Test Icons:

Max 1 committed per skill test.

Double the difficulty of this skill test. If this skill test is successful, resolve the effects of the successful test twice.

Mark Molnar
The Dunwich Legacy #26.
Double or Nothing
FAQs (taken from the official FAQ or FFG's responses to the official rules question form)
  • First determine the results of the successful test (including any additional effects provided by cards, e.g. bonus damage, effects of committed skill cards, etc.), then resolve these effects twice.

  • For Blinding Light and similar cards, the "if a special symbol is revealed..." part will not be doubled, because it is not the effect of the successful test.

  • Do not double any Reactions to a successful skill test (e.g. Dr. Milan Christopher, Scavenging).

  • All cards committed to a test are committed simultaneously. This means you cannot use Double or Nothing to double the difficulty of a test and then commit Rise to the Occasion based off the doubled difficulty of the test.

  • Q: Does Double or Nothing work with extra action effects like Quick Thinking or the level 2 .41 Derringer? A: Double or Nothing works with both of those effects! Those effects indeed trigger during step 7 [of a skill test], and then create a delayed effect which grants the extra action(s) after the test resolves.
Last updated

The real problem with Double or Nothing is that the "doubling" effect is mandatory when you use it.

The doubling effect is circumstantially useful, providing action compression on low difficulty skill tests.

Kill a 2 HP enemy in one action before you've drawn your weapon!

Gain 2 clues with one action at a low-shroud location (especially when combined with Flashlight, which can reduce the skill test requirement to 0, eliminating the doubling downside entirely)!

Add two clues for the price of one while Disrupting the Ritual!

Do 6 damage with a single attack using Backstab or the new Flaregun!

However, as with other circumstantial cards, the opportunity to use this effect won't always come up in a game, and you DO still need to pass the test. One the fun things about Netrunner is that even when a card can isn't immediately useful, you can often pitch it for the icons. Not so with this one. Too often have I found myself in a tight spot, staring longingly at the wild icon on this card, unable to use it without making things worse.

HollowsHeart · 10
"One the fun things about Netrunner is that even when a card can isn't immediately useful, you can often pitch it for the icons." Er.... :P — unitled · 1200
...oops — HollowsHeart · 10
Play this card in wendys deck together with "will to survive" to guarantee success. — Django · 1718
I kept up with Netrunner for a bit and I don't remember any card pitching. Conquest, on the other hand... — Pizzagoat · 1

There's an obscure theorem that I feel I should bring to your attention:

Finn's Law

For any card in Arkham Horror CG, if the card's combo potential with Double or Nothing is part of what makes it exciting, then that card is actually very boring.

Double or Nothing depends on being played with just the right card in just the right circumstances in order to accomplish anything. The effects of this card can certainly be spectacular, but spectacular does not win scenarios - utility, efficiency, and reliability do.

sfarmstrong · 38
I can sympathize with the attitude towards spectacular vs steady, but Double or Nothing is NEVER just a ? because it always increases the difficulty. Unless the difficulty was 0, in which case you traded a card for an action, which isn’t terrible. — Death by Chocolate · 10
Right, I apparently have trouble even thinking of this as a skill card. Making the correction. — sfarmstrong · 38
Ever collected 20 clues with guiding stones? That’s spectacular and wins the game. Seeker can help you search for missing combo pieces. — Django · 1718
Oof this review couldn’t be further from the truth... there are many, many situations where you can commit DoN to make significant gains with minimal risk. Shooting some spheres or avian thrawls for an extra 2 damage, testing against low-shroud locations or having your high-int investigator use her stacked up into cards to pass a parley twice. These opportunities pop up many times throughout a scenario. It’s just a matter of recognizing that seductive power-turn plays aren’t the only way to use this card. — Difrakt · 519
I can respect that, even if I'm not convinced. I can't say I've come across many situations myself where I really wish I'd drawn Double or Nothing instead of, say, Quick Thinking, Narrow Escape, "Watch This!", or an innate skill. Of the situations you've listed, picking up multiple clues in a low-shroud location is the only one that you can be sure will come up at some point (and that's a pretty weak benefit unless you combine it with e.g. Guiding Stones or Deduction), and apart from that I would dispute your "many times" assessment. I think you'd average maybe one situation per scenario where Double or Nothing is unambiguously BETTER than its alternatives, and I just don't think that's good enough to justify running it. — sfarmstrong · 38
Considering Rogue’s biggest weakness is not being able to do one thing quickly enough (esp gathering clues and conserving limited ammo) you’re missing opportunities. There’s times where you need to clear two clues off a 3 shroud location right *now* and this at its very weakest enables that. A card which it’s biggest condemnation is ‘at worst it’s a free action’ is a very, very good card. — Difrakt · 519
Maybe I'm not understanding your argument. Wouldn't Doubling a 3-shroud location effectively bump it up to a 5-shroud location, once you factor in the ? symbol? At best, that seems like a lateral move. Plus, it seems like virtually all the situations you're describing would be more efficiently addressed by playing Sleight of Hand on a firearm or Flashlight. What am I missing? — sfarmstrong · 38
I don't know, Double or Nothing and Sure Gamble or Stroke of Luck can be awesome. A DoN, Vicious Blow & Stroke of Luck attack by Duke does 6 damage. That is pretty spectacular, and it helped with the scenario. (Yes, it did take a bit of setting up) — AndyB · 321
@AndyB, I guess it's just that I'm suspicious of anecdotes as an argument for analyzing a card that's the poster child for "occasionally spectacular." Anecdotes, or idealized examples, put a bit too much emphasis on "spectacular" and not enough on "occasionally." I wonder if I'm allowed to post a second review for the same card, because I'm honestly seeing a lot more pushback than I expected to, and I think I'd have a strong case for Double or Nothing being the most overrated card to date if I could delve into this more seriously. — sfarmstrong · 38
@sfarmstrong I can agree partly with you. When the situation does not come up or your deck isn’t built around it, this can be a dead draw for a long time. But once your seeker had archaic glyphs and Milan out... or guardian a big weapon, you get plenty moments to double up. — Django · 1718
I think this card is a bit better than you're giving it credit for. Remember that you can commit this to an investigate test of a 1-shroud location (or a 1-2 shroud location with Flashlight) and it basically becomes Deduction. That's fine right there and requires minimal support. Add in that there is also serious combo potential in the late campaign, and I like the card quite a bit. In the late campaign you can take cards that basically give you an autosuccess (Seal of the Elder Sign, Stroke of Luck, etc.), plus cards that give outrageously good effects on success plus large boosts to the tests (Lightning Gun, Shrivelling V, Rite of Seeking IV.) These cards are all excellent with Double or Nothing, and the best part, from my point of view, is that you wanted these cards anyway. They are all great on their own, and just so happen to go great with Double or Nothing. So, I like the card. — CaiusDrewart · 976
That said, I do think this card is a bit overrated, especially within the Rogue faction. A lot of people seem to be under the impression that this card can be the centerpiece of a good Rogue deck. I don't really agree. This is a one-time effect (I don't believe there is any way to recur this card at the moment) and difficult to set up. I think the upside means the card is worth including, but I wouldn't base my whole deck around it. Second, you'll notice that none of the cards I listed as going great with Double or Nothing are Rogue cards. That's not a coincidence. Despite the great Rogue theme, I think DoN is much stronger with cards from other factions. — CaiusDrewart · 976
Well argued, but I've been thinking through the range of interactions with Lightning Gun, Rite of Seeking IV, Shrivelling V, and... I'm actually more convinced than ever that DoN isn't just overrated - it just outright sucks. NONE of the examples any of you have listed seem to amount to a compelling case for Double or Nothing, as they all hit some combination of "too awkward," "too expensive," "too risky," or, most often of all, "too little payoff," compared to its alternatives, and those are in situations where it's even PLAYABLE. It looks like I'll have to write up that lengthier review at some point, after all. If I can't post a second one, I'll have to amend this review instead. — sfarmstrong · 38
Hmm. The combo with those cards has been pretty good with Double or Nothing in my experience, and not that hard to set up. After all, you were going to play a Lightning Gun or Shrivelling V or Rite of Seeking IV anyway. It's not like you're purchasing and playing these cards just because of the nice interaction with DoN--they were going to be the centerpieces of your deck anyway, and you were going to put them into play and use them as much as you could anyway. Within that framework, DoN only costs one card, and getting 6 clues or 6 damage in one action is really sweet and not all that hard. That's been my experience. I've especially found the 6-clue interaction with Rite of Seeking IV to be really good. (The 6 damage is quite a bit finickier due to a lack of good targets.) But I'm willing to listen to your arguments otherwise! — CaiusDrewart · 976
Deduction II would be another nice target that's fairly easy to set up (assuming we're talking about a game with a high player count) and that would also fall into the category of a card you already wanted to be running that combines nicely with DoN. — CaiusDrewart · 976
Tbh, I run DoN but also "combo" parts like Watch This. Most of the time, when I have DoN without other pieces I don't even wait for them. I always have to commit Don by itself pretty fast ^.^ Of course, Streetwise helps. — Palefang · 32

This card has really grown on me since play it in a few games of multiplayer. The key to it being that it doesn't just have to be your own skill check (unlike many Rogue cards). Especially nice when you have a Daisy Walker with Encyclopedia running around or one of the pump cards that a Rogue player would be keen to include.

Zail · 2
My favourite scenario on using this card: Mark Harrigan uses Shotgun + Vicious Blow 2 X2 + The Home Front + Double or Nothing + Seal of the Elder Sign/Eat Lead. That's 20 damage altogether and it reassurely hits!!! — matt88 · 461
Does this have any effect on the new rogue card, Slip Away? Would it mean 2 upkeeps instead of 1? Thanks! — crymoricus · 162