A small joke about this: the "Spirit" trait is translated to the word meaning "bravery" in Chinese localization. While it works fine on other cards, it is quite funny when you look at this one. To get out of shit do require some trick, but that comes nowhere near bravery (Well, I guess you can say that it takes a brave man to acknowledge his own powerlessness, maybe?)
: Resign. Heavy spoiler incoming, get outta here before it's too late.
Jokes aside, let's take a look at how many scenarios in each campaign have an escape option, and which ones are good for this. I will categorize every resign option into one of the 4 groups:
- Objective, where you win the scenario by resigning;
- Panic button, where you are required to do things and then resign, but if things go south you can always just say "I'm outta here!";
- Failsafe, where you technically can resign but gives a bad outcome (at least you are not dying from Obol);
- Non-option, where resign must NOT be used.
As of now I have completed NotZ, PtC, TFA, TCU, TIC, EotE, TSK and FHV; ratings for the remaining campaigns are only theoratical. Comments welcomed.
Night of the Zeal: 2/3. Conclusion: Hardly worth the deck space
The Dunwich Legacy: 6/8. Conclusion: Don't take it until you get to the finale; but in the finale, it's well worth a slot (and 1 XP, if you don't have Adaptable)
The Path to Carcosa: 4/8. Conclusion: take at deck creation, drop after finishing Oath
- Curtain Call: Objective, only available in act 3; do note that you can't get out until the stranger is dealt with, because until then the lobby doesn't have ": Resign" (note the difference in wording compare to No Asylum)
- The Last King: Panic button
- Echoes of the Past: Failsafe
- The Unspeakable Oath: Objective, only available in act 4; extra points for circumventing the "no ready enemy" restriction and for a relatively big map
The Forgotten Age: 4/9. Conclusion: take at deck creation, keep it at least until finishing Eztli, drop no later after Elders Part 1
The Circle Undone: 5/8. Conclusion: take at deck creation, keep it at least until finishing Doorstep
The Dream-Eaters: 3/8 (1/4 for Campaign A, 2/4 for Campaign B). Conclusion: take only if you have slots to spare, and drop as soon as you need one
The Innsmouth Conspiracy: 6/8. Conclusion: some situational use in the 1st, 3rd and 6th scenario, swap in with Adaptable if needed
- The Pit of Despair: Objective, only available after finding the place; extra points for circumventing the "controls the green key" restriction and for a relatively big map
- The Vanishing of Elina Harper: Failsafe
- In Too Deep: Objective, only available after someone reach the station; extra points in multiplayer for the option to split up in a huge and annoying map
- Devil Reef: Failsafe, extra points for circumventing the "in the Fishing Vessel" restriction
- A Light in the Fog: Panic button, extra points for circumventing the "If The Moon Room is unflooded" restriction (I would argue that Diving Suit is not essential in the finale)
- The Lair of Dagon: Failsafe
Edge of the Earth: 5/10 (or 3/5 if you go the shortest run). Conclusion: take at deck creation, drop whenever you need the slot after finishing 1-1
The Scarlet Key: 7/10. Conclusion: get one (buy or swap) before 56-Y if you have trouble with a or (4) test; otherwise, it hardly worth the deck space
The Feast of Hemlock Vale: 5/8. Conclusion: depending on your plans about FHV, can either be a Failsafe/must have, or a complete waste of deck space. SInce this campaign has so much routes to choose from, there isn't really a conclusion that I can give.
Side Stories: 4/9. Conclusion: good to have for Casino Heist
Parallel: 6/7. Conclusion: a good idea to have one if the team decides to go any of the parallel except Baker's; a VERY good idea for O'Toole and Wendy Adams to bring one into their own parallel
- Read or Die: Panic button for everyone else; Failsafe for Daisy (or Non-option if you can't bear the advanced weakness)
- All or Nothing: in act 1, Panic button for everyone else; Failsafe for O'Toole (or Non-option if you can't bear the advanced weakness); In act 2, Objective
- By the Book: Panic button; Roland gets the upgrade as long as Grey is dead but he isn't, so you can resign the minute Grey is gone if you can afford the entry fee
- Red Tide Rising: Panic button; Wendy Adams gets R1 as long as she doesn't die, so you can even resign right at the begining if you can afford the entry fee
- Laid to Rest: Panic button for everyone else; Failsafe for Jim (or Non-option if you can't bear the advanced weakness)
- Relics of the Past: Panic button for everyone else; Failsafe for Monterey (or Non-option if you can't bear the advanced weakness)
Final conclusion:
- If you are not taking Obol, most of the time this is just a worse Manual Dexterity, with some situational shine
- With Obol (and ideally in multiplayer), it's a good failsafe that well worth a slot considering the consequnce for dying
- If your investigator have an annoying weakness that spawns way out of reach, this can be include as a solution
- Save for one and a quarter exception, it's always a good idea to swap this to at least a Manual Dexterity in the finale