Doomed

Investigator weaknesses is likely my favorite mechanic in the game. And I hate it when the random basic weakness has no impact whatsoever. You can agree that impact of Paranoia is different in Jenny Barnes deck compared to for example Dark Horse "Ashcan" Pete deck. So when I play Jenny Barnes, Paranoia is one of the cards I really want to get as my random basic weakness. I (Jenny) will play the game paranoid that at some point I can lose all my "hard" earned resources. And the card impact is not just in the moments it hits. It is in the way it changes my whole gameplay because I know it can hit.

And after taking Doomed Mark Harrigan to fun trip to Carcosa (first time playing it) I can assure you - No other weakness can give you the emotional roller coaster ride that Doomed chain could !!!

Here is my report:

First scenario: No Doomed - massive disappointment

Second scenario - "doom approaches" , No big deal. The one horror hurts more .

Third scenario - Another one horror and Accursed Fate at the bottom of my deck. GAME ON!

Fourth scenario - 2 horror and "the hour is nigh". Damn that hurts! Wait a second!!! We are just four scenarios in. I should probably consider drawing less cards from my ability ...

Fifth scenario - Doing well. Don't draw any cards from Mark's ability. And suddenly 2 horror that nearly finish me off and The Bell Tolls in my deck. Next encounter phase I am defeated by horror... Damn you Doomed !!!!

Sixth scenario - Ok I was doomed from the beginning. Now I have nothing else to do but die. Better die now and play the last two scenarios with another investigator ...... Hay we won it! It is over! I am not dead!!!! Maybe if I get Key of Ys and Daisy (played by my GF) gets some Scrying I could survive a while longer?

Seventh scenario - We pull off the Scrying and Key of Ys combo to discard the The Bell Tolls from the top of my deck. Dodged that bullet! Now I can serve some justice with the Shotgun loaded with Extra Ammunition that did not get discarded!!! We made it. We found the Path to Carcosa!!!

Eight scenario - We both get bad starting hands. No Scrying, no Old Book of Lore, no Key of Ys and no weapons. I am forced to draw cards and risk meeting my inevitable doom. The tension I felt every time I had to draw a card and the relieve when it wasn't the bell were amazing. I again got my Shotgun and 2 copies of Extra Ammunition and started my vengeance on Hastur and his minions. All that while dreading the end of my turn and the upkeep phase. Luckily no bell tolling was heard till the successful end of the scenario. Mark made it! We made it against the odds! DAMN! THAT WAS INTENSE!

So to sum it up - Doomed is superb! It enhances the whole Arkham Horror experience! No! It takes it to a whole different level !!!

vvi1g12 · 22
And if you had randomly drawn The Bell Tolls early on in the seventh or eighth scenario, would that have been fun? Maybe it would have for you (and that's fine!), but for me, getting cheated out of the end of a campaign because of my random basic weakness, when no other weakness in the game is half as harsh, would not be. — CaiusDrewart · 3188
Finally. It’s nice to see someone else who likes Doomed on this site. No offense to the folks squeamish about it (I get it, I really do.), but the emotional impact and the fact that it does influence your gameplay on a strategic level is very cool. — Death by Chocolate · 1488
@Death by Chocolate: I think it boils down to the fact of variable emotional investment and what different people find exciting. Card is certainly marking a fissure among the community as to what people find fun and appealing about AH LCG, that's certain. — Skid_the_Drifter · 147
I like the flavour, but I'm not a fan of its unevenness. If Min Thi Phan gets this weakness at the start of a campaign, you might as well retire her on the spot. She basically draws through her entire deck even in a shorter scenario. — sfarmstrong · 271
Just accept that the whole game is not even and totally not fair. Some have it easier and some are doomed (Pun fully intended). What works best for me so far is picking 3-5 thematic basic weaknesses for each investigator and randomly draw one of them. For example for Min I will be considering the ones inspired from The King in Yellow ( Drawing the Sign and The Thing that Follows). — vvi1g12 · 22
@ vvi1g12 So what you're saying is that you enjoy additional masochism not provided by the original set of rules, that do not mention picking worst possible weaknesses for each investigator. In other words, this cards supports your particular viewpoint of the game - which is fine all by itself, but please be mindful that whatever works for you and whatever made you pick up this game might not allign with other people's motivations. Saying that game is "totally not fair" misses the whole point of the game, because it doesn't consist of only random elements. They take part in the game, but there's a lot of player's agency in here, a real story driven by actions, not just pure luck. There's a scale to everything, including measurement of power level of cards. It is safe to say that this basic weakness is way off from others. That would be fine by me if the game was like that from the start - but that's not the case at all. You have to either "upgrade" all other basic weaknesses or just stick to the power level of other basic weaknesses. Amping basic wekanesses up over time means only one thing: more randomness in the outcome. If this was a game of chance only it'd be fine - but it isn't and I desperately don't want it to be just that - because it has already shown it can be so much more. — Skid_the_Drifter · 147
I love doomed. My Finn managed to score a particular solution at the end of the Dunwich campaign with it and it was epic. — Tsuruki23 · 2568
Eavesdrop

For the longest time, the Rogues didn't have any cards that could "cheat out" clues--that is, get them without having to pass an investigate check. While other classes had such staples as Evidence!, "Look what I found!", Drawn to the Flame, and Working a Hunch, Rogues couldn't get clues in any other way than passing checks. This was mighty inconvenient.

And not only did Rogues have no way to get clues without passing checks--they didn't have any level 0 cards aimed at helping them pass those checks, either! (I refuse to count Dario El-Amin as a level 0 card that helps with investigation. He just isn't. Sorry.)

Now, enter Eavesdrop, our first level 0 Rogue investigation card (again, not counting Dario). But it falls a little flat, I think. It is just a little weak compared to the "discover 2 clues" cards that other factions get (you can add Scene of the Crime to the list, now.) The main problem is that you still have to pass an Intellect test. To do that on high levels, you'll need to boost considerably. Either you accept a high chance of a wasted action, card, and resource because you failed the test, or you have to dedicate way more resources than what other classes are putting in to get the 2 clues.

And that's not to mention the problem of having an unengaged enemy available. You'll probably have to evade to make that happen. Now perhaps you wanted to evade the enemy anyway (though this won't always be true), in which case we shouldn't count the action and skill test (or more) needed to do that as part of the total cost of the card. But it's still an inconvenient requirement, one that makes this card far less reliable than its competition in other factions.

Obviously, this is most playable for Finn, who gets that free evade and combines high Intellect and Agility. It's a decent choice for him to add some tempo to his clue gathering at the expense of some risk. For the other Rogues--the ones who really could have used some cluefinding help--this probably isn't the answer. They'll still need to use either XP cards or cards from other factions to solve their cluefinding issues.

This card reinforces the trend that Rogues perform better at lower levels. My complaint about still having to pass an Intellect test is perhaps not such a big deal on Easy or Standard. But it sharply limits this card on Expert (at least for people not named Finn.)

CaiusDrewart · 3188
This is just a card for Finn. Sometimes, when new investigators are released, FFG also releases cards that work only with those investigators along them. Take True Grit for example. Would you use it on any investigator other than Mark Harrigan?? I don't think so. — matt88 · 3210
I like True Grit in my Yorick deck, actually. — crymoricus · 252
"Skids" O'Toole

Skids has a bad reputation, but I think he's strong - at least at Standard difficulty, 1-2 investigators - if you can adapt to him.

His card pool is his first difficulty. He can take Rogue (0-5) or Guardian (0-2). With the prevailing wisdom of "killing enemies is better 'cos then they can't hunt you down", it seems a lot of decks treat him an auxiliary fighter. This gets him bogged down in combat, and misses his major ability - speed. Some decks lean into Guardian - don't. You're not there to fight, you're not even there to waste time evading (if you can), you're there to run.

Skids can regularly take 4 actions a turn. That is awesome. There's a reason that Leo De Luca is one of the strongest allies in the game, and Skids can take him as well. That's 5 actions a turn, if he can afford it.

Oh, Hot Streak? Lone Wolf? "Watch this!"? Resources shouldn't be too much of a problem.

Skids should try to rush to the finish. With his low , and the fact hunting enemies do appear over time, you want to minimise the number of turns you take. Rush to the finish, before the encounter deck finishes you.

Your encounter card mitigation is getting through the game fast, by aiming to take 5 actions each turn.

How do you do this? Well, Skids has access to two Awesome allies. Leo De Luca is expensive, but excellent. Cat Burglar doesn't see a lot of love, but plays beautifully when you're trying to run to the finish. Testless disengage and move? Sign me up!

You can also mitigate attacks with cards like Narrow Escape, Dodge, and On the Lam is actually really good when you just need to press on, regardless of the enemies around you. Elusive is a great mobility card, and gets you away from the horde of enemies you've got chasing. Consider "I'm outta here!" too - when you need it, it can win the game.

With 4 , Skids can evade - but evasion takes time, and this should be a backup option. Cat Burglar gives some of the benefit of evasion - the disengage - and a move, so can be very efficient, especially with multiple enemies.

But... you can't run away all the time. Sometimes you'll need to fight. Well, Rogue faction has you covered. Sleight of Hand makes firearms fun again, and Lupara is a great card to combo with it. Fast play a gun, use it twice at +2 +2 damage and get the gun back? Give them both barrels! .41 Derringer is another good one, and can play into the 'more actions' theme of the deck. And Switchblade is an awesome upgrade of Machete - cheap, fast, +2 , and a decent chance at additional damage.

Contraversially, I'm not a fan of Lockpicks in this sort of build. As they can only be used once per turn, they're too slow. Flashlight has no such problems. I suspect that Scene of the Crime might offer a good way to grab 2 clues before you run away.

What about his alarming Willpower? Well, ignore it. Don't try to shore it up; you'll fail anyway. If you're really worried about cards like Frozen in Fear, pack "You handle this one!", or beg another investigator to take Logical Reasoning. However, I've found that it can be quicker just to press on for the finish, carrying Frozen in Fear.

In short, try for fast events, fast weapons, fast everything. Fence may help with this (not tried it). Arrive, get Flashlight out, and go...

In multiplayer, I suspect this approach will suffer; more enemies will be drawn, Lone Wolf won't fire so much; I'm not sure how well it will work. I've also not tried this on Hard or Expert, so it might not be viable there.

AndyB · 955
Yeah, if the difficulty is low and the player count is low, he's solid. But he runs into major problems when one or both of these isn't true. I agree that for solo Skids and possibly 2-player Skids a rush approach is the way to go. — CaiusDrewart · 3188
I don't agree that Switchblade (2) is a good upgrade of Machete. Machete is much better than it!! — matt88 · 3210
I think people never appreciate his signature event; the ability to end the scenario regardless of enemies is really powerful. Trouble is, a lot of scenarios require you to deal with enemies rather than ignore them. — SGPrometheus · 841
You could built skids with auto damage cards. Guardian has a lot of them by now (up to LV2) and rogue provides the ressources. — Django · 5148
@CaiusDreward - Well, you'd know more than me! I did wonder if he'd get bogged down. — AndyB · 955
@matt88 - We'll have to agree to disagree, then. It's close, but the fast, cheap, unimpeded by multiple enemies SwitchBlade(2) is lovely. — AndyB · 955
Ancient Stone

I haven’t had a chance to do this yet, and of course we don’t know what it turns into at the time of this review, but screw it. Go big or go home! This card’s effect records the ‘difficulty’ of the test, not the shroud, which means that Double or Nothing substantially increases this number. (It also records the result twice, although I doubt that will matter.) This means on a shroud 4 location (the highest number you reliably see in scenarios), you can record a whopping 14! The only challenge that leaves is having to actually pass a (14) test. And you have to do it honestly too, as autosuccess effects won’t do you any good since automatic success treat the difficulty as if it were 0 - which is a pretty depressing number to record! No, we need to commit a handful of skills. Or just use Higher Education and call it a day because that card is fair... Plus you get to discover 4 clues in the same action, which ain’t too shabby!

Green Room from Curtain Call has 5 shroud and Another Dimension from Lost in Time and Space has 6 shroud... :) — KptMarchewa · 1
To address the previous commenter: I'd like to point out that when you're playing Lost in Time and Space it doesn't often matter what you're recording in your campaign log considering it's the final scenario. — Swekyde · 65
But are there any investigators that can both use the Ancient Stone and get Double or Nothing? - Rex could have been the one if it was not for his curse — tdctaz · 48
There are also Treachery cards that increase shroud — Timlagor · 6
@KptMarchewa Unfortunately Curtain call is the first scenario (and Ancient Stone costs xp), so it isn't available yet, and Lost in Time and Space is the last in a campaign so you won't get to benefit from it. @tdctaz That doesn't really matter since another investigator can bring Double or Nothing and commit it for you! @Timlagor that's a great point, although hard to line up. Rex or Minh can bring a copy or two of Drawing Thin to up it as well now. — Death by Chocolate · 1488
Does this card add difficulty to the test or increase the shroud instead? Being the latter, could "Crack the case" be used and take profit of the +3? — corneacraneo · 1
Unlikely, that answer is still relevant, but "Crack the Case" absolutely profits from the +3. You discover clues in ST7 of the skill test, so CtC triggers between ST7 and ST8. AS also tells, it increases shroud and not test difficulty. Besides, regarding "Curtain Call", that location can now be accessable through "In the Thick of It". — Susumu · 381
Improvised Weapon

I was trying to come up with a use for this card, and I'm got to say I'm pretty much stumped. Maybe I'm missing something. But given that this card cannot stack with a weapon, it doesn't seem good for much.

About the only use I found is that this card is good against Rats (since reducing the test difficulty to 0 means almost a guaranteed success.) Solo Wendy can actually find Rats pretty irritating on high levels, so maybe there. Rats are generally not a card I worry about countering when I'm designing a deck, though.

For most investigators, there's the risk that Improvised Weapon gets stuck in your hand as a really weak event (attacking for 1 damage is not very good) that has no skill icons. That's not great.

For all the investigators with high Fight and access to Improvised Weapon, like Mark or Yorick, this card seems clearly inferior to simply fighting with a weapon, and therefore not really worth the deck space.

Wendy and Pete, of course, can fodder off Improvised Weapon to their special abilities and then play the more powerful version from their discard pile. Which sounds great... except that they have 1 and 2 base Combat. They can't hit with this at all, not unless they're playing an Easy or they're attacking a 1-Fight monster. And there are just not enough of those to justify this card, I think.

However, I think this could be interesting in the future if we get more effects that can reduce monster Fight and stack with this. Quasi-guaranteed successes against 2 or 3 Fight monsters would be really useful.

CaiusDrewart · 3188
Conglomeration of Spheres — InnsmouthLook · 12
This is terrible against Conglomeration of Spheres. 2 resources and two actions to do half its health and then be reduced to punching it anyway... — The_Wall · 286
Attacking repeatedly for 1 damage isn't good, but there are a lot of odd-health bad guys that you don't mind attacking once for 1-damage. If you're fighting a 3-hp enemy, this card looks a lot like a fast machete. — Sechen · 53
Twice in this review having a monster with 1 fight is implied to be some special cutoff. Unless I'm mistaken, nothing in the rules stops an investigator's modified skill value from being negative. If Wendy used this on rats and drew a -2, I believe she would still lose. (It being a -1 to the difficulty rather than a +1 to the skill only makes a difference for things like Against All Odds.) — jj10dman · 1
Disregard, found it under "Modifiers", page 15. Sadly I can't delete comments. — jj10dman · 1
Very disappointed this doesn't have a wild skill icon at the very least. However, like you said, this could be very interesting in the future. I expect a 2-3 XP version of this turning it into a Flashlight for combat (enemy gets -2 fight) and aforementioned wild icon(s). — ArkhamArkhanist · 10
I can actully see it being played by Pete against Conglomeration of Spheres. 1. Use duke for +3 mod +1 dmg. 2. Discard IW, ready Duke, use him again. 3. Use IW for autosuccess kill. The main drawback of this plan is 1 res cost of IW so it doesn’t stack with Dark Horse. — trbvm · 1
Here's a question, since this doesn't have the <span class="icon-action"></span> icon, does that mean that it doesn't take an action to use? That is to say, can it be used with another weapon card, or dare I say, Duke, — AbsolutZer0 · 20
You could play Anatomical Diagrams for -2 then attack with this for an additional -1. Not sure it would be worth the deck space, but bringing a 3 fight enemy down to 0 seems decent. Also these days there's Cornered to discard it. — Zinjanthropus · 229