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
Coup de Grâce

Remade review, everything gets clearer with more experience:

Coup de Grâce is a funky card and surprisingly, it's pretty good for what ails combat focused characters.

When you do battle with a "Skids" O'Toole or Jenny Barnes or Finn Edwards one thing will probably strike you, routinely making attacks at +6 or better is a challenge and you often need to go even higher to combat harder foes (or harder difficulties) or guarantee overcommitment success from cards like .41 Derringer or Switchblade. All those attacks probably cost money and cards and precious ammo. One annoyance that fighters struggle with uniquely is the "Hard enemy with 1 hp left", do you blow another shot from Chicago Typewriter on it? No gun to finish what you start with Sneak Attack or Backstab? Without proper bonuses you literally stand no chance at killing the bad guy like a might do with just raw .

This is an innate issue that Coup de Grâce fixes. It's a costly fix but a fix still. On one hand the card mechanic can do it, but also the 2 icons might get you there as well.

Coup de Grâce is the card that finishes what you start, it's a niche and the currect class that is queen of niches is of course, .

Tsuruki23 · 2568
It combines with Hatchet man to make 2 auto-damage. And you also have the possibility to play Eavesdrop before Coup de grâce.. — AlexP · 279
Very few Rogue cards have strength icons. Very good for combat Jenny. — wjr · 148
Which is why I like [Crystallizer of Dreams](https://arkhamdb.com/card/06024) with this. — flamebreak · 25
Yeah, I think the two fists or 1 testless damage actually make this better than it at first seems. — Zinjanthropus · 230
Though Small Favor also has that (without the card draw), but can also be used for 2 damage and/or an adjacent location if you have enough resources — Zinjanthropus · 230
Having been working through my first playthrough of a fighting Finn deck, I think this is a great card. I'm constantly finding that I have to "waste" a bullet to ensure a hit on a monster with 1hp left. This card lets me save the bullet - and if I don't need it for the kill I can use it to boost the Derringer to get my 3 over and an extra action. — Time4Tiddy · 249