016', 'html': '<ul><li><strong>Q:</strong> Can the reactions on cards that start the game in play be triggered during scenario setup? Specifically, during Step 10 of <a href="/rules#Appendix_III_Setting_Up_The_Game">Setting Up The Game</a>, when enemies or treacheries may be put in play? Two example cards: 1) Can <a href="/card/06010">Bounty Contracts</a> put bounties on enemies put out as part of scenario setup - are permanents in play at this point? 2) Can <a href="/card/09016">Darrell\'s Kodak</a> be triggered during scenario setup to put evidence on enemies or treacheries - are cards that "begin the game in play" in play at this point? <strong>A:</strong> No to both; unless explicitly stated, you can’t resolve abilities before the game starts. Neither Bounty Contracts nor Darrell’s Kodak is able to affect the game during Setup. (One card that can, though: <a href="/card/03003">Sefina Rousseau</a> with her Forced ability.)</li>\n</ul>', 'text': '- **Q:** Can the reactions on cards that start the game in play be triggered during scenario setup? Specifically, during Step 10 of [Setting Up The Game](/rules#Appendix_III_Setting_Up_The_Game), when enemies or treacheries may be put in play? Two example cards: 1) Can [Bounty Contracts](/card/06010) put bounties on enemies put out as part of scenario setup - are permanents in play at this point? 2) Can [Darrell\'s Kodak](/card/09016) be triggered during scenario setup to put evidence on enemies or treacheries - are cards that "begin the game in play" in play at this point? **A:** No to both; unless explicitly stated, you can’t resolve abilities before the game starts. Neither Bounty Contracts nor Darrell’s Kodak is able to affect the game during Setup. (One card that can, though: [Sefina Rousseau](/card/03003) with her Forced ability.)', 'updated': {'date': '2022-11-09 10:46:05.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '09027', 'html': '<ul>\n<li><strong>Q:</strong> After initiating a standard fight action or triggered fight ability on a non-melee asset can the reaction ability on <a href="/card/08105">Ice Pick</a> be used to play <a href="/card/09027">Grievous Wound</a>? <strong>A:</strong> No. With <a href="/card/09027">Grievous Wound</a>, you need to have initiated a fight/attack with an ability on a melee asset. <a href="/card/08105">Ice Pick</a> does not initiate a fight/attack. (August 2023)</li>\n</ul>', 'text': '- **Q:** After initiating a standard fight action or triggered fight ability on a non-melee asset can the reaction ability on [Ice Pick](/card/08105) be used to play [Grievous Wound](/card/09027)? **A:** No. With [Grievous Wound](/card/09027), you need to have initiated a fight/attack with an ability on a melee asset. [Ice Pick](/card/08105) does not initiate a fight/attack. (August 2023)', 'updated': {'date': '2023-09-29 16:43:49.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '09029', 'html': '<ul><li><strong>Q:</strong> <a href="/card/09023">Custom Modifications</a>\'s upgrade, "Extended Magazine", mentions when ammo is "placed" on attached asset by another event. <a href="/card/09029">One in the Chamber</a> states "add" 1 ammo. Is that discrepancy meaningful or will Extended Magazine work with One in the Chamber? <strong>A:</strong> The discrepancy is not meaningful—One in the Chamber should have said “place” instead of “add” to be more consistent with other cards. Custom Modification’s “Extended Magazine” will work with One in the Chamber.</li>\n</ul>', 'text': '- **Q:** [Custom Modifications](/card/09023)\'s upgrade, "Extended Magazine", mentions when ammo is "placed" on attached asset by another event. [One in the Chamber](/card/09029) states "add" 1 ammo. Is that discrepancy meaningful or will Extended Magazine work with One in the Chamber? **A:** The discrepancy is not meaningful—One in the Chamber should have said “place” instead of “add” to be more consistent with other cards. Custom Modification’s “Extended Magazine” will work with One in the Chamber.', 'updated': {'date': '2023-06-14 14:27:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '09047', 'html': '<ul><li><strong>Q:</strong> How/can <a href="/card/06002">Mandy Thompson</a> resolve her reaction ability to "resolve an additional target" when playing <a href="/card/09047">Captivating Discovery</a>? Does Captivating Discovery inherently have any search targets? <strong>A:</strong> If Mandy Thompson plays Captivating Discovery, she’d either search the top 9 cards of her deck, or, for one clue she placed she could add 3 of the searched cards to her hand instead of 2. (For just one clue, not all three.)</li>\n</ul>', 'text': '- **Q:** How/can [Mandy Thompson](/card/06002) resolve her reaction ability to "resolve an additional target" when playing [Captivating Discovery](/card/09047)? Does Captivating Discovery inherently have any search targets? **A:** If Mandy Thompson plays Captivating Discovery, she’d either search the top 9 cards of her deck, or, for one clue she placed she could add 3 of the searched cards to her hand instead of 2. (For just one clue, not all three.)', 'updated': {'date': '2023-03-17 15:10:24.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '09090', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> For the skill card <a href="/card/09090">Ghastly Possession</a>, is the second choice a lasting effect that would persist if you were to use Silas Marsh\'s ability? There\'s insufficient wording to clarify that the "If this test is successful, ..." effect is a "choice that becomes a lasting effect" or works like a regular skill card effect that is gained/obtained upon its selection (and would thus not persist if the skill card itself goes away with Silas\' ability before it can trigger). <strong>A:</strong> No. If Silas committed Ghastly Possession but returned Ghastly Possession to hand before the test finished, the second bullet on Ghastly Possession would no longer be in effect.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can a card that "replenishes" uses restore uses past a target card\'s initial uses value? Given an freshly-played asset with "Uses (4 charges)", if I spend 1 charge to initiate a test on that asset, and commit <a href="/card/09090">Ghastly Possession</a> to that test, how many uses do I replenish? <strong>A</strong> No; a card will only “replenish” uses up to its uses value. (We plan to codify the rules of replenish in a future FAQ update.) In that example, you’d replenish only 1 charge with <a href="/card/09090">Ghastly Possession</a>, because you’ve reached the maximum charges allowed through the rules of replenish. (Note, it’s possible to “add” charges beyond the uses value, you just can’t “replenish” beyond that value.) (October 2023)</p>\n</li>\n</ul>', 'text': '- **Q:** For the skill card [Ghastly Possession](/card/09090), is the second choice a lasting effect that would persist if you were to use Silas Marsh\'s ability? There\'s insufficient wording to clarify that the "If this test is successful, ..." effect is a "choice that becomes a lasting effect" or works like a regular skill card effect that is gained/obtained upon its selection (and would thus not persist if the skill card itself goes away with Silas\' ability before it can trigger). **A:** No. If Silas committed Ghastly Possession but returned Ghastly Possession to hand before the test finished, the second bullet on Ghastly Possession would no longer be in effect.\r\n\r\n- **Q:** Can a card that "replenishes" uses restore uses past a target card\'s initial uses value? Given an freshly-played asset with "Uses (4 charges)", if I spend 1 charge to initiate a test on that asset, and commit [Ghastly Possession](/card/09090) to that test, how many uses do I replenish? **A** No; a card will only “replenish” uses up to its uses value. (We plan to codify the rules of replenish in a future FAQ update.) In that example, you’d replenish only 1 charge with [Ghastly Possession](/card/09090), because you’ve reached the maximum charges allowed through the rules of replenish. (Note, it’s possible to “add” charges beyond the uses value, you just can’t “replenish” beyond that value.) (October 2023)', 'updated': {'date': '2023-11-21 04:06:00.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09092', 'html': "<ul>\n<li><strong>Q:</strong> I have seen a question following up on a ruling concerning the cards Tool Belt and Trigger Man. I have seen a ruling that allows Tool Belt to swap an Illicit Tool attached to Trigger man with a non-Illicit Tool attached to Tool Belt, which then allows the non-Illicit tool to be activated using Trigger Man's ability. I've noticed that the card Elle Rubash has similar wording to Tool Belt. Does this mean that Elle Rubash can be used the same way? Specifically, if I have a card attached to Trigger Man with doom on it, can I swap that card with a card attached Elle Rubash, and then use Trigger Man's ability with the newly attached card? <strong>A:</strong> Yes, Tool Belt and Triger Man can be used in that way, and yes, a similar logic can apply to Elle Rubash. If Trigger Man’s attached asset has doom on it, Elle Rubash can target that asset and “switch” it with one attached to her, then Trigger Man’s ability can be used on the newly attached asset. (Rules Forum Answer, February 2025)</li>\n</ul>", 'text': "- **Q:** I have seen a question following up on a ruling concerning the cards Tool Belt and Trigger Man. I have seen a ruling that allows Tool Belt to swap an Illicit Tool attached to Trigger man with a non-Illicit Tool attached to Tool Belt, which then allows the non-Illicit tool to be activated using Trigger Man's ability. I've noticed that the card Elle Rubash has similar wording to Tool Belt. Does this mean that Elle Rubash can be used the same way? Specifically, if I have a card attached to Trigger Man with doom on it, can I swap that card with a card attached Elle Rubash, and then use Trigger Man's ability with the newly attached card? **A:** Yes, Tool Belt and Triger Man can be used in that way, and yes, a similar logic can apply to Elle Rubash. If Trigger Man’s attached asset has doom on it, Elle Rubash can target that asset and “switch” it with one attached to her, then Trigger Man’s ability can be used on the newly attached asset. (Rules Forum Answer, February 2025)", 'updated': {'date': '2025-03-22 16:28:11.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '09107', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> I have a question regarding weaknesses and <b><i>Dilemma</i></b> cards with <strong>Revelation</strong> abilities: If due to card effects (e.g. <a href="/card/07023">Deep Knowledge</a>), both <a href="/card/01096">Amnesia</a> card and <a href="/card/09109">At a Crossroads</a> are drawn, is it possible to freely choose their resolution order? If so, and I choose to resolve Amnesia first, can I choose to discard the At a Crossroads I just drew? If I choose to resolve At a Crossroads first, choose myself to immediately get an action and then randomly discard 1 card from my hand, could Amnesia be randomly discarded due to this effect? The reason I\'m having a problem with this is because I don\'t understand where At a Crossroads is when I\'m resolving Amnesia? Is it in my hand or in "Limbo"? <strong>A:</strong> Good questions. We are ruling that the <strong>Revelation</strong> ability on a Weakness (or encounter) card must be resolved before the <strong>Revelation</strong> ability on a <b><i>Dilemma</i></b> card. We don’t believe this is explicitly stated, but we would like to include that in the next FAQ update. And yes, if you resolved the ability on Amnesia first, it would be possible to discard At a Crossroads, since it’s a card that’s in your hand at the time. At a Crossroads isn’t in limbo until you’re resolving its ability.</p>\n</li>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: <strong>Erratum:</strong> This card’s first bullet point should read: “Each unengaged non-<strong><em>Elite</em></strong> enemy moves once toward the nearest investigator.” (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** I have a question regarding weaknesses and <b><i>Dilemma</i></b> cards with **Revelation** abilities: If due to card effects (e.g. [Deep Knowledge](/card/07023)), both [Amnesia](/card/01096) card and [At a Crossroads](/card/09109) are drawn, is it possible to freely choose their resolution order? If so, and I choose to resolve Amnesia first, can I choose to discard the At a Crossroads I just drew? If I choose to resolve At a Crossroads first, choose myself to immediately get an action and then randomly discard 1 card from my hand, could Amnesia be randomly discarded due to this effect? The reason I\'m having a problem with this is because I don\'t understand where At a Crossroads is when I\'m resolving Amnesia? Is it in my hand or in "Limbo"? **A:** Good questions. We are ruling that the **Revelation** ability on a Weakness (or encounter) card must be resolved before the **Revelation** ability on a <b><i>Dilemma</i></b> card. We don’t believe this is explicitly stated, but we would like to include that in the next FAQ update. And yes, if you resolved the ability on Amnesia first, it would be possible to discard At a Crossroads, since it’s a card that’s in your hand at the time. At a Crossroads isn’t in limbo until you’re resolving its ability.\r\n\r\n- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: **Erratum:** This card’s first bullet point should read: “Each unengaged non-***Elite*** enemy moves once toward the nearest investigator.” (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:17:09.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '09120', 'html': "<ul>\n<li><strong>Q:</strong> I have seen a question following up on a ruling concerning the cards Tool Belt and Trigger Man. I have seen a ruling that allows Tool Belt to swap an Illicit Tool attached to Trigger man with a non-Illicit Tool attached to Tool Belt, which then allows the non-Illicit tool to be activated using Trigger Man's ability. I've noticed that the card Elle Rubash has similar wording to Tool Belt. Does this mean that Elle Rubash can be used the same way? Specifically, if I have a card attached to Trigger Man with doom on it, can I swap that card with a card attached Elle Rubash, and then use Trigger Man's ability with the newly attached card? <strong>A:</strong> Yes, Tool Belt and Triger Man can be used in that way, and yes, a similar logic can apply to Elle Rubash. If Trigger Man’s attached asset has doom on it, Elle Rubash can target that asset and “switch” it with one attached to her, then Trigger Man’s ability can be used on the newly attached asset. (Rules Forum Answer, February 2025)</li>\n</ul>", 'text': "- **Q:** I have seen a question following up on a ruling concerning the cards Tool Belt and Trigger Man. I have seen a ruling that allows Tool Belt to swap an Illicit Tool attached to Trigger man with a non-Illicit Tool attached to Tool Belt, which then allows the non-Illicit tool to be activated using Trigger Man's ability. I've noticed that the card Elle Rubash has similar wording to Tool Belt. Does this mean that Elle Rubash can be used the same way? Specifically, if I have a card attached to Trigger Man with doom on it, can I swap that card with a card attached Elle Rubash, and then use Trigger Man's ability with the newly attached card? **A:** Yes, Tool Belt and Triger Man can be used in that way, and yes, a similar logic can apply to Elle Rubash. If Trigger Man’s attached asset has doom on it, Elle Rubash can target that asset and “switch” it with one attached to her, then Trigger Man’s ability can be used on the newly attached asset. (Rules Forum Answer, February 2025)", 'updated': {'date': '2025-03-22 16:28:31.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09127', 'html': '<ul>\n<li><strong>Q:</strong> For Ectoplasmic Horror, does its ability apply to the first eligible test only, or to the first token in each eligible test? <strong>A:</strong> The ability on Ectoplasmic Horror applies to the first token revealed during <strong>each</strong> attack test or evade test against it. (September 2023)</li>\n</ul>', 'text': '- **Q:** For Ectoplasmic Horror, does its ability apply to the first eligible test only, or to the first token in each eligible test? **A:** The ability on Ectoplasmic Horror applies to the first token revealed during **each** attack test or evade test against it. (September 2023)', 'updated': {'date': '2023-10-06 03:36:19.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09004', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> How does <a href="/card/09004">Vincent Lee</a> interact with <a href="/card/07303">Ancestral Knowledge</a>? Vincent Lee adds copies of <a href="/card/09006">On the Mend</a> to his deck, which are set aside when each game begins - do they count towards the deckbuilding requirement that the deck must contain at least 10 skills? <strong>A:</strong> Vincent Lee’s “On the Mend” skills would not count toward the required 10 skills of Ancestral Knowledge.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can <a href="/card/09004">Vincent Lee</a> upgrade <a href="/card/54002">Hallowed Mirror</a> (3)? <strong>A:</strong> <del>Yes, Vincent can upgrade Hallowed Mirror.</del> Bonded cards <strong>cannot</strong> be treated as part of the text box of the card to which they are bonded. (August 2023)</p>\n</li>\n</ul>', 'text': '- **Q:** How does [Vincent Lee](/card/09004) interact with [Ancestral Knowledge](/card/07303)? Vincent Lee adds copies of [On the Mend](/card/09006) to his deck, which are set aside when each game begins - do they count towards the deckbuilding requirement that the deck must contain at least 10 skills? **A:** Vincent Lee’s “On the Mend” skills would not count toward the required 10 skills of Ancestral Knowledge.\r\n\r\n- **Q:** Can [Vincent Lee](/card/09004) upgrade [Hallowed Mirror](/card/54002) (3)? **A:** ~~Yes, Vincent can upgrade Hallowed Mirror.~~ Bonded cards **cannot** be treated as part of the text box of the card to which they are bonded. (August 2023)', 'updated': {'date': '2023-09-29 17:20:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '09006', 'html': '<ul><li><strong>Q:</strong> How does <a href="/card/09004">Vincent Lee</a> interact with <a href="/card/07303">Ancestral Knowledge</a>? Vincent Lee adds copies of <a href="/card/09006">On the Mend</a> to his deck, which are set aside when each game begins - do they count towards the deckbuilding requirement that the deck must contain at least 10 skills? <strong>A:</strong> Vincent Lee’s “On the Mend” skills would not count toward the required 10 skills of Ancestral Knowledge.</li>\n</ul>', 'text': '- **Q:** How does [Vincent Lee](/card/09004) interact with [Ancestral Knowledge](/card/07303)? Vincent Lee adds copies of [On the Mend](/card/09006) to his deck, which are set aside when each game begins - do they count towards the deckbuilding requirement that the deck must contain at least 10 skills? **A:** Vincent Lee’s “On the Mend” skills would not count toward the required 10 skills of Ancestral Knowledge.', 'updated': {'date': '2023-01-13 10:35:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '09045', 'html': '<ul><li><strong>Q:</strong> Several cards have abilities that spend "Evidence", but do not posses the usual "Uses" keyword, for example <a href="/card/08086">Michael Leigh</a> or <a href="/card/09045">Research Notes</a>. Does this mean that for the abilities of these cards you are allowed to spend evidence from any card you control? Or does the evidence spent must come from the card itself, as it would happen with cards with the "Uses" keyword? <strong>A:</strong> When a card has “evidence” placed onto it and has an ability that spends “evidence”, that evidence must be spent from the same card. Only evidence on Michael Leigh can be spent on his second triggered ability. Only evidence on Research Notes can be spent on its activate ability.</li>\n</ul>', 'text': '- **Q:** Several cards have abilities that spend "Evidence", but do not posses the usual "Uses" keyword, for example [Michael Leigh](/card/08086) or [Research Notes](/card/09045). Does this mean that for the abilities of these cards you are allowed to spend evidence from any card you control? Or does the evidence spent must come from the card itself, as it would happen with cards with the "Uses" keyword? **A:** When a card has “evidence” placed onto it and has an ability that spends “evidence”, that evidence must be spent from the same card. Only evidence on Michael Leigh can be spent on his second triggered ability. Only evidence on Research Notes can be spent on its activate ability.', 'updated': {'date': '2023-03-16 14:16:43.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '09051', 'html': '<ul><li><strong>Q:</strong> How does <a href="/card/09051">Orphic Theory</a> interact with Hidden cards? Hidden cards are treachery cards treated as if they are in your threat area - can I target a hidden card in my hand with Orphic Theory? Does that remove the Hidden keyword and allow the card to be discarded via some other means? <strong>A:</strong> Orphic Theory cannot target Hidden treacheries in your hand.</li>\n</ul>', 'text': '- **Q:** How does [Orphic Theory](/card/09051) interact with Hidden cards? Hidden cards are treachery cards treated as if they are in your threat area - can I target a hidden card in my hand with Orphic Theory? Does that remove the Hidden keyword and allow the card to be discarded via some other means? **A:** Orphic Theory cannot target Hidden treacheries in your hand.', 'updated': {'date': '2023-01-13 10:34:40.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09065', 'html': '<ul>\n<li><strong>Q:</strong> <a href="/card/09065">Hidden Pocket</a> and <a href="/card/10132">Occult Reliquary</a> both give you an additional slot, but allow you to choose what type of slot you gain. Are you allowed to change your mind about what kind of slot you gain from these effects (similar to the other slot-related effects in FAQ 1.24, "Shifting Slots"), or is it determined when the card enters play? <strong>A:</strong> With cards that allow you to choose what type of slot you gain, you should declare a slot type immediately, but you can still re-assess what type of slot it is once an asset enters play that can use either slot. It’s fine if you play Hidden Pocket, thinking you’ll use the hand slot, but later you play an accessory that you’d rather put in Hidden Pocket instead. (Rules Form, January 2024)</li>\n</ul>', 'text': '- **Q:** [Hidden Pocket](/card/09065) and [Occult Reliquary](/card/10132) both give you an additional slot, but allow you to choose what type of slot you gain. Are you allowed to change your mind about what kind of slot you gain from these effects (similar to the other slot-related effects in FAQ 1.24, "Shifting Slots"), or is it determined when the card enters play? **A:** With cards that allow you to choose what type of slot you gain, you should declare a slot type immediately, but you can still re-assess what type of slot it is once an asset enters play that can use either slot. It’s fine if you play Hidden Pocket, thinking you’ll use the hand slot, but later you play an accessory that you’d rather put in Hidden Pocket instead. (Rules Form, January 2024)', 'updated': {'date': '2024-01-21 02:58:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '09106', 'html': '<ul><li><strong>Q:</strong> I have a question regarding weaknesses and <b><i>Dilemma</i></b> cards with <strong>Revelation</strong> abilities: If due to card effects (e.g. <a href="/card/07023">Deep Knowledge</a>), both <a href="/card/01096">Amnesia</a> card and <a href="/card/09109">At a Crossroads</a> are drawn, is it possible to freely choose their resolution order? If so, and I choose to resolve Amnesia first, can I choose to discard the At a Crossroads I just drew? If I choose to resolve At a Crossroads first, choose myself to immediately get an action and then randomly discard 1 card from my hand, could Amnesia be randomly discarded due to this effect? The reason I\'m having a problem with this is because I don\'t understand where At a Crossroads is when I\'m resolving Amnesia? Is it in my hand or in "Limbo"? <strong>A:</strong> Good questions. We are ruling that the <strong>Revelation</strong> ability on a Weakness (or encounter) card must be resolved before the <strong>Revelation</strong> ability on a <b><i>Dilemma</i></b> card. We don’t believe this is explicitly stated, but we would like to include that in the next FAQ update. And yes, if you resolved the ability on Amnesia first, it would be possible to discard At a Crossroads, since it’s a card that’s in your hand at the time. At a Crossroads isn’t in limbo until you’re resolving its ability.</li>\n</ul>', 'text': '- **Q:** I have a question regarding weaknesses and <b><i>Dilemma</i></b> cards with **Revelation** abilities: If due to card effects (e.g. [Deep Knowledge](/card/07023)), both [Amnesia](/card/01096) card and [At a Crossroads](/card/09109) are drawn, is it possible to freely choose their resolution order? If so, and I choose to resolve Amnesia first, can I choose to discard the At a Crossroads I just drew? If I choose to resolve At a Crossroads first, choose myself to immediately get an action and then randomly discard 1 card from my hand, could Amnesia be randomly discarded due to this effect? The reason I\'m having a problem with this is because I don\'t understand where At a Crossroads is when I\'m resolving Amnesia? Is it in my hand or in "Limbo"? **A:** Good questions. We are ruling that the **Revelation** ability on a Weakness (or encounter) card must be resolved before the **Revelation** ability on a <b><i>Dilemma</i></b> card. We don’t believe this is explicitly stated, but we would like to include that in the next FAQ update. And yes, if you resolved the ability on Amnesia first, it would be possible to discard At a Crossroads, since it’s a card that’s in your hand at the time. At a Crossroads isn’t in limbo until you’re resolving its ability.', 'updated': {'date': '2023-03-17 15:15:48.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09109', 'html': '<ul><li>\n<p><strong>Q:</strong> I have a question regarding weaknesses and <b><i>Dilemma</i></b> cards with <strong>Revelation</strong> abilities: If due to card effects (e.g. <a href="/card/07023">Deep Knowledge</a>), both <a href="/card/01096">Amnesia</a> card and <a href="/card/09109">At a Crossroads</a> are drawn, is it possible to freely choose their resolution order? If so, and I choose to resolve Amnesia first, can I choose to discard the At a Crossroads I just drew? If I choose to resolve At a Crossroads first, choose myself to immediately get an action and then randomly discard 1 card from my hand, could Amnesia be randomly discarded due to this effect? The reason I\'m having a problem with this is because I don\'t understand where At a Crossroads is when I\'m resolving Amnesia? Is it in my hand or in "Limbo"? <strong>A:</strong> Good questions. We are ruling that the <strong>Revelation</strong> ability on a Weakness (or encounter) card must be resolved before the <strong>Revelation</strong> ability on a <b><i>Dilemma</i></b> card. We don’t believe this is explicitly stated, but we would like to include that in the next FAQ update. And yes, if you resolved the ability on Amnesia first, it would be possible to discard At a Crossroads, since it’s a card that’s in your hand at the time. At a Crossroads isn’t in limbo until you’re resolving its ability.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Should I resolve "immediately take an action" first, and then resolve "then discards 1 card at random from their hand"? What is the sequence of settlement of these two sentences? 2. When will "then draws 3 cards" be resolved? Do I have to wait until the actual loses 1 action on the next turn to draw a card? 3. Is "loses 1 action during their next turn" a Delayed Effects? If not, is it "now" to loses 1 action during their next turn? If I am now sure that I have no action in the next round or the mythos phase of the next round will end the game, can I still choose the second option?  <strong>A:</strong> Yes, in the first bullet on <a href="/card/09109">At a Crossroads</a>, the action should be taken before the card is discarded. In the second bullet on At A Crossroads, once the investigator that’s losing 1 action is declared, that investigator should then draw 3 cards. That investigator does not need to wait until their next turn. (We preferred this to alternatives we discussed.)</p>\n</li>\n</ul>', 'text': '- **Q:** I have a question regarding weaknesses and <b><i>Dilemma</i></b> cards with **Revelation** abilities: If due to card effects (e.g. [Deep Knowledge](/card/07023)), both [Amnesia](/card/01096) card and [At a Crossroads](/card/09109) are drawn, is it possible to freely choose their resolution order? If so, and I choose to resolve Amnesia first, can I choose to discard the At a Crossroads I just drew? If I choose to resolve At a Crossroads first, choose myself to immediately get an action and then randomly discard 1 card from my hand, could Amnesia be randomly discarded due to this effect? The reason I\'m having a problem with this is because I don\'t understand where At a Crossroads is when I\'m resolving Amnesia? Is it in my hand or in "Limbo"? **A:** Good questions. We are ruling that the **Revelation** ability on a Weakness (or encounter) card must be resolved before the **Revelation** ability on a <b><i>Dilemma</i></b> card. We don’t believe this is explicitly stated, but we would like to include that in the next FAQ update. And yes, if you resolved the ability on Amnesia first, it would be possible to discard At a Crossroads, since it’s a card that’s in your hand at the time. At a Crossroads isn’t in limbo until you’re resolving its ability.\r\n\r\n- **Q:** Should I resolve "immediately take an action" first, and then resolve "then discards 1 card at random from their hand"? What is the sequence of settlement of these two sentences? 2. When will "then draws 3 cards" be resolved? Do I have to wait until the actual loses 1 action on the next turn to draw a card? 3. Is "loses 1 action during their next turn" a Delayed Effects? If not, is it "now" to loses 1 action during their next turn? If I am now sure that I have no action in the next round or the mythos phase of the next round will end the game, can I still choose the second option?  **A:** Yes, in the first bullet on [At a Crossroads](/card/09109), the action should be taken before the card is discarded. In the second bullet on At A Crossroads, once the investigator that’s losing 1 action is declared, that investigator should then draw 3 cards. That investigator does not need to wait until their next turn. (We preferred this to alternatives we discussed.)', 'updated': {'date': '2023-06-14 14:37:32.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09111', 'html': '<ul><li><strong>Q:</strong> I have a question regarding weaknesses and <b><i>Dilemma</i></b> cards with <strong>Revelation</strong> abilities: If due to card effects (e.g. <a href="/card/07023">Deep Knowledge</a>), both <a href="/card/01096">Amnesia</a> card and <a href="/card/09109">At a Crossroads</a> are drawn, is it possible to freely choose their resolution order? If so, and I choose to resolve Amnesia first, can I choose to discard the At a Crossroads I just drew? If I choose to resolve At a Crossroads first, choose myself to immediately get an action and then randomly discard 1 card from my hand, could Amnesia be randomly discarded due to this effect? The reason I\'m having a problem with this is because I don\'t understand where At a Crossroads is when I\'m resolving Amnesia? Is it in my hand or in "Limbo"? <strong>A:</strong> Good questions. We are ruling that the <strong>Revelation</strong> ability on a Weakness (or encounter) card must be resolved before the <strong>Revelation</strong> ability on a <b><i>Dilemma</i></b> card. We don’t believe this is explicitly stated, but we would like to include that in the next FAQ update. And yes, if you resolved the ability on Amnesia first, it would be possible to discard At a Crossroads, since it’s a card that’s in your hand at the time. At a Crossroads isn’t in limbo until you’re resolving its ability.</li>\n</ul>', 'text': '- **Q:** I have a question regarding weaknesses and <b><i>Dilemma</i></b> cards with **Revelation** abilities: If due to card effects (e.g. [Deep Knowledge](/card/07023)), both [Amnesia](/card/01096) card and [At a Crossroads](/card/09109) are drawn, is it possible to freely choose their resolution order? If so, and I choose to resolve Amnesia first, can I choose to discard the At a Crossroads I just drew? If I choose to resolve At a Crossroads first, choose myself to immediately get an action and then randomly discard 1 card from my hand, could Amnesia be randomly discarded due to this effect? The reason I\'m having a problem with this is because I don\'t understand where At a Crossroads is when I\'m resolving Amnesia? Is it in my hand or in "Limbo"? **A:** Good questions. We are ruling that the **Revelation** ability on a Weakness (or encounter) card must be resolved before the **Revelation** ability on a <b><i>Dilemma</i></b> card. We don’t believe this is explicitly stated, but we would like to include that in the next FAQ update. And yes, if you resolved the ability on Amnesia first, it would be possible to discard At a Crossroads, since it’s a card that’s in your hand at the time. At a Crossroads isn’t in limbo until you’re resolving its ability.', 'updated': {'date': '2023-03-17 15:15:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09115', 'html': '<ul><li><strong>Q:</strong> I have a question regarding weaknesses and <b><i>Dilemma</i></b> cards with <strong>Revelation</strong> abilities: If due to card effects (e.g. <a href="/card/07023">Deep Knowledge</a>), both <a href="/card/01096">Amnesia</a> card and <a href="/card/09109">At a Crossroads</a> are drawn, is it possible to freely choose their resolution order? If so, and I choose to resolve Amnesia first, can I choose to discard the At a Crossroads I just drew? If I choose to resolve At a Crossroads first, choose myself to immediately get an action and then randomly discard 1 card from my hand, could Amnesia be randomly discarded due to this effect? The reason I\'m having a problem with this is because I don\'t understand where At a Crossroads is when I\'m resolving Amnesia? Is it in my hand or in "Limbo"? <strong>A:</strong> Good questions. We are ruling that the <strong>Revelation</strong> ability on a Weakness (or encounter) card must be resolved before the <strong>Revelation</strong> ability on a <b><i>Dilemma</i></b> card. We don’t believe this is explicitly stated, but we would like to include that in the next FAQ update. And yes, if you resolved the ability on Amnesia first, it would be possible to discard At a Crossroads, since it’s a card that’s in your hand at the time. At a Crossroads isn’t in limbo until you’re resolving its ability.</li>\n</ul>', 'text': '- **Q:** I have a question regarding weaknesses and <b><i>Dilemma</i></b> cards with **Revelation** abilities: If due to card effects (e.g. [Deep Knowledge](/card/07023)), both [Amnesia](/card/01096) card and [At a Crossroads](/card/09109) are drawn, is it possible to freely choose their resolution order? If so, and I choose to resolve Amnesia first, can I choose to discard the At a Crossroads I just drew? If I choose to resolve At a Crossroads first, choose myself to immediately get an action and then randomly discard 1 card from my hand, could Amnesia be randomly discarded due to this effect? The reason I\'m having a problem with this is because I don\'t understand where At a Crossroads is when I\'m resolving Amnesia? Is it in my hand or in "Limbo"? **A:** Good questions. We are ruling that the **Revelation** ability on a Weakness (or encounter) card must be resolved before the **Revelation** ability on a <b><i>Dilemma</i></b> card. We don’t believe this is explicitly stated, but we would like to include that in the next FAQ update. And yes, if you resolved the ability on Amnesia first, it would be possible to discard At a Crossroads, since it’s a card that’s in your hand at the time. At a Crossroads isn’t in limbo until you’re resolving its ability.', 'updated': {'date': '2023-03-17 15:15:41.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09123', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Can you play a card or use an action to heal while at full health/sanity? I.e. Playing <a href="/card/05314">Soothing Melody</a> to draw a card while at full health/sanity. <strong>A:</strong> No, you cannot normally heal a card that is at full health/sanity.</p>\n</li>\n<li>\n<p><strong> Follow-up Q:</strong> While you have <a href="/card/09123">Soul Sanctification</a> in play, can you play a card or use an action to heal your investigator while your investigator is at full health/sanity? For example, can I play <a href="/card/02105">Emergency Aid</a> on my full health investigator to generate two resources on Soul Sanctification? <strong>A:</strong> Yes—Soul Sanctification makes a specific exception to the rule I stated previously [<em>see above</em>]. With Soul Sanctification, you are able to "heal” your investigator even if you are at full health/sanity, and place any excess points healed onto Soul Sanctification as an offering. Emergency Aid would place 2 offerings on SS.</p>\n</li>\n<li>\n<p><strong>Q:</strong> How does the ability of <a href="/card/09123">Soul Sanctification</a> interact with <a href="/card/04149">Second Wind</a> when I have either 1 or no damage on my investigator? <strong>A:</strong> Soul Sanctification grants you the ability to heal damage or horror in excess of a target’s maximum health or sanity. Normally, you would not be able to play Second Wind when you have no damage on your investigator, but with Soul Sanctification, you can play Second Wind when you have no damage on your investigator to place 2 offerings on Soul Sanctification. (Note: You will still draw 1 card from Second Wind’s effect if you used it to place charges on Soul Sanctification). - FAQ, v.2.1, August 2023</p>\n</li>\n</ul>', 'text': '- **Q:** Can you play a card or use an action to heal while at full health/sanity? I.e. Playing [Soothing Melody](/card/05314) to draw a card while at full health/sanity. **A:** No, you cannot normally heal a card that is at full health/sanity.\r\n\r\n- ** Follow-up Q:** While you have [Soul Sanctification](/card/09123) in play, can you play a card or use an action to heal your investigator while your investigator is at full health/sanity? For example, can I play [Emergency Aid](/card/02105) on my full health investigator to generate two resources on Soul Sanctification? **A:** Yes—Soul Sanctification makes a specific exception to the rule I stated previously [*see above*]. With Soul Sanctification, you are able to "heal” your investigator even if you are at full health/sanity, and place any excess points healed onto Soul Sanctification as an offering. Emergency Aid would place 2 offerings on SS.\r\n\r\n- **Q:** How does the ability of [Soul Sanctification](/card/09123) interact with [Second Wind](/card/04149) when I have either 1 or no damage on my investigator? **A:** Soul Sanctification grants you the ability to heal damage or horror in excess of a target’s maximum health or sanity. Normally, you would not be able to play Second Wind when you have no damage on your investigator, but with Soul Sanctification, you can play Second Wind when you have no damage on your investigator to place 2 offerings on Soul Sanctification. (Note: You will still draw 1 card from Second Wind’s effect if you used it to place charges on Soul Sanctification). - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-08-31 04:26:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '09022', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> My question is whether or not <a href="/card/09022">Runic Axe</a> can be used to move into a location without enemies present. The text on the card states that "Inscription of the Hunt" may be used to immediately move to a connecting location. Additionally, the inscriptions are triggered before the attack. So can you use the Runic Axe to just move (and not fight after because there is no valid target for the fight action)? <strong>A:</strong> When taking a “Fight” action, there must be a valid target for the attack - in most cases, an enemy. To resolve “Inscription of the Hunt” (on Runic Axe) correctly, you must either engage an enemy at your location or move to a location with an enemy you can fight.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Should the +1XP on Inscription of the Hunt be ignored when calculating the card\'s level in the same manner as chained (thus allowing for a 11 checkbox Runic Axe that counts as a Lv5 card)? <strong>A:</strong> The +1 experience for the Inscription of the Hunt upgrade translates to an additional checkbox on the upgrade sheet for that upgrade, which should be viewable under AHC’s Printable Taboo Cards, v.2.1. All other rules for Chained and Customizable cards still apply, as much as possible; we agreed that the easiest way to understand the card was if Runic Axe’s level was still dependent on how many checkboxes it had marked. (August 2023)</p>\n</li>\n</ul>', 'text': '- **Q:** My question is whether or not [Runic Axe](/card/09022) can be used to move into a location without enemies present. The text on the card states that "Inscription of the Hunt" may be used to immediately move to a connecting location. Additionally, the inscriptions are triggered before the attack. So can you use the Runic Axe to just move (and not fight after because there is no valid target for the fight action)? **A:** When taking a “Fight” action, there must be a valid target for the attack - in most cases, an enemy. To resolve “Inscription of the Hunt” (on Runic Axe) correctly, you must either engage an enemy at your location or move to a location with an enemy you can fight.\r\n\r\n- **Q:** Should the +1XP on Inscription of the Hunt be ignored when calculating the card\'s level in the same manner as chained (thus allowing for a 11 checkbox Runic Axe that counts as a Lv5 card)? **A:** The +1 experience for the Inscription of the Hunt upgrade translates to an additional checkbox on the upgrade sheet for that upgrade, which should be viewable under AHC’s Printable Taboo Cards, v.2.1. All other rules for Chained and Customizable cards still apply, as much as possible; we agreed that the easiest way to understand the card was if Runic Axe’s level was still dependent on how many checkboxes it had marked. (August 2023)', 'updated': {'date': '2023-09-29 18:03:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '09041', 'html': '<ul><li><strong>Q:</strong> I have a question about the timing of the trigger "When you enter a location." According to the rules, When is "immediately after the specified timing point or triggering condition initiates, but before its impact upon the game state resolves." This gets a bit confusing with "when" attached to movement. I can\'t tell from this if at the timing moment my investigator is in the original location, or the new location. This matters in particular for Empirical Hypothesis with Field Research and Peer Review. When another investigator moves from Location A to Location B, does my investigator need to be in A or B to collect the evidence of this movement? <strong>A:</strong> In your example, you would have to be in Location B and the other investigator would need to move into Location B for you to add evidence to Empirical Hypothesis. For Empirical Hypothesis’ Peer Review to work, the other investigator needs to be “at your location” at the time the “criteria” triggering condition occurs. (We understand how “when” could be confusing when it comes to movement, but this is essentially the only way to resolve the interaction, as soon as they enter the same location as you.)</li>\n</ul>', 'text': '- **Q:** I have a question about the timing of the trigger "When you enter a location." According to the rules, When is "immediately after the specified timing point or triggering condition initiates, but before its impact upon the game state resolves." This gets a bit confusing with "when" attached to movement. I can\'t tell from this if at the timing moment my investigator is in the original location, or the new location. This matters in particular for Empirical Hypothesis with Field Research and Peer Review. When another investigator moves from Location A to Location B, does my investigator need to be in A or B to collect the evidence of this movement? **A:** In your example, you would have to be in Location B and the other investigator would need to move into Location B for you to add evidence to Empirical Hypothesis. For Empirical Hypothesis’ Peer Review to work, the other investigator needs to be “at your location” at the time the “criteria” triggering condition occurs. (We understand how “when” could be confusing when it comes to movement, but this is essentially the only way to resolve the interaction, as soon as they enter the same location as you.)', 'updated': {'date': '2023-06-14 14:23:38.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09042', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> I have a question about <a href="/card/09042">The Raven Quill</a> If I have Spectral Binding (no slot) and Supernatural Record (fetch the <b><i>Tome</i></b> and play it), can I do this even if I have no free hand slot at that time? And will I keep all my current assets and the new tome (which does not require a slot once The Raven Quill is attached)? The main question here is, whether I have to discard one between playing and (then) attaching The Raven Quill. <strong>A:</strong> With Spectral Binding and Supernatural Record, you may play the named <b><i>Tome</i></b> asset without having it take up any hand slots.</p>\n</li>\n<li>\n<p><strong>Q:</strong> With <a href="/card/09042">The Raven Quill</a>\'s <span class="icon-reaction"></span> ability: "When you resign or the game ends: Either mark a checkbox on The Raven Quill\'s upgrade sheet, or reduce the experience cost to upgrade the attached asset before the next scenario by 1." If I have two copies of Dream Diary in my deck: Dream Diary: Untranslated, and Dream Diary: Dreams of a Child; and the Quill is attached to the Dreams of a Child at the end of the game... Can I use the 1xp discount to upgrade the Untranslated diary? <strong>A:</strong> No. The Raven Quill specifically allows you to reduce the experience cost to upgrade “the attached asset”, which would mean the one The Raven Quill is physically attached to when you resign or end the game. Though the two Dream Diary cards technically have the same title, you could not upgrade the Untranslated version with The Raven Quill if it was attached to Dreams of a Child.</p>\n</li>\n<li>\n<p><strong>Q:</strong>  I\'ve got a knotty question about <a href="/card/09042">The Raven Quill</a> - specifically when it has the Supernatural Record upgrade. Normally, with a level 0 Raven Quill, you can only play one copy; it\'s a unique card, so the second copy can\'t enter play. However, Supernatural Record reads: "When you play The Raven Quill, instead of attaching it to a named asset you control, you may search your deck, discard pile, and hand for a copy of a named asset and play it (paying its cost). Then, attach The Raven Quill to it." Which sounds like it replaces (using "instead") the attach-on-play effect with a procedure that first performs a tutor, then attaches Raven Quill to the tutored asset. Thus, is it possible that with Supernatural Record, a second Raven Quill can be played so as to resolve the tutoring effect, after which the attachment fails? After all, the rules only prohibit a second copy of a unique card from being brought "into play", so in theory a Raven Quill with Supernatural Record avoids being brought "into play" until after the tutoring effect is resolved and it attempts to attach to an asset. On the other hand, even with Supernatural Record the original text of Raven Quill that states "Attach to a named asset you control." still exists. In some sense, then, it\'s still an attach-on-play event, and it\'s possible that the rules for Play Restrictions (which state you must check for legality before playing the card) prevent a second Raven Quill from coming in at all because it\'s still a unique card that attempts to come into play through attachment. <strong>A:</strong> No, you cannot attempt to play a second The Raven Quill if there is already one The Raven Quill in play, even if you have the Supernatural Record upgrade.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I use the <span class="icon-reaction"></span> ability on The Raven Quill to mark additional checkboxes on its upgrade sheet beyond my deckbuilding access? <strong>A:</strong> No. A customizable card’s level is equal to half the total number of checked boxes, rounded up. For example, if your investigator has deckbuilding access to Seeker cards level 0–2, you cannot choose to mark more than 4 checkboxes on The Raven Quill’s upgrade sheet. (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** I have a question about [The Raven Quill](/card/09042) If I have Spectral Binding (no slot) and Supernatural Record (fetch the <b><i>Tome</i></b> and play it), can I do this even if I have no free hand slot at that time? And will I keep all my current assets and the new tome (which does not require a slot once The Raven Quill is attached)? The main question here is, whether I have to discard one between playing and (then) attaching The Raven Quill. **A:** With Spectral Binding and Supernatural Record, you may play the named <b><i>Tome</i></b> asset without having it take up any hand slots.\r\n\r\n- **Q:** With [The Raven Quill](/card/09042)\'s <span class="icon-reaction"></span> ability: "When you resign or the game ends: Either mark a checkbox on The Raven Quill\'s upgrade sheet, or reduce the experience cost to upgrade the attached asset before the next scenario by 1." If I have two copies of Dream Diary in my deck: Dream Diary: Untranslated, and Dream Diary: Dreams of a Child; and the Quill is attached to the Dreams of a Child at the end of the game... Can I use the 1xp discount to upgrade the Untranslated diary? **A:** No. The Raven Quill specifically allows you to reduce the experience cost to upgrade “the attached asset”, which would mean the one The Raven Quill is physically attached to when you resign or end the game. Though the two Dream Diary cards technically have the same title, you could not upgrade the Untranslated version with The Raven Quill if it was attached to Dreams of a Child.\r\n\r\n- **Q:**  I\'ve got a knotty question about [The Raven Quill](/card/09042) - specifically when it has the Supernatural Record upgrade. Normally, with a level 0 Raven Quill, you can only play one copy; it\'s a unique card, so the second copy can\'t enter play. However, Supernatural Record reads: "When you play The Raven Quill, instead of attaching it to a named asset you control, you may search your deck, discard pile, and hand for a copy of a named asset and play it (paying its cost). Then, attach The Raven Quill to it." Which sounds like it replaces (using "instead") the attach-on-play effect with a procedure that first performs a tutor, then attaches Raven Quill to the tutored asset. Thus, is it possible that with Supernatural Record, a second Raven Quill can be played so as to resolve the tutoring effect, after which the attachment fails? After all, the rules only prohibit a second copy of a unique card from being brought "into play", so in theory a Raven Quill with Supernatural Record avoids being brought "into play" until after the tutoring effect is resolved and it attempts to attach to an asset. On the other hand, even with Supernatural Record the original text of Raven Quill that states "Attach to a named asset you control." still exists. In some sense, then, it\'s still an attach-on-play event, and it\'s possible that the rules for Play Restrictions (which state you must check for legality before playing the card) prevent a second Raven Quill from coming in at all because it\'s still a unique card that attempts to come into play through attachment. **A:** No, you cannot attempt to play a second The Raven Quill if there is already one The Raven Quill in play, even if you have the Supernatural Record upgrade.\r\n\r\n- **Q:** Can I use the <span class="icon-reaction"></span> ability on The Raven Quill to mark additional checkboxes on its upgrade sheet beyond my deckbuilding access? **A:** No. A customizable card’s level is equal to half the total number of checked boxes, rounded up. For example, if your investigator has deckbuilding access to Seeker cards level 0–2, you cannot choose to mark more than 4 checkboxes on The Raven Quill’s upgrade sheet. (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:07:56.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '09058', 'html': '<ul><li>\n<p><strong>Q:</strong> Does <a href="/card/09058">Gray\'s Anatomy</a> heal damage/horror? Or is it only considered to modify the amount of damage/horror healed by the original source of healing? In other words, can <a href="/card/09004">Vincent Lee</a> and <a href="/card/05001">Carolyn Fern</a> take it? <strong>A:</strong> The card itself does not heal damage/horror, it only modifies the amount of damage/horror healed by the original source. That said, Vincent and Carolyn can still take it, because we are ruling that still fulfills their deckbuilding options. [<strong>NB ArkhamDB deckbuilding has been adjusted to reflect this.</strong>]</p>\n</li>\n<li>\n<p><strong>Q:</strong> Does the "to a maximum of +3" on <a href="/card/09058">Gray\'s Anatomy</a> mean that it is a maximum of +3 per target, or is across all uses of the ability. So can you use the ability on one enemy to have it take +3 damage, and then again on a different enemy to have it also take +3 damage. Or can you only use it on one enemy at a time? <strong>A:</strong> If you’re targeting enemies with Gray’s Anatomy, it imposes a maximum bonus of damage you can apply to that enemy “the next time [it] would be dealt damage this round.” It’s worded in such a way that while you could target the same enemy multiple times in a round with\nthe ability, the most bonus damage you could deal to it with Gray’s would be +3 at a time. There is nothing preventing you from using Gray’s Anatomy on multiple enemies, you’d just have to perform the intellect test once per enemy, and keep track of how much bonus damage each enemy would take.</p>\n</li>\n<li>\n<p><strong>Q:</strong>  Can you stack the effect of the action? I mean, doing the action twice choosing the same card could grant a +6? <strong>A:</strong> You can stack the effect, but only to a max of +3. The "max +3" applies across all instances of the ability (as well as across all copies of the card among all investigators). Once that damage or healing has been applied, you could theoretically use it again to get another +3 on a different healing/damage effect, but you couldn\'t use it twice in a row to get more than +3 to a single effect.</p>\n</li>\n<li>\n<p><strong>Q:</strong> On <a href="/card/09058">Gray\'s Anatomy</a>, is the maximum on the number of times you can make a choice, or are you allowed to choose the same option more than 3 times? For example, if I test on an investigator and succeed by 6, am I allowed to choose healing 6 times (and boost the next heal by the maximum of 3), or do I have to choose healing 3 times and damage 3 times? <strong>A:</strong> You can choose the same option more than 3 times on Gray’s Anatomy, but the maximum bonus applied to the heal/damage dealt can only go up to +3 for that round.</p>\n</li>\n</ul>', 'text': '- **Q:** Does [Gray\'s Anatomy](/card/09058) heal damage/horror? Or is it only considered to modify the amount of damage/horror healed by the original source of healing? In other words, can [Vincent Lee](/card/09004) and [Carolyn Fern](/card/05001) take it? **A:** The card itself does not heal damage/horror, it only modifies the amount of damage/horror healed by the original source. That said, Vincent and Carolyn can still take it, because we are ruling that still fulfills their deckbuilding options. [**NB ArkhamDB deckbuilding has been adjusted to reflect this.**]\r\n\r\n- **Q:** Does the "to a maximum of +3" on [Gray\'s Anatomy](/card/09058) mean that it is a maximum of +3 per target, or is across all uses of the ability. So can you use the ability on one enemy to have it take +3 damage, and then again on a different enemy to have it also take +3 damage. Or can you only use it on one enemy at a time? **A:** If you’re targeting enemies with Gray’s Anatomy, it imposes a maximum bonus of damage you can apply to that enemy “the next time [it] would be dealt damage this round.” It’s worded in such a way that while you could target the same enemy multiple times in a round with\r\nthe ability, the most bonus damage you could deal to it with Gray’s would be +3 at a time. There is nothing preventing you from using Gray’s Anatomy on multiple enemies, you’d just have to perform the intellect test once per enemy, and keep track of how much bonus damage each enemy would take.\r\n\r\n- **Q:**  Can you stack the effect of the action? I mean, doing the action twice choosing the same card could grant a +6? **A:** You can stack the effect, but only to a max of +3. The "max +3" applies across all instances of the ability (as well as across all copies of the card among all investigators). Once that damage or healing has been applied, you could theoretically use it again to get another +3 on a different healing/damage effect, but you couldn\'t use it twice in a row to get more than +3 to a single effect.\r\n\r\n- **Q:** On [Gray\'s Anatomy](/card/09058), is the maximum on the number of times you can make a choice, or are you allowed to choose the same option more than 3 times? For example, if I test on an investigator and succeed by 6, am I allowed to choose healing 6 times (and boost the next heal by the maximum of 3), or do I have to choose healing 3 times and damage 3 times? **A:** You can choose the same option more than 3 times on Gray’s Anatomy, but the maximum bonus applied to the heal/damage dealt can only go up to +3 for that round.', 'updated': {'date': '2023-01-13 10:33:28.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '09063', 'html': '<ul><li><strong>Q:</strong> How does <a href="/card/09063">Embezzled Treasure</a> work with its "to a maximum of 10 resources on it" clause? Does this mean that there can only be a maximum of 10 resources across all copies of Embezzled Treasure across all play areas, or is it a maximum per card so you could have 2 copies of Embezzled Treasure both with 10 resources on? <strong>A:</strong> Embezzled Treasure’s “to a maximum of 10 resources on it” is only intended to apply to itself, and not to all copies. Perhaps it\ncould’ve been worded differently, but that’s how it should be treated.</li>\n</ul>', 'text': '- **Q:** How does [Embezzled Treasure](/card/09063) work with its "to a maximum of 10 resources on it" clause? Does this mean that there can only be a maximum of 10 resources across all copies of Embezzled Treasure across all play areas, or is it a maximum per card so you could have 2 copies of Embezzled Treasure both with 10 resources on? **A:** Embezzled Treasure’s “to a maximum of 10 resources on it” is only intended to apply to itself, and not to all copies. Perhaps it\r\ncould’ve been worded differently, but that’s how it should be treated.', 'updated': {'date': '2022-11-09 10:47:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '09081', 'html': '<ul><li>\n<p><strong>Q:</strong> I have a couple of rules questions about <a href="/card/09081">Power Word</a>. One of the upgrades to Power Word is Thrice Spoken: "When you give a command using one copy, also give that command to each other enemy with one of your copies of Power Word attached." </p>\n<ul><li>1) Do all of the enemies carry out the command (a) simultaneously or (b) one at a time? And if it\'s one at a time, do I get to choose the order? </li>\n<li>2) (Extension) If the answer to Q1 is enemies act one at a time, how does this interact with Tonguetwister ("You may give up to two different commands")? Does one enemy complete both commands before the next enemy does? Or do all enemies complete one of the commands, then all enemies complete the other command?</li>\n<li>3) How does Power Word interact with Swarming enemies? If you Power Word the host enemy do you Power Word them all? Can you Power Word swarm cards or just the host enemy? Do different commands affect Swarming enemies differently (beyond the usual Swarming rules such as if you evade one enemy then you evade them all)? <br /><strong>A:</strong> For both of your initial questions, the investigators(s) get to choose the order in which the effects from Power Word resolve. Also, if Tonguetwister is unlocked, an enemy is not required to complete both commands before the next enemy does. For Q3, if you attach Power Word to the host of a Swarm, the collective Swarm will Go/move with the host or Cower/exhaust with the host, but that is all; if the host is commanded to Betray/attack, it does so alone. (You can also Power Word a specific enemy in the Swarm, but then only that enemy could follow the given command. This enemy shouldn’t be able to move away from the swarm, but it can exhaust or deal 1 damage, etc.)</li>\n</ul></li>\n<li>\n<p><strong>Q:</strong> I have a question about the card Power Word and the "limit once per round per command" stipulation. My understanding was that these limits were card-specific and referring to the initiation of the ability on that card. So, here is the question: If I have "Thrice Spoken" and "Confess" unlocked, and Power Word attached to 3 Non-Elite enemies with a health value of 3, and I am at a location with a shroud of 2, can I spend my 3 actions to give the Confess command to each enemy using each copy of Power Word? If so, because of "Thrice Spoken", I would read this as discovering 9 clues at this location. Or, does giving one enemy the "Confess" command, which, with Thrice Spoken, gives it to the other two enemies as well, use up my ability to give the "Confess" command to the other two enemies (using those other two copies of Power Word)? In this situation, I would only be able to discover 3 clues and have to figure out what else I want to do with my other two actions.<br /><strong>A:</strong> To answer your question(s):</p>\n<ul><li>Yes; limits apply to the copy of the card that they’re on.</li>\n<li>With Power Word, though, giving a command with Thrice Spoken does count toward the “limit once per round per command” on each copy. So, in your example, you could give the command “Confess” to have all 3 enemies discover a clue (if able) but you would not be able to give the “Confess” command any more times during that round.</li>\n</ul></li>\n</ul>', 'text': '- **Q:** I have a couple of rules questions about [Power Word](/card/09081). One of the upgrades to Power Word is Thrice Spoken: "When you give a command using one copy, also give that command to each other enemy with one of your copies of Power Word attached." \r\n - 1) Do all of the enemies carry out the command (a) simultaneously or (b) one at a time? And if it\'s one at a time, do I get to choose the order? \r\n - 2) (Extension) If the answer to Q1 is enemies act one at a time, how does this interact with Tonguetwister ("You may give up to two different commands")? Does one enemy complete both commands before the next enemy does? Or do all enemies complete one of the commands, then all enemies complete the other command?\r\n - 3) How does Power Word interact with Swarming enemies? If you Power Word the host enemy do you Power Word them all? Can you Power Word swarm cards or just the host enemy? Do different commands affect Swarming enemies differently (beyond the usual Swarming rules such as if you evade one enemy then you evade them all)? <br> **A:** For both of your initial questions, the investigators(s) get to choose the order in which the effects from Power Word resolve. Also, if Tonguetwister is unlocked, an enemy is not required to complete both commands before the next enemy does. For Q3, if you attach Power Word to the host of a Swarm, the collective Swarm will Go/move with the host or Cower/exhaust with the host, but that is all; if the host is commanded to Betray/attack, it does so alone. (You can also Power Word a specific enemy in the Swarm, but then only that enemy could follow the given command. This enemy shouldn’t be able to move away from the swarm, but it can exhaust or deal 1 damage, etc.)\r\n\r\n- **Q:** I have a question about the card Power Word and the "limit once per round per command" stipulation. My understanding was that these limits were card-specific and referring to the initiation of the ability on that card. So, here is the question: If I have "Thrice Spoken" and "Confess" unlocked, and Power Word attached to 3 Non-Elite enemies with a health value of 3, and I am at a location with a shroud of 2, can I spend my 3 actions to give the Confess command to each enemy using each copy of Power Word? If so, because of "Thrice Spoken", I would read this as discovering 9 clues at this location. Or, does giving one enemy the "Confess" command, which, with Thrice Spoken, gives it to the other two enemies as well, use up my ability to give the "Confess" command to the other two enemies (using those other two copies of Power Word)? In this situation, I would only be able to discover 3 clues and have to figure out what else I want to do with my other two actions.<br> **A:** To answer your question(s):\r\n - Yes; limits apply to the copy of the card that they’re on.\r\n - With Power Word, though, giving a command with Thrice Spoken does count toward the “limit once per round per command” on each copy. So, in your example, you could give the command “Confess” to have all 3 enemies discover a clue (if able) but you would not be able to give the “Confess” command any more times during that round.', 'updated': {'date': '2023-06-26 15:09:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09099', 'html': '<p><strong>Q:</strong> If you have Pocket Multi Tool with <strong>Detachable</strong> and <strong>Lucky Charm</strong>, can another investigator who fails a test at your location ready Pocket Multi Tool? <strong>A:</strong> Yes; in the situation described, an investigator who failed a skill test at the location can ready Pocket Multi Tool even if they don’t control it. (Rules Q&amp;A, August 2023)</p>', 'text': '**Q:** If you have Pocket Multi Tool with **Detachable** and **Lucky Charm**, can another investigator who fails a test at your location ready Pocket Multi Tool? **A:** Yes; in the situation described, an investigator who failed a skill test at the location can ready Pocket Multi Tool even if they don’t control it. (Rules Q&A, August 2023)', 'updated': {'date': '2023-08-25 03:47:13.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09101', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> How does Grizzled work with locations? Locations are encounter cards but the text on the card is "If this is a skill test on or against an encounter card (including fighting, evading or parleying)...", which doesn\'t list \'investigating\' among the examples. Does investigating count as a skill test against an encounter card, and therefore enable me to get extra wild icons if a matching trait is listed on the Grizzled upgrade card? <strong>A:</strong> Since location cards are considered encounter cards, Grizzled is able to be played when resolving a skill test on a location. The examples given on Grizzled are not an exhaustive list of how it can be used; you can commit it to an investigation test. (September 2023)</p>\n</li>\n<li>\n<p><strong>Q:</strong> I would like to have more informations about skill tests on or against an encounter card. "Encounter Cards" vs "Scenario Cards" (added in FAQ, section \'Card Ability Interpretation\', point 2.15) These two terms are used interchangeably to mean any non-player card used in a scenario, such as the contents of the encounter deck, locations, acts, agendas, the scenario reference card, etc. Grizzled states "If this is a skill test on or against an encounter card (including fighting, evading, or parleying), Grizzled gains <span class="icon-wild"></span><span class="icon-wild"></span> for each of the chosen traits that encounter card possesses." With this information, I understand that I can use the ability from Grizzled on/against a lot of cards. I would like to know if an investigate action is considered as a test on/against a location, Circle on the location <a href="/card/05257">The Geist-Trap</a>, encounter deck cards as <a href="/card/05107">Terror in the Night</a>, <a href="/card/05105">Realm of Torment</a>, enemies in general, <a href="/card/05262b">Gavriella Mizrah</a> the enemy, tests on cards as <a href="/card/05178a">Heretic</a>... I would like to be sure that I can use the ability of grizzled on/against all these cards. <strong>A:</strong> Yes; the ability on Grizzled can be used toward each of those examples so long as those cards have the trait chosen on Grizzled’s upgrade sheet. (Including investigation tests, tests on treacheries, tests from enemies, tests on story cards.) (Rules Form, January 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can <a href="/card/10009">Alessandra Zorzi</a> take <a href="/card/09101">Grizzled</a>? <strong>A:</strong> Yes, Alessandra Zorzi can take Grizzled, because the word “parley” is physically printed on the card. (February 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can I commit <a href="/card/09101">Grizzled</a> when investigating a location that has one of its chosen traits? <strong>A:</strong> Yes. Location cards are considered a type of encounter card, so if a location has one of the chosen traits for Grizzled, you can commit Grizzled to the investigation skill test. (FAQ v2.2, February 2024)</p>\n</li>\n<li>\n<p>The traits recorded on Grizzled must be present on at least one encounter card. (Quoting from a different ruling for Michael McGlen that applies to Grizzled more generally, April 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** How does Grizzled work with locations? Locations are encounter cards but the text on the card is "If this is a skill test on or against an encounter card (including fighting, evading or parleying)...", which doesn\'t list \'investigating\' among the examples. Does investigating count as a skill test against an encounter card, and therefore enable me to get extra wild icons if a matching trait is listed on the Grizzled upgrade card? **A:** Since location cards are considered encounter cards, Grizzled is able to be played when resolving a skill test on a location. The examples given on Grizzled are not an exhaustive list of how it can be used; you can commit it to an investigation test. (September 2023)\r\n\r\n- **Q:** I would like to have more informations about skill tests on or against an encounter card. "Encounter Cards" vs "Scenario Cards" (added in FAQ, section \'Card Ability Interpretation\', point 2.15) These two terms are used interchangeably to mean any non-player card used in a scenario, such as the contents of the encounter deck, locations, acts, agendas, the scenario reference card, etc. Grizzled states "If this is a skill test on or against an encounter card (including fighting, evading, or parleying), Grizzled gains <span class="icon-wild"></span><span class="icon-wild"></span> for each of the chosen traits that encounter card possesses." With this information, I understand that I can use the ability from Grizzled on/against a lot of cards. I would like to know if an investigate action is considered as a test on/against a location, Circle on the location [The Geist-Trap](/card/05257), encounter deck cards as [Terror in the Night](/card/05107), [Realm of Torment](/card/05105), enemies in general, [Gavriella Mizrah](/card/05262b) the enemy, tests on cards as [Heretic](/card/05178a)... I would like to be sure that I can use the ability of grizzled on/against all these cards. **A:** Yes; the ability on Grizzled can be used toward each of those examples so long as those cards have the trait chosen on Grizzled’s upgrade sheet. (Including investigation tests, tests on treacheries, tests from enemies, tests on story cards.) (Rules Form, January 2024)\r\n\r\n- **Q:** Can [Alessandra Zorzi](/card/10009) take [Grizzled](/card/09101)? **A:** Yes, Alessandra Zorzi can take Grizzled, because the word “parley” is physically printed on the card. (February 2024)\r\n\r\n- **Q:** Can I commit [Grizzled](/card/09101) when investigating a location that has one of its chosen traits? **A:** Yes. Location cards are considered a type of encounter card, so if a location has one of the chosen traits for Grizzled, you can commit Grizzled to the investigation skill test. (FAQ v2.2, February 2024)\r\n\r\n- The traits recorded on Grizzled must be present on at least one encounter card. (Quoting from a different ruling for Michael McGlen that applies to Grizzled more generally, April 2025)', 'updated': {'date': '2025-06-07 13:57:13.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '09001', 'html': '<ul><li>\n<p><strong>Q:</strong> What\'s the interactions between <a href="/card/09001">Carson Sinclair\'s</a> ability and <a href="/card/07024">Plan of Action</a>? Let\'s say that Carson gives an action to <a href="/card/07005">Silas Marsh</a>, and commits Plan of Action on a test Silas is performing, will it gain icons? If so, which ones? Does "your turn" on "as if it was your turn" refers to "the turn you are playing this round"? In that case, it would depend on the number of action that Silas has performed. <strong>A:</strong> When Carson uses his ability to grant another player an action, he does so during his own turn. The type of icons that Plan of Action would gain in your proposed example depends on how many actions Carson has taken during his turn. (“This turn” = “Carson’s turn.” Though Silas is “taking an action as if it were his turn”, it does not mean he is taking a turn.)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If <a href="/card/09001">Carson Sinclair</a> uses his ability to let another investigator take an action as if it were their turn: 1) What happens if they use that action to activate <a href="/card/01689">Rite of Seeking</a>, then draw a symbol token? Both in the case where they haven\'t taken their turn yet this round, and they have taken their turn this round. 2) What happens if they have access to effects with "limit once per turn" (for example, <a href="/card/01003">"Skids" O\'Toole</a>\'s ability, or the effect on <a href="/card/01547">.41 Derringer</a>?) Again, both in the case where they\'ve taken their turn this round, and where they haven\'t taken their turn yet. More specifically, can they trigger the "once per turn" oversuccess effect on .41 Derringer (2) both on their actual turn and with the donated action from Carson? 3) What happens if they have access to effects that trigger at the end of their turn? For example, <a href="/card/01164">Frozen in Fear</a>\'s Forced effect - does it only trigger once at the end of their "actual" turn, or does it trigger both at the end of their turn, and at the end of the action from Carson? 4) What happens if they have access to effects that say "During your turn..." For example, does <a href="/card/01048">Leo De Luca</a> give an action during their normal turn, and then another action after Carson donates an action? <strong>A:</strong> Let me state up front that there is a difference between the player taking their standard turn, and a player “taking an action as if it were their turn” – in the latter case, a turn is not being taken. “Your turn” only occurs once during the investigation phase. Going into specific answers for your questions:</p>\n<ul><li>If Carson Sinclair gives another player an action and they activate Rite of Seeking, if that player then draws a symbol token, they will “lose all remaining actions” for the round. If that player already took their turn, they have no actions to lose. But if they hadn’t taken their turn, they lose all 3 of their standard actions for that round.</li>\n<li>If the only limit on the ability is “once per turn”, the player can activate the ability both during their own turn and during another investigator’s turn where they received an action. </li>\n<li>“Skids” O’Toole’s Free Triggered Ability specifies it must be used “During your turn”, so that cannot be used when it’s not his turn (i.e. when Carson gives him an action). </li>\n<li>.41 Derringer (2)’s “once per turn” could be resolved during any turn if its controller is able to activate it.</li>\n<li>Frozen in Fear’s Forced effect triggers at the end of the player’s turn. Carson’s “donated” action does not count as the player taking a turn. </li>\n<li>Leo De Luca only grants an additional action “during your turn.” He would not give another action if an action was “donated” during someone else’s turn.</li>\n</ul></li>\n</ul>', 'text': '- **Q:** What\'s the interactions between [Carson Sinclair\'s](/card/09001) ability and [Plan of Action](/card/07024)? Let\'s say that Carson gives an action to [Silas Marsh](/card/07005), and commits Plan of Action on a test Silas is performing, will it gain icons? If so, which ones? Does "your turn" on "as if it was your turn" refers to "the turn you are playing this round"? In that case, it would depend on the number of action that Silas has performed. **A:** When Carson uses his ability to grant another player an action, he does so during his own turn. The type of icons that Plan of Action would gain in your proposed example depends on how many actions Carson has taken during his turn. (“This turn” = “Carson’s turn.” Though Silas is “taking an action as if it were his turn”, it does not mean he is taking a turn.)\r\n\r\n- **Q:** If [Carson Sinclair](/card/09001) uses his ability to let another investigator take an action as if it were their turn: 1) What happens if they use that action to activate [Rite of Seeking](/card/01689), then draw a symbol token? Both in the case where they haven\'t taken their turn yet this round, and they have taken their turn this round. 2) What happens if they have access to effects with "limit once per turn" (for example, ["Skids" O\'Toole](/card/01003)\'s ability, or the effect on [.41 Derringer](/card/01547)?) Again, both in the case where they\'ve taken their turn this round, and where they haven\'t taken their turn yet. More specifically, can they trigger the "once per turn" oversuccess effect on .41 Derringer (2) both on their actual turn and with the donated action from Carson? 3) What happens if they have access to effects that trigger at the end of their turn? For example, [Frozen in Fear](/card/01164)\'s Forced effect - does it only trigger once at the end of their "actual" turn, or does it trigger both at the end of their turn, and at the end of the action from Carson? 4) What happens if they have access to effects that say "During your turn..." For example, does [Leo De Luca](/card/01048) give an action during their normal turn, and then another action after Carson donates an action? **A:** Let me state up front that there is a difference between the player taking their standard turn, and a player “taking an action as if it were their turn” – in the latter case, a turn is not being taken. “Your turn” only occurs once during the investigation phase. Going into specific answers for your questions:\r\n - If Carson Sinclair gives another player an action and they activate Rite of Seeking, if that player then draws a symbol token, they will “lose all remaining actions” for the round. If that player already took their turn, they have no actions to lose. But if they hadn’t taken their turn, they lose all 3 of their standard actions for that round.\r\n - If the only limit on the ability is “once per turn”, the player can activate the ability both during their own turn and during another investigator’s turn where they received an action. \r\n - “Skids” O’Toole’s Free Triggered Ability specifies it must be used “During your turn”, so that cannot be used when it’s not his turn (i.e. when Carson gives him an action). \r\n - .41 Derringer (2)’s “once per turn” could be resolved during any turn if its controller is able to activate it.\r\n - Frozen in Fear’s Forced effect triggers at the end of the player’s turn. Carson’s “donated” action does not count as the player taking a turn. \r\n - Leo De Luca only grants an additional action “during your turn.” He would not give another action if an action was “donated” during someone else’s turn.', 'updated': {'date': '2023-01-13 09:53:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09011', 'html': '<ul>\n<li><strong>Q:</strong> I have a a couple questions about the timing and resolution of Amina Zidane\'s signature events Word of Weal and Word of Woe. Word of Weal states "Fast. Play when you perform a skill test on an asset with 1 or more doom on it." Is this to be interpreted as "play during a skill test on an asset with 1 or more doom on it" and as such is played during one of the two player windows before and after committing skills? Or is it to be interpreted as "when a skill test on an asset with 1 or more doom on it begins" since the word "when" indicates the moment when something would happen but before resolving its impact on the game state. Additionally for both Word of Weal and Word of Woe, when do we resolve the clause that shuffles the other into your deck if it is present in your discard pile? For Word of Woe it\'s not clear to me whether you shuffle Word of Weal into your deck after completing the action triggered ability in full, or in between placing the doom and resolving the action triggered ability. For Word of Weal, it\'s likewise not clear to me whether you shuffle Word of Woe into your deck immediately (or rather after creating the lasting/delayed effect to add your Willpower to the skill test being performed), or after completing the skill test being performed. <strong>A:</strong> Word of Weal can be played during either free player window of a skill test, so long as there is doom on the chosen asset by the time of playing. Once you’ve used its ability to add willpower to your skill value, you can shuffle Word of Woe into your deck if able; you do not wait until after you’ve resolved the test. Word of Woe can shuffle Word of Weal into your deck after you’ve fully resolved the ability on the chosen asset. (Rules Forum Answer, October 2024)</li>\n</ul>', 'text': '- **Q:** I have a a couple questions about the timing and resolution of Amina Zidane\'s signature events Word of Weal and Word of Woe. Word of Weal states "Fast. Play when you perform a skill test on an asset with 1 or more doom on it." Is this to be interpreted as "play during a skill test on an asset with 1 or more doom on it" and as such is played during one of the two player windows before and after committing skills? Or is it to be interpreted as "when a skill test on an asset with 1 or more doom on it begins" since the word "when" indicates the moment when something would happen but before resolving its impact on the game state. Additionally for both Word of Weal and Word of Woe, when do we resolve the clause that shuffles the other into your deck if it is present in your discard pile? For Word of Woe it\'s not clear to me whether you shuffle Word of Weal into your deck after completing the action triggered ability in full, or in between placing the doom and resolving the action triggered ability. For Word of Weal, it\'s likewise not clear to me whether you shuffle Word of Woe into your deck immediately (or rather after creating the lasting/delayed effect to add your Willpower to the skill test being performed), or after completing the skill test being performed. **A:** Word of Weal can be played during either free player window of a skill test, so long as there is doom on the chosen asset by the time of playing. Once you’ve used its ability to add willpower to your skill value, you can shuffle Word of Woe into your deck if able; you do not wait until after you’ve resolved the test. Word of Woe can shuffle Word of Weal into your deck after you’ve fully resolved the ability on the chosen asset. (Rules Forum Answer, October 2024)', 'updated': {'date': '2025-03-22 16:16:09.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09023', 'html': '<ul><li><strong>Q:</strong> <a href="/card/09023">Custom Modifications</a>\'s upgrade, "Extended Magazine", mentions when ammo is "placed" on attached asset by another event. <a href="/card/09029">One in the Chamber</a> states "add" 1 ammo. Is that discrepancy meaningful or will Extended Magazine work with One in the Chamber? <strong>A:</strong> The discrepancy is not meaningful—One in the Chamber should have said “place” instead of “add” to be more consistent with other cards. Custom Modification’s “Extended Magazine” will work with One in the Chamber.</li>\n</ul>', 'text': '- **Q:** [Custom Modifications](/card/09023)\'s upgrade, "Extended Magazine", mentions when ammo is "placed" on attached asset by another event. [One in the Chamber](/card/09029) states "add" 1 ammo. Is that discrepancy meaningful or will Extended Magazine work with One in the Chamber? **A:** The discrepancy is not meaningful—One in the Chamber should have said “place” instead of “add” to be more consistent with other cards. Custom Modification’s “Extended Magazine” will work with One in the Chamber.', 'updated': {'date': '2023-06-14 14:27:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '09034', 'html': '<ul>\n<li><strong>Q:</strong> I have question about card Guard Dog (2). Can you use it ability on enemy which you are engaged with to make enemy attack you? <strong>A:</strong> Yes, you can use the free triggered ability on Guard Dog (2) to make an enemy already engaged with you attack you. (Rules Forum Answer, May 2024)</li>\n</ul>', 'text': '- **Q:** I have question about card Guard Dog (2). Can you use it ability on enemy which you are engaged with to make enemy attack you? **A:** Yes, you can use the free triggered ability on Guard Dog (2) to make an enemy already engaged with you attack you. (Rules Forum Answer, May 2024)', 'updated': {'date': '2025-03-22 15:19:31.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '09049', 'html': '<ul>\n<li><strong>Q:</strong> I have a question about Analysis and Strong-Armed. The triggering condition for their effects are "After revealing a chaos token for this skill test..." and "After revealing chaos token(s) for this skill test..." Are we to interpret both effects as referring to the "reveal chaos tokens" step of a skill test, or after the act of "you reveal chaos tokens". The plain English reading of both cards has an implicit "you" as the subject of the clause, and it\'s unclear if these cards are intended to only be applicable on your own skill tests, or if they can be used on another investigator\'s skill test and still resolve their abilities. <strong>A:</strong>  You are able to commit Analysis and Strong-Armed to another investigator’s skill test. If you do, the “you” in either ability refers to the owner of the card, not the investigator performing the skill test. If you, as a Seeker investigator, commit Analysis to the Guardian’s skill test, you the Seeker are able to use the ability on Analysis to drop a clue and have the Guardian reveal another chaos token. (Rules Forum Answer, October 2024)</li>\n</ul>', 'text': '- **Q:** I have a question about Analysis and Strong-Armed. The triggering condition for their effects are "After revealing a chaos token for this skill test..." and "After revealing chaos token(s) for this skill test..." Are we to interpret both effects as referring to the "reveal chaos tokens" step of a skill test, or after the act of "you reveal chaos tokens". The plain English reading of both cards has an implicit "you" as the subject of the clause, and it\'s unclear if these cards are intended to only be applicable on your own skill tests, or if they can be used on another investigator\'s skill test and still resolve their abilities. **A:**  You are able to commit Analysis and Strong-Armed to another investigator’s skill test. If you do, the “you” in either ability refers to the owner of the card, not the investigator performing the skill test. If you, as a Seeker investigator, commit Analysis to the Guardian’s skill test, you the Seeker are able to use the ability on Analysis to drop a clue and have the Guardian reveal another chaos token. (Rules Forum Answer, October 2024)', 'updated': {'date': '2025-03-22 16:08:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09050', 'html': '<ul>\n<li><strong>Q:</strong> I would like to know how the automatic failure and the Lab Coat interact. We have some doubts about what happens if the test\'s difficulty is 1 or 0. Example: - I have Lab Coat and <a href="/card/09040">Alchemical Distillation</a> in play. - I activate the Alchemical Distillation and make an Intellect test with difficulty 1. - I draw the automatic failure. What would happen in this case, can I activate the Lab Coat and succeed by 0? Or since I drew the automatic failure, would I fail anyway? <strong>A:</strong> If you failed the Alchemical Distillation test by pulling the Autofail token, you could exhaust Lab Coat to instead succeed by 0. (Rules Form, December 2023)</li>\n</ul>', 'text': "- **Q:** I would like to know how the automatic failure and the Lab Coat interact. We have some doubts about what happens if the test's difficulty is 1 or 0. Example: - I have Lab Coat and [Alchemical Distillation](/card/09040) in play. - I activate the Alchemical Distillation and make an Intellect test with difficulty 1. - I draw the automatic failure. What would happen in this case, can I activate the Lab Coat and succeed by 0? Or since I drew the automatic failure, would I fail anyway? **A:** If you failed the Alchemical Distillation test by pulling the Autofail token, you could exhaust Lab Coat to instead succeed by 0. (Rules Form, December 2023)", 'updated': {'date': '2023-12-16 16:35:28.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '09061', 'html': '<ul>\n<li>You can’t take an action while resolving a skill test; if you play Honed Technique during a skill test, you must wait until the skill test finishes before taking the granted action. This is similar to FAQ entry #1.17, “Nested Skill Tests,” which prevents one skill test from initiating while another is resolving. (Rules Forum Answer, May 2024)</li>\n</ul>', 'text': '- You can’t take an action while resolving a skill test; if you play Honed Technique during a skill test, you must wait until the skill test finishes before taking the granted action. This is similar to FAQ entry #1.17, “Nested Skill Tests,” which prevents one skill test from initiating while another is resolving. (Rules Forum Answer, May 2024)', 'updated': {'date': '2025-03-22 15:23:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09068', 'html': '<p><strong>Q:</strong> If I play <a href="/card/03263">On the Hunt</a> or <a href="/card/09068">Kicking the Hornet\'s Nest</a> and draw an enemy with the concealed keyword, where does it spawn? <strong>A:</strong>  Both events instruct you to spawn the searched enemy engaged with you instead of its normal spawn location. For enemies with the concealed keyword, their “normal spawn location” is in “the shadows.” So, playing either event allows you to circumvent the concealed keyword and instead spawn the searched enemy engaged with you. (Rules Q&amp;A, August 2023)</p>\n<p><strong>Q:</strong> Can the <a href="/card/09739">Emissary from Yuggoth</a> be chosen as a target for Kicking the Hornet\'s Nest despite being massive? If so, does the investigator playing it receive the clue and resources from Kicking the Hornet\'s Nest, given that the \'then\' keyword in Kicking the Hornet\'s Nest indicates that the previous effect must have been fully resolved? <strong>A:</strong> Yes. Drawing Emissary from Yuggoth spawns it at your location, and it’s considered engaged with you automatically (though no engagement step occurs to trigger abilities). The investigator will receive the clue and resources. (September 2023)</p>', 'text': "**Q:** If I play [On the Hunt](/card/03263) or [Kicking the Hornet's Nest](/card/09068) and draw an enemy with the concealed keyword, where does it spawn? **A:**  Both events instruct you to spawn the searched enemy engaged with you instead of its normal spawn location. For enemies with the concealed keyword, their “normal spawn location” is in “the shadows.” So, playing either event allows you to circumvent the concealed keyword and instead spawn the searched enemy engaged with you. (Rules Q&A, August 2023)\r\n\r\n**Q:** Can the [Emissary from Yuggoth](/card/09739) be chosen as a target for Kicking the Hornet's Nest despite being massive? If so, does the investigator playing it receive the clue and resources from Kicking the Hornet's Nest, given that the 'then' keyword in Kicking the Hornet's Nest indicates that the previous effect must have been fully resolved? **A:** Yes. Drawing Emissary from Yuggoth spawns it at your location, and it’s considered engaged with you automatically (though no engagement step occurs to trigger abilities). The investigator will receive the clue and resources. (September 2023)", 'updated': {'date': '2023-09-30 02:40:16.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09071', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Does <a href="/card/09071">Stylish Coat</a> trigger with <a href="/card/02188">Lone Wolf</a>? Specifically, is \'when your turn begins\' still during your turn? <strong>A:</strong> Yes, Stylish Coat can be triggered by Lone Wolf. “When your turn begins” still counts as occurring “during your turn.”</p>\n</li>\n<li>\n<p><strong>Q:</strong> What types of abilities can cause me to trigger the <span class="icon-reaction"></span> ability on <a href="/card/09071">Stylish Coat</a>? <strong>A:</strong> The <span class="icon-reaction"></span> ability on Stylish Coat can be used with a card effect specifically instructs you to “gain” resources, such as with <a href="/card/09116">Salvage</a>. Any other card abilities that “place” resources, such as with <a href="/card/05186">.45 Thompson (3)</a>, or "move" resources from one card to another or from one card to your resource pool, such as the ability on <a href="/card/05011">Family Inheritance</a>, do not trigger Stylish Coat\'s ability. (FAQ v2.2, February 2024)</p>\n</li>\n</ul>', 'text': '- **Q:** Does [Stylish Coat](/card/09071) trigger with [Lone Wolf](/card/02188)? Specifically, is \'when your turn begins\' still during your turn? **A:** Yes, Stylish Coat can be triggered by Lone Wolf. “When your turn begins” still counts as occurring “during your turn.”\r\n\r\n- **Q:** What types of abilities can cause me to trigger the <span class="icon-reaction"></span> ability on [Stylish Coat](/card/09071)? **A:** The <span class="icon-reaction"></span> ability on Stylish Coat can be used with a card effect specifically instructs you to “gain” resources, such as with [Salvage](/card/09116). Any other card abilities that “place” resources, such as with [.45 Thompson (3)](/card/05186), or "move" resources from one card to another or from one card to your resource pool, such as the ability on [Family Inheritance](/card/05011), do not trigger Stylish Coat\'s ability. (FAQ v2.2, February 2024)', 'updated': {'date': '2024-02-25 18:27:48.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09072', 'html': '<ul>\n<li><strong>Q:</strong> Can I use the ability of <a href="/card/09072">Chuck Fergus</a> to give an event fast to play an event outside of my turn? <strong>A:</strong> Fast cards can only be played outside of your turn if the fast card itself specifies so. Chuck Fergus giving an event fast outside of your turn does not get around this restriction. (March 2024)</li>\n</ul>', 'text': '- **Q:** Can I use the ability of [Chuck Fergus](/card/09072) to give an event fast to play an event outside of my turn? **A:** Fast cards can only be played outside of your turn if the fast card itself specifies so. Chuck Fergus giving an event fast outside of your turn does not get around this restriction. (March 2024)', 'updated': {'date': '2024-03-27 16:28:02.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09073', 'html': '<ul><li><strong>Q:</strong> Some card abilities allow you to evade an enemy that is not at your location (eg. <a href="/card/05234">Decoy</a>, <a href="/card/06022">Pendant of the Queen</a>). How does <a href="/card/09073">Dirty Fighting</a> interact with such card abilities? Because in RR: "An investigator may fight any enemy at his or her location". Does this mean I can\'t trigger Dirty Fighting\'s reaction triggered abilities? <strong>A:</strong> When you take a fight action, you must make an attack against an enemy at your location (unless you have a weapon or other card effect that explicitly states otherwise). Evading an enemy that is not at your location means it’s not a valid target for Dirty Fighting.</li>\n</ul>', 'text': '- **Q:** Some card abilities allow you to evade an enemy that is not at your location (eg. [Decoy](/card/05234), [Pendant of the Queen](/card/06022)). How does [Dirty Fighting](/card/09073) interact with such card abilities? Because in RR: "An investigator may fight any enemy at his or her location". Does this mean I can\'t trigger Dirty Fighting\'s reaction triggered abilities? **A:** When you take a fight action, you must make an attack against an enemy at your location (unless you have a weapon or other card effect that explicitly states otherwise). Evading an enemy that is not at your location means it’s not a valid target for Dirty Fighting.', 'updated': {'date': '2023-06-14 14:48:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09076', 'html': "<ul>\n<li><strong>Q:</strong> I have seen a question following up on a ruling concerning the cards Tool Belt and Trigger Man. I have seen a ruling that allows Tool Belt to swap an Illicit Tool attached to Trigger man with a non-Illicit Tool attached to Tool Belt, which then allows the non-Illicit tool to be activated using Trigger Man's ability. I've noticed that the card Elle Rubash has similar wording to Tool Belt. Does this mean that Elle Rubash can be used the same way? Specifically, if I have a card attached to Trigger Man with doom on it, can I swap that card with a card attached Elle Rubash, and then use Trigger Man's ability with the newly attached card? <strong>A:</strong> Yes, Tool Belt and Triger Man can be used in that way, and yes, a similar logic can apply to Elle Rubash. If Trigger Man’s attached asset has doom on it, Elle Rubash can target that asset and “switch” it with one attached to her, then Trigger Man’s ability can be used on the newly attached asset. (Rules Forum Answer, February 2025)</li>\n</ul>", 'text': "- **Q:** I have seen a question following up on a ruling concerning the cards Tool Belt and Trigger Man. I have seen a ruling that allows Tool Belt to swap an Illicit Tool attached to Trigger man with a non-Illicit Tool attached to Tool Belt, which then allows the non-Illicit tool to be activated using Trigger Man's ability. I've noticed that the card Elle Rubash has similar wording to Tool Belt. Does this mean that Elle Rubash can be used the same way? Specifically, if I have a card attached to Trigger Man with doom on it, can I swap that card with a card attached Elle Rubash, and then use Trigger Man's ability with the newly attached card? **A:** Yes, Tool Belt and Triger Man can be used in that way, and yes, a similar logic can apply to Elle Rubash. If Trigger Man’s attached asset has doom on it, Elle Rubash can target that asset and “switch” it with one attached to her, then Trigger Man’s ability can be used on the newly attached asset. (Rules Forum Answer, February 2025)", 'updated': {'date': '2025-03-22 16:28:19.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '09079', 'html': '<ul><li><strong>Q:</strong> For Living Ink, does the Subtle Depiction upgrade ability to ignore the ability for the rest of the round also ignore the additional reaction ability granted by the Macabre Depiction upgrade? <strong>A:</strong> For the Subtle Depiction upgrade on Living Ink, you ignore all of Living Ink’s abilities for the remainder of the round, including the Macabre Depiction upgrade if it has that.</li>\n</ul>', 'text': '- **Q:** For Living Ink, does the Subtle Depiction upgrade ability to ignore the ability for the rest of the round also ignore the additional reaction ability granted by the Macabre Depiction upgrade? **A:** For the Subtle Depiction upgrade on Living Ink, you ignore all of Living Ink’s abilities for the remainder of the round, including the Macabre Depiction upgrade if it has that.', 'updated': {'date': '2023-01-13 10:36:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '09089', 'html': "<ul>\n<li><strong>Q:</strong>  I was following a conversation about Binder's Jar, and wondered how it interacts with enemies that are put in the display on defeat. Does the Victory Display 'protect' enemies from being put into the jar? <strong>A:</strong> No; the ability on Binder’s Jar wouldn’t prevent an enemy with <strong>Victory X</strong> from being placed beneath it. It’s also worth noting that, as a player card effect without the word <strong>Forced</strong>, you have the option whether or not you place a defeated enemy with <strong>Victory X</strong> under Binder’s Jar or not; you can choose to put the defeated enemy in the Victory Display instead. (Note, if you discard a <strong>Victory X</strong> enemy from beneath Binder’s Jar, you place that enemy in the discard pile and not the Victory Display.) (Rules Form Q&amp;A, July 2023)</li>\n</ul>", 'text': "- **Q:**  I was following a conversation about Binder's Jar, and wondered how it interacts with enemies that are put in the display on defeat. Does the Victory Display 'protect' enemies from being put into the jar? **A:** No; the ability on Binder’s Jar wouldn’t prevent an enemy with **Victory X** from being placed beneath it. It’s also worth noting that, as a player card effect without the word **Forced**, you have the option whether or not you place a defeated enemy with **Victory X** under Binder’s Jar or not; you can choose to put the defeated enemy in the Victory Display instead. (Note, if you discard a **Victory X** enemy from beneath Binder’s Jar, you place that enemy in the discard pile and not the Victory Display.) (Rules Form Q&A, July 2023)", 'updated': {'date': '2023-08-03 14:29:58.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '09100', 'html': '<p><strong>Q:</strong> If Parallel Ashcan Pete owns a copy of <a href="/card/09100">Makeshift Trap</a> with <strong>Explosive Device</strong>, and he chooses to trigger his reaction ability when the card would be discarded, does the <strong>Explosive Device</strong> damage still happen? <strong>A:</strong> Parallel Ashcan Pete’s reaction ability triggers when an attached card “would be discarded,” which has a higher timing priority than “is discarded,” and replaces the discarding of that card. As such, Parallel Pete adding <a href="/card/09100">Makeshift Trap</a> to his hand would make it so the <strong>Explosive Device</strong> upgrade does not trigger. (Rules Q&amp;A, August 2023)</p>', 'text': '**Q:** If Parallel Ashcan Pete owns a copy of [Makeshift Trap](/card/09100) with **Explosive Device**, and he chooses to trigger his reaction ability when the card would be discarded, does the **Explosive Device** damage still happen? **A:** Parallel Ashcan Pete’s reaction ability triggers when an attached card “would be discarded,” which has a higher timing priority than “is discarded,” and replaces the discarding of that card. As such, Parallel Pete adding [Makeshift Trap](/card/09100) to his hand would make it so the **Explosive Device** upgrade does not trigger. (Rules Q&A, August 2023)', 'updated': {'date': '2023-08-25 03:52:32.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '09114', 'html': "<ul>\n<li><strong>Q:</strong> I have question about cards with limits like Katja Eastbank. Can you use her reaction abilty when there are 5 cards beneath her - in this case could you discard 1 one card beneath her and replace it with newly drawn card ? Or this is forbidden and you can't use her ability when her limit is reached? <strong>A:</strong> No, you can’t use Katja Eastbank’s ability while there are 5 cards beneath her. Her ability does not function like shifting slots. (Rules Forum Answer, June 2024)</li>\n</ul>", 'text': "- **Q:** I have question about cards with limits like Katja Eastbank. Can you use her reaction abilty when there are 5 cards beneath her - in this case could you discard 1 one card beneath her and replace it with newly drawn card ? Or this is forbidden and you can't use her ability when her limit is reached? **A:** No, you can’t use Katja Eastbank’s ability while there are 5 cards beneath her. Her ability does not function like shifting slots. (Rules Forum Answer, June 2024)", 'updated': {'date': '2025-03-22 15:16:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '09118', 'html': '<ul><li><strong>Q:</strong> I have a question regarding weaknesses and <b><i>Dilemma</i></b> cards with <strong>Revelation</strong> abilities: If due to card effects (e.g. <a href="/card/07023">Deep Knowledge</a>), both <a href="/card/01096">Amnesia</a> card and <a href="/card/09109">At a Crossroads</a> are drawn, is it possible to freely choose their resolution order? If so, and I choose to resolve Amnesia first, can I choose to discard the At a Crossroads I just drew? If I choose to resolve At a Crossroads first, choose myself to immediately get an action and then randomly discard 1 card from my hand, could Amnesia be randomly discarded due to this effect? The reason I\'m having a problem with this is because I don\'t understand where At a Crossroads is when I\'m resolving Amnesia? Is it in my hand or in "Limbo"? <strong>A:</strong> Good questions. We are ruling that the <strong>Revelation</strong> ability on a Weakness (or encounter) card must be resolved before the <strong>Revelation</strong> ability on a <b><i>Dilemma</i></b> card. We don’t believe this is explicitly stated, but we would like to include that in the next FAQ update. And yes, if you resolved the ability on Amnesia first, it would be possible to discard At a Crossroads, since it’s a card that’s in your hand at the time. At a Crossroads isn’t in limbo until you’re resolving its ability.</li>\n</ul>', 'text': '- **Q:** I have a question regarding weaknesses and <b><i>Dilemma</i></b> cards with **Revelation** abilities: If due to card effects (e.g. [Deep Knowledge](/card/07023)), both [Amnesia](/card/01096) card and [At a Crossroads](/card/09109) are drawn, is it possible to freely choose their resolution order? If so, and I choose to resolve Amnesia first, can I choose to discard the At a Crossroads I just drew? If I choose to resolve At a Crossroads first, choose myself to immediately get an action and then randomly discard 1 card from my hand, could Amnesia be randomly discarded due to this effect? The reason I\'m having a problem with this is because I don\'t understand where At a Crossroads is when I\'m resolving Amnesia? Is it in my hand or in "Limbo"? **A:** Good questions. We are ruling that the **Revelation** ability on a Weakness (or encounter) card must be resolved before the **Revelation** ability on a <b><i>Dilemma</i></b> card. We don’t believe this is explicitly stated, but we would like to include that in the next FAQ update. And yes, if you resolved the ability on Amnesia first, it would be possible to discard At a Crossroads, since it’s a card that’s in your hand at the time. At a Crossroads isn’t in limbo until you’re resolving its ability.', 'updated': {'date': '2023-03-17 15:15:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09119', 'html': '<ul><li>\n<p><strong>Q:</strong> I\'m wondering how <a href="/card/01039">Deduction</a> interacts with the <a href="/card/09119">Hyperphysical Shotcaster\'s</a> Telescanner investigate action if you discover a clue at a different revealed location from where you are. Deduction states: "If this skill test is successful while investigating a location, discover 1 additional clue at that location." Does this mean that Deduction does not work with the Telescanner Investigate ability (when discovering clues at other locations) because Deduction only discovers additional clues from the specific location that is being investigated? <strong>A: [NB see follow-up Q]</strong> <s>Correct – Deduction will only grant additional clues when you discover at least 1 clue at the location you’re currently investigating. It will not work with Hyperphysical Shotcaster’s “Telescanner” upgrade, which specifically has you discover a clue from a revealed location you’re not in.</s></p>\n</li>\n<li>\n<p><strong>Follow-up Q:</strong> Years ago there was an official ruling about the interaction between Deduction and <a href="/card/01685">Seeking Answers</a>: "If you commit Deduction to the [Seeking Answers (0)] test and succeed, you will find 1 clue at your location and 1 clue at a connecting location.” If I am understanding your ruling about Hyperphysical Shotcaster’s “Telescanner” correctly, it seems as if this new ruling overrules the past ruling for Seeking Answers. If Deduction doesn\'t work for Telescanner discovering clues at different locations, then it seems to me that it shouldn\'t work for Seeking Answers discovering clues at different locations. Can you please comment on how Deduction does (or doesn\'t) work with Seeking Answers? <strong>A:</strong> Thank you for bringing that ruling to our attention, because we did not consider it when making the ruling on Hyperphysical Shotcaster. After much discussion we believe that the ruling for Deduction + Seeking Answers is the same ruling we’d want to make for Deduction + Hyperphysical Shotcaster: when you investigate with the Shotcaster’s Telescanner form and commit Deduction to that test, you would be able to discover 1 clue at “any (other) revealed location” and 1 clue at your location if successful.</p>\n</li>\n</ul>', 'text': '- **Q:** I\'m wondering how [Deduction](/card/01039) interacts with the [Hyperphysical Shotcaster\'s](/card/09119) Telescanner investigate action if you discover a clue at a different revealed location from where you are. Deduction states: "If this skill test is successful while investigating a location, discover 1 additional clue at that location." Does this mean that Deduction does not work with the Telescanner Investigate ability (when discovering clues at other locations) because Deduction only discovers additional clues from the specific location that is being investigated? **A: [NB see follow-up Q]** <s>Correct – Deduction will only grant additional clues when you discover at least 1 clue at the location you’re currently investigating. It will not work with Hyperphysical Shotcaster’s “Telescanner” upgrade, which specifically has you discover a clue from a revealed location you’re not in.</s>\r\n\r\n- **Follow-up Q:** Years ago there was an official ruling about the interaction between Deduction and [Seeking Answers](/card/01685): "If you commit Deduction to the [Seeking Answers (0)] test and succeed, you will find 1 clue at your location and 1 clue at a connecting location.” If I am understanding your ruling about Hyperphysical Shotcaster’s “Telescanner” correctly, it seems as if this new ruling overrules the past ruling for Seeking Answers. If Deduction doesn\'t work for Telescanner discovering clues at different locations, then it seems to me that it shouldn\'t work for Seeking Answers discovering clues at different locations. Can you please comment on how Deduction does (or doesn\'t) work with Seeking Answers? **A:** Thank you for bringing that ruling to our attention, because we did not consider it when making the ruling on Hyperphysical Shotcaster. After much discussion we believe that the ruling for Deduction + Seeking Answers is the same ruling we’d want to make for Deduction + Hyperphysical Shotcaster: when you investigate with the Shotcaster’s Telescanner form and commit Deduction to that test, you would be able to discover 1 clue at “any (other) revealed location” and 1 clue at your location if successful.', 'updated': {'date': '2023-03-17 14:55:39.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '09501', 'html': '<ul><li><strong>Q:</strong> In The Scarlet Keys, when exactly are we allowed to spend experienced gained from various sources? According to the rules reference, under <a href="/rules#Campaign_Play">Campaign Play</a>, experience is spent and decks are upgraded "After recording the results of a scenario". There is also a clause that reads "The above processes, and any specific instructions provided by the campaign guide, are the only methods by which a player may modify his or her deck during a campaign." Taken together, the implication would seem to be that the point immediately after a scenario is the only instance in which experience can be spent. However, in The Scarlet Keys, experience is frequently gained from interludes between scenarios, sometimes on multiple occasions. And there is a possibility that experience can be gained after the penultimate scenario, but before the final scenario. If experience spending is strictly restricted to the window after finishing a scenario, then such experience would be effectively lost (unless the investigators are carried over to a new campaign, but that is well known to be a niche playstyle). So, is experience spending strictly restricted to the window after finishing a scenario, or can we effectively spend experience whenever we want? <strong>A:</strong> Unless explicitly stated otherwise, experience earned can be spent anytime between finishing one scenario and starting a different scenario. If an interlude gives you XP, you are in most cases able to spend that XP before starting the next scenario.</li>\n</ul>', 'text': '- **Q:** In The Scarlet Keys, when exactly are we allowed to spend experienced gained from various sources? According to the rules reference, under [Campaign Play](/rules#Campaign_Play), experience is spent and decks are upgraded "After recording the results of a scenario". There is also a clause that reads "The above processes, and any specific instructions provided by the campaign guide, are the only methods by which a player may modify his or her deck during a campaign." Taken together, the implication would seem to be that the point immediately after a scenario is the only instance in which experience can be spent. However, in The Scarlet Keys, experience is frequently gained from interludes between scenarios, sometimes on multiple occasions. And there is a possibility that experience can be gained after the penultimate scenario, but before the final scenario. If experience spending is strictly restricted to the window after finishing a scenario, then such experience would be effectively lost (unless the investigators are carried over to a new campaign, but that is well known to be a niche playstyle). So, is experience spending strictly restricted to the window after finishing a scenario, or can we effectively spend experience whenever we want? **A:** Unless explicitly stated otherwise, experience earned can be spent anytime between finishing one scenario and starting a different scenario. If an interlude gives you XP, you are in most cases able to spend that XP before starting the next scenario.', 'updated': {'date': '2023-06-14 13:38:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
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[],
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[],
[],
[],
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[],
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[],
[{'code': '09521', 'html': '<p>-- <strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated February 2024): <strong>Erratum:</strong> This card’s first sentence should end with: “…for a <b><i>Risen</i></b> or <b><i>Ghoul</i></b> enemy and spawn it at a random location.” - FAQ, v.2.2, February 2024 [See below for the query in question]</p>\n<p><strong>Q:</strong> Agenda 1a reads: "Each <strong><em>Risen</em></strong> enemy and each <strong><em>Ghoul</em></strong> enemy gains "<strong>Spawn</strong> - Random location." Meanwhile, Agenda 1b possibly spawns <strong><em>Risen</em></strong> and <strong><em>Ghoul</em></strong> enemies. Is the text on Agenda 1a still active when resolving Agenda 1b? <strong>A:</strong> The text on one side of an agenda should generally not be considered active while resolving the other side of that agenda unless otherwise stated. In that sense, the answer to your question is no.\nHowever—we recognize that Dead Heat’s Agenda 1b (“The Risen Dead”) has an incomplete spawn instruction for the searched enemies. So in the end we are issuing an erratum for this card so it can function as intended. Please treat the rules text on Agenda 1b as saying “…and spawn it at a random location.” (Rules Q&amp;A, August 2023)</p>', 'text': '-- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated February 2024): **Erratum:** This card’s first sentence should end with: “…for a <b><i>Risen</i></b> or <b><i>Ghoul</i></b> enemy and spawn it at a random location.” - FAQ, v.2.2, February 2024 [See below for the query in question]\r\n\r\n**Q:** Agenda 1a reads: "Each ***Risen*** enemy and each ***Ghoul*** enemy gains "**Spawn** - Random location." Meanwhile, Agenda 1b possibly spawns ***Risen*** and ***Ghoul*** enemies. Is the text on Agenda 1a still active when resolving Agenda 1b? **A:** The text on one side of an agenda should generally not be considered active while resolving the other side of that agenda unless otherwise stated. In that sense, the answer to your question is no.\r\nHowever—we recognize that Dead Heat’s Agenda 1b (“The Risen Dead”) has an incomplete spawn instruction for the searched enemies. So in the end we are issuing an erratum for this card so it can function as intended. Please treat the rules text on Agenda 1b as saying “…and spawn it at a random location.” (Rules Q&A, August 2023)', 'updated': {'date': '2024-02-28 14:47:11.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '09544a', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Does <a href="/card/09544a">The Last Blossom</a> require each enemy to have been healed for 1 damage to shift back to its stable side? Is having 1 damage on all enemies a requirement to initiate the effect, or is at least 1 damage on an enemy enough? Will the shift happen in either case? <strong>A:</strong> No, it’s not necessary for each enemy in play to heal 1 damage in order to shift The Last Blossom. But, in order for this effect to be considered “resolved”, it needs to have “changed the game state” by healing at least one enemy. After that, you will be able to shift The Last Blossom.</p>\n</li>\n<li>\n<p><strong>Q:</strong>  If performing the <strong>Shift</strong> ability on the <strong>Unstable</strong> side of a key would not affect each investigator or each enemy in play, can I still shift the key? <strong>A:</strong>  To perform a <strong>Shift</strong> ability on a key, you must resolve as much of that ability as possible, and if that ability changed the game state at all, you are considered to have successfully shifted that key.\nFor example, to shift <a href="/card/09544b">The Last Blossom</a> from its <strong>Unstable</strong> side, you must heal at least 1 damage from an enemy in play (though you must heal 1 damage from as many enemies as possible). Similarly, in order to shift <a href="/card/09769b">The Bale Engine</a> from its <strong>Unstable</strong> side, at minimum 1 investigator needs to discard 1 resource (but each investigator must discard as many resources as possible, to a max of 3). (Rules Q&amp;A, August 2023)</p>\n</li>\n</ul>', 'text': '- **Q:** Does [The Last Blossom](/card/09544a) require each enemy to have been healed for 1 damage to shift back to its stable side? Is having 1 damage on all enemies a requirement to initiate the effect, or is at least 1 damage on an enemy enough? Will the shift happen in either case? **A:** No, it’s not necessary for each enemy in play to heal 1 damage in order to shift The Last Blossom. But, in order for this effect to be considered “resolved”, it needs to have “changed the game state” by healing at least one enemy. After that, you will be able to shift The Last Blossom.\r\n\r\n- **Q:**  If performing the **Shift** ability on the **Unstable** side of a key would not affect each investigator or each enemy in play, can I still shift the key? **A:**  To perform a **Shift** ability on a key, you must resolve as much of that ability as possible, and if that ability changed the game state at all, you are considered to have successfully shifted that key.\r\nFor example, to shift [The Last Blossom](/card/09544b) from its **Unstable** side, you must heal at least 1 damage from an enemy in play (though you must heal 1 damage from as many enemies as possible). Similarly, in order to shift [The Bale Engine](/card/09769b) from its **Unstable** side, at minimum 1 investigator needs to discard 1 resource (but each investigator must discard as many resources as possible, to a max of 3). (Rules Q&A, August 2023)', 'updated': {'date': '2023-09-14 22:35:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '09545', 'html': '<ul>\n<li>\n<p><strong>Erratum:</strong> Replace the seventh bullet point during Setup with the following:</p>\n<ul>\n<li>Find the double-sided <a href="/card/09557">La Chica Roja</a> card, flip her to her enemy side, and resolve her concealed keyword, distributing each of those concealed mini-cards as evenly as possible among each location with a target. - FAQ, v.2.1, August 2023</li>\n</ul>\n</li>\n<li>\n<p><strong>Q:</strong> I had a question regarding effects that "cancel all effects of cards committed to this skill test" which arise in both <a href="/card/02274">Where Doom Awaits</a> and <a href="/card/09545">Sanguine Shadows</a>. Specifically are there any skill effects not cancelled by these effects? My primary confusion results from cards like <a href="/card/09006">On the Mend</a>. If On The Mend\'s <strong>Forced</strong> effect is also cancelled is it discarded instead of being returned to Vincent\'s set aside area? If so and Vincent shuffles his discard into his deck how should the Limit 1 in hand be resolved if he attempts to draw a copy of On the Mend when one is already there? Similarly for things like <a href="/card/07196">Unrelenting</a>, is the text that returns the sealed tokens at test end canceled? Does it matter because the default rules for seal would resolve at that time? <strong>A:</strong> We reviewed the scenario cards in question and we will plan to address them in the next FAQ, either with errata or with additional clarification. We believe that, when a scenario card such as Where Doom Awaits states to “cancel the effects and icons” of committed skill cards, this only applies to non-weakness skill cards and only lasts until Step 7 of that skill test. This should clarify our intentions for such a scenario. This should allow for On the Mend to be returned to hand as intended instead of discarded, and for Weakness skill cards such as <a href="/card/98015">Dreams of the Deep</a> to function as intended. As for Unrelenting, there is already a rule in place that if a card with sealed tokens leaves play, those tokens are immediately released, so the tokens would still be returned even if the card’s effects were canceled during the test.</p>\n</li>\n</ul>', 'text': '- **Erratum:** Replace the seventh bullet point during Setup with the following:\r\n - Find the double-sided [La Chica Roja](/card/09557) card, flip her to her enemy side, and resolve her concealed keyword, distributing each of those concealed mini-cards as evenly as possible among each location with a target. - FAQ, v.2.1, August 2023\r\n\r\n\r\n- **Q:** I had a question regarding effects that "cancel all effects of cards committed to this skill test" which arise in both [Where Doom Awaits](/card/02274) and [Sanguine Shadows](/card/09545). Specifically are there any skill effects not cancelled by these effects? My primary confusion results from cards like [On the Mend](/card/09006). If On The Mend\'s **Forced** effect is also cancelled is it discarded instead of being returned to Vincent\'s set aside area? If so and Vincent shuffles his discard into his deck how should the Limit 1 in hand be resolved if he attempts to draw a copy of On the Mend when one is already there? Similarly for things like [Unrelenting](/card/07196), is the text that returns the sealed tokens at test end canceled? Does it matter because the default rules for seal would resolve at that time? **A:** We reviewed the scenario cards in question and we will plan to address them in the next FAQ, either with errata or with additional clarification. We believe that, when a scenario card such as Where Doom Awaits states to “cancel the effects and icons” of committed skill cards, this only applies to non-weakness skill cards and only lasts until Step 7 of that skill test. This should clarify our intentions for such a scenario. This should allow for On the Mend to be returned to hand as intended instead of discarded, and for Weakness skill cards such as [Dreams of the Deep](/card/98015) to function as intended. As for Unrelenting, there is already a rule in place that if a card with sealed tokens leaves play, those tokens are immediately released, so the tokens would still be returned even if the card’s effects were canceled during the test.', 'updated': {'date': '2023-09-02 14:24:56.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09546', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s second paragraph should read: "Find the location with a target on it nearest to La Chica Roja (or her mini-card)…" - FAQ, v.2.1, August 2023</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s second paragraph should read: "Find the location with a target on it nearest to La Chica Roja (or her mini-card)…" - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-02 14:39:30.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
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[],
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[],
[],
[],
[],
[{'code': '09562', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card loses all story text and gains: "<b>Forced</b> – When this agenda would advance by reaching its doom threshold: Each investigator is defeated and suffers 1 mental trauma." - FAQ, v.2.1, August 2023</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card loses all story text and gains: "<b>Forced</b> – When this agenda would advance by reaching its doom threshold: Each investigator is defeated and suffers 1 mental trauma." - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-02 14:46:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '09566', 'html': '<ul>\n<li>\n<p><strong>Q</strong>: Hello, got a few lingering questions/bug reports for Dealings in the Dark! 1) The ability on The Unveiling which lets you take control of The Twisted Antiprism when you evade/defeat an enemy is a reaction-triggered ability, making it optional. What happens if an investigator declines to activate it? There are no instructions for what happens to the Twisted Antiprism if it is attached to neither an enemy nor an investigator. 2) Similarly, what happens if the enemy with the Twisted Antiprism is removed from play by means other than defeat? Such as Kymani\'s ability, Dumb Luck, Otherworldly Codex, etc. 3) What happens to Ece when she leaves play? She has an encounter card back, which suggests she should go to the encounter discard pile like Jazz Mulligan. However, she doesn\'t have a Relevation effect, so it\'s unclear what to do if she is drawn in that case. The more intuitive result would be to remove her from the game, returning attached carsd to their owners\' discard piles, but we\'re not sure if there\'s any RAW text leading to that result. 4) When Act 2 advances by the Cult winning the clue race, we are instructed to "attach The Twisted Antiprism key to the Cultist enemy with the most clues". However, it\'s possible to advance the act with zero Cultists in play or in the Shadows, by placing clues on Clues Unveiled when the Agenda advances. In this case, where should The Twisted Antiprism go? 5) How should random basic weaknesses with the Cultist trait be handled in this scenario, generally? All sorts of weird things can happen with them, including that evading them sends them to The Shadows where they aren\'t intended to end up, and they may end up with The Twisted Antiprism attached to them.-</p>\n</li>\n<li>\n<p><strong>A</strong> (1) Although it is optional, if you don’t use the reaction ability on The Unsealing, the Twisted Antiprism must be removed from the game. The only way to complete the scenario at that point is through defeat. (2) Same as before; the Antiprism is removed from the game. (3) If Ece Sahin leaves play, remove her from the game. (4) In that situation, you should search the encounter deck and discard pile for a Cultist enemy and spawn it at the East Gate, then attach The Twisted Antiprism key to that enemy. Then you’d keep resolving the rest of Act 2b, potentially moving the Cultist toward Galata Docks. (5) Enemies without concealed can’t be placed in the shadows, so ignore that part of the instruction on “Agents of the Dark.” And it’s not an issue of a weakness Cultist enemy has The Twisted Antiprism attached to it; keep playing the scenario as normal. (October 2023)</p>\n</li>\n</ul>', 'text': '- **Q**: Hello, got a few lingering questions/bug reports for Dealings in the Dark! 1) The ability on The Unveiling which lets you take control of The Twisted Antiprism when you evade/defeat an enemy is a reaction-triggered ability, making it optional. What happens if an investigator declines to activate it? There are no instructions for what happens to the Twisted Antiprism if it is attached to neither an enemy nor an investigator. 2) Similarly, what happens if the enemy with the Twisted Antiprism is removed from play by means other than defeat? Such as Kymani\'s ability, Dumb Luck, Otherworldly Codex, etc. 3) What happens to Ece when she leaves play? She has an encounter card back, which suggests she should go to the encounter discard pile like Jazz Mulligan. However, she doesn\'t have a Relevation effect, so it\'s unclear what to do if she is drawn in that case. The more intuitive result would be to remove her from the game, returning attached carsd to their owners\' discard piles, but we\'re not sure if there\'s any RAW text leading to that result. 4) When Act 2 advances by the Cult winning the clue race, we are instructed to "attach The Twisted Antiprism key to the Cultist enemy with the most clues". However, it\'s possible to advance the act with zero Cultists in play or in the Shadows, by placing clues on Clues Unveiled when the Agenda advances. In this case, where should The Twisted Antiprism go? 5) How should random basic weaknesses with the Cultist trait be handled in this scenario, generally? All sorts of weird things can happen with them, including that evading them sends them to The Shadows where they aren\'t intended to end up, and they may end up with The Twisted Antiprism attached to them.-\r\n\r\n- **A** (1) Although it is optional, if you don’t use the reaction ability on The Unsealing, the Twisted Antiprism must be removed from the game. The only way to complete the scenario at that point is through defeat. (2) Same as before; the Antiprism is removed from the game. (3) If Ece Sahin leaves play, remove her from the game. (4) In that situation, you should search the encounter deck and discard pile for a Cultist enemy and spawn it at the East Gate, then attach The Twisted Antiprism key to that enemy. Then you’d keep resolving the rest of Act 2b, potentially moving the Cultist toward Galata Docks. (5) Enemies without concealed can’t be placed in the shadows, so ignore that part of the instruction on “Agents of the Dark.” And it’s not an issue of a weakness Cultist enemy has The Twisted Antiprism attached to it; keep playing the scenario as normal. (October 2023)', 'updated': {'date': '2023-11-21 04:09:28.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09567', 'html': '<ul>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s first paragraph, starting on line 3, should read: "…or search the encounter deck and discard pile for a Cultist enemy and draw it; it gains concealed 1…" - FAQ, v.2.1, August 2023</p>\n</li>\n<li>\n<p><strong>Q:</strong> In the case where the cultists accumulate sufficient clues to advance Act 2a due to the effect on Agenda 1b that instructs players to either spawn <b><i>Cultists</i></b> or place clues on the story card: does the resolution of agenda 1b "pause" while Act 2a advances to Act 2b? This is important because Act 2b has effects that depend on the difference in clues between the cultists and the players; if agenda 1b does not "pause", the cultists gain many more clues or spawn many more enemies, and <a href="/card/09570">The Chase</a> becomes much more difficult. If agenda 1b does "pause", Act 2b further instructs us to advance both the act and agenda directly to "The Chase". Does that mean the remaining resolution of agenda 1b is halted? Or do we continue spawning enemies until we run out of enemies? (The story card is flipped during the chase, so we can no longer spawn clues). Finally, in general, when <b><i>Cultists</i></b> spawn due to the effect on agenda 1b, are they considered to have the Concealed keyword, even though agenda 1a (which grants them that keyword) is out of play while agenda 1b is resolving? <strong>A:</strong> If Agenda 1b placed enough clues for Act 2a to flip, you would “pause” resolving Agenda 1b, then resolve Act 2b in full, then finish resolving Agenda 1b. Only after all of that would you have <a href="/card/09570">The Chase</a> in play as the active Agenda &amp; Act card.</p>\n</li>\n<li>\n<p><strong>Q:</strong> In Dealings in the Dark, when you resolve agenda 1b, it asks us to draw <b><i>Cultist</i></b> enemies from the encounter deck and discard pile. Since Agenda 1a is not in play while doing this, <b><i>Cultist</i></b> enemies do not have concealed 1 and thus you draw them normally. This specific interaction already happened in Miskatonic Museum and the Return To had to add a rule so that the text on the next agenda is still in play while resolving the b side of all agendas because this was the intent for this scenario. So my question is: Is this the intent for the cultist to be drawn normally or an oversight and cultists should still have concealed 1? <strong>A:</strong> The intent was that each <b><i>Cultist</i></b> drawn with the effect on Agenda 1b would also gain “concealed 1.” Please play the scenario with this ruling in effect. An official errata will be issued in the future [see above].</p>\n</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s first paragraph, starting on line 3, should read: "…or search the encounter deck and discard pile for a Cultist enemy and draw it; it gains concealed 1…" - FAQ, v.2.1, August 2023\r\n\r\n- **Q:** In the case where the cultists accumulate sufficient clues to advance Act 2a due to the effect on Agenda 1b that instructs players to either spawn <b><i>Cultists</b></i> or place clues on the story card: does the resolution of agenda 1b "pause" while Act 2a advances to Act 2b? This is important because Act 2b has effects that depend on the difference in clues between the cultists and the players; if agenda 1b does not "pause", the cultists gain many more clues or spawn many more enemies, and [The Chase](/card/09570) becomes much more difficult. If agenda 1b does "pause", Act 2b further instructs us to advance both the act and agenda directly to "The Chase". Does that mean the remaining resolution of agenda 1b is halted? Or do we continue spawning enemies until we run out of enemies? (The story card is flipped during the chase, so we can no longer spawn clues). Finally, in general, when <b><i>Cultists</b></i> spawn due to the effect on agenda 1b, are they considered to have the Concealed keyword, even though agenda 1a (which grants them that keyword) is out of play while agenda 1b is resolving? **A:** If Agenda 1b placed enough clues for Act 2a to flip, you would “pause” resolving Agenda 1b, then resolve Act 2b in full, then finish resolving Agenda 1b. Only after all of that would you have [The Chase](/card/09570) in play as the active Agenda & Act card.\r\n\r\n- **Q:** In Dealings in the Dark, when you resolve agenda 1b, it asks us to draw <b><i>Cultist</b></i> enemies from the encounter deck and discard pile. Since Agenda 1a is not in play while doing this, <b><i>Cultist</b></i> enemies do not have concealed 1 and thus you draw them normally. This specific interaction already happened in Miskatonic Museum and the Return To had to add a rule so that the text on the next agenda is still in play while resolving the b side of all agendas because this was the intent for this scenario. So my question is: Is this the intent for the cultist to be drawn normally or an oversight and cultists should still have concealed 1? **A:** The intent was that each <b><i>Cultist</b></i> drawn with the effect on Agenda 1b would also gain “concealed 1.” Please play the scenario with this ruling in effect. An official errata will be issued in the future [see above].', 'updated': {'date': '2023-09-02 14:48:25.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '09569', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: The last line of this act’s third paragraph should read: "Set each concealed mini-card aside, out of play," instead of "Remove each concealed mini-card from the game." - FAQ, v.2.1, August 2023</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: The last line of this act’s third paragraph should read: "Set each concealed mini-card aside, out of play," instead of "Remove each concealed mini-card from the game." - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-02 14:50:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '09570', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s second objective now reads: "If an enemy with The Twisted Antiprism is at Galata Docks, or if the investigator with The Twisted Antiprism is defeated, proceed…"" - FAQ, v.2.1, August 2023</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s second objective now reads: "If an enemy with The Twisted Antiprism is at Galata Docks, or if the investigator with The Twisted Antiprism is defeated, proceed…"" - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-02 14:51:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
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[],
[{'code': '09598', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: The last line of this act’s first paragraph (back) should read: "Set each concealed mini-card aside, out of play,” instead of “Remove each concealed mini-card from the game." - FAQ, v.2.1, August 2023</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: The last line of this act’s first paragraph (back) should read: "Set each concealed mini-card aside, out of play,” instead of “Remove each concealed mini-card from the game." - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-02 14:53:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
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[],
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[],
[],
[],
[],
[{'code': '09609', 'html': '<ul>\n<li><strong>ERRATUM:</strong> On Thin Ice, Resolution 2:  Add the following text to the third bullet of this resolution:\n<ul>\n<li>If no investigator controlled the Sable Glass at the end of the scenario, choose an investigator to be its bearer. Update the Campaign Log accordingly. - FAQ, v.2.2, February 2024</li>\n</ul></li>\n</ul>', 'text': '- **ERRATUM:** On Thin Ice, Resolution 2:  Add the following text to the third bullet of this resolution:\r\n  - If no investigator controlled the Sable Glass at the end of the scenario, choose an investigator to be its bearer. Update the Campaign Log accordingly. - FAQ, v.2.2, February 2024', 'updated': {'date': '2024-02-28 14:37:48.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
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[],
[],
[{'code': '09635', 'html': '<ul>\n<li><strong>Erratum:</strong> during Resolution 6, replace the second bullet point with the following (including its sub-bullets):\n<ul>\n<li>In your Campaign Log, record the following: </li>\n<li><i>You haven’t seen the last of the Claret Knight.</i></li>\n<li><i>You haven’t seen the last of the Beast in a Cowl of Crimson.</i> - FAQ, v.2.1, August 2023</li></ul></li>\n</ul>\n', 'text': '- **Erratum:** during Resolution 6, replace the second bullet point with the following (including its sub-bullets):\r\n - In your Campaign Log, record the following: <ul>\r\n  - <i>You haven’t seen the last of the Claret Knight.</i>\r\n  - <i>You haven’t seen the last of the Beast in a Cowl of Crimson.</i> - FAQ, v.2.1, August 2023</ul>', 'updated': {'date': '2023-09-02 14:25:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
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[],
[{'code': '09660', 'html': '<ul>\n<li><strong>ERRATUM:</strong> Shades of Suffering, Setup: Add the following after the fourth bullet point:\n<ul>\n<li>Gather each decoy mini-card and the Tzu San Niang mini-card and set them aside, out of play. - FAQ, v.2.2, February 2024</li>\n</ul></li>\n</ul>', 'text': '- **ERRATUM:** Shades of Suffering, Setup: Add the following after the fourth bullet point:\r\n  - Gather each decoy mini-card and the Tzu San Niang mini-card and set them aside, out of play. - FAQ, v.2.2, February 2024', 'updated': {'date': '2024-02-28 14:38:18.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '09688', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): <strong>Erratum</strong>: This card’s ability should read: "…end of your turn. If each surviving investigator has resigned, immediately advance to act 3b." - FAQ, v.2.1, August 2023</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated January 2022): **Erratum**: This card’s ability should read: "…end of your turn. If each surviving investigator has resigned, immediately advance to act 3b." - FAQ, v.2.1, August 2023', 'updated': {'date': '2023-09-02 14:54:45.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '09694', 'html': '<ul>\n<li>\n<p><strong>ERRATUM:</strong> Congress of the Keys, Setup v.I and Setup v.III: the bullet points that instructs players to "Gather each decoy mini-card and each of the following mini-cards" should come before the bullet point that instructs you to “Find each <b><i>Coterie</i></b> enemy…” - FAQ, v.2.1, August 2023</p>\n</li>\n<li>\n<p><strong>ERRATUM:</strong> Congress of the Keys, Setup v.II: Add the following sub-bullet after the fourth bullet point:</p>\n<ul>\n<li>Remove all other <b><i>Coterie</i></b> enemies from the game. - FAQ, v.2.2, February 2024</li>\n</ul>\n</li>\n</ul>', 'text': '- **ERRATUM:** Congress of the Keys, Setup v.I and Setup v.III: the bullet points that instructs players to "Gather each decoy mini-card and each of the following mini-cards" should come before the bullet point that instructs you to “Find each <b><i>Coterie</i></b> enemy…” - FAQ, v.2.1, August 2023\r\n\r\n- **ERRATUM:** Congress of the Keys, Setup v.II: Add the following sub-bullet after the fourth bullet point:\r\n  - Remove all other <b><i>Coterie</i></b> enemies from the game. - FAQ, v.2.2, February 2024', 'updated': {'date': '2024-02-28 14:40:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
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[{'code': '09720', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated October 2024): <strong>Erratum:</strong> This card’s constant ability should read: “...concealed mini-cards at its\nlocation cannot be exposed via player card effects.” - FAQ v2.3, Oct 2024.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated October 2024): **Erratum:** This card’s constant ability should read: “...concealed mini-cards at its\r\nlocation cannot be exposed via player card effects.” - FAQ v2.3, Oct 2024.', 'updated': {'date': '2024-10-26 09:07:01.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '09769a', 'html': '<p><strong>Q:</strong>  If performing the <strong>Shift</strong> ability on the <strong>Unstable</strong> side of a key would not affect each investigator or each enemy in play, can I still shift the key? <strong>A:</strong>  To perform a <strong>Shift</strong> ability on a key, you must resolve as much of that ability as possible, and if that ability changed the game state at all, you are considered to have successfully shifted that key.\nFor example, to shift <a href="/card/09544b">The Last Blossom</a> from its <strong>Unstable</strong> side, you must heal at least 1 damage from an enemy in play (though you must heal 1 damage from as many enemies as possible). Similarly, in order to shift <a href="/card/09769b">The Bale Engine</a> from its <strong>Unstable</strong> side, at minimum 1 investigator needs to discard 1 resource (but each investigator must discard as many resources as possible, to a max of 3). (Rules Q&amp;A, August 2023)</p>', 'text': '**Q:**  If performing the **Shift** ability on the **Unstable** side of a key would not affect each investigator or each enemy in play, can I still shift the key? **A:**  To perform a **Shift** ability on a key, you must resolve as much of that ability as possible, and if that ability changed the game state at all, you are considered to have successfully shifted that key.\r\nFor example, to shift [The Last Blossom](/card/09544b) from its **Unstable** side, you must heal at least 1 damage from an enemy in play (though you must heal 1 damage from as many enemies as possible). Similarly, in order to shift [The Bale Engine](/card/09769b) from its **Unstable** side, at minimum 1 investigator needs to discard 1 resource (but each investigator must discard as many resources as possible, to a max of 3). (Rules Q&A, August 2023)', 'updated': {'date': '2023-09-14 22:35:34.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '90047', 'html': '<ul>\n<li><strong>Q</strong>: Is <a href="/card/90047">Pete\'s Guitar</a> unique? Will it be removed from the game like <a href="/card/02012">Jim\'s Trumpet</a> or <a href="/card/06016">Patrice\'s Violin</a> in The City of Archives? <strong>A</strong>: Since Pete’s Guitar doesn’t use the unique icon next to its name, it’s not considered unique, and you don’t need to remove it when playing The City of Archives. (September 2023)</li>\n</ul>', 'text': "- **Q**: Is [Pete's Guitar](/card/90047) unique? Will it be removed from the game like [Jim's Trumpet](/card/02012) or [Patrice's Violin](/card/06016) in The City of Archives? **A**: Since Pete’s Guitar doesn’t use the unique icon next to its name, it’s not considered unique, and you don’t need to remove it when playing The City of Archives. (September 2023)", 'updated': {'date': '2023-10-06 04:03:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '90048', 'html': '<p><strong>Q:</strong> Is the <strong>Forced</strong> ability triggered when the weakness itself is drawn? <strong>A:</strong> No, the <strong>Forced</strong> ability on Hard Times does not trigger when Hard Times is drawn. (Rules Q&amp;A, August 2023)</p>', 'text': '**Q:** Is the **Forced** ability triggered when the weakness itself is drawn? **A:** No, the **Forced** ability on Hard Times does not trigger when Hard Times is drawn. (Rules Q&A, August 2023)', 'updated': {'date': '2023-08-25 03:59:17.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '89001', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> When playing <a href="/card/89001">Subject 5U-21</a>, can I devour permanents, investigator cards, investigator mini-cards, or weaknesses? <strong>A:</strong> Suzi cannot devour permanents, investigator cards, or investigator mini- cards. However, Suzi can devour certain weakness cards, specifically ones that enter play under their bearer’s control and that don’t have any abilities preventing them from leaving play. - FAQ, v.2.2, February 2024</p>\n</li>\n<li>\n<p><strong>Q:</strong> When playing <a href="/card/89001">Subject 5U-21</a>, can I play <a href="/card/09121">Refine</a> to upgrade customizable cards during a scenario? <strong>A:</strong> Generally no. By default, Suzi can only upgrade cards from a class via the ability on the back of her investigator card, meaning she can’t use Refine on most cards. The one exception is <a href="/card/09119">Hyperphysical Shotcaster</a>; Suzi can use Refine on the Shotcaster because it’s a neutral customizable card. - FAQ v.2.2, February 2024</p>\n</li>\n<li>\n<p><strong>Q:</strong> Suzi has an ability that states: "Devour a non-story card controlled by an investigator at your location." Ravenous Hunger Uncontrolled states something similar: "At the end of your turn: Devour a non-story card beneath Ravenous or controlled by an investigator at your location." Question: How does "at your location" scope? Option 1: The card being devoured has to be "at your location." Option 2: The investigator controlling the card being devoured has to be "at your location." Option 3: Both have to be true. The scoping of "at your location" matters for player cards that attach to enemies, locations, etc. because often those cards will not be at the same location as the investigator who controls them. <strong>A:</strong> The intention of Suzi’s ability and Ravenous is that the card you’re devouring is at the same location as you. The controller of that card does not have to be at your location. (Rules Forum Answer, June 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Are cards attached facedown to backpack and crystallizer of dreams considered under my control? Are they considered in play? Can they be the target of 5U-21\'s ability "Devour a non-story card controlled by an investigator at your location." <strong>A:</strong> No, cards attached facedown are not considered in play. And no, Suzi/5U-21 cannot devour cards attached facedown to Backpack or Crystallizer of Dreams; she can only devour the assets themselves. (Rules Forum Answer, September 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Given her unique deckbuilding, how can I play Subject 5U-21/”Suzi” (in standalone mode?) <strong>A:</strong> When playing Suzi in standalone mode, you may choose to embrace the chaos! After building a level 0 deck (following all deckbuilding restrictions), randomly choose cards with level 1–5 from your collection to upgrade her deck. Continue this process until your deck contains your desired amount of experience. (This process may be accomplished by shuffling 1 copy of each leveled card in your collection together.) (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** When playing [Subject 5U-21](/card/89001), can I devour permanents, investigator cards, investigator mini-cards, or weaknesses? **A:** Suzi cannot devour permanents, investigator cards, or investigator mini- cards. However, Suzi can devour certain weakness cards, specifically ones that enter play under their bearer’s control and that don’t have any abilities preventing them from leaving play. - FAQ, v.2.2, February 2024\r\n\r\n- **Q:** When playing [Subject 5U-21](/card/89001), can I play [Refine](/card/09121) to upgrade customizable cards during a scenario? **A:** Generally no. By default, Suzi can only upgrade cards from a class via the ability on the back of her investigator card, meaning she can’t use Refine on most cards. The one exception is [Hyperphysical Shotcaster](/card/09119); Suzi can use Refine on the Shotcaster because it’s a neutral customizable card. - FAQ v.2.2, February 2024\r\n\r\n- **Q:** Suzi has an ability that states: "Devour a non-story card controlled by an investigator at your location." Ravenous Hunger Uncontrolled states something similar: "At the end of your turn: Devour a non-story card beneath Ravenous or controlled by an investigator at your location." Question: How does "at your location" scope? Option 1: The card being devoured has to be "at your location." Option 2: The investigator controlling the card being devoured has to be "at your location." Option 3: Both have to be true. The scoping of "at your location" matters for player cards that attach to enemies, locations, etc. because often those cards will not be at the same location as the investigator who controls them. **A:** The intention of Suzi’s ability and Ravenous is that the card you’re devouring is at the same location as you. The controller of that card does not have to be at your location. (Rules Forum Answer, June 2024)\r\n\r\n- **Q:** Are cards attached facedown to backpack and crystallizer of dreams considered under my control? Are they considered in play? Can they be the target of 5U-21\'s ability "Devour a non-story card controlled by an investigator at your location." **A:** No, cards attached facedown are not considered in play. And no, Suzi/5U-21 cannot devour cards attached facedown to Backpack or Crystallizer of Dreams; she can only devour the assets themselves. (Rules Forum Answer, September 2024)\r\n\r\n- **Q:** Given her unique deckbuilding, how can I play Subject 5U-21/”Suzi” (in standalone mode?) **A:** When playing Suzi in standalone mode, you may choose to embrace the chaos! After building a level 0 deck (following all deckbuilding restrictions), randomly choose cards with level 1–5 from your collection to upgrade her deck. Continue this process until your deck contains your desired amount of experience. (This process may be accomplished by shuffling 1 copy of each leveled card in your collection together.) (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 13:48:13.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
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[],
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[],
[],
[{'code': '10110', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: <strong>Erratum:</strong> This card’s <span class="icon-action"></span> ability should read: “…your location. Attached location gains…” (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: **Erratum:** This card’s <span class="icon-action"></span> ability should read: “…your location. Attached location gains…” (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:19:30.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '10113', 'html': '<ul>\n<li><strong>Q:</strong> How does <a href="/card/10113">Pushed to the Limit</a> interact with <a href="/card/08080">Fire Extinguisher (3)</a> that\'s in my discard pile if I choose to exile Fire Extinguisher instead of discarding it? <del><strong>A:</strong> Since Pushed to the Limit ignores all costs of resolving the ability on Fire Extinguisher, you would resolve the ability without paying the “cost” of exiling Fire Extinguisher, instead shuffling it back into your deck after evading.</del> This has been overruled by the Official FAQ v2.3, section 2.24, which changes what it means to "ignore all costs" and explicitly states: "Additionally, Pushed to the Limit does not allow an investigator to waive the cost of exiling Fire Extinguisher when resolving its second ability." (March 2024)</li>\n</ul>', 'text': '- **Q:** How does [Pushed to the Limit](/card/10113) interact with [Fire Extinguisher (3)](/card/08080) that\'s in my discard pile if I choose to exile Fire Extinguisher instead of discarding it? ~~**A:** Since Pushed to the Limit ignores all costs of resolving the ability on Fire Extinguisher, you would resolve the ability without paying the “cost” of exiling Fire Extinguisher, instead shuffling it back into your deck after evading.~~ This has been overruled by the Official FAQ v2.3, section 2.24, which changes what it means to "ignore all costs" and explicitly states: "Additionally, Pushed to the Limit does not allow an investigator to waive the cost of exiling Fire Extinguisher when resolving its second ability." (March 2024)', 'updated': {'date': '2025-03-22 15:51:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '10115', 'html': '<ul>\n<li><strong>Q:</strong> If a card ability allows me to move damage/horror to another card, can I move that damage/horror to a card without a health or sanity value? <strong>A:</strong> No. An effect that can “move” damage/horror from one card to another—such as <a href="/card/10115">Wrong Place, Right Time</a>—must move that damage/horror to a card that has a health or sanity value, respectively.</li>\n</ul>', 'text': '- **Q:** If a card ability allows me to move damage/horror to another card, can I move that damage/horror to a card without a health or sanity value? **A:** No. An effect that can “move” damage/horror from one card to another—such as [Wrong Place, Right Time](/card/10115)—must move that damage/horror to a card that has a health or sanity value, respectively.', 'updated': {'date': '2025-03-22 14:20:25.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '90052', 'html': '<ul>\n<li><strong>Q:</strong> For spirits attached to The Beyond: (1) Are they still considered assets or some other card type entirely? (2) Are they still considered under Jim\'s control? (3) If (2) is yes, if Jim fails a test on <a href="/card/01167">Crypt Chill</a> and must choose and discard an asset he controls, can he choose to discard a spirit attached to The Beyond? (4) Can he play a card like <a href="/card/09080">Summoned Servitor</a>, which requires him to discard a card he controls, to discard a spirit from play? (5) If the <a href="/card/90053">Vengeful Shade</a> weakness in his Spirit deck is engaged with him, then defeated, is it placed in Jim\'s discard pile or at the bottom of the spirit deck? <strong>A:</strong> Yes, the spirits are still considered assets, but they are not <strong>Ally</strong> assets, and cannot be removed from play except by the abilities on The Beyond or abilities on the spirits themselves (e.g. <a href="/card/01076">Stray Cat</a>). Jim could not discard a spirit from Crypt Chill or Summoned Servitor. And because the Spirit deck “owns” Vengeful Shade, if it entered play and was later defeated, it gets discarded to the bottom of the Spirit deck (per the rules for discarded spirits). (March 2024)</li>\n</ul>', 'text': "- **Q:** For spirits attached to The Beyond: (1) Are they still considered assets or some other card type entirely? (2) Are they still considered under Jim's control? (3) If (2) is yes, if Jim fails a test on [Crypt Chill](/card/01167) and must choose and discard an asset he controls, can he choose to discard a spirit attached to The Beyond? (4) Can he play a card like [Summoned Servitor](/card/09080), which requires him to discard a card he controls, to discard a spirit from play? (5) If the [Vengeful Shade](/card/90053) weakness in his Spirit deck is engaged with him, then defeated, is it placed in Jim's discard pile or at the bottom of the spirit deck? **A:** Yes, the spirits are still considered assets, but they are not **Ally** assets, and cannot be removed from play except by the abilities on The Beyond or abilities on the spirits themselves (e.g. [Stray Cat](/card/01076)). Jim could not discard a spirit from Crypt Chill or Summoned Servitor. And because the Spirit deck “owns” Vengeful Shade, if it entered play and was later defeated, it gets discarded to the bottom of the Spirit deck (per the rules for discarded spirits). (March 2024)", 'updated': {'date': '2024-03-27 16:22:15.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '90059', 'html': '<ul>\n<li><strong>Q:</strong> If <a href="/card/90059">Zoey Samaras</a> activates her <span class="icon-fast"></span> "Before you reveal chaos tokens during an attack, remove 3 <span class="icon-bless"></span> tokens from the chaos bag: This attack deals +1 damage. (Limit once per round.)" and then reacts with <a href="/card/07262">Nephthys</a> <span class="icon-reaction"></span> "When 1 or more [bless] tokens would be removed from the chaos bag during a skill test: Seal them on Nephthys, instead.", have the removed tokens still been removed to satisfy the cost of Zoey? <strong>A:</strong> No. The ability on Nephthys replaces the removal of tokens from the chaos bag with sealing them; if you use it, you will not satisfy the cost on Parallel Zoey’s free triggered ability. (February 2024)</li>\n</ul>', 'text': '- **Q:** If [Zoey Samaras](/card/90059) activates her <span class="icon-fast"></span> "Before you reveal chaos tokens during an attack, remove 3 <span class="icon-bless"></span> tokens from the chaos bag: This attack deals +1 damage. (Limit once per round.)" and then reacts with [Nephthys](/card/07262) <span class="icon-reaction"></span> "When 1 or more [bless] tokens would be removed from the chaos bag during a skill test: Seal them on Nephthys, instead.", have the removed tokens still been removed to satisfy the cost of Zoey? **A:** No. The ability on Nephthys replaces the removal of tokens from the chaos bag with sealing them; if you use it, you will not satisfy the cost on Parallel Zoey’s free triggered ability. (February 2024)', 'updated': {'date': '2024-02-06 02:04:19.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '10002', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Can Ad Hoc trigger the effect of the three action cost ability on <a href="/card/08096">Sledgehammer (4)</a> for free? <strong>A:</strong> Yes; when discarding Sledgehammer (4) with Ad Hoc, you can resolve the second ability on Sledgehammer without spending actions. (Rules Form, January 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> What is the intended interaction is between <a href="/card/10002">Ad Hoc</a> and both <a href="/card/10110">Pitchfork</a> and <a href="/card/10117">Hatchet</a>? Are you supposed to discard the Pitchfork for Ad Hoc, and then attach it to the location from the discard pile? If the Ad Hoc attack doesn\'t defeat the enemy, should Hatchet attach to the enemy? <strong>A:</strong> Yes; if you use Ad Hoc to discard Pitchfork or Hatchet, it’s possible for Pitchfork or Hatchet to end up attached to a card in play. Ad Hoc is intended to have you resolve an action triggered ability on the discarded card after it’s already in the discard pile, and it being in the discard pile does not prevent its ability from being resolved as written, attaching it to a card in play. (April 2024)</p>\n</li>\n</ul>', 'text': "- **Q:** Can Ad Hoc trigger the effect of the three action cost ability on [Sledgehammer (4)](/card/08096) for free? **A:** Yes; when discarding Sledgehammer (4) with Ad Hoc, you can resolve the second ability on Sledgehammer without spending actions. (Rules Form, January 2024)\r\n\r\n- **Q:** What is the intended interaction is between [Ad Hoc](/card/10002) and both [Pitchfork](/card/10110) and [Hatchet](/card/10117)? Are you supposed to discard the Pitchfork for Ad Hoc, and then attach it to the location from the discard pile? If the Ad Hoc attack doesn't defeat the enemy, should Hatchet attach to the enemy? **A:** Yes; if you use Ad Hoc to discard Pitchfork or Hatchet, it’s possible for Pitchfork or Hatchet to end up attached to a card in play. Ad Hoc is intended to have you resolve an action triggered ability on the discarded card after it’s already in the discard pile, and it being in the discard pile does not prevent its ability from being resolved as written, attaching it to a card in play. (April 2024)", 'updated': {'date': '2024-04-30 19:36:40.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '10009', 'html': '<ul>\n<li><strong>Q:</strong> Can <a href="/card/10009">Alessandra Zorzi</a> take <a href="/card/09101">Grizzled</a>? <strong>A:</strong> Yes, Alessandra Zorzi can take Grizzled, because the word “parley” is physically printed on the card. (February 2024)</li>\n</ul>', 'text': '- **Q:** Can [Alessandra Zorzi](/card/10009) take [Grizzled](/card/09101)? **A:** Yes, Alessandra Zorzi can take Grizzled, because the word “parley” is physically printed on the card. (February 2024)', 'updated': {'date': '2024-02-23 16:08:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '10010', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> I have a question about <a href="/card/10010">Beguile</a>, which is <a href="/card/10009">Alessandra Zorzi\'s</a> signature event revealed earlier today. It\'s an event that attaches to an enemy, and then has the activated ability: "Parley. Either move attached enemy to a revealed connecting location, or perform a basic investigate or evade action at its location. If you fail a skill test while resolving this ability, discard Beguile. You may activate this ability from any location." My question is about the evade mode here. We are to "perform a basic evade action at [the attached enemy\'s] location". Normally, to perform a basic evade action, you must choose a valid target: an enemy engaged with you. However, it seems the main use case for Beguile is to evade remotely at other locations, where it\'s exceedingly unlikely for any enemies there to be engaged with you. So what exactly counts as a valid target for a Beguile evade? Can we pick any enemy at the attached enemy\'s location, including the attached enemy itself? If we can pick those enemies, are they considered to be "as if engaged", or are they simply valid targets by fiat? <strong>A:</strong> Any enemy at the attached enemy’s location is a valid target for Beguile’s Parley ability, including the attached enemy itself. (Rules Form, November 2023)</p>\n</li>\n<li>\n<p><strong>Q:</strong> As <a href="/card/10009">Alessandra Zorzi</a>, when I resolve <a href="/card/10010">Beguile</a>\'s Parley ability, would <a href="/card/10130">Well-Dressed</a> gain <span class="icon-wild"></span><span class="icon-wild"></span><span class="icon-wild"></span> if committed to an investigate or evade action? <strong>A:</strong> Yes. This action still counts as a parley for the purposes of card effects. (Feast of Hemlock Vale FAQ, February 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong>  If I activate the <span class="icon-action"></span> ability on <a href="/card/10010">Beguile</a> will I provoke attacks of opportunity if I choose to investigate? <strong>A:</strong> No. The <span class="icon-action"></span> ability on Beguile is one action that is multiple types simultaneously; it always has the “parley” action type in addition to its other types (activate/investigate/evade), so it never triggers attacks of opportunity. (FAQ v2.2, February 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I have a copy of <a href="/card/10010">Beguile</a> attached to an enemy at a different location than me, what happens if I choose to activate Beguile’s <span class="icon-action"></span> ability to perform an evade action there? <strong>A:</strong> If you choose to activate Beguile’s <span class="icon-action"></span> ability and evade, you can choose any enemy at the attached enemy’s location (including the attached enemy itself) and perform an evasion test against that enemy’s evade value. If you succeed, exhaust that enemy and disengage it from all investigators (and if you fail, discard that copy of Beguile per its ability). (FAQ v2.2, February 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I use <a href="/card/10128">Eldritch Tongue</a> to play an event that attaches to another card, such as <a href="/card/10010">Beguile</a>, when does that event get removed from the game? <strong>A:</strong> An event that attaches to another card is considered “resolved” when all abilities and effects triggered by it entering play resolve, including its attachment effect. If you play Beguile using Eldritch Tongue, Beguile will attach to the enemy, then immediately get removed from the game. (FAQ 2.3, October 2024) <strong>ADDITION:</strong> If the targeted enemy has the alert keyword and you fail, that enemy attacks you, even though you are not at its location. (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** I have a question about [Beguile](/card/10010), which is [Alessandra Zorzi\'s](/card/10009) signature event revealed earlier today. It\'s an event that attaches to an enemy, and then has the activated ability: "Parley. Either move attached enemy to a revealed connecting location, or perform a basic investigate or evade action at its location. If you fail a skill test while resolving this ability, discard Beguile. You may activate this ability from any location." My question is about the evade mode here. We are to "perform a basic evade action at [the attached enemy\'s] location". Normally, to perform a basic evade action, you must choose a valid target: an enemy engaged with you. However, it seems the main use case for Beguile is to evade remotely at other locations, where it\'s exceedingly unlikely for any enemies there to be engaged with you. So what exactly counts as a valid target for a Beguile evade? Can we pick any enemy at the attached enemy\'s location, including the attached enemy itself? If we can pick those enemies, are they considered to be "as if engaged", or are they simply valid targets by fiat? **A:** Any enemy at the attached enemy’s location is a valid target for Beguile’s Parley ability, including the attached enemy itself. (Rules Form, November 2023)\r\n\r\n- **Q:** As [Alessandra Zorzi](/card/10009), when I resolve [Beguile](/card/10010)\'s Parley ability, would [Well-Dressed](/card/10130) gain <span class="icon-wild"></span><span class="icon-wild"></span><span class="icon-wild"></span> if committed to an investigate or evade action? **A:** Yes. This action still counts as a parley for the purposes of card effects. (Feast of Hemlock Vale FAQ, February 2024)\r\n\r\n- **Q:**  If I activate the <span class="icon-action"></span> ability on [Beguile](/card/10010) will I provoke attacks of opportunity if I choose to investigate? **A:** No. The <span class="icon-action"></span> ability on Beguile is one action that is multiple types simultaneously; it always has the “parley” action type in addition to its other types (activate/investigate/evade), so it never triggers attacks of opportunity. (FAQ v2.2, February 2024)\r\n\r\n- **Q:** If I have a copy of [Beguile](/card/10010) attached to an enemy at a different location than me, what happens if I choose to activate Beguile’s <span class="icon-action"></span> ability to perform an evade action there? **A:** If you choose to activate Beguile’s <span class="icon-action"></span> ability and evade, you can choose any enemy at the attached enemy’s location (including the attached enemy itself) and perform an evasion test against that enemy’s evade value. If you succeed, exhaust that enemy and disengage it from all investigators (and if you fail, discard that copy of Beguile per its ability). (FAQ v2.2, February 2024)\r\n\r\n- **Q:** If I use [Eldritch Tongue](/card/10128) to play an event that attaches to another card, such as [Beguile](/card/10010), when does that event get removed from the game? **A:** An event that attaches to another card is considered “resolved” when all abilities and effects triggered by it entering play resolve, including its attachment effect. If you play Beguile using Eldritch Tongue, Beguile will attach to the enemy, then immediately get removed from the game. (FAQ 2.3, October 2024) **ADDITION:** If the targeted enemy has the alert keyword and you fail, that enemy attacks you, even though you are not at its location. (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 13:49:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '10013', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> I have question about last e-mail ruling which I saw recently in web: "Resolving a sealed bless token with Tidal Memento does not count as revealing that token for eye of the Djinn\'s ability. Similarly resolving a bless or curse token via Book of Living Myths does not count as revealing that token for Read the Signs (2)\'s ability." Is that really true and is this the intention of the Book of Living Myths to work this way? Because if this is true Book of Living Myth would be very weak card. It would have no synergy with many cards, not only "Read the signs (2)", but also "Paradoxical Covenant", "Fey" and much more other cards. I and many other members of Horror Arkham LCG\'s community were shocked when we saw this mail. We have thought so far when the card say that any chaos token is resolved that always mean that is also revealed and this mail contradicts our reasoning. <strong>A:</strong> When we received the email mentioned, we were certain about how we wanted to rule on Tidal Memento, and it made sense to treat Book of Living Myths the same because of how similarly it is worded. However, Book of Living Myths was designed to function like your interpretation of it, where the searched token is “revealed and resolved” rather than just “resolved,” and its effect can combo with Read the Signs, Paradoxical Covenant, Fey, etc. We planned to revisit Book of Living Myths for a potential update, but with the timing of said update uncertain, we will address your concern here: Book of Living Myths does “reveal and resolve” the searched token. This was, and remains, the intention of the card. (Rules Forum Answer, October 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> When can I use parallel Father Mateo’s <span class="icon-reaction"></span> ability? <strong>A:</strong> When an investigator with a <span class="icon-bless"></span> token sealed on them would reveal a chaos token for any reason (either via a skill test or when resolving a card such as <a href="/card/10024">Absolution</a>), you may trigger Father Mateo’s <span class="icon-reaction"></span> ability for that investigator to use the <span class="icon-bless"></span> token sealed on them for that skill test or card ability (this counts either as “revealing” or “resolving” the token for the purposes of that ability). This interpretation may also be applied to cards such as <a href="/card/90038">Tidal Memento</a>, <a href="/card/07225">Eye of the Djinn</a>, and <a href="/card/10013">Book of Living Myths</a>. (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** I have question about last e-mail ruling which I saw recently in web: "Resolving a sealed bless token with Tidal Memento does not count as revealing that token for eye of the Djinn\'s ability. Similarly resolving a bless or curse token via Book of Living Myths does not count as revealing that token for Read the Signs (2)\'s ability." Is that really true and is this the intention of the Book of Living Myths to work this way? Because if this is true Book of Living Myth would be very weak card. It would have no synergy with many cards, not only "Read the signs (2)", but also "Paradoxical Covenant", "Fey" and much more other cards. I and many other members of Horror Arkham LCG\'s community were shocked when we saw this mail. We have thought so far when the card say that any chaos token is resolved that always mean that is also revealed and this mail contradicts our reasoning. **A:** When we received the email mentioned, we were certain about how we wanted to rule on Tidal Memento, and it made sense to treat Book of Living Myths the same because of how similarly it is worded. However, Book of Living Myths was designed to function like your interpretation of it, where the searched token is “revealed and resolved” rather than just “resolved,” and its effect can combo with Read the Signs, Paradoxical Covenant, Fey, etc. We planned to revisit Book of Living Myths for a potential update, but with the timing of said update uncertain, we will address your concern here: Book of Living Myths does “reveal and resolve” the searched token. This was, and remains, the intention of the card. (Rules Forum Answer, October 2024)\r\n\r\n- **Q:** When can I use parallel Father Mateo’s <span class="icon-reaction"></span> ability? **A:** When an investigator with a <span class="icon-bless"></span> token sealed on them would reveal a chaos token for any reason (either via a skill test or when resolving a card such as [Absolution](/card/10024)), you may trigger Father Mateo’s <span class="icon-reaction"></span> ability for that investigator to use the <span class="icon-bless"></span> token sealed on them for that skill test or card ability (this counts either as “revealing” or “resolving” the token for the purposes of that ability). This interpretation may also be applied to cards such as [Tidal Memento](/card/90038), [Eye of the Djinn](/card/07225), and [Book of Living Myths](/card/10013). (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:06:33.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '10014', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> If I\'m fighting a ready <a href="/card/10014">Weeping Yurei</a>, and I draw a <span class="icon-bless"></span> token or <span class="icon-curse"></span> token, its <strong>Forced</strong> ability makes it attack me, and then the elusive keyword makes it move away. What happens to the rest of the fight? <strong>A:</strong> If you attack the Weeping Yurei and then draw a <span class="icon-bless"></span> token or <span class="icon-curse"></span> token during that attack, the Yurei will attack you immediately (during Step 3 of the skill test), move, and exhaust; after which, you’ll finish resolving your attack and still deal damage to the Yurei even though it’s no longer at your location. (March 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> I\'m playing <a href="/card/01004">Agnes Baker</a> and I draw a <span class="icon-curse"></span> token during a skill test which forces <a href="/card/10014">Weeping Yurei</a> to attack me, is Agnes\' ability able to damage Weeping Yurei? <strong>A:</strong> Yes, if Agnes is attacking the Yurei, draws a <span class="icon-curse"></span> token, and the Yurei makes its immediate attack, Agnes is able to use her reaction ability to damage the Yurei. (March 2024)</p>\n</li>\n</ul>', 'text': '- **Q:** If I\'m fighting a ready [Weeping Yurei](/card/10014), and I draw a <span class="icon-bless"></span> token or <span class="icon-curse"></span> token, its **Forced** ability makes it attack me, and then the elusive keyword makes it move away. What happens to the rest of the fight? **A:** If you attack the Weeping Yurei and then draw a <span class="icon-bless"></span> token or <span class="icon-curse"></span> token during that attack, the Yurei will attack you immediately (during Step 3 of the skill test), move, and exhaust; after which, you’ll finish resolving your attack and still deal damage to the Yurei even though it’s no longer at your location. (March 2024)\r\n\r\n- **Q:** I\'m playing [Agnes Baker](/card/01004) and I draw a <span class="icon-curse"></span> token during a skill test which forces [Weeping Yurei](/card/10014) to attack me, is Agnes\' ability able to damage Weeping Yurei? **A:** Yes, if Agnes is attacking the Yurei, draws a <span class="icon-curse"></span> token, and the Yurei makes its immediate attack, Agnes is able to use her reaction ability to damage the Yurei. (March 2024)', 'updated': {'date': '2024-03-27 16:14:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '10030', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Can I use <a href="/card/10030">Hand-Eye Coordination</a> to resolve the <span class="icon-action"></span><span class="icon-action"></span> ability on <a href="/card/10042">Microscope</a> without spending any actions? <strong>A:</strong> No. Hand-Eye Coordination only allows you to bypass the first <span class="icon-action"></span> cost when activating an <span class="icon-action"></span> ability on a Tool or Weapon asset. You must still pay any additional costs on that ability, which can include spending additional actions. (Feast of Hemlock Vale FAQ, February 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> When a card ability allows me to resolve an ability “without paying its <span class="icon-action"></span>cost” such as on <a href="/card/10030">Hand-Eye Coordination</a> does it allow me to avoid paying all costs? <strong>A:</strong>  If instructed to resolve an ability “without paying its <span class="icon-action"></span> cost,” the investigator ignores only the first <span class="icon-action"></span> in the ability cost, if any. For each additional <span class="icon-action"></span> beyond the first, the investigator must spend an action to activate that ability. The investigator must also pay any other costs required for the ability. (FAQ 2.3, October 2024)</p>\n</li>\n</ul>', 'text': '- **Q:** Can I use [Hand-Eye Coordination](/card/10030) to resolve the <span class="icon-action"></span><span class="icon-action"></span> ability on [Microscope](/card/10042) without spending any actions? **A:** No. Hand-Eye Coordination only allows you to bypass the first <span class="icon-action"></span> cost when activating an <span class="icon-action"></span> ability on a Tool or Weapon asset. You must still pay any additional costs on that ability, which can include spending additional actions. (Feast of Hemlock Vale FAQ, February 2024)\r\n\r\n- **Q:** When a card ability allows me to resolve an ability “without paying its <span class="icon-action"></span>cost” such as on [Hand-Eye Coordination](/card/10030) does it allow me to avoid paying all costs? **A:**  If instructed to resolve an ability “without paying its <span class="icon-action"></span> cost,” the investigator ignores only the first <span class="icon-action"></span> in the ability cost, if any. For each additional <span class="icon-action"></span> beyond the first, the investigator must spend an action to activate that ability. The investigator must also pay any other costs required for the ability. (FAQ 2.3, October 2024)', 'updated': {'date': '2024-10-27 01:39:47.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '10128', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Can you use <a href="/card/10128">Eldritch Tongue</a> to play <a href="/card/10078">Snitch</a> from your discard pile? <strong>A:</strong> Yes, you can play Snitch from your discard pile with Eldritch Tongue. (January 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I use <a href="/card/10128">Eldritch Tongue</a> to play an event that attaches to another card, such as <a href="/card/10010">Beguile</a>, when does that event get removed from the game? <strong>A:</strong> An event that attaches to another card is considered “resolved” when all abilities and effects triggered by it entering play resolve, including its attachment effect. If you play Beguile using Eldritch Tongue, Beguile will attach to the enemy, then immediately get removed from the game. (FAQ 2.3, October 2024)</p>\n</li>\n</ul>', 'text': '- **Q:** Can you use [Eldritch Tongue](/card/10128) to play [Snitch](/card/10078) from your discard pile? **A:** Yes, you can play Snitch from your discard pile with Eldritch Tongue. (January 2024)\r\n\r\n- **Q:** If I use [Eldritch Tongue](/card/10128) to play an event that attaches to another card, such as [Beguile](/card/10010), when does that event get removed from the game? **A:** An event that attaches to another card is considered “resolved” when all abilities and effects triggered by it entering play resolve, including its attachment effect. If you play Beguile using Eldritch Tongue, Beguile will attach to the enemy, then immediately get removed from the game. (FAQ 2.3, October 2024)', 'updated': {'date': '2025-03-22 14:23:17.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '10132', 'html': '<ul>\n<li><strong>Q:</strong> <a href="/card/09065">Hidden Pocket</a> and <a href="/card/10132">Occult Reliquary</a> both give you an additional slot, but allow you to choose what type of slot you gain. Are you allowed to change your mind about what kind of slot you gain from these effects (similar to the other slot-related effects in FAQ 1.24, "Shifting Slots"), or is it determined when the card enters play? <strong>A:</strong> With cards that allow you to choose what type of slot you gain, you should declare a slot type immediately, but you can still re-assess what type of slot it is once an asset enters play that can use either slot. It’s fine if you play Hidden Pocket, thinking you’ll use the hand slot, but later you play an accessory that you’d rather put in Hidden Pocket instead. (Rules Form, January 2024)</li>\n</ul>', 'text': '- **Q:** [Hidden Pocket](/card/09065) and [Occult Reliquary](/card/10132) both give you an additional slot, but allow you to choose what type of slot you gain. Are you allowed to change your mind about what kind of slot you gain from these effects (similar to the other slot-related effects in FAQ 1.24, "Shifting Slots"), or is it determined when the card enters play? **A:** With cards that allow you to choose what type of slot you gain, you should declare a slot type immediately, but you can still re-assess what type of slot it is once an asset enters play that can use either slot. It’s fine if you play Hidden Pocket, thinking you’ll use the hand slot, but later you play an accessory that you’d rather put in Hidden Pocket instead. (Rules Form, January 2024)', 'updated': {'date': '2024-01-21 02:58:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '10004', 'html': '<ul>\n<li><strong>Q:</strong> As <a href="/card/10004">Kate Winthrop</a>, can I spend clues that I place on my assets? <strong>A:</strong> Yes. Kate Winthrop controls all clues placed on assets she controls, and may spend or remove those clues just like any other investigator. For example, she can spend clues on her assets to advance the Act deck, or place clues from those assets on her location when she reveals he signature weakness, <a href="/card/10008">Failed Experiment</a>. Keep in mind that due to Kate\'s Forced ability, when an asset you control with clues on it leaves play, you must place those clues on your location. (Feast of Hemlock Vale FAQ, February 2024)</li>\n</ul>', 'text': "- **Q:** As [Kate Winthrop](/card/10004), can I spend clues that I place on my assets? **A:** Yes. Kate Winthrop controls all clues placed on assets she controls, and may spend or remove those clues just like any other investigator. For example, she can spend clues on her assets to advance the Act deck, or place clues from those assets on her location when she reveals he signature weakness, [Failed Experiment](/card/10008). Keep in mind that due to Kate's Forced ability, when an asset you control with clues on it leaves play, you must place those clues on your location. (Feast of Hemlock Vale FAQ, February 2024)", 'updated': {'date': '2024-02-25 18:07:52.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '10015', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> A couple of questions regarding defeat, trauma, and being killed/driven insane: 1) If an investigator is killed or driven insane mid-scenario (and therefore unavailable to use for the remainder of the campaign), are they also instantly defeated? For example, <a href="/card/04005">Calvin Wright</a> takes a 6th mental trauma due to his weakness during a scenario? 2) A bit more premptive: if an investigator\'s \'printed\' health or sanity changes during a scenario (e.g. due to <a href="/card/10015">Hank Samson</a> switching to a resolute version) are they killed or driven insane against their \'current\', changed values? If so, with Hank, at what point does he revert to his \'pre-resolute\' investigator card? Or are \'printed\' values always represented on the \'original\' card? <strong>A:</strong> 1) Yes. If an investigator receives trauma mid-scenario that surpasses their limit, that investigator is defeated immediately. 2) No, at least not for Hank. Hank’s “printed” health and sanity should always be treated as 5 and 5, the same as his standard investigator card, even while using a Resolute version. He will revert to his standard investigator card at the end of each scenario. (Rules Form, August 2023)</p>\n</li>\n<li>\n<p><strong>Q:</strong> As <a href="/card/10015">Hank Samson</a>, can I trigger my <span class="icon-reaction"></span>ability when an effect directly defeats me, for example, if a game effect specifies "each investigator is defeated," or I play <a href="/card/03189">"I\'ll see you in hell!"</a>? <strong>A:</strong> No. Hank Samson\'s ability only triggers when you would be defeated specifically by damage or horror. (Feast of Hemlock Vale FAQ, February 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> When I swap from <a href="/card/10015">Hank Samson</a> to his bonded Resolute investigator card, does his Resolute card come into play with physical or mental trauma? <strong>A:</strong> No. Physical and Mental trauma are assigned as damage and horror only during the second step of setup. (Feast of Hemlock Vale FAQ, February 2024)</p>\n</li>\n</ul>', 'text': '- **Q:** A couple of questions regarding defeat, trauma, and being killed/driven insane: 1) If an investigator is killed or driven insane mid-scenario (and therefore unavailable to use for the remainder of the campaign), are they also instantly defeated? For example, [Calvin Wright](/card/04005) takes a 6th mental trauma due to his weakness during a scenario? 2) A bit more premptive: if an investigator\'s \'printed\' health or sanity changes during a scenario (e.g. due to [Hank Samson](/card/10015) switching to a resolute version) are they killed or driven insane against their \'current\', changed values? If so, with Hank, at what point does he revert to his \'pre-resolute\' investigator card? Or are \'printed\' values always represented on the \'original\' card? **A:** 1) Yes. If an investigator receives trauma mid-scenario that surpasses their limit, that investigator is defeated immediately. 2) No, at least not for Hank. Hank’s “printed” health and sanity should always be treated as 5 and 5, the same as his standard investigator card, even while using a Resolute version. He will revert to his standard investigator card at the end of each scenario. (Rules Form, August 2023)\r\n\r\n- **Q:** As [Hank Samson](/card/10015), can I trigger my <span class="icon-reaction"></span>ability when an effect directly defeats me, for example, if a game effect specifies "each investigator is defeated," or I play ["I\'ll see you in hell!"](/card/03189)? **A:** No. Hank Samson\'s ability only triggers when you would be defeated specifically by damage or horror. (Feast of Hemlock Vale FAQ, February 2024)\r\n\r\n- **Q:** When I swap from [Hank Samson](/card/10015) to his bonded Resolute investigator card, does his Resolute card come into play with physical or mental trauma? **A:** No. Physical and Mental trauma are assigned as damage and horror only during the second step of setup. (Feast of Hemlock Vale FAQ, February 2024)', 'updated': {'date': '2024-02-25 18:10:01.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '10029', 'html': '<ul>\n<li><strong>Q:</strong> If I commit Purified to another investigator\'s skill test and they succeed by 3, what happens? Purified reads "for each point you succeeded by", and as I am not the investigator taking the test, I have not succeeded by any value. This aligns with the usage of "you" in cards like Guts Vs Eureka where Eureka specifies the performing investigator is the one who searches. <strong>A:</strong> If you commit Purified to another investigator’s test, nothing will happen if the test succeeds. Purified specifies “for each point you succeeded by,” referring to the owner of Purified rather than “the performing investigator.” (Rules Forum Answer, September 2024)</li>\n</ul>', 'text': '- **Q:** If I commit Purified to another investigator\'s skill test and they succeed by 3, what happens? Purified reads "for each point you succeeded by", and as I am not the investigator taking the test, I have not succeeded by any value. This aligns with the usage of "you" in cards like Guts Vs Eureka where Eureka specifies the performing investigator is the one who searches. **A:** If you commit Purified to another investigator’s test, nothing will happen if the test succeeds. Purified specifies “for each point you succeeded by,” referring to the owner of Purified rather than “the performing investigator.” (Rules Forum Answer, September 2024)', 'updated': {'date': '2025-03-22 15:59:08.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '10031', 'html': '<ul>\n<li><strong>Q:</strong> I have a question about Analysis and Strong-Armed. The triggering condition for their effects are "After revealing a chaos token for this skill test..." and "After revealing chaos token(s) for this skill test..." Are we to interpret both effects as referring to the "reveal chaos tokens" step of a skill test, or after the act of "you reveal chaos tokens". The plain English reading of both cards has an implicit "you" as the subject of the clause, and it\'s unclear if these cards are intended to only be applicable on your own skill tests, or if they can be used on another investigator\'s skill test and still resolve their abilities. <strong>A:</strong>  You are able to commit Analysis and Strong-Armed to another investigator’s skill test. If you do, the “you” in either ability refers to the owner of the card, not the investigator performing the skill test. If you, as a Seeker investigator, commit Analysis to the Guardian’s skill test, you the Seeker are able to use the ability on Analysis to drop a clue and have the Guardian reveal another chaos token. (Rules Forum Answer, October 2024)</li>\n</ul>', 'text': '- **Q:** I have a question about Analysis and Strong-Armed. The triggering condition for their effects are "After revealing a chaos token for this skill test..." and "After revealing chaos token(s) for this skill test..." Are we to interpret both effects as referring to the "reveal chaos tokens" step of a skill test, or after the act of "you reveal chaos tokens". The plain English reading of both cards has an implicit "you" as the subject of the clause, and it\'s unclear if these cards are intended to only be applicable on your own skill tests, or if they can be used on another investigator\'s skill test and still resolve their abilities. **A:**  You are able to commit Analysis and Strong-Armed to another investigator’s skill test. If you do, the “you” in either ability refers to the owner of the card, not the investigator performing the skill test. If you, as a Seeker investigator, commit Analysis to the Guardian’s skill test, you the Seeker are able to use the ability on Analysis to drop a clue and have the Guardian reveal another chaos token. (Rules Forum Answer, October 2024)', 'updated': {'date': '2025-03-22 16:08:18.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '10043', 'html': '<ul>\n<li><strong>Q:</strong> When an act or agenda instructs the players to reveal or put a new location into play, who is considered to have revealed it or put it into play for the purposes of card effects such as <a href="/card/10043">Mouse Mask</a> or <a href="/card/60213">Whitton Greene</a> that trigger “after you put a location into play?” <strong>A:</strong> Because acts and agendas are advanced by the players, as a group, each investigator is considered to have put the location(s) into play. (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- **Q:** When an act or agenda instructs the players to reveal or put a new location into play, who is considered to have revealed it or put it into play for the purposes of card effects such as [Mouse Mask](/card/10043) or [Whitton Greene](/card/60213) that trigger “after you put a location into play?” **A:** Because acts and agendas are advanced by the players, as a group, each investigator is considered to have put the location(s) into play. (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 13:46:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '10050', 'html': '<ul>\n<li><strong>Q:</strong> If I successfully evade an enemy with Transmogrify and attach Transmogrify to that enemy, can I then immediately trigger the reaction ability on Transmogrify to discover a clue at my location? <strong>A:</strong> Yes, you would be able to immediately trigger the reaction ability. (Rules Q&amp;A, January 2024)</li>\n</ul>', 'text': '* **Q:** If I successfully evade an enemy with Transmogrify and attach Transmogrify to that enemy, can I then immediately trigger the reaction ability on Transmogrify to discover a clue at my location? **A:** Yes, you would be able to immediately trigger the reaction ability. (Rules Q&A, January 2024)', 'updated': {'date': '2024-01-16 19:17:51.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '10078', 'html': '<ul>\n<li><strong>Q:</strong> Can you use <a href="/card/10128">Eldritch Tongue</a> to play <a href="/card/10078">Snitch</a> from your discard pile? <strong>A:</strong> Yes, you can play Snitch from your discard pile with Eldritch Tongue. (January 2024)</li>\n</ul>', 'text': '- **Q:** Can you use [Eldritch Tongue](/card/10128) to play [Snitch](/card/10078) from your discard pile? **A:** Yes, you can play Snitch from your discard pile with Eldritch Tongue. (January 2024)', 'updated': {'date': '2024-01-25 18:00:02.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '10117', 'html': '<ul>\n<li><strong>Q:</strong> I have question about card Hatchet and using it against a concealed mini card. What happens when I succeed? <strong>A:</strong> If you intend to expose an enemy with Hatchet’s fight ability, regardless of if you succeed or fail, you keep Hatchet in your play area. Successfully exposing the card replaces “all standard effects of the ability” you used for the exposure, so you don’t have to worry about that; and failing to expose the card means there is no “enemy” for Hatchet to attach to, and with no potential change in the game state, you ignore the instruction to attach Hatchet. (Rules Forum Answer, June 2024)</li>\n</ul>', 'text': '- **Q:** I have question about card Hatchet and using it against a concealed mini card. What happens when I succeed? **A:** If you intend to expose an enemy with Hatchet’s fight ability, regardless of if you succeed or fail, you keep Hatchet in your play area. Successfully exposing the card replaces “all standard effects of the ability” you used for the exposure, so you don’t have to worry about that; and failing to expose the card means there is no “enemy” for Hatchet to attach to, and with no potential change in the game state, you ignore the instruction to attach Hatchet. (Rules Forum Answer, June 2024)', 'updated': {'date': '2025-03-22 15:34:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '10123', 'html': '<ul>\n<li><strong>Q:</strong> Does a basic investigate count as a skill test on a location? <strong>A:</strong> <del>Yes, an investigation test counts as a skill test on a location for <a href="/card/10123">Survival Technique</a>.</del>  You cannot use the second ability on <a href="/card/10123">Survival Technique</a> when taking a basic investigate action, as this is not considered a "skill test on a location." (February 2024)</li>\n</ul>', 'text': '- **Q:** Does a basic investigate count as a skill test on a location? **A:** ~~Yes, an investigation test counts as a skill test on a location for [Survival Technique](/card/10123).~~  You cannot use the second ability on [Survival Technique](/card/10123) when taking a basic investigate action, as this is not considered a "skill test on a location." (February 2024)', 'updated': {'date': '2024-02-23 15:21:24.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[{'code': '10137', 'html': '<ul>\n<li><strong>Q:</strong> Imagine an investigator has <a href="/card/10137">The Silver Moth</a> in play, occupying their 1 accessory slot. They attempt to play <a href="/card/01059">Holy Rosary</a>. In the above situation, does the investigator ends up with both Holy Rosary and The Silver Moth in play? <strong>A:</strong> The Silver Moth’s ability prevents its bearer from playing any new items into their accessory slot, meaning they could not attempt to play Holy Rosary while they had The Silver Moth in play. (March 2024)</li>\n</ul>', 'text': '- **Q:** Imagine an investigator has [The Silver Moth](/card/10137) in play, occupying their 1 accessory slot. They attempt to play [Holy Rosary](/card/01059). In the above situation, does the investigator ends up with both Holy Rosary and The Silver Moth in play? **A:** The Silver Moth’s ability prevents its bearer from playing any new items into their accessory slot, meaning they could not attempt to play Holy Rosary while they had The Silver Moth in play. (March 2024)', 'updated': {'date': '2024-03-27 16:09:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '10067', 'html': '<ul>\n<li><strong>Q:</strong> I have a question regarding the Fox Mask. It replenishes an offering after moving out of a location with an enemy. Does this trigger when moving with an engaged enemy? Or does the enemy leaving the location with me not fulfill the Fox Mask condition? <strong>A:</strong> No; to replenish an offering on Fox Mask, there needs to be an enemy in the location you moved out of. An enemy moving with you would not allow you to replenish an offering. (Rules Forum Answer, March 2025)</li>\n</ul>', 'text': '- **Q:** I have a question regarding the Fox Mask. It replenishes an offering after moving out of a location with an enemy. Does this trigger when moving with an engaged enemy? Or does the enemy leaving the location with me not fulfill the Fox Mask condition? **A:** No; to replenish an offering on Fox Mask, there needs to be an enemy in the location you moved out of. An enemy moving with you would not allow you to replenish an offering. (Rules Forum Answer, March 2025)', 'updated': {'date': '2025-03-22 16:35:17.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '10035', 'html': '<ul>\n<li><strong>Q:</strong> When swapping <a href="/card/10035">Eyes of Valusia</a> with <a href="/card/10036">Blade of Yoth</a>, does it briefly take up 2 arcane and 2 hand slots? <strong>A:</strong> Eyes of Valusia is swapped simultaneously with Blade of Yoth. Throughout this process, they fill the same arcane and hand slots. (Feast of Hemlock Vale FAQ, February 2024)</li>\n</ul>', 'text': '- **Q:** When swapping [Eyes of Valusia](/card/10035) with [Blade of Yoth](/card/10036), does it briefly take up 2 arcane and 2 hand slots? **A:** Eyes of Valusia is swapped simultaneously with Blade of Yoth. Throughout this process, they fill the same arcane and hand slots. (Feast of Hemlock Vale FAQ, February 2024)', 'updated': {'date': '2024-02-28 16:03:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '10079', 'html': "<ul>\n<li><strong>Q:</strong> I have a question about Bewitching. When I have Bewitching in play, but no cards attached to it, am I able to trigger its search ability knowing that I won't find anything? <strong>A:</strong> For Bewitching, in order to trigger its search ability, there must be a card attached to it. Even if the search ability’s cost can be paid, its effect would not be able to change the game state if a card isn’t attached. (Rules Forum Answer, December 2024)</li>\n</ul>", 'text': "- **Q:** I have a question about Bewitching. When I have Bewitching in play, but no cards attached to it, am I able to trigger its search ability knowing that I won't find anything? **A:** For Bewitching, in order to trigger its search ability, there must be a card attached to it. Even if the search ability’s cost can be paid, its effect would not be able to change the game state if a card isn’t attached. (Rules Forum Answer, December 2024)", 'updated': {'date': '2025-03-22 16:23:28.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '10085', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Does using <a href="/card/10085">Rod of Carnamagos</a> during the investigation when using <a href="/card/07118">Eye of Chaos</a> count as "revealing a <span class="icon-curse"></span> during the investigation". <strong>A:</strong> Yes; if you use Eye of Chaos to initiate an investigation, and then use the ability on Rod of Carnamagos during a player window in that skill test, those tokens are considered “revealed during this investigation” and you can resolve the effect on Eye of Chaos. (April 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Suppose I have a Rod of Carnamagos and a <a href="/card/03312">Seal of the Elder Sign</a>. If I use Rod before Step 2 of a skill test (and reveal say 5 non-special tokens), and then commit Seal of the Elder Sign in Step 2, from the FAQ entry of how cards that refer to single tokens being revealed should be considered to refer to each revealed tokens, my read is that the game treats all 5 tokens that I revealed as stars. Then, since I have Seal of the Elder Sign committed, I don\'t reveal a token during Step 3 as I\'m automatically successful. Do I get the effects of 5 star tokens? <strong>A:</strong> No, Seal of the Elder Sign does not treat tokens revealed via Rod of Carnamagos as elder signs. You resolve their abilities separate from one another. If you trigger Rod of Carnamagos during a skill test, you do not resolve the effects of the tokens it reveals, except for its own ability of checking for a curse token and any abilities that state “if you reveal _ during a skill test...” (like Armageddon’s ability). After you finish resolving Rod’s ability, you continue with the other steps of the skill test, and you would skip revealing tokens during Step 3 with Seal of the Elder Sign, instead resolving the test as if you’d drawn an elder sign token. (Rules Forum Answer, May 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I use the ability on Rod of Carnamagos within a free player window of a skill test, does that count as chaos tokens revealed “during” that test? <strong>A:</strong> Yes, the tokens revealed with Rod of Carnamagos this way are revealed “during” the skill test, and can trigger abilities like the ones on <a href="/card/05158">Sixth Sense</a> or <a href="/card/10107">Servant of Brass</a>. However, the tokens revealed with Rod of Carnamagos have no effect outside of these abilities, and are ignored at all other points of the skill test; they have no modifiers, no auto-success or auto-fail effect, etc. (FAQ 2.3, October 2024)</p>\n</li>\n</ul>', 'text': '- **Q:** Does using [Rod of Carnamagos](/card/10085) during the investigation when using [Eye of Chaos](/card/07118) count as "revealing a <span class="icon-curse"></span> during the investigation". **A:** Yes; if you use Eye of Chaos to initiate an investigation, and then use the ability on Rod of Carnamagos during a player window in that skill test, those tokens are considered “revealed during this investigation” and you can resolve the effect on Eye of Chaos. (April 2024)\r\n\r\n- **Q:** Suppose I have a Rod of Carnamagos and a [Seal of the Elder Sign](/card/03312). If I use Rod before Step 2 of a skill test (and reveal say 5 non-special tokens), and then commit Seal of the Elder Sign in Step 2, from the FAQ entry of how cards that refer to single tokens being revealed should be considered to refer to each revealed tokens, my read is that the game treats all 5 tokens that I revealed as stars. Then, since I have Seal of the Elder Sign committed, I don\'t reveal a token during Step 3 as I\'m automatically successful. Do I get the effects of 5 star tokens? **A:** No, Seal of the Elder Sign does not treat tokens revealed via Rod of Carnamagos as elder signs. You resolve their abilities separate from one another. If you trigger Rod of Carnamagos during a skill test, you do not resolve the effects of the tokens it reveals, except for its own ability of checking for a curse token and any abilities that state “if you reveal _ during a skill test...” (like Armageddon’s ability). After you finish resolving Rod’s ability, you continue with the other steps of the skill test, and you would skip revealing tokens during Step 3 with Seal of the Elder Sign, instead resolving the test as if you’d drawn an elder sign token. (Rules Forum Answer, May 2024)\r\n\r\n- **Q:** If I use the ability on Rod of Carnamagos within a free player window of a skill test, does that count as chaos tokens revealed “during” that test? **A:** Yes, the tokens revealed with Rod of Carnamagos this way are revealed “during” the skill test, and can trigger abilities like the ones on [Sixth Sense](/card/05158) or [Servant of Brass](/card/10107). However, the tokens revealed with Rod of Carnamagos have no effect outside of these abilities, and are ignored at all other points of the skill test; they have no modifiers, no auto-success or auto-fail effect, etc. (FAQ 2.3, October 2024)', 'updated': {'date': '2025-03-22 15:28:37.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '10098', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Does using <a href="/card/10085">Rod of Carnamagos</a> during the investigation when using <a href="/card/07118">Eye of Chaos</a> count as "revealing a <span class="icon-curse"></span> during the investigation". <strong>A:</strong> Yes; if you use Eye of Chaos to initiate an investigation, and then use the ability on Rod of Carnamagos during a player window in that skill test, those tokens are considered “revealed during this investigation” and you can resolve the effect on Eye of Chaos. (April 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Suppose I have a Rod of Carnamagos and a <a href="/card/03312">Seal of the Elder Sign</a>. If I use Rod before Step 2 of a skill test (and reveal say 5 non-special tokens), and then commit Seal of the Elder Sign in Step 2, from the FAQ entry of how cards that refer to single tokens being revealed should be considered to refer to each revealed tokens, my read is that the game treats all 5 tokens that I revealed as stars. Then, since I have Seal of the Elder Sign committed, I don\'t reveal a token during Step 3 as I\'m automatically successful. Do I get the effects of 5 star tokens? <strong>A:</strong> No, Seal of the Elder Sign does not treat tokens revealed via Rod of Carnamagos as elder signs. You resolve their abilities separate from one another. If you trigger Rod of Carnamagos during a skill test, you do not resolve the effects of the tokens it reveals, except for its own ability of checking for a curse token and any abilities that state “if you reveal _ during a skill test...” (like Armageddon’s ability). After you finish resolving Rod’s ability, you continue with the other steps of the skill test, and you would skip revealing tokens during Step 3 with Seal of the Elder Sign, instead resolving the test as if you’d drawn an elder sign token. (Rules Forum Answer, May 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I use the ability on Rod of Carnamagos within a free player window of a skill test, does that count as chaos tokens revealed “during” that test? <strong>A:</strong> Yes, the tokens revealed with Rod of Carnamagos this way are revealed “during” the skill test, and can trigger abilities like the ones on <a href="/card/05158">Sixth Sense</a> or <a href="/card/10107">Servant of Brass</a>. However, the tokens revealed with Rod of Carnamagos have no effect outside of these abilities, and are ignored at all other points of the skill test; they have no modifiers, no auto-success or auto-fail effect, etc. (FAQ 2.3, October 2024)</p>\n</li>\n</ul>', 'text': '- **Q:** Does using [Rod of Carnamagos](/card/10085) during the investigation when using [Eye of Chaos](/card/07118) count as "revealing a <span class="icon-curse"></span> during the investigation". **A:** Yes; if you use Eye of Chaos to initiate an investigation, and then use the ability on Rod of Carnamagos during a player window in that skill test, those tokens are considered “revealed during this investigation” and you can resolve the effect on Eye of Chaos. (April 2024)\r\n\r\n- **Q:** Suppose I have a Rod of Carnamagos and a [Seal of the Elder Sign](/card/03312). If I use Rod before Step 2 of a skill test (and reveal say 5 non-special tokens), and then commit Seal of the Elder Sign in Step 2, from the FAQ entry of how cards that refer to single tokens being revealed should be considered to refer to each revealed tokens, my read is that the game treats all 5 tokens that I revealed as stars. Then, since I have Seal of the Elder Sign committed, I don\'t reveal a token during Step 3 as I\'m automatically successful. Do I get the effects of 5 star tokens? **A:** No, Seal of the Elder Sign does not treat tokens revealed via Rod of Carnamagos as elder signs. You resolve their abilities separate from one another. If you trigger Rod of Carnamagos during a skill test, you do not resolve the effects of the tokens it reveals, except for its own ability of checking for a curse token and any abilities that state “if you reveal _ during a skill test...” (like Armageddon’s ability). After you finish resolving Rod’s ability, you continue with the other steps of the skill test, and you would skip revealing tokens during Step 3 with Seal of the Elder Sign, instead resolving the test as if you’d drawn an elder sign token. (Rules Forum Answer, May 2024)\r\n\r\n- **Q:** If I use the ability on Rod of Carnamagos within a free player window of a skill test, does that count as chaos tokens revealed “during” that test? **A:** Yes, the tokens revealed with Rod of Carnamagos this way are revealed “during” the skill test, and can trigger abilities like the ones on [Sixth Sense](/card/05158) or [Servant of Brass](/card/10107). However, the tokens revealed with Rod of Carnamagos have no effect outside of these abilities, and are ignored at all other points of the skill test; they have no modifiers, no auto-success or auto-fail effect, etc. (FAQ 2.3, October 2024)', 'updated': {'date': '2025-03-22 15:28:48.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '10131', 'html': '<ul>\n<li><strong>Q:</strong> Trying to figure out how Dawn Star is used in the game. 1. Does the card’s play instructions “Play after revealing chaos tokens during a skill test at your location.” mean “play after you reveal all chaos tokens for this skill test”? In other words, until I can\'t reveal the new chaos token? Or, "Play after revealing any chaos token during a skill test at your location."? 2. Does "Ignore the modifiers of each curse token revealed during this test" mean "Ignore the modifiers of each curse token that was revealed during this test"? Is "Ignore the modifiers of each curse token revealed during this test" a lasting effect? If it is "Play after revealing any chaos token during a skill test at your location.", then after Dawn Star is played, can I still ignore the modifiers when I reveal a new curse token? 3. Does "For each curse token ignored, deal 1 damage to an enemy at your location." mean "For each of those curse token modifiers ignored, deal 1 damage to an enemy at your location."? According to the “For each”or“for every”rule (2.23), it should be immediately resolved as a single cumulative effect? If it is "Play after revealing any chaos token during a skill test at your location.", then after Dawn Star is played, can I still deal damage if I reveal a new curse token? 4. If it is "play after you reveal all chaos tokens for this skill test", then assuming there is no reveal curse token during a skill test, can I still play Dawn Star? Could it be that it cannot be played because its effect does not have the potential to change the game state? 5. If I trigger Rod of Carnamagos during a skill test, assuming that after resolving the effect of "Reveal 5 random chaos tokens from the chaos bag", I reveal the curse token, can I play Dawn Star? If so, based on your ruling: "If you trigger Rod of Carnamagos during a skill test, you do not resolve the effects of the tokens it reveals" In other words, any tokens revealed by Rod of Carnamagos have no modifiers, Does this mean I can\'t deal damage to the enemy? <strong>A:</strong> To answer your question(s):\n<ol>\n<li>You are intended to play Dawn Star at the very end of Step 3 of a skill test, immediately after you’ve revealed all of the tokens for that test.</li>\n<li>Dawn Star does not create a lasting effect.</li>\n<li>Yes, each curse token modifier ignored by Dawn Star’s effect translates to 1 damage that you deal to an enemy, and you deal that damage immediately. If you somehow reveal more curse tokens during that test after you play Dawn Star, you don’t deal any damage at that time.</li>\n<li>No; if you don’t reveal any tokens during a test, you don’t play Dawn Star.</li>\n<li>No, you can’t play Dawn Star after revealing tokens with Rod of Carnamagos. The tokens that Rod reveals aren’t resolved, so you can’t ignore their modifiers, and there is no way you can change the game state by playing Dawn Star at that time. (Rules Forum Answer, June 2024)</li>\n</ol></li>\n</ul>', 'text': '- **Q:** Trying to figure out how Dawn Star is used in the game. 1. Does the card’s play instructions “Play after revealing chaos tokens during a skill test at your location.” mean “play after you reveal all chaos tokens for this skill test”? In other words, until I can\'t reveal the new chaos token? Or, "Play after revealing any chaos token during a skill test at your location."? 2. Does "Ignore the modifiers of each curse token revealed during this test" mean "Ignore the modifiers of each curse token that was revealed during this test"? Is "Ignore the modifiers of each curse token revealed during this test" a lasting effect? If it is "Play after revealing any chaos token during a skill test at your location.", then after Dawn Star is played, can I still ignore the modifiers when I reveal a new curse token? 3. Does "For each curse token ignored, deal 1 damage to an enemy at your location." mean "For each of those curse token modifiers ignored, deal 1 damage to an enemy at your location."? According to the “For each”or“for every”rule (2.23), it should be immediately resolved as a single cumulative effect? If it is "Play after revealing any chaos token during a skill test at your location.", then after Dawn Star is played, can I still deal damage if I reveal a new curse token? 4. If it is "play after you reveal all chaos tokens for this skill test", then assuming there is no reveal curse token during a skill test, can I still play Dawn Star? Could it be that it cannot be played because its effect does not have the potential to change the game state? 5. If I trigger Rod of Carnamagos during a skill test, assuming that after resolving the effect of "Reveal 5 random chaos tokens from the chaos bag", I reveal the curse token, can I play Dawn Star? If so, based on your ruling: "If you trigger Rod of Carnamagos during a skill test, you do not resolve the effects of the tokens it reveals" In other words, any tokens revealed by Rod of Carnamagos have no modifiers, Does this mean I can\'t deal damage to the enemy? **A:** To answer your question(s):\r\n  1. You are intended to play Dawn Star at the very end of Step 3 of a skill test, immediately after you’ve revealed all of the tokens for that test.\r\n  2. Dawn Star does not create a lasting effect.\r\n  3. Yes, each curse token modifier ignored by Dawn Star’s effect translates to 1 damage that you deal to an enemy, and you deal that damage immediately. If you somehow reveal more curse tokens during that test after you play Dawn Star, you don’t deal any damage at that time.\r\n  4. No; if you don’t reveal any tokens during a test, you don’t play Dawn Star.\r\n  5. No, you can’t play Dawn Star after revealing tokens with Rod of Carnamagos. The tokens that Rod reveals aren’t resolved, so you can’t ignore their modifiers, and there is no way you can change the game state by playing Dawn Star at that time. (Rules Forum Answer, June 2024)', 'updated': {'date': '2025-03-22 15:11:40.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '90078', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> How does Rex\'s ability work with effects that add more than 2 curse tokens, or drop more than 1 clue? <strong>A:</strong> Rex’s reaction ability can be used on effects that add more than 2 curse tokens or drop more than 1 clue; what happens is, he will only replace 2 curse tokens or 1 clue drop for that effect, and still do the rest of the effect. For example, if he plays Call the Beyond, he can satisfy its additional cost by placing 1 of his clues on his location and adding just 1 curse token to the chaos bag. (Rules Forum Answer, August 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> I have a question about Parallel Rex Murphy. When using his reaction to replace a placing a clue with adding curse tokens, does the "(This can still satisfy the cost of an ability.)" clause mean that effects such as Research Notes or Captivating Discovery recognize this replacement as the clue being placed for the purpose of resolving their abilities? Or does it merely mean that costs are considered to be paid and the effect may continue to resolve; for instance if you place a clue instead of adding curse tokens as an additional cost for playing Faustian Bargain. <strong>A:</strong> Parallel Rex’s ability can be used on costs or effects that prompt you to either place clues on a location or add 2 curse tokens to the chaos bag. For example, you can satisfy the additional cost on Faustian Bargain by placing 1 clue on your location instead of adding 2 curse tokens to the chaos bag. For Research Notes, however, its ability will only trigger if you place a clue on your location, not if you replace placing a clue with adding curse tokens. That said, you can use Parallel Rex’s ability to place a clue instead of add curse tokens and trigger Research Notes that way. (Rules Forum Answer, October 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Can the effects “then” the two cards still be settled normally after parallel rex murphy change <a href="/card/09046">Bizarre Diagnosis</a> or <a href="/card/03150">Forewarned</a> place 1 of your clues on your location to adding 2 curses? <strong>A:</strong> Yes, Parallel Rex Murphy can resolve the abilities of Bizarre Diagnosis and Forewarned by adding 2 curse tokens to the chaos bag instead of placing 1 clue on his location. (Rules Form, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** How does Rex\'s ability work with effects that add more than 2 curse tokens, or drop more than 1 clue? **A:** Rex’s reaction ability can be used on effects that add more than 2 curse tokens or drop more than 1 clue; what happens is, he will only replace 2 curse tokens or 1 clue drop for that effect, and still do the rest of the effect. For example, if he plays Call the Beyond, he can satisfy its additional cost by placing 1 of his clues on his location and adding just 1 curse token to the chaos bag. (Rules Forum Answer, August 2024)\r\n\r\n- **Q:** I have a question about Parallel Rex Murphy. When using his reaction to replace a placing a clue with adding curse tokens, does the "(This can still satisfy the cost of an ability.)" clause mean that effects such as Research Notes or Captivating Discovery recognize this replacement as the clue being placed for the purpose of resolving their abilities? Or does it merely mean that costs are considered to be paid and the effect may continue to resolve; for instance if you place a clue instead of adding curse tokens as an additional cost for playing Faustian Bargain. **A:** Parallel Rex’s ability can be used on costs or effects that prompt you to either place clues on a location or add 2 curse tokens to the chaos bag. For example, you can satisfy the additional cost on Faustian Bargain by placing 1 clue on your location instead of adding 2 curse tokens to the chaos bag. For Research Notes, however, its ability will only trigger if you place a clue on your location, not if you replace placing a clue with adding curse tokens. That said, you can use Parallel Rex’s ability to place a clue instead of add curse tokens and trigger Research Notes that way. (Rules Forum Answer, October 2024)\r\n\r\n- **Q:** Can the effects “then” the two cards still be settled normally after parallel rex murphy change [Bizarre Diagnosis](/card/09046) or [Forewarned](/card/03150) place 1 of your clues on your location to adding 2 curses? **A:** Yes, Parallel Rex Murphy can resolve the abilities of Bizarre Diagnosis and Forewarned by adding 2 curse tokens to the chaos bag instead of placing 1 clue on his location. (Rules Form, July 2025)', 'updated': {'date': '2025-07-19 17:29:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '90081', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> When parallel Father Mateo plays Guided by Faith, can he use his ability to seal one of the bless tokens that was just added and then resolve that sealed bless token to discover an additional clue? <strong>A:</strong> Yes; Parallel Father Mateo can play Guided by Faith, use his free triggered ability to seal one of the Bless tokens on himself, then use his reaction triggered ability to resolve the sealed Blessed token. This token is treated as having been “revealed” during the test, so he will discover an additional clue. (Rules Forum Answer, November 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> I have question about ability of investigator parallel Mateo - "...resolve the bless token sealed on them instead. Release that token". In the article is written that this resoved bless token is released back into the bag (not to token pool). I would like to confirm, that this works in that way always, also during the tests, because I think that on the card should be written "put this token to chaos bag instead of token pool" ( because effect of bless token resolved in tests is: "Reveal another token. Instead of returning this token to the chaos bag, return it to the token pool"). <strong>A:</strong> Parallel Father Mateo’s reaction ability returns the resolved bless token to the chaos bag instead of the supply. The ability stating the token is “released” is intended to clarify that, but we acknowledge that it could have been more explicitly stated. (Rules Forum Answer, November 2024)</p>\n</li>\n<li>\n<p><strong>Q:</strong> When can I use parallel Father Mateo’s <span class="icon-reaction"></span> ability? <strong>A:</strong> When an investigator with a <span class="icon-bless"></span> token sealed on them would reveal a chaos token for any reason (either via a skill test or when resolving a card such as <a href="/card/10024">Absolution</a>), you may trigger Father Mateo’s <span class="icon-reaction"></span> ability for that investigator to use the <span class="icon-bless"></span> token sealed on them for that skill test or card ability (this counts either as “revealing” or “resolving” the token for the purposes of that ability). This interpretation may also be applied to cards such as <a href="/card/90038">Tidal Memento</a>, <a href="/card/07225">Eye of the Djinn</a>, and <a href="/card/10013">Book of Living Myths</a>. (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** When parallel Father Mateo plays Guided by Faith, can he use his ability to seal one of the bless tokens that was just added and then resolve that sealed bless token to discover an additional clue? **A:** Yes; Parallel Father Mateo can play Guided by Faith, use his free triggered ability to seal one of the Bless tokens on himself, then use his reaction triggered ability to resolve the sealed Blessed token. This token is treated as having been “revealed” during the test, so he will discover an additional clue. (Rules Forum Answer, November 2024)\r\n\r\n- **Q:** I have question about ability of investigator parallel Mateo - "...resolve the bless token sealed on them instead. Release that token". In the article is written that this resoved bless token is released back into the bag (not to token pool). I would like to confirm, that this works in that way always, also during the tests, because I think that on the card should be written "put this token to chaos bag instead of token pool" ( because effect of bless token resolved in tests is: "Reveal another token. Instead of returning this token to the chaos bag, return it to the token pool"). **A:** Parallel Father Mateo’s reaction ability returns the resolved bless token to the chaos bag instead of the supply. The ability stating the token is “released” is intended to clarify that, but we acknowledge that it could have been more explicitly stated. (Rules Forum Answer, November 2024)\r\n\r\n- **Q:** When can I use parallel Father Mateo’s <span class="icon-reaction"></span> ability? **A:** When an investigator with a <span class="icon-bless"></span> token sealed on them would reveal a chaos token for any reason (either via a skill test or when resolving a card such as [Absolution](/card/10024)), you may trigger Father Mateo’s <span class="icon-reaction"></span> ability for that investigator to use the <span class="icon-bless"></span> token sealed on them for that skill test or card ability (this counts either as “revealing” or “resolving” the token for the purposes of that ability). This interpretation may also be applied to cards such as [Tidal Memento](/card/90038), [Eye of the Djinn](/card/07225), and [Book of Living Myths](/card/10013). (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:05:51.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '10585', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> When Cavern Moss is attached to an Item asset, does it attack you? This is a question for both normal attacks during the enemy phase and for attacks of opportunity. <strong>A:</strong> For Cavern Moss, while it is attached to an asset, it is not considered engaged with you, and it does not make attacks of opportunity nor attacks during the enemy phase. You cannot evade it if it’s attached. (Rules Forum Answer, May 2024)</p>\n<p><strong>Q:</strong> I have questions about enemy card Cavern Moss. 1) When attached to a card, can it detach as a result of passing skill test by an investigator at its location? Or does this ability no longer work once attached? 2) When Cavern Moss is attached to item card, can I deal damage using a skill like the one on a <a href="/card/01028">Beat Cop</a>? Or can I parley with attached Cavern Moss or use other abilities that are normally used on regular enemies? <strong>A:</strong> 1) Yes, Cavern Moss’s Forced ability still triggers while it’s attached to an Item asset. If there is another Item asset under your control besides the one it’s attached to, it will attach to that other asset.\n2) Yes, you can target Cavern Moss with abilities that target enemies at your location. (Note that while attached, it is not considered engaged with you unless you’re attacking it; abilities that don’t require the enemy to be engaged can still target it.) (Ruling, April 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** When Cavern Moss is attached to an Item asset, does it attack you? This is a question for both normal attacks during the enemy phase and for attacks of opportunity. **A:** For Cavern Moss, while it is attached to an asset, it is not considered engaged with you, and it does not make attacks of opportunity nor attacks during the enemy phase. You cannot evade it if it’s attached. (Rules Forum Answer, May 2024)\r\n\r\n **Q:** I have questions about enemy card Cavern Moss. 1) When attached to a card, can it detach as a result of passing skill test by an investigator at its location? Or does this ability no longer work once attached? 2) When Cavern Moss is attached to item card, can I deal damage using a skill like the one on a [Beat Cop](/card/01028)? Or can I parley with attached Cavern Moss or use other abilities that are normally used on regular enemies? **A:** 1) Yes, Cavern Moss’s Forced ability still triggers while it’s attached to an Item asset. If there is another Item asset under your control besides the one it’s attached to, it will attach to that other asset.\r\n2) Yes, you can target Cavern Moss with abilities that target enemies at your location. (Note that while attached, it is not considered engaged with you unless you’re attacking it; abilities that don’t require the enemy to be engaged can still target it.) (Ruling, April 2025)', 'updated': {'date': '2025-06-07 13:48:43.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '10634', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> I have question about scenario the Longest Night (Hemlock Vale campaign) and location barn: "<span class="icon-reaction"></span> When Barn is revealed: Place the set-aside <a href="/card/10642">Ajax</a> story asset at this location ([codex] Ω)." What if this location is revealed during setup? Can I trigger this reaction? According RAW I can\'t but in this case Ajax would be lost, so I wonder if this will an exception in this situation and I could trigger this reaction during setup. <strong>A:</strong> The reaction ability on Barn should be a Forced ability instead; it was not the intention that Ajax be unobtainable if the location is revealed during setup. (We recognize that Ajax technically isn’t “set aside” at that step, but even so he can still be placed at Barn at this time.) (Ruling, April 2025) <strong>NOTE:</strong> This is clarified in FAQ v2.4 below.</p>\n</li>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: <strong>Erratum:</strong> This card’s <span class="icon-reaction"></span> ability should be a “<strong>Forced</strong> –” ability. (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** I have question about scenario the Longest Night (Hemlock Vale campaign) and location barn: "<span class="icon-reaction"></span> When Barn is revealed: Place the set-aside [Ajax](/card/10642) story asset at this location ([codex] Ω)." What if this location is revealed during setup? Can I trigger this reaction? According RAW I can\'t but in this case Ajax would be lost, so I wonder if this will an exception in this situation and I could trigger this reaction during setup. **A:** The reaction ability on Barn should be a Forced ability instead; it was not the intention that Ajax be unobtainable if the location is revealed during setup. (We recognize that Ajax technically isn’t “set aside” at that step, but even so he can still be placed at Barn at this time.) (Ruling, April 2025) **NOTE:** This is clarified in FAQ v2.4 below.\r\n\r\n- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: **Erratum:** This card’s <span class="icon-reaction"></span> ability should be a “**Forced** –” ability. (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:20:26.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '10650', 'html': '<ul>\n<li><strong>Q:</strong> I have question about treachery card Incursion in Longest Night Scenario (Feast of Hemlock Campaign). If I fail, can I choose nearest enemy which is exhausted as a result of a decoy in this round (so it can\'t be readied for the remainder of the round) so this treachery does nothing when I choose this enemy, or I must choose different enemy which can do something (even though this treachery doesn\'t have the word "must")? <strong>A:</strong> No; enemies exhausted by decoys cannot ready for the rest of the round. This “cannot” is absolute and disqualifies them from being valid targets for Incursion. You must choose an enemy that you can ready, if able. (Ruling, April 2025)</li>\n</ul>', 'text': '- **Q:** I have question about treachery card Incursion in Longest Night Scenario (Feast of Hemlock Campaign). If I fail, can I choose nearest enemy which is exhausted as a result of a decoy in this round (so it can\'t be readied for the remainder of the round) so this treachery does nothing when I choose this enemy, or I must choose different enemy which can do something (even though this treachery doesn\'t have the word "must")? **A:** No; enemies exhausted by decoys cannot ready for the rest of the round. This “cannot” is absolute and disqualifies them from being valid targets for Incursion. You must choose an enemy that you can ready, if able. (Ruling, April 2025)', 'updated': {'date': '2025-06-07 14:16:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '10723', 'html': '<ul>\n<li><strong>Q:</strong> Calcification states "You may take 1 direct damage for this test to automatically succeed." Do you have to take the direct damage before you reveal a chaos token? Or can you reveal the chaos token, see whether you succeed, and then take the direct damage if you would fail without the automatic success? <strong>A:</strong> For Calcification and cards like it, you can choose to attempt the test and see your results before taking the auto-succeed route, or you may take the auto-succeed route immediately which has you skip revealing chaos tokens for the test. (Rules Forum Answer, May 2024)</li>\n</ul>', 'text': '- **Q:** Calcification states "You may take 1 direct damage for this test to automatically succeed." Do you have to take the direct damage before you reveal a chaos token? Or can you reveal the chaos token, see whether you succeed, and then take the direct damage if you would fail without the automatic success? **A:** For Calcification and cards like it, you can choose to attempt the test and see your results before taking the auto-succeed route, or you may take the auto-succeed route immediately which has you skip revealing chaos tokens for the test. (Rules Forum Answer, May 2024)', 'updated': {'date': '2025-03-22 15:31:24.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
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[{'code': '10729', 'html': '<ul>\n<li><strong>Q:</strong> When extra cost applies to playing a card (e.g. Desiccation from The Feast of Hemlock Vale Campaign, "As an additional cost for an investigator to play a card, they must take 1 damage"."), can we play cards "at no cost"(e.g. Tony\'s .38 Long Colt, "After you play Tony\'s .38 Long Colt: Play another Tony\'s .38 Long Colt from your hand, at no cost.") and ignore these extra costs? <strong>A:</strong> Tony’s .38 Long Colt reaction ability allowing you to play a second copy “at no cost” specifically allows you to bypass its resource cost. If Desiccation is in play when you use this ability, you must still take the 1 damage to play the second copy. (Rules Forum Answer, March 2025)</li>\n</ul>', 'text': '- **Q:** When extra cost applies to playing a card (e.g. Desiccation from The Feast of Hemlock Vale Campaign, "As an additional cost for an investigator to play a card, they must take 1 damage"."), can we play cards "at no cost"(e.g. Tony\'s .38 Long Colt, "After you play Tony\'s .38 Long Colt: Play another Tony\'s .38 Long Colt from your hand, at no cost.") and ignore these extra costs? **A:** Tony’s .38 Long Colt reaction ability allowing you to play a second copy “at no cost” specifically allows you to bypass its resource cost. If Desiccation is in play when you use this ability, you must still take the 1 damage to play the second copy. (Rules Forum Answer, March 2025)', 'updated': {'date': '2025-03-22 16:45:43.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '90071', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> In the Relics of the past challenge scenario, how do you resolve drawing a location using the non-explore ability on Inner Chamber? Would they possibly just go into play regardless of if they\'re connecting to your current location? <strong>A:</strong> The ability on Inner Chamber is intended to allow the investigators to draw Relic cards from the exploration deck; it is not intended to allow the investigators to put locations into play. We will plan to update Inner Chamber to specify that you can draw a “non-location” card revealed with its ability. Any location cards you reveal with Inner Chamber should be shuffled back into the exploration deck. (Rules Forum Answer, October 2024)</p>\n</li>\n<li>\n<p><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: <strong>Erratum:</strong> <strong>Inner Chamber - Parallel Scenario Relics of the Past</strong>, This card’s <span class="icon-action"></span> ability should read: “…draw 1 non-location card revealed in this way and check your supplies. If you have chalk, you may choose 1 additional non-location card revealed and draw it…” (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** In the Relics of the past challenge scenario, how do you resolve drawing a location using the non-explore ability on Inner Chamber? Would they possibly just go into play regardless of if they\'re connecting to your current location? **A:** The ability on Inner Chamber is intended to allow the investigators to draw Relic cards from the exploration deck; it is not intended to allow the investigators to put locations into play. We will plan to update Inner Chamber to specify that you can draw a “non-location” card revealed with its ability. Any location cards you reveal with Inner Chamber should be shuffled back into the exploration deck. (Rules Forum Answer, October 2024)\r\n\r\n- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: **Erratum:** **Inner Chamber - Parallel Scenario Relics of the Past**, This card’s <span class="icon-action"></span> ability should read: “…draw 1 non-location card revealed in this way and check your supplies. If you have chalk, you may choose 1 additional non-location card revealed and draw it…” (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:18:35.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '11017', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Can George Barnaby\'s reaction ability trigger when he discards cards during the upkeep phase? <strong>A:</strong> Yes. Any time you are playing as George and you would discard a card from your hand ,you may choose to activate his reaction ability (provided that is has not already been activated that phase). This includes when discarding cards during the upkeep phase. (The Drowned City Investigator Expansion FAQ, March 2025)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I trigger George Barnaby\'s reaction ability during the upkeep phase, then realize I am still over my hand limit, do I have to discard down to my hand limit? <strong>A:</strong> Yes. If your hand limit changes during the upkeep phase, and as a result of the change the number of cards in your hand exceeds your new hand limit, you must discard cards until the number of cards in your hand does not exceed your new limit. (The Drowned City Investigator Expansion FAQ, March 2025)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If it\'s upkeep and I have 3 facedown cards beneath George Barnaby. I have 5 cards, so I... A. discard 2 cards at same time. -&gt; use George Barnaby\'s reaction ability put 1 card then draw 1 card. -&gt; finally it has 4 facedown cards beneath George Barnaby and I have 4 cards in my hand. B. discard the first card -&gt; use George Barnaby\'s reaction ability put 1 card then draw 1 card -&gt; it is 4 facedown cards beneath George Barnaby and I have 5 cards in my hand. -&gt; discord 1 card -&gt; finally it has 4 facedown cards beneath George Barnaby and I have 4 cards in my hand. It\'s A or B? or another answer? <strong>A:</strong> When discarding cards during the upkeep phase, you discard cards one at a time. This corresponds to option B that you presented. If you had 3 cards beneath George Barnaby and 5 cards in hand during the upkeep phase, you’d first discard 1 card, then trigger George’s reaction ability to place 1 card beneath him and draw 1; then, you’d discard 1 card again, leaving you with 4 cards in hand and 4 beneath George. (Ruling, April 2025)</p>\n</li>\n<li>\n<p><strong>Q:</strong> In the Upkeep phase. If no cards are beneath George Barnaby, can I discards basic weakness in my hand? Thanks. If its have 5 cards beneath George Barnaby, can I still use George Barnaby\'s reaction then place a sixth card beneath George Barnaby? <strong>A:</strong> No, you can’t choose to discard a weakness card from your hand, even if your hand size is 0. No, you can’t trigger George Barnaby’s reaction ability if you already have 5 cards beneath him. (Ruling, April 2025)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I’m playing <a href="/card/11017">George Barnaby</a> and I draw <a href="/card/11019">Cast Adrift</a> during the upkeep phase, when and how is my hand size calculated? <strong>A:</strong> George Barnaby’s first ability is a constant ability. If the number of cards beneath George Barnaby changes, your maximum hand size immediately changes to the new number. If you draw Cast Adrift during step 4.4 of the upkeep phase, you immediately discard each card beneath George Barnaby, which sets your maximum hand size to 0. You can then trigger George’s <span class="icon-reaction"></span> ability to place 1 discarded card beneath him and draw 1 card, setting your maximum hand size to 1. Then at step 4.5 of the upkeep phase, your hand size is equal to your current maximum. (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** Can George Barnaby\'s reaction ability trigger when he discards cards during the upkeep phase? **A:** Yes. Any time you are playing as George and you would discard a card from your hand ,you may choose to activate his reaction ability (provided that is has not already been activated that phase). This includes when discarding cards during the upkeep phase. (The Drowned City Investigator Expansion FAQ, March 2025)\r\n\r\n- **Q:** If I trigger George Barnaby\'s reaction ability during the upkeep phase, then realize I am still over my hand limit, do I have to discard down to my hand limit? **A:** Yes. If your hand limit changes during the upkeep phase, and as a result of the change the number of cards in your hand exceeds your new hand limit, you must discard cards until the number of cards in your hand does not exceed your new limit. (The Drowned City Investigator Expansion FAQ, March 2025)\r\n\r\n- **Q:** If it\'s upkeep and I have 3 facedown cards beneath George Barnaby. I have 5 cards, so I... A. discard 2 cards at same time. -> use George Barnaby\'s reaction ability put 1 card then draw 1 card. -> finally it has 4 facedown cards beneath George Barnaby and I have 4 cards in my hand. B. discard the first card -> use George Barnaby\'s reaction ability put 1 card then draw 1 card -> it is 4 facedown cards beneath George Barnaby and I have 5 cards in my hand. -> discord 1 card -> finally it has 4 facedown cards beneath George Barnaby and I have 4 cards in my hand. It\'s A or B? or another answer? **A:** When discarding cards during the upkeep phase, you discard cards one at a time. This corresponds to option B that you presented. If you had 3 cards beneath George Barnaby and 5 cards in hand during the upkeep phase, you’d first discard 1 card, then trigger George’s reaction ability to place 1 card beneath him and draw 1; then, you’d discard 1 card again, leaving you with 4 cards in hand and 4 beneath George. (Ruling, April 2025)\r\n\r\n- **Q:** In the Upkeep phase. If no cards are beneath George Barnaby, can I discards basic weakness in my hand? Thanks. If its have 5 cards beneath George Barnaby, can I still use George Barnaby\'s reaction then place a sixth card beneath George Barnaby? **A:** No, you can’t choose to discard a weakness card from your hand, even if your hand size is 0. No, you can’t trigger George Barnaby’s reaction ability if you already have 5 cards beneath him. (Ruling, April 2025)\r\n\r\n- **Q:** If I’m playing [George Barnaby](/card/11017) and I draw [Cast Adrift](/card/11019) during the upkeep phase, when and how is my hand size calculated? **A:** George Barnaby’s first ability is a constant ability. If the number of cards beneath George Barnaby changes, your maximum hand size immediately changes to the new number. If you draw Cast Adrift during step 4.4 of the upkeep phase, you immediately discard each card beneath George Barnaby, which sets your maximum hand size to 0. You can then trigger George’s <span class="icon-reaction"></span> ability to place 1 discarded card beneath him and draw 1 card, setting your maximum hand size to 1. Then at step 4.5 of the upkeep phase, your hand size is equal to your current maximum. (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:00:31.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '11019', 'html': '<ul>\n<li><strong>Q:</strong> If I’m playing <a href="/card/11017">George Barnaby</a> and I draw <a href="/card/11019">Cast Adrift</a> during the upkeep phase, when and how is my hand size calculated? <strong>A:</strong> George Barnaby’s first ability is a constant ability. If the number of cards beneath George Barnaby changes, your maximum hand size immediately changes to the new number. If you draw Cast Adrift during step 4.4 of the upkeep phase, you immediately discard each card beneath George Barnaby, which sets your maximum hand size to 0. You can then trigger George’s <span class="icon-reaction"></span> ability to place 1 discarded card beneath him and draw 1 card, setting your maximum hand size to 1. Then at step 4.5 of the upkeep phase, your hand size is equal to your current maximum. (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- **Q:** If I’m playing [George Barnaby](/card/11017) and I draw [Cast Adrift](/card/11019) during the upkeep phase, when and how is my hand size calculated? **A:** George Barnaby’s first ability is a constant ability. If the number of cards beneath George Barnaby changes, your maximum hand size immediately changes to the new number. If you draw Cast Adrift during step 4.4 of the upkeep phase, you immediately discard each card beneath George Barnaby, which sets your maximum hand size to 0. You can then trigger George’s <span class="icon-reaction"></span> ability to place 1 discarded card beneath him and draw 1 card, setting your maximum hand size to 1. Then at step 4.5 of the upkeep phase, your hand size is equal to your current maximum. (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:00:44.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '10507', 'html': '<ul>\n<li><strong>Q:</strong> Does intention of ability of this card: "<span class="icon-reaction"></span> When Mine Cart moves, spend 1 switch: Either cancel the move, or move an additional time" is that you decide do you want to move additional time before you move (before you will reveal the location) or you decide to move additional time after you move (after you reveal location). In this case ability should read: "when mine cart move spend 1 switch to cancel the move, or after mine cart move spend 1 switch to move additional time." <strong>A:</strong> If you wish to trigger the reaction ability on Mine Cart, you must choose whether or not to spend a switch before Mine Cart moves and before the location it moves to is revealed. (Ruling, April 2025)</li>\n</ul>', 'text': '- **Q:** Does intention of ability of this card: "<span class="icon-reaction"></span> When Mine Cart moves, spend 1 switch: Either cancel the move, or move an additional time" is that you decide do you want to move additional time before you move (before you will reveal the location) or you decide to move additional time after you move (after you reveal location). In this case ability should read: "when mine cart move spend 1 switch to cancel the move, or after mine cart move spend 1 switch to move additional time." **A:** If you wish to trigger the reaction ability on Mine Cart, you must choose whether or not to spend a switch before Mine Cart moves and before the location it moves to is revealed. (Ruling, April 2025)', 'updated': {'date': '2025-06-07 13:44:12.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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[{'code': '89016', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata for misattributed illustrators, so the ArkhamDB illustrator attribution and the card image above differ. The ArkhamDB attribution is the correct one - April 2025.', 'updated': {'date': '2025-04-13 15:06:02.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '11001', 'html': '<p><strong>Q:</strong>  I have a question about Marion\'s ability timing. Suppose I am playing as Marion and have an enemy engaged with me. I provoke an attack of opportunity. I use <a href="/card/60122">Counterpunch (2)</a> in response to that, which occurs "before resolving the attack." I do not defeat the enemy. I trigger Marion\'s investigator ability to draw and then play another event. Is that second event still "before resolving the attack?" Does this mean that (for example) I could play another Fight event that does not normally have a "before resolving the attack" timing (ex: <a href="/card/60116">Monster Slayer</a>) to defeat the enemy and therefore not take the attack? Thank you! <strong>A:</strong> Yes. To walk through it: you’d trigger/initiate the attack of opportunity, then immediately play Counterpunch (2), then after resolving the event trigger and resolve Marion’s ability to allow you to play a new event such as Monster Slayer and resolve it, and only after that would you resolve the attack of opportunity if the enemy is still in play. (This is an example of a “nested sequence.”) (Ruling, May 2025)</p>', 'text': '**Q:**  I have a question about Marion\'s ability timing. Suppose I am playing as Marion and have an enemy engaged with me. I provoke an attack of opportunity. I use [Counterpunch (2)](/card/60122) in response to that, which occurs "before resolving the attack." I do not defeat the enemy. I trigger Marion\'s investigator ability to draw and then play another event. Is that second event still "before resolving the attack?" Does this mean that (for example) I could play another Fight event that does not normally have a "before resolving the attack" timing (ex: [Monster Slayer](/card/60116)) to defeat the enemy and therefore not take the attack? Thank you! **A:** Yes. To walk through it: you’d trigger/initiate the attack of opportunity, then immediately play Counterpunch (2), then after resolving the event trigger and resolve Marion’s ability to allow you to play a new event such as Monster Slayer and resolve it, and only after that would you resolve the attack of opportunity if the enemy is still in play. (This is an example of a “nested sequence.”) (Ruling, May 2025)', 'updated': {'date': '2025-06-07 13:21:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '11007', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> I have a couple of questions about how Agatha’s ability works and when it can be used. Based on previous rulings you’ve provided: "Q: I have a question about some card interactions for cards that trigger “at the end of your turn” and “during your turn.” To give a specific example, if Monterey Jack’s reaction ability draws Cryptic Writings, is he allowed to trigger Cryptic Writings’ ability and play it? More generally, when an ability triggers “at the end of my turn,” is that considered “during my turn”? And similarly, if an ability triggers “at the start of my turn,” is that also considered “during my turn”? A: Short answer: Yes, “at the end of your turn” is still “during your turn,” so you would be able to play Cryptic Writings if you drew it with Monterey Jack’s triggered ability. (By extension, “at the start of your turn” should also count as being “during your turn.”)" And regarding Grappling Hook and unused actions: "A: We have reconsidered the previous ruling on Grappling Hook and are making a ruling that we find more intuitive. Essentially, an investigator is given 3 actions<em> to use when their turn begins and forfeits any remaining actions when their turn ends. This means an investigator cannot choose to end their turn with an action remaining and decide to use that action later; that action is instead lost. (</em>Note: The “3 actions per turn” can still be affected by encounter card effects that instruct an investigator to “lose actions.”)" I have the following questions: 1- Can I play Working a Hunch from my discard pile using Agatha’s ability, or does “when your turn ends” no longer count as “during your turn”? 2- Can I end my turn without spending all 3 actions and then use Agatha’s ability—along with an unused action to pay the additional cost—to play Thorough Inquiry from my discard pile? Additionally, to help avoid these kinds of doubts, could you please specify in the FAQs exactly when leftover actions are lost? <strong>A:</strong> (1) You can play Working a Hunch using Agatha Crane’s ability, because “the end of your turn” is still considered to take place “during your turn.” (2) If you declare that you are ending your turn while you have unspent actions, you forfeit your remaining actions before resolving any “when your turn ends/at the end of your turn” abilities. You would not have an action to spend toward Thorough Inquiry, so you could not play it using Agatha Crane’s ability. We will plan to add an FAQ entry for forfeiting unspent actions. (Rules Forum Answer, March 2025)</p>\n</li>\n<li>\n<p><strong>Q:</strong> Is Agatha Crane allowed to use her reaction to play Fast Events? If so, what fast events are eligible? Presumably not Fast events with play instructions that are restrictive in nature (such as <a href="/card/05110">Crack the Case</a> “Play after an investigator discovers the last remaining clue at your location.”). And presumably Fast events with a valid play condition are eligible (such as <a href="/card/01037">Working a Hunch</a> “Play only during your turn.”). What about Fast events such as <a href="/card/03307">No Stone Unturned (5)</a> that say “Play during any free triggered player window.”? Is that a restrictive condition and therefore ineligible? Or is it intended as reminder text, and therefore does not prevent Agatha from playing them? And is the answer different for Fast cards that do not have a play condition? <strong>A:</strong> Agatha Crane’s reaction ability takes place during framework step 2.2.2 (see the Phase Sequence Timing Chart in the Rules Reference), which is considered during her turn but separate from any free player windows. This allows her to play Fast events with just a “Play only during your turn” restriction like Working a Hunch, but not events with other play restrictions such as those on Crack the Case (“play after the last remaining clue at your location is discovered”) or No Stone Unturned (5) (“play during any free player window”). (Ruling, April 2025)</p>\n</li>\n<li>\n<p><strong>Q:</strong> When my turn ends, can I use Agatha Crane’s <span class="icon-reaction"></span> ability to play an event that normally can only be played during my turn? <strong>A:</strong> You resolve Agatha Crane’s ability at the end of your turn, which is still during your turn. So you could play an event such as <a href="/card/01043">Cryptic Research</a> with the text “Fast. Play only during your turn.” (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** I have a couple of questions about how Agatha’s ability works and when it can be used. Based on previous rulings you’ve provided: "Q: I have a question about some card interactions for cards that trigger “at the end of your turn” and “during your turn.” To give a specific example, if Monterey Jack’s reaction ability draws Cryptic Writings, is he allowed to trigger Cryptic Writings’ ability and play it? More generally, when an ability triggers “at the end of my turn,” is that considered “during my turn”? And similarly, if an ability triggers “at the start of my turn,” is that also considered “during my turn”? A: Short answer: Yes, “at the end of your turn” is still “during your turn,” so you would be able to play Cryptic Writings if you drew it with Monterey Jack’s triggered ability. (By extension, “at the start of your turn” should also count as being “during your turn.”)" And regarding Grappling Hook and unused actions: "A: We have reconsidered the previous ruling on Grappling Hook and are making a ruling that we find more intuitive. Essentially, an investigator is given 3 actions* to use when their turn begins and forfeits any remaining actions when their turn ends. This means an investigator cannot choose to end their turn with an action remaining and decide to use that action later; that action is instead lost. (*Note: The “3 actions per turn” can still be affected by encounter card effects that instruct an investigator to “lose actions.”)" I have the following questions: 1- Can I play Working a Hunch from my discard pile using Agatha’s ability, or does “when your turn ends” no longer count as “during your turn”? 2- Can I end my turn without spending all 3 actions and then use Agatha’s ability—along with an unused action to pay the additional cost—to play Thorough Inquiry from my discard pile? Additionally, to help avoid these kinds of doubts, could you please specify in the FAQs exactly when leftover actions are lost? **A:** (1) You can play Working a Hunch using Agatha Crane’s ability, because “the end of your turn” is still considered to take place “during your turn.” (2) If you declare that you are ending your turn while you have unspent actions, you forfeit your remaining actions before resolving any “when your turn ends/at the end of your turn” abilities. You would not have an action to spend toward Thorough Inquiry, so you could not play it using Agatha Crane’s ability. We will plan to add an FAQ entry for forfeiting unspent actions. (Rules Forum Answer, March 2025)\r\n\r\n- **Q:** Is Agatha Crane allowed to use her reaction to play Fast Events? If so, what fast events are eligible? Presumably not Fast events with play instructions that are restrictive in nature (such as [Crack the Case](/card/05110) “Play after an investigator discovers the last remaining clue at your location.”). And presumably Fast events with a valid play condition are eligible (such as [Working a Hunch](/card/01037) “Play only during your turn.”). What about Fast events such as [No Stone Unturned (5)](/card/03307) that say “Play during any free triggered player window.”? Is that a restrictive condition and therefore ineligible? Or is it intended as reminder text, and therefore does not prevent Agatha from playing them? And is the answer different for Fast cards that do not have a play condition? **A:** Agatha Crane’s reaction ability takes place during framework step 2.2.2 (see the Phase Sequence Timing Chart in the Rules Reference), which is considered during her turn but separate from any free player windows. This allows her to play Fast events with just a “Play only during your turn” restriction like Working a Hunch, but not events with other play restrictions such as those on Crack the Case (“play after the last remaining clue at your location is discovered”) or No Stone Unturned (5) (“play during any free player window”). (Ruling, April 2025)\r\n\r\n- **Q:** When my turn ends, can I use Agatha Crane’s <span class="icon-reaction"></span> ability to play an event that normally can only be played during my turn? **A:** You resolve Agatha Crane’s ability at the end of your turn, which is still during your turn. So you could play an event such as [Cryptic Research](/card/01043) with the text “Fast. Play only during your turn.” (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:03:36.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '11008', 'html': '<ul>\n<li>See <a href="/card/11007">Agatha Crane</a> <span class="icon-seeker"></span> version for FAQs.</li>\n</ul>', 'text': '- See [Agatha Crane](/card/11007) <span class="icon-seeker"></span> version for FAQs.', 'updated': {'date': '2025-07-19 17:33:25.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '11011', 'html': '<ul>\n<li><strong>Q:</strong> Can Michael McGlen take <a href="/card/09101">Grizzled</a> if he chooses "firearm" as its trait? Can he upgrade <a href="/card/09060">Friends in Low Places</a> up to level 5 if he chooses "firearm" as its trait? The Customizable rules imply that the chosen trait is treated as being present in the text box of the card and therefore makes these cards eligible for Michael McGlen’s deck building. <strong>A:</strong> Michael McGlen can’t take Grizzled in his deck. The traits recorded on Grizzled must be present on at least one encounter card. Michael McGlen can upgrade Friends in Low Places to level 5 if he chooses “Firearm” for its trait. Unlike Grizzled, Friends in Low Places is designed to interact with player cards. And yes, purchased upgrades are considered to be part of the card they’re upgrading; the chosen trait is considered present on Friends in Low Places. (Ruling, April 2025)</li>\n</ul>', 'text': '- **Q:** Can Michael McGlen take [Grizzled](/card/09101) if he chooses "firearm" as its trait? Can he upgrade [Friends in Low Places](/card/09060) up to level 5 if he chooses "firearm" as its trait? The Customizable rules imply that the chosen trait is treated as being present in the text box of the card and therefore makes these cards eligible for Michael McGlen’s deck building. **A:** Michael McGlen can’t take Grizzled in his deck. The traits recorded on Grizzled must be present on at least one encounter card. Michael McGlen can upgrade Friends in Low Places to level 5 if he chooses “Firearm” for its trait. Unlike Grizzled, Friends in Low Places is designed to interact with player cards. And yes, purchased upgrades are considered to be part of the card they’re upgrading; the chosen trait is considered present on Friends in Low Places. (Ruling, April 2025)', 'updated': {'date': '2025-06-07 13:58:07.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '11014', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> During the Mythos phase, does Gloria choose the Investigator order ahead of all encounter draws, or does she determine which player gets each card right before each card is drawn? This is most relevant for <a href="/card/11073">Eye of Ghatanothoa</a>, effectively whether Gloria has to decide the Investigator order based solely on the topmost card of the encounter deck, or whether she can evaluate the best remaining investigator for each encounter card as it’s revealed. <strong>A:</strong> Gloria Goldberg is able to choose which player gets each card right before the card is drawn. (Ruling, April 2025) <strong>NOTE</strong>: This is further clarified in FAQ v2.4 below.</p>\n</li>\n<li>\n<p><strong>Q:</strong> When <a href="/card/98019">Gloria Goldberg</a> chooses the order in which investigators draw from the encounter deck during the mythos phase, are these cards drawn all at once and distributed in the chosen order, or are they drawn and resolved one at a time? <strong>A:</strong> The encounter cards are drawn and resolved one at a time. By extension, <a href="/card/11073">Eye of Ghatanothoa</a> allows you to see each encounter card in turn before distributing these encounter cards. (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** During the Mythos phase, does Gloria choose the Investigator order ahead of all encounter draws, or does she determine which player gets each card right before each card is drawn? This is most relevant for [Eye of Ghatanothoa](/card/11073), effectively whether Gloria has to decide the Investigator order based solely on the topmost card of the encounter deck, or whether she can evaluate the best remaining investigator for each encounter card as it’s revealed. **A:** Gloria Goldberg is able to choose which player gets each card right before the card is drawn. (Ruling, April 2025) **NOTE**: This is further clarified in FAQ v2.4 below.\r\n\r\n- **Q:** When [Gloria Goldberg](/card/98019) chooses the order in which investigators draw from the encounter deck during the mythos phase, are these cards drawn all at once and distributed in the chosen order, or are they drawn and resolved one at a time? **A:** The encounter cards are drawn and resolved one at a time. By extension, [Eye of Ghatanothoa](/card/11073) allows you to see each encounter card in turn before distributing these encounter cards. (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:02:19.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '11041', 'html': "<ul>\n<li><strong>Q:</strong> What happens when I use Cosmic Revelation's ability while an investigator has a card with an undefined cost (-) in their hand? <strong>A:</strong> Cards with an undefined cost (-) are not considered to have an even or odd cost while in hand. As such, they cannot be revealed nor played via the effect of Cosmic Revelation. (The Drowned City Investigator Expansion FAQ, March 2025)</li>\n</ul>", 'text': "- **Q:** What happens when I use Cosmic Revelation's ability while an investigator has a card with an undefined cost (-) in their hand? **A:** Cards with an undefined cost (-) are not considered to have an even or odd cost while in hand. As such, they cannot be revealed nor played via the effect of Cosmic Revelation. (The Drowned City Investigator Expansion FAQ, March 2025)", 'updated': {'date': '2025-03-22 14:44:23.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '11060', 'html': '<ul>\n<li><strong>Q:</strong> How often can I resolve the seal keyword on <a href="/card/11028">Bulwark</a>, <a href="/card/11043">Misdirection</a>, and <a href="/card/11060">Obscure</a>? <strong>A:</strong> When you meet the triggering conditions for bulwark, Misdirection, or Obscure, and there is at least 1 chaos token of the listed type in the chaos bag, you may resolve the seal keyword on that asset. If there is no chaos token(s) of the listed type(s) in the chaos bag, then there are none to seal and you cannot resolve that keyword. You may only resolve the seal keyword once per instance of meeting its triggering condition. (The Drowned City Investigator Expansion FAQ, March 2025)</li>\n</ul>', 'text': '- **Q:** How often can I resolve the seal keyword on [Bulwark](/card/11028), [Misdirection](/card/11043), and [Obscure](/card/11060)? **A:** When you meet the triggering conditions for bulwark, Misdirection, or Obscure, and there is at least 1 chaos token of the listed type in the chaos bag, you may resolve the seal keyword on that asset. If there is no chaos token(s) of the listed type(s) in the chaos bag, then there are none to seal and you cannot resolve that keyword. You may only resolve the seal keyword once per instance of meeting its triggering condition. (The Drowned City Investigator Expansion FAQ, March 2025)', 'updated': {'date': '2025-03-22 14:45:10.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '11064', 'html': '<ul>\n<li><strong>Q:</strong> For the newly released Gatling Gun, can you clarify how this works with <a href="/card/06111">Daring</a>. Specifically, Daring says it can only be committed in an attack or evade test against "an enemy", but Gatling Gun targets all enemies at your location. I take it as there is an enemy in the wider group, this is okay to commit? As a second question, and assuming Daring is okay to commit, would all enemies in the group gain Retaliate or just one nominated enemy? <strong>A:</strong> As a Fight action, Gatling Gun’s ability initiates against a single targeted enemy; from there, the ability alters the standard difficulty calculation and damage distribution of the attack. You may commit Daring to Gatling Gun’s Fight ability, and when you do, the single targeted enemy you initiated the attack against is the one to gain the retaliate and alert keywords for the duration of the skill test. (Ruling, April 2025)</li>\n</ul>', 'text': '- **Q:** For the newly released Gatling Gun, can you clarify how this works with [Daring](/card/06111). Specifically, Daring says it can only be committed in an attack or evade test against "an enemy", but Gatling Gun targets all enemies at your location. I take it as there is an enemy in the wider group, this is okay to commit? As a second question, and assuming Daring is okay to commit, would all enemies in the group gain Retaliate or just one nominated enemy? **A:** As a Fight action, Gatling Gun’s ability initiates against a single targeted enemy; from there, the ability alters the standard difficulty calculation and damage distribution of the attack. You may commit Daring to Gatling Gun’s Fight ability, and when you do, the single targeted enemy you initiated the attack against is the one to gain the retaliate and alert keywords for the duration of the skill test. (Ruling, April 2025)', 'updated': {'date': '2025-06-07 13:50:40.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '11068a', 'html': '<ul>\n<li><strong>Q:</strong> If my investigator is usurped by the Homunculus, what happens to the trauma suffered by my original investigator? <strong>A:</strong> Any physical and mental trauma suffered by an investigator who is usurped by the Homunculus is transferred to the Homunculus. The Homunculus begins each scenario with all trauma suffered by the investigator it has usurped. (The Drowned City Investigator Expansion FAQ, March 2025)</li>\n</ul>', 'text': '- **Q:** If my investigator is usurped by the Homunculus, what happens to the trauma suffered by my original investigator? **A:** Any physical and mental trauma suffered by an investigator who is usurped by the Homunculus is transferred to the Homunculus. The Homunculus begins each scenario with all trauma suffered by the investigator it has usurped. (The Drowned City Investigator Expansion FAQ, March 2025)', 'updated': {'date': '2025-03-22 14:45:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '11076', 'html': '<ul>\n<li>\n<p><strong>Q:</strong>  I have a couple related questions about Transfiguration. </p>\n<ul>\n<li>When you use it while you have cards placed facedown beneath your investigator (say as Diana Stanley) and use Transfiguration, what happens to the cards beneath your investigator? If they stay there, are you able to use them if your new investigator front also interacts with cards facedown beneath them? (For example you Transfigure into George Barnaby from Diana Stanley. Can you now commit the facedown cards that were placed beneath you while you were Diana Stanley?) </li>\n<li>Additionally, how does the answer change for Investigators where the cards are not explicitly face down? Say for example you start as Sefina and Transfigure into Amanda? And likewise does the answer change when you go from an investigator with face up cards beneath them to an investigator that interacts with face down cards beneath them, or vice versa? Would you create two separate “stacks” of cards beneath you, one face up and one face down, and you’re only able to interact with the pile that is relevant for your current Investigator front? </li>\n</ul>\n</li>\n<li>\n<p><strong>A:</strong> Any cards beneath the original investigator card remain in their same position and state (e.g. faceup/facedown) when Transfiguration treats it as a new investigator card. As long as the new investigator card refers to such cards in the exact same way as the original, then the new one can interact with those cards as well. To be more specific:</p>\n<ul>\n<li>If the Diana Stanley player uses Transfiguration to treat their investigator card as George Barnaby’s, the facedown cards beneath the Diana card are/can be used for George’s abilities, including for checking George’s hand size or committing those cards to skill tests.</li>\n<li>If the Sefina Rosseau player uses Transfiguration to treat their investigator card as Amanda Sharpe, since both investigators place cards faceup beneath themselves, Amanda is able to use those cards for her ability, choosing one of them each time she performs a skill test that round. Note that when Amanda’s first ability discards “the card” beneath her, you should discard “each” card beneath her instead; you should only have multiple cards beneath Amanda for that one round.</li>\n<li>If the Diana player used Transfiguration to treat their investigator card as Amanda, they could not use cards placed facedown beneath their investigator card for Amanda’s abilities, because Amanda does not specifically interact with facedown cards. Similarly, if a player used Transfiguration to treat Sefina as George, the faceup cards beneath their investigator card could not be used for George’s abilities. (Ruling, March 2025) <strong>NOTE:</strong> Some of this is clarified further with FAQ v2.4, see below.</li>\n</ul>\n</li>\n<li>\n<p><strong>Q:</strong> Can I still use my investigator’s signature cards after using Transfiguration to treat the front of my investigator card as if it were a different investigator card? <strong>A:</strong> Yes. You are considered to be both investigators; the front of your investigator card is treated as the new investigator, but the back is still the old investigator. If you transfigure from <a href="/card/98007">Norman Withers</a> into <a href="/card/04002">Ursula Downs</a> , you can still play your signature <a href="/card/08005">Livre d\'Eibon</a>. (Official FAQ v2.4, July 2025)</p>\n</li>\n<li>\n<p><strong>Q:</strong> If I use Transfiguration and have cards placed beneath my investigator, what happens to those cards? <strong>A:</strong> Any cards placed beneath your investigator would remain there after using Transfiguration. If the new investigator card interacts with cards in the same state (faceup/facedown beneath the investigator card), the new investigator can interact with those cards. (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': "- **Q:**  I have a couple related questions about Transfiguration. \r\n  - When you use it while you have cards placed facedown beneath your investigator (say as Diana Stanley) and use Transfiguration, what happens to the cards beneath your investigator? If they stay there, are you able to use them if your new investigator front also interacts with cards facedown beneath them? (For example you Transfigure into George Barnaby from Diana Stanley. Can you now commit the facedown cards that were placed beneath you while you were Diana Stanley?) \r\n  - Additionally, how does the answer change for Investigators where the cards are not explicitly face down? Say for example you start as Sefina and Transfigure into Amanda? And likewise does the answer change when you go from an investigator with face up cards beneath them to an investigator that interacts with face down cards beneath them, or vice versa? Would you create two separate “stacks” of cards beneath you, one face up and one face down, and you’re only able to interact with the pile that is relevant for your current Investigator front? \r\n- **A:** Any cards beneath the original investigator card remain in their same position and state (e.g. faceup/facedown) when Transfiguration treats it as a new investigator card. As long as the new investigator card refers to such cards in the exact same way as the original, then the new one can interact with those cards as well. To be more specific:\r\n  - If the Diana Stanley player uses Transfiguration to treat their investigator card as George Barnaby’s, the facedown cards beneath the Diana card are/can be used for George’s abilities, including for checking George’s hand size or committing those cards to skill tests.\r\n  - If the Sefina Rosseau player uses Transfiguration to treat their investigator card as Amanda Sharpe, since both investigators place cards faceup beneath themselves, Amanda is able to use those cards for her ability, choosing one of them each time she performs a skill test that round. Note that when Amanda’s first ability discards “the card” beneath her, you should discard “each” card beneath her instead; you should only have multiple cards beneath Amanda for that one round.\r\n  - If the Diana player used Transfiguration to treat their investigator card as Amanda, they could not use cards placed facedown beneath their investigator card for Amanda’s abilities, because Amanda does not specifically interact with facedown cards. Similarly, if a player used Transfiguration to treat Sefina as George, the faceup cards beneath their investigator card could not be used for George’s abilities. (Ruling, March 2025) **NOTE:** Some of this is clarified further with FAQ v2.4, see below.\r\n\r\n\r\n- **Q:** Can I still use my investigator’s signature cards after using Transfiguration to treat the front of my investigator card as if it were a different investigator card? **A:** Yes. You are considered to be both investigators; the front of your investigator card is treated as the new investigator, but the back is still the old investigator. If you transfigure from [Norman Withers](/card/98007) into [Ursula Downs](/card/04002) , you can still play your signature [Livre d'Eibon](/card/08005). (Official FAQ v2.4, July 2025)\r\n\r\n- **Q:** If I use Transfiguration and have cards placed beneath my investigator, what happens to those cards? **A:** Any cards placed beneath your investigator would remain there after using Transfiguration. If the new investigator card interacts with cards in the same state (faceup/facedown beneath the investigator card), the new investigator can interact with those cards. (Official FAQ v2.4, July 2025)", 'updated': {'date': '2025-07-17 13:56:26.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '11103', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: <strong>Erratum:</strong> This card’s <span class="icon-reaction"></span> ability should instead be a <span class="icon-fast"></span> ability and gains “…(Limit once per test.)” (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: **Erratum:** This card’s <span class="icon-reaction"></span> ability should instead be a <span class="icon-fast"></span> ability and gains “…(Limit once per test.)” (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:21:26.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '11108', 'html': "<ul>\n<li><strong>Q:</strong> What kinds of additional actions does Captivating Performance allow me to perform? <strong>A:</strong> The available action types are activate, draw, engage, evade, fight, investigate, move, play, and resource. In order to trigger Captivating Performance, you must have performed 3 different actions in a row from that list. As an example, if you play a card, gain a resource, and take a fight action, you have satisfied the triggering condition on Captivating Performance, and may exhaust it to take a fourth action which cannot be used to play a card, gain a resource, or fight. If one of your actions involves multiple action types --- such as playing a card with a bold Fight action designator --- you choose which action type is contributing to Captivating Performance's triggering condition. For example, if you play Improvised Weapon upon playing that card, you choose if it counts as a play action or a Fight action for the purposes of Captivating Performance. (The Drowned City Investigator Expansion FAQ, March 2025)</li>\n</ul>", 'text': "- **Q:** What kinds of additional actions does Captivating Performance allow me to perform? **A:** The available action types are activate, draw, engage, evade, fight, investigate, move, play, and resource. In order to trigger Captivating Performance, you must have performed 3 different actions in a row from that list. As an example, if you play a card, gain a resource, and take a fight action, you have satisfied the triggering condition on Captivating Performance, and may exhaust it to take a fourth action which cannot be used to play a card, gain a resource, or fight. If one of your actions involves multiple action types --- such as playing a card with a bold Fight action designator --- you choose which action type is contributing to Captivating Performance's triggering condition. For example, if you play Improvised Weapon upon playing that card, you choose if it counts as a play action or a Fight action for the purposes of Captivating Performance. (The Drowned City Investigator Expansion FAQ, March 2025)", 'updated': {'date': '2025-03-22 14:43:28.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '11118', 'html': '<ul>\n<li><strong>Q:</strong> Arkham LCG Library Pass (Level 5) Is it the intention to compulsorily require paying 1 resource if there is no Tome attached? <strong>A:</strong> Yes; if no Tome asset is attached to Library Pass (5) when its Forced ability triggers, you must still pay 1 resource. (Ruling, March 2025)</li>\n</ul>', 'text': '- **Q:** Arkham LCG Library Pass (Level 5) Is it the intention to compulsorily require paying 1 resource if there is no Tome attached? **A:** Yes; if no Tome asset is attached to Library Pass (5) when its Forced ability triggers, you must still pay 1 resource. (Ruling, March 2025)', 'updated': {'date': '2025-06-07 14:09:01.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[{'code': '11125', 'html': '<ul>\n<li><strong>Q:</strong> If I use Memories of Another Life to play a card that summons 1 or more bonded cards, can I summon those cards even though they were not set aside at the beginning of the game? <strong>A:</strong> Yes. Although bonded cards should normally be set aside when the game begins, you would set any corresponding bonded cards aside, out of play, when you play a card with Memories of Another Life. (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- **Q:** If I use Memories of Another Life to play a card that summons 1 or more bonded cards, can I summon those cards even though they were not set aside at the beginning of the game? **A:** Yes. Although bonded cards should normally be set aside when the game begins, you would set any corresponding bonded cards aside, out of play, when you play a card with Memories of Another Life. (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 13:54:10.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[{'code': '11028', 'html': '<ul>\n<li><strong>Q:</strong> How often can I resolve the seal keyword on <a href="/card/11028">Bulwark</a>, <a href="/card/11043">Misdirection</a>, and <a href="/card/11060">Obscure</a>? <strong>A:</strong> When you meet the triggering conditions for bulwark, Misdirection, or Obscure, and there is at least 1 chaos token of the listed type in the chaos bag, you may resolve the seal keyword on that asset. If there is no chaos token(s) of the listed type(s) in the chaos bag, then there are none to seal and you cannot resolve that keyword. You may only resolve the seal keyword once per instance of meeting its triggering condition. (The Drowned City Investigator Expansion FAQ, March 2025)</li>\n</ul>', 'text': '- **Q:** How often can I resolve the seal keyword on [Bulwark](/card/11028), [Misdirection](/card/11043), and [Obscure](/card/11060)? **A:** When you meet the triggering conditions for bulwark, Misdirection, or Obscure, and there is at least 1 chaos token of the listed type in the chaos bag, you may resolve the seal keyword on that asset. If there is no chaos token(s) of the listed type(s) in the chaos bag, then there are none to seal and you cannot resolve that keyword. You may only resolve the seal keyword once per instance of meeting its triggering condition. (The Drowned City Investigator Expansion FAQ, March 2025)', 'updated': {'date': '2025-03-22 14:44:51.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[{'code': '11043', 'html': '<ul>\n<li><strong>Q:</strong> How often can I resolve the seal keyword on <a href="/card/11028">Bulwark</a>, <a href="/card/11043">Misdirection</a>, and <a href="/card/11060">Obscure</a>? <strong>A:</strong> When you meet the triggering conditions for bulwark, Misdirection, or Obscure, and there is at least 1 chaos token of the listed type in the chaos bag, you may resolve the seal keyword on that asset. If there is no chaos token(s) of the listed type(s) in the chaos bag, then there are none to seal and you cannot resolve that keyword. You may only resolve the seal keyword once per instance of meeting its triggering condition. (The Drowned City Investigator Expansion FAQ, March 2025)</li>\n</ul>', 'text': '- **Q:** How often can I resolve the seal keyword on [Bulwark](/card/11028), [Misdirection](/card/11043), and [Obscure](/card/11060)? **A:** When you meet the triggering conditions for bulwark, Misdirection, or Obscure, and there is at least 1 chaos token of the listed type in the chaos bag, you may resolve the seal keyword on that asset. If there is no chaos token(s) of the listed type(s) in the chaos bag, then there are none to seal and you cannot resolve that keyword. You may only resolve the seal keyword once per instance of meeting its triggering condition. (The Drowned City Investigator Expansion FAQ, March 2025)', 'updated': {'date': '2025-03-22 14:45:01.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[{'code': '11062', 'html': '<ul>\n<li>\n<p><strong>Q:</strong> Hi! I have a question about the Robert Castaigne (4) card. Its text says: \'...Then, you may either discard the revealed asset to draw 1 card, or play that asset (paying its cost).\' By saying \'you may either,\' does that mean I can choose to do neither option and simply keep the weapon in my hand? If so, that would allow me to gain a free combat action every turn without spending an action, without triggering attacks of opportunity, and with unlimited ammo. That seems overwhelmingly strong, almost broken, and it would make the \'discard the card\' requirement nearly meaningless. However, some people in the community are interpreting it this way, so I’d like to confirm whether this was the intended ruling for the card or not. <strong>A:</strong> Given Robert Castaigne states you “may either” do one of the given options, not you “must either,” you are able to choose neither option and keep the revealed asset in your hand. If this card’s ability continuously yields unintended play patterns, we will address that at a future date; for now, play its ability as written. (Rules Forum Answer, March 2025) <strong>NOTE:</strong> This is further clarified in FAQ v2.4 below.</p>\n</li>\n<li>\n<p><strong>Q:</strong> Since the upgraded Robert Castiagne’s ability states I “may” discard the revealed asset or play it, can I choose neither option? <strong>A:</strong> Correct. The “may” in his <span class="icon-fast"></span> ability means that you can choose to do one of the two options, or neither of them. (Official FAQ v2.4, July 2025)</p>\n</li>\n</ul>', 'text': '- **Q:** Hi! I have a question about the Robert Castaigne (4) card. Its text says: \'...Then, you may either discard the revealed asset to draw 1 card, or play that asset (paying its cost).\' By saying \'you may either,\' does that mean I can choose to do neither option and simply keep the weapon in my hand? If so, that would allow me to gain a free combat action every turn without spending an action, without triggering attacks of opportunity, and with unlimited ammo. That seems overwhelmingly strong, almost broken, and it would make the \'discard the card\' requirement nearly meaningless. However, some people in the community are interpreting it this way, so I’d like to confirm whether this was the intended ruling for the card or not. **A:** Given Robert Castaigne states you “may either” do one of the given options, not you “must either,” you are able to choose neither option and keep the revealed asset in your hand. If this card’s ability continuously yields unintended play patterns, we will address that at a future date; for now, play its ability as written. (Rules Forum Answer, March 2025) **NOTE:** This is further clarified in FAQ v2.4 below.\r\n\r\n- **Q:** Since the upgraded Robert Castiagne’s ability states I “may” discard the revealed asset or play it, can I choose neither option? **A:** Correct. The “may” in his <span class="icon-fast"></span> ability means that you can choose to do one of the two options, or neither of them. (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 13:57:42.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '11063', 'html': '<ul>\n<li><strong>Q:</strong> Can "You\'ve Had Worse" (4) be used on yourself? You are an investigator at your location, but then it’s unclear whether you can yourself up to 5 resources. If so, must you actually have a resource for each point you ignore? Or do you need only one resource that you can give yourself up to 5 times? Or can you use it on yourself with zero resources in your resource pool and still cancel up to 5 damage/horror? <strong>A:</strong> No; you cannot “give yourself” resources, so you cannot use “You’ve Had Worse….” (4) on yourself. (Ruling, April 2025)</li>\n</ul>', 'text': '- **Q:** Can "You\'ve Had Worse" (4) be used on yourself? You are an investigator at your location, but then it’s unclear whether you can yourself up to 5 resources. If so, must you actually have a resource for each point you ignore? Or do you need only one resource that you can give yourself up to 5 times? Or can you use it on yourself with zero resources in your resource pool and still cancel up to 5 damage/horror? **A:** No; you cannot “give yourself” resources, so you cannot use “You’ve Had Worse….” (4) on yourself. (Ruling, April 2025)', 'updated': {'date': '2025-06-07 13:59:29.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[{'code': '11069', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: <strong>Erratum:</strong> This card’s <span class="icon-reaction"></span> ability should read: “<span class="icon-reaction"></span> When you would reveal…” (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: **Erratum:** This card’s <span class="icon-reaction"></span> ability should read: “<span class="icon-reaction"></span> When you would reveal…” (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:20:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
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[],
[{'code': '11124', 'html': '<ul>\n<li><strong>Q:</strong> If I use Dimensional Vortex to set aside enemies at a location, and that location leaves play before the round ends, what happens to the set-aside enemies? <strong>A:</strong> When Dimensional Vortex would return 1 or more enemies to a location when that location is no longer I play, those enemies are discarded to their respective discard piles instead; they are not considered defeated. (The Drowned City Investigator Expansion FAQ, March 2025)</li>\n</ul>', 'text': '- **Q:** If I use Dimensional Vortex to set aside enemies at a location, and that location leaves play before the round ends, what happens to the set-aside enemies? **A:** When Dimensional Vortex would return 1 or more enemies to a location when that location is no longer I play, those enemies are discarded to their respective discard piles instead; they are not considered defeated. (The Drowned City Investigator Expansion FAQ, March 2025)', 'updated': {'date': '2025-03-22 14:43:53.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '11553', 'html': '<ul>\n<li>The fifth bullet point should end with “and The Inescapable encounter set.” (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- The fifth bullet point should end with “and The Inescapable encounter set.” (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:11:00.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[],
[{'code': '11682', 'html': '<ul>\n<li>Replace the fifth bullet point with: "Gather the Randall Tillinghast enemy, all earned artifacts, and the Horror in Clay story asset and set them aside, out of play." (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- Replace the fifth bullet point with: "Gather the Randall Tillinghast enemy, all earned artifacts, and the Horror in Clay story asset and set them aside, out of play." (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:11:32.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
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[],
[],
[{'code': '11751', 'html': '<ul>\n<li><strong>Q:</strong> If I defeat two or more copies of Persistent Construct at the same time, does the Forced effect on one of them bring the other back into play? <strong>A:</strong> No. If you use an effect that defeats multiple enemies at once by a card such as <a href="/card/03153">Storm of Spirits</a> or <a href="/card/01024">Dynamite Blast</a>, each defeated Persistent Construct is defeated simultaneously, and thus cannot be retrieved from the victory display via the Forced effect of another. (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- **Q:** If I defeat two or more copies of Persistent Construct at the same time, does the Forced effect on one of them bring the other back into play? **A:** No. If you use an effect that defeats multiple enemies at once by a card such as [Storm of Spirits](/card/03153) or [Dynamite Blast](/card/01024), each defeated Persistent Construct is defeated simultaneously, and thus cannot be retrieved from the victory display via the Forced effect of another. (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 13:50:57.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[{'code': '11753a', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: <strong>Erratum:</strong> The first <strong>Forced</strong> ability on this card should read: “When you reveal a location or put a location into play: Remove…” (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: **Erratum:** The first **Forced** ability on this card should read: “When you reveal a location or put a location into play: Remove…” (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:24:22.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '11519', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: <strong>Erratum:</strong> This act’s <strong>Objective</strong> should read: “…you may advance.” (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: **Erratum:** This act’s **Objective** should read: “…you may advance.” (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:21:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[{'code': '11520', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: <strong>Erratum:</strong> This act’s <strong>Objective</strong> should read: “…you may advance.” (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: **Erratum:** This act’s **Objective** should read: “…you may advance.” (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:22:04.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
[],
[],
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[{'code': '11540', 'html': '<ul>\n<li><strong>Q:</strong> In The Drowned Quarter, does Barrier Core refill its clues when it flips from Active to Inactive? <strong>A:</strong> Yes; when Barrier Core flips from Active to Inactive, place clues on it up to its clue value. (Rules Form, July 2025)</li>\n</ul>', 'text': '- **Q:** In The Drowned Quarter, does Barrier Core refill its clues when it flips from Active to Inactive? **A:** Yes; when Barrier Core flips from Active to Inactive, place clues on it up to its clue value. (Rules Form, July 2025)', 'updated': {'date': '2025-07-19 17:31:21.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '11595', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: <strong>Erratum:</strong> The first sentence of this card’s unrevealed side should instead read: “Core of the Vault cannot be flooded and investigators cannot move into it.” (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: **Erratum:** The first sentence of this card’s unrevealed side should instead read: “Core of the Vault cannot be flooded and investigators cannot move into it.” (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:22:54.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[{'code': '11659', 'html': '<p><strong>Q:</strong> I have a question about how placing multiple cards on "either the top or bottom or a deck" works. Do you have to place the entire group of cards on the top, or the entire group of cards on the bottom? Or do you get to choose for each card individually, thereby splitting the group of cards up between both the top and the bottom? For example, Seeker <a href="/card/05188">Scroll of Secrets</a>: "Place the rest of those cards on either the top or bottom of their deck, in any order." Can players split these player cards between the top and bottom of their deck? Another example from the <a href="/card/11659">Dazzling Skyline</a> location: "For each clue spent, reveal the bottom 3 cards of the Summit deck. You may place those cards on either the top or bottom of the Summit deck, in any order." Can the player split the locations across the top and bottom or the Summit deck? Thank you in advance! <strong>A:</strong> Yes; for such an ability, you may choose to divide the cards between the top and bottom of the deck. (Ruling, May 2025)</p>', 'text': '**Q:** I have a question about how placing multiple cards on "either the top or bottom or a deck" works. Do you have to place the entire group of cards on the top, or the entire group of cards on the bottom? Or do you get to choose for each card individually, thereby splitting the group of cards up between both the top and the bottom? For example, Seeker [Scroll of Secrets](/card/05188): "Place the rest of those cards on either the top or bottom of their deck, in any order." Can players split these player cards between the top and bottom of their deck? Another example from the [Dazzling Skyline](/card/11659) location: "For each clue spent, reveal the bottom 3 cards of the Summit deck. You may place those cards on either the top or bottom of the Summit deck, in any order." Can the player split the locations across the top and bottom or the Summit deck? Thank you in advance! **A:** Yes; for such an ability, you may choose to divide the cards between the top and bottom of the deck. (Ruling, May 2025)', 'updated': {'date': '2025-07-19 17:36:14.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
[],
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[],
[{'code': '11691b', 'html': '<ul>\n<li><strong>NB:</strong> ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: <strong>Erratum:</strong> The first sentence on the back of this agenda should read: “If this agenda advanced by reaching its doom threshold, each investigator is defeated. Otherwise…” (Official FAQ v2.4, July 2025)</li>\n</ul>', 'text': '- **NB:** ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum: **Erratum:** The first sentence on the back of this agenda should read: “If this agenda advanced by reaching its doom threshold, each investigator is defeated. Otherwise…” (Official FAQ v2.4, July 2025)', 'updated': {'date': '2025-07-17 14:23:59.000000', 'timezone_type': 3, 'timezone': 'UTC'}}],
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