- You can use free abilities as many times as you want, as long as you can pay the cost; there is no limit.
자원을 1개 소비합니다: 당신은 이번 능력 테스트에서 +1 를 얻습니다.
자원을 1개 소비합니다: 당신은 이번 능력 테스트에서 +1 을 얻습니다.
Physical Training, Hyperawareness, Hard Knocks, Arcane Studies, Dig Deep - they all have something in common: all these cards give you temporary boosts to individual skill tests at the cost of resources.
The inclusion of these cards is closely related to your investigator's economy! With the new card, Dark Horse, you may plan to stay poor as a church mouse and this asset can help you with that. Or, on the contrary, if you are living the dream, and some investigators proverbial float in resources, you can afford to bundle Hard Knocks+Arcane Studies or Physical Training+Hyperawareness to boost all your skills! In short, keep your hands off if you don't have action-free income!
If you are interested in the discussion, i would recommend this thread to you. If "Skids" O'Toole is going to play one of the beforementioned talents, he is going to play Physical Training. With base 4 and a deck packed with icons, he does not really need to buff his agility, wheras his base willpower of 2 (and a deck mostly bereft of icons) does need some help. Physical Training is said to work well with Zoey Samaras, too, while Roland Banks struggles for the money to use it effectively.
- Reliant boosting flexibility. Depending on the difficulty level and the test's danger level, you can boost as much as barely is needed (roughly +2 over your baseline) or sink all your money in it.
- Theoretically unlimited uses.
- The asset stays in play. From the moment you play this, you are forearmed.
- It does not need to be slotted.
- Goes well along with Dark Horse. Also combines perfectly with cards that have an additional effect if you overfulfill: List, special mention here goes to the Shotgun.
- You have to find it in your deck, it lacks the Permanent trait.
- Resource-hungry asset (install and activation).
- Only helps the investigator who plays it.
This is still seen a lot in beginner decks, so I thought I'll write an updated review (and because the existing pros and cons review is kind of misleading).
You should almost never take Physical Training (0). Not even as deck slot filler, unless you have nothing but the core set (in which case you might not have any other deck slot fillers).
This card (and this class of cards in general) is among the most inefficient cards in the game. By standard action-economy analysis, this costs 4 "actions" to play: 2 resource, a card, and a play action. That's a large investment for a card that you need to burn even more resources on to get any benefit out of. If you don't use it a lot, you just spent 4 "actions" for very little benefit. If you use it a lot, you'll find yourself short of resources to play actually useful allies weapons and events.
By the time you gained a +3 boost from Physical Training, you have just paid for a Leo De Luca in a class that isn't especially known for being flush for resources, and have gotten far less benefit.
The + could have come from an ally or weapon you could have played if you hadn't spent resources playing and boosting with Physical Training. The horror damage you reduced by boosting could have been soaked by the same ally. Or the same boosts could have been gotten by committing cards that you drew using the tempo you gained by not playing Physical Training (+1 skill boost ~= 1 card committed ~= 1 resource anyway!).
If your 0xp deck is flush enough in resources to take Physical Training, it is a sign that you've over-invested in resources for your deck, or should take the chance to throw some Dynamites.
The upgrades don't have this problem because they have a much lower upfront cost (and synergy with Well Prepared).