The Armored Dogs in Compass of Xorr and Lord Stafford's Treasure have Attack Skill in their decks. It's not really a bug - the cards work as intended, it's just not useful on group enemies. Playing the card puts the dog who played it on "no more actions". It's a bit silly for the AI to play a card to draw two attack cards, only to block itself from playing those attack cards. (Yes, there is the possibility that another dog could use the drawn cards, but usually the dogs will have enough cards in their deck that they can all act. So the net effect of the card is usually a lost attack.) Fix: Remove the attack skill card from the armored dog deck. I haven't seen this behaviour on any other enemy, but there may be others so it doesn't hurt to check. (I've posted this in bugs because I didn't know where else to put it.)
I'd post it in suggestions, so I'm gonna move it there. However, feel free to disagree and I'll move it back. EDIT - Also changing the tag to better reflect what it's about.
I just played those quests in No party death mode and it does help out a lot to see the dogs stop themselves like that. If it is poor game balance in favor of the player I would say no because I find those quests real hard compared to all other quests. Those dogs can be tough as hell and brutal too. I can however see why such a card seams unfitting for a dog. Such a creature should have less powerful attack cards and more movement cards. Howl for an extra card or pack (mob) attack would be fitting as well.
It can sometimes help the dogs to play this card. Those dogs also have Cowardly in their deck. Attack Skill can be useful for regaining attack cards after having to discard them. And even though the dog who plays it won't have an action point anymore, some other dog from the group can still attack, or they can save their attacks for the next round. I wouldn't see it as a bug, or a problem.
+1, that's how "balancing" works in Card Hunter (items/characters have bad PLUS good cards)-- the only "fair" way to remove Attack Skill from the Guard Dogs is to remove their Cowardly trait as well-- though it make a lot of sense thematically (being a manifestation of their volatile nature) as well as gameplay-wise (for some RNG variety/flavor) to have both cards in... Yep, if you have any experience dealing with aggressive dogs in real-life-- assuming you are armed/armored (to even up the odds), you basically play tango with them to see whose courage gives up first...