Maybe here's a weak attempt to quantify how Courage fits in with other Command Cards. Kevin, I'm not sure this really matters for your table since all it should do is move everyone up or down the same amount.
Suppose I Kill You Meself and Devotion of Courage (auto-pass version) are both average Courage cards (I Kill You Meself is probably better than average and Devotion of Courage is probably worse than average). Now let's say there's 1000 units that need to make a rout check, let's say on 11 (38% fail chance). If we want all of them to pass, we'd need 1000 Devotions of Courage and on average 380 I Kill You Meselfs.
So each I Kill You Meself is worth roughly 2.63 Devotions of Courage. If we normalize the value of I Kill You Meself at 1 (matching it with the table), we get that Devotion of Courage is worth .38. (Hey, that's the average of proactive autopass on the table! That's basically what the table is trying to get at.)
The 1 point of damage is worth 62% points on the chart (failed rout checks turned into successful rout checks). So an average (faction-specific) Command Card is worth 62% points on the table.
Some things that skew this:
- I Kill You Meself is better than an average Courage card, and Devotion of Courage is probably worse than an average Courage card. That means an average Command Card should be worth less courage.
- I assumed the average faction-specific card is worth 1 damage, but it should be worth slightly more. This should offset the above and means an average Command Card should be worth more courage.
- 440 copies I Kill You Meself still carries a variance (sometimes you won't have enough, sometimes you'll have extras), while 1000 copies of Devotion of Courage guarantees everyone passes. That's worth something, so the value of I Kill You Meself should go down relative to the value of Devotion of Courage. That means an average Command Card should be worth slightly less courage (this is a scenario where there's no scarcity, so in a real game the bias isn't very large).
- I assume the Courage checks are at 11. Depending on where you think a more realistic assumption is, that should also influence the value of an average Command Card.
Let's fudge this and say that these effects net to zero if I Kill You Meself was 1.33 points of damage (this is really ad-hoc). Divide 62 by 1.33 and we get ~46.5% points. So that's how much a normal faction-specific card should be worth in Courage.
Now, let's look at Rune of the Wary. It cancels about 1/2 of an Accuracy on a standard offense vs. standard defense attack, so let's call the +1 defense half of what a faction-specific blue card should do (it cancels 2/3 of Strike, but faction-specific cards should be above average). So this is worth about ~24% points.
For a courage 11, the C+3 boost is +28%. However, it has an additional failure chance since you might not take any damage this turn, thus wasting the Courage. On a straight (5) 5/5 vs. 2/2, the chance is 40% after you play your Rune, but with a Strike or Accuracy, it goes down to an average of 15%. Let's split the difference and call it 27.5%. Now the Courage boost is worth about 20.5% points on the table.
Together, it's worth about 44.5%. So, slightly below the worth of an average faction Command Card. Not bad, except these are the Dwarves' best cards