- You can play this card during a skill test. This will not interfere with the test in any way, the 'target' of a test is determined and locked at the very beginning of the test.
Fast. Play only during your turn.
Choose an investigator at your location. Move that investigator to a connecting location.
Buddy, this way. No, this way...
Shortcut is a beautiful, simple card that flies somewhat under many people's radars. It's fast, which means it doesn't cost an action to play, and allows an investigator to move. What's special about that? At first glance, very little. Therein lies the beauty of the card.
The fact it's fast means it doesn't trigger Attacks of Opportunity if you're engaged with an enemy. Want to move and drag an enemy with you, to where your better-armed buddies are ready to support you? This is the card for you. Or want to push another investigator ahead of you into a location in which enemies wait, so that they engage him and not you? Again, shortcut offers that option, and it's at a zero-cost, actions and resources both.
Strikingly, its two traits, insight and tactic, reveal something of the utility of the card. If you have an understanding of Arkham Horror and want to think tactically, you'll soon see that flexible options to respond to a host of situations become vital in any well-built investigator's deck. Being able to save an action to move at a crucial moment can make the difference between success and failure. There are other great movement cards, such as Bait and Switch, Think on Your Feet and Elusive, but none allow 'pushing' other investigators. Pathfinder is also a premier movement card, a shortcut-on-tap, if you will, but comes with an xp-cost and a stipulation (no enemies engaged with you).
I will always consider Shortcut for any investigator that can take it, including the five Dunwich investigators, as it provides such options. Oh, and the icons aren't bad either!