Cost: 0.
Test Icons:

Fast. Play after a skill test you failed ends (after resolving all effects from the failed test).

Attempt that test again. You get +2 skill value for this test.

Stanislav Dikolenko
Heart of the Elders #200.
Live and Learn
FAQs (taken from the official FAQ or FFG's responses to the official rules question form)
  • Q: If I fail a test that has costs other than actions associated with it (like spending ammo or charges), do I need to respend costs to 'attempt that test again'? My read is no: it's not a new action, it's just 'go straight back into the skill test', without spending costs. Is that correct? A: Correct. The investigator does not need to pay any costs associated with the skill test again (such as ammo, actions spent, etc), although anything spent to improve the previous test (like committed costs or resources on a Talent) are indeed lost at the end of the first test.
Last updated

What a great card! Lucky! is a great card and this card will not change that, but it's so nice to have a card that fills a similar role to Lucky! while at the same time not being the same and still having its own space. I'm currently playing an Ashcan Desperate/Dark Horse/Yaotl deck and I'm taking out my Lucky!s because they cost one resource and have no icons in a deck that discourages having resources and encourages having cards with icons in the discard pile. They synergized badly with the deck. This card (while not necessarily getting along with Yaotl) is a great replacement in that deck.

In general, it's very well balanced with Lucky!. While Lucky! gives you a chance to pass a test when you would have failed after you've seen the token, Live and Learn lets you weasel out of an auto fail or other really bad draw. Lucky! costs a resource, while Live and Learn still resolves side effects of a bad test and does not guarantee success (or further side effects of another failed test). But it's free!

I'm happy to see the designers make a card like this, and I've enjoyed playing with it.

I agree--I see this card as a slightly worse Lucky!, but it's not inconceivable that some decks could prefer this one, or could want both of them. — CaiusDrewart 857
Aren’t you overrating this card? Basically it just grants a free action after a test is failed and +2. You still lose all Ressources and cards committed. Might be useful if you built your deck around failing, otherwise I don’t see this cards greatness. — Django 1373
It's great, if you don't invest heavyly into tests, like Dark Horse Pete would — Adny 1
@Django I think that committing everything while Live and Learn is in hand is not a point of this card. In my opinion the best thing to do with this card is: attempt to the test and fail it, reap rewards of failure without losing an action (Rabbit's Foot, Look what I found!, even Oops! looks way better when played this way), then pass that test with skill bonus. This card is just a sweet addition to fail-to-win archetype. — KptMarchewa 1

This is an extraordinarily good card. It definitely ranks in the top 3 for the Forgotten Age cycle, if not being the very best level 0 card in the cycle. It is good for 3 simple reasons:

A: It plays somewhat similarly to Lucky! in that it lets you play fast and loose with your card and resource commitment to tests. Say for example you can beat a -3 with minimal effort (Agnes Baker Rite of Seeking investigating a Shroud 2 location for example) but there's a -5 in the bag, Live and Learn will help you beat that check with assurity.

B: It protects against tokens. Giving you a retry on that test.

C: It recovers lost time and resources! Namely the action spent to attempt that test and whatever charges, ammo, secrets, supplies, whatever you used on the original test. (In the example above, lets say Agnes Baker drew a -5, with Live and Learn she can try that test again, without spending an extra Rite of Seeking charge,a and the +2 from Live and Learn will cover against another -5).

Generally Live and Learn synergizes most with tests that have a nestled benefit or cost, an attack with Strange Solution, the sacrificial use of a Knife, tests with cards like Deduction or Double or Nothing. (Note, there hasn't yet been an errata clarifying if "Resolving failure" causes these cards to fall out of effect before Live and Learn is played).

Tsuruki23 195
Why would Deduction or Double or Nothing (ie, skill cards) still be present in the second test? The first test has completely ended, so they are no longer committed and are instead in the discard. Is that not right? — duke_loves_biscuits 91
@duke_loves_biscuits: Yeah, I think all that stuff is gone, which means this card probably falls short of greatness (but it still pretty decent.) — CaiusDrewart 857
Basically this card grants another action and +2 to that test. Not sure if it's worth a deck slot over Unexpected Courage, for example. — Django 1373
This is pretty fantastic for Silas, who will often commit a skill card to a test, and then if if comes up as a fail, pull the card back, and then try again. This card saves him an action in that process, and grants him +2 on the second attempt. — Greatsageishere 95
Yeah, I don't see why this needs an errata. It says after the test ends, so there's no case to be made for keeping your committed cards active. Still, a card that's almost as good as Lucky!, costs 1 less resource, and can actually deal with the tentacle, is pretty amazing. — Indog 1
It is also much easier to work with Dark Horse than Lucky. The two best red cards don't play well together. — duke_loves_biscuits 91