Leather Coat

The leather coat is the current state-of-the-art proactive damage prevention tool! As a survivor character, i would pack one every time i go out adventuring. The inclusion is harder to justify for other factions as they miss the opportunity to recycle old coats.

Pros

  • Leather Coat uses a body slot, only two other cards, Bulletproof Vest, Fine Clothes, compete for this slot.
  • Phenomenal install cost. It's a handy throw-away card if you are hit by events which force you to throw assets away. I would argue further that a second copy in your deck is never a dead draw.
  • Combines well with Scavenging
  • Great click compression, compared to other heal tools like Emergency Aid, First Aid, Medical Texts and Painkillers. Guardians more likely use Dodge to avoid 2 damage.

Cons

  • Protects the wearer only.
  • Should be played before enemies appear, during a fight it's useless.
  • Don't waste it to boost skill tests.
Synisill · 806
If you're using scavening, you CAN use this card to boost combat tests as well as wendy or ashcan's ability. When discarded by damage, you can even play it again, if you scavenge successfully. — Django · 5265
It's all about Yorick and Survival Knife, Baby. Toss in other soak, and kablamo -- free actions. — crymoricus · 252
Jim's Trumpet

So people wax happy for Jims trumpet in multiplayer, where it triggers very often. Do not be fooled, however, as even though the trumpet triggers 4x as often your allies are taking roughly 4x as much horror in aggregate. In this sense it matches the scale of the game in multiplayer, but it does not exceed it.

Although there is a catch. When Jim plays you can choose who gets the horror. In a 3p game with Jim Daisy and Roland, Jim can tail Roland and play his sweet soothing jazz, effectively moving some of the games horror load from fragile Roland to mentally hardy Daisy and Jim. This margin is where the trumpet is actually super effective in multiplayer.

that being said the trumpet can do work on its own in solo or 2p, provided you have the action economy to afford it. Further Jim's passives make him pretty hardy in hard and Expert difficulties, so don't let his unique asset scare you away from trying him there!

Difrakt · 1360
Getting done with a campaign we did last night we can say this: This does wonders if you are in 2p and the fellow investigator is lower sanity and helps heal horror Jim might take. This said, you want to pair this with Clarity of mind and/or Liquid Courage for healing more horror (and consistently). — Tanakoskyler22 · 85
Fire Extinguisher

As far as exile cards go I think this is a miss where Flare is a massive hit.

My main concern here is the cost. 2 boxes and an to install and an to use the exile ability. The ability isn't bad, + 3 to evade is good. But already has good options for evading like Survival Instinct. Flares similar +3 to fight and + 2 damage seems much better and fills a needed slot especially in solo. Also it's an event so only uses 2 boxes and one .

Let's move on to the other ability. Pretty much Knife but it costs one more and one influence.

With the current register of Wendy Adams and "Ashcan" Pete I don't see a place for this card.

Pilgrim · 316
You forgot to mention a big plus: you get a +3 bonus AND evade EACH enemy you are enaged to. So this card can also be looked at as a worse "Cunning Distraction". — Synisill · 806
This card is simply crap and not worth the experience cost. — XehutL · 48
Yeah, this is one of the worst cards in the game for sure. It could be level 0 and I would still not be very impressed. As a 1 XP exile, no way. — CaiusDrewart · 3256
I agree it should be level 0 because it need to re-purchase anyway after used. — AquaDrehz · 209
It's been so long time. Evene Oops have upgraded version but this ard still not fixed. — AquaDrehz · 209
It wouldn't be) It's a Patrice upgrade! With Deja VU — ambiryan13 · 179
Blood Pact

The Doom tokens on this card are removed when the Agenda advances, so it can be safely used on all of your Will and Fight tests, the turn that the Agenda is going to advance anyways (unless there is an Agenda that gets worse the more Doom it has on it when it advances. Can't think of one off the top of my head, but I wouldn't put it past them...)

Dev Null · 4
Dark Horse

This card can be combined with Lucky! and Lucky Dice, if you spend your last ressource on using them, as the game calculates the final skill value in step 5 of the "Skill Test Timing" (Rules Reference).

Django · 5265
I can agree with Lucky Dice, but not with Lucky!. Success/failure determination occurs during 6th step of "Skill Test Timing" and this is a moment for playing Lucky!. When this card is played, resource is spent and bonus from Dark Horse is working, it's too late do apply this bonus. — KptMarchewa · 1
Dark Horse is a static effect. Timing restrictions prevent you from activating a fast action to reduce your resources to 0 during the test effect; however, Lucky!'s timing window allows you to spend your resource after a token is revealed, at which time both Lucky! and Dark Horse should apply. — darkernectron · 8