Fun fact - did you know this was the first card with the Permanent keyword that wasn't an asset? It's kind of weird when you consider that cards like the John Dee translation of the The Necronomicon are considered assets. Most other Permanent cards are assets, so it makes it a bit unusual in that regard.
Looking at the rules as written - seen here - could suggest that this card actually has no effect since it's classified as a treachery and not an asset. "When a treachery card is drawn by an investigator, that investigator must resolve its effects. Then, place the card in its discard pile unless otherwise instructed by the ability." You technically never draw it, so you never trigger the effect, right? I could see someone reading these rules and interpreting the card this way. However, I think it's pretty clear that's not how this card is meant to be interpreted.
A more devastating read of this card would be "you start each game with 2 fewer resources" reading that each game starts you with 2 resources less than the game before it, so that your progression could look like this:
- Game 1: 3 resources
- Game 2: 1 resource
- Game 3+: 0 resources
Technically the wording is ambiguous enough that you can read it that way. Tough, right? Again, I don't think this is how the card was meant to be interpreted, but it could be read that way. (But it shouldn't be, because I am very sure it's just a flat -2 resources at the start of play.)
As for my actual thoughts on the card, I generally find it to be one of the more preferable weaknesses. It's one of the weaknesses that actually impacts my playing more, actually - with less weakness cards in the deck, I am more likely to draw more. The downside is that it does get you with its effect every game, but I believe that one of the keys to a good deck is consistency, so I like knowing exactly when a weakness is going to hit. It's something that you can take into account for your plan. It does slow your start a little bit, but it saves you that tempo hit later on in the scenario. Having 3 resources still gives you enough to play key cards like Machete and Shrivelling (and Dark Horse, of course!) to get you started. Is it possible that 2 resources could be the difference between winning and losing? Yes, but most of the time this is just a minor and predictable setback. I still think it's well balanced, though - annoying, but not completely negligible.