Angered Spirits

Another trauma signature weakness. Looking at the two elements, the effect and the discard condition, we get:

The effect: It drains Akachi's charges by forcing her to exhaust spells to build up 4 charges on this card before the end of the scenario, or face a physical trauma. Since Akachi usually has plans for those charges, this is a bad situation. While her Health is better than Roland's Sanity, physical trauma is still no joke and can end the scenario, especially since, like the whole suite of trauma weaknesses, if Akachi is defeated before getting the requisite charges on this card, she gets bonus trauma! On the upside, other investigators in her location can move charges as well, although it's not that common to have other spells with charges floating around. The largest problem with mitigation is that you want cheap spells with #+ charges, and they pretty much all take up Arcane slots that you already have plans for. You could use Sign Magick or Familiar Spirit to get more Arcane slots, but that is increasing the cost overall. Useful, low-cost spells include Alchemical Transmutation, Clarity of Mind, Healing Words, Mists of R'lyeh, and Song of the Dead, and Akachi's ability makes sure they have plenty of charges. One significant advantage to this card over other trauma weaknesses is that you will generally have two spells out, and Akachi can exhaust both of them in any free triggered ability window, allowing her to fill this weakness in two turns, drastically reducing the danger of a very late game draw. Now that Brand of Cthugha (4) exists, it would be pretty easy to siphon some of those 9 charges toward this, assuming you weren't the primary killer on your team.

The discard condition: None, but, if you get 4 charges on this card, you disable it (and it does not get discarded).

All in all, this is an average signature weakness.

Like all task based weaknesses, this can turn into an auto trauma if you draw it during the last few turns and have not enough time (or charges) to pay it off. I'd recommend draw effects (guts 0/ 2) to get this out early or discard it with scroll of secrets. — Django · 5148
Generally, it is not worth including bad spells in your deck solely to mitigate Angered Spirits. Agree with Django that draw and economy to play your big spells again are better, especially if you can get your Spirit-Speaker out. — suika · 9497
It's still good, that the spells exhaust, not the angered spirit, so in any normal situatio, you should be able to satisfy the spirits within 2 turns. I agree with suika, it's not worth it to put bad spells into Akachi's deck. Also, Akachi is much better prepared against physical traumata than Roland against mental ones. Feet tests that deal meat damage are far less common than brain tests that deal horror. And I got her easily through "Forgotten Age" with the "Wish Eater", which ate the trauma damage as a side dish to horror from "Shrivelling" before it became any issue. I agree, this is an average, or even slightly below average, weakness, while "Cover Up" is one of the worst. — Susumu · 381
I am astonished by the fact that not only can other investigators trigger the ability, but also Akachi herself gets to trigger it to target a spell asset controlled by ANY investigator at ANY location. That's flexible! — AlderSign · 381
The King in Yellow

This is a very tailored signature weakness, and it's a thing of beauty. Looking at the two elements, the effect and the discard condition, we get:

The effect: This is a very unusual signature weakness, and it's a little hard to get your head around. Minh likes committing cards. It's pretty much her whole deal, and this card messes that up seriously. She gets to either not commit anything, or commit 3+ cards, which taxes even Minh's prodigious draw. If your luck is bad, you can end up spinning your wheels for a couple of turns, trying to amass enough icons to clear this. Fortunately, as farmstrong points out elsewhere on this page, the card draw that helps Minh draw this weakness also helps her get the cards to clear it. Sadly, as one of the investigators most likely to deck herself, Minh is at somewhat greater than normal risk to draw her signature weakness more than once in a scenario.

The discard condition: One of the most difficult (well, at the very least, finicky) in the game so far. Minh has to commit 6 matching skill icons to a successful test while committing at least 3 cards. First, you need to succeed, so and tests are best. If you are lucky (and prepared), you draw this in upkeep and clear it with a treachery in the Mythos Phase, otherwise, try and Investigate a low-shroud location. Obviously, cards with multiple icons are great, and cards with multiple icons are even better. Minh's ability and Grisly Totem can help boost the total icons, but, since you need 3 cards, they are more insurance than necessity. Other obvious cards are Inquiring Mind, Unexpected Courage, Guts, Perception (2), and, really, anything with at least 2 , , or icons. There are about 30 in alone. The good news is that you will usually be testing 10 vs 3-4, so the chance of clearing this on the first try are good at any difficulty. The bad news is that the exists.

All in all, this is an average signature weakness, a serious speed bump but unlikely to end a scenario.

Agreed... to me, the most annoying thing about this weakness is that you're kinda forced to prepare for it when deckbuilding; when she has it out, she's a fairly weak investigator. Now, it's not hard to build her deck with a lot of icons, but I think this weakness prevents some of the sillier Minh builds from working. — Hylianpuffball · 29
Might be worth noting this takes a hand slot, which can bump off fingerprint kit/magnifying glass. — SGPrometheus · 835
I play Minh a lot and I'm not annoyed by this: I simply chose to have a single hand-asset (Occult Lexicon), a lot of card draw (thanks to Dream-enhancing serum) and around 15 skills in the deck. I can even discard this weakness without spending a single action specifically for it while quite a few basic weaknesses requires 2 actions. Oh, and given the constant card draw style of the deck I often have to deal with it twice or thrice a scenario. — AlexP · 266
Yeah honestly this one is not too bad at all. Minh has no problem committing 6 icons. — StyxTBeuford · 13043
The discard effect even is beneficial if it bumps off a used Scroll of Secrets or a Necronomicon that Minh will be able to recur with Scavanging after easily clearing the King in Yellow with an overcommitted investigate action. Frequent,y it's worst impact is that it's unlikely that you'll be able to commit to any tests during the Mythos phase. — suika · 9497
Tony's Quarry

The easiest way to handle this weakness is that you draw this card at the round when the agenda will be advenced like Arcane Initiate. Lucky Cigarette Case (3 level) is the good way to find this weakness. Also, some cards help you to find this card; sadly, he cannot take Rook for that.

Otherwise, you commonly want to defeat this enemy because of 1 doom. Here are some good cards to handle this. Note that he may want to deal 1 damage because most weapon has 2 damage (Long Colt, Switchblade, Mauser C96, .45 Thompson, Knuckleduster...).

  • Marksmanship: This saves 3 actions; 1 engage, 1 move, and 1 fight. He could use his extra action to fight with Marksmanship.
  • Righteous Hunt: This saves 2 move actions, and gives 2. He could also use his extra action to play this card, because this card has engage.
  • "Get over here!": This save 2 actions; 1 move, and 1 fight, and potentially 1 action. This make the enemy move, so he may save 1 additional action if he need to his original location. One sad thing is he cannot take 2 level version.
  • 1 more damage: Vicious Blow, Delilah O'Rourke, Garrote Wire...
  • extra movement: Nimble (even if his is low, and hard to find test), Shortcut, Elusive...
elkeinkrad · 500
Small Favor can kill the Quarry at range, but it would cost 2 actions and 10 resources, which Tony might have better uses for.... — LivefromBenefitSt · 1076
You also need 2 favors or double for 3 damage — Django · 5148
My preferred here is just... ignore it entirely. — drjones87 · 199
Hellfire

Unlike all the other "If you fail, you must either ... or ..." effects, this one does not contain the word "must", which implies that you can choose to place 2 clues on your location even if you have none.

The section "Must" in the rules reference says: "In the absence of the word “must” while choosing among multiple options, any option may be chosen upon the resolution of the effect—even an option that does not change the game state."

Or am I missing something? Could this be an oversight by the designers?

Jeko · 14
You can only place clues you have. If you are "creating clues," the card will include the phrase "(from the token bank)." it's a pretty rare situation. If you cannot place the clues, you must select the other option. — LivefromBenefitSt · 1076
@LivefromBenefitSt The question isn't about placing new clues. The question is about the fact that, since there is no "must" in the text, you are allowed to choose the place clues option even if you have none and then the card ends up doing nothing. — TheNameWasTaken · 3
I strongly suspect the word "must" should be there, but, as written it looks like you can chose to "place clues" even if you have to place 1 or 0. You would not place more clues than you had in your possession (since you can only pay costs with elements in your possession). if you have 4+ clues, you need to do both (again, to the extent possible). — LivefromBenefitSt · 1076
I certainly didn't want to imply that one could create clues out of thin air with this effect, because that would be nonsense indeed. But it seems one can choose the clues-option even if it doesn't change the game state in the end. — Jeko · 14
This was asked to MJ on a live stream of mythos busters playing WotoG and this just seems to be an omission of the word must. — Zerogrim · 295
Do you have a time stamp for the video by any chance? I couldn't find anything skipping through it. — Jeko · 14
Mind's Eye

I think an overlooked use case for this card is in Daisy Walker. Her willpower isn't that great, and it isn't often worth using spells that don't boost , and the ones that do boost it are too high level for her. She's not too likely to use arcane slots aside from Arcane Enlightenment or some other niche cards.

Obviously she's never going to substitute , and she doesn't need to. And it seems at first that getting a boost of only 1 to (without extra damage) or isn't really worth 2 xp, 1-3 cards and both arcane slots, but the most important consideration is Higher Education. Since it's a permanent, this combination of cards can convert any test to something that can be astronomically boosted with only a little bit of money, something that's easy enough to come by as seeker, and cards in hand, which are also easy enough to come by in that class.

It's not something that lets you fight primarily, but it can finish off a weakened enemy, and it can let you evade when desperate. It's also good at dealing with the rarer or even treacheries.

Also worth a consideration are all the seeker cards that interact with secrets. Eldritch Sophist and Truth from Fiction let you keep it around even longer, and the former lets you move charges from it to stuff that's more useful as the situation calls for. With that in mind, the three copies can be extra easy and fast secret gain, for use with other great secret assets, of which a few have been teased for the Innsmouth cycle. Though some of them also compete for arcane slots, Daisy can run Familiar Spirit in a pinch, or just run the very best slotless or Tome assets that use secrets. Old Book of Lore is a particular standout.

Overall, it isn't really necessary, or something that seekers don't have tools for already. However, most of these tools are events, and having something permanent - secret supply notwithstanding - on standby for turns where Mind Over Matter would feel like a waste is pretty good.

SSW · 216
Nicely put! I had considered this as well, though it is going to be 3 resources to play, + however many more to pump it up through higher ed. And while Seekers tend to be rather wealthy, I have noticed Daisy to be a little short on cash for me. You'll need to pump probably at least 2 resources to get the willpower high enough. But it is conservative on secret uses since you won't need it too often. — LaRoix · 1645
I generally don't find Daisy too poor, but maybe that's because I mostly play her in Dunwich, where she has access to a certain resource-gaining tome. — SSW · 216
You could always throw in Renfield to generate some more resources, soak damage, and boost wp. That actually sounds like some fairly interesting jank — Zinjanthropus · 229
I was just looking at using this with Daisy and this post covers most of it. Her Willpower can get quite high between L2 Whitton, Hawkeye and an accessory like Rosary (or Four of Cups). Having Mind's Eye makes you virtually indestructible to the encounter deck tests saving your Ward for more important treacheries, easy to pass any Parley or Test and can also evade or chip in a little damage. The limited secrets aren't as big of an issue with Daisy since she will draw through her deck finding the other copies of the card. It won't be the first upgrade but after upgrading she will power through the scenarios. — The Lynx · 987