Down the Rabbit Hole

This card is about to increase in value with the reveal of the Customizable keyword in the Scarlet Keys cycle. The details of this keyword were recently revealed (https://twitter.com/NatsunoYoru/status/1545188668570214400) on Twitter by MJ Newman.

Now, simply including a card like Hunter's Armor will provide you with seven different upgrade options - each one easily discounted by 1XP with Down the Rabbit Hole. And that's only one of the customizable cards we've seen so far! Customizable cards will also scale better than many other cards in the game, lowering the requirement for you to purchase new cards in the first place.

snacc · 1008
It still does not alter a lot with the bottle neck of discounts. You still can only discount two cards by one, and other upgrades benefit from not costing extra. Not to say, that is not useful, but if you have some core upgrades without level 0 card, like "Relic Hunter", "Grotesque Statue" or "Cyclopian Hammer", you will still gladly pay the extra XP for it. If you purchase only 1 card a new per scenario, you still get a net discount of 1. And if you delay new cards to later scenarios and start with upgrades by name, you get a pretty nice speed advantage of your deck upgrades. (Early XP are worth more, because you get use from them in more games.) I'm not saying, the Customizable cards are bad targets for DtRH, but Mystics in particular had plenty of other good targets before, so they are not strictly a necessary enabler for this card. But thanks for sharing the Customizable rules for us not twittering players here. Got a like from me for that. — Susumu · 381
Combat Training

This card is crazy good for Tommy. I use In the Thick of It to include it into my initial deck, since its soak covers two phisical traumas and provides some more additional utility. As I understand, Combat Training also doesn't prevent you from moving damage on your investigator card via Solemn Vow since there is no "assigning damage" in this scenario (correct me if I'm wrong).

chrome · 60
There is no explanation if moving health tokens works according to the rule for taking damage. Most of the people use the restrictions of taking damage also for moving health tokens. — Tharzax · 1
Moving damage is not assigning. Chrome is correct. — NarkasisBroon · 11
The problem with moving token begins when move a token, which you aren't allowed to place on any card like the damage token. If there is no step like the assigning damage during taking damage you are technically allowed to put the tokens on any card even if they don't have a health pool like relentless. But without any further ruling you have to decide on your own how to handle moving health and horror tokens. — Tharzax · 1
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 · 11124
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 · 11124
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 · 1211
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 · 381
Whoops, of course only for Cowardice or Curosity. No mask would held you dealing excess damage for Bloodthirst. — Susumu · 381
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 · 381
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 · 381