- Ace in the Hole allows you to take 3 additional actions during the turn on which it is played. It doesn't interrupt what you are doing to perform those 3 actions. If you play it during a [player window] during a skill test, it just means that you have more actions to take during that turn. It doesn't mean that all 3 of those actions take place during that skill test.
Ereignis
Trick.
Cost: 0. XP: 3.
Außergewöhnlich. Schnell. Spiele diese Karte nur in deinem Zug.
Du darfst in diesem Zug 3 zusätzliche Aktionen nehmen.
Latest Taboo
This card gains: "Max once per round."
FAQs
(from the official FAQ or responses to the official rules question form)Reviews
It's good.
It's very hard to not justify +3 actions for 0 cost. The only thing I can really mention is that it's better to get this upgrade at the end of a core build rather then to start with, you really want some good cards in play to capitalize on so get those upgrades before Ace in the Hole.
For example:
- A 6 action round with a .45 Automatic in hand is nice.
- A 6 action round with Chicago Typewriter, now THAT wins games.
I.E, dont spend your first 6 Xp on this thing, spend your first 10-14 XP on key mechanics, then cash in on that with Ace in the Hole.
Note that the taboo'd version now adds "Max once per round." to this card if you're playing with those.
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Hard to argue against a card that gives you a free turn and doesn't cost an action itself by being Fast.
This combines well with Quick Thinking and Pay Day to produce a seven action turn, six of which are free to use for anything with one to action Pay Day's payout of 7 resources. For a Finn Edwards deck with his free evade, you can get eight actions into a turn: six again for anything, one for an evade, one to collect 8 resources. As well as a free turn, gathering up that many resources is a great boost early on. You can also use this without Pay Day during the endgame to rush to that finishing location in a single turn.