As has probably been made clear by now, I tend to enjoy thinking through various situations and combinations of effects in Arkham. In doing so, I have recently stumbled upon a rather overpowered combo, so it is here presented for your examination: simply put, Mask of Vice and Organized Crime. The only reason the phenomenally effective Mask of Vice wasn't blatantly overpowered was that you still had to sit on a shop to get items. WIth Organized Crime, you just need to start your turn in the streets, which means a designated monster hunter can continuously get items for no cost. Think about that for a second: one free item a turn for no cost whatsoever. Revelation of Script means one free clue a turn as well, if you keep your Lore high. But the real fun comes when you throw Pete into the mix, since he can keep stealing and then discarding the same item. To go with the monster hunter theme, you could repeatedly use and then retrieve Dynamite. Recycling Elder Sign Pendant completely shuts down monster surges. Recycling Eltdown Shards is a massive blow to the Doom Track. If Daisy Walker is around, Pete can give Eltdown Shards to her each turn, and you can effectively ignore the Doom Track for the rest of the game. Doing the same with Dhol Chants (or, to a lesser extent, Cabala of Saboth) turns Daisy into an unthinkably strong character. Doing the same with De Vermiis Mysteriis (as an aside: shouldn't that be Vermis?) will get you boatloads of trophies and contribute significantly to a closing win.
Wow, I feel like Marius Hartland.... So, what does everyone think? Blatantly overpowered? Not as bad as I make it out to be? Worth a ban?
a game is a social event not a bandstand for how smart you can be vs. the game designer. That, at least, is my meditation on imbalance. Iä Iä!