Double or Nothing

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 · 17
"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 · 2309
...oops — HollowsHeart · 17
Play this card in wendys deck together with "will to survive" to guarantee success. — Django · 5148
I kept up with Netrunner for a bit and I don't remember any card pitching. Conquest, on the other hand... — Pizzagoat · 7
Arcane Initiate

I was a little down on this card after Peter Sylvester came out because I think he is a far better ally for Agnes (or Jim for that matter!) than Arcane Initiate and I wouldn't want them to compete for the same ally slot. But then I considered the following- Would I play a 1-resource event that allowed me to search the top three cards of my deck for a spell and prevent the next damage or two horror? Yes. Yes I would, that is an insane amount of value for an action card. I no longer think about Arcane Initiate as competing for an ally slot. She gets one or two activations and then protects me from an attack or something. As long as you're planning on killing her off, the doom counter is manageable and free spell draws is (almost) always good.

Obviously, the above evaluation is a little short sighted. There will be times where playing her is restrictive due to doom or when you already have Peter Sylvester and can't afford to throw him away for one or two activations of Arcane Initiate. But I still think she is worth including in any spell deck. Hitting on it once pays for itself. I recommend you mulligan for her over your "better" ally in your opening hand, getting the value out of her and dumping her at your earliest convenience when you can than play out your Peter or what have you.

Laboratory Assistant

You start the game with 5 cards, 5 resources, and most scenarios are well over 6-7 rounds. This card will never take 4 actions to play and to suggest it would is absurd. The card has a pretty solid negative in my opinion: a single intellect icon isn't going to impress anyone. Losing a card for a single intellect point is pretty rough. But the benefits are quite nice.

First, she replaces herself and adds 1 card to your hand after she enters play, meaning you don't lose any skill test potential from committing. Second, she increases your hand size which, again, directly improves your potential skill test modifiers through committing cards. Finally, she provides an essential 2 Sanity for our mentally fragile investigator Roland Banks. Sure, Roland runs a little poor, so maybe spending money to draw cards isn't high on your to-do list.

Overall I think this card is a solid include for Roland. Keeping your hand size up and drawing cards is useful to make sure you have Vicious Blow, Evidence! and Shortcut in your hand for the exact moment that you need them. Sure, she is stealing the ally slot from Beat Cop and Guard Dog, but both of those allies have the potential to leave play when the situation calls for it. When your allies are more transient than someone like Leo De Luca (who you really don't want to die) then your deck has room for more allies. More allies with HP means you don't need to rely on evasion, and you can just take a hit once in a while. Who cares about your wimpy Assistant if you've got the police on speed dial?

PaxCecilia · 424
I have to disagree with your dismissal of the action metric for determining total card cost. Everything in Arkham Horror is relative, and it's a way to determining a single cost value for comparison purposes. The fact that you probably won’t have to actually spend all those actions is beside the point. — HollowsHeart · 17
Don't be fooled by her boobs, they're fake! — Django · 5148
She seems pretty good. You get a little bit of soak and also get to draw 2 cards. Also combos with Extensive Research, maybe, although that combo seems like it would be too much set up just to get 2-4 free clues. Of course, Maleson is cheaper to play (for slightly better soak), while Rook's ability is much more powerful. — Zinjanthropus · 229
Fire Axe

This card is curious to me. It seems to fit a similar slot as Physical Training or the other talent cards. By itself it does nothing but spending a box gives a bonus to a skill for a resource. The down side is it uses a 'hand' slot and only applies to combat. Spending all your resources for a plus one combat bonus is nice but risky.

Machete is obviously the best hand to hand combat weapon. But let's compare Fire Axe to others readily available to survivors (as of Dunwich).

Baseball Bat the other survivor card is powerful, cheap and gives a massive plus 2. Unfortunately it is subject to breakage with and uses 2 hands.

At the same cost Knife gives a simple plus 1 or can be thrown for plus 2 fist and damage! Cheap and easy for a disposal weapon which along with baseball bat synergies with Scavenging.

Kukri saves two skill checks required to do two damage over two actions. Its nice but perhaps gimmicky.

All the weapons have a downside however Baseball bat is obviously superior. If you have that hand planned for something else, say Agnes Baker with Ritual Candles it isn't a bad call. However i would possibly be more keen on knife with scavenging or kukri as Fire Axe does nothing on it own.

Pilgrim · 320
It's worth noting Agnes with Forbidden knowledge is in the best place to use Fire Axe. Spend all your resources, use forbidden knowledge using Agnes passive ability and attacking again. That's a potential 5 damage in two actions. — Pilgrim · 320
Am I right in thinking that if you take the action to initiate fight then spend say the ONLY 2 resources you have for +4 fight you would then also trigger +1 damage as at the point damage is calculated you have no resources? — Stebb · 2
Yeah @Stebb, that would deal 2 damage. If you attacked with no resources in the first place, it would also deal 2; the damage increase is contingent upon you not having resources, not you spending them. — SGPrometheus · 841
Sure Gamble

4 credits for 5 credits initial investment. But remember it also costs a click so it only puts you +3 over the regular click for a credit. Basically a must have in any runner deck though- for the sheer tempo build up it gives you; not much else compares.

Oh... wait a second...

gamblingworld · 107
My favorite review on this site — Cpt_nice · 80
I have to admit, I was a bit baffled and I couldn't make sense of your review at first. Then I realized... — dr31ns5mf · 1
I feel like I'm missing something... — mrjake1424 · 1
Another FFG card game called Netrunner has a card named Sure Gamble. https://netrunnerdb.com/en/card/01050 — Smashman · 1
Amazing review! Brilliant! — Quantallar · 8