For reference -
Gambit: Bet something beneficial on a hit (e.g. knock prone, disarm, shove), in return for something detrimental on a miss (e.g. drop your weapon, enemy gets a free attack, fall prone). You cannot use this to deal damage.
Opportunist: Whenever you Gambit, deal +1d6 damage
Tricky: When you Gambit, you can replace a miss condition with a tactical advantage.
Mat's player cottoned on to a a neat gameplay loop - if you can use a Gambit to set up a different tactical advantage, you could use that advantage for your next Gambit, and so on... resulting in a significant power-boost. If Mat could keep hitting attacks and staying on the ball, he could continuously deal +1d6 damage and inconvenience his enemies. This eventually resulted in Opportunist changing to: As a Gambit, deal +1d6 damage. And yet, Mat's shenanigans live on!
I didn't make that change during the campaign (of sorts) as they were the just reward for a crafty player, and likely the only thing keeping the solo character alive down there. By the time Mat reached the Dervish the second time, he had lost an arm, gained a mechanical replacement, made a friend (from a brain-eating demon gem and a wizard brain-in-a-jar) and discovered the meaning of love...ish.