
“I think it started when I burnt down my house. But a woman with a torch told me to. You see, the rooms were all changing places...”
Carolyn looked down at her yellow legal pad, where her notes were simply “cult psycho“ and a doodle of a cat.
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I don’t think there’s a signature weakness in this LCG that goes from “game threatening” to “not a big deal” between scenarios one and three. It’s amazing.
In your first scenario, you’re likely clearing one horror per action. That’s four actions this card eats up, four bucks you don’t get, and four horror teammates whine at you about. When you get ancient stones: minds in harmony, you can heal horror passively. You’ll delete this weakness automatically after a while, or by actively drawing cards. By scenario 3, your draw engine should be better, which means hypnotic therapy may be in your tableau... Someone could play deep knowledge on you and automatically get rid of your weakness.
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“The dreams are getting stranger, and I can’t focus on finals at all. It’s an undersea kingdom...”
Carolyn handed over a flier. “You’re distressed because you’re a horrific mermaid. I need you to see this magician tonight and head over to a city that’s even worse than Arkham. You’ll also want a shirtless pirate and a spy. Before you go, there should be a bible right over by your lounger...”