Blackjack

This card is a bit hard to quantify. The obvious comparison to it is against the Knife that is available to every other role in a neutral form. At the same cost and strength, there are only 2 factors to consider when deciding which one is better over the other.

Perhaps you don't consider blackjack or Knife, because you prefer to carry .45 and machete as your includes in your deck. For those types of decks, then this isn't even a consideration. But in several cases I have considered machete and Knife/blackjack as it is a considerable cost savings over the .45 and 80% of the time the machete does the job of the .45 anyway.

Also, if you are solo, blackjack isn't for you. In large groups, you may be required to peel monstrosities off of people and help them out. In these situations, with the blackjack you expect to get some action efficiency.

1 health enemy (blackjack) - Action 1 swing 1 health enemy (Knife) - Action 1 swing or Action 1 Engage, Action 2 swing

2 health enemy (blackjack) - Action 1 swing, Action 2 swing 2 health enemy (Knife) - Action 1 sacrifice swing or Action 1 swing, Action 2 swing or Engage, Action 2 swing, Action 3 swing (sacrificing if needed on the second swing if the first missed.

There might be a scenario or two there missed, but that covers the majority of what you are looking for in comparison. The main situation where blackjack is best is obvious in the 1 health enemy category because the blackjack can save you an action and it doesn't make sense to sacrifice the Knife when it is on someone (in most circumstances).

If you don't care what happens to your allies, "swing away" and choose the Knife so you have an option for a burst damage opportunity.

If you do care about your friends (how nice of you), then the majority of the time you are using this weapon you are saving an action for fighting enemies for your allies. That was my thought pattern with using this for a four player campaign. On average over three scenarios so far, this has saved me perhaps 1 action per game. Also, if you wiff on your strong attack with the Knife you are left without a weapon anymore and the blackjack doesn't tempt you with that.

What I do like about the Knife though is that you could save an action with a single attack doing 2 damage when you need. So, this can also save you 1 action per game. Also, when you have that machete out in a situation such as this, the Knife can possibly be useful still for taking out 1 of 2 enemies engaged with you to turn that machete back online.

Is that worth having over the Knife? I tend to think that it is not in practice. The Knife just seems to be a better choice from my perspective. Just in case someone was going through these considerations as well, I thought I would share the experience I have had with the card here.

Bronze · 187
Compared to #machete, on 2 HP enemies, this card saves you the action of engaging enemies so can still kill them with 2 actions, with no risk of harming allies. — Django · 5154
The bit about not dealing damage to your buddies engaged with the enemy you're attacking is nice, but I can't help but feel that this should have another line of text: "If the attack is successful and the enemy is *humanoid*, exhaust that enemy." Bop them on the back of the head to knock 'em out. — ArkhamArkhanist · 10
The knife is better. — Andronikus · 1
Jim's Trumpet

Note that this card does not require that you are performing the skill test, or even that it's at your location. As a result, in a multiplayer game it can trigger almost every turn, keeping you sane even while playing mystic cards and occasionally helping out your fellow investigators.

Don't forget that it works with Jim's elder sign ability. Usually there's no real difference between +1 and 0, so as long as skulls don't have some terrible extra effect, it's safe to turn your elder sign into a skull and enjoy the healing.

Sechen · 53
"I'm outta here!"

Initially this card seems kind of useless. Honestly I can't really comment on its applicability to your typical investigator but I do know of two investigators who can benefit a lot from it.

Zoey and Jenny can both get really screwed by their weaknesses if they drop in the last few rounds of the game. Zoey can get caught traveling all the way across the map in order to kill some jerk monsters and Jenny searching for Izzie in far off lands. This can be especially problematic in large maps or ones flush with monsters. If you only have a couple turns left in the campaign before the final Agenda procs you may not have that many actions to spare, and especially for these weaknesses they are on-par with being defeated anyway (which is significantly worse than any other investigators weakness penalty). In this method you can almost halve the number of actions required to fulfill these without screwing over your win condition.

It's not a perfect fix, but I'd consider a 1-of for these investigators to help them out alongside action-investments like Police badge or action-compression items like Cat Burgler.

Difrakt · 1319
I don't follow how this card helps wit the problem. Resigning is the same as being defeated for the purpose of those weaknesses, isn't it? So you don't avoid the penalty by resigning. — nierensieb · 1
Yes, this was clarified in a recent errata. This card does not save you from your weakness. It's main use in the current set is being able to resign without being in the VIP area of The House Always Wins. — FBones · 19414
If this card was "fast", it would save 1 action in many scenarios, but i'm not sure if that's enough to make it worthwile. — Django · 5154
He said that it halves the number of actions necessary to fix those weaknesses, not gets rid of them completely. IE you only have to go halfway across the map to deal with the weakness, you don't have to come BACK to resign. — Ebrey · 238
I'm currently replacing manual dexterity with these, trading the card draw with the occasional utility. — bigstupidgrin · 84
You don't avoid the penalty by resigning, but this card can help you resign *before* you draw one of those weaknesses. — Signum · 14
Rise to the Occasion

Three is fantastic. I love the restriction, it feels thematic and inline with other cards like Lucky!, Oops! and "Look what I found!". When it works it is incredibly helpful however I have found it a bit of a dead card often sacrificed to Wendy Adams ability. It's probably better including Unexpected Courage and other skill cards with more versatility rather than risk having a dead card in your deck.

Pilgrim · 320
FWIW, I've found the same. The condition about 2 or higher does make it tricky to get into play, and do you want to be trying something that you start at -2 for? — AndyB · 955
I think this card is brilliant for Pete. His base fight and intellect values are two but they are essentially 4 when taking these actions with Duke. — RedV · 1
On second thought, I am not sure anymore whether Duke would circumvent that requirement. Duke says with a base skill value of 4 while this card says than 'your' base skill value. — RedV · 1
I always include all neutral skill cards in my decks, except unexpected courage. They're fantastic, as they cost nothing and you draw a new cards, if you suceed. I don't think this card works with duke, as he replaces petes base values. However it should be pretty good to balance both survivor's low attributes, like wendys fight or ashcans fight/investigate, when duke's not ready. — Django · 5154
correct me if I'm wrong, but isn't the base skill the printed value and skill value after cards like Magnifying Glass or Beat Cop? If Pete has 2 intellect but also a Magnifying Glass and Dr. Milan Christopher does the Shroud value have to be 4, 5 or 6 before being able to commit Rise to the Occasion? — Paphoved · 1
The base value is before bonuses. If Pete investigates himself, base value 2, regardless of magnifying glass, Dr. Milan, or any other bonuses. If using Duke, base of 4. — Faranim · 417
Taunt

What is action compression, what is action investment? Why is this card so damn good?

For 1 resource (something you almost always start your turn with one of) you get at least one engage action with this card. This is the lowest value you get for this card and honestly even at that level it is deceptively good.

Here's the thing: not all actions are made the same. Say you have an enemy engaged with your fragile Daisy flower one stop over from you, if the enemy has 2 health and you have a .45 then it takes you three actions to move, engage and kill that enemy no problem. However if the enemy has 3-4 health you're now in trouble. If there are two enemies at 1-2 health you are similarly guaranteed someone has to take damage (unless your daisy has a plan)

With Taunt you now have that action you need to cut through the chaff and save everyone. Wonderful! For 1 banked resource you saved someone 1 damage and 1 horror probably.

Where Taunt breaks the game is if you're a certain nutty chef. As Zoey you can:

  • run into the room
  • wave your cross at a horde of rats
  • cap one 2 health enemy with your .45
  • hack another 2 health enemy with your machete

And make 2 damn resources for your slaughter.

Does it usually get that efficient? No, but since it's minimal efficiency is trading one resource into an action (which is a good trade) it's never a bad card. As soon as there's two enemies in a location fire away and reap the rewards of action economy!

Difrakt · 1319
You remember you can fight an enemy that is not engaged with you? This screws up your Daisy example unless I misunderstood you. — nierensieb · 1
@nierensieb While that is true, you typically should at least consider that a missed shot with the .45 could put a bullet hole in the very fragile Daisy Walker's body. She can't take much punishment. A missed shot could certainly mean Daisy is suffering from the monster attack now along with the bullet you put in her side. Chance away by all means, but I believe that the point for Daisy is still a valid one. — Bronze · 187
Fair enough. I was just wondering if Difrakt missed the fact he can attack an unengaged enemy. — nierensieb · 1
can confirm. Taunt in a Zoey deck is auto include. It gets even crazier with upgraded taunt. — stetson · 3
This card doesn' deserve to be in my Zoey deck in a two player game. There are rarely enough enemies for this card to prove its worth. Most of the time im following my clue finder around protecting him, and half of the time I will draw the enemy from the encounter deck anyway. There are so much better cards in core+dunwich that this simply clogs the deck. In 2p game I'll pass. — Andronikus · 1
When you play Taunt, you don't just trade action(s) for resource. You trade action(s) for resource AND A CARD, which is significant difference. If you only need just 1 engage, you are better off not playing Taunt. — Deo · 1
Another thing to consider is that for Zoey, the icons will usallly come close to a single Wild icon. — Blackhaven · 9