Pathfinder

This card is generally considered a great card. For almost any deck that can take it, this is one of the first upgrades you can take. It is quite expensive, but it basically gives you a free action/move per turn. When compared to Leo De Luca, its cheaper but less flexible and will not soak damage/horror. But considering that most turns you will be moving, its not really that much less flexible than Leo. For that reason, this is a pretty good card.

But any of these asset type cards have the same drawback, and that's that they aren't worth as much in do or die situations or near the end of the game. If the game is going to be over in 1 or 2 turns, it'd actually be difficult to get value out of Pathfinder. So pathfinder is a value card, but interestingly enough, in Arkham Horror TCG, at the end of the scenario you need tempo rather than value.

randplaty · 39
Another point in Pathfinder's favor when compared to Leo is that Pathfinder doesn't take up any slots whereas Leo goes in the ally slot, which may well be the most highly contested one. — TheNameWasTaken · 3
It is also not a move action which can avoid some effects which hurt your move action. It is extremely good in Solo decks, where you need to move a lot more often. — Kamalisk · 335
Been told I could have two pathfinders out and use both ef them, so 2 free Actions - is that correct? Seems super OP. — Late · 1
The only rule barring the play of a card is if it is Unique and one is already in play. Pathfinder isn't, so no problem here. — crayok · 1
The action economy of Ursula with Pathfinder is pretty nuts. Especially if you also have Archaic Glyphs (Really either Guiding Stones or Prophecy versions) — Zinjanthropus · 230
Blood Pact
  • If you have two of these, you can use both on the same test
  • However Counter Ritual can only clear one of these
  • Permanent cards cannot leave play, so you can't ged rid of the doom by discarding the Bloodletting
  • Use Hollow eyes or coffee to spy the mythos deck, to avoid advancing the agenda too early
  • Counter spell also works against Ancient Evils
  • If the player leaves (defeat or resign), the doom is removed
Django · 5154
Alyssa Graham

I played hollow eyes in my caster daisy deck in a 2 seeker game (rex was using the insecticist) and i really like her, for her static boost and ability. Knowing what encouter card is coming and preparing for it can save you.

  • Compared to Scrying, activating her is a free action and she does not have charges.
  • In multiplayer, you can look at the next encounter card during any player window (if she is not exhausted). So if a player draws an encounter card with a skill test, you can look at the next card. This may be helpful to protect a specific player. However if the player before him does not open a player window, her ability may be wasted for that turn.
  • Tr"Ashcan" Pete's smelling salts also work on her.
  • Her bonus is a good for Jim Culver's balanced stats, so he saved charges on Rite of Seeking for higher shroud locations
  • Her bonus does not help agnes so much, as her is rather low. You can compensate this, with other cards, like Perception, Flashlight, "Look what I found!" or Rise.

Dealing with her doom:

  • Moonlight Ritual can remove all doom on her. As a spell, her friend can find it (use Charisma to have both hollow eyes and her friend in play at the same time).
  • Her ability does not advance the agenda, so her doom does not matter, if the agenda would advance the next turn anyway.
  • If you discard her before the agenda advances, her doom will not matter. However she costs many ressources to play, so this is a waste. Smoking Pipe is a quick way to dispose her or her friend. You can also show her some Forbidden Knowledge to make her run away.
Django · 5154
... Pete's "smelling salts"?? — shenaniganz11 · 40
He's referring to Pete's ability to "wake up" exhausted assets. — MiskatonicFrosh · 344
is it possible to play in Joe's Hunch Deck, as a tool for unharming "Unsolved Case"? — Dukarrio · 2
Bulletproof Vest

I completely agree with Bronze, who said:"I don't think that these protective cards are getting enough love." Just take a glance at this happy detective bragging in the office how closely he escaped a domestic dispute with his wife, and you know what i mean.

Alongside Bulletproof Vest, only two other assets are worn on the body. But the other vestments are cheaper in xp and play cost. The question emerges if and when the investment of 2 resources and 3xp pays off. For the sake of simplicity, i do not count any sanity bonuses in the ongoing comparison.

A look at the competitors for the body slot discloses the vest's shortcomings:

  • Leather coat protects 2 health lesser for 2 resources less.
  • Fine Clothes protects 3 health lesser for 1 resource less. And grants you a special ability.

Of course, there is the strategy of reallocating damage to other assets, so Bulletproof Vest has to be evaluated against...

  • Guard Dog protects 1 health lesser for 1 resource more. Grants an additional trait.
  • Hired Muscle protects 1 health lesser for roundabout the same cost as the vest. Grants an additional trait.
  • Beat Cop(2) protects 1 health lesser for 1 resource more. Grants an additional trait.
  • Leo De Luca(2) protects 2 health lesser for 3 resources more. Grants an additional trait.

You can play other assets to heal damage....

  • First Aid heals 1 health lesser for the same cost. Requires 3 additional actions to spend.

...or events...

  • Emergency Aid heals 2 health lesser for 2 resources less. Can be used on others, too.
  • "I've had worse…" heals up to 1 health more for 2 resources less.
  • Dodge prevents up the the same health for 2 resources less. Can be used on others.

To sum things up, under the key aspect of health protection, Bulletproof Vest is the second to best economical choice for permanent health protection available. On top, it can be combined with all other methods of health reallocation/protection/recovering. If your investigator has a low base Health or suffers from severe physical trauma, Bulletproof Vest is the card for you!

Non-body-assets in the first place give you additional, powerful abilities to cope with a variety of situations. If you plan to start a killing spree and have to tank away massive hits, the vest makes you fit for survival. It's a tool for a special role and should be valued in this scope only. Guardians can, of course, rely on their more powerful events instead or complementary. Just keep in mind that the vest is permanently there, while events are often bound to certain triggers.

Pros

  • Bulletproof vest endows you with the best health bonus available, only one other card, Leather Coat, competes.
  • Good play cost.
  • Combines well with Scavenging.
  • Great click compression, only Guardian events are better.
  • -icons can alternatively boost skill tests.

Cons

  • Protects the wearer only.
  • Should be played before enemies appear, during a fight it's useless.
  • Pretty tough xp cost, viable only for special decks.
Synisill · 803
You CAN play the vest while engaged with an enemy and in some cases, this might save your life. Sure, you take an attack of opportunity, who cares if you're engaged with a rat, while a hunter is at a adjacend location and about to attack you? — Django · 5154
Note that Joey "The Rat" Vigil could let you play the Bulletproof Vest w/o taking an AoO. — Zinjanthropus · 230
Think on Your Feet

I am just adding my review to Django's, because of a linguistic feature in the German translation of this card. German players, please beware that FFG translated "spawn" with an unspecific term (~"appear") and that Think on Your Feet does not work on enemies who just moved to your location.

Think on your Feet is pretty similar to Elusive. It takes a bit of finesse to use, you want to make sure you are ending as few turns as possible in locations you want to spend more time at. In the ideal application, this event moves you to a better location and spares you multiple actions dealing with the spawned monster. If you are unarmed and draw a monster, you can play Think on Your Feet to step away, which gives you one whole round to properly prepare for fighting.

The benefit of this cards mainly depends on the scenario goal and the player count. In solo play or with 2 players this is a close to mandatory include for Jenny and Wendy, who both prefer to not habitually fight every last enemy that spawns on them. In larger groups, you stick together more, and more often you want to stay and, depending on your role, help fighting/tanking enemies, so your specialised buddies get freed up.

A small explanation of Think On Your Feet timing could be helpful for Lola players. Her innate free triggered ability may be triggered as a player ability during any player window. The first player window during the Mythos Phase would be after Step 1.4 Each investigator draws 1 encounter card. Since the triggering condition on Think On Your Feet begins with the word "when...", it may be used after the specified triggering condition (an enemy is about to spawn) initiates, but before its impact upon the game state resolves. In other words: there is typically no opportunity to switch roles while you are drawing encounter cards from the encounter deck, so she’d have to switch to Rogue sometime before the Mythos phase in order to play Think On Your Feet. But whenever there is a skill test, (e.g. if by chance another player draws a treachery card before Lola,) Player Windows open up before and after cards are committed to the skill test (as depicted on RR page 26). So Lola could switch to Rogue during that time.

Pros

  • Great click-compression. Gain two actions for the cost of none!
  • Fast cards aren't subject to Attacks of Opportunity, so in case you are engaged (by another enemy) when playing this card, that (non-Massive) enemy stays in your threat zone and moves with you, but does not attack out of opportunity.
  • Guaranteed result. This card is very likely to be used during a scenario, you can also flee from Weakness enemies like Mob Enforcer with it.
  • Works on Elite spawns, also!
  • In hard/expert difficulty the speed gain adds greatly to this event's value.

Cons

  • Befits not in every situation. If you want or have to fight for some reason, the event is to no end.
  • The enemy does not count as defeated for combo purposes.
  • Only helps the investigator who plays it.

Recommendations

  • spoiler Flee from unpleasant roamers in Undimensioned and Unseen.
  • spoiler Greatly speed up convincing a zealot in The Gathering.
  • It is not so useful in The Devourer Below and in The Essex County Express.
Synisill · 803
Regarding "recommendations", i think you linked the wrong "zealot" in your second spoiler? For the one that i think you mean, you must pass an evasion attempt, not just leave her location. Disengaging also does not work, to add her to the victory display. — Django · 5154
You mean Ruth? No, i really meant this "GP" i linked. I refer to the following situation: "GP" appears, you play Think on Your Feet and go directly to the zealot "LC". — Synisill · 803
One addition: This card is nice for dodging on-engage effects like you have in Innsmouth. Did serious work in solo Pit of Despair! — Zinjanthropus · 230