Tabletop Simulator

Tabletop Simulator

Arkham Horror LCG - Rabbit Hole Player Expansion
Chris_Woods 14 Jan, 2022 @ 7:42pm
Love your previous work! Some gut reactions from me on the set.
Hey! I love your work and was happy to stumble across this -- wanted to give some limited feedback (which should all be taken with a huge grain of salt)

Intrepid (2) -- love it and will happily buy it at 2 experience.

Emergency Aid (2) -- also great, the move adds a lot to the cards story. I think it will still struggle to see play, so maybe the third icon can be ? instead of Foot so it can commit +2 to investigate if it gets stuck in your hand.

Painkillers (1) -- feels like it could be way strong at 1 exp. Combined with stuff like Well Prepared it's basically +3 Will to your first test and floats +2 will after. The fact it's slot-less, heals 2 with no drawback, and gives a flat +2 Will is a lot. Compare this to Tennessee Sour Mash (0)

Book of Psalms (2) -- do love what's going on here. Bless needs a few more payouts for the drawing side of things, and this is low complexity.

Brother Xavier (3) -- I feel like the seal here is very specific. Clearly meant to combine with Rite/Shield and (maybe) Nephthys that makes this dude in a pretty narrow range of builds. Nephthys requires you to also Charisma.

Something Worth Fighting (3) -- Doesn't feel like enough for 3 xp -- am I perhaps missing something here?

Quick Study (4) - I like it. I admit it sounds real powerful, but compared to Eon Map (4) it's hard to argue it's totally busted. I will definitely try this out, as I've always been a sucker for Quick Study (despite it being bad)

Dr. William T. (2) -- This is a great upgrade that makes this guy seem possible to actually use.

Working a Hunch (2) -- the Draw 1 card feels pushy -- maybe you want this card to be pushed, but Working a Hunch is already playable, and Preposterous Sketches (2) gets bought, in my experience. I would definitely buy this at 2xp without the free draw just to make it cost 0.

Astounding Revelation (2) -- Do love what's going on here. Letting me "reset" my revelations and fix my drawn ones feels great.

Eye of Truth (2) -- Really love this. +2 with +2 on the boomerang feels great.

Breaking and Entering (3) -- Is there a reason this comes in at 3xp while it's siblings (Cheap Shot, Slip Away) come in at 2 for their "return to hand" versions?

Investments (4) -- seems exciting. At 4 XP and 5 turns to pay out fully it's probably still something that doesn't do much if you don't draw it near the very beginning of the game, but that's okay.

Spectral Razor (2) -- Perhaps intentional, but looping this with || Agnes might get boring. It means she's always up on attacking at 3 damage at the cost of 1 health (which she can mitigate fairly easily) -- maybe the rider requires the test to have succeeded?

Drawn to the Flame (4) -- Maybe I'm missing something, but this doesn't seem very good? 4 XP to get maybe 2 more clues out of it by hanging around (or, I guess, Delving too Deep) doesn't feel like a good trade.

Open Gate (3) -- love what this does.

Arcane Research (3) -- Does Arcane research need any help? This card is interesting, but Research already feels mandatory in Mystics, so also giving them an out on a card people currently complain about feeling they're required to take might be a bit much.

Meat Cleaver (2) -- I don't know why it feels weird to have a Will substitute attack in Survivor, but it does to me.

Mariner's Compass (2) / Fire Axe (1) -- For some reason it feels weird to me these don't both have the same experience cost.

Keep Faith (2) -- Actually love this. Blessers (in particular survivors) quickly run out of things to buy, so even though it's just -1 cost/+1 bless it can look attractive.

Nothing Left to Lose (0) -- I like this. I think it's a little pushy next to Emergency Cache/Preposterous Sketches (Sketches clearly believes drawing cards is worth "more" then gaining resources). But with Take Heart it's hard to argue, though Take Heart does require some amount of setup while this always works. The fact it's also +1 skill/ draw 1/ gain 1 makes it feel pretty powerful compared to all the other Survivor level 0 cards.

Not Without a Fight (3) -- The story of this is lost on me. It feels like it wants to be a recursion setup without concern for making sense as an upgrade.

Red Gloved (2) -- I feel like this takes some of the survivors thunder away from Trial by Fire (3). While Trial can get one skill to 7, Red Gloved (2) always feel better. It's a tough call (because it taking an ally slot, but it soaks some free damage, yada, yada) but it does make me less excited about Trial (3) for some reason.


This stuff is great! Sorry for the ultra long post!
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grumpycat  [developer] 20 Jan, 2022 @ 2:14am 
Thanks for the feedback! I've jotted down some of the things you mentioned and will be keeping a close eye on Red-Gloved, Painkillers, Working a Hunch, and Something Worth Fighting For in particular.

Not Without a Fight's story is not that strong. It was designed more from a mechanical standpoint, I wanted targeted mill as a mechanic from Survivors. Something Worth Fighting For used to be heal 1 horror or draw 1 card and after a lot of discussion with playtesters, it felt like the draw 1 card would trivialize the flavor of the card, so I had changed it to 1 resource instead. I still need a bit of time to see how that card fairs.

Breaking and Entering, also thoroughly discussed/playtested, got its 3 exp to match its counterparts Backstab and Pilfer because it provided automatic evasion every round without forgoing advancing the game state (grabbing clues). Its a much stronger effect vs Cheat Shop and Slip Away because its advancing the game state and hence its 3 exp not 2.

Drawn to the Flame has a higher exp cost because maximizing the card can be pretty strong and 3 exp wasn't enough. You can force draw encounter cards not just with Delve, but during faster player windows in each phase with cards like Purifying Corruption and Shrine of the Moi'rai.
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