- If you use this to draw a card with the same triggering condition (e.g. "Look what I found!"), you can play that card during the same reaction window.
Asset. Accessory
Item. Charm.
Cost: 1.
After you fail a skill test, exhaust Rabbit's Foot: Draw 1 card.
Related Cards
- Rabbit's Foot (3) (Return to the Night of the Zealot #10)
- Rabbit's Foot (Stella Clark #10)
- Rabbit's Foot (Revised Core Set #75)
FAQs
(from the official FAQ or responses to the official rules question form)Reviews
Sounds weird, but this tag is better on easy/standard difficulty than on hard/expert. Sure, the ability triggers more often on tougher skill tests, but the best strategy on a higher difficulty is to do everything you can to minimize the number of skill tests you attempt, or make them auto-successes, with e.g. Flashlight or Will to Survive. When we do attempt skill tests, we want to boost them with sufficient skill cards that we'll actually pass them. So Rabbit's Foot is just going to go a long way to pay off, if it ever does.
Pros
- Good click-compression in decks that are likely to fail repeatedly at certain actions. Like my beloved Wendy at fighting or investigating.
- Synergizes well with other cards with the same triggering condition: List
- Decent install cost.
- 1 -icon to boost skill tests.
- Can form a very clunky combo with Scavenging: Commit Rabbit's Foot from hand to a skill test. If it was an investigation attempt, you are not allowed to retrieve Rabbit's foot after the same test, but in any case after the next successful investigation attempt.
Cons
- The effect is mediocre with the one-time usability restriction per round.
- It takes up a valuable accessory slot.
Rabbits foot is cool in the right circumstance.
- A. Those regular failures you may encounter will at least refund you a little of the lost value in the card draw.
This is a nice side-bonus but this is not actually the thing that makes this card useful.
- B. Rabbit's Foot triggers when you execute a "Look what I found!"/Dumb Luck/Oops! combo.
Again, nice interaction, but you usually only play with "Look what I found!" or at best two of the three cards, setting up just 2-4 (combo dependent) triggers with Rabbit's Foot is'nt a viable plan.
- C. You can try a test with minimal success chance, for example investigating a Shroud 2 location with an of 3, and turn the test into a win/win circumstance.
This here is the real reason why you bring a Rabbit's Foot in a deck. The faction is good at turning near-losses into measurable success, and very good at conserving resources while doing so. Having Rabbit's Foot in play lets you make a call like "I could commit a Perception on this investigate check, or I could bank on drawing a good token and not waste the action since I get a card if I fail". Quite often an character will spend several actions to evade an enemy and not bother committing anything to the tests, again a good circumstance for Rabbit's Foot.
Using Rabbit's Foot in this way basically conserves your actions, now you will spend less actions drawing for cards, you'll get those cards while testing your luck at progressing the scenario. Keep in mind that even if you DO get lucky, net the successful evade / investigate / Parlay / Whatever, Rabbit's Foot is the card that instigated the Win/Win scenario and thus is the card responsible for netting you the successful check. This is why Rabbit's Foot can actually be a fantastic card even if you don't actually trigger the card draw.
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When you put all the elements together:
- A. Rabbit's Foot will net you a few cards per map, due to regular failures.
- B. Rabbit's Foot will net you cards when you use a "Look what I found!" combo.
- C. Rabbit's Foot depending on exact circumstances, Rabbit's Foot will turn your "Card draw" actions into potential bonus Clues/Evades/Whatever the scenario demands.
TL:DR, despite the card text, Rabbit's Foot is actually best used as a card that conserves actions. If all you want is card draw then go check out Pickpocketing, Lucky Cigarette Case or just a neutral skill card.
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.
This card is so essential in Stella they even gave her an upgrade for it.
When I’m playing as the postmaster, this is worth keeping in your opening hand unless you’re really driving hard for your chainsaw or an upgraded ally. One extra card for almost every turn of the game, and it’s especially fun when treacheries make you discard your hand. Even better paired with Labranche, to commit cards, get new ones, then get new ones.
This is a fine specialty card, but not a great general purpose card. The problem I have with this is that in general, the goal of Arkham Horror is to find a way to rarely fail skill checks, which means this card will rarely activate. Frequently failing skill checks is a good way to lose the game. Now, the cost of this card is fairly low, that isn't really the limiting factor. The limiting factor is that this costs an accessory slot, and there are many other good choices for that slot. I think this is a reasonable card for most characters to play if they weren’t planning on using the slot for anything else, but I tend to find that most characters have other things they really want in that accessory slot, and this item isn't really competitive with them.
If you have designed your deck to intentionally produce a lot of skill failures that will trigger this, Rabbit’s Foot is a fine specialty card to put in your deck.