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Arkham Horror: The Card Game» Forums » Rules

Subject: Weakness cards rss

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Leonid Libman
United States
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After I do revelation on a weakness card what do I do with a card. Do I keep it in my hand or discard it? Thank you
 
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Ian Lim
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Iloilo
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just follow the card. It will say so.
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Damon Baume
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Lismore
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Discard once you resolve the effect, unless the Revelation effect states that the Weakness goes into your Threat area and has an on-going Forced effect that requires you take Actions to discard.
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Leonid Libman
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None of the weakness cards I've seen so far tell you what to do with them after they're played. I was discarding them but wasn't sure if it was the right thing to do. Maybe they were meant to stay in a hand to clog your hand.
 
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Scott Hill
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Almost none of the Weakness cards in the game thus far stay in your hand (I think there is just one that does).

The bits that 'tell you what to do' are the Revelation keyword and Treachery card type.
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Ken Marley
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Cover Up goes in your Threat Area.
Nerconomicon goes in your Threat Area.
Hospital Debts goes in Your Threat Area.
Dark Memory stays in your hand until you play it.
Abandon and Alone gets discarded

Amnesia gets discarded.
Paranoia gets discarded.
Haunted goes in your Threat Area.
Psychosis goes in your Threat Area.
Hypochondria goes in your Threat Area
Mob Enforcer goes in your Threat Area
Silver Twilight Acolyte goes in your Threat Area
Stubborn Detective goes in your Threat Area.

Smite The Wicked is attached to an enemy.
Rex's Curse goes in your Threat Area.
Searching for Izzie is attached to a location.
Final Rhapsody is discarded.
Wracked by Nightmares goes in your Threat Area

Indented starts in play.
Internal Injury goes in your Threat Area.
Chronophobia goes in your Threat Area.

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