- "As If": This was added to the FAQ (v.1.7, March 2020) and then amended (v.1.8, October 2020). You can read the October ruling on the ArkhamDB rules page here. (I'm adding a hyperlink rather than retyping the rules in case in future the ruling is changed or amended - at that point, the rules page will be updated and all ArkhamDB FAQ entries will link to the correct ruling.)
Fast. Play during any player window.
Choose an enemy at your location. Test (X), where X is that enemy's fight value. If you succeed, treat that enemy's fight value as if it were 0 for the next attack performed against it this phase. Draw 1 card.
So I've only theory-crafted this and have no practical play experience, but...
This seems quite good in a 'four-action' Joe Diamond build that makes sure every card in its hunch deck is fast and can be played for free (or close to it).
He's a seeker that can play it that also has the capability to fight enemies. He can pass the book test for the most part. The free cantrip is great for refilling your 'real' hand and you still can use it for its intended purpose of setting up a huge blowout for an allied investigator before moving on to find clues.
Admittedly, the flaw in this plan is of course 'if you could already pass the book test as a 4, 4 character, why wouldn't you just fight to begin with?'
It is entirely possible that Joe as a Seeker 5/Guardian 2 has better/quantity access to icons, meaning that it is easier to pass the test than the test. In addition, passing the book test means that you have to commit 0 skill icons to the test, as you'll always succeed barring the token. And, minor note, it is possible that fellow investigators have better access to icons to help commit to the test, rather than , but that's just conjecture on my end.
Anyways, interested to hear what other people think about this very niche, very janky, and XP intensive inclusion in Joe.
This card basically lets a Seeker fight an enemy with their Intellect. If that were all it did, then it would just be a weaker version of Mind over Matter.
The card's only two saving graces are the card-draw (which is fine, I guess), and that it lets another investigator take the shot. The clearest combo is Shotgun, for which Expose Weakness hugely boosts the odds of scoring the maximum 5 damage. If you throw Double or Nothing in the mix, you could be looking at 10.
That combo is all well and good if you can pull it off, but it comprises three cards across separate classes and, realistically, at least two separate investigators in the right place, and a total of 7XP. That's assuming your scenario even has an enemy with enough health to make it worthwhile.
If that represents the best case for Expose Weakness, then it's in trouble. For the same 7XP, you'd be far better off getting Acidic Ichor and 3XP Emergency Cache to refill it, and dealing with the enemies yourself. As a Seeker, you're also in a much better position to make sure you actually draw those cards, using e.g. Cryptic Research or No Stone Unturned.
Also compare with "I've got a plan!" - the other major card built around weaponizing your intellect. It's more costly than Expose Weakness and doesn't work if you don't have the clues (although for a Seeker that shouldn't be a problem very often), but it deals solid damage and you don't need anybody else's help to deal it. It's genuinely unclear whether Expose Weakness even represents an improvement, which has got to be a pretty embarrassing comparison for the card that costs 3XP.
I give this card a rating of "unpurchasable."
If this card lasted until the end of that investigators turn, maybe it would see play in multiplayer if your friend is prepared to blast things with his shotgun (which also doesn't see much play), but sadly it is unplayable in this current form.