"Get over here!"

Could I use the bold printed "Fight." on "Get over here!" to trigger fight action on for example a weapon asset in play (Machete) I assume not. Just a question that came up in a latest round. ..................

No, it's the same as you can't use the Fight action on a Machete to trigger the Fight action on a .45 Automatic. But I would recommend asking such basic questions rather on BGG rules forum. — Susumu · 161
r/arkhamhorrorlcg is another great place to get questions answered. ArkhamDB is not structured for Q&A. — Death by Chocolate · 946
Blood Will Have Blood

I can maybe... maybe... see this card in a heavy-soak deck. (Non-Ally soak, to be more precise.) The problem is, it costs one card and a resource to play, so it's really only cost-efficient if you're taking three damage/horror at a time, something that most players try to avoid. Well, if money isn't an issue, you get a net benefit at 2 damage/horror, but nonetheless, it's hard to justify taking. It would be a good but niche card at 0 XP. I can't see it being worth 2 XP.

Xelto · 3
The obvious candidates for this are Tommy and Yorick, who both kinda want their teddy bears and coats to die anyway. — dezzmont · 37
Taking 3 total damage/horror at a time isn't just something that most players avoid -- it's something that is RARE to even encounter in the first place. (It has to specifically be an attack from a single enemy.) 1 damage+1 horror is the overwhelmingly likely typical best case. — anaphysik · 50
do you take this for final levels of a campaign where 4+ damage enemies are pretty common? — Zerogrim · 214
No, because taking the damage on teddy bears and leather coats also costs you actions to play them back (for Tommy) and recursion opportunity costs (for Yorick). Even Calvin at the end of the campaign usually ends up with too much trauma to take damage/horror willy-nilly like that. Standalone Calvin, perhaps. — suika · 8001
Seems like really tough value when things like Glory or Unrelenting can get you there quicker for less XP. You're not going to want to wait for the boss to speed yourself up and then there's the big direct attack to take. — housh · 117
Serpents of Yig

At level 0, Father Mateo now has access to Spectral Razor, which will put him up 6 to 2, which should be good on most campaigns on Standard, and will do the 3 damage necessary to take care of this on one action. And since you have a built-in way to deal with the Auto-Fail token, these snakes aren't so difficult to deal with.

dscarpac · 8

Is... Is that Taylor Swift in the art?

As much as I like Panic, Stupor, and Arm/Leg Injury from a mechanics perspective, they feel both flavorful and balanced, I feel like running an all soak no healing style deck hamstrings anyone that happens to pull one of these as a random weakness.

Barring something like Doomed or Offer You Cannot Refuse or maybe Through the Gates hitting something important, I feel like most basic weaknesses can be dealt with by anyone... even if it's devastating to the bearer (like Drawing the Sign with Harvey Walters or Paranoia in a big money deck). Harvey probably isn't happy to see Drawing the Sign pop out, but he can still toss it and move on rebuilding his hand. But if you happen to be running someone like Tommy Muldoon relying almost entirely on asset soak instead of healing getting one of these weaknesses cripples you from the moment you draw it to the end of that scenario. In my opinion how you feel about these weaknesses entirely depends on what kind of deck you're playing when you get them. Getting Panic or Stupor in a Carolyn deck probably doesn't bother you (I assume that since you can heal it as if it was horror it would still trigger her ability) as you can just treat it as "Miss a draw, take 1 fake horror, and maybe have to restructure your next turn or two if you're unlucky" but a soak heavy no healing Tommy deck likely has to pick up a new card to compensate for the newfound gaping wound in their arm, leg, or psyche.

Thematically these weaknesses are very flavorful and mechanically interesting, I just wouldn't want to be stuck in the middle of the Antarctic without a Medical Student or First Aid kit. Peter Sylvestre and Jessica Hyde just have to sit there and watch you bleed and panic since the "horror" or "damage" is on you, not them.

NorainJS · 18
I think it depends on the weakness and your job. A cluer with mag class probably won’t care about arm injury, as he neither attacks nor activates something. But for a fighter this is a big problem — Django · 3736
Definitely feel like these weaknesses needed a super inefficient way to remove them without healing. 'Archetype hate' really doesn't jell with the weakness system and every time someone drew one of these who wasn't ready for it they just had a bad time. — dezzmont · 37
1xp healing options are fairly plentiful at this point, and the good thing about healing is that most heal cards target any investigator at your location so you only need 1 person to pick up healing if you get a bad injury. — Zerogrim · 214
Healing access very much depends on class (and player count), in a 2p Rogue/Survivor you'll not find very many reliable healing options (Bandages really aren't), to say nothing of true solo. — suika · 8001
Wait, but Survivor's got like, Spirit of Humanity, innit? That heals, and Rogue can definitely mitigate curses some. Oh, and now they've got Earthly Serenity, too-- Granted, yeah, they still require two actions to get it done — Flamy · 4
Spirit of Humanity heals the Survivor. To heal the Rogue, Earthly Serenity's the only way, and as you say it's a fairly expensive option at that. — suika · 8001
The rogue can Adaptable in Smoking Pipe or Painkillers for these weaknesses. — Death by Chocolate · 946

As others have noted, weapons that don't give you a strength boost, allow you to use another stat for the Fight action, or some other jankery are pretty weak. This cards low cost and Fast play action are of limited saving grace.

Unless, you have an Investigator that doesn't need the strength boost. Enter Tony Morgan. With a base 5 combat, starting Tony Morgan is well-equipped to smash things with Switchblade. Add in Opportunist and you have a cheap way to mash up some enemies.

Still not amazing, but Tony provides at least a solid place for Switchblade to be useful in a starting deck, especially if you're looking to fill out his asset slots with 1-2 additional weapons.

He’s probably the best with it, but Id still recommend Knucleduster over this for him. — Death by Chocolate · 946
Knight of swords as a first upgrade make both switchblade and opportunist amazing in tony, without it knuckledusters is probably the pick. — Zerogrim · 214
I also like it a lot in Wini pending its upgrade. With a couple skills cards piled on each test, she's usually killing 3 health enemies in two shots and probably just evading any non-hunters anyway. Spending an action upfront for the greater reliability of Knuckleduster is reasonable, though. — housh · 117