Schurke
Fertigkeit

Glücksfall.

XP: 5.
Test Icons:

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.
Alles oder Nichts
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 · 183
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 · 1553
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 · 183
Well, "roughly" describes that well. Cryptic Research might also be part of your build, since it helps a lot for Higher Education. — matt88 · 1553
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 · 183
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 · 1553
@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 · 23
@cb42 the 6-8 cards is assuming a Double or Nothing combo turn — birdfriender · 183
@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 · 23
Does All In work when played on other players tests? Or do you only draw cards if YOU suceed on the skill test? — Daerthalus · 5
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 · 220

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 · 55
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 · 1
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 · 49
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. — TWWaterfalls · 418
Just so you are aware, Finn can't take this, unfortunately (he would love this card if he could). — HelixPinnacle · 15