Over and over again I've seen people post that the King in Yellow is the best small box expansion. Certainly there's a lot to be said for the expansion: it has great spells, an absolutely fantastic Herald, and some pretty interesting common and unique items. I don't feel, however, that its flaws have been given sufficient attention, so that's what I intend to do here. These are the problems I've found with the King in Yellow expansion and the reasons I don't consider it the best small box expansion.
1. The Mythos cards-I'm not criticizing the Headline, Environment, etc. sections of these Mythos cards; those parts are actually pretty good. What I am criticizing is the distribution of gate openings and the lack of gate bursts. In CotDP, the cards included gate openings at the four rare unstable Arkham locations, thus speeding along the Doom Track and increasing the challenge and tension. KiY, by contrast, offers no new cards for the four rare locations; it only opens gates at the common and uncommon locations. Moreover there are no gates bursts. The net effect of this is to slow the Doom Track to a crawl, a problem worsened by the six Next Act Begins cards and the Intermission card, none of which add any Doom tokens. I noticed this problem fairly early on, but the game that really drove it home to me was when I was introducing a bunch of newbies to Arkham, using KiY and Dunwich. We sealed Yig away and it wasn't even close. I understand that this distribution of gate locations was probably meant to increase the number of monster surges and thus speed the Terror Track, but it does so at the terrible expense of the Doom Track, a far from even trade in my opinon. I will say, however, that the use of the King in Yellow Herald does help to remedy this problem to some extent.
2. Dilution of the Next Act Begins- Aside from slowing the Doom Track, these cards pretty much cease to be a threat if you're using any other expansion in addition to basic Arkham. And of course if you're using only basic Arkham, you have no gate bursts and a Doom Track which is so slow as to be a joke!
3. The Other World cards-To put it bluntly, I find these cards sorely lacking in imagination and scope, quite noticieably inferior to those offered by Dunwich and CotP.
4. Massive Touring Performance problems-In Touring Performance mode you place the new cards from KiY atop the old cards. Yes, this lets you immerse yourself fully in what KiY brings to the table, but it also has some pretty unfortunate side-effects. Obviously, with the KiY Mythos cards on top, you're never really going to have to worry about too many gates opening or the Doom Track filling naturally; all you have to worry about is The Next Act Begins cards, and how many times you can afford to stop the First Act without awakening the AO. I can hear some of you saying that in the Touring Performance mode the play should be the main threat; fair enough, but what follows isn't. By placing the Common and Unique Items from KiY on top, this mode makes it very, VERY difficult for you to acquire decent weapons or sometimes any weapons at all! You'd better have McGlen or Harrigan, people who start with weapons, because there simply are not enough weapons in the added cards, not if you have at least four players.
I think that about does it. Alternative and dissenting opinions are welcome, of course.

