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Arkham Horror: The Card Game» Forums » General

Subject: Multiples of basic weaknesses? rss

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M.
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Was just reading the FFG announcement of Essex County Express, and it proudly proclaims that it features 28 player cards including "four copies of a new weakness." Don't get me wrong, weaknesses are a cool mechanic, but four copies of a single one? Even having two copies of Amnesia (and the other one that escapes me) in the core seemed unnecessary to me. What's the point in seeding certain weaknesses so heavily, and taking up so many card slots in a Mythos Pack? I would think it would be more exciting to draw from a pool of one-ofs on the relatively rare occasion you create a new investigator deck. Thoughts?
 
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Thanee
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This might not be a basic weakness, but one that you can acquire during the scenario, hence 4 being the number, as the scenarios generally support up to 4 players.

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Thanee
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M.
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True, it does not say "basic," but would they call out specific encounter cards like that? Totally possible, just seems somewhat arbitrary. And I still wonder why there are multiple copies of two basic weaknesses in the core.
 
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Phoenix Bird
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After playing the campaign you may get to answer your own question...

Phoenix
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Bradley Will
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Perhaps the extras are there for building multiple investigators. You have a pool of weaknesses from which you randomly select for investigator #1. That investigator pulls "Weakness X," so for investigator #2, you replenish the pool with one of your additional copies of "Weakness X," insuring that everyone gets a properly random weakness.
 
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M.
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Professor wrote:
Perhaps the extras are there for building multiple investigators. You have a pool of weaknesses from which you randomly select for investigator #1. That investigator pulls "Weakness X," so for investigator #2, you replenish the pool with one of your additional copies of "Weakness X," insuring that everyone gets a properly random weakness.


Totally get that, but I'm mainly wondering why the core features 2x Amnesia and 2x Paranoia, whereas without those doubles there would be 8 unique basic weaknesses. With 5 investigators, that's still more than enough to draw from, and thematically I find it more fun to have each investigator have a unique basic weakness. But I'm merely wondering, and that's what gets people in Lovecraft-type situations into trouble.

Disclosure: I've only played through the first core scenario, so it sounds like I should hold off my enquiry until I've gone further. I suppose (and suspect) that further story elements could have you add additional basic weaknesses to your deck, in which case having >8 would increase the randomness.
 
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Nigel McNaughton
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Thanee wrote:
This might not be a basic weakness, but one that you can acquire during the scenario, hence 4 being the number, as the scenarios generally support up to 4 players.

Bye
Thanee


I'm sure this is the reason, it's like FFG warning there's a new attachment like 'Sacked' in an upcoming LOTR expansion. There'll be a way for every investigator to acquire it.
 
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