Tony's Quarry

The easiest way to handle this weakness is that you draw this card at the round when the agenda will be advenced like Arcane Initiate. Lucky Cigarette Case (3 level) is the good way to find this weakness. Also, some cards help you to find this card; sadly, he cannot take Rook for that.

Otherwise, you commonly want to defeat this enemy because of 1 doom. Here are some good cards to handle this. Note that he may want to deal 1 damage because most weapon has 2 damage (Long Colt, Switchblade, Mauser C96, .45 Thompson, Knuckleduster...).

  • Marksmanship: This saves 3 actions; 1 engage, 1 move, and 1 fight. He could use his extra action to fight with Marksmanship.
  • Righteous Hunt: This saves 2 move actions, and gives 2. He could also use his extra action to play this card, because this card has engage.
  • "Get over here!": This save 2 actions; 1 move, and 1 fight, and potentially 1 action. This make the enemy move, so he may save 1 additional action if he need to his original location. One sad thing is he cannot take 2 level version.
  • 1 more damage: Vicious Blow, Delilah O'Rourke, Garrote Wire...
  • extra movement: Nimble (even if his is low, and hard to find test), Shortcut, Elusive...
elkeinkrad · 504
Small Favor can kill the Quarry at range, but it would cost 2 actions and 10 resources, which Tony might have better uses for.... — LivefromBenefitSt · 1091
You also need 2 favors or double for 3 damage — Django · 5171
My preferred here is just... ignore it entirely. — drjones87 · 206
Hellfire

Unlike all the other "If you fail, you must either ... or ..." effects, this one does not contain the word "must", which implies that you can choose to place 2 clues on your location even if you have none.

The section "Must" in the rules reference says: "In the absence of the word “must” while choosing among multiple options, any option may be chosen upon the resolution of the effect—even an option that does not change the game state."

Or am I missing something? Could this be an oversight by the designers?

Jeko · 14
You can only place clues you have. If you are "creating clues," the card will include the phrase "(from the token bank)." it's a pretty rare situation. If you cannot place the clues, you must select the other option. — LivefromBenefitSt · 1091
@LivefromBenefitSt The question isn't about placing new clues. The question is about the fact that, since there is no "must" in the text, you are allowed to choose the place clues option even if you have none and then the card ends up doing nothing. — TheNameWasTaken · 3
I strongly suspect the word "must" should be there, but, as written it looks like you can chose to "place clues" even if you have to place 1 or 0. You would not place more clues than you had in your possession (since you can only pay costs with elements in your possession). if you have 4+ clues, you need to do both (again, to the extent possible). — LivefromBenefitSt · 1091
I certainly didn't want to imply that one could create clues out of thin air with this effect, because that would be nonsense indeed. But it seems one can choose the clues-option even if it doesn't change the game state in the end. — Jeko · 14
This was asked to MJ on a live stream of mythos busters playing WotoG and this just seems to be an omission of the word must. — Zerogrim · 296
Do you have a time stamp for the video by any chance? I couldn't find anything skipping through it. — Jeko · 14
Mind's Eye

I think an overlooked use case for this card is in Daisy Walker. Her willpower isn't that great, and it isn't often worth using spells that don't boost , and the ones that do boost it are too high level for her. She's not too likely to use arcane slots aside from Arcane Enlightenment or some other niche cards.

Obviously she's never going to substitute , and she doesn't need to. And it seems at first that getting a boost of only 1 to (without extra damage) or isn't really worth 2 xp, 1-3 cards and both arcane slots, but the most important consideration is Higher Education. Since it's a permanent, this combination of cards can convert any test to something that can be astronomically boosted with only a little bit of money, something that's easy enough to come by as seeker, and cards in hand, which are also easy enough to come by in that class.

It's not something that lets you fight primarily, but it can finish off a weakened enemy, and it can let you evade when desperate. It's also good at dealing with the rarer or even treacheries.

Also worth a consideration are all the seeker cards that interact with secrets. Eldritch Sophist and Truth from Fiction let you keep it around even longer, and the former lets you move charges from it to stuff that's more useful as the situation calls for. With that in mind, the three copies can be extra easy and fast secret gain, for use with other great secret assets, of which a few have been teased for the Innsmouth cycle. Though some of them also compete for arcane slots, Daisy can run Familiar Spirit in a pinch, or just run the very best slotless or Tome assets that use secrets. Old Book of Lore is a particular standout.

Overall, it isn't really necessary, or something that seekers don't have tools for already. However, most of these tools are events, and having something permanent - secret supply notwithstanding - on standby for turns where Mind Over Matter would feel like a waste is pretty good.

SSW · 217
Nicely put! I had considered this as well, though it is going to be 3 resources to play, + however many more to pump it up through higher ed. And while Seekers tend to be rather wealthy, I have noticed Daisy to be a little short on cash for me. You'll need to pump probably at least 2 resources to get the willpower high enough. But it is conservative on secret uses since you won't need it too often. — LaRoix · 1647
I generally don't find Daisy too poor, but maybe that's because I mostly play her in Dunwich, where she has access to a certain resource-gaining tome. — SSW · 217
You could always throw in Renfield to generate some more resources, soak damage, and boost wp. That actually sounds like some fairly interesting jank — Zinjanthropus · 231
I was just looking at using this with Daisy and this post covers most of it. Her Willpower can get quite high between L2 Whitton, Hawkeye and an accessory like Rosary (or Four of Cups). Having Mind's Eye makes you virtually indestructible to the encounter deck tests saving your Ward for more important treacheries, easy to pass any Parley or Test and can also evade or chip in a little damage. The limited secrets aren't as big of an issue with Daisy since she will draw through her deck finding the other copies of the card. It won't be the first upgrade but after upgrading she will power through the scenarios. — The Lynx · 999
To Fight the Black Wind

Q: Pretty sure I know the answer, but is "heal" a protected verb (e.g. A card effect must explicitly say "heal" in order to prevent the forced effect here), or do all means of removal qualify as healing? (e.g. Tommy Muldoon's elder sign effect)

HanoverFist · 758
I would think Tommy’s ability is moving, not healing, but I don’t feel really confident about that.... — LivefromBenefitSt · 1091
As far as I can tell, you can just keep a Deny Existence on hand to prevent the horror which can make you worry free during upkeep, just like Diana and now Sister Mary. — LaRoix · 1647
I think the token that was assigned to the investigator would have to have been healed by the end of the round to avoid the doom, but it doesn't have to be healed from the investigator it was originally assigned to. So if Tommy Muldoon's Elder Sign moved the horror onto Peter Sylvestre and it was healed at the end of his turn, you'd be okay. But if Tommy moved it onto a Keepsake and defeated it, the token wasn't healed so the doom would happen. — Yenreb · 15
Vengeful Hound

This has been updated to match my "Signature Weakness Project." I have done my best to make sure that the original content isn't altered too much, out of respect for any comments.

Another enemy signature weakness. Looking at the two elements, the effect and the discard condition, we get:

The effect: This thing attacks Norman keeps him from drawing or revealing cards, messing with, but not completely negating, Norman's special ability. This is not a terribly difficult enemy to kill, even for Norman. In a previous review, people pointed out that it's not a hunter, so, if Norman can Evade it (or someone else engages it and Evades for him, it stays in its starting location, which might effectively put it out of play. However, with it's Evade of 3 and Norman's of 1, this is not going to happen naturally. Mists of R'lyeh could do the trick, but combat seems a better option, since Norman is even up with the Hound, even during his opening round ((Norman is unique so far that he can draw his signature weakness first turn. It's not likely, but it's Arkham). As Norman gains XP, his damage-dealing options become too numerous to mention, but, at 0 XP he is very fragile until he gets set up. Knife seems to be his traditional solution to an early Hound. It's cheap and he can throw it, getting 2 up on his test and killing the Hound if he hits. Enchanted Blade is more expensive, but it's more or less 3 thrown knives with some extra utility. Sword Cane is very attractive, since it can be kept in hand for the Hound's appearance and might be his best shot for that Evade attempt. It will take twice as many attacks to finish it, which might strain Norman's luck if he can't boost his . It's possible to get a perfect storm of a bad opening hand + the Hound on top of the deck, but that's pushing "situational" a bit far.

The discard condition: As usual with enemy weaknesses, kill it.

All in all, this is a below average signature weakness, maybe even way below on Easy or Standard.

Box vs book The Hound is a pretty easy weakness, but Split the Angle seems to get used for icons more often than it is played, so the "box" set is better, although you can run both without too much trouble.

It isn't a hunter, so always evade if possible so it doesn't go back to your deck. Norman runs through his deck very quickly, so even as weak as the hound is you'd rather not see it twice or thrice. — suika · 9522
Sure, but Norman has less chance of Evading it "naturarlly" than Ursula does punching a rat. — LivefromBenefitSt · 1091
But unless you're running Norman solo, it's probably better to let your allies evade it than to include blades or knives in your deck to fight at 4 fight, with enchanted blades 0 eating up 2 mystic slot. Better mystic solutions are the cane, mists and ethereal form, or a spectral razor. Without using a mystic 0 slot, there's mind over matter and disk, occultic invocation, or the disc of itzamna. — suika · 9522
I do mention getting your allies to deal with the darned thing, but I also want to consider cases where that isn't convenient or possible. Once Norman has some XP under his belt, the Hound gets increasingly weak. For example, Norman isn't particularly likely to be packing Mists of R'lyeh (0) because of his deckbuilding, but Mists (2)? Easy, and It makes the test 6 to 3, which is fairly certain on Satandard — LivefromBenefitSt · 1091
Blast, hit post while editing. It's also worth remembering that Norman is the only investigator who might be dealing with his signature weakness on turn 1, action 1. It's not likely, but it's there. Mind over Matter won't help, because you'll have no clues. Occult Invocation could, but it will cost you half your remaining hand. He's not likely to use both his Arcane slots at XP 0 because having more than one spell is a luxury. I tend to think that Sword Cane + Guts + Unexpected Courage is a decent safety net, although you can still get caught oyut, but that's Arkham. — LivefromBenefitSt · 1091
I think you confused Mind over Matter with I've got a Plan. Mind over Matter doesn't require clues. — suika · 9522
You are absolutely right. I always get those two mixed up during deck building. — LivefromBenefitSt · 1091