"Fool me once..."

"Fool me once..." offers a similar promise to Mystic staple Ward of Protection of protecting you and your party from dangerous treachery effects. I say "staple", but actually I've recently gone a little cold for Ward because it turns out taking a horror along with spending a card and a resource is a fairly steep price against most treacheries, although it sometimes is worth it to protect vulnerable teammates or to just cancel the harsher treacheries, such as Ancient Evils. How does "Fool me once..." compare?

"Fool me once..." still costs a card and a resource, and while it doesn't deal you horror out of hand like Ward does, it does demand you actually resolve and discard a treachery in order to prevent a future copy of it. Now, you'll still count as having resolved the Revelation ability on a treachery that you passed a skill test for; the good news is in theory "Fool me once..." sometimes costs you merely a card and a resource, but this means you'll have to suffer at least one Ancient Evils in order to cancel the next one. Additionally, this card demands that you resolve the treachery to be cancelled, and not a teammate - so you have to draw it before they do if your intentions are selfless.

On top of that, not all treacheries with dangerous Revelation effects actually discard themselves until they're already done hurting you pretty bad, such as Dunwich encounter spoiler and Circle Undone encounter spoiler. Ward of Protection does better against those, and is generally much more flexible in what it can cancel. It has been pointed out that you can "trap" a treachery attached to "Fool me once..." by keeping it in play so that it doesn't shuffle back into the encounter deck, but unless you were highly likely to draw that treachery twice again during the scenario, you were just as good if not better cancelling a second copy with "Fool me once..."'s reaction.

So, when is "Fool me once..." good? I think much like Ward of Protection, this card isn't going to be something you spend experience on for all investigators for whom it is available. You ought to have a good idea of why you're buying "Fool me once..." and the kinds of treacheries you intend to use it to fight. You might for instance take this if you or a teammate is particularly weak to willpower treacheries. Notably, "Fool me once..." is likely to overperform in The Forgotten Age (perhaps this is being alluded to in the art?) due to the Explore mechanic allowing you to dig for treacheries early in the scenario.

Additionally, the more teammates you have, the greater the likelihood that the same treachery is drawn repeatedly before the scenario ends. In a 3 or 4 player group, "Fool me once..." goes especially well with First Watch and "Let me handle this!" to really control the Mythos phase and improve the odds of you drawing the treachery you want to cancel before someone else does. Obviously this synergy is going to be most effective in investigators equipped to take on multiple encounter cards, which typically means those with high willpower - so Zoey Samaras, Leo Anderson, and particularly Diana Stanley who loves that magic word "cancel".

Even if this card is as situational as I believe it is, it's still nice to see the Guardian archetype of protectively tackling encounter cards continue to be fleshed out, and I'm definitely a fan of the concept and theming.

Trinity_ · 204
It's a very hard card to maneuver around in my experience. Ancient Evils even requires that you draw one of the copies. I think it works best in Guardians who can Stick to the Plan and increase the number of encounters they see with this "in hand". — StyxTBeuford · 13049
This is good in TCU cause the encounter deck mills itself to trigger effects when it runs out. Also fool me once can be used on treachery weaknesses — Django · 5162
I actually find it's really bad in TCU despite the encounter milling because so many of the treacheries are sticky to begin with. The discard clause just doesn't activate nearly as often as you think it would. Hitting a weakness in your deck to keep it from cycling is good, but only if you're playing a very cycle heavy deck, which in Guardian or sub-Guardian right now I think is mostly limited to Roland? — StyxTBeuford · 13049
Joe can draw lots with access to seeker 5 — Django · 5162
Sure but I don't like this in Joe for several reasons. As a hunch it's near useless since it's not in play during the Mythos phase. As a maindeck card you're still reliant on finding this card (easier in Seekers sure) and then discarding the treachery while this is in your hand, which, the lower your willpower, the harder that is to do. Sure, you can counter one Rotting Remains if you happen to draw two of them, but you could just as well throw in another ally or some healing into your deck. Take the Initiative works better than this in most cases. — StyxTBeuford · 13049
Note that you don't have to be the one to *draw* the encounter the first time; you have to be the one to *discard* it. For treacheries that go in the threat area and are cleared with an action, you can play "Fool me once..." as long as you're the one to discard it, regardless of who drew it. — Yenreb · 15
Yes, but realistically Joe still can’t do much with that. — StyxTBeuford · 13049
Moonstone

I haven't seen this mentioned much, but Occult Lexicon/Blood-Rite can also discard the Moonstone from your hand, meaning Seekers with Moonstone access, Ursula, Minh, and Rex, have an additional option to get Moonstone out, the main way for Seeker still being Elli. I'd say Ursula benefits the most from this combo. Also, don't underestimate a Seeker's ability to play Moonstone by exceeding max hand size. Card draw is all over the place in the Seeker faction.

Soloclue · 2616
Finh and Marie can also play both — Django · 5162
Spiritual Resolve

This card looks to be the absolute king of damage and horror soak provided you can reliably find at least the second copy. It compares favourably to Elder Sign Amulet with regards to horror soak, although it'll set you back a bit more experience, and it makes Armor of Ardennes look like a complete joke. What's more is that Spiritual Resolve doesn't hog the ally slot, unlike Survivor soak champions Peter Sylvestre and Jessica Hyde, and a single Arcane slot is unlikely to dissaude Guardians who so far only really want the second slot for Enchanted Blade and its upgrade.

One very nice thing about spending a 5xp chunk on a Myriad card is that you get three copies of it so you will rarely ever completely miss drawing what you spent your precious experience on. This saves the frustrating experiencing of kitting your investigator out with a big new toy only to feel like that was completely wasted experience when your power weapon doesn't show up for most of the scenario.

So, who wants to live forever? How many Guardians actually want to sink 5xp and three deck slots into nothing but soak? Roland Banks appreciates some sanity padding to mitigate trauma caused by Cover Up, but he rarely wants for damage soak, so he's probably better off looking elsewhere. Tommy Muldoon prefers to defeat his soak cards in order to trigger his reaction, and his card pool affords him many less experience-intensive choices. As for Carolyn Fern, while she can take Spiritual Resolve due to it healing its own horror, her reaction ability only pays for healing investigators and Ally assets, so she really has better things to be doing.

Really, Spiritual Resolve is so far solidly a Mark Harrigan card. Mark needs both damage and horror soak/healing to make up for the direct damage from Sophie and his pitiful sanity, and furthermore the extra cards drawn by his reaction make it likely you'll find multiple copies of Spiritual Resolve to take advantage of its free triggered ability to efficiently heal it. Some Mark lists already play Smoking Pipe to draw cards while keeping the soldier sane; with Spiritual Resolve, both the pipe and Painkillers become more attractive in allowing you to move damage and horror onto this easily healed ritual. Alternatively, Solemn Vow lets Spiritual Resolve protect other investigators too.

Hopefully in the future there will be a couple more investigators for whom Spiritual resolve is a desirable card worthy of its experience cost. With all the Guardian cards that encourage you to tank attacks and generally suffer on behalf of your team its also possible that this card is intended to fit into that archetype as well, but I think we're yet to see an investigator who fully rewards that playstyle - or at least yet to see one with access to this card. I omitted Zoey Samaras earlier, but I guess she'd be the current natural fit for such an archetype given her high willpower, her deep health and sanity pools, and her reaction paying dividends for enaging everything.

Trinity_ · 204
I'd actually love to include this card in my current Tommy deck. While the discard option to heal another copy of Spiritual Resolve is situational at best for him, simply having a 3 damage/horror soak on a non-ally slot is fantastic for Tommy. And (after the initial investment of 3 ressources) he can always play the card basically for free, since he will get his investment back (or make a profit if he took damage and horror). — Soemann · 1
I agree; it's not perfect synergy with Tommy, but it's still extremely good. Insightful review. — SGPrometheus · 847
Save your experience as Tommy for the big guns. Cherished Keepsake and Leather Coat are really all the soak you need in largely uncontested slots. Those and a collection of allies ought to more than suffice. — Trinity_ · 204
Olive McBride

I am a little late to the party, so I will repeat a lot that has already been said. But this card really intrigued me.

For me it is really hard to quantify an effect like her's or Grotesque Statue's. When it comes to probabilities I have learned that my guts are usually wrong. So I like to confirm or refute my instincts by using my mediocre programming skills.

Those statistics assume Father Mateo ( = auto pass), but should be able to be adjusted to fit any chaos bag and investigator.

My findings are the same as already posted by others:

  • Olive increases your chances for very hard skill checks
  • Olive increases the chances for very easy skill checks
  • Olive decreases your chances for medium skill checks
  • Olive "adds new chaos tokens" to the bag. What I mean by this is if you only have -1, -2, -3, -4 and -6, when using Olive you have a chance of "drawing" -5, -7, -8, -9, -10.

What the graph is bad at showing is that with Olive you always have a ~21% chance of drawing the . Which in the case of Father Mateo means free actions/resources and cards.

One thing I was really surprised by was the significant difference (~10% points) there is in the order of usage between:


After playing around with this a bit more, it seems like Ritual Candles have quite a big effect on Olive. If my understanding that Ritual Candles can be triggered twice if both chosen tokens are , , or is correct, this pushes Olive above just regular token draws in every situation with the added benefit of increased chances to find that one token you want (aka ) or avoiding the one you don't want (aka ).

foobar · 74
thanks for the write up @foobar. Could you let me know which one has the higher chance? Olive and then her last token Grotesque or the other way around? Which is the right way to play that combo? — chirubime · 28108
I like your analysis and trust your programming and fiddled with the contents of the token bag a little to test other scenarios. I'm pretty sure your first analysis only applies to the forgotten age hard difficulty bag. For a couple others I tested, the result for Olive was worse, basically any chaos bag without a +1 token means Olive is a trap. Also: I think you're wrong about the interaction of Ritual Candles. The text on them says "revealed", it doesn't care about whether or not the tokens get chosen to be resolved. I don't suspect it makes a difference except on standard or higher difficulty. — Mataza · 19
On second look over, I can't say for sure how ritual candles work. I guess only the resolved tokens are actually "revealed" after all. — Mataza · 19
If you have two ritual candles in play it’s +2 when you reveal and resolve a naughty symbol chaos token. Two symbol tokens doesn’t make this + 4 it’s still +2 (just to be clear). — Snakesfighting · 94
Very interesting. I wanted to see how Jacqueline Fine's new investigator ability added to the mix, so I expanded your code snippet to handle a number of possibilities involving her ability as well. No guarantees I did it all right, but it appears to be working [here](https://jsfiddle.net/3koxnzdv/18/show) if anyone is interested. — tylorlilley · 4
@chirubime Better late than never. According to Foobar's graph, drawing by Grotesque statue FIRST then using Olive on the SECOND one increases the chances by almost 10% (Chaos bag = 14 tokens: 2skulls 1elderthing; down to -6) . Logically, on the Statue, you'd take the solo token rather than 2 "minus" token most of the time. The "autosuccess" or autofail have as much chance of showing in both case, but the odds are in your favor having one token instead of two. Note that this is especially true on lower difficulty tests. — LeFricC'estChic · 86
Re-reading this write-up was inspirational, specifically the bit pointing out that Olive gives you roughly a 1-in-5 chance of pulling the Elder Sign. This makes me wonder if it would be worthwhile to Versatile an Olive into a Silas Marsh deck, the investigator whom I feel has far and away the most powerful Elder Sign effect in the game. While he's pretty lacking in any other methods of chaos-bag sealing etc., getting an additional Elder Sign every 5 rounds seems like it may have teeth, and the extra cards from Versatile aren't as troubling in a Survivor deck if you run Short Supply. — HanoverFist · 749
Daredevil

Major enabler for a specific build:

Double or Nothing and All In both have (limit one per test) text. That means once either card has been committed its corresponding copy becomes an invalid target for Daredevil.

As a result once you have Daredevil plus any one copy of Double or Nothing, All In, or a second Daredevil (and no other rogue skill cards in deck) you're guaranteed to get both DoN and All In onto the same test, allowing you to pull up to 10 cards with zero weaknesses. With any luck this can pull you into a second copy of both All In and DoN, allowing for extremely quick deck-cycling.

There's a major catch to this build: for one you cannot include any other rogue skills except an additional copy of Daredevil without risking interrupting the combo. You can include non-rogue skill options however, and for a deck which has the potential to pull twenty cards in a turn its probably not a bad idea to lean into the actionless, costless economy options available to you. Still Rogue has essentially the best collection of skill cards in the game, and missing out on them to enable this combo isn't nothing. This is also an 18-20xp combo with taboo. not cheap

That being said if you can build a deck that otherwise moves quickly you can set up an amazingly potent self-sustaining combo. Toss in some Easy Marks and run this out of Skids as a way to dump all that extra money into actions and you can blitz through scenarios with card draw that will embarrass anything but the most draw-heavy seekers.

beware tho

Difrakt · 1325