This is a pretty minor inconvenience and a nitpick, but i just felt needed to get it off my head by writing it out loud.
Just sometimes, the ruling on cards is not very well structured, in regards to game flow and user experience. There have been several instances, but one stood out as unnecesarily convoluted: Snubnose Revolver.
"You may deal 1 damage to a monster in your space when you forfeit an action while evading a monster". Whoa. Why not make it simpler?
"While evading a monster, when you forfeit an action, you may deal 1 damage to a monster in your space". The structure then becomes this: Most significant condition first, least significant condition thereafter, then freedom of choice clause, then effect.
Which mean you can quickly decode if the effect of the card is valid for your current situation. Because the most significant condition comes first, you have a quick reference to whether the rest could be ignored or should be read. It is a device that makes the gameplay that bit less clunky/more lightweight and fluent. Finding all these little tricks like this and using them consistently can help an ever-growing game have less of a sum of "unnecessary interfacing". This card alone is of course a trickle, but all trickles add up to something in the total experience. My hope is that all future expansion cards and mythos events will follow this structure.
Some other examples (probably not all-encompassing) which weren't optimal in the past:
The axe:
"You may suffer 2 facedown Horror to convert all [Clue] to [Elder Sign] while attacking with this card". Had been easier to follow if
"While attacking with this card, you may suffer 2 facedown Horror to convert all [Clue] to [Elder Sign].
Same goes for Meat Cleaver.
Holy cross, while short enough to pass as easy/quick to decode, is written "Roll 1 additional die while resolving a [Will]" but should for the sake of consistency be "While resolving a [Will] test, roll 1 additional die". Pocket watch is like this, too.
In conclusion, the preferable formula is:
-Condition/Cause/Case if any,
-freedom of choice if any ("may"),
-cost if any,
-Effect.
-Post-effect (for example "then discard this card").
Most other item cards (
gambling dice
, all action-requisite cards, etc) already follows the preferable formula, so it'd be more consistent if future cards would too.