An Analysis of Racial Skills So the goal here is to cover all of the available Racial Skills for each class, to compare skills within each class, and also to compare skills over all classes. Where possible I would like to use a numerical system to analyse the potential of cards and therefore items. First, I am going to analyse all of the available cards you can get from racial skills and give them relative values. Then, once I have discussed and valued those cards, I can later move onto the skills themselves. I have a few premises that I will have to cover before I can explain the valuations. What is a +1/What is a Plus? What is a Net plus? Every turn you must play a card or pass. Normally, you don't want to pass (you may be in a bad position, you may have a good hand, your opponent may have a bad hand, or the victory location, etc). Seeing as normally, you want to play a card each turn, you can consider every card you play a -1 (you have one less card available to play by playing it) unless it accomplishes something. The simplest example of a +1 I can give is to play a card like Inspiration. The effect of Inspiration is to "Draw a card". Therefore, Inspiration can be considered a Net 0 since playing Inspiration has used one of your turns, and you end up with the same number of cards as you had previously in the same state as before. It doesn't matter if the player (the character that played the card) or an ally receives the new card, the total number of cards you have available hasn't changed. Inspiration can be considered a +1 in theory and a Net 0 in play.What about Traits? OK, well let's consider 'neutral' traits that don't prevent you from playing cards (Trip, Fright) or force you to discard cards (Dropped Guard, Cowardly). These cards cause you to draw a card but also allow you to play again immediately, essentially a Cantrip effect. This is much better than Inspiration since each consecutive instance is actually a +1 until you finally run out of traits to play. However, since each trait disappears from your hand, and at the end you have the same number of cards as when you started, Traits are effectively a Net 0. Net 0 cards still factor into Cycling which I will discuss later. What about other cards/effects? What is a "situational +1/-1"?Cards that don't draw you more cards can't be considered an absolute +1, 100% of the time. However, many cards do function as a +1 of sorts, and based on (relatively) how often a card can be a +1, it may or may not be considered as such. For example, negating an enemy card can be considered a plus. Avoiding damage (and avoiding death) can be considered a plus sometimes. Killing an enemy character can be considered a plus of sorts in many situations. However, playing a card that does damage doesn't necessarily kill that enemy, and killing an enemy doesn't directly give you any sort of card advantage.I will denote cards with ranges like this: -1/+3 where the card can be any integer value between -1 and +3 (-1,0,+1,+2,+3). The reasons for the ranges differ from card to card. Some cards have a range but the probability of some of the values are so low that it is ignored. (EG Unreliable Block as 0) Move CardsNormal Movement cards, basically the part of a card that allows you to move (and not any secondary effects like damage, Push, drawing cards or cantrip) are generally a plus of sorts seeing as this can cause counterplay and advance the game forwards. Even if you are heavily encumbered, changing your facing can be considered a legitimate advantageous move in some circumstances. I consider Move cards a +1 in most situations and a -1 in some other situations (where Halt is applied or you simply have no reason to move your character) so overall I would say that they are a +1 conditionally. You are depending on other cards to benefit you and not the Move card itself. So therefore a card like Run is considered a Net 0. What about Cantrip? Well, Cantrip effects can enable you to perform some interesting moves, and may enable you to gain a +1 in some way. By themselves they are always a net 0.What is the Value of Damage? Attack Cards: Well, in truth it is hard to measure the usefulness of a card that does damage. It is simple to compare it to other cards that do damage, the card that does more damage is better right? However, unless you kill an enemy character with it, an attack card is not any sort of direct plus. Also, you cannot play an attack card unless you have an enemy in range. Therefore, for my calculations, every non-step attack card can be considered a -1 in most situations. Armor Cards: Same goes for damage negation. Armor is impossible to evaluate in terms ofadvantage; again you can compare armor values but that's it. Armor is considered a net -1 in most situations. Block Cards: Blocks negate damage as well, however Blocks essentially NEGATE an enemy card.It's a one-for-one trade, so I can consider this a conditional plus (with some exceptions). Cards that only block Melee or only block Magic(/Projectile) are naturally a -1 in cases where your opponent doesn't have a card to play that would trigger the block. Blocks are a net 0 in most situations. As for Buffs/Healing/etc they do not factor into racial skills, and they would be nearly impossible to analyse anyways. What about Move, Team! cards?Any team move you can consider a +2 when you have two allies, a +1 when you have one ally, and a 0 when you have no allies. Yes, it is a playable card when your allies are dead, but then you get nothing out of it whatsoever unless you are stalling against an (un)intelligent opponent. Overall it plays as a net +1/0/-1. HOWEVER, seeing as there are very few situations where you would only have that one character alive, I would like to consider it as a 0/+1 only. These situations do not last very long, since most of the time it means your imminent defeat. Let's just work on the assumption that 90% of the time you will not have 1 character alive. Specific Card Explanations This is where I will evaluate individual cards. Some cards will be analysed by the items they appear on while most will have a general take. If you like, skip this section and proceed to the Master List.