Bait and Switch

Serving exhausted enemy to the fighter is great, since they can spend 3 actions to deal with it with Retaliate off, no friendly fire, and not having to worry about Enemy Phase damage. Or 2 actions and move away to avoid engagement, then you can again choose who to engage by moving in first.

However it grants no bonus. It was difficult when using with 3 investigator like "Ashcan" Pete. Peter Sylvestre in the same expansion box would be the enabler of this card.

5argon · 9173
Try and Try Again

Worked great with committing a single Rise to the Occasion, since it would usually bring your off-stat to 0~2 over the test difficulty. Just at the right value that I want to cover with this card. Make sense that they came in the same Investigator Expansion.

"Ashcan" Pete has 2 off-stats / that he can look for difficulty 4 to play with.

Also when purchased 2x for consistency, the commit of the 2nd one helped me several times in the scenario to help other investigators pass tests. Very flexible.

(Though it is not eligible to try again since it only works for a Skill Card, I made several misplays when committing Rabbit's Foot.)

5argon · 9173
Unspeakable Oath

I'm going to agree with the previous poster--the Unspeakable Trio are certainly top contenders for worst weaknesses in the game, particularly Bloodthirsty and Unspeakable Oath (Cowardice). If you happen to draw one into a deck that is set up for it, great, but obviously I'm not talking about that.

What makes them so bad? Perhaps we're supposed to say they are boring, because it's considered bad form to complain about difficulty ("Don't play arkham if you don't want a challenge!" There, I've said it for you, so now you don't need to comment.). However, I don't think they are boring. I think they are frustrating and demoralizing in a way that I consider bad game design. They can be extremely resource intensive to manage, requiring expending resources and time to draw and play special cards to handle the thing and to take the actions required, which are tests you have to actually succeed at to finally discard the dang thing. So, they are disproportionatly difficult in terms of investment compared to weaknesses that require just spending two actions and being done. But there's a lot of unevenness in the weaknesses-- Paranoia and Amnesia are also pretty brutal.

These get moved to the "bad design" category for me because they are directly destructive to the main mechanism of player engagement with the game: deck building.

As the poster above noted, as an unlucky draw, you have to redesign your deck around these. Chances are good you've invested a lot of time into designing your deck, because that's your main opportunity for choice, control, and experimentation. It's your place to "shine." It's also the place you get to decide what kind of character you play. When a player has chosen to play an all-fight tank with agility 1 or 2 and they suddenly have to be able to evade a monster twice in one turn, you've taken away their choice about what kind of game experience and fantasy they get to have. The player is forced to clog their deck with stuff to deal with the weakness, perhaps significantly compromising their build.

If you were the dungeon master for a game where your player was super excited to play a wizard, and you consistently targeted them with challenges of physical strength, you would be a bad DM. That's what this is. It's major side quest in every single scenario for a character type you didn't want to play.

And what's the consequence of failure? You hit them in the deck AGAIN, preventing the player from enjoying the rewards of a hard fight by depriving them of XP to upgrade their deck. Now you've made their game harder, their character lamer, and they are falling behind the rest of the team in capability. Removing the reward for a TEAM success and generating a feelings of envy and disconnect, is simply bad design in a cooperative game, especially since no one else can help you with these cards.

"So just house rule them." Thanks, I will. I was just annoyed enough by the card design that I wanted to actually post an analysis of why I think they are bad cards.

Cowardice is the worst offender of the three. You should be able to pick up a card that does two damage, no matter who you are playing, and investigating an empty location isn't the worst thing in the world. But Cowardice even requires you to use your agility stat, so Mystics who are actually interested in evading with, e.g. Mists or even Blur are out of luck. I understand why -- the Evade action needs to be on the card in order to let you evade an unengaged enemy, but they should have figured out a different way. — dscarpac · 931
Mystics could use "Mind's Eye" for Cowardice, but yeah, that's exactly that kind of tech card you in many cases won't take without the weakness, SleepyLibrarian was talking about. Maybe plan a trip to Venice and get a plague doctor mask as a souvenir. These masks are probably the best teck for any investigator and any of the weakness set and can also be tutored with Backpack. — Susumu · 361
Whoops, of course only for Cowardice or Curosity. No mask would held you dealing excess damage for Bloodthirst. — Susumu · 361
They are so annoying , I agree. Whether they're dangerous or not, I've never found them fun to play. Curiosity is at least easy to get rid of, cause there's never usually a shortage of locations with no clues and Bloodlust is a bit more awkward to set-up but cowardice is maddening. For a lot of investigators the first evasion to exhaust the enemy is a waste of an action, let alone the second one to discard the weakness. And if you fail , reach upkeep and it readies you have to start the whole process again on the next turn, gah. At least enemies on one health don't usually regain it every round. — bee123 · 31
I agree, Cowardice is the worst. But for the first evade, you can use all of your tech availble (Sword Cane, Stray Cat, whatever.) You could also role play it: "I'm so scared of this enemy! Could you please evade it for me, Finn?" Only the second evade has to be done by yourself, and without any help from other people committing cards. — Susumu · 361
On a fun little twist: Cowardice can actually chain into the ability of the recently spoiled Kaymani Jones, making it possible to discard the enemy while clearing the weakness. — Susumu · 361
Cloak of the Outer Realm

You can win this card in War of the outer gods. There is almost no reason to not include it in your deck. Works best for investigators that want to avoid monsters and have other stuff to do (Seekers?) Very cheap, 4 free monster evasions.

I got this card and put it in Daisy Walker's deck. It was amazing. She could just travel around, ignore the enemies and do her thing.

I think it would fit in nearly anyone's deck, the body slot is not that much used.

madmaniac · 3
Cryptic Grimoire

This is not bad in a curse Amanda Sharpe deck.
Challenge 1, get the original grimoire translated. Tempt Fate helps, Promise of Power as your under card helps, Deep Knowledge helps... I have played a few times with an Amanda Deck (published) that has seen the grimoire translated in 75% of scenario 1.

Challenge 2, get secrets on it to make it work. Truth from Fiction helps, Enrapture as an under card helps, Eldritch Sophist helps, Favor of the Moon on your previous Tempt Fates helps... In the games that I have played with a translated grimoire, I have gotten use out of it at least once every game, most games twice, but rarely 3 times.

It is expensive, but I have a successful character (at least on normal) Amanda is still strong despite playing this strategy. Fey works nicely here as an under card, save the Favor of the Moon play for the last skill test and return it to your hand. Rinse and repeat until the favor is gone. Gaze of Ouraxsh can be great if you need some punch.

dlikos · 150
If you are only triggering this once or twice per game, despite dedicating multiple support cards to triggering it, the card is bad. 3 resources, 4 XP, a hand slot, and however many more support cards/resources/slots required to make this work for 2 cards/2 cancels? That's terrible. I mean, just play Forewarned at that point. You can run it in Amanda if you want, but make no mistake - you're intentionally gimping yourself by running this card. Making bad cards work can be fun, but this card is most certainly bad. The input required to use this card even once, twice, three times in a scenario is absurd for the effect it gives you, which is a good effect, but not nearly enough given the difficulty of triggering it. — Soul_Turtle · 434