Événement

Chance. Béni.

Coût: 2. XP: 2.

Survivant

Rapide. À jouer quand de la fatalité devrait être placée sur n'importe quelle carte Scénario.

1 max. par partie.

Annulez 1 fatalité qui vient d'être placée sur cette carte. Bannissez Chance ou Fatalité.

Joshua Cairós
Union et Désillusion #237.
Chance ou Fatalité

FAQs

No faqs yet for this card.

Reviews

This card, like all the exile cards, feels expensive, but it is worth the cost, sooo unbelievably worth the cost. The card basicly reads, if used right: +1 Round.

Time is often your biggest hurdle in Arkham, time until the brain doc's get ya, time until something freaky starts biting your ankles, time until your window closes and the game is over. At 2XP and 2 resources the cost is quite fair, think of that moment in Midnight masks where the agenda is about to advance due to some nasty combo of cultists, or when the mid-map boss shows up to grind your next few rounds to dust, smart application of the Doom negation wins maps and saves lives and minds.

At 2XP a-pop not every character likes it that much, a lot of characters will have quite literally an overflow of XP when they hit 20+XP in a campaign, "Ashcan" Pete and Silas Marsh for example are just, DONE levelling up at 26 XP, this might seem like a lot of XP in a Dunwich campaign or Zealot but post-Dunwich XP is quite a bit easier to come by.

This very much a card, but at 2xp there's lots of folks who can do a surprise Fortune or Fate, I wouldnt jump at a chance to burn XP from a Tommy Muldoon deck but when you need an extra round, you need an extra round.

Tsuruki23 · 2515
I'm a huge fan of this card. It's more expensive than most exile cards for a reason. Also makes a good purchase for Patrice, as it has a wild icon, you'll see it in your next game basically guaranteed, and if you buy two that helps you for 2 scenarios before you have to buy them both again. — StyxTBeuford · 12972
This does seem particularly strong in Night of the Zealot, where Midnight Masks and The Devourer Below both have a lot of time pressure. — CaiusDrewart · 3094
Also worth considering for any scenario that likes to use Doom in other creative ways, or any scenario with Ancient Evils. It's also Blessed so Mateo can take two copies early on and use it to help campaign consistency. — StyxTBeuford · 12972

So for 16xp you can have two copies of this, two flares and two deja vu's.

Would you spend 16xp to block 2 doom and flare twice per game?

while blocking a doom isn't entirely the gold pocket watch its pretty close, and i think the gold pocket watch is amazing, so for the same price per doom block you get flare instead of skipping mytho's draws, I want to get this card and try that deck out so much.

Zerogrim · 289
The card says ‘Max 1 per game.’ So you can only lock 1 doom per game. Unlike limits, maximums are shared across all copies and instances of a card in the scenario. — Death by Chocolate · 1410
I ammm bliiind O well *shrug* — Zerogrim · 289
Good news! Thanks to Burn After Reading, your idea sort of applies again! It just changes to "would you spend 16 XP to block 2 doom and testlessly discover 4 clues per game?" If you want a bit more certainty of hitting usable cards, take 2 copies of this as well and fire one off occassionally. Perfect case scenario, you'd block 3 doom per mission, though that's an extra 2XP each time it happens. Since all involved cards are L2 or less though there's plenty of people with XP acceleration that could use it... Preston, Wendy, Yorick, Parallel Pete (via Let God Sort Them Out, heh) come to mind. Plus ALL survivors just got Pelt Shipment, giving XP boosting towards buying new cards, and re-purchasing an Exile card counts. — HanoverFist · 708