Lockpicks

I have found a "sour spot" (the opposite of sweet spot) while using this powerful card. It is on investigator with 3 (Skids), with no other gentle boosts available in the deck, and having to work on 2 shroud location with something like 3 clues. Basic investigation with 3 struggles against 2 shroud especially you want to repeatedly succeed, and also using Lockpicks is slow to drain the location since it exhausts. It is like you are given a bazooka but was tasked to kill some birds.

You will have to intentionally find a more difficult location with 1 to make the best use of your action. And therefore replacing starting 2x Flashlight into 2x Lockpicks may not always be a good idea, regarding of flexibility even in Normal difficulty.

5argon · 9151
I think, Lockpicks has two applications. In solo, one clue per round is a good rate. You have to spend actions to move around anyway, so the exhaustion does matter less. In multiplayer, I agree the clueing potential is rather slow. But you get value out of an action per round, where you over succeed by a lot to dig out cards with LCC (3) and potentially trigger other effects. — Susumu · 361
"Hit me!"

For Rogues that don't have access to Lucky!, this feels like an off-brand version. But note that the condition for playing this card is different: you don't have to fail a skill test in order to play it. That allows the card to fulfill some other roles, too:

  • Succeed-by-X: Just like this is a less-good Lucky!, this is also a less-good Daring Maneuver. Sure, for investigators who truly need the effect, just pick up the other card, but deck space is tight in Arkham Horror, or this is just copies 3 and 4 of it. For Survivors, there aren't too many succeed-by cards, but I'd use this for Sharp Vision and Brute Force, two cards which are a real bummer if they don't fire off.

  • Token manipulation: You get to reveal an extra token, which you really might want for its own effect; like an or a for the Mystic curse spells -- note that the will be a +2, and it will reveal another token, too (but a won't autofail this time). You could even use Olive McBride to reveal 3 more tokens and resolve 2 of them; both of which will now have positive modifiers! This could also be an interesting way to dig for extra tokens to make Blessing of Isis work. As has already been commented, the taboo'd .35 Winchester will much more reliably get the extra damage now.

In all of these cases, the more tokens you reveal, the more likely to reveal a , so there is some obvious synergy with cards that Seal tokens, but revealing a 0 is also often a waste of time, so you may consider Shards of the Void specifically.

dscarpac · 929
Leg Injury

A pretty low potency weakness.

Low movement classes that aren't going to be jumping around the map much anyway like Guardians and Mystics won't really care this is there. Your evasion based rogues or seekers with movement bonuses are going to notice this, but usually just making a simple deck swap (throwing in a painkiller) is enough to get rid of this.

Given that most weaknesses on average make you lose two actions to resolve, this one is pretty weak and is almost trivial.

drjones87 · 188
Most seeker movement bonuses aren't move actions, so aren't even affected by this ^_^ — NarkasisBroon · 10
And then you might as well stay in the Asylum... I agree, though, that some classes have pretty good mitigations. A Guardian with upgraded Safeguard might as well ignore it most of the time. (But an Arm Injury is quite a pain for that gator!) On the other hand, an evasion based character will be more disturbed by that. Evading and Moving are commonly used both in a turn in this case. — Susumu · 361
Prophetic

I'm becoming a fan of this card for my mystic cluevers: play Dayana Esperence, attach Read the Signs to her and now - as long as she has a secret on her - once per round you can play Read the signs for free. Considering the mystics have Enraptured and you test + , you have really good chances to have 4 - 5 uses of this copy of Read the signs.

And considering several good - mystics (Gloria Goldberg, Marie Lambeau, Luke Robinson, ... and Norman Withers) have some access to seeker cards, you can find other ways to recharge the secrets: Truth from Fiction, Eldritch Sophist (+ Forbidden Knowledge or Astounding Revelation.

AlexP · 248
Good call on the Dayana + expensive spell combo! I only used her for cheap stuff like "Deny Existence", which is still great. But not a game progressing spell like RtS! — Susumu · 361