Tempt Fate

I'm a little surprised that discussion of this card so far has been focused on two issues that seem to me secondary.

1) How bless and curse tokens change your odds of passing checks. 2) The advantages of deck-thinning.

The main reason to play this card, in my view, is because you're going for a build that exploits either bless or curse tokens to achieve other, card-based effects. And if you are, it's wonderful! Here are some nice combos that you can pull off with current and upcoming cards:

Bless deck:

1) Rite of Sanctification: If you happen to have both the Rite and Tempt Fate in your opening hand, you can immediately seal three Bless tokens on the Rite for a total savings of six resources over time. Not bad! If the combo emerges later in the game, it's less valuable, but still likely to be helpful.

2) Radiant Smite: If you have Tempt and Smite in your hand at the same time, you can drop the Tempt to make an absolutely bonkers attack with +3 Will and 4 damage.

3) Ward of Radiance: Unfortunately, I don't think you can use the player window in the Mythos phase to draw your card, dump bless tokens in the bag with Tempt, and then cancel with the Ward. BUT if you have the Ward and Tempt in hand heading into a Mythos phase and think you might want to cancel what you draw, you can increase your odds of doing so by plumping the bag.

4) Beloved: If you desperately need to pass a check but lack the skill value, you can increase your odds of an auto-success by dumping some bless tokens in the bag before you draw (heck, even if you draw a curse token, your second pull could be a bless).

5) Ancient Covenant: Once a turn, bless tokens are pretty much auto-successes. They therefore become MUCH more valuable, and worth the 3 curse tokens.

Curse Deck: As a general rule, curse decks love this card even more than bless decks do. Bless decks are willing to deal with the three curse tokens in order to achieve some other benefit, but if cursing is your jam, it's not like you HATE having bless tokens in the bag as well. Tempt Fate simply becomes a win-win!

1) Blasphemous Covenant: Tempt Fate works great with this card. Just play Tempt Fate as soon as you draw it, and feel the math of the bag bend in your advantage...

2) Skeptic: This seems like a weak card to me, especially at 1xp, but if you happen to be running it, Tempt Fate does make it mathematically more advantageous.

3) Eye of Chaos: Once again, the bless tokens help you pass checks; the curse tokens get you clues. If you're into ocular entropy, you're happy about all SIX of the tokens that Tempt puts in your bag.

4) Gaze of Ouraxsh: I have no idea whether this card is good or not, but I do know that the cursier the bag, the better it gets!

5) Cryptic Grimoire: Man, this thing seems hard to translate, even with a couple tempts in your deck. But the tempts will certainly help.

Summary: To me, it's kind of an academic question whether this card is good or bad in a deck that has nothing else to do with blessing and cursing. Clearly, it's a FANTASTIC card, probably even an auto-include, in decks that are using bless and curse tokens to do other things.

It's also entirely possible that you have one person in your team using bless tokens and another using curse tokens, in which case both of them running this card gets you *even more value*. — Thatwasademo · 58
I agree. All you need to make this very powerful is a 2xp covenant. Only risk in my experience is in a 4 player game you might end up with too many blesses and curses in the bag and you can't play this until a few curses have been removed — NarkasisBroon · 11
As a rogue card, we should also think about how amazing this can be in conjunction with Eye of the Djinn and Tristan Botley. Both cards don't really care if it is a blessing or a curse. Tristan just needs you to stuff the bag, and this does just that. While Djinn gets a benefit either way and a powerful boon if both come up. — dkilkay · 4
Clover Club Cardroom

Are blessing/curses an even number or are they a dud draw?

the rules say they have no effect does that mean a null value or does that mean a 0.

I'm playing it that they count as 0's for blessing and curses draw by effects like this, which is good for some stuff, badish for others.

Zerogrim · 295
At my table, "Draw again." — MrGoldbee · 1486
This is a good question, and I'd like to see an official ruling. My sense is that it's a dead draw, though. Here's from the rules: "tokens revealed outside of a skill test have no effect on their own unless otherwise specified by a card effect." No effect, to me, means no modifier at all (including a zero modifier) and no redraw. — Mordenlordgrandison · 463
It is pretty simple. They are a symbol token, but not any of the listed tokens. They are not a number. None of the three listed effects will resolve, so nothing will happen. — Death by Chocolate · 1489
The real question is why is the last sentence written on the card at all? — NarkasisBroon · 11
It was almost certainly added for clarification, but it isn't technically necessary with the way the rules work. I doubt the designers expected to add new tokens back when they started TDL. — Death by Chocolate · 1489
Burning the Midnight Oil

This is an Insight, so it could be a good card for Joe Diamond's hunch deck, yes? If you are playing a resource-intensive deck, then this is action compression in that it grants 2 resources for doing the thing that you want to be doing: getting a clue. Basically, it reads "gain 2 resources and a clue for 1 action". Paired with Dr. Milan Christopher, you get an 3 resources instead. Seems good. I'm going to try it.

VanyelAshke · 181
but then, adding it to the hunch deck just adds a virtual card draw, you dont benefit from the cost reduction. It is a great card anyway. — trazoM · 9
It’s a good hunch because it’s compression you can easily take advantage of and because it fits well with other cards that ask for you to be near a clue- Preposterous Sketches and Working a Hunch in particular. — StyxTBeuford · 13049
Precisely. I value having a card that gives me action compression, guaranteed when it gets revealed in the Insight deck. Having a useful, universal card is important; getting to save 2 resources is a bonus rather than the primary evaluation. — VanyelAshke · 181
Well, I don't like that you worded it as if it's a testless clue, but I agree that I do really like the resource reward for something you were going to do anyways, whether your deck was resource-intensive or not. — TheDoc37 · 468
In my opinion this is one of the few insights like crack the case or connect the dots that Joe might consider running in the main deck instead of the hunch deck — molybdenum42 · 1
"Let God sort them out..."

Imo the most miscolored card in the game. I think the only reason this is Rogue is because it came in the same cycle as Tony Morgan and they wanted to give Mark Harrigan another off-color Tactic. But this card just screams Guardian. Hell, look at Zoey Samaras! I'm not saying Rogues can't pull it off or that Zoey can't take it; I'm talking about the thematic flavor here.

Additional, if this was Guardian, every class would each have their own way to earn additional XP: Shrewd Analysis (Seeker), Charon's Obol (Rogue), Arcane Research (Mystic) and Déjà Vu (Survivor).

Here's hoping this card will some day receive a Guardian version so I can feel a bit better about this catastrophe of a color mismatch.

Nenananas · 267
Zoey can take it with her 5 splash cards, right? — toastsushi · 74
Yes, exactly — Nenananas · 267
I dunno, I always thought the guardian theme wasn't so much combat as ,like, protection and self-sacrifice. That's why Sister Mary and Carolyn are guardians , right, cause they're protectors and defenders not 'cause they're fighters as such. The Rogues are the mercenaries , the people in it for their own benefit , so it makes intuitive sense to me that they'd be the ones with the "shoot first , ask questions later". And Carolyn and Mary aside, of the other guardians , it doesn't seem like a super great thematic fit for theoretically responsible law enforcement officers Roland and Tommy either. Zoey, Mark and Leo can all take it, which just leaves Nathaniel, and it doesn't really seem on theme entirely for him either. He seems like a guy for one-on-one fights , not cutting a bloody swath through armies. So, I feel like all the guardians it fits can take it, and the ones that can't are the ones where it seems weird thematically.... — bee123 · 31
What bee123 said, Guardians might be the most straight forward combat faction, but it isn't the entirety of their identity and green has always been the 'other gun factio.' Plus the sort of gambling play making the card incentivises is so out of touch with Guardian philosophy that it would be pretty silly there. — Death by Chocolate · 1489
Agreed with DBC, this card is perfectly Rogue. Heavy disagree on it being Guardian in any way. I do agree they should have some XP generator though, but then they are also the faction that can most easily attain victory from enemies. — StyxTBeuford · 13049
Thanks for your thoughts, that makes me feel a bit better about this card — Nenananas · 267
"I'll see you in hell!"

Should you take a trauma to defeat non-elite enemies? If you are a guardian... probably not. But if your investgator is named Calvin Wright, then yes of course!

For him, this card is awsome in so many ways! At first it has 2 Icons, so you can always contribute to a test, if you shouldn't need the event effect. But you are Calvin. You want to be defeated. The more trauma you have (up to 2-3 mental and physikal), the stronger you'll start the next scenario. Later in the campaign you can either still use the 2 icons or upgrade it to "I've had worse…", or something else/similar. In multiplayer this card get's even better. You give your team mates room to breathe and you get your trauma in one go. There are also some enemies with victory points who aren't elite (especially in Dunwich! Look at the Dunwich Artwork and you know one of them...).

Yes, this is a niche card for every other investigator who's name isn't Calvin Wright (also look for Ghastly Revelation).

Big_Bartek · 12
The weird thing is that I’m actually not a big fan of the trauma cards for Calvin. I think it’s better to build him to sustain as long on the edge as possible. That said, depending on the count and type of support you want Calvin to be, a one of for either of these cards would not be bad to have in your back pocket. — StyxTBeuford · 13049
Wile calvin likes trauma, remember that his weakness deals one most scenarios. So it may kill you. Or if you take damage/horror early and have no soaks out... I'd plan ahead to be at 4/4 during the last scenario, worst case. — Django · 5154
I think a lot of VP enemies are non-elite. Agent of the King (Carcosa), Serpent from Yoth (TFA), Yithian Observer (Core), etc. All good targets for "I'll see you in Hell!" — Zinjanthropus · 230