Liquid Courage

I'm generally a fan of upgrades to cards that aren't strictly better because they make for some interesting deckbuilding considerations (and card analysis!). Each dram of Liquid Courage (1) has you heal two horror and discard a card if you fail the Willpower test, and heal one horror and draw a card if you succeed, where the original had you either heal one horror and discard, or heal two. Clearly, healing two horror is better than one, so in the event an investigator fails the test on Liquid Courage, the level one upgrade will be better. As for succeeding, drawing cards is pretty good, so I think that most investigators will be happy to take an extra card even if they are desperate for healing.

The fact that the additional horror healing is tied to failure on Liquid Courage (1) is going to be another upside for most investigators wanting horror healing. Generally, high Willpower goes a decent way towards protecting you from taking horror from encounter cards like Rotting Remains, so paradoxically the very investigators that had a good shot of passing a Willpower 2 test were the ones who least needed the additional healing from a successful Liquid Courage (0) test (the main exception being Agnes Baker). To make matters worse for the Dunwich Legacy version, Rogues as a class tend to have lower Willpower and sanity than most, so they were likely to end up sipping for a single point of sanity and a lost card for their trouble. Pretty unappealing!

Liquid Courage (1) solves that problem neatly by healing double when you fail, meaning that is no longer a lose-state for the card, and it still rewards you for actually passing the skill test should that come up. It now offers reasonably efficient repeatable horror healing, but you really have to be willing to throw away cards to use it effectively. Alternatively, target investigators who are out of cards to ignore that downside and you might also help them fill their hand back up. It's possible you can soften the blow of Liquid Coruage a bit by playing Survivor cards that want to be discarded - Moonstone, Winging It, and Fortuitous Discovery, to name a few - but given that the discard is random, you'll still have to thin your hand out a bit to make it likely you hit a specific card.

One substantial downside remains for Liquid Courage (1), and that's the possible scenario reference card effects for the , , , and tokens, which can sometimes punish you for failure and push you away from taking superfluous skill tests. The meaningfulness of this downside is going to vary from scenario to scenario, but I think in general this shouldn't disuade you too much if you are particularly hurting for horror healing. Maybe you can beg a Mystic teammate to seal the for The Doom of Eztli to put your mind at ease!

Finally, a niche use for Liquid Courage (this also applies to the level zero version) is in generating a low difficulty skill test to commit multiple "succeed by" Rogue skills to. This is most likely applicable for Sefina Rousseau with her 4 Willpower, and you can throw in "Watch this!", Momentum, and/or All In to generate resources and cards. Additionally, Double or Nothing will only push the skill test to difficulty 4 where it will likely still be possible to oversucceed.

This doesn't quite have the versatility and simple reliability of something like First Aid, but it can put out much more horror healing for you and your team if you can stomach discarding a couple of cards. I suspect many of the low Willpower Rogues could stand to benefit from trying the new and improved whisky to salve their sanity. I doubt most Finn Edwards players will give up on playing Peter Sylvestre for a similar role, but Liquid Courage (1) might free up an out-of-faction slot if you are willing to run without the big man, and it is Illicit-traited if you're playing into that. "Skids" O'Toole and Tony Morgan could also both do a lot worse than turning to the bottle with Liquid Courage (1). It'd be a disservice to review such a good horror healing card without mentioning Carolyn Fern, and I think this is likely to be her best low-level option for repeatedly healing hear teammates' horror.

Trinity_ · 203
This is definitely an interesting one. As far as direct horror healing cards that Wini can take (so excluding the pretty solid ally in her pack who only heals from herself), there's this and Moment of Respite. Moment of Respite is probably a little less awkward to use, but it is also 3xp. I'm about to try this in Dim Carcosa (true solo), because I couldn't resist shelling out for Ace in the Hole. We shall see how it goes. — Zinjanthropus · 229
Note that Joey "the Rat" Vigil (3) and Fence (1) can get this down fast. Joey can also discard it once it's out of supplies (though you could also Contraband it). Smuggled Goods could tutor it or recur it from the discard. It could also be Scavenged or Backpacked. I'm not sure if those synergies make it good, necessarily, but there are a lot of them. — Zinjanthropus · 229
Self-Destructive

While this is certainly a fun and interesting weakness for Nathaniel Cho and other guardians, or fighters. That much isn't the case for decks that mainly focus on clues, I would advice you to draw a different basic weakness if you happen to draw it with one of those decks. Fighter type investigators usually have a larger health pool, but Self-Destructive can easily trigger twice on a turn in multiplayer, so it's comparable to Internal Injury in impact I think.

In solo it's mostly fine and fun, since you always have to deal with enemies (though some decks use evasion and/or cards like Waylay, Persuasion and Dumb Luck or even Scrying to deal with enemies).

The fact that the impact of this weakness varies so heavily does raise an interesting question: "should Fantasy Flight restrict the basic weaknesses a character can draw?". I think the answer is yes, and they could just put it under deckbuilding requirements e.g. no pact weakness. And for characters who have multiple obvious archetypes, not all of which are impacted, probably also restrict their weakness pool to cards that are highly likely to be at least somewhat impactful.

All in all I rather like this weakness (for any deck in which it has any impact), though it does fall into the, frankly massive, suite of weaknesses with remove bad effect. I find that these weaknesses often still linger in my threat area, as two actions can be a steep cost if you have to deal with monsters or you just have to hurry up to progress through the act deck in a timely fashion.

I would very much be in favor of house ruling which weakness an investigator can take, but I'm not sure if it would be a good idea for FFG to try to do that. Seems very complicated. Besides, weakness traits don't really correspond to this. Compare this Flaw to Indebted, for example. Very different weaknesses. — Zinjanthropus · 229
I agree with @Zinjanthropus. I once drew Uspeakable Oath (Curiosity) for Ursula, which was kind of ridiculous, but it's what the Randon Basic Weakness coughed up. It still caused me a little excitement in some scenarios. — LivefromBenefitSt · 1067
Unspeakable Oath (Curiosity) is sort of funny in Ursula, because she is already investigating a lot of empty locations to deal with her signature weakness, and can use her extra action for it, anyway, so often times it costs you no actions whatsoever to deal with. — Zinjanthropus · 229
Most investigators will have to deal with enemies at some point, but the investigators least suited to it also tend to have poor health pools. In multiplayer they will also be tempted to leave this alone -- since the plan will be that they don't ever fight. Which means that when they do get stuck with an enemy they can't possibly evade, with no one able to reach them in time, they'll get this nice bonus damage for their trouble for each damage they do manage to land on the enemy. I say let the random basic weaknesses be random. Otherwise you miss out on these natural consequences. :) — Yenreb · 15
One-Two Punch

Fun (sort-of) interaction with Lita: you get another bonus 2 damage across this card. If you're running through core you can take this after the XP-heavy second scenario The Midnight Masks and then go into The Devourer Below with murder on the mind. If you land the second attack ("No please!") you deal a whopping 7 damage.

If you're playing solo, this card will let you take out the big bad in two actions — one playing this, second with an attack from any standard weapon that deals +1 damage.

But if we're doing that, why don't we go further? Take Vicious Blow x2 (only one actually has to be levelled) and chuck'em in as well. Blam, blam! You just biffed the big bad beastie back below. In one action! It's about sending a message.

Now, the first of these 'combos' is easier to pull off; you're just looking for Lita (which you're doing anyway — she's incredible). But if you do happen to draw your Vicious Blows in time... well, surely one-two punching an Elder One back to beyond as soon as it raises its head is as cool as it's going to get?

Umôrdhoth is not a Monster enemy, so Lita's extra damage does not work on it. — ak45 · 469
Yeah but Narôgath stands no chance against Man of Punch — ironbrw · 17
Randall Cho

Surely this card is misprinted. If Randall's ability is truly a trigger like it says, and not a , he can do it an infinite number of times upon entering play. Needless to say, that's pretty good. But the icon is certainly wrong, no?

Assuming so, my assessment would be that Randall is still a good, simple ally. Nathaniel's worried about sanity for sure, and the closest comparable horror soak available to him at level zero would be Something Worth Fighting For, which doesn't really do much else. But the real value in Randall is of course his ability, which even assuming it's meant to be a reaction, ranks him ahead of comparable cards (Tetsuo Mori and Prepared for the Worst) for two reasons: 1) Randall searches the entire deck for the item, and 2) he immediately plays the thing. This is pretty economical.

Holy Outlaw · 269
It is a mistake, it is meant to be a react. Newman has already clarified this. — StyxTBeuford · 13028
Oh good. Yeah, I googled it and searched BGG for an errata but couldn’t find anything. Thank you for clarifying. — Eudaimonea · 5
Forbidden Tome

A fun and relatively simple side quest (appropriate to a starter desk), although 5 actions is a lot. Few Seekers are going to want to a third of 5 turns doing Draw actions to get a shot at an upgrade that will be useful only to Big Hand decks. Eldritch Sophist will helps you pull secrets off it, but that's a pretty thin combo.

More urgently, what happens if you do your last draw, have no secrets left, but don't have 10 cards in hand? Do you hang onto the tome until you hit 5 cards in hand? Have you missed your chance to translate it?

Pro tip: don't spend the last clue with fewer than 9 cards in your hand. Since spending the secret is part of the cost, you can't activate the tome later to translate it (outside of Eldritch Sophist/Astounding Revelation shenanigans). Woe betide the Seeker who pulls Amnesia. — SGPrometheus · 821
Sorry, that should be 10 cards in hand, but are you sure you can get stuck? — LivefromBenefitSt · 1067
The pre-then aspect must resolve in order for the post-then aspect to resolve. Don't worry, you can move a secret onto the tome with Eldritch Sophist to get unstuck. — toastsushi · 74
Use Eldritch Sophist to move all but 1 secrets to a different asset. Only when you have 10+ cards in hand, activate this ability to solve it. — Django · 5108
I wonder if there's a build here where you don't care about translating it, and just use it as a source of secrets to reload Rook (or Pnakotic Manuscripts or whatever) with Eldritch Sophist — Zinjanthropus · 229
@zinjanthropus If you're putting in a "battery" card, why not use the level 0 Encyclopedia? Only 1 more resource, and it provides an effect you might actually use. — SGPrometheus · 821
Probably not a bad idea — Zinjanthropus · 229
If you want a battery, and have access to it, I suggest Forbidden Knowledge instead. Also, if you DO get stuck with this at 0 secrets, you can use Forbidden Knowledge to resolve its ability and bypass its cost! You were going to want KiP in your deck anyways to support its upgraded version, so may as well have it already. — Death by Chocolate · 1485
Couldn't you just knowledge is power on this while it is in your hand and immediately resolve it? — Zerogrim · 295
Zerogrim. yes. it seems to me that if you have 11 cards in hand including knowledge is power and Forbidden tome you can "translate the tome" very easily — NarkasisBroon · 10
Zerogrim. Actually I thought about this a bit more. Abilities can't interact with cards in an out of play area unless the ability explicitly says it can. so the text on Forbidden Tome "You may discard it to record in your campaign log..." can't discard Forbidden Tome from your hand, because your hand is out of play. and because it can't discard it from your hand, it also can't "translate the tome" — NarkasisBroon · 10
Has anybody checked that this is 5 free secrets costing 1 ressource for other assets if you have Eldritch Sophist and/or Ariadnes Twine? — GrueneLupenAufheben · 138
NarkasisBroon, that's a nice catch, except I'm not sure the restriction you've cited applies, since the Rules Reference reads (under Ability) "Card abilities only interact with OTHER cards that are in play" [caps added]. So it seems to me that Forbidden Tome is unprohibited from interacting with itself (via its ability) while out of play. (There is the preceding restriction under Ability which normally prevents card abilities from interacting with the game at all from out of play, but Knowledge is Power clearly overrides that or it would be entirely useless.) — alxemy · 1