
I was wondering how does it interact with a Double or nothing... You do +1 damage twice, and perform two additional fight actions with the given bonuses? And doble the skill value for the enemy for the two additional fight actions?
I was wondering how does it interact with a Double or nothing... You do +1 damage twice, and perform two additional fight actions with the given bonuses? And doble the skill value for the enemy for the two additional fight actions?
So, the 0 Exp version of the card allows us to discard our whole deck except weakness cards in case it's the only rogue skill card we play. To what purpose? Live fast and die young? Probably. But we can think about some shenanigans like playing improvised stuff that will replenish our now very thin deck afterwards: Improvised Weapon, Winging It, Impromptu Barrier. Other interesting options are A Glimmer of Hope and Miss Doyle's cat's (Augur, Hope, Zeal). Of course reaching 1 lonely card in the deck is extremely difficult. Daredevil has the right trait for Practice Makes Perfect, and of course is good target for No Stone Unturned. Mixing so many classes seems impossible, so maybe if we want to play Daredevil in this evil way we should look at Versatile. Another option is to play Survivor/Rogue, bring enough beers to our boardgame afternoon and ask for help to our fellow seeker player. Just promise eternal friendship to our drunk teacher in exchange for his No Stone Unturned.
Rita is not the 'best' survivor. She lacks Wendy and Yorick’s ability to continually reuse cards they like. (She has access to Resourceful and scavenging, so she’ll get them back, but it often takes an action to replay them.) She doesn’t have the deck manipulation of Patrice, and she doesn’t have Duke to help her sniff out clues.
But she’s my favorite, because she has something no other character has: the complete ability to avoid her problems. Luke might be able to hide in his gate box, but he has to explore new locations before he can access them.
Solo Rita is an exercise in Benny Hill comedy. While her iconic card is "I'm done runnin'!", It should really be Track Shoes. With it, she can turn her first action from evade into a jaunt through an enemy-controlled zone, and to a third location. Nonhunter enemies take one action from you, max. That keeps your hands free from weapons, and while a meat cleaver will be helpful to deal with your low sanity, a newspaper and an Old Keyring mean that you can get all the clues you need. (If you’re going for a cleaver, team up with the other student athlete.)
In multiplayer, you’ll probably want to add more damage, locking down enemies for guardians and basically removing the “retaliate” keyword from the deck. And as you go, you’ll gain access to high-level survivor cards that benefit the entire team. But you haven’t lived until you’ve run around the mad planes of Carcosa, with three enemies and two weakness cards chasing you.
All the “return to“ campaigns seem to have extra special spaces for the characters that come with the set. By that means, RTTCU has boatloads of agility tests and sprawling maps that are designed for Rita. Pack some guts and go for it! And some sanity soak, it comes fast and furious.
Edit: The years have been kind to Rita, with a steady succession of trick cards like dirty fighting. With it, anytime you attack someone, you’re starting at a +5, because except for her signature foe, Rita always wants to dodge before taking a swing. The new Drowned City expansion loves dexterity and big maps, along plenty of enemies that need to be dodged and agility treacheries. The enchanted bow lets her deal with aloof enemies elsewhere. It’s a great time to support the Miskatonic track team.
Printing this card was a mistake, it's very overpowered. By itself, this card theoretically allows a player to have about half of a 30 card deck in their hand, and that's without looking at Laboratory Assistant (multiples with Charisma), Arcane Enlightenment, or myriad cards.
So what's wrong with that? Well, once a huge chunk of an investigator's deck is either in their hand or played on the table in the form of assets, there are few remaining cards in the deck, allowing powerful card draw tools like Mr. "Rook", Cryptic Research, or The Necronomicon to quickly cycle through what's left and play power cards repeatedly. The 1 horror penalty for reshuffling the deck can be dealt with by soaking on an ally and replaying it (Laboratory Assistant or Mr. "Rook" are perfect for this).
The ridiculously overpowered The Necronomicon is a prime candidate for this type of abuse, but there are many other cards that become overpowered when played repeatedly, 3x Three Aces which also fuels the draw/cycle engine with resources and cards while auto-passing any test, Segment of Onyx/Pendant of the Queen, Extensive Research (0 cost with this strategy), or Ancient Stone are other possible examples of strategies that subvert the chaos bag by being testless ways of solving problems presented in Arkham Horror. Even merely good level 0 cards such as Shortcut (take repeated extra move actions), Mind over Matter (make any Fight or Agility test an Intellect test) or Deduction (pick up clues twice as fast or three times as fast with Deduction) become degenerate.
We discovered a nifty little combo with this and Scrounge for Supplies. If you can draw both copies of Scrounge, you can double-play one to bring back the other Scrounge plus another card from your discard pile. Then you can repeat this every 1-2 turns to bring back cards from the discard at will. Of note, this combo costs no resources once the Double, Double is in play, and only one action each time you bring back the card (the same one action it would take to draw a card from your deck), although it uses up your Double, Double effect for the turn. The effect is potentially very strong, especially in the late game, but can only get back level 0 cards. Since Scrounge is a pretty good card anyways, it is a no-brainer for any investigator who will be taking Double, Double.
Finn Edwards, Jenny Barnes, Preston Fairmont and Tony Morgan can use this combo, and other Rogues can use Versatile to get the 2 scrounges.