Ereignis

Glücksfall.

Cost: 1. XP: 1.

Überlebender

Max. 1 pro Zug.

Schnell. Spiele diese Karte, sobald ein Zug eines Ermittlers enden würde.

Jener Ermittler darf in seinem Zug X zusätzliche Aktionen nehmen. X ist die Anzahl der Fertigkeitsproben, die ihm in seinem Zug misslungen sind. Schicke Rettungsleine ins Exil.

Robert Laskey
Die scharlachroten Schlüssel (Ermittler-Erweiterung) #110.
Rettungsleine

FAQs

No faqs yet for this card.

Reviews

I was really looking for new cards using exile mechanic and I'm not disappointed with this one. It's cheap, fast, just one XP, so great value there and can be returned to deck with Déjà Vu for free for next scenario.

Just fail all skill tests, get value out of them (for example using "Look what I found!", Oops!, don't care about fails when Drawing Thin used) and still have 3 more actions (assuming all actions required skill tests).

It can be played for another investigator without location restriction which sounds a bit broken and can be life saving if someone failed miserably skill tests when fighting Elite enemy.

Lifeline can be even more beneficial for Stella Clark - in the most extreme scenario, she's failing 3 skill tests, then fails extra action's skill test coming from her signature ability to finally get 4 extra actions from Lifeline.

The only thing you have to care about when playing this card is to make sure your actions require skill tests and the fail effects are not too harsh.

Great catch in the third paragraph. In such a situation, it can be easily worth exciling for X=1, if that makes the difference between killing the boss, before the last agenda advances, or not. — Susumu · 366
Skill tests are not the same as actions. Let's say you play Vamp(3) and fail the four skills, for one action... — joster · 40

You would be surprised about how many cards end your turn in this game.

As long as you failed at least one skill test during your turn, you essentially say "Nope!" when the game really wants you to not be able to do anything anymore. This gets especially laughable when the "end your turn" effect comes from a failed skill test (and even for only that one action it's worth playing Lifeline, because giving the scenario the finger is always a good thing).

AlderSign · 265
This doesn't actually work unfortunately. Since it doesn't cancel or substitute an effect that would end your turn, it really does only work when your turn would end due to running out of actions. — SSW · 209
According to this I'd say it works, because the additional actions happen before the effect of ending your turn affects the game state: https://arkhamdb.com/rules#When — AlderSign · 265
This might be a situation where if the card says "immediately end your turn", vs "end your turn". So playing a "Let God Sort Them Out" wouldn't work with this card, but nearly getting strangled by an Apex Strangleweed is fine. — techoatmeal · 15