I thought I would give my impression on the Rumors in Eldritch Horror. For the most part, Rumors act as distractions – working on a rumor is usually making you lose resources you could be using to solve mysteries. That is basically there purpose. Easy Rumors can effectively be ignored, or take little to resolve. Hard mysteries will basically ruin your game. I've had more than one game that went from challenging to impossible because the wrong mystery showed up.
As a general comment, I notice that all Rumors that require a skill test require an Observation test. It's funny how an encounter that won't be random of course has completely predictable skill check. I wonder if Strength, Lore, Influence, or Will will come up for any future Rumors.
I'm gonna list off the rumors below and my thoughts on them. These might be spoilers for some of you, although there are only 12 mysteries in the deck so if you have played a hefty number of games you've likely seen them all by now. Fair warning.
EASY RUMORS
Fractured Reality – Advances Doom for each Gate on the board at the end of 4 Reckonings.
This isn't a terribly bad Rumor. You can probably let it go into effect anyway if there are few open Gates or a mostly full Doom track. For the most part it only causes the need for a brief side trip to a heavily trafficked space (Mu is between San Francisco and Tokyo IIRC). This is probably the easiest Rumor in the whole game.
Growing Madness – Give the Lead Investigator Madness for four Reckonings, and than at the end all investigator's lose three Sanity. The overall effect is mostly bad for the Lead Investigator. You can kind of cheese it though simply by not passing the Lead Investigator Token, since there are only three Madnesses int eh game and you can't gain the same condition twice; giving this to an Investigator who already has a Madness can reduce the effect. The card has a nasty synergy with Hallucinations however, as Hallucinations can cause you to lose all your clue tokens, so the lead investigator should not be someone trying to solve this rumor or the current mystery. Three sanity is nothing to sneeze at, but shouldn't drive any healthy investigator insane on its on. Mean, but not too bad.
Lost Knowledge – Defeat the Tick-Tock Men in three Reckonings, or lose all Clues. This card is surprisingly difficult. While it's not a “Lose the Game” condition on it's own, it might as well be. The Tick-Tock Men spawn in Australia, and unless someone just happened to be sitting on Sydney when the card was drawn it will take at least two turns to get to them. Clues spawn very very slowly in Eldritch. It's easy to not be able to recover from the effects of this card. Depending on the Ancient One clues might not spawn for a looong time. This should be rated Normal.
Secrets of the Past – Investigators must spend successfully investigate an expedition site within six Reckonings, or lose the game. What the hell, guys. The rumor requires travel to difficult to reach random locations, a successful roll, a Clue expenditure, and can make you lose the game. This is supposed to be easy? If you are lucky enough to be on the expedition site when the card is drawn and happen to have Clues and have Observation worth a ****, you might be able to solve the rumor. Outside of that, all Expeditions are in remote locations. It's going to take you two turns to get to almost any of them, and by then, whoops, another one is crumbled. This combines nastily with a Reckoning card that also causes the current expedition space to crumble, leaving you with five turns. This isn't even accounting for the nasty monsters that show up on those spaces. This Rumor is a pain in the ass, and should be rated Normal to even Hard.