Rabbit's Foot

This card is underrated by both newbies and veteran players alike.

For a 0xp card and 1 resource, your first failed test each turn gets converted into a draw action. Over the course of a typical scenario this will net you 6+ cards. More importantly, it means most failed tests are not wasted. They instead give you more ammunition for passing tests!

And there's also the Wayne Gretzky effect: you miss 100% of the shots that you don't take. With this item out, you don't have to go into every test with a high chance of success. If you're out accumulating clues just give it a try, maybe you'll succeed! You'll end up passing quite of a few of those tests and save yourself cards and actions. Conserve the skill commits for the second try. This is alluded to in the old review by Tsuruki23, and is borne out through experience.

Lastly, you don't need to have a massive portion of your deck devoted to a failure suite ("Look What I found!", Oops!, Dumb Luck, etc). Those are fine to pile on if you're playing Stella Clark and relying on a failure each turn. But their existence doesn't make this card any less worthwhile.

PS: if your deck concept has resources to spare (often when playing Bob Jenkins), consider pairing this with Track Shoes to generate a low-stakes test you can afford to fail most turns.

when I was a newbie I used this all the time. "im only 0/1 up to investigate....might as well try I get a draw if I fail" playing like that gets ALOT of clues from people who have no right earning clues. — Zerogrim · 292
It's +1 draw/turn in Stella. Vital. But some scenarios punish failure, and that slot could've helped you succeed. — MrGoldbee · 1452
Bide Your Time

McJames' review covered my thoughts about this card pretty well. Just to add on to the list of other things Bide Your Time can help with:

-Waiting at a location for other investigators to apply their support cards

-Waiting at a location to support other investigators with commits / enemies

-Building up moves to avoid locations with end-of-turn effects

-If you're one of those weirdos (like me) who plays Suzi, you can wait one turn to build up your stats

Essentially, it's a one-use 0 XP Borrowed time. I think it's good deck filler and can help strip out inefficient turns, but can get sided out as you get more impressive cards that make the turns you do have more impactful.

GoldPooka · 5
I think you've hit a couple good use cases here. Definitely seems a better fit in a bruiser (especially if using melee assets) than a cluever. It could also be scenario tech. There are a couple scenarios where I’ve been playing blind and advanced the Act with the final investigator action only to then be walloped when it flips and spawns or turns into a boss monster or something. This could help pay you back for dead actions and/or ensure you are able to go nova following a flip. — TKITRJ · 1
But that's seems to be a rather small niche. And if you have several expansions, there are plenty of options for filler cards, that are not only delay your turn. — Tharzax · 1
Astronomical Atlas

Ok, I know that this is a bit stupid but, technically, you could play The Raven Quill, attach it to Astronomical Atlas... and later be able to commit que Quill to an skill test through the Atlas's ability ¿right? same with any card you attach to the Atlas by any means?

It is stupid because it is super-inefficient but, is it valid? additionally, there's no customizable ability in TRQ other than spectral binding applicable to the Atlas. Maybe supernatural record to fetch for another Atlas? If you use that one, you could fetch for a first Atlas and play it with TRQ attached to it, then commit TRQ to a test to have it back to your hand, then play it again to fetch for a second Atlas, commit it again (12 resources by now xDD) and play it to fetch for a second tome/spell you have writeen down in Endless Inkwell.

Just put 3 Astounding revelation to trigger for 6 resources during those fetchs... so the total cost would be 6+3+(third tome/spell cost).

Even better, what if you come across TRQ when using the Atlas's ability? it attaches to the Atlas and applies all its properties right away.. without playing it and paying its cost, costless and actionless

joster · 40
Cards are attached facedown to atlas, not faceup. They aren't considered in play and don't provide any normal attachment effects. — suika · 9413
Mesmeric Influence

Keywords that this ignores, by my interpretation: Peril (!), Alert, Retaliate, Elusive, Haunted

Keywords that this does not ignore: Aloof (cannot even trigger the fight/evade to initiate the test), Exile (cannot be ignored per new Errata), Surge (triggers before the skill test), Swarming (triggers when the enemy spawns)

Keywords that probably aren’t ignored: Victory/Vengeance (adding to the victory display could be a "keyword effect that would trigger during the test" depending on interpretation)

As far as I know, this is the only card in the game that can ignore (your own) peril effect. This is interesting and allows the other investigators to help your decision and commit cards to your peril, but not necessarily that strong. Of the other keywords, ignoring Elusive seems the strongest, and ignoring Alert/Retaliate/Haunted seem like very minor bonuses because you're trying not to fail the skill test anyway.

As for location effects that would trigger during a skill test: Other than Obscuring Fog in the Core set, this seems pretty rare, since a large number of location effects happen before the skill test anyway. And Read the Signs is just a much better solution in most cases.

I think the rarity of actually activating the effect makes it hard to justify including over other options such as Unexpected Courage. On the other hand, if it were 0 exp like Unexpected Courage it would be an auto-include in almost any Willpower character, so I think the power level is in the right spot.

In Diana, this is slightly better, but per my interpretation Retaliate/Alert only trigger her ability if she fails the test because this does not ignore keyword effects that would not trigger. This makes it sort of awkward in that situation.

SliFi · 4
I would also allow this card to ignore the aloof keyword, because spectral razor seems to solve the same problem with initiating an fight, but the attack happens later. — Tharzax · 1
Spectral does that because it specifically says on the card you are allowed to do so before the fight action. This card doesn't say that. — Spamamdorf · 5
And it is a skill card, so you would be able to commit it only after starting the fight action - which you wouldn't be able to do if the enemy is aloof and no one's engaged to it. — Gsayer · 1
You are allowed to initiate a fight action against an aloof enemy, since this keyword says you can't perform an attack against them. The fight action starts an attempt to attack which success is determined by the skill test. If you commit mesmeric influence you can ignore the aloof keyword when you resolve the attacks effect. The question is, if the cannot from aloof triggers before the skill test or with it's effect. — Tharzax · 1
Aloof is not a keyword that triggers during a test. It is a keyword that bars you from doing the test in the first place. — Spamamdorf · 5
You can't initiate a fight action against an aloof enemy, it wouldn't change the game state - "An ability cannot initiate – and therefore its costs cannot be paid – if the resolution of its effect will not change the game state." — Gsayer · 1
You can otherwise you couldn't play spectral razor. But after some discussion I have to admit to be wrong. You can't use mesmeric influence on an aloof enemy, since aloof is an ongoing effect, which have no trigger according to the rules. — Tharzax · 1
The reason spectral razor works is because the card explicitly says on it that you're allowed to initiate the fight action and engage. — Spamamdorf · 5
No it say you can engage before attacking. It doesn't say anything about initiating a fight action. And aloof states you can't attack this enemy unless you are engaged. So you can initiate the fight action but aren't allowed to resolve the attack with a skill check. — Tharzax · 1
I suppose I should be even more clear: It explicitly says that before the fight action you are allowed to engage. It carves out a specific justification to allow you to play the card, where mesmeric does not. — Spamamdorf · 5
It don't say before the fight action, it says before the attack. This difference is well explained in the comments for spectral razor. — Tharzax · 1
Distinction without a difference. Comments are written by randoms and are not worth citing. — Spamamdorf · 5
Then probably just read the rules for "aloof" and "fight action" probably? — Tharzax · 1
I of course have, they don't contradict me. It says to fight you resolve an attack, thus a distinction with no difference. Perhaps you should read the golden rule where it says card text overrules rules text, very neatly solving the question of why spectral razor is allowed to work? — Spamamdorf · 5
Miracle Wish

Yes it's a weak card, but new ||Father Mateo with a help of advanced The Codex of Ages and Favor of the Sun can make it into two or three extra actions, and if you are playing parallel front you can even score 4 wishes, but then the payback isn't so great. Downside of this is the fact that parallel back doesn't get you 5xp which is I think much better. I would see it in a blessed team where Sis Mary takes Miracle Wish and Favor of the Sun and regular Father Mateo has advanced Codex of Ages which can get her an extra and then she can provide him the . Ultra niche but at least seems fun.

Drostt · 115