Makeshift Bomb

Dynamite blast, but cheaper and with more brain power required. You're going to need a way to corral enemies (or wait for a spawning boss) if this is going to be worth your $3 and 3xp. It's great that this comes with Miguel, because putting it down a space away from you means that theoretically, you could lure a bunch of hunters to one spot before taking them out. Testless damage, if you're willing to use other traps (or other trickery) to be where enemies aren't.

MrGoldbee · 1547
Longbow

There’s been a lot of talk about the ornate bow, and its ability to combo with Contraband, Venturer, and various other ways to turn it into an uzi. Since we’re in chapter 2, it won’t be that simple this time, but I like this weapon… For Rita or Wendy. The other Survivor gun (the Winchester 52) also costs three, but survivors don't have much way to reload it. This, if you have the spare actions, deals with two annoying foes: Three Health enemies and aloof ones. And since we have Daniel Jameson now, the odds of missing with the bow (and causing yourself two actions) are far lower than before.

This is a methodical weapon that rewards evasion. You're going to be laying down the hurt, slowly.

MrGoldbee · 1547
Old Compass

With the original flashlight is chapter 1, I think this is a solid improvement over the hand cranked one. Especially if you want to fail (like Stella), this gives you access to easy shroud reduction for look what I found. Then, an extra action for failing, and they retake of the test, theoretically commit to and pass. Not an everyday item but for investigating survivors and people who like tools, this is a great way to spend two XP.

MrGoldbee · 1547
Loner

For a very long time, Ashcan Pete was considered an amazing solo investigator because he had action compression. If you needed clues, he had a free move (or two) every turn. Now, he can double dip! He can even ready this with his power.

I can think of very few scenarios, even in four player, where you wouldn't at least consider this card. $2 and a play action for a free move action every turn of the game (with the conditional often being "you move before the rest of the party"). Surprised if this won't be errata'd to two XP.

A fun difference between this card and Pathfinder is that you can use it while enemies are on you. So if you leave a trap behind, loner and immediately move an enemy on to it (getting perhaps a free damage, investigate, attack or evade, or some combination of those with makeshift trap.) Even better, combine it with track shoes, and possibly get two free moves. It's expensive, but so is being trapped in the corner of a map because you can't get away from an enemy!

MrGoldbee · 1547
Hunting Dog

This card might be worth some consideration, maybe, in a scenario where enemies spawn ahead of you and you have to catch up to them, or a world where a loner doesn't exist. Minimal soak for the most competitive slot, with five conditions needed to be useful (an enemy spawns, but far away from you, after you've played this card, before it dies, and you want to go towards it.) Even in scenarios where this would be useful (like The Longest Night, where theoretically it could trigger every round) I would rather have Daniel Jameson so that when I get to the monsters, I have a better chance of dealing with them. "Sometimes conditionally useful in one scenario assuming you don't have other movement tech" is lot to ask. Which is a shame because guard dogs are so much better.

MrGoldbee · 1547