Try and Try Again

While spending 3 XP on Try and Try Again was a solid plan only on higher dificulties, this slightly weaker version of a card begs for more attention. Every investigator supports himself with skill cards and there's never anything as bad as investing a skill card with additional effect, that just fizzles. Especially when that effect was about to bury an enemy, that right now all of a sudden has a survival license and will kick your butt badly in the enemy phase. So any Vicious Blows, Resourcefuls or Survival Instincts are more welcome to proove it's worth.

The stakes are even higher when you've just threw your last Last Chance out of your pocket (as your final card of course) and found out that Cthulhu did not found that impressive enough, pulling you a .

My favourite investment though is an inclusion of Double or Nothing in either Wendy or Pete deck, which enables a more reliable time compression, when protected by this humble card. This idea is already on the table with Will to Survive, but for a bigger XP investment.

The donwsides then?:

  • 2 resources and action invested
  • into something that might just not be needed

It may be just a personal preference. If you're a cautious player that likes to be sure and overinvests just a tiny bit into every test, you're decks probably reflect that and you prioritize cards that just deliver. If you're more on the crazy side of things, that asset enables you to be yourself.

I'd rate this card as 3 out of 5.

Onetribe · 343
And Minh can take it to great effect! — mogwen · 254
@mogwen imo this downgrade comapred to 3xp version is adapted to Minh like 1lvl Book of shadows was made for Daisy. — KptMarchewa · 1
Is this really that much better than a Rabbit's Foot for Minh? Is it really better at all? I'm not sure. While I would concede that returning a skill to your hand is usually superior to a random draw, is it so much better that it's worth an additional resource, an additional XP, worse icons (a big deal for Minh), and being limited to 3 uses? Not sure about that. — CaiusDrewart · 3183
It is also slotless. There are a lot of good relics and and not having to invest in relic hunter too use this and another relic is additional upside. — jsronce · 1
In my experience, Minh Thi Phan doesn't fail skill tests often enough on Normal or Hard to use this in the ordinary course of events, but it may be a crucial hedge against auto-failing when she's trying to remove The King in Yellow, so that she can at least hang on to one of her cards and commit it again later. — sfarmstrong · 271
Just a qustion for a clarification: can I use it in combination with "Take Heart", getting the benefit of failing (2cards/ressources) and then get it back through "Try and Try again"? — Tolstoi · 1
@ Tolstoi: that won't work, because determing failure happens in ST.6, and applying the skill test results in ST.7. So "Take Heart" would bounce back, before it could resolve it's ability. The skill card would need to create a lasting effect beforehand to be able to reap the benefit from it and bounce it back on failure. "Defiance" would do that for example, but that's probably a better case for SIlas than T&TA. — Susumu · 381
Regarding Minh: I wonder, how literal the "return it to your hand" is. Does a committed skill card "remembers", where it initially came from? If not, there could be a case to protect your "Practice Makes Perfect" draw from autofailing, basically addind the card to your hand regardless of success. This could be HUGE on an "Eye of the Truth" or "Deduction" (2). But I'm not sure, if that's actually working. I agree, that King-in-Yellow-protection would be nice in her, but imho not nice enough to warrant the investment in advance. I would still take it over "Rabbit's Foot" ("Grizzly Totem" is so much better in her, even at level 0), but likely still pass on it. — Susumu · 381
Knuckleduster

It's not as bad as it looks, really.

Let me explain!

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class characters usually rely on maximized hit chances with lots of cash-money and cards committed to ensure success and high-profile results. You don't take a .41 Derringer or any of the other (Non Chicago Typewriter) weapons into a fight check without doing everything to ensure a successful check. If you want to do careless fight checks just 2 above the target then play a instead! attacks are all about doubling up and dealing big and powerful hits where only the fails your attack. On these attacks it really, really doesn't matter if the enemy gets buffed with Retaliate or not, it really doesn't.

Also, Retaliate gets shut off if the enemy is exhausted, in these circumstances Knuckleduster suddenly becomes a cheap shot weapon, Finn Edwards evades all the foes anyway, even if he doesn't immediately need to, quite often you'll find yourself Evading a foe, punching him once, then clearing out, then once that foe gets in your way again down the line he'll have some damage on him and be easier to kill.

Suffice to say that I've really changed my mind about this card after actually trying it. Don't be delusional though, Switchblade is still a far-superior "infinite" weapon.

Tsuruki23 · 2568
If you're only going to be doing the occasional super-powered-up attack, why would you use this? The main selling point of Knuckleduster is that it has no ammo limitation and that is irrelevant with this kind of strategy. Just use a gun then, which will offer a useful to-hit bonus. — CaiusDrewart · 3183
I agree that this could be fine for Finn on really low levels because of his free evade. (For everyone else, the need to evade first and then use this is prohibitively expensive.) However, I think that using a weapon without a to-hit bonus as a 3 Combat character is just a nonstarter on high levels. — CaiusDrewart · 3183
I'm thinking of running this in a Tony deck because of his already astoundingly high combat stat (not to mention that it's appropriate for a bounty-hunter!)--thoughts? Switchblade is still better, but I'm trying to mix things up — Malgox · 20
Improvised Weapon

This card looks terrible, but after playing with it I'd say it's okay in its faction. It's a card that has a few possibilities.

1) You're fighting rats and this is in hand. You kill them without risk and set it up for a 2-damage attack later!

2) You have no weapon, you have this in hand, and you're fighting a 3-hp enemy. You can kill them in 2 hits!

3) You have a baseball bat, you have this in hand, and you're fighting an odd-hp enemy. Use this for that last hitpoint, getting it into the discard and not endangering your bat!

4) You have a baseball bat and you're fighting almost anything and this is in the discard. If your bat breaks, you have a 2-damage backup!

I never had a game where this just sat in hand in my baseball bat survivor. Somehow I always ended up in a situation where it was good. I think that this card may be like Taunt, in that it looks terrible but in practice is actually pretty good a couple times a game.

Sechen · 53
Well, one issue with points 2, 3, and 4 is that most Survivors have terrible base combat. How are Wendy and Pete supposed to hit anything with 2+ Fight (which is almost everything) with this card? — CaiusDrewart · 3183
Scrapper? But that's very expensive. — Django · 5148
Yorrick can use this from the discard pile while his Machete is turned off, after having it fed to Cornered... Sounds like a reason to put it in a Yorrick deck... — matt88 · 3210
I was using it in Calvin, who can get enough fight skill to fight, but doesn't have access to guardian weapons like yorick. It's probably pretty bad in Wendy or Pete. — Sechen · 53
I feel like the best use for this is in a Yorick Deck that is relying on Baseball Bat. When the bat is in the trash, you pull out the improvised weapon to get it back into play. This eliminates the need for Bandolier and another weapon. I'm not sure it's a good strat, and it definitely is going to need some good luck to pull off, but it feels sort of legit. I'ma build something around it and try it out in a full NotZ run-through. — crymoricus · 252
Cryptic Research

For its XP cost, i can consider this a very good card...but not great. And the only reason I downgraded it to very good is because it has no icons. For a 4xp card, i think it should have had two icons in there. I base this on several playthroughs with Rex where in the mid-late game, i am usually swimming with cards.

But it's fast and replaces itself... you could just play it and get some new icons on the new cards if you wanted to. I do agree there is a problem with the XP cost though - 4 XP is very pricey for a value card, eg, compared to impact cards like Acidic Ichor, Higher Education, Deciphered Reality etc, that will have more of a big boom when they land. — duke_loves_biscuits · 1278
It’s 3 cards for no actions and not-insignificant deck thinning. There’s no way this could be less than 4xp even using the very basic logic that 1 card = 1xp — Difrakt · 1313
Yeah, plus why on earth would you ever play Cryptic Research for icons, even if you could? Just play this card for its effect, and then you have three more cards in-hand, with all of their icons now at your disposal. — sfarmstrong · 271
If you don't need it for yourself, just play it for someone else!! — matt88 · 3210
Compared to Stand Together, it does seem expensive XP wise (it's arguably slightly worse, and one XP more). That might just be because Stand Together is totally amazing though. — duke_loves_biscuits · 1278
True Understanding

This is a hard card to review because it's power fluctuates madly from scenario to scenario.

"Text printed on a scenario card" basically means treachery tests, unique location tests, parlay tests and anything printed on an act/agenda. This specifically means you cant use True Understanding while investigating, attacking or evading.

The limitation and the essential nature of the game basically causes this card to most often trigger during defensive tests during treachery draws and thus, the card is drastically more likely to trigger if your ability to pass tests is good to begin with. This, most common, way to get True Understanding to trigger means that you need to be located where clues are when you attempt the test, this by itself can be tough.

Another consideration when evaluating this card: 1 Clue might not actually be useful to you to begin with, Rex Murphy, Mystics and Seekers with Archaic Glyphs tend to pick clues up in bulks of 2 so the single clue wont always be useful to begin with. Thus it's better to use this card in a deck where picking up clues singly is a common occurrence (For example when Daisy Walker or Norman Withers are around).

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Now the flip-side. True Understanding might at this point seem like it needs a pile of things to compile to be worth taking, but when they do the incredibly strong result is most definitely worth the wait, a free, action-less, resource-less, clue tacked onto a successful treachery test or something more scenario unique. You can always try to plan for using True Understanding by ending rounds on clue locations (like many characters do for Evidence! or Scene of the Crime) or by bringing the test to the location via common treacheries like Frozen in Fear.

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TL:Dr. Hard to trigger, extremely useful when it does.

Tsuruki23 · 2568
I think the best person to pair this with is Silas Marsh. Yeah, his Willpower is quite low to pull this off reliably, but his Elder Sign ability means that he can pull this into a skill test during a Mythos treachery card and nab a free clue. Not bad! — Darthcaboose · 285
Nice catch there, yeah thats a cool interaction, it competes with Quick thinking, Resoruceful and Nautical prowess tho. — Tsuruki23 · 2568
This seems like a solid choice in Minh too, as she makes the test more likely to pass with her ability, and her Willpower is a base 4. I think when you have this card in hand, you probably try to move to locations with a clue on them. And the action-less clue is certainly powerful. — PureFlight · 782
this does combo with Maleson, potentially. You might be able to pick up his dropped clue depending on what new encounter you draw — Zinjanthropus · 229
For Rex Murphy in a 3-player game of course picking up a single clue is very useful to pick up the leftover clue. — Kvothe · 2