Narcolepsy

By Soakman, in Arkham Horror: The Card Game

Do not fall asleep in the middle of a witch-infested wood while you are separated from your friends. That is all.

Why not? It's full of friendly witches that wake you, by reminding you of your mortality.

Same happened to Marie while visiting the silver twilight lodge. Some Initiate accidently woke her, when he tried to enforce his writ of Expulsion.

Well, all our witches spawned in the same wood, seems they come from there. Only was treachery dealed direct damage, and it was conditionnal (two, if you discarded your whole hand).

There was a story on the Drawn to the Flame podcast warning of the dangers of Take Heart becoming Take a Nap. Unsurprisingly this can be fatal if it happens when (spoilers for The Forgotten Age)

failing to evade Yig.

Man I love all these new weaknesses. They are so cool. Narcolepsy has already created some memorable experiences, where as Luke Robinson I had to jump through my Dream Gate to wake up Mandy on the other side of the map - clearly Luke is far more experienced at dreaming than Mandy. I had Kleptomania on Silas and ended up stealing everything from the Relic of Ages to the Pendant of the Queen.

Some of the previous basic weaknesses have been very hit-and-miss (I could go into an extended rant but I won't), but the four in Dream Eaters all go straight into the category of weaknesses I would be happy to pull every time - not because they're gentle, but because they're awesome.

I think my group is likely to start using a rule of basic weaknesses are draw 2, pick 1, not to make the game easier so much as to allow people to have an interesting time with the large pool of weaknesses we have now rather than just having Paranoia for the fiftieth time. Though there's also the consideration that certain weaknesses are disproportionately harsh or mild for certain investigators; it'd be nice not to be utterly shut down by Drawing the Sign on Patrice, or conversely to be able to swap Amnesia for something with actual teeth on Patrice since it's so mild for her.

I agree but I’m also not a solo player. I love these weaknesses, haha.

I like the new ones too. They can be so inconveniently fun. But even some of the originals can be perfect for certain investigators. I loved it when we were playing Dunwich recently and my husband had just upgraded Tony with Another Day Another Dollar and then he drew Indebted as his second weakness!
I like the idea of drawing two and choosing the one most inconvenient, but maybe not game ending, like Doomed. That was an awful experience in FA. Coupled with being constantly poisoned and Mitch evidently spending every scenario playing scrabble with Cat Burglar instead of ever making an appearance, Leo was toast about halfway through! We have made a house rule. If you have drawn Doomed and were killed by its weakness cycle, you don’t ever have to have it again!

Edited by Mimi61

I love this weakness as Luke, he is a bit too eager to return to the Dreamlands.

11 hours ago, Villefere said:

I love this weakness as Luke, he is a bit too eager to return to the Dreamlands.

If he draws it while he is in the Dreamlands does that mean he has accidentally woken up?

3 minutes ago, Assussanni said:

If he draws it while he is in the Dreamlands does that mean he has accidentally woken up?

No, it's sort of funny. In Dreamquest of Unkown Kadath Randolph Carter occasionally goes to sleep while in the Dreamlands. It's a sort of deeper level of sleep.

Most thematic we had was Preston with Narcolepsy during Guardians of the Abyss. That curse was quite powerful.

Our group usually as just enough time to run all campaign once, so we decided to always use basic weakness from new packs.

It was fun to see people acting weird, like Diana investigating a useless location with 6th sense just to discard Unspeakable Oath Curiosity, and my Preston saying "let me kill the big one with my axe!" and giving one little nudge at 1 damage firts on an even-life enemy just to discard Unspeakable Oath Bloodthirst.

But yeah, sometimes, the treachery isn't really interisting nor difficult and it would have been better to have a "draw 2 pick 1". Through the Gates doesn't seems really unconfortable.

Through the gates isn’t terrible until it takes away something you really want or until you are Patrice and it does so 3 times in one game. It honestly depends on the deck.

Through the gates: Or any quick draw seeker, like minh with 2x drawing thin, her signature card and 2x grisly totem 3 (seeker).

Though the Unspeakable Oaths hurt quick draw decks even more cause they block hand slots and are relatively hard to resolve, espcially if you have only 1 card to deal 2 damage.