Prepared for the Worst

I think this is a serious contender for the most overrated and overplayed card in all of Arkham. A lot of people insist that this card is a staple Guardian card that should be played in pretty much every deck that has weapons as it makes your deck more consistent. In reality, I think this card is pretty subpar and should only be ran in very specific decks because it makes your deck less consistent.

"But this card lets you tutor for weapons. How can it make your deck less consistent?" Firstly, tutors in other card games are valuable because you can look at your whole deck, which effectively turns it into a toolbox where you can pick the best card for your current situation. This card only looks at the top 9 cards. In most cases with this card, you do not have a choice which weapon you pick, either because you only get offered one weapon, two copies of the same weapon, or no weapon at all. And unlike card filter effects, this card does not have much flexibility in what it can give you. Cards like Eureka! can be used to get any card in the top 3. Prepared for the Worst though, if you don't need a weapon then there's not much point in using it. Weapons in general are a type of card that largely help with only one thing (killing enemies) and often have pretty big overlap in how useful they are so if you have one weapon the second and third incur diminishing returns. As a result, in most decks this card becomes a lot less useful if you draw it later, which means that you'll usually have to commit it instead. To its credit, the card does have alright icons for a level 0 card, but it's not great icons for a card that you'll be committing a pretty good chunk of the time.

That's not even mentioning perhaps the biggest issue with the consistency of this card: it can whiff. This creates sort of a paradox for this card in that no matter how many weapons you run, this card has consistency problems. If you run a lot of weapons, you have a higher chance of drawing those weapons without the help of this card, thus making this card redundant. If you are running fewer weapons, you increase the chance of whiffing and not getting any weapon at all.

And the thing is that even when the card works properly, it's not even that good especially at level 0. Sure, Machete is probably a better card than .45 Automatic. But is it better if it costed 4 resources and an extra action to play? Probably, but it's a lot closer. The big issue with level 0 decks is that the best level 0 weapons aren't SO much better than the alternatives that I feel like I need to run a card like Prepared for the Worst to more consistently find them. Instead of playing a Prepared for the Worst to find a weapon, you can just play another weapon and skip the possibility of whiffing with it as well as the action and resource you have to burn even if it does hit. MAYBE if you're running a deck with just Runic Axe, it might be worth it to run this card since you don't realistically need and can't even use other weapons. But firstly, I think that is less PFTW being a great card and more that Runic Axe is pretty overpowered, and secondly that's only one type of deck, most everyone else I think you're better off just running more weapons.

"But what about Stick to the Plan?" While putting it on Stick to the Plan does help with the "just run another weapon" problem a bit, it also has another issue where if you find your weapons and don't need to use it you not only are wasting one of your precious 3 slots on Stick to the Plan that you could have put something else on, but you can't even commit it to a test as a fallback plan. And the odds of that happening are actually pretty good.

I think what really sunk the card for me was when I actually looked up the odds of finding cards, both naturally and off PFTW. If you have 4 weapons in your deck, you have about an 85% chance to find a weapon within your first 3 draws if you mulligan 3 cards in your opener. If you fully prioritize weapons with the mulligan, that goes up to about 90%. And once you factor in stuff like Beat Cop, Vicious Blow, and any other sources of damage you might have, you can realistically still stall for a couple turns to find a weapon even if you do hit the very low odds of not finding a weapon at roughly the start of the game. PFTW on Stick to the Plan is really only good in the situations where you whiff on a weapon in your mulligan, while also getting a hit when you play the card your first turn. If you mulligan 3 cards, you have a 25% chance of not finding a weapon. And if you use PFTW immediately after the mulligan, you have a 84% chance of hitting. In total, if you mulligan 3 cards and keep 2, you'll have the best-case PFTW scenario of whiffing on weapons in your opener but finding it off PFTW about 21% of the time. The other 79% you'll either find a weapon normally, or you'll whiff on PFTW, and if you try to aggressively mulligan for weapons that percentage of positive outcomes for PFTW shrinks even more. IMO, if you're running 4 weapons or more, you really don't need PFTW on Stick to the Plan to consistently find weapons, you're better off putting something else on there and maybe throwing another weapon in if you're really that concerned.

What about 3 weapons? On a 3 mulligan, you have a 36% chance of whiffing a weapon and 74% chance of finding one off PFTW. So in total that's about a 27% chance of getting the best case scenario for this card. Better than 4 weapons, but still not great. Meanwhile the odds of finding a weapon normally in the early game are 76% on a 3 mulligan, or 83% on a full mulligan. For 2 weapons, your odds are 50% to whiff a weapon off a 3 mulligan, but only 58% to hit one off PFTW. That's about a 21% chance to get the weapon off PFTW, but you also have a 21% chance of both whiffing on your mulligan and whiffing on your PFTW, which would be catastrophic.

Lastly, a lot of people argue that this weapon is better when you have XP weapons in your deck. I don't really agree. The issue is that in most scenarios, the time that you REALLY need your big guns is near the end of the scenario when a boss monster spawns in, and by that time you'll have a good chance of finding it even if you don't play PFTW or much card draw in general. If your XP weapon is something that has ammo on it, I'd argue that finding it early is actually not a good thing because that means you'll be burning ammo on less threatening enemies so you'll have lest leftover for when the boss shows up. From my experience, it's not THAT important to find your XP weapons early. You'll usually find them eventually by scenario's end, and that's what really matters.

IMO, unless all the other weapons in the game are so poor for your build that they're not worth bothering with, you are generally going to be better off adding more weapons to your deck and mulliganing aggressively for them than you will be adding PFTW to your deck, even if you have it on Stick to the Plan. In most decks, the advantages of having slightly higher quality weapons and being able to mulligan less aggressively is outweighed by the fact that you have to spend an action and a resource to get your weapons off this and that a big chunk of the time you'll find a weapon normally anyway which makes this card a lot less useful.

Overall, I feel like the best situations for this card are either A: when you really only want to run 2 weapons that hyper synergize with your deck, and running more wouldn't really help your deck at all, or B: you have several weapons that you want all out at the same time as they provide different utility, like maybe if you're running Survival Knife or Garrote Wire in addition to your other weapons and don't have good access to card draw otherwise. The issue though is that even in those situations though, I feel like you're better off spending some XP and getting the upgraded Prepared for the Worst instead as it provides a lot of solid upgrades for just 2 XP, and since you probably are going to slap it on Stick to the Plan it's a fairly decent use of 2 XP since you'll use that card every game. And in those situations, I would probably still not bother with the level 0 version since it's much worse when it's not on Stick to the Plan and I'd rather just get the card when I need it instead of running the clunky level 0 version in my deck for the first couple scenarios when it won't be very effective. For every other Guardian deck, I would run more weapons instead if I felt like I wasn't finding them consistently enough as this card is generally either inconsistent or unnecessary depending on how many weapons you're running.

EDIT: One final thing I forgot to mention was that if you are playing with a significantly limited card pool, (such as if you only have a handful of expansions that don't have great weapons and/or you're playing with teammates that also want the same weapons you do and you're forced to share) then the value of this card does go up a bit. If the next best weapon for your deck is something like a .32 Colt and you're a 4 Combat investigator, it might be worth running PFTW instead. But assuming you have access to most of the current card pool, I don't think that running slightly less optimal weapons is a big deal especially with Machete going back to 0 XP.

Another EDIT: I recalculated my statistics assuming that 3 of the cards were missing from the starting deck due to being attached to Stick to the Plan. This makes the statistics even less favorable towards PFTW.

Sylvee · 103
Sometimes when you build, your trying to maximize the good outcome. But there are also times where you try to minimize the bad (hence the term min-max: minimize the bad, maximize the good). Sometimes results are bad enough that paying high costs to avoid them, even if they are not likely, is worth it: It doesn't matter how cheaply you can build a dam for with 'only' an 2% chance it breaks and kills a bunch of people in a flood. Even though there is a 98% chance any money spent eliminating that 2% chance is wasted, its still worth it once we run it through a payoff matrix because 2% of disaster is still a disaster and not worth the 98% of whatever savings you made. Likewise, being left without your weapons for an extended period of time as guardian is could be unacceptable for your team, especially in a 4 player game, and is worth 'wasting' a stick to the plan slot, because its one of the most efficient ways to set your 'draw 0 weapons' reality to nearly 0% assuming your deck has 5 weapons (assuming you have a sig, 2 primary, and 2 backup weapons). The value of that slot is high, but I wouldn't say it wins you 10% of a scenario, which is what the payoff looks like. You go from having a 1 in 10 chance of not drawing a weapon turn 1 to a 1% chance, which depending on how bad not having a weapon is in your payoff matrix is a good bet. That said, there are very valid alternatives to prepared for the worst these days to get that level of consistency, such as running backpack, underworld market, black market, ect., all of which are good alternatives to this card in terms of increasing consistency to 'yes' levels while also having much higher side benefits than Prep for the worst. Also more and more cards exist that let both guardians and non-guardians be comfortable with the guardian not holding a weapon. — dezzmont · 218
So firstly, I realized I miscalculated the percentages initially. I assumed that the initial decksize for mulligans is 31 (30 plus signature, weaknesses are redrawn so don't count) and the deck post-mulligan is 29 because there's 5 cards missing but the 2 weaknesses can be drawn now. In my comparisons, those numbers should have been 28 and 26 because 3 of the cards from the deck were also removed from Stick to the Plan. This would actually make the odds of finding your weapons even higher and would even more make PFTW less necessary. — Sylvee · 103
(Didn't realize enter wouldn't add spaces, whoops) Secondly, while I get the idea of mitigating failure being sometimes more important than strengthening success, I have two issues with it in this context. Firstly, as someone who pretty much exclusively plays 4-player, I think that if anything higher player counts make stumbling on weapons less punishing as due to the amount of redundancy your team will have if you don't find a weapon immediately, there's a good chance your Rogue/Mystic/Survivor/whoever will and can cover for you while you find a weapon. Secondly, even if you do want to mitigate not finding a weapon further, why not just run a 6th weapon instead and have your Stick to the Plan slot dedicated to something else? With 6 weapons, you have over a 96% chance to find a weapon even if you keep 2 cards on the mulligan. In those 96% of games, you get an extra card off Stick to the Plan in exchange for running one more weapon in your deck. — Sylvee · 103
But with more weapons in your deck you have less options for other cards. Also is the pool of 0xp weapons which reliable deal 2 damage per hit limited without non guardian-weapons. Depending on your team another member like to have one of them too. And even if the math is not the best I think this card is a good choice for sttp. — Tharzax · 1
Strong agree, have always found this card ridiculously overrated. The sad thing is, the levelled version in TSK doesn't really fix any of the problems with it, just turning it into a support card for no real reason. Making it cost only a single action and no extra resources is nice enough, though not really worth 2 exp. — SSW · 213
Luckily, the card comes with useful icons so even if you don't need it for the text, it is not a complete waste. If you notice you don't have the no-weapon problem in the first scenarios, at least you have an easy target for replacement. Better than the opposite. — Trady · 173
@Tharzax At level 0 you have access to Runic Axe, Machete, Enchanted Blade, and if you're really desperate .45 Automatic. Unless you either have a limited collection or have teammates poaching the weapons from you, there is no issue running out of usable level 0 weapons when just sticking to the Guardian cardpool. Also PFTW doesn't really free up slots for your deck, the card effectively is just another weapon, so 5 weapons is functionally the same as 4 weapons + PFTW, except if you have Stick to the Plan PFTW takes up one of its slots which IMO is much more valuable than a random card in your deck. — Sylvee · 103
And then along came backpack! — Zerogrim · 295
While I agree with some of the things you mentioned, I am a firm user of PftW, and I use it vastly because I almost always have one set of weapons that I upgrade early on and these are my "go to" weapons. I will always choose a certain weapon over another because I have a certain strategy in mind that goes around it: Butterfly Swords (2) for the 3 damage attack, Shotgun for overcommit, Holy Spear for Bless, etc... No other weapon will function nearly as well in that spot. Therefore the question is: is it better to play 1 resource and 1 action for PftW and find then my weapon, or to play 3 resources and 1 action for a weaker weapon that I will replace anyways as soon as I find my primary weapon. I could then upgrade 2 sets of weapons, but then I'd much rather pay XP for backpack (2). To conclude, to me the only downside of PftW, after you gained you first 10xp, is its lack of consistency: if you hard mulligan for weapons and you miss, then play it and whiff, then it *really* sucks... But that meant that you were not about to draw it anytime soon and at least you shuffled your deck so you have another chance. — Valentin1331 · 73673
Spiciest review in a while, but yeah, PfTW seems to mostly be a relic of the time where good weapons were so few and far between you /had/ to do '4 good weapons, 2 PfTW' instead of just '6 good weapons'. Still has use in decks where you want that SPECIFIC weapon - runic axes, chainsaws, holy spears ... — Teag · 52
Binder's Jar

IMO 'Arcane Slot builds' are still kind of a meme, though Dragon Pole and Explosive Ward are making them workable sub-themes, albeit in opposite directions.

That said, the biggest perk here is taking enemies out of play, especially in 4 Player games, where you burn through encounter cards at a fast clip. You'll run out of health or sanity, or bullets in your gun, and when faced with Alert or Retaliate keywords, the worst enemies become huge action sinks over time, outpacing many treacheries. Some treacheries exist specifically to throw them right back at you. The Jar lets you shove the most annoying of them in something like Diana's basement, but for monsters. It's the hardest "screw right off" to the horrors since Bury Them Deep. Eat lonely Deep Ones, spammy Snakes, and dancers in the void. The biggest downside is having to be present for the monster's original death.

Teag · 52
Bizarre Diagnosis

As of its release, this is probably the most straightforward and effective damage healing in the game, ahead of Earthly Serenity. Basically does what an entire First Aid would do, in one action with no resources, at the cost of temporarily dropping a clue you probably picked up with action compression (Deduction, Fingerprint Kit, Trish) anyway.

Being flexible enough to patch up a Beat Cop, Grete or Bystander is a plus.

Teag · 52
Breach the Door

This is a pretty incredible card. Over 9 campaigns, you start to notice that the game often presents specific configurations of scenario mechanics that can all get bodied by a boot in the door:

  • A scenario climax with one or two key locations, guarded by scary enemies or effects, that can be cleared by emptying out a high-shroud room (sometimes with a narrative shift or bonus for doing so instead of killing the enemies).
  • Optional high-shroud challenge rooms with Victory 1 or Victory 2 attached.
  • Rooms with incredibly high shroud values you can only hope to investigate by either following specific mechanics or making specific sacrifices (horror, card discards, clue expenditures).
  • Needing to spend many clues for a certain effect, with a room that infinitely replenishes clues.
  • Enemies or card effects tied to the shroud value of a room.
  • New, in The Scarlet Keys: performing non- tests against a room's shroud value.

This is up there with First Watch in the vein of 'great Guardian utility cards your Fighter will struggle to squeeze 2-4 of into their deck'. And it's a level 0 event, so even the Tony brand of deck building can run it. You might think you specifically need high base to make it work, but almost any teammate wouldn't mind throwing one of their UCs in to the test. A good Mystic will reserve a Promise just for this; a good Rogue will wonder why Skeleton Key even exists.

Teag · 52
Not used breach yet myself but this was the vibe I got from it, seems really solid, but guardian deck building is getting so tight for me now, Vicious blow is getting cut from my decks these days. — Zerogrim · 295
Do you have to pay the resources you put on Breach the Door yourself? Because it doesn't say that you take the resources from the token pool like on other cards? — Riphios · 1
They are not resources, they are leads. — Therealestize · 73
This definitely articulates why this card is so absurdly good in a way I was struggling with. Scenarios are often defined by specific locations that are a bit of a pain, and breach the door doesn't just feel like your busting into a room, it feels like your actually kicking the scenario in the teeth. — dezzmont · 218
The way it scales in multiplayer is amazing. Your Seeker will go score Victory display locations while everyone else sacrifices an action a turn to clear out the normally shroud 5 scenario vital location. Turns roadblocks into speed bumps. — TenDM · 1
Grappling Hook

Hello, I was wondering ...
Can you play or activate fast card between the actions of grappling hook? .

Arnaudvax · 1
If you have a question about this card, there are good places such as BGG, mythos buster discord, or FFG rule query. — elkeinkrad · 499
As I know, this question is arguable part, and in my opinion, no player window exists between actions. I have a note that if you investigate or evade, the test occurs and the player window exists during that test. — elkeinkrad · 499
Player windows obviously exists between actions taken in the investigation phase. But these are actions taken as a part of resolving an ability. There are no player windows while resolving an action / ability, except as part of a skill tests — Adny · 1