Premonition

Premonition reveals the next token you're about to draw from the bag. This lets you custom-rig all your modifiers and actions around it.

Got a big action coming up? Play Premonition and-----

-Revealed a 0? Rather then committing everything you have to ensure success enjoy the free success an save your stuff for the next test. This is actually one of the best-case scenarios for Premonition because it will now have netted you a lot of saved resources.

-Revealed an easy to achieve number like -1, -2? Same as above exept a little more costly. You might as well have played an Unexpected Courage rather then Premonition to succeed on this test (or the other skill card equivalents for the upcoming test). Revealing a token you could have accounted for with minimal expense is actually the worst-case scenario, having a high-base statistic to beat as many of the low numbered tokens as possible will synergize with Premonition.

-Revealed a large number like -4, -5? This is where Premonition gets good again, similarly to how Lucky! lets you bridge the gap and beat these hyper-penalties Premonition it this case lets you tailor your expenses to guarantee success.

-Revealed a special icon? In case of scenario specific icons you will now be able to bypass or defend against the token effects whilst still being able to match the numerical penalty. In some cases you might turn the token into an advantage, for example Agnes Baker attacking with Shrivelling to deal 3 points of damage.

-Revealed a token you cannot beat ( for example)? Knowing that you're about to fail you can waste the action on something trivial, get the token out of the way, and attempt the test with a fresh token.

This all will make Premonition seem really really good, but there is a point against it. Whichever use you get out of it from the above you're always spending the Premonition card and this is why it has such a polarizing "good/bad curve", if you reveal a token that still requires you to spend a little cash or a card to succeed (a -2 or -3) then you'll wind up having over-spent to cover a penalty token that you would probably have tried to cover anyway. This all in a faction that typically struggles with card draw (or has some very specific cards that it needs to see) makes it hard to find space for a luxury event like this one.

Two more points: Premonition is free, so it wont weight down an already expensive Spell heavy deck, and it has rather unimpressive icons. A lack of icons means you'll never-ever play it for the icons, playing it to see the token will be better anyway.

Edit: The more I play this the better it gets. A variety of cards synergize greatly. Say you play this early in a round before using Rite of Seeking, you can avert lost actions by doing a different test first or, ifthe token has a decent bonus, you can just draw some cards/gain cash rather then loose the action. Then there's Defiance and Recall the Future that you can deliberately target the drawn token with. If you want to go all the way then you can try tricks like Hypnotic Gaze and try to further manipulate the bag with Olive McBride and the like.

Tsuruki23 · 2568
Also works with token reveals that aren't tests - for example, it could let you know if it's safe to play Recharge. — TheNameWasTaken · 3
I agree! I would add that, if the token revealed is a -4 or -5, a better alternative will often be to inentionally fail a low-impact skill test. The Premonition is "wasted," but that's sometimes going to be better than intentionally committing a lot of cards and resources. (FYI, if you put "* " at the beginning of a paragraph, you get a list bullet, which would organize your break-down better than a leading dash.) — sfarmstrong · 271
This card is markedly worse in scenarios where there are tokens that say "Reveal another token...". — Katsue · 10
Another card the has excellent synergy with Premonition is Double or Nothing. You can play this before commiting two vicious blows or quick thinking. — MaximilienQC · 1
Take Heart

Cool card. Mathematically similar to Emergency Cache.

You can play Take Heart in three different ways:

A: You find an action that's safe to fail and intentionally fail it, ideally an investigate action or something that wont bite you after failing it, in this case Take Heart comes out exactly one action superior in action economy to Emergency Cache, granting 2 resources + 2 cards for 1 action and 1 card rather than 3 resources for 1 card and 1 action. Note that many survivor builds favor cards over resources.

B: You play it on a "free" test you're content failing, this would most often be a treachery test, for example Rotting Remains. You need to be careful in this case but the "1 card = 2 cards & 2 resources" actionless trade is a very large tempo boost.

C: You play it on a test you intend to fail, in order to trigger a "Look what I found!"/Dumb Luck/Oops!. And here we have the kind of deck you absolutely should take Take Heart in, the kind where you're able to turn failed tests into greatly successful ones.

At this point you might be thinking "So, its a better Emergency Cache?", not quite. The Emergency Cache is always only an action away, minimal effort for a reasonable gain, Take Heart might actually get held up by gameplay circumstance, no "Look what I found!" to combo with, no risk-free actions on the map (perhaps due to risky token effects) and no treacheries that you don't mind failing (Remaining sanity too low, risky effects), maybe even no investigates you can reliably fail (not to mention the occasional accidental success (Damn you +1 token!!).

Regardless, the survivor faction can replace Emergency Cache or even supplement it with this economy option, suddenly the "scrounger" faction has become one of the most economically healthy factions in the game.

Edit: P.S. Play this for 100% chance to draw a positive token and beat any test ; )

Tsuruki23 · 2568
Add any version of "Try and try again" and you can take many hearts. Both can be used on other player's tests as well. Just be careful of the scenarios special token side effects, when a test is failed. — Django · 5148
D: You can hedge your bets. If you're stuck with a tough enemy and no good way to kill it, make an attack that requires a +1 or elder sign to succeed. Success? got rid of an enemy. Failed? might have drawn the tools you needed to kill it. — poeticmatter · 60
It's all to common for Rita to pass an test that she's trying to Take Heart on because her Elder Sign is +2. This is especially frustrating considering how often I seem to fail Track Shoes tests with her even when she's at +2 (from Track Shoes and Peter). — Zinjanthropus · 229
With Live and Learn, Drawing Thin, Rabbit's Foot, Look what I found! and Dumb Luck you can make a really interesting deck themed at failing! — Venti · 1
Live and Learn

This is an extraordinarily good card. It definitely ranks in the top 3 for the Forgotten Age cycle, if not being the very best level 0 card in the cycle. It is good for 3 simple reasons:

A: It plays somewhat similarly to Lucky! in that it lets you play fast and loose with your card and resource commitment to tests. Say for example you can beat a -3 with minimal effort (Agnes Baker Rite of Seeking investigating a Shroud 2 location for example) but there's a -5 in the bag, Live and Learn will help you beat that check with assurity.

B: It protects against tokens and very large negatives (more common in harder modes). Giving you a retry on that test.

C: It recovers lost time and resources! Namely the action spent to attempt that test and whatever charges, ammo, secrets, supplies, whatever you used on the original test. (In the example above, lets say Agnes Baker drew a -5, with Live and Learn she can try that test again, without spending an extra Rite of Seeking charge, and the +2 from Live and Learn will cover against another -5).

All in all, Live and Learn is the card to pick if you play through some key assets or events, the bigger the gun, spell or event, (or if you just got a good pupper) the better Live and Learn is.

Tsuruki23 · 2568
Why would Deduction or Double or Nothing (ie, skill cards) still be present in the second test? The first test has completely ended, so they are no longer committed and are instead in the discard. Is that not right? — duke_loves_biscuits · 1278
@duke_loves_biscuits: Yeah, I think all that stuff is gone, which means this card probably falls short of greatness (but it still pretty decent.) — CaiusDrewart · 3183
Basically this card grants another action and +2 to that test. Not sure if it's worth a deck slot over Unexpected Courage, for example. — Django · 5148
This is pretty fantastic for Silas, who will often commit a skill card to a test, and then if if comes up as a fail, pull the card back, and then try again. This card saves him an action in that process, and grants him +2 on the second attempt. — Greatsageishere · 141
Yeah, I don't see why this needs an errata. It says after the test ends, so there's no case to be made for keeping your committed cards active. Still, a card that's almost as good as Lucky!, costs 1 less resource, and can actually deal with the tentacle, is pretty amazing. — Indog · 1
It is also much easier to work with Dark Horse than Lucky. The two best red cards don't play well together. — duke_loves_biscuits · 1278
I agree with Django--I don't see how this card is better than Unexpected Courage, even in a Preston deck — Malgox · 20
Unless you can chain it with "Look what I've found" and Take Heart... — Malgox · 20
This deck is far better than Unexpected Courage... It is bizarre that anyone would think otherwise. Analyze it from this perspective: How much does the card increase the likelihood that I succeed when I use it: — FBones · 19390
Sorry, was hoping that Shift + Return would let me put a line break. Okay, just do a simple analysis of how much this card will increase the likelihood of a success when you use it: Unexpected Courage increases your chance of success by 25-30% in typical cases on Hard. The key point is that you do not know beforehand that you will fail. Live and Learn gives you a completely second chance after you fail to succeed, and gives you +2 on top of that. In most cases on Hard that will give you a 85% - 90% chance to succeed when you otherwise would have failed. So Live and Learn is about 3 times better in positive skill tests (i.e., no Retaliate and not during mythos). I admit, there are nuances to take into consideration (taking a second pull from the chaos bag), but there are also nuances going the other way: the investigators who have access to Live and Learn tend to have higher will-power and lower fight/intellect, so they are less likely to be needing boosts on mythos and more likely to need them on bread-and-butter positive skill tests. The real question is not "why not use Unexpected Courage," but rather "why not use Lucky!?" Except for Dark horse decks, Lucky is generally superior. (note that Live and Learn does NOT synergize with Fire Axe because all your money is already spent.) — FBones · 19390
Another way to think of it is that Live and Learn is ROUGHLY equal to Unexpected Courage + 1 Action---as you get a second chance to succeed on the skill test you just failed, but is not useful during Mythos. — FBones · 19390
It's also worth mentioning that you can take both Unexpected Courage, Live and Learn, and Lucky, and you'll probably succeed on more tests than if you omit Live and Learn. I don't think it belongs in every deck, but it's definitely a good card. — Zinjanthropus · 229
I agree it doesn't belong in every deck. However I also agree there is NEVER a reason to include Unexpected Courage if you don't already have Live and Learn. The ONLY case where this isn't vastly superior is for Mythos protection. And in that case you want Guts, not Unexpected Courage. — Kitsunin · 1
What is the interaction between L+L and SWEEPING KICK? Can I get all the effects in the second test (+1 foot, +1 damage, + evasion)? Thanks — yuna1979 · 1
@yuna: Yes. These are the base effects of what you are attempting. Think of it like that: With L+L you get to try again what you were initially attempting and you lose everything that you modified your first attempt with (e.g.: pumps/reactions for the duration of a test, commited cards, etc.). — rxfisl · 1
High Roller

This is a fun asset to analyze. I think of all of the Boundary Beyond 'boost 2 assets' this one ties with Well Prepared for second place behind Cornered for general strength.

What's neat about this card is that if you succeed you lose nothing and can take another test with the same boost, but failing heavily penalizes you. This means 3r initially spent buys you not only the initial +2, but another +2 if you succeed that first test, another +2 if you succeed the third etc. This means we can easily analyze how much the 3r cost gains you through application of the Geometric Series! so a single commit of 3r will give us 2* (1-r^n)/1-r value, where r = our chances of success (assuming all tests are the same chance of success, a big assumption but it only gives us a general guideline)

If you take lets say 8 tests at 0.5 chances of success you're getting roughly +4 boost out of it. That is nearly streetwise levels of efficiency, but without the intellect or agility test restriction! not bad, but then again not great.

if we increase to r = 0.75 however (which is a roughly good approximation for what most investigators want to test at) you're getting +7.2 value spread out / 3r which is more value than Higher Education.

Now there are nuances involved. Not the least of which is that if you're running a 'succeed by two' deck this is a massive enabler, turning your would-be successes into success by 2s. Additionally this card has significant swing, even if you have a good chance of passing losing 3r if you only have 5 can be brutally punishing. Fortunately Rogue's are masters of hoarding up big piles of cash very quickly.

I think the biggest downside though is that this card is very very poor at getting you back from behind. It needs to sit atop a powerful engine of cards already getting you to the 0.5-0.75 success range before it can start to contribute real value. Again though, using the first half of a scenario to set up and the second half to sprint full-speed through the scenario is a valid Rogue archetype so purchase this accordingly.

Difrakt · 1313
Your analysis misses the fact that the card exhausts when you use it, meaning youcan only use it for 1 test per round. Still semi-decent for one test, especially when paired with other rogue cards (see: Double or Nothing), but not at the level of Higher Education. — SGPrometheus · 841
It does not miss that point, I merely didn’t address it. There’s a reason I referred to 8 tests (accounting for roughly 8 turns) and not 12 or 16 which would be more appropriate for an unrestricted booster. — Difrakt · 1313
I'm very disappointed by this card and think I won't run it for few reasons. First, when you want to sprint through a scenario, you need to take 2-3 times the same test per turn as rogue. (Finding clues, hitting monsters...) If you need that +2 for that, you are only allowed to have it once, and so, you have to also rely on something else. Second, you can't rely on this as you can rely on permanent streetwise, and it does cost an extra action and 2r to come into play. Means, 5r to start dring something. Third, this is a high gain but high risk gamble. If you want to rely on this often, there is a slight chance you might loose 2 times in a row and never recover from such a blow. But, if you don't heavily rely on this, it is not efficient at what it does, statistically. In the end, I think this is unreliable and I would prefer building a deck and strategy without it. — Palefang · 72
Well chances of failing a 75% chance test twice in a row is 1/16, roughly as bad as tentacles already ruining your day. Furthermore if you fail and bring yourself to too low a resource pool you have the option to hold off using the card until you recover, it's not a case of uncontrollable losses. That being said if you're not a big fan of gambling and fat stacks of cash maybe Rogue isn't your ideal faction (: — Difrakt · 1313
Dexter Drake could use this together with #Scrying Mirror to earn quite some cash. — jcdenton · 10
Kukri

Kukri seems cool. It sounds cool. But it falls in a very narrow window of usefulness. The main strikes against it:

  1. Anyone focused on dealing damage won't enjoy the (lack of) action economy; Primary monster hunters shouldn't take this.
  2. Gators with access can choose from a swath of blue weapons that consistently out-perform the Kukri.
  3. Solo characters probably don't have the actions to afford dealing 1 damage at a time.
  4. Gators with 1-2 likely can't hit something with this; They should be avoiding fights anyway and are probably better off throwing a Knife the few times they have to fight.

So we're left with support/investigating characters in multiplayer campaigns with 3+ and limited-to-no access to weapons. That list (as of Forgotten Age) is:

Although each of these investigators has other options, of course. But maybe you're a clue-and-evade Jenny who has Lockpicks(1) in one hand and doesn't fight enough to spend xp on Switchblade(2). Or your Akachi has Decorated Skull and you want a way to conserve Shrivelling charges. Maybe your Silas doesn't want the Baseball Bat because of a hand slot or Fire Axe because you don't want to be poor.

Overall, you've got to want to fight juuuust a little bit to use the Kukri - otherwise you should use the Knife for its one-time effect or just run the from bad guys until your slayer shows up.

PureFlight · 782
+2 to +3 Fight would be suffecient to competitive with another weapon. Also it would be great for Tony Morgan, the Bounty Hunter — AquaDrehz · 204
I think maybe Kukri falls into the same camp as First Aid. It's not great but sometimes it's the best option you've got. — oothooly · 1