Handcuffs

This has an interesting use case for investigators. The majority of the time any would likely remove the threat from the board instead of evading it. There are already quite the number of limitations to this card. But even if the targets in a particular scenario are plentiful, you need a reason that you would want the humanoid permanently evaded rather than disposed of.

There are plenty of cultists that accumulate doom, but they are usually easy enough to remove from the board except for maybe Brotherhood Cultist. That makes dealing with him much easier. I think that the real use case for handcuffs would be in multiplayer formats or scenarios where the deck shuffles itself from the discard pile often. If are placing handcuffs on the enemy, then they will remain in play and never get shuffled back in. So you will only see that threat once. While not as good as adding it to the victory display, this can still be helpful for some of those pesky humanoids you might hate seeing such as Seeker of Carcosa.

Even non-fighting splashes for a card would likely have many other options to consider over this one.

Bronze · 187
Do note that Seeker of Carcosa does still pick up clues while Handcuffed. — Death by Chocolate · 1489
The wording is rather strange. "IF" the attached enemy is a non-ELITE, it can not ready and doom cannot be placed on it. — buzard · 1
The wording is rather strange. "IF" the attached enemy is a non-ELITE, it can not ready and doom cannot be placed on it. What if the enemy is Elite? What effects are there, or are not there? I'm assuming you can attach to an Elite, but there is no effect. But then the card should say "non-Elite enemies only". — buzard · 1
@buzard You can use this on an Elite enemy simply to evade it. The other effects won't occur (the card will still be attached to the Elite enemy but will have no effect). — matt88 · 3210
Thanks. It's always interesting to be able to play a card so many different ways. — buzard · 1
What about if there is already doom on affected enemy? Will it stays or it should be removed? — Bany · 14
How does this interact with lots of scenario and treachery cards: — Tiktakkat · 38
The Truth is Hidden says "flip" clues to doom, not "place" doom. Would it still flip the doom on Seekers of Carcosa? What about Mysterious Chanting or Dance of the Yellow King - if a cultist or lunatic is handcuffed they cannot ready, but they might be the only cultist or lunatic in play. Are they effectively negated because of the wording and limits? — Tiktakkat · 38
Does Handcuffs take two actions to play? One to put it into play as an Asset, then one to perform the Evade Action? — dragonwarriorfan · 19
It's two actions. One to put in play, one to activate the effect. It's no different than, say, a weapon that says "Fight" followed by special effects, or a Tome ability. — crymoricus · 252
Does it go to the discard pile if the handcuffed enemy is killed, or back to play area to be used again? — crymoricus · 252
Would like to know this myself — docd · 1
Discard pile. — Myriad · 1226
IIRC a fair few encounter cards tell you to place doom on the nearest cultist enemy, or if none are in play to spawn one. In these scenarios not only do you keep two pesky 'spawn at empty locations and accumulate doom' enemies forever out of the deck, but you don't spawn additional doom or enemies when drawing such an encounter card. If you engage it so it trails around with you, it's also useful to negate any "put doom on the closest enemy" effects from scenario cards after a poor token draw. — BlankedyBlank · 23
Funny you should mention brotherhood cultist. I took 2 handcuffs in forgotten age as Yorick, mainly because I noticed that snake people are apparently still people. It was possibly the best card in the entire deck, tied with mr pawterson. Literally every scenario in TFA but one has a plentiful supply of exceptionally annoying to kill humanoids that handcuff instantly solves with a trivial test that can be repeated at no penalty but the action. Handcuffs(2) was an excellent upgrade I ended up getting 2 copies of, but less important for Yorick than it would be for other guardians in that campaign. — dD_ShockTrooper · 9
Colt Vest Pocket

I think that if this had been a fast asset, then it would have been appealing on its own. Even if it cost an experience at that point it would likely have been worth it. But, if you are planning on using Sleight of Hand, then I think there are likely better options you are looking for than this. You will have a limited number of Sleights, and certainly getting use out of a Lightning Gun or Chicago Typewriter are the kind of situations you are likely looking for. This could be the intermediate weapon you upgrade from into one of those depending on who you are playing while the Sleight of Hand is in your deck until you have the experience to get that.

Without the fast though, I wouldn't use it by itself and I don't see it seeing much play other than the temporary slot before an upgraded weapon for Sleight of Hand.

Bronze · 187
Maybe with Fence?? — matt88 · 3210
Coup de Grâce

I don't find myself a fan of this card. Usually when something is dishing out a single point of damage I am looking to take out those pesky 1 cost enemies like a wil o' wisp or a cultist at a location that I can't afford to fail taking out or will slow me down. But, unlike using something like the Lantern which would remove it at any point in your turn, the Coup de Grâce requires (well not quite requires, but you won't want to do so otherwise) you to do it as your last action in the turn. I could wait until the last action to remove the wisp, but then I would be suffering the rest of the turn from stat reductions until then and if I take something out early in the turn I have lost valuable actions in doing so. Of which, I was likely better off evading and just walking away half the time.

There are circumstances that could arise, but I think this will be the card that sits in your hand waiting for those circumstances to arise that never gets played. You end up walking into a room last action and then take something out and draw a card sure, something like that or you fall short in one attempt or two and something needs a finishing blow, or your left something on one hit point left sure. I would often likely find myself holding this in hand and then just throwing it for the icons because those situations don't show up. That's what I feel like the normal use of the card would be as I play.

Bronze · 187
That’s exactly why highly conditional cards like this one have great skill icons. — Death by Chocolate · 1489
It certainly helps as a backup. And in some circumstances I would consider taking something like this instead of overpower or something of that nature. But, most of the time I would rather fill card slots with less situational elements. But I do enjoy the occasional fun situational card with good icons like a Hiding Spot or something. It's an entertaining card, I am just not that much a fan of it. — Bronze · 187
Grounded

Funny. Ward of protection and Shrivelling both deal you horror. So in any conventional Mystic deck this thing, intended to empower spells, is guaranteed to get blown up by said spells.

You get to use this thing once. Case closed, thing sucks.

P.S: Unless your spell assets are Rite of Seeking and Mists of Rleth, no Shrivelling in sight, then, eh, sure, it okay I guess, but who would build such a deck!?

Tsuruki23 · 2568
You do realize that you can still put horror on other assets - like the Holy Rosary or allies. I’m not saying Grounded is great, but it isn’t as useless as you present it as. — Death by Chocolate · 1489
Yeah this review isn't terribly helpful. The card has many issues (not the least of which being it basically only boosts one attribute in one situation unless you build your deck to include non-wp spells which we have few of atm) but asynergy with WoP and Shriveling really isn't too hard to overcome. — Difrakt · 1319
Agnes and Peter Sylvestre disagree with this review — vidinufi · 69
The Thing That Follows

This is my favorite Basic Weakness, and I'm writing this review in the hopes that future game designers can take a hint on how to do mechanics like this well.

First of all, while by far my favorite, it is not the card I would chose to put in a deck (not that any of us would pick and choose with a random card selection, right? Riiiiiight?). But when I draw any other random weakness, my thoughts tend to range from "okay, I can deal with this," to "aw, crap. This is gonna be a pain to deal with." The Thing That Follows is the only Basic Weakness that instills an actual emotion in me- a sense of giddy dread.

This card is like a well paced horror movie. It makes every draw an anxious roll of the dice, wondering if this time the unseen Thing is going to crawl out and mess up your day. And while that can be said of pretty much any weakness card, the trick of The Thing That Follows is how it repeats itself. Once you draw the card, the cycle of tension repeats as it moves closer and closer to you across the map. Even if you manage to beat it into submission (not all that unlikely with its stats, but hard enough to mess up some endgame plans), it just returns to your deck, only this time with significantly fewer cards on hand to lower the chances of picking it up again.

It is a masterpiece of the tension/release cycle that is crucial to all forms of horror. Long buildups of dread as you feel it coming, punchy moments of action as it resolves, and repeat. Not scary because it ruins your day, but because no mater how many ways you find to deal with it, it always Follows.

Helping matters is that it's one of the most narratively cohesive Basic Weaknesses out right now. (What, exactly, does Paranoia have to do with resources?) But with the Thing, everything from the name to the art to the quote to the mechanics all serve to instill that key emotion. Not fright, but dread. Consuming, unavoidable dread.

Bravo, Fantasy Flight. You've made a business out of turning Cosmic Horror into game mechanics, and with this one you knocked it out of the park.

bluewax · 140
I'm on the same boat here. Definitely the best. — XehutL · 47
I also like the theme of this weakness, though I do consider it very mild mechanically. If I wanted to maximize my odds of winning, I would gladly pick this over any other enemy weakness. — CaiusDrewart · 3183
Yeah I also really think this weakness is quite thematic. It really feels as if there is something out there pursuing you, no matter where you go or how many times you killed it. I also like that it is quite crippling without ruining your game engine/set up/strategy. — Alogon · 1144
Definitely, a well thought weakness thematic and downright scary, except for Roland and William who might actually like it! — mogwen · 254
Is it really considered as defeated enemy for Roland and William’s abilities? Since her text is “when would be defeated ... instead...” — Yury1975 · 1
Must be inspired by It Follows surely? — Nicodante · 1
Rules question: When do you add Thing That Follows to the Weakness pool? Is it Carcosa campaign specific? Can I add it for first games with Zealot and Dunwich? — hipphop · 1
@hipphop Just like player cards, you can add basic weaknesses to your pool to draw from as soon as they are available to you. There are a few that can only be used in multi-player and a few that require campaign play, but all basic weaknesses can be used in any campaign. — Time4Tiddy · 249
You can discard this weakness with Disc of Itzamna (2) — Zinjanthropus · 230
Only, if you are not the bearer and at a valid location (farthest from him), when he draws it. — Susumu · 381