Double or Nothing

This card has really grown on me since play it in a few games of multiplayer. The key to it being that it doesn't just have to be your own skill check (unlike many Rogue cards). Especially nice when you have a Daisy Walker with Encyclopedia running around or one of the pump cards that a Rogue player would be keen to include.

Zail · 5
My favourite scenario on using this card: Mark Harrigan uses Shotgun + Vicious Blow 2 X2 + The Home Front + Double or Nothing + Seal of the Elder Sign/Eat Lead. That's 20 damage altogether and it reassurely hits!!! — matt88 · 3304
Does this have any effect on the new rogue card, Slip Away? Would it mean 2 upkeeps instead of 1? Thanks! — crymoricus · 252
I agree. The utility goes up significantly in multiplayer high-clue scenarios. It combos great with Deduction and/or Rite of Seeking for getting 4-6 clues in a single action. — micahwedemeyer · 64
William Yorick

[Chorus]

I lost my teddy and I want to bring it back

Not in play anymore, I want to bring it back

I see the ghouls walk by dressed in their tattered clothes

Just have to turn my head and whack them in the nose

__

[Verse 1]

I see your discards but you haven’t got the knack

That badge and knife you spent, they’re never to coming back

I see people turn their heads and quickly look away

I cannot help it, I just need something to slay

__

[Guitar solo]

I look inside to see what’s in the latest pack

I see some red cards, I must have them to bring back

Maybe I`ll throw this spade away and face up to the facts

you get complacent when your whole rig just comes back

__

[Bridge]

Whats more my red trail can return a deeper blue

Ive used machete to recur a dog or two

__

[Bridge]

If I dig long enough into the setting sun

They wont be coming back after my job is done

__

[Chorus]

I used my red gloves and I want to bring him back

No low books anymore, and he’ll soak that big attack

Theres endless lanterns, baseball bats and Leather Clothes

Just have to hunt the deck and find myself some foes.

__

[Outro]

I wanna take it, take it back,

Back that’s right, good as gold

Dont wanna see the sun blotted out from the sky

I wanna take it, take it, take it, take it back

StartWithTheName · 74609
Simply amazing. Clever, informative, and..... catchy. I’m going — Lastris · 1
.... to forever hear these lyrics in place of the Stones’ — Lastris · 1
Hehe cheers, I had alot of fun writing it. — StartWithTheName · 74609
:DDDDDDDDDDDD — zgabor · 1
Daisy Walker

She likes big books and she likes to Scry

You other brothers can't deny

That when a girl walks in with a literary taste

And a bound thing in her case

You get sprung

Wanna pull up tough

Cuz you notice that book was stuffed

Safe in the bag she's holdin’

Those pages aint for foldin’

Oh, baby I wanna read with ya

See that preposterous picture

My tomeboys say its tainted

But that book she got

Make her so fixated

Ooh, you got Rumpelstiltskin?

You say you think you know the shelf?

Well show me, show me, cuz it aint that average library

__

I've seen books on chantin’

Some with romance in

She roams, reads tomes , gets goin like a turbo Holmes

__

I'm tired of magazines

Saying flat books are the thing

Take any bibliophile and ask them that

She gotta pack hardback

__

So Fellas (yeah), Fellas (yeah)

Has your girlfriend got a book (hell yeah)

Well read it, read it, read it, read it, read that hefty book

Baby got hardback

Baby got hardback

StartWithTheName · 74609
I think this ☝ might be the best thing I've ever read on the internet. — mythosmeeple · 479
This . . . is . . . awesome . . . — nimonus · 34
You've restored my faith in the internet. — tsnouffer · 1
You know this is good when you kill a guy dead sitting in his recliner reading up on investigators for a game he just got into :D — rhedik · 1
Delve Too Deep

This card is really fun and really good. Experience is immensely powerful in this game, and a multiplayer group that Delves aggressively can easily get about twice as much of it as a group that does not. A few tips for using Delve correctly:

1) With only a few exceptions (The Gathering and Extracurricular Activity come to mind), you don't want to Delve in the middle of the scenario. Even if there seems to be a quiet moment, Delving will rapidly make it unquiet, and this is no good. Rather, you want to Delve almost at the end of the scenario, right as the investigators are poised to win. If you're about to resign, to spend clues to advance the last Act card, or otherwise achieve the end of the scenario (and even when you're playing blind, it's very obvious when the scenario is about to end), that is the time to Delve. The majority of scenarios have a design that makes it possible for the investigators to hang around for a turn or two while on the cusp of victory.

This has numerous advantages. First and foremost, you don't have to deal with a lot of the encounter cards. Any monsters that show up can be ignored (although you might want to kill them if they're VP monsters), any damage/horror you take that doesn't kill you is irrelevant, etc. Moreover, since you have seen what the encounter cards in the scenario are (if you didn't know them already), you should know if Delving is safe or not. If there's an encounter card that might kill you or otherwise cost you the scenario, you can properly weigh the risks before Delving.

2) If there is a severely wounded investigator who cannot draw the extra encounter card without risking trauma, that investigator can sometimes resign before everyone else Delves. They don't have to draw the encounter card, and they still get the VP!

3) Cards like Ward of Protection, "Let me handle this!", etc., can make Delving at the end of the game considerably safer.

4) The other time to Delve is when you are certain to lose. If everything went wrong and you are inevitably going to have to resign in defeat or take trauma anyway--and we've all been in this situation--there's no reason not to get a VP or two first.

Played in this way, the drawback of Delve Too Deep is not really the encounter cards it draws, which hardly end up mattering at all, but just the fact that it takes up the spot of a card that could otherwise help you win the scenario. But the VP reward is more than enough to justify that, in my opinion. And you can of course replace it by the the last scenario or two.

If you haven't tried a multiplayer group in which every investigator packs two copies of Delve (use proxies to make this happen), I highly recommend it. Your decks will power up incredibly quickly.

CaiusDrewart · 3234
This card is nuts. Were playing dunwich with Team Seeker (Daisy, Minh, Norman and Rex). We have 6 delves in the team and played 4-6 each mission. We just completed "where doom awaits" and have accrued 70 XP now. We often got more XP from delves than the actual adventure. Delve also assures you get all VP monsters. — Django · 5228
In a group it's helpful to be at same location when playing "delve too deep", as "a test of will" and "ward of protection 2" can counter other player's mythos cards. — Django · 5228
Scrying 2 is very helpful to arrange mythos cards before a delve, so the fighter gets the monster, ancient evils are countered and tests are assigned to person with highest attribute. — Django · 5228
Just want to clarify - when you say proxies you mean creating extra cards to replicate this effect? As a work-around to buying multiple copies of MM? — Time4Tiddy · 254
@Time4Tiddy: Yes, my 3-player group often wanted to run 6 Delves, but we didn't want to buy 3 copies of Miskatonic Museum, so we often proxied it with some other Mystic card no one was using. Delve is the only card that we felt strongly enough about to bother doing that. Of course, now that the Taboo list is a thing, we don't need to do that any more. — CaiusDrewart · 3234
Does this experience point count for everyone in the group or only for the one playing it? — Vortilion · 1
@vorilion - For the whole group — BraidsMamma · 8
Key of Ys

Many people think this card is totally broken. Is it really? Let's analyze it.

Costs

  • 5 XP: Very expensive, but reasonable for such a powerful effect. We're lucky it's not exceptional.
  • 3 Ressources: Reasonable price, which most investigators should be able to pay. Only Dark Horse decks may find it too expensive.
  • Relic Slot: Shares the slots with some other powerful cards, like Elder Sign Amulet, Holy Rosary or St. Hubert's Key. Most of these cards are mystic, so the slot is ok. Relic Hunter is also an option.

Requirements

In order to get the most out of this card, you need:

  • In play as early as possible
  • A reliable source of horror
  • horror soaks to protect it

Getting the key into play

Only way to draw this card early is hard mulligan and seeker cards:

Horror Sources

  • Forbidden Knowledge
  • Scrying 3
  • Shrivelling, but very situational
  • Painkillers, but only if there's damage on your investigator

  • Most of these are cards. Other than these, enemies are the most reliable source of horror. But they often deal damage as well, so you need damage soaks (Bulletproof Vest) and/or healing (Strange Solution).
  • To play it safe, stop taking horror intentionally after the second, so it it's bonus is only at +2. Then it won't leave play when you take another horror wihtout a soak.

Horror Soaks

Other things to note:

  • When taking more than 1 horror, you can place any of them on Key of Ys
  • This card can replace other boosters, like Spirit Athame or Dark Horse
  • Direct horror can't be redirected, even when this card is in play.
  • You can't use Agnes Bakers ability while this card is play, unless it's direct horror

Summary

This card is definately powerful, but uesless if you can't put any horror on it or it's destroyed. So i wouldn't put my first 5 XP into this card, unless your deck (or your party) is built around it.

Django · 5228
- you forgot Painkillers as a source of horror — Adny · 1
- the key isn't redirecting horror, it works in step 2 of the process; direct horror prevents assigning it to other assets in step 1 — Adny · 1
Thanks, i added painkillers. However they can only be used if there's damage on the investigator, see the cards page, comment from " CSerpent" — Django · 5228
You forgot the most important source of horror (at least in the Carcosa campaign): saying 'Hastur'. For those who don't know, there is a story option in the Carcosa campaign that gives you one XP but in exchange punishes you with 1 horror whenever you say the word 'Hastur' while playing. Well, guess what, that's free horror on Key of Ys. gg no re, Mr King in Mellow — jeermaster · 19
Huge spoiler. Thanks. — aramhorror · 707
When you say "Direct horror can't be redirected, even when this card is in play." does that mean if you take direct horror it does not go to the Key? Do you have a link to a ruling on this if this is the case? (most people seem to think it is the other way) — Quilzar · 6
Don’t the Composure cards all work to shield the key from excess horror as well? — Setzu · 331
# Quilzar: Direct horror MUST be placed on your investigator card; nothing will affect that unless it specifies direct horror. #Setzu I use plucky in Yes, This is Dog True Suvivor when needed, because Key of Ys will generally save me spending resources, and I can get plucky back with resourceful (or some other soak) — CecilAlucardX · 10
as already stated above, direct horror must be ASSIGNED to your investigator in step 1 of dealing horror. The key then takes the horror, that is PLACED on you in step 2 of the process — Adny · 1
Meat Cleaver is a source of horror as well, and one that can ramp Key of Ys up to full power really quickly on a fighter. — ClownShoes · 162
I am not sure about direct horror. According to the rules, damage/horror is first dealt and then assigned. When is direct damage/horror means that you can't assign it to an asset. Ok, I "assign" it to my investigator card, but then the Forced effect of the key triggers and you must put it in the Key. The difference with horror not direct is that if is dealt 2 or more horror, if is direct you only place one of them to the key. Am I wrong? — rastrom · 1