Home Projects
Personal experiments, hobbies, and fun tools built in my spare time.
Arkham Horror LCG Chat
Interactive Tool
An AI-powered chat interface for the Arkham Horror Living Card Game. This specialized assistant has access to all the rules including the most recent FAQ. It also has access to all player and encounter cards text. It can answer rules questions and help you with deck building and strategy
Arkham Horror LCG Round Tracker
Interactive Tool
A digital round tracker and game state manager for Arkham Horror: The Living Card Game. Track rounds, phases, doom, investigator actions, health, and sanity in real time. Features a searchable keyword glossary, per-investigator action pips, and phase-by-phase checklists for Mythos, Investigation, Enemy, and Upkeep. Supports up to 4 investigators with persistent game state saved to local storage.
Consult the Archives
Ask any question about Arkham Horror LCG rules or cards.
Please log in to ask questions.
Investigation Log
Investigator
define evade
Arkham Intelligence
**Evade (Evade action)** is an action you can take during your turn (in the investigation phase) to try to escape an enemy that is **engaged with you**. To do so, you make an **[agility] test** against that enemy’s **evade value**. If you succeed, you have **evaded** the enemy; if you fail, the enemy stays engaged with you. **When an enemy is evaded (by an evade action or by a card effect):** - The enemy becomes **exhausted** (if it was ready), and - The enemy **disengages** from you (engagement is broken). Move it from your threat area to your location to show it is no longer engaged. Notes: - If something says it **“automatically” evades** an enemy, you **do not** make a skill test. - Unlike fight or engage, you can only take the basic **evade action** against an enemy **engaged with you**.
Investigator
define forced
Arkham Intelligence
In *Arkham Horror: The Card Game*, **Forced** refers to a **forced ability**. A **forced ability** is identified by the bold **“Forced –”** command, and it **automatically initiates at its specified timing point** (often indicated by words like **“when,” “after,” “if,”** or **“at”**). Key points: - If the forced ability **does not have the potential to change the game state**, it **does not initiate**. - If it **does** have the potential to change the game state, its initiation is **mandatory each time** its timing point is met. - **“Forced – When…”** abilities initiate **as soon as** the timing point is reached, **before** that timing point’s impact resolves; **“Forced – After…”** abilities initiate **immediately after** the timing point’s impact resolves.