Fertigkeit

Glücksfall.

XP: 5.

Schurke

Max. 1 pro Fertigkeitsprobe beitragen.

Falls diese Probe gelingt, ziehe 1 Karte für jeden Punkt, um den die Probe gelungen ist, bis zu einem Maximum von 5. Mische jede durch diesen Effekt gezogene Schwäche zurück in dein Deck, ohne sie abzuhandeln.

Borja Pindado
Zerstörte Zeitalter #309.

Latest Taboo

At the end of its ability, this card gains: "Remove All In from the game."

Alles oder Nichts

FAQs

No faqs yet for this card.

Reviews

So for me the obvious comparison for this card is Cryptic Research, as they are both high XP, fast sources of card draw.

Cryptic Research has the advantages of being guaranteed card draw and costs one fewer XP. All In has the advantages of being able to draw you more cards in the best case scenario, not being able to draw weaknesses, and having two wild skill icons. 5XP is a lot to pay for an Unexpected Courage so I imagine this is mostly going to be used on easy skill tests to try to draw a bunch of cards, but there's always the option to commit it to a difficult test that you have to succeed, so I suppose its an upside.

Personally, Cryptic Research has never quite gotten there for me, and I never find myself with enough spare exp to justify running it. In theory, Rogue's should have even less spare exp floating around, so if this is really just the green Cryptic Research then it's terrible, right?

Well, maybe... but probably not! I don't think All In is a card that you can throw into a random late campaign rogue deck and expect to get value out of, I think this card is actually a big pay-off card for the "Succeed by Two" archetype. The ideal combo turn for the succeed by two deck looks something like.... find an easy test like a low shroud location or low fight enemy, attempt it and commit some combination of Watch This, Quick Thinking, Double or Nothing plus whatever cards you need to feel confident in over-succeeding, and then gain a bunch of extra actions and money and maybe a card if you had Pickpocketing or a Lucky Cigarette Case.

Enter All In.

With the +2 this card gives you to the test you can reasonably expect to be drawing 6-8 cards off your big combo test, even on hard or expert. What this does is let you add a huge injection of cards to that combo turn, which can then let you really get maximum use out of all those extra actions, and then end your turn still with a full grip of cards to let you combo off again next turn. This is all of course very risky as drawing the Tentacles on your big test can ruin your entire week, maybe you can convince your friend to play mystic....

birdfriender · 1064
personnaly, I can see this card as a late game purchase for any rogue running charon's Obol so that they can get their good toys like golden pocket watch, lola santiago, sleight of hand + lupara, lockpicks, hot streaks, sure gambles.... Basically spending your XP on consistency rather than other xp cards that you might not see — aurchen · 1
I don't think this card has to be part of a big combo. Getting 4 or 5 cards out of it is reasonably good. Card draw is useful in any deck. I have found myself spending actions to draw cards in order to find important assets a lot of times and get really frustrated when I happen to stumble upon one of my weaknesses when I try and this card helps a lot with that. Now, you have to be oversucceeding by a lot in order to get good value out of it (Daring Manuever helps a lot with that if you 're running it) so my guess is that you will probably bumping resources into Streetwise, so it's not really of an early game card. I think it's generally a good upgrade for any Rogue if you 've already acquired your most important XP cards and it should be pretty good on decks that run Hot Streak. — matt88 · 3117
I definitely agree with both your points, my review wasn't meaning to suggest that the card is only good in combo decks. I was just outlining how it can really shine there. As I said, I think it compares roughly to Cryptic Research, which is a solid card for decks with an excess of exp and I think that All-In performs the same role in Rogue. — birdfriender · 1064
Well, "roughly" describes that well. Cryptic Research might also be part of your build, since it helps a lot for Higher Education. — matt88 · 3117
Yeah, it can be. But for me I always find the upgrade to Cryptic Research from Preposterous Sketches to be a luxury, I expect more so once the exp version of sketches is released. — birdfriender · 1064
I don't really like Sketches tbh. The clue ristriction can be annoying. I prefer Lab assistant, which also has an effect that is useful to Seekers, so I lean more towards Cryptic Research there. — matt88 · 3117
@birdfriender You mention that you're going to draw 6-8 cards with this for a combo deck, but All In has a maximum of five cards drawn, and one copy committed per skill test. Is there something about the combo I'm missing? — cb42 · 37
@cb42 the 6-8 cards is assuming a Double or Nothing combo turn — birdfriender · 1064
@birdfriender Sorry for my confusion. That makes sense. In practice, Double or Nothing has only ever sat in a Rogue's hand during games I've played, so I failed to consider it. Thanks for clearing up my confusion! — cb42 · 37
Does All In work when played on other players tests? Or do you only draw cards if YOU suceed on the skill test? — Daerthalus · 15
This card is bonkers! All In + Double or Nothing lets you draw up to 10 cards from one test; if you have 2 copies of each in your deck, and can get its total card count down to 20 (not including weaknesses), you can effectively draw through your ENTIRE DECK in two actions. Repeatedly. You can trigger 2x Quick Thinking, 2x Swift Reflexes, and Ace in the Hole every turn. You can get Payday payouts in the double-digits every turn. The horror penalty for cycling your deck can be absorbed with a single Composure card--with the right deck, this card can enable infinite action loops. Until it gets on the Taboo List anyway. — Setzu · 330

A hellova payoff for the Double or Nothing combo rogue build and what really helps make the deck super powerful late-game. For those that haven't tried it, the idea is to find a test that you can pass by a lot, and then throw out a ton of cards on the skill test such as Quick Thinking, "Watch this!", Gregory Gry bets, and potentially either versions of Deduction or Vicious Blow or a Fingerprint Kit or super attack from Timeworn Brand, boosting your stat further potentially with Streetwise or other various skill cards, and then using Double or Nothing to double all the bonuses you get from succeeding. This combo can already be absolutely nuts when it goes off, scooping up an entire location's worth of clues or 1-shotting all but the most bulky of enemies while also giving you 2 extra actions and a ton of resources. But that combo was somewhat limited by the fact that you could generally only do it at max twice in one scenario since you would have to go through your entire deck to be able to get more copies of Double or Nothing, and without a ton of card draw or assistance from allies it might be difficult to even assemble it more than once.

Enter All In, which can be tacked onto that whole combo to, in addition to ALL the other stuff you'd already be getting, draw you 10 cards with all weaknesses shuffled back into your deck. This is a godsend in several ways. Firstly, drawing 10 cards is absolutely nuts, even if you have to discard during Upkeep (And you often do) it's very helpful to restock your hand with helpful cards. Secondly, it will often either draw you into being able to perform another combo or will get you pretty close to being able to do one. Finally, it draws through your deck and lets you reshuffle all your key combo pieces back into your deck so you can draw and play them again. This means that with good draws and long scenarios it's not unfeasable to get 3 or potentially more full combos off each scenario.

If all of this sounds completely insane, it's because it is and is likely what led to Double or Nothing getting hit on the taboo list. Even with the XP hit I still think this is definitely a powerful and certainly extremely fun way of playing Rogue, and if you feel safe enough to run Charon's Obol or you got a Mystic or two running Delve Too Deep it's still totally worth springing for. For decks that aren't running Double or Nothing though I'm not sure if All In quite gets there. There's just so many insane cards to spend XP on for Rogues such as Ace in the Hole or The Gold Pocket Watch if you're playing with 2-4 players that dropping 10 XP for two copies of this feels kinda weak.

Sylvee · 100
Wouldn't the "to a Max of 5" overrule being able to draw more than 5 cards from triggering All In twice (I'm not talking about other effects since they'd go off, simply doubling All In). If not what's the rationale that you can draw more than 5? — jdk5143 · 98
Each resolution of All In draws a maximum of 5 cards; and Double or Nothing causes All In to resolve twice. To put it another way, the "maximum of 5" on All In applies to its own effect, not the test as a whole. — Spritz · 68
I think the simple combo here is with Lockpicks or Suggestion where most Rogues are testing at 6 plus the many potential AGI static boosts that they will have in play. Typically I am at 8-10 when I play these in Jenny. All In adds another +2 so that is 10+ with very little setup and cards that remain in play. I will try to add this to one of Finn or Sefina when they take on TFA this month. XP isn't as much of an issue in that campaign. — The Lynx · 967
Just so you are aware, Finn can't take this, unfortunately (he would love this card if he could). — HelixPinnacle · 27

The existing reviews have already touched on the bonkers combo potential that this has with Double or Nothing. Indeed, it is the core (along with Quick Thinking) of the well known Rogue infinite actions combo. In spite of these cards being tabooed, it is still quite possible to go infinite, it's just easier for it to be disrupted by a . My tip, for those who want to engage in this degeneracy, is to take Swift Reflexes, as it gives you a bit of a buffer zone on this disruption, and Three Aces, which allows you to guarantee the full payout on (usually) every other test. Unfortunately, the resources and cards from Three Aces can't actually be doubled, but they're still good.

I wanted to add a few points on using All In that don't require DoN:

For one thing, All In allows you to basically draw a whole new hand if you want, while cashing in on various skills. This is actually pretty great even without DoN. You could quite easily get +6 or more to the test without actually depleting your hand, or with very minimal net loss of cards. That might even be enough for you to pass a test in some cases, while still profiting handsomely from succeed-by effects. This works best if you have a lot of s in your deck because you're basically replacing generically useful cards with other generically useful cards, while drawing through your deck. Did I mention that any weaknesses you draw get shuffled back into your deck? Yeah, it's really good.

Another point about All In is about its synergy with Ace in the Hole. Ace in the Hole is an extremely powerful card that gives you +3 actions! This can be clutch even if you only draw it once. Those 3 actions can be the difference between being defeated by some treachery and defeating a boss to advance the final act. If you have All In in your deck, along with a few other sources of card-draw, it is not unlikely that you can see Ace in the Hole several times in one scenario. I would even go as far as to say that Winifred Habbamock, with a high-xp deck, (going into Shattered Aeons, for example) that includes both Ace in the Hole and 2 copies of All In, feels completely busted. This is even true without DoN, but with, it's even more insane.

The other side of that synergy is that getting 3 extra actions can help you play or commit any excess cards you have in hand from All In, so that they don't just get discarded. That's generally the only drawback of using All In, IME.

The final point is that, because this card lets you shuffle back weaknesses, if you have a nasty weakness that shuffles itself back into your deck unless there are 5 or fewer cards left in it, All In can help you get through the part of your deck that is most vulnerable to repeated draws of that (perhaps between 5 and 10 cards). I'm not sure how likely you are to be able to actually wait to get to that point, but even without that benefit, this is still a good choice for Sefina, because she runs a lot of events, and so wants to keep her hand full, anyway.

Zinjanthropus · 227
Honestly, I think the biggest addition to the infinite combo is level 0 Will to Survive completely removing the risk of the autofail on the All In/DoN/Kitchen Sink test. Jenny can run it instead of the Premonitions that deck already runs, and anyone else can take with Versatile. — Death by Chocolate · 1447
Oh yeah! I did see that card preview, now that you mention it. Had not yet made that connection. — Zinjanthropus · 227

A stupid fun combo build (not taboo appropriate) with basically only ~ 9 exp.

-Versatile with Olive McBride. -Backstab -Streetwise overcommit -Gregory Guy bet -Double or nothing, quick thinking, all in, watch this. -Manual Dexterity 2.

Grats you just dealt six damage in one attack, gained 18 resources (12 from watch this, six from guy), either broke even on actions or netted two (one action to play olive and one to take this test, then depending on if you had one or two copies of quick thinking up) and drew 14 cards in one action that was a guaranteed success, for roughly Nine experience.

It only gets more stupid from there. With two copies of this card and double or nothing you can basically draw your deck naked in a single turn, and multiple times per turn if you have assets out.

drjones87 · 191
And for the describes effect you need 10 card, 8 ressouces, 3 or 4 actions and 12 or 15 xp depending on the version of streetwise you want to use. You also forgot charisma for the second ally — Tharzax · 1
With Three Ace, you don't need to olive & streetwise (=3xp less) and you additionally get 3 more cards and 3 more resources with 1 less xp. — elkeinkrad · 486
I'm sorry to write confused. 4xp less is right (3 for streetwise, 2 for versatile, -1 for three ace). — elkeinkrad · 486
With three aces you need to find more cards and then you need probably versatile to enhance your limit of cards on your hand. I count 9 cards with all three aces — Tharzax · 1
Also, Three Aces doesn't work for this. When you "automatically succeed" on a skill check, per the rules you succeed by zero. This makes Quick Thinking, All In, Gregory Guy, and Watch This! all fail. You have to pull a token for an oversuccess deck to work, but things like Olive McBride & Premonition can make sure that token is never Auto-Fail. — vylanis · 1
Not quite. To directly quote the rules: "If a skill test automatically fails, the investigator's total skill value for that test is considered 0. If a skill test automatically succeeds, the total difficulty of that test is considered 0." So an automatic success is a bad thing if you're trying to translate Ancient Stone, where you want a high test difficulty to be recorded, and how much you succeeded by doesn't matter. But for a card like All In, it doesn't care what the difficulty of the test is, only what you succeeded by. So with All In, as with most effects, the difficulty of the test being considered 0 is a good thing for the investigator, as it can only increase the amount that you've succeeded by. — esainane · 1