Unexpected Courage

This is such a prominent and frequently-referenced card that I thought it deserved a quick review. In the days when we only had the Core Set, Unexpected Courage was absolutely one of the 15 best cards available to every investigator, and you saw two copies in pretty much every decent deck. To this day, people use Unexpected Courage as a benchmark for evaluating new releases.

I think Unexpected Courage is still a perfectly decent card, and will not cripple your deck should you run it. More often than not, though, I omit this card in multiplayer these days. Although +2 to any test for a card is not a bad deal--you can almost always find a situation where the test is important and the +2 is a significant swing in probability--for the vast majority of investigators, there is more than a full deck's worth of more powerful cards available. Simply put, the standards have risen.

This card does offer a lot of flexibility in exchange for relatively low power. But in high-level multiplayer, that's not the kind of trade you want to be making. The best approach there is to have investigators hyper-specialize and spend as little time as possible taking tests outside of their area of strength. You can see how Unexpected Courage is not one of the most powerful cards for this strategy.

Besides, this card's flexibility diminishes on high levels. On Easy, this card gives almost any investigator a decent shot at doing almost anything (except maybe the very hardest tests in their very weakest stats.) On higher levels, when the average pull is -a -3 or worse, you would have to stack a lot of additional boosts for the card to function this way.

I think this card is better in true solo, where flexibility is much more important. And there are some investigators who have special synergy with skill cards, like Minh, for whom this card is obviously more powerful. But these cases aside, I'm usually not finding room for Unexpected Courage these days.

(By the way, nothing in this review applies to the other core skill cards: Guts, Overpower, etc. Those cards are a totally different kettle of fish and continue to be outstanding, in my opinion.)

CaiusDrewart · 3183
I largely agree! I do think it maintains its value in multiplayer better than you're suggesting, though, mainly because you can commit it to other players' tests. That's a lot harder to do with skill cards that pertain strictly to your own specialty and not to the other investigators'. — sfarmstrong · 271
High Roller

This card is almost OP on standard difficulty, if you are playing an investigator that can gather resources quickly and have some static +1 skill boosting cards (like the new Lola) Santiago ).

I tried it in my Solo-Jenny Barnes deck on the Carcosa campaign, wich focuses on resource gathering, converting those resources into skill boosts through talents and having a decent amount of static +1 skill boosting allies (like Lola) Santiago and Dr.) Milan ) and amulets (like St.) Hubert's Key ) in play. The set up is a little slow depending on what you draw but once you have it rolling you can hit anytime with relative low resource commitment 8 or 9 in any skill that you are testing, meaning you will only fail to the auto-fail tentacle chaos token. Under this conditions you are normally able to activate this at least 3 times/turns before it fails and you loose your 3 resources, wich for a Rouge is very efficient. I think this will still be good on hard, but I haven't tested it yet. In Summery, if you have the cards to back High Roller up, you will dominate the scenario and steamroll your way to victory (at least on standard :P).

Alogon · 1144
Not so OP in my opinion since you have to exhaust high roller! — mogwen · 254
The fact that you have to exhaust the card doesn't diminish it's worth because this card is used to cover skill tests that you can't boost through other talents or to pass tests that are critical to your success. On my Jenny Barnes deck for example I use High Roller mostly to boost willpower and , if i don't happen to have Hard Knocks yet, to boost combat, the other skills, namely intellect and agility, don't need it because Streetwise and my other cards cover them. This card increased the consistency of my deck considerably, I managed to dominate scenarios that in the past I failed at or barely past (I am looking at you Black Stars Rise). Here is a link to my deck https://arkhamdb.com/deck/view/212291 — Alogon · 1144
Using this card to boost stuff you can't boost otherwise seems like an approach that would be restricted to low-levels. On high levels, you'd be using this while having a high chance of failing the test, which seems like a recipe for disaster. If this card was going to be useful it would need to complement something like Streetwise. — CaiusDrewart · 3183
As the review states..."almost OP ON STANDARD DIFFICULTY". I think this strategy is still decent on hard difficulty. On Expert it may not work as I explained, but you can use High Roller instead to evade with 11 Agility (3 base +1 from Lola+3 from Streetwise+4 from High Roller) or to investigate with 12 Intellect, meaning you could even survive the -8 chaos token of dread, at least on 1 test per round. Nevertheless it may be better to try another strategy altogether on expert, I have to admit. — Alogon · 1144
@alogon. Yah. I do think this card is worth trying on Expert. Using it to get from +4 to +6 or +6 to +8 seems to me to have some potential. It's a win-more card, obviously, but maybe so efficient that it's nonetheless worth it, especially if you're rocking the "succeed by 2" effects. — CaiusDrewart · 3183
If you lose your money on the 3rd try, you've spent 7 "resources" total for a net total of +6 across 3 tests, max 1 per turn, with a "frozen 3 resources" while it's out. That's actually not that great, especially if you were mainly doing Intellect/Agility tests and you took this before Streetwise. You need to get a lot more return on this card to make it playable. — duke_loves_biscuits · 1278
Don't get me wrong, it's a decent enough card. I've run it, and probably will do again. However I do think Rogue has a lot better initial options for Pay-to-Win that I would generally prioritize, and even when the card does land, you need to work it quite hard to make it worthwhile. — duke_loves_biscuits · 1278
True. You get this card after you have Street Wise and you play/use it after you already have most of your important assets on play. You need a set up to make this card work and ideally you wanna use it in a way that only the tentacle token (auto fail) will make you fail the test. — Alogon · 1144
A Streetwise Preston's favorite way to embezzle his trust fund. And the best things is, it's all completely legal. — Blitheharrow · 45
Custom Ammunition

As I'm currently using Marc Harrigan for the Forgotten Age, this card feels like it might be a highly viable replacement for the Extra Ammo card I currently have stacked under Stick to the Plan. Fast (but only during your turn) is getting overlooked, and it's a big advantage. Especially if you have a shotgun with one less ammo than you need, but you still need all three actions to kill that Immortal Elder God from Beyond the Time. Plus you can reload something without getting attacks of opportunities, which makes it even more useful against suprise monster ambushes from the Encounter Deck.
On Marc this essentially allows you to break the 5 damage hard-cap on Shotgun against the only enemies that are going to need it. All of a sudden, your shotgun goes from being able to do 15 damage max a turn to 18. That's a reasonble jump, and doesn't factor in any Vicious blows, Beat Cops or Home Front nonesense.

At 3 cost and 3xp, I'll personally be holding off getting it until I upgrade at least one of my Emergency Caches to the 3xp version, and only one copy of it for Stick to the Plan, but I can definitely see it being part of a slowly building monstrous combo with Shotgun Marc that enables me to kill Elder Gods in a turn.

Apologised · 4
On that last point: every Ancient One is this game does *not* have the "monster" keyword. They have the "Ancient One" keyword instead. — CaiusDrewart · 3183
That said, I still think this card is an amazing, especially as a one-of with Stick to the Plan in your deck. — CaiusDrewart · 3183
You can attach 2 of these to same weapon? — Django · 5148
@Django Limit 1 per asset, so no. — TheNameWasTaken · 3
I'd prefer to use it on Lightning Gun for the sheer power or on a .32 colt for the number of ammo! — mogwen · 254
Just found the limit, it’s a bit hidden in the text. But why only firearms? Blessed arrows are possible too. Maybe we’ll get some different types of quivers as attachments for the bow? — Django · 5148
@Django not yet lol — MrGoldbee · 1484
Ornate Bow

I'm going to expand on a comment posted earlier.

"The bow gets much better if the user or another player us venturer and e.cache3 to reload it. — Django 1177 2 days ago"

This card is (can be) baller for Skids, Ashcan or Rex (And I suppose Jenny but she has her guns). Now, keep in mind that Skids has a decent Combat as it is at 3, so it makes it slightly more challenging when comparing to +combat weapons for him, though the others are base 2.

If we break down the efficiency of this vs other weapons usable by Skids, it makes it slightly less valuable, but still in the running. Rex has access to Acidic Ichor and Ashcan has all re-usable weapons to choose from, making this harder to justify. The biggest issue is that it requires you to have Venturer out to re-ammo the bow for a instead of an . Let's break it down.

Ornate Bow - To hit: 6 | Damage: 3 | Both Hands | 4 cost | 3 XP -- Can be stacked with Venturer to attack twice using only two actions

Chicago Typewriter - To hit: 5 | Damage: 3 | Both Hands | 5 cost | 4 XP -- Can be stacked with Leo De Luca to deplete ammo in a single round

Lupara - To hit: 4 (5 if new) | Damage: 2 (3 if new) | Single Hand | 3 cost | 3 XP -- Can be stacked with Sleight of Hand to grant bonus to hit and damage without using an action to play it

Let's assume all combos available and all attacks hit. Over 4 attacks, which would deplete all ammo for each weapon:

Ornate Bow: 12 damage using 4 actions, two rounds, 8 total resources, 3 total XP -- Pro: Still offers 1 action per round to do other things -- Cons: Relatively resource costly, requires two rounds

Chicago Typewriter: 12 damage using 4 actions, one round, 10 total resources, 6 total XP -- Pro: Only uses one round opposed to the others' two -- Cons: Very expensive, both in resources and XP

Lupara: 12 damage using 5 actions, two rounds, 4 total resources, 3 total XP -- Pros: Very cheap to play, only uses a single hand slot -- Cons: Requires two rounds, only offers 1 spare action.

Where this starts to break down is the introduction of Emergency Cache to re-supply Venturer. This allows you to keep up the pace of Venturer being your caddy for an additional 4 shots, where it does nothing for Chicago Typewriter or Lupara directly. Those would require Contraband or Extra Ammunition, both of which are resource heavy. The moral of the story is that for Skids (and pretty much only him) this card is right there with the rest of them, so long as you have Venturer.

Vafruvant · 1
What I like about this card is that it opens up new deckbuilding options for various investigators. It should be awsome on Skids with Venturer + EC3, but it's also not bad for Sefina or Wendy (as long as they have Leo de Luca to cover the actions needed to rearm it). Ursula can grab this for some self-defense anf it becomes even better if she can tutor it with Dr. Elli Horrowitz. Also not that, as a Relic, it can deal damage to Poltergeist (a big deal for me). — matt88 · 3210
@matt that‘s also what i like about the more. Skids can also play bandolier for lockpicks. Bow uses speed, so can be boosted by streetwise. — Django · 5148
@Django Yeah, Streetwise should be a must if Skids goes down that road. — matt88 · 3210
Hey Folks :) Quick Question: Is it possible to use stunning Blow or Vicious Blow with Orante Bow or can you only add cards with Agility icons? Thx in advance — Charles Dexter Ward · 574
It replaces the skill used so you can only commit cards to the check thay that have $agility icons — skanedog · 70
Sleight of Hand

Gotta love this card. It's use depends on the exact character you are playing, but the overall utility is the same:

Play a weapon with ammo and use it for one round cheaply.

Obviously the card isn't bad when used to cheat out a less powerful weapon (.45 Automatic for example) cheaply and when you really need it.

The main downside to Sleight of Hand is that, if you have no worthy weapon in hand, or draw it too late and your weapons are already in play, then this card is totally useless. You really need to have a reasonable selection of weapons to choose from or ways to tutor them like Backpack or Prepared for the Worst.

The best case scenario for this card is super rewarding, but the worst case scenario (playing it for just the lone icon) really evens things out.

Tsuruki23 · 2568
This card is also problematic if the required slot is occupied. — Django · 5148
Problematic, or a scavenging/deck cycling opportunity? — Zinjanthropus · 229
Note that you can play Sleight of Hand ON Backpack. There goes your tutor AND your deck cycling opportunity! — AlderSign · 391