Against All Odds

Am I missing something? This seems like an underwhelming card even for Calvin Wright, whose base skill values are all 0, and completely useless for anybody else.

The ability to draw just one extra token for a card and two resources isn't exactly a bargain, so you'll want the difficulty to be at least two higher than your base skill. A few problems with that:

  • A difficulty two higher than your base skill? That probably means your investigator is working outside of their specialty. Why would you take such a test voluntarily?
  • If you're taking it involuntarily, then it's probably a willpower test - but don't all the Survivor investigators have at least three base willpower? How often do you run into a five-difficulty willpower test?
  • Don't you need at least a +3 boost alongside Against All Odds to have a reasonable chance of success? With three token draws you can be reasonably confident of drawing a -1 on most difficulties, but not a 0.

So if Against All Odds isn't a good way to win skill tests, what is it good for? Maybe it would be worthwhile if:

  • the investigator has access to amazing effects if he or she draws a special symbol, such as ; or
  • the investigator is trying to fail the skill test by as wide a margin as possible, for some reason.

The former possibility doesn't really work right now. There aren't any symbol-specific effects so good that they're worth playing this card for a slightly improved, but still slim, chance of drawing that specific symbol.

The latter possibility is interesting but I don't think there are any cards that can take advantage of "failing harder" at the moment - and certainly not well enough to justify 2 resources and 2XP. On top of that, the minimum adjusted skill-value is 0 anyway, so what you'd really need is an effect that plays off of large negatives on the skill token itself, like Sure Gamble. Except also not like Sure Gamble, because this would be a stupid way to use it and your investigator probably isn't even eligible to buy both cards anyway.

So what about for Calvin? Well, it's mostly just a drastically weaker variation of Will to Survive. Sure, you can't use Will to Survive on Treachery cards, but there are all sorts of Survivor cards that do work in the Mythos phase, which are both cheaper and more reliable.

Do you see how badly this is wracking my brain? Even my most feverish hypotheticals are riding a long trail of "even if" before I can arrive at a slightly useful application for this card. Bottom line, I might include Against All Odds in a Calvin deck if its combined XP and resource cost were less, and wouldn't include it in anything else even if it were free. Someone please tell me what it is I'm missing.

sfarmstrong · 271
No, I'm with you. I think this card is really bad in everyone outside of Calvin, and not that amazing in Calvin. — CaiusDrewart · 3183
Now, there might be some late-campaign scenarios where you know in advance that a really hard but really important test is coming up, like the Will (6) test in The Devourer Below. But this is pretty niche, and in any case Survivors have better cards for that, like Stroke of Luck. — CaiusDrewart · 3183
Against All Odds is one of the few cards that protects from autofail, although you need other bonus (static or not) to boost your skill and actualy pass the test. — Okami · 41
Worth noting that Silas Marsh is now a survivor with both <3 willpower, an exceptionally strong Eder Sign Effect - and very capable of commiting +3 to a skill test. The fact that this costs resources might be an issue though, but maybe not enough of one. — Death by Chocolate · 1489
FIreaxe Pete or Fireaxe Wendy against retaliating elite enemies. — FBones · 19414
It depends on your difficulty. On easy or standard, I probably wouldn't bother with this card. But on Hard mode, this card is a way better way to spend resources than just using them with plucky or scrapper. Being 3 over a 4-difficulty test on Hard Phantom of Truth gives you a 79% chance of success. Being 1 over and spending 2 resources on against all odds gives you an 89% chance of success, similar to how spending 1 resource on lucky is worth spending 2 resources with other stat boosters. — xeynid · 23
Revisiting this now, Preston could use it well. Double or Nothing and (double) drawing thin a test and you’re increasing it’s difficulty enough to go fishing for his elder sign, then you pay to succeed. Especially useful for a really important difficult test in a scenario he’s never going to pass. If you take the resources off two drawing thins, it doesn’t even cost anything. — Blurbwhore · 1
I don't think you understand this card properly. Base Stat is most of the time the printed stat. A Calvin with 4 Strength from its ability will have a 0 base Strength, so against a 4 combat monster you will draw 1+4 chaos tokens because of this. The same could be said of bonuses from weapons and assets. This is a really good card. — Ratadin · 1
Expose Weakness

In the review of Flashlight, reviewer Caius Drewart notes that using the Flashlight on a location to reduce it's shroud value to 0 basically guarantees a success regardless of what chaos token you draw (barring the dreaded tentacle token.) Similarly, this card can, potentially, guarantee the next Fight action against a baddy succeeds (again, barring auto-failure.) I think this card is in the same vein as the Flashlight, since it hedges your bets against the chaos tokens in this way. I might even dare compare it to the Grotesque Statue, Wendy Adams' special ability, Jim Culver's special ability, and Kukri.

Quick Rundown: Daisy Walker & Norman Withers both have 5 Intellect . Carolyn Fern, Finn Edwards, Marie Lambeau, Minh Thi Phan, Rex Murphy, and Ursula Downs all have 4 Intellect . If you succeed the Intellect test with flying colors, Expose Weakness basically lets you trade out your Combat icon for your Intellect icon for a single (the next) attack. And remember, if you reduce the enemy's Combat to 0, success is basically guaranteed, meaning you get a minimum of one damage in.

In some sense Expose Weakness helps Seekers deal damage, making it similar to Mind over Matter or "I've got a plan!", and even Strange Solution: Acidic Ichor. Let's compare these four cards:

  • Mind over Matter is cheap, Fast, and can be used in place of your Combat and Agility values until your turn is over. That still means three seperate pulls from the chaos bag.
  • "I've got a plan!" is more expensive than MoM and limits you to a single Fight action, but it can deal a massive +3 extra damage if you have the clues for it (which is harder than it seems, making it very conditional.)
  • Acidic Ichor possibly lets you deal 3 damage, possibly 3 times, but has a huge EXP cost and the labor pains of using the Unidentified Strange Solution, and despite the solid Combat value of 6 to work with, that's still three chaos tokens being draw from the chaos bag, which can be very nasty if you happen to fail.
  • (This is where the utility of Expose Weakness distinguishes it from those other three Seeker cards.) Expose Weakness is Fast, like MoM, meaning you get your full three actions, and it doesn't provoke an Attack of Opportunity, but more importantly it can be played right before your damage dealing buddy takes his turn. You can almost guarantee a successful attack for yourself or (!) one of your damage-dealing buddies packing the big guns and the big damage (Shotgun anyone?) That seems pretty powerful to me.

I also think it is a mistake to think Expose Weakness is intended to be used on boss monsters. Maybe it was, and you certainly can, but I think you'd be better off securing that guaranteed hit on weaker Strength enemies, letting your Guardian buddies take them out quickly and easily: save them ammo, actions, cards, and skill tests. For reference, I counted 45 out of 114 enemies with Strength 4 or greater. Also, even though we haven't seen it yet, I fully expect more Weapon with the "for each point you succeed by" clause, each one of which will combo with this card. Even Spell cards for combat. Expose Weakness may be a situational card, and I think it is definitely for Seekers wanting to play supporting role to their buddies (as they should), but is it jank? I'm not so sure. It's upgraded version is even better, of course.

I'd like to note that, if you were to reduce a test's difficulty to 0, you would still succeed if you pulled the autofail. From the rules: "If a skill test automatically fails, the investigator's total skill value for that test is considered 0." — TheDoc37 · 468
@TheDoc37 not true. Autofail always leads in failure of the test. The clause you mention is there for certain cases, such as Rotten remains. — Elvenwhite · 7
Borrowed Time

[Pre-release review written before the last three scenarios of The Forgotten Age were published.]

Okay, this is a weird one. Unlike Ace in the Hole which, for the same XP cost, is instantly and reliably useful, Borrowed Time can only really be useful if you build your entire deck around it.

While superficially similar to Ace, Borrowed Time gives you deferred actions rather than extra ones. Why would this be useful? Mainly because of the combos you can achieve with cards that confer bonuses until the end of the round, the phase, or the investigator's turn. That means building a deck with one-round-boost assets, or at least a large number of events and skills.

Ideally, the one-round boosts should come from reusable assets, because then you could reliably spend alternate turns saving up actions and then taking pumped-up super-turns. At the time of writing, the assets with one-round boosts (based on the search strings 'x:"end of the"' and 'x:"end of your"' on ArkhamDB) are:

  • Keen Eye, which only works for a character who can buy 3XP Rogue and Guardian cards (and is a pretty underwhelming combo anyway);
  • Encyclopedia, which only works for a character who can buy 2XP Seeker and 3XP Rogue cards; and
  • The Red-Gloved Man, which doesn't actually stay in play for more than a round, so it's more like an event for our purposes.

So, basically, Lola Hayes with Encyclopedia is your only option at the moment, but it's a pretty compelling option. More on that in a moment.

Turning to single-use cards, first of all you should obviously try to run two copies of Pay Day with Borrowed Time. For 0XP cards, Intrepid, Sleight of Hand, and especially Fight or Flight should usually be included in a Borrowed Time deck where feasible. Mind over Matter won't play well with any of the characters so far who can actually buy Borrowed Time, but who knows what the future holds?

Under the current card-mix, the best-case non-Lola scenario seems to be recurring The Red-Gloved Man - take a Rogue who can buy Survivor cards like Jenny Barnes or Finn Edwards, and use A Chance Encounter to replay The Red-Gloved Man, and then use Resourceful to replay A Chance Encounter. That's powerful if it works, but it hardly ever will - you'd basically be building your deck in the hope that you draw Borrowed Time and The Red-Gloved Man early enough to put them to work, which is unlikely even if you doubled up on The Red-Gloved Man for a total of 16XP. It seems pretty clear that Jenny and Finn have better builds available at that level.

Having said all that, I think a Borrowed Time/Encyclopedia combo has some real potential for Lola or for a hypothetical future Rogue/Seeker character. The Seeker class has Research Librarian and No Stone Unturned to improve the chances that the Investigator can actually get Encyclopedia and Borrowed Time into play. Maybe supplement with Quick Thinking, upgraded .41 Derringer, or the normally-inefficient Leo De Luca in order to get even more boosted actions. In Lola's case, she also has access to all those lovely Survivor cards, so a Lola/Borrowed Time deck could be a serious powerhouse.

For anybody else, though, this seems like a pretty dubious thing to throw 6XP at.

sfarmstrong · 271
You forgot the most powerful 'until the end of your turn' card: Will to Survive — Littlepoo · 118
Oh, I must have deleted that reference when I was editing. Yeah, Will to Survive is obviously a great combo, although of course at the moment only Lola can run both. — sfarmstrong · 271
I think the Colt Vest Pocket from The Depths of Yoth was designed to go with this card. — Xenas · 7
One other thing to note, you don't always have to plan huge build around this. You spend 1 resource to put it into play, and then you can "bank" actions on it. On the next turn, you can just re-bank up to 3 actions on it again. — Faranim · 417
I agree with @Faranim here, you don’t need to build a gimmick deck around this card. Actions are not valued equally across turns. The most reliable case is a fight-Rogue who can use this to bank actions for when enemies show up for very bursty attack turns. On the flip side, sometimes investigaty investigators find themselves with a pile of monsters on their face, and they can take the attacks at the end of the round safely, but don’t want to waste their whole turn evading and the guardian can make it to clean up next turn, this lets them save an entire dead round. — Death by Chocolate · 1489
Split the Angle

Uses for this strenght card:

  • Kill a bad treachery. The inbuilt helps make this happen but this use really takes off with Alyssa Graham in your deck. Mind the strict build restrictions and potential inconsistency since youre not guaranteed to draw Split the Angle. If ally slots are hard to find then Scrying and Scrying

Obviously the 5 mythic level 0 card limit can affect your ability to field Alyssa, but take it from me, this is a hugely powerful interaction.

  • Kill a useless draw. Your top card is always revealed and if you see something that isnt helpful, for example Emergency Cache when you're sitting on 7 resources, you can rid yourself of the dead draw action-free and reveal something immediately useful.

Be mindful not to kill cards you need later or yourself with the horror from cycling your deck.

  • Foresight is good. The least useful ability in my opinion, but you can always spend a few actions to spy on the Mythos deck. You wont always see stuff to kill and Norman struggles with action econ, but knowing the future is helpful, especially in larger groups where each unique action is less important. In a 4 player game you can help your friends prepate for enemies and if you spent 6 actions spying and kill just 1 Doom generation thats a return of 6 actions for your investment.

Norman cant gain cards like Deduction, Archaic Glyphs and his is so high that he gets limited returns from Drawn to the Flame or Rite of Seeking, this may mean that youre picking up every clue singly with an test, thus actions will be primo real estate, especially solo.

Tsuruki23 · 2568
My general take on this card is that it's not really worth actually putting into play unless you have Alyssa out there. And I don't think that combo is really worth it, since you only have one Split the Angle and won't draw it most of the time, and Norman has several other allies which are much more consistently powerful. — CaiusDrewart · 3183
I do agree the interaction with Scrying is pretty nifty, but you would really want the level III Scrying for this, and that's pretty expensive... but maybe. — CaiusDrewart · 3183
I think Scrying(3) is pretty good for Norman (mid-late campaign). He doesn't need Rite of Seeking, so he usually has a free arcane slot. You also want to be investing in the expensive XP cards, else why not just play Daisy? — duke_loves_biscuits · 1278
@duke_loves_biscuits: Totally reasonable. I'm definitely not going to buy Scrying III before Shrivelling V, cool synergy with Norman or not, but you'll probably be able to pick it up eventually. (Especially if you spend two of Norman's 5 Mystic slots on Delve Too Deep, which I would recommend.) At that point this combo looks fine. I agree Norman can skip Rite of Seeking and doesn't have a pressing need for his second Arcane slot (though Protective Incantation is a fine way to spend Milan money, and he does need one slot for Shrivelling.) — CaiusDrewart · 3183
Sefina Rousseau

I just wanted to provide a bit of statistical analysis for Sefina's alternative opening hand in an attempt to help people with the question of how many events should you have to get the most value out of the ability to place cards beneath her.

For a standard deck For at least 2 cards tucked: 3 (non painted world) events provide a 30% chance and 6 provide a 72%

For at least 3 cards tucked: 5 events provides a 24% chance and 9 events provide an 72% chance

For at least 4 cards tucked: 8 events provide a 30% chance and 12 provide a 73% chance

For all 5 cards tucked: 10 events provide a 24% chance and 15 events provide a 74% chance.

For those interested in the impact of cards added during a campaign, adding 4 non weakness non event cards to your deck lowers the above odd around 7% for the 20-30% values and around 12% for the 70% values skewing worse for the larger amount of tucked cards.

sol · 9