Event • Cost: 0 • Influence: 1

Secretly spend any number of credits. The Corp guesses if you spent an even or odd amount. Reveal spent credits. If the Corp guessed incorrectly, gain credits equal to twice the amount spent.

Criminal • Matt Zeilinger • Honor and Profit 47
All sets:
Links: Decklists | ANCUR
Push Your Luck
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Reviews

What's better than having 3 Sure Gamble in your deck? Having 5 Sure Gamble in your deck! Playing two of these enables you to do just that. Here's the math:

  • Each time you play this card, spend 4.
  • The law of averages tells us that you have a 50/50 chance of the Corp guessing wrong.
  • This means that, on average, half your plays will end with 0 and half your plays will end with 8.
  • Therefore, on average you will make 4 when you play this card.

4 for one is just as good as Sure Gamble! Really, it's actually better than that, because you didn't have to spend 5 just to play the card. Really, it's actually better than THAT because nothing is stopping you from spending only 4 each time. Why not spend 8? Then half the time it'll be like spending one click and playing TWO Sure Gambles.

Plus, there's the added value of making the Corp play a psi game of their own if you have a pile of money and need to make a desperation run. What's it gonna be, Corp? Did I just spend 9 or 10? Am I about to break into that server even after I already used my Stimhack or not?

This may not sound like accurate card assessment. But I know it must be true, because I heard it on a podcast.

(Equity and Eternity era)

But what if you spend 10<span class="icon icon-credit"></span> to half the time get 0<span class="icon icon-credit"></span> and half the time get 20<span class="icon icon-credit"></span>! For people who are bad at math, the average is actually 0<span class="icon icon-credit"></span> profit because it's either -X or +X not 0 or +X.

Listen, don’t try to harsh my mellow

… with your “new math”

Maybe this will see play out of Dio!

I never thought of the card that way before... I only used it as a prank. But I think the reason why it's bad is because the risk isn't worth it.

Actually you get an average of 0$.

Because you either get a gain of -4$ or 4$. If you do the math that ands up with you making an average of 0$.

Welcome to Reviewing the Little Boot Icon, an unfortunately named series of reviews for Reboot-modified cards. Today's review: Push Your Luck, one of the worst cards ever, despite the fact that if it benefits you at all it benefits you greatly.

  • Changes: Play cost 2>0.

  • Pros: Double your money!

  • Cons: Lose all your money! There seriously isn't any reason not to spend as much as possible, possibly minus 1 for bluffs. If you are going to get double your money, and you are dumb enough to play this, you need all the lottery gains you can get.

2/10 Actually does something, so not 1/10.

(Style and Slander era)
551

This card is bad. Here's why:

Let's say I secretly bid 2. The corp has an equal chance of guessing right or wrong.

If they guess right, your gain is -2.

If they guess wrong, your net gain is 2.

If we average that we will make an average of 0. This isn't worth the risk.

This card is fun. Here's why:

On the 50% of the time you get this to not take your money (I have yet to get this to happen of the three times I've used this card), You get a lot of money, assuming you spent a large portion. What makes this fun is that you don't know if this is going to happen.

So, how do you make this card even more fun?

1: Deboot it! (Play cost set back to 2. Additional text: "Gain 2." (triggers before bid). Now you get some extra bucks to play you Psi game.

2: Play it when your broke anyway: Dio's secret sauce.

My rating: 2/10 fun bad card.

(Equity and Eternity era)
21