Rogue
Event

Tactic.

Cost: 2.
Test Icons:

Fast. Play only during your turn.

Disengage from each enemy engaged with you and move to a revealed location with no enemies.

Adam Schumpert
Core Set #50.
Elusive
FAQs (taken from the official FAQ or FFG's responses to the official rules question form)
  • Disengaging does not exhaust an enemy.

  • You can play Elusive to move to another location even if you're not engaged with any enemies.

  • You can move to any revealed location with no enemies, not necessarily a connecting one.

  • You must move when you play Elusive, as it is not a 'may' effect, unless there is no legal place to move to or a rule effect forbids movement.
Last updated
Reviews

For characters with weaknesses that force them to travel to distant locations (e.g. Searching for Izzie or Smite the Wicked), this card could be invaluable. As the FAQs note, you can move to any revealed location with no enemies - rather than having to move location to location. This can get you to your weakness location - and back again - much more quickly.

2 copies for Jenny Barnes seems an obvious choice.

AndyB 295
Though, note that since those weaknesses are attached to the location farthest from you, it's likely you haven't been there yet to reveal it. If so, you wouldn't be able to travel directly to that location. Even so, it can get you there faster and, in general, is a great way to quickly move more than one location away. — Herumen 686

The other review covers what this card does, but it doesn't communicate how lovely it is. It's fast and lets you pull agro that can save lives. Seriously. A single run of Carnevale of Horrors will make this card shine. I'd love an upgrade that causes exhaustion or reduces cost even further.

You still did not nail the turbo uber maximum power of this card as it simply wins games :). I just went through core campaing with Skids. It was nuts. First scenario was finished with Elusive + Dynamite + Dynamite, with 3 ghouls eating flame. In 3rd scenario I comboed that with On The Lam to get rid of a whole Main Path Parachute Squad. On The Lam first, then engage them all, drag them to the forest them without a scratch, then Elusive and onto the Main Threat. — Onetribe 106
Are they not elite enemies?(and therefore not susceptible to on the lam?) — Werewerf 1

EDIT: Disregard.

After re-reading the timing chart I've noticed there is a player window between Hunter enemies moving and enemies making an attack, which means it is possible to make the enemies move and elude them afterwards. This is useful in some scenarios with out-of-the-way locations.

This interaction would be super sweet, but sadly there's this little sentence "Play only during your turn." to prevent this. — Csys 1
Oh... That's true. Doesn't that also mean you need to have at least one action remaining to play it? — Magnificate 418
No, you don't need to use an action. It's still a fast card :) — Csys 1
That's not what I meant. It seems that in the player's turn there's no window after taking actions. So, that means Elusive can be used at the latest between the second and third action. Right? — Magnificate 418
There is an action window before 2.2.1, and you enter that window before your first action and after each action, including after your last one. You can play Elusive then. — TheNameWasTaken 2
I'm assuming playing this card provokes attacks of opportunity. You could be taking A LOT of damage prior to getting away? — Gallows 1
No, you disengage with each enemy engaged with you. — bern1106 2
Fast cards do not trigger attacks of opportunity, if I'm not mistaken. — FeyrBert 1