Tempt Fate

Lets talk about this card, with dummy probabilities. Because numbers are tricky and I think I can explain it simply.

First off, this is a "cantrip", it's a cheap/free card that draws another card. Why is that very good? Most arkham decks have a few cards that you cannot go without, your most important cards, for example a weapon for a fighting , spells. Having a cantrip like Tempt Fate means that when youre sifting through your 30 card deck to try and find those key cards, you're actually sifting through a 28 card deck.

But, it is'nt "free", it comes with the bonus / penalty of and tokens.

Without going into exactly how, / tokens are inversely more powerful depending on how many tokens on a chaos bag net you success or failure. When the chance of success is low, is more powerful, the inverse is true for .

I.E. If you're doing a lot of tests that you know you'll win just barely (most of the time you'll be avoiding to do tests if your chance to beat it are negative!) then curses really hurt you, similarly if you do a lot of tests you know you'll just barely loose, then the blesses will help more then the curses hurt. This effectively means that Tempt Fate hurts consistent characters with good baseline stats, but helps risky characters with a glaring weakspot (Like many folks who find themselves doing tests from low starting points.) Incidentally, this means that strategies can be very helpful to middling characters like Roland Banks, who find themselves throwing repeated Investigate checks at shroud 2 or 3 locations.

To explain it more detailed: You can calculate the most common token draw from a bag pretty easily, many // tokens are net -1's or -2's on standard, and on standard -1's and -2's are common. If you test such a chaos bag with a baseline of +2, and then add blesses, your chance at success increases only by the amount of tokens in the bag that a bless might help with (a -3 or -4), but because those are less common than the opposite, the blesses help less then the negative effect had by a similar number of curses, because there are more tokens that a curse can turn into failure, than there are tokens that a bless can turn into success.

For example: If you have five -0's in a bag, and three -2's (and nothing else), and you're testing from a baseline of +1 over the difficulty, then if you add a bless into the bag, there are 3 tokens where bless + token replaces failure with success, if you added a curse instead, there are 5 tokens where curse + token replaces success with failure. I.E, in this case, adding a curse hurts more then the help gained by adding a bless.

Tsuruki23 · 2588
Bob Jenkins

Bob Jenkins has a bit more flexibility with his starting deck compared to his fellow Eote investigators, because he can easily swap in level 0 cards later with Adaptable should he want to. Not a huge deal, but maybe interesting if you want to upgrade one of your level 0cards

schafinho1 · 55
Promise of Power

1 commit to effectively turn many a test into an "autofail or succeed". I really like it and with or without teck, I do reccomend it.

If youre playing solo, taking this card along with a little bit of curse teck can be clutch, a Blasphemous Covenant can juggle the curses provided through Promise of Power indefinitely, effectively turning those curses into a permament enhancement for the rest of a scenario.

Tsuruki23 · 2588
Sword Cane

Did the other reviews already tell you this thing is good? This thing is good.

This is, undisputably, the best card in Innsmouth. Yes it's "weaker" than some of the 4+ xp cards, but seriously, the safety, speed, flexibility, this card does sooooo much work that you're straight up spoilt for choice.

First off. This thing fights. characters typically rely on charges for fighting, which mean's that the wrong health total (say, a 3 health foe when you have a Shrivelling, or a 4 health foe when you have a Shrivelling) is doubly expensive to deal with. The staff helps with that. It also means you can routinely knock out a 1 health foe like Acolyte.

Second. It evades. Getting away from a Hunting Nightgaunt or similarly large monsters or unwinnable fights is key, to buy time for when you can actually beat them later. Or just to conserve other fight resources.

Third, it's responsive. The round that you play this thing you get extra power! For that one turn you can do 2 damage if you attack twice, evade 2 enemies, or get two chances to do one of those things once.

Lastly, there's combos! Dexter Drake has that innate ability to play it as a free action, effectively netting a free action attack/evade, there's also Sleight of Hand which can do the same.

All in all, this card is so good that I frankly question any deck for a 5 that doesnt include this thing.

Tsuruki23 · 2588
.25 Automatic

A gun for characters that have ok and a tendency to evade. I.E, "Skids" O'Toole, Finn Edwards and plausibly Dexter Drake.

It barely require's much deliberation, especially for Finn's free roundly evades. That said, the evade requirement means that you're often stuck spending a whole additional action before you even start to do damage, which can be a big issue and it's why you need to upgrade into .25 Automatic ASAP if youre hoping to be a deadly pistolier. At least it's a saved action when you play it, and you can replace it mid-fight without slowing down.

In short, .25 Automatic gets you out of trouble, but unless you're Finn, it doesnt actually make you a fighter, it just means you dont need the fighter to come help when something spawns on top of you.

Finally, in an evade heavy team, and when there's a Trish Scarborough, you can run around and mop up the enemies that other people exhaust.

Not a good card, but it has a niche and combo potential.

Tsuruki23 · 2588