Cost: 0.
Test Icons:

Schnell. Spiele diese Karte, nachdem eine Fertigkeitsprobe, die dir misslungen ist, geendet hat (nachdem alle Effekte der misslungenen Fertigkeitsprobe abgehandelt worden sind).

Versuche jene Probe erneut. Du bekommst für diese Probe +2 auf den Fertigkeitswert.

Stanislav Dikolenko
Das Herz der Älteren #200.
Man lernt nie aus
FAQs (taken from the official FAQ or FFG's responses to the official rules question form)
  • Q: If I fail a test that has costs other than actions associated with it (like spending ammo or charges), do I need to respend costs to 'attempt that test again'? My read is no: it's not a new action, it's just 'go straight back into the skill test', without spending costs. Is that correct? A: Correct. The investigator does not need to pay any costs associated with the skill test again (such as ammo, actions spent, etc), although anything spent to improve the previous test (like committed costs or resources on a Talent) are indeed lost at the end of the first test.

  • Q: Does a skill test end at the same time as the action spent to trigger it, if it is, for instance, an Investigate test or Fight test? Do end of skill test and end of action effects trigger at the same time? A: Correct, an action that is a skill test (such as Investigate or Fight) ends at the same time that the skill test ends, so both such effects would trigger at the same time.

Last updated

What a great card! Lucky! is a great card and this card will not change that, but it's so nice to have a card that fills a similar role to Lucky! while at the same time not being the same and still having its own space. I'm currently playing an Ashcan Desperate/Dark Horse/Yaotl deck and I'm taking out my Lucky!s because they cost one resource and have no icons in a deck that discourages having resources and encourages having cards with icons in the discard pile. They synergized badly with the deck. This card (while not necessarily getting along with Yaotl) is a great replacement in that deck.

In general, it's very well balanced with Lucky!. While Lucky! gives you a chance to pass a test when you would have failed after you've seen the token, Live and Learn lets you weasel out of an auto fail or other really bad draw. Lucky! costs a resource, while Live and Learn still resolves side effects of a bad test and does not guarantee success (or further side effects of another failed test). But it's free!

I'm happy to see the designers make a card like this, and I've enjoyed playing with it.

NTGuardian · 13
I agree--I see this card as a slightly worse Lucky!, but it's not inconceivable that some decks could prefer this one, or could want both of them. — CaiusDrewart · 1799
Aren’t you overrating this card? Basically it just grants a free action after a test is failed and +2. You still lose all Ressources and cards committed. Might be useful if you built your deck around failing, otherwise I don’t see this cards greatness. — Django · 2722
It's great, if you don't invest heavyly into tests, like Dark Horse Pete would — Adny · 1
@Django I think that committing everything while Live and Learn is in hand is not a point of this card. In my opinion the best thing to do with this card is: attempt to the test and fail it, reap rewards of failure without losing an action (Rabbit's Foot, Look what I found!, even Oops! looks way better when played this way), then pass that test with skill bonus. This card is just a sweet addition to fail-to-win archetype. — KptMarchewa · 1
Yeah, I think it is especially useful for the situations where ammo costs are spent such as when shooting with your ornate bow and miss the mark, or you are tight on actions for an evade or even a single point of damage to keep going with your turn, but come up short. — Bronze · 111
With Wendy and her amulet, could you attempt the same test 3 times? First time normally, then with her ability discarding Live and Learn, then by playing Live and Learn from the discard pile using her amulet? — bigstupidgrin · 6
bigstupidgrin- Yes. You can also use Lucky that way. It definitely kind of feels like you're cheating when you do it. — Zinjanthropus · 83

Interaction with Drawing Thin via designer Matt Newman.


This is a bit of a tricky interaction, so I apologize for any confusion here. I agree it’s a bit ambiguous. I think the ruling that makes the most sense here is the following:

As a general rule, when you use Live and Learn to attempt a test a second time, all effects with a duration that expire at the end of the first attempt will have expired by the time the second begins. This includes effects used during the first attempt that say “until the end of the skill test…”, “…for this skill test,” or the bonuses from committed cards, which are all discarded at the end of the first attempt. Effects that are inherent to the test itself (the test’s parameters, what happens if you succeed/fail, that sort of thing) all remain the same, even if they have a duration of “for this test.” So, for example, if an effect said “play during a skill test. until the end of the skill test, increase the test’s difficulty by 2,” that would expire at the end of the first attempt, whereas if the test itself said “Fight. Increase the difficulty of this test by 2,” that increase in difficulty would exist in both the first and second attempts.

Now for the tricky part: Which is Drawing Thin? Is it an effect that initiates during a skill test with a duration of that expires at the end of the skill test? Or is it an effect which alters the inherent nature of the skill test itself, such that it would affect both attempts? Since Drawing Thin does not explicitly say any variation of “until the end of the skill test” or “for this skill test,” and since its triggering condition is a “when” reaction to the skill test initiating and not something you use during the first attempt, my ruling is that Drawing Thin is changing the skill test’s inherent difficulty to be 2 higher—altering the nature of the test itself. Therefore if you use Drawing Thin when the skill test initiates, and then use Live and Learn to attempt that test a second time, the increased difficulty would carry over to the second attempt.

Again, apologies for the trickiness/ambiguousness. Hopefully this clears up this interaction, as well as clearing up how Live and Learn works in general. Thank you for bringing this to my attention; I’ll be sure to add it in the next edition of the FAQ as well.


Calprinicus · 1772
I’m sure this was mentioned elsewhere, but how does this work with events exactly? Someone mentioned using Look What I Found and that makes sense because it’s an effect/result without a check but what about a card like Backstab? Backstab is a Fight action but it changes the stat used to modify the action. So if I fail a Backstab and then play Live and Learn... would I then Fight with Agility but only deal 1 damage if I succeed? — LaRoix · 135
This clarification only applies to extra effects added or that modify a test, not the test itself or the result. — Django · 2722

This is an extraordinarily good card. It definitely ranks in the top 3 for the Forgotten Age cycle, if not being the very best level 0 card in the cycle. It is good for 3 simple reasons:

A: It plays somewhat similarly to Lucky! in that it lets you play fast and loose with your card and resource commitment to tests. Say for example you can beat a -3 with minimal effort (Agnes Baker Rite of Seeking investigating a Shroud 2 location for example) but there's a -5 in the bag, Live and Learn will help you beat that check with assurity.

B: It protects against tokens and very large negatives (more common in harder modes). Giving you a retry on that test.

C: It recovers lost time and resources! Namely the action spent to attempt that test and whatever charges, ammo, secrets, supplies, whatever you used on the original test. (In the example above, lets say Agnes Baker drew a -5, with Live and Learn she can try that test again, without spending an extra Rite of Seeking charge, and the +2 from Live and Learn will cover against another -5).

All in all, Live and Learn is the card to pick if you play through some key assets or events, the bigger the gun, spell or event, (or if you just got a good pupper) the better Live and Learn is.

Tsuruki23 · 1128
Why would Deduction or Double or Nothing (ie, skill cards) still be present in the second test? The first test has completely ended, so they are no longer committed and are instead in the discard. Is that not right? — duke_loves_biscuits · 689
@duke_loves_biscuits: Yeah, I think all that stuff is gone, which means this card probably falls short of greatness (but it still pretty decent.) — CaiusDrewart · 1799
Basically this card grants another action and +2 to that test. Not sure if it's worth a deck slot over Unexpected Courage, for example. — Django · 2722
This is pretty fantastic for Silas, who will often commit a skill card to a test, and then if if comes up as a fail, pull the card back, and then try again. This card saves him an action in that process, and grants him +2 on the second attempt. — Greatsageishere · 139
Yeah, I don't see why this needs an errata. It says after the test ends, so there's no case to be made for keeping your committed cards active. Still, a card that's almost as good as Lucky!, costs 1 less resource, and can actually deal with the tentacle, is pretty amazing. — Indog · 1
It is also much easier to work with Dark Horse than Lucky. The two best red cards don't play well together. — duke_loves_biscuits · 689
I agree with Django--I don't see how this card is better than Unexpected Courage, even in a Preston deck — Malgox · 17
Unless you can chain it with "Look what I've found" and Take Heart... — Malgox · 17
This deck is far better than Unexpected Courage... It is bizarre that anyone would think otherwise. Analyze it from this perspective: How much does the card increase the likelihood that I succeed when I use it: — FBones · 10156
Sorry, was hoping that Shift + Return would let me put a line break. Okay, just do a simple analysis of how much this card will increase the likelihood of a success when you use it: Unexpected Courage increases your chance of success by 25-30% in typical cases on Hard. The key point is that you do not know beforehand that you will fail. Live and Learn gives you a completely second chance after you fail to succeed, and gives you +2 on top of that. In most cases on Hard that will give you a 85% - 90% chance to succeed when you otherwise would have failed. So Live and Learn is about 3 times better in positive skill tests (i.e., no Retaliate and not during mythos). I admit, there are nuances to take into consideration (taking a second pull from the chaos bag), but there are also nuances going the other way: the investigators who have access to Live and Learn tend to have higher will-power and lower fight/intellect, so they are less likely to be needing boosts on mythos and more likely to need them on bread-and-butter positive skill tests. The real question is not "why not use Unexpected Courage," but rather "why not use Lucky!?" Except for Dark horse decks, Lucky is generally superior. (note that Live and Learn does NOT synergize with Fire Axe because all your money is already spent.) — FBones · 10156
Another way to think of it is that Live and Learn is ROUGHLY equal to Unexpected Courage + 1 Action---as you get a second chance to succeed on the skill test you just failed, but is not useful during Mythos. — FBones · 10156
It's also worth mentioning that you can take both Unexpected Courage, Live and Learn, and Lucky, and you'll probably succeed on more tests than if you omit Live and Learn. I don't think it belongs in every deck, but it's definitely a good card. — Zinjanthropus · 83

Finally, this card found its place in a new investigator, Stella Clark. Because otherwise, this card is just not worth it. There're only two situations in this game, either you want to fail or win a skill check. And this card falls right down the middle. Yes, it's cheap, but you'd better get a successful check with one token pull, rather than two! Especially, if you resolve a non-number one. It's a trap you're getting into. Stay away, if able.

ambiryan13 · 52
I use this card as a third or fourth Unexpected Courage or Lucky. The goal of this card (like Lucky or Unexpected Courage) isn't to push your already failing stats into +1 or +2 of the test (e.g., taking your 3 willpower to 5 in order to pass a test of 4), it’s to give you almost guaranteed assurance that you’ll pass the test after you just happened to have failed a test you were already over (e.g., failing a willpower test of 4 despite having willpower of 6). Obviously there’s possible triggers for failing the test, and you have to take it over again...but I’d rather spend one action on a failure+success than spending an action on a straight up failure. Looking at it this way, it helps save other cards you might have thought about throwing into a skill test. — jdk5143 · 1
It's got synergy with Look What I Found as well. Fail by 2 and get 2 clues, then retry at +2 and get a third clue for passing.. — bee123 · 24
I hugely disagree with this review. — Tsuruki23 · 1128
Live and Learn is a crazy amazing card. It’s not Lucky!, but often functions similarly in letting you attempt tests you have no business passing without commits, and has amazing synergy with cards that play off of failure- Take Heart, Dumb Luck, Look What I Found, even Drawing Thin. It being 0 resources also makes it better in Dark Horse decks than Lucky oftentimes. It’s a beautiful card, and while Stella will probably be the best home for it, I take it in most investigators that also want Lucky. — StyxTBeuford · 2056
Truly spoken as someone who's never tried to get clues as solo Rita :P Also, it's worth mentioning that basically all 0xp Survivor (taboo) card draw requires failing (Rabbit's Foot and Take Heart), and even Drawing Thin makes you more likely to fail, so being able to redo a test with +2 is pretty strong. Gotta dig Peter Sylvestre out somehow. — Zinjanthropus · 83
While I love this card, and often find it to be a 2 resource cheaper Swift Reflexes with an unexpected courage attached in many decks. However, I'm not a fan of it with Drawing Thin because the 'redone' test is still at +2 difficulty for no additional gain. — Death by Chocolate · 56
That’s true, but it’s still a possible synergy if you’re trying to engineer failure by letting you fail and then take the test at even. The larger point is that Live and Learn has a lot of uses and I struggle to not include it in the majority of Survivor decks. It’s particularly great in solo Yorick/Rita for clue getting. — StyxTBeuford · 2056
@Death by Chocolate: Yeah, I probably wouldn't bother redoing a Drawing Thin investigation with Rita, though maybe with someone who has better int. My point is just that, if you want to dig out your key assets for most Survivors (or even get clues at all with some), you're probably going to need to redo some tests, Live and Learn is a great way to do that without wasting an action. — Zinjanthropus · 83
StyxTBeuford I deeply disagree that it has a synergy with Take Heart, Dumb Luck, Look What I Found, Drawing Thin. Full disclosure, I play on Expert and a +2 bonus almost always isn't enough to beat a check. And getting a +2 for your 2 intellect (Patrice or Yorick) is going to make a huge impact on the test. You would fail it the second time with the chance of getting into more trouble. — ambiryan13 · 52
Basiclly what i saying is - this isn't an Expert Card! — ambiryan13 · 52
ambiryan13 If you are playing expert, yes you’ll need more than a +2, but that’s two closer to hitting the breakpoint you need. AND it just let you trigger a fail by card which is reliable value on expert for ‘success-less clues etc.’ - if your concern is fail penalties and you don’t see value in that package of cards in expert - that’s a different issue all together, and may very well be the case. But for a boost based deck like Silas who can use skills to succeed rather than a suite of assets. It’s pretty reasonable to be sometimes aiming for successes and other times aiming for failures, and this helps you do both in a single action. — Death by Chocolate · 56
I also think an assessment of a card based on Expert is a relatively poor one as most people dont play on Expert anyway. This card functions brilliantly Easy to Hard that I’ve seen, and if you combo it with effects that trigger on failure it’s like getting Unexpected Courage plus another effect in one card. It’s definitely worth it and I take it in most of my Survivor decks along with Lucky! — StyxTBeuford · 2056

Setup question: is the second attempt part of the same action, or a second action that has its action cost waived? This leads to the real question: How does this interact with Quick Learner? Quick guess: it's like Drawing Thin in that if you use it in your first action you'll get -1 to both attempts (-1 +2 = +1 for the second go). This would be true if both attempts are considered part of your first action. However if the second attempt is a second action whose cost has already been covered (including the action cost), then L&L is now a full +2. Flavor-wise the second makes sense as you are benefiting from learning quickly.

Taevus · 295
Since L+L says to attempt the test again, rather than, say, giving you an action if the type you failed, I would say you're still on your first action. For instance, you Fight, fail, and L+L: you attempt the combat test again, but you don't actually take a fight action again. — SGPrometheus · 250
If you don’t pay an action for something, it isn’t an action at all for any rules purposes. There is a potential argument that L&L takes place after, so it happens between your first and second action here, however I would interpret that as irrelevant as you are retrying the same test, which is at +1 difficulty, so when attempt ‘that test’ again, it is still at +1 difficulty. — Death by Chocolate · 56
Discussed on Discord. -- An action that is a skill test ends at the same time as the skill test (https://arkhamdb.com/card/04200). "that test" was only +1 difficulty because of a constant ability which is no longer true rather than something like Drawing Thin that alters the test itself. So it definitely loses the +1 difficulty when you LaL due to being "after" the test ends. — Yenreb · 3