Coup de Grâce

I don't find myself a fan of this card. Usually when something is dishing out a single point of damage I am looking to take out those pesky 1 cost enemies like a wil o' wisp or a cultist at a location that I can't afford to fail taking out or will slow me down. But, unlike using something like the Lantern which would remove it at any point in your turn, the Coup de Grâce requires (well not quite requires, but you won't want to do so otherwise) you to do it as your last action in the turn. I could wait until the last action to remove the wisp, but then I would be suffering the rest of the turn from stat reductions until then and if I take something out early in the turn I have lost valuable actions in doing so. Of which, I was likely better off evading and just walking away half the time.

There are circumstances that could arise, but I think this will be the card that sits in your hand waiting for those circumstances to arise that never gets played. You end up walking into a room last action and then take something out and draw a card sure, something like that or you fall short in one attempt or two and something needs a finishing blow, or your left something on one hit point left sure. I would often likely find myself holding this in hand and then just throwing it for the icons because those situations don't show up. That's what I feel like the normal use of the card would be as I play.

Bronze · 187
That’s exactly why highly conditional cards like this one have great skill icons. — Death by Chocolate · 1489
It certainly helps as a backup. And in some circumstances I would consider taking something like this instead of overpower or something of that nature. But, most of the time I would rather fill card slots with less situational elements. But I do enjoy the occasional fun situational card with good icons like a Hiding Spot or something. It's an entertaining card, I am just not that much a fan of it. — Bronze · 187
Grounded

Funny. Ward of protection and Shrivelling both deal you horror. So in any conventional Mystic deck this thing, intended to empower spells, is guaranteed to get blown up by said spells.

You get to use this thing once. Case closed, thing sucks.

P.S: Unless your spell assets are Rite of Seeking and Mists of Rleth, no Shrivelling in sight, then, eh, sure, it okay I guess, but who would build such a deck!?

Tsuruki23 · 2568
You do realize that you can still put horror on other assets - like the Holy Rosary or allies. I’m not saying Grounded is great, but it isn’t as useless as you present it as. — Death by Chocolate · 1489
Yeah this review isn't terribly helpful. The card has many issues (not the least of which being it basically only boosts one attribute in one situation unless you build your deck to include non-wp spells which we have few of atm) but asynergy with WoP and Shriveling really isn't too hard to overcome. — Difrakt · 1319
Agnes and Peter Sylvestre disagree with this review — vidinufi · 69
The Thing That Follows

This is my favorite Basic Weakness, and I'm writing this review in the hopes that future game designers can take a hint on how to do mechanics like this well.

First of all, while by far my favorite, it is not the card I would chose to put in a deck (not that any of us would pick and choose with a random card selection, right? Riiiiiight?). But when I draw any other random weakness, my thoughts tend to range from "okay, I can deal with this," to "aw, crap. This is gonna be a pain to deal with." The Thing That Follows is the only Basic Weakness that instills an actual emotion in me- a sense of giddy dread.

This card is like a well paced horror movie. It makes every draw an anxious roll of the dice, wondering if this time the unseen Thing is going to crawl out and mess up your day. And while that can be said of pretty much any weakness card, the trick of The Thing That Follows is how it repeats itself. Once you draw the card, the cycle of tension repeats as it moves closer and closer to you across the map. Even if you manage to beat it into submission (not all that unlikely with its stats, but hard enough to mess up some endgame plans), it just returns to your deck, only this time with significantly fewer cards on hand to lower the chances of picking it up again.

It is a masterpiece of the tension/release cycle that is crucial to all forms of horror. Long buildups of dread as you feel it coming, punchy moments of action as it resolves, and repeat. Not scary because it ruins your day, but because no mater how many ways you find to deal with it, it always Follows.

Helping matters is that it's one of the most narratively cohesive Basic Weaknesses out right now. (What, exactly, does Paranoia have to do with resources?) But with the Thing, everything from the name to the art to the quote to the mechanics all serve to instill that key emotion. Not fright, but dread. Consuming, unavoidable dread.

Bravo, Fantasy Flight. You've made a business out of turning Cosmic Horror into game mechanics, and with this one you knocked it out of the park.

bluewax · 140
I'm on the same boat here. Definitely the best. — XehutL · 47
I also like the theme of this weakness, though I do consider it very mild mechanically. If I wanted to maximize my odds of winning, I would gladly pick this over any other enemy weakness. — CaiusDrewart · 3183
Yeah I also really think this weakness is quite thematic. It really feels as if there is something out there pursuing you, no matter where you go or how many times you killed it. I also like that it is quite crippling without ruining your game engine/set up/strategy. — Alogon · 1144
Definitely, a well thought weakness thematic and downright scary, except for Roland and William who might actually like it! — mogwen · 254
Is it really considered as defeated enemy for Roland and William’s abilities? Since her text is “when would be defeated ... instead...” — Yury1975 · 1
Must be inspired by It Follows surely? — Nicodante · 1
Rules question: When do you add Thing That Follows to the Weakness pool? Is it Carcosa campaign specific? Can I add it for first games with Zealot and Dunwich? — hipphop · 1
@hipphop Just like player cards, you can add basic weaknesses to your pool to draw from as soon as they are available to you. There are a few that can only be used in multi-player and a few that require campaign play, but all basic weaknesses can be used in any campaign. — Time4Tiddy · 249
You can discard this weakness with Disc of Itzamna (2) — Zinjanthropus · 230
Only, if you are not the bearer and at a valid location (farthest from him), when he draws it. — Susumu · 381
Coup de Grâce

Remade review, everything gets clearer with more experience:

Coup de Grâce is a funky card and surprisingly, it's pretty good for what ails combat focused characters.

When you do battle with a "Skids" O'Toole or Jenny Barnes or Finn Edwards one thing will probably strike you, routinely making attacks at +6 or better is a challenge and you often need to go even higher to combat harder foes (or harder difficulties) or guarantee overcommitment success from cards like .41 Derringer or Switchblade. All those attacks probably cost money and cards and precious ammo. One annoyance that fighters struggle with uniquely is the "Hard enemy with 1 hp left", do you blow another shot from Chicago Typewriter on it? No gun to finish what you start with Sneak Attack or Backstab? Without proper bonuses you literally stand no chance at killing the bad guy like a might do with just raw .

This is an innate issue that Coup de Grâce fixes. It's a costly fix but a fix still. On one hand the card mechanic can do it, but also the 2 icons might get you there as well.

Coup de Grâce is the card that finishes what you start, it's a niche and the currect class that is queen of niches is of course, .

Tsuruki23 · 2568
It combines with Hatchet man to make 2 auto-damage. And you also have the possibility to play Eavesdrop before Coup de grâce.. — AlexP · 278
Very few Rogue cards have strength icons. Very good for combat Jenny. — wjr · 148
Which is why I like [Crystallizer of Dreams](https://arkhamdb.com/card/06024) with this. — flamebreak · 25
Yeah, I think the two fists or 1 testless damage actually make this better than it at first seems. — Zinjanthropus · 230
Though Small Favor also has that (without the card draw), but can also be used for 2 damage and/or an adjacent location if you have enough resources — Zinjanthropus · 230
Having been working through my first playthrough of a fighting Finn deck, I think this is a great card. I'm constantly finding that I have to "waste" a bullet to ensure a hit on a monster with 1hp left. This card lets me save the bullet - and if I don't need it for the kill I can use it to boost the Derringer to get my 3 over and an extra action. — Time4Tiddy · 249
Winging It

This is to Investigation what Improvised Weapon is certainly not to combat.

A -1 on investigate checks is largely equivalent to a +1, and +1's on investigating tend to be regularly useful, moreso then fighting since failed investigate checks rarely have the same repercussions as failed fights.

The kicker is the + 1 clue, this mechanic is so very hard to come by, multi-clue pickup is rare and powerful, and the audience that has access to this card will appreciate it! Wendy Adams can drop the card initially for her ability and just cash in for the clue benefit. The other dudes, despite their lower stats, can still play this card on 1 difficulty locations to trick up clues just as they would with "Look what I found!". Out of faction Minh Thi Phan can play this alongside Deduction to hit impressive clue gathering speed and Finn Edwards might even give it some though.

Wendy Adams and Finn Edwards can even combo Winging It with Double or Nothing to net 4 clues!!

Unlike Improvised Weapon where the first play of the card is rather iffy, there is actually an extra bit of usefulness for this card, you can lower a 3 difficulty location to 2 difficulty, putting it into the "Look what I found!" combo sweetspot like a Flashlight would. This greatly extends a character's ability to gather clues, especially if said character has their hands full with a Baseball Bat, Ornate Bow or the like.

Is this card better then Deduction? Probably not, but it's good for what it's made to do, surprisingly flexible, and a fresh source of multi-clue gathering.

Tsuruki23 · 2568
This card unlike most clue gathering cards such as deduction does NOT have the restriction of gaining the extra clue from your location. This card will allow you to gather a clue from a location without any clues on it. In that regard i believe it is a very strong card as you can use it on an already low shroud location or clue depleted locations and unreliability do this more than once. — Roarket · 1
@Roarket: I am very skeptical that that is how this card works. That seems extremely unlikely to me. — CaiusDrewart · 3183
Honestly i think its an oversite or typo but thats how the card reads when put side by side with cards like deduction or look what i found. Seems quite strong being able to get a clue that is not from your location. — Roarket · 1
Absolutely an oversight though. it would make this card outshine Seeking answers so dramatically that you'dd wonder why they even printed it in the first place. — Tsuruki23 · 2568
Also, Mark can take this card since it's a tactic, which when you add in a use of Sophie effectively ups his Int to 5, which is more than enough to lift a clue from 2 or 3 shroud locations. Pair it up with Mark's beloved Key of Ys (once it get's online) and you have a two action combo that can lift 3 clues off a location WITH MARK. I mean, you could even put a single copy of this in your deck and attach it to Stick to the Plan, although that might be a suboptimal use of a slot. My personal Mark build probably needs Extra Ammo, Always Prepared and Cache in there too much. — Apologised · 4
Agreed. Absolutely an oversight. It is the only player card mentioning discovering clues that doesn’t clarify where it is from, but it certainly isn’t from the clue bank since ‘discover’ means move a clue from a location to an investigator. Cards that move clues from other places (Such as in The Last King or at the Clover Club Cardroom) use different language. — Death by Chocolate · 1489
While the investigate action allows you to discover one clue from your location, player cards allow you to modify what the investigate action does. Cards allow you to do various things such as gain an extra clue or instead gainng resources (ie burglary). Thus this card does not specifiy where the clue must come from but simply that you are to gain the extra clue upon success. — Roarket · 1
Go read p6 of the rules under "clues". "If an investigator discovers a clue, he or she takes the clue from the location". You are dead wrong @Roarket, and ALSO forget the Grim Rule wouldnt allow it anyway. It doesn't matter how the investigate action is changed when its the terminology of discover that you need to revise on. — The_Wall · 287
This is a pretty great Minh card. Once her deck gets really thin she'll be drawing it every few turns. It's a bit trickier to actually discard it, though, unless you're playing Cornered Minh. I mean, you could discard it to hand-size, but that's harder than you'd think, especially if you're running Lab Assistant(s). — Zinjanthropus · 230
Does this card have to be on top of the discard pile to be played or can I dig for it? I tried to find a rule about playing cards from the discard pile without any success... — andyhaggis · 1
You can't alter the order of cards in discard piles, but you can look through them freely. It doesn't have to be the top card to be played. — Linderwood · 7