Top 10 Random Basic Weaknesses That Just Suck

Me Whever I Draw My RBW.

I truly apologize if you read last week’s blog. Maybe you were hoping for a Top 10-Lidy focusing on light-hearted subject or a list that actually focuses on the best of the best. Instead here we are again, a Top 10 focusing on something we’ve all developed a very special relationship with: Random basic weaknesses.

For this list, I’ve tried to look at all the random basic weaknesses in the game. The list wasn’t that daunting, luckily. There are a total of 36 different random basic weaknesses in Arkham Horror: LCG right now. The goal is to make a list where all the weaknesses on it hit hard. A list where every weakness makes you groan when you draw it. Nothing sucks more than constructing a solid deck, covering most of the game (from enemies to clues, from treacheries to enemies) to only then draw such a detrimental weakness that you might as well just rebuild your whole deck and start over.

What this means is that a card like Unspeakable Oath (Bloodthirst) isn’t on this list. Any combat focused investigator would love to have this weakness. It doesn’t hurt their deckbuilding in anyway and at worst they draw a card that has no impact. But also Indebted isn’t on this list. A rogue can alter it’s deckbuilding easily to circumvent this, or just take Another Day, Another Dollar. No, this list focuses only random basic weaknesses That Just Suck!

Number 10: Stubborn Detective

How ironic is it that we start this list of with an enemy? Well, at least Stubborn Detective has the great clause of “Bearer Only” next to Prey. But that doesn’t mean the Detective isn’t annoying. Most investigators have a fast way of dealing with this guy; He is easily killed or evaded. But losing your whole ability can be really frustrating if that is what you built deck around, which most people do. Per usual for enemy weaknesses; the Stubborn Detective hunts. Meaning that if you evade him, you’re best bet is to run far away or find an alternative way of dealing with him permanently. Also; How this guy managed to follow me all the way to Mexico and then to the centre of the Earth is still baffling to me, but then again: He is really stubborn.

Number 9: The Tower XVI

“IF THE TOWER XVI IS DRAWN IN YOUR OPENING HAND DURING SETUP, YOU CANNOT REPLACE IT. IT MUST STAY IN YOUR OPENING HAND.” Oh, come on! I get it, game, it’s a Tarot-asset, so where the other Tarot cards start in play for free, the Tower has to stay in your opening hand.. Just to mess with the general rules of weaknesses. But this sucks. I have to pay 4 resources, which is already worse than Indebted, to play this card. That all means that I; 1: Lose an action; 2. Lose a card; 3. Lose 4 resources; 4. Or be forced to not commit cards. Not being able to discard this card for free is just adding insult to injury. Other weaknesses at least give you a head start by giving you a relaxed first turn. Play some starting assets, prepare for the worst to come. Not the Tower.
They could replace art on this card with a giant middle finger and nobody would notice the change.

Number 8: Kleptomania

I’m going to level with you real quick: I love this card. I like the design and the idea. As a “Rogue-main”, Kleptomania is something I really can get behind. All of this doesn’t mean it’s really impactful and can seriously hurt your game. Losing an action only for an investigator to lose something that they probably need is so hurtful. I wish it would just end there, if only this card ended there. But it gets shuffled back in to your deck. I hate weaknesses that get shuffled back in to your deck. Imagine losing an action to Kleptomania, only to redraw it in your next upkeep phase!
It might seem unlikely, but then again; drawing 3 autofails in a row is unlikely, and yet we have all been there.

Number 7: Silver Twilight Acolyte

At first glance, I never thought this card was that bad. But the more I encounter it, the more I hate it. This card has 2 positives; It has the “Bearer Only” clause and it doesn’t have retaliate. But then here is a whole list of sucky-suck things about the Acolyte. He hunts. He has 3-Health, which is always annoying (I already ranted about this in my Top 10-List from last week, which you should definitely read if you haven’t). It has 3 Evade, which is a little too high to just (consistently) evade. Oh, right, and it adds Doom! Remember how you hated Ancient Evils? Say hello to recurring Ancient Evils which deals damage and costs actions to deal with. Ugh, makes me sick.

Number 6: Overzealous

Draw 2 encounter cards? No. Just no.

Number 5: Obsessive

Hey, do you like Card Games? Do you like drawing cards? Do you like to have a hand full of 8 cards? Me too, Jimmy! Psych. Now discard 1 card every turn. That Automatic you have been saving for? Discarded. That Crack the Case you can finally play now that you’re going to discover the last clue? Discarded. That Delve Too Deep you’ve been holding for 8 rounds just to play when everybody resigned. Discarded. Game, stop, I want to hold my cards!

Number 4: Amnesia

Hey, do you like Card Games? Do you like drawing cards? Do you like to have a hand full of 8 cards? Me too, Jimmy! Psych. Now discard all your cards (except 1)! That Automatic you have been saving for? Discarded. That Crack the Case you can finally play now that you’re going to discover the last clue? Discarded. That Delve Too Deep you’ve been holding for 8 rounds just to play when everybody resigned. Discarded. Game, stop, I want to hold my cards!

Number 3: Dendromorphosis

This card is so infuriating. Handslots are the most commonly used slots, par Mystics. It’s a weakness you have no control over. You can’t play any hand slots properly when this card is in your deck. While they are likely part of your “core gameplan”. The card itself can be dealt with quite easily; a free triggered ability that deals 1 direct damage isn’t that scary. But not being able to fully operate in the game, because this card could always be the next card in your deck is extremely harmful. Other cards don’t target you this hard. Discarding cards? Okay, I still have my assets. Doom? Okay, but I still have assets to make up tempo. Dendromorphosis? Oh, %$!$#.

Number 2 – Offer You Cannot Refuse

Don’t let this card fool you. You do not want these 2 experience points. This card has the potentiatal to permanently eliminate you. You can try and stop it. You can try and back resources, but you need those as well to play your powerful events and impactful assets. The worst part is, most decks rely on drawing cards. You want your strong cards out and replay them. Offer You Cannot Refuse puts Fine Print in your discard pile, which only prolongs your ineviable draw of this card. Didn’t have the resources? That’s a big problem. This card makes it possible for you to get eliminated in the middle of the campaign. Sure, you can defend against it. I guess it’s not as bad as…

Number 1 – Doomed

An Offer You Cannot Refuse on steroids. There is no stopping this card. At best; you could be permanently removed from the game around the 3rd or 4th scenario. At worst; you could get killed on the first upkeep phase of the last scenario. Everything about this card is utterly insane. Doom, discarding cards, taking damage; this is all losing tempo. Tempo is very important in Arkham Horror: LCG, so losing it will give negative results. But removing a whole, probably filled with experienced, investigator is not only tempo-slowing, but demoralizing to the core and, dare I say it, bad design.

Did you disagree? Probably yes, that’s cool. Let me know why you disagree. Which random basic weakness didn’t make the list you thought should definitely be here. Just to reiterate; I love to make entertaining lists and spark conversation. But please remember, this is all my opinion. Disagreeing is totally fine, but please be nice and respectful when providing feedback or in arguments about this topic. I hope to see you soon for the next Top 10 List!

P.S.: This is list is based on the current releases and will not be updated to include future enemies. The most recent release is “In Too Deep” and “Dark Revelations”.

P.P.S.: My group has a houserule to decide which random basic weakness you get. There are so many at this point, that drawing a random one from a big pile can become a lottery at this point. When we get to this part of deckbuilding, this is what we do; Every player draws 3 random basic weaknesses. We all choose 1 we don’t want from the 3. Then we shuffle the remaining 2 together and draw 1 at random. That is the weakness we get in our deck.
So, for example; I draw Overzealous, Indebted and Paranoia. I discard Overzealous. I randomize Indebted and Paranoia. My partner draw 1 at random, it being Paranoia. So I add Paranoia to my deck. Hopefully this houserule will inspire you. 🙂

Top 10 Enemies You Hate To Draw


Enemies. Don’t we all just love to hate them?

Well, fellow Investigators, today we are taking a closer look at all these badboys (and girls). From aloof to massive. From hunter to retaliate. From a small pest to a big boss. Enemies come in different shapes and sizes. So, for your entertainment and the loss of my sanity, I tried to make a Top 10 based on the most annoying enemies in the game. The enemies that make you go “Oh $!%&!” when you draw them.

However, there are a lot of enemies in the game. A quick search on arkhamdb gave a result of 288 different enemies. Sigh. Going through all of these is a daunting task. So I decided to create some order in this chaos. We’re mostly looking at enemies that make you curse when you draw them. So they have to be coming from the encounter deck. Thus, I decided to exclude all the enemies that spawn from a scenario effect (i.e.: The Royal Emmisary, Ichtaca, The Conductor) and weaknesses (i.e.: Tony’s Bounty, The Thing That Follows). This made the amount of enemies to go through down from 288 to 146. Which almost halved it! My next step was to individually rank all these enemies on a scale of 1 to 4. Where 1 would be “okay to draw” and 4 would be “Oh $!%&!”. I would then rank all the 4’s individually to form a Top X. This brought the number of 146 enemies down to 26 enemies. I judged these 26 enemies individually, and following that is this list; the Top 10 Enemies You Hate To Draw! Now, without further ado, the actual Top 10:

Number 10: Vengeful Serpent

One quick glance over this card would give ne the assumption that this enemy isn’t that bad. With only 2’s for his stats and the minimal values for damage and horror, you could argue the Vengeful Serpent is barely an inconvience. But the problem lies in the “Vengeance 0“. Whereas other enemies with vengeance values are favored to be evaded constantly, a hunter vengeance-enemy can quikcly become very annoying, when not slain. Killing it would not invoke Yig’s wrath and thus your Nathaniel could just do a quick punch. The true problem is that there are 3 copies of this enemy. Drawing the first one? No problem. Drawing the third one? Big oof. That’s 3 Vengeful Serpents in your face. Have fun with your next turn. The simple solution is to not kill these Serpents, but the encounter deck doesn’t make it easy for you. Entombed can quikcly throw a wrench in your plans, for example. What makes them more annoying, is that the Vengeful Serpent isn’t scenario-bound. It shows up multiple times! Very annoying. That is all. Thank you for listening to my TED-talk.

Number 9: Poltergeist

I dislike Geists. I love their theme, that they need to be “banished” by occult cards. But this card has proven to me, time and time again, it will mess with new players. Imagine being a Combat-focused investigator; like Zoey or Silas. You’re enjoying these Fanatics that are eating up clues, cocking your Automatic, brushing of your Machete, general Guardian stuff. Out of nowhere, this enemy shows up! 2 Intellect isn’t cutting it here. At this point you’re calling your cluegathering friends to come and banish this enemy. Now, I know; Mystics can deal easily with this, Fine Clothes help and not to mention the Enchanted Blade. But an unaware and more inexperienced player will surely be caught off guard.

Number 8: Goat Spawn

The Goat Spawn haven’t seen much action yet. Sure they have 1 scenario in which they show up guaranteed, but their only other appearance is a random one. For a core set enemy, that’s not alot. But unlike the Agents of Cthulhu (who are starting to appear a lot), I have no ambition of encountering these Shub-Niggurath’s spawn. It might be trivial, but anything with hunter and retaliate is enough for me to make me hate it. Top it off with an odd number of Health, which is still awkward to deal with (Spectral Razor and Vicious Blow exist, I’m aware, but it’s still awkward), and the Goat Spawn is annoying on it’s own. However, Goat Spawn adds insult to injury with it’s Forced-effect. Taking 1 horror after killing it? That’s just mean. How traumatizing must the death of a Goat Spawn for a human to go insane? Scary stuff.

Number 7: Rift Seeker

Our first scenario-specific enemy, the Rift Seeker. First of all, I’m trying to find a gate to Carcosa, not read a whole book printed on a card, chill. Second, can we talk about these traits? This is the only non-Humanoid Cultist (I mean, actual Humanoid, not trait-bearing). I still can’t figure it out, but it appears this thing is gigantic and there is a small human-being on the back of this Byakhee? It sort of resembles the Agent of the King. Is he the Cultist and not the actual Byakhee?
But all these things don’t make the Rift Seeker annoying. The Rift Seeker comes in with an odd-health value, but at this point in Carcosa you should be able to deal with it. The problem lies in the text. When it attacks you, you either die faster or place more doom. We all hate doom. Remember Ancient Evils? Hate it (Different list, but okay). But this Byakhee has a deal for you; you can discard it for the slight exchange of 2 Doom! 2 DOOM!? Pass.

Number 6: Inconspicuous Zoog

What do you mean “Cancel all excess damage and move it to a connecting location”? I’m going to level with you, I almost put Ancient Zoog on this list as well, but then I realised the Ancient Zoog is only annoying, because Inconspicuous Zoog is such an annoying target for it. This enemy isn’t hard to deal with, it’s barely a threat. But it’s annoying to a point of frustration. This is not a Top 10 Hardest Enemy-list, but a list about enemies I don’t want to draw. Welcome Inconspicuous Zoog, you have deserved your stay!

Number 5: Hand of the Brotherhood

It’s very popular to hate on Boundary Beyond. The whole scenario is filled with annoying, troublesome factors. But one of those, at least to me, is the Hand of the Brotherhood. This enemy can disturb a whole gameplan. Not being able to trigger action or reaction triggers on (possibly) multiple locations is the topic of many of my curses during game sessions. The Hand of the Brotherhood is not a hard enemy by any or all means, but it has everything it needs to be here. Spawns at an empty location, a doom generating effect, slowing down the pace of the game. Oh well, atleast it’s not Aloof.

Number 4: Deep One Bull

Can this guy relax for a second? What redeeming qualities does this Deep One Bull possess? It hits like a truck. Killing it’s friends makes it a hunter. Getting hit makes you lose a card. High health value which is also odd. Oh, what? You thought an enemy this strong, that appears in multiple scenarios, would at least carry the text “Victory 1“. But reality is only negativity when dealing with the Deep One Bull.

Number 3: Cats from Saturn

Am I the only one who things these creatures are phallic-looking?
This has to be one of the potentially worst X’s there is. Having a bad run, can net you an alarm level of 5 or 6. Which means you not only have, suddenly, 6 enemies in your Threat Area. But it also means that you just lost 6 cards from your deck. Don’t get me wrong, I’m not bashing on Swarming, I like the mechanic. But I just wish that the Cats from Saturn could stay there and would let me enjoy my Moon-Holiday for what it is.

Number 2 – Conglomeration of Spheres

Why does this not carry a “Victory 1” line? Dealing with 1 can be okay. Dealing with 2, is annoying. But everything over 2 (due to reshuffles) is enough to actually make me pause the game, pour myself some tea and look at eBay to check for what prices Arkham LCG is being sold for nowadays.

Number 1 – Thing in the Sarcophagus

It has everything annoying about the Conglomeration of Spheres, but on steroids. High health value, no “Victory 1” clause, some sort of Trait ability which makes me insane, hunter and, finally, a name that I find very hard to spell. I love Guardians of the Abyss for it’s difficulty, but this Thing needs to take a hot bath and enjoy a break.

Did you agree? Probably not, that’s cool. Let me know which non-weakness, non-special spawn enemy you find frustrating. Or let me know why you disagree with me. I’m very curious to listen to all your opinions. But please remember, this is all my opinion. Disagreeing is totally fine, but please be nice and respectful when providing feedback or in arguments about this topic. I hope to see you soon for the next Top 10 List!

PS: This is list is based on the current releases and will not be updated to include future enemies. The most recent release is “In Too Deep” and “Dark Revelations”.

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