"I'm outta here!"

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 only completed NotZ, Carcosa, Innsmouth and EotE, so ratings for the other 5 campaign 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. Conlusion: get one (buy or swap) before 56-Y if you have trouble with a or (4) test; otherwise, it hardly worth the deck space

Side Stories: 4/9. Conclusion: good to have for Casino Heist

Parallel: 4/5. 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

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 exception, it's always a good idea to swap this to at least a Manual Dexterity in the finale
ethereal64 · 498
Amazing review and fun write up, thanks a lot! — Valentin1331 · 67579
I don't get, what's the point of a "Fail Safe" in a scenario, where there is an unconditional Resign option on the act or agenda, like in "Midnight Masks" or "Threads of Fate"? In "Where Doom Awaits", it's only a Non-Option in solo. As long, as another investigator can finish the scenario, the rogue who is about to pay the obol might still consider getting outta there. — Susumu · 363
Ah: I get it now: making it fast with Chuck might give you the one extra action needed to achieve something extra before dooming out! — Susumu · 363
In "To the Forbidden Peaks" it's the objective, not a Failsafe. Of course, you first need somebody else to get to the top. — Susumu · 363
@Susumu The Objective for “To the Forbidden Peak” is “resign at peak, along with the supplies”, rather than simply resign. Resign early in solo means you get R2, that’s at most 7 xp lost and at least 1 more frost in the bag later; in multiplayer, it means your teammate need to spend extra actions (and probably suffer more negative effect) to carry your share of supply to the top. Thus I ruled resigning early in this scenario a Failsafe, because you should try your best not to. — ethereal64 · 498
Well I think, it's a matter of circumstances. You are right, that you can't get outta there with supplies, and that's a big downside. However, playing this card would not trigger R2. The objective is: "If each undefeated investigator has resigned, advance." It does not say, it has to be on the mountain. It could also be used for a "win more" outcome. Say, the other investigators picked up all the supplies, the rogue climbs down the mountain again to a location at level 0 or 1, where a treachery has dropped down a clue, picks up the clue, moves up one location to get rid of it again, then resigns, this would net an additional XP, or even more, depending on how many locations have been invalidated for XP. — Susumu · 363
I double-checked The Depths of Yoth, the Secret Name and Dealings in the Dark and I'm confident there's no card with a resign ability in any of those three fwiw. So I think, with a second pair of eyes , you can be reasonably sure the card's effect can't be used in those scenarios. And as a side note, I think there's also no option to resign in Guardians of the Abyss Part 2.. — bee123 · 31
"To get out of shit do require some trick" I love it — best clause I've read all week. It might sound like I'm being ironic, but I'm not. And also thanks for the high-effort and useful review or whatever... — Spritz · 68
This list is perfect for Adaptable Lola who can swap it in when useful and swap out when not. There are a lot of other Adaptable cards (Pocket Telescope, String of Curses, Fine Clothes) that could have similar lists, allowing Lola to "tech" for every scenario. Adaptable Lola FTW! — MindControlMouse · 41
Fickle Fortune

I just came from a 4 player game where we drew this when all investigators were under 3 damage/3 horror. The investigator who drew this was running Soul Sanctification and was at full health. Taking a step back, I can't imagine a 24 action swing being worth 6 charges + some incidental healing. We chose to remove the doom.

This seemed like a pretty chance situation, so I have a genuine question - is anyone taking the first option voluntarily? Depending on player count, is everyone healing 3 and 3 worth losing a turn vs. gaining a turn and taking 1 and 1?

In the ideal scenario with 4 players at full health all running Soul Sanctification still can't be worth 24 actions, right?

TheMathDoc · 15
First, healing 3/3 is sometimes more valuable spending 1 doom. If someone is defeated by damage or horror (or resigns due to its threat), they will lose future action and it might worth 24 actions. Second, first effect does not have the text:"this effect may cause the current agenda to advance". Thus, if we add Fickle Fortune in hand 1 round before advance, doom is no effective (like Arcane initiate). Last, first effect does not have "remove from game", so this card can be drawn second time. If second effect is chosen at the second drawn, this card gives 2 damage/horror healing with net 0 doom. — elkeinkrad · 485
What's with this mentality that somehow 1 doom ALWAYS equals all players total actions? Do y'all always finish the game on the very last round? From my experience, this card is insane, and the healing is a big part of that. I might write my own review but healing 3 damage AND horror from EVERY SINGLE INVESTIGATOR without costing an action is INSANE. It allows you to save so many resources and time not having to worry about cards that damage you. The fact that it can trigger on the witching hour is just icing on the cake. — Nenananas · 251
Both options are good but they depend on the circumstances. If I remember my play experience we would have coosen the doom removal most of the time since it was usually the bigger problem. — Tharzax · 1
@ Nenanas: that's hugely depends on the scenario. In "do as much as you can" scenarios, like "Midnight Masks", you often do. And there are high-stake scenarios, like "Doom of Eztly", where you rather not risk it, because timing can get tight, and the punishment for failure is severe. Also, some scenarios get harder, the more the agenda advances. Train cars get sucked into the vortex, enemies get +1 health, etc So preserving an earlier agenda as long as possible also makes the game easier. But in general, you are right. If you end the game with several turns to go, additional doom does not matter at all. — Susumu · 363
@Susumu I agree, it is very scenario dependent. But OP seemed to imply it's never a good option and I wanted to highlight the strengths. I'd even argue that in some circumstances healing 3 damage and horror is worth losing a turn for; and it's not really losing a turn because you don't draw extra encounters. On the contrary even! That amount of healing power allows all players to ignore several encounter cards and depending on the encounter deck arrangement could win you time. It's one of the few doom cards I think is actually worth placing a doom for without shenanigans. — Nenananas · 251
Scrying

From a theoretical perspective, this card is underwhelming and possibly overrated.

Counting 1 resource as 1 action, the first usage of scrying costs 3 actions, resp. a full turn. On that basis, let's evaluate what you get for that.

1) Use against encounter deck.

You get a slight chance of postponing something unfortunate, or possibly get a slightly smoother transition through the encounter deck.

Depending on the size and content of the encounter deck, there is a good to great chance that this card does nothing. If you hit a threatening encounter card, it'll just be delayed.

If you hit something that makes you feel smart (i.e. putting Obscuring Fog on top so that it lands on an empty location), there was a 33% chance that you would have drawn it in that order without playing Scrying in the first place.

All in all, there is a non-zero chance that this card does nothing.

Also consider this: you are investing at least the equivalent of 3 actions. While I can't estimate it precisely, I wager that I can handle a good chunk of the encounter deck for fewer actions than that.

2) Use against the player deck.

I believe this is simple. The first usage costs an equivalent of 3 actions. The player you use it on might as well have drawn 3 cards.

While consecutive uses get cheaper (as the upfront invest of 1 resource and 1 action to play have been paid), there is also the hidden cost of adding this card (with poor skill symbols) to the deck in the first place.

In the end, you are given a basic choice:

1) Draw the best card out of the top 3 cards for 2 actions. 2) Draw a random 1 of 3 card for 1 action.

From an action economy perspective, you are almost always favouring option 2).

In the end, action economy is the bane of Scrying. The feel good moments it creates obfuscate its inefficiency. An example: You scry top 3 and Paranoia shows up. You send it to the bottom of the 3 stack and spend your next 2 turns dumping resources, essentially countering your basic weakness. What a great effect!

Again: You spent 33% of your turn (and a measurable fraction of the entire allotted time!) doing that, for a slight chance (depending on how deep you are into your deck) of pulling this trick off. Furthermore, you must discount the odds of drawing Paranoia while being out of resources anyway.

Theoretically, this card isn't great. Practically, it's always sitting in my hand, eventually getting used for a skill check.

Edit: There is a further hidden cost of blocking a spell slot for something essential, which again, makes this card even worse.

ChrisKox · 5
Deck of Possibilities

Definitely a nod to the Deck of Many Things from D&D. Like the Tarot cards, this adds some randomness that you may or may not enjoy in your games.

Of note are The Champion and the Sword. These say from your collection, not from your hand or deck. That means you can open up your binder and grab whatever 5xp Exceptional item/ally and throw them down. It doesn't even reference deckbuilding restrictions, so you can grab anything. That's pretty bonkers and again can be pretty swingy.

Most of these options are more beneficial if they proc early in the game, with King of Hearts, King of Clubs, and definitely Ace of Spades being exceptions.

Taevus · 755
We are absolutely thrilled by The Champion and The Sword ! When it says "from your collection", does it include signature cards and story assets (specific of any other campaign) ?? — KaiserKlaus · 8
Daring Maneuver

Oh, hey look: it's a quote from Michael McGlen! Guy still hasn't shown up on in the the LCG as for 2023: crossing my fingers he, Kate, Agatha, George, Hank and Wilson will show up in the upcoming expansions!

Oh yeah, I need to review the card?

I disagree with the sentiment that Daring Maneuver is just a worse Unexpected Courage: this card is not meant to help you win, this card is meant to help you cashout with Rogue cards that care by how much you win: even at level 0, many do come in mind (Breaking and Entering, Cheap Shot, Slip Away, Lucky Cigarette Case, Switchblade. Quick Thinking, Opportunist .41 Derringer, Mauser C96, etc.). There are also many cards of other classes, level 0 or above, that also care by how much you win (All basic leveled up non-Unexpected Courage skill cards including the rogue one, both Scavenging, both Alchemical Transmutation, level 2 Deduction, etc.).

I think this makes it superior to unexpected courage in some situation if you can at least gurantee in some other ways you can succeed in the first place, because commiting unexpected courage may not be enough to win by the amount you need to get the extra effects, and you cannot know when you commit a card by how much you would succeed (not counting shenanigans with Premonition or Scrying Mirror). Daring Maneuver will never be wasted because it is played after the skill test succeeds: if you won't succeed by enough to trigger anything you can just choose not to play it!

At the end of the day, whether you will add this card to your deck or not depends on how many cards that care by how much you succeed by you have in your deck, but do keep in mind that succeeding by two is enough to benefit from basically all effects of level 0 cards that trigger on over-succeeding (with the exception of opportunist, for cards above level 0, you may want to look at its upgrade), and it costs no resources to play either!

So yes, niche card, but very good for a specific deck archetype.

Good assessment. — Cyke · 1
Good assessment. Found you can get a decent listing of all the cards it combines well with, searching ArkhamDB for the text x:"by 2 or more" gives a list. This won't list some other cards that it can combo with, though. For example, it also makes the old Core big gun, Shotgun, extremely good in a Leo Anderson deck. Not sure if there are any other Investigators with deckbuilding that can take both these cards. Unlike standard committed icons, you can hold this card in reserve until it will make a difference, and provide 2 additional damage (which is essentially more action compression). Would have the same effect with Rogues' Sawed-Off Shotgun too, I suppose, and that's a card combination available to many more Investigators. — Cyke · 1