- On spawning enemies vs putting an enemy into play vs other eventualities: "Spawning" occurs when an enemy is drawn from the encounter deck, or when an effect uses the word "spawn" to put an enemy into play (for example: "Search the encounter deck for an enemy and spawn it…"). Otherwise, if an enemy enters play through some other method, such as bystanders swapping with set-aside enemies or being flipped to an enemy side, this is not considered "spawning".
Rapide. À jouer quand un ennemi devrait être généré dans votre lieu.
Déplacez-vous immédiatement vers un lieu connexe. (L'ennemi est toujours généré dans le lieu où vous vous trouviez précédemment.)
Like Shortcut, this card is fast, so you can change your location without provoking attacks of opportunity, if you're already engaged with another enemy. This card can be used together with Elusive, to setup up enemies for Dynamite Blast.
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.
- 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.
- 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.
A card that's largely been decent but fairly niche up to now, but I think with the release of Edge of the Earth, this may have found a character who considers it very strongly. Monterey Jack's ability draws him a card right at the end of any turn he wishes to use it - which, if playing solo or just taking your turn last, is a bit of an issue for weaknesses like Mob Enforcer or Stubborn Detective which will both immediately hit you for a damage and stick a tough enemy on you, Your Worst Nightmare, which will then immediately hit you for two horror in the enemy phase (though thankfully can't be drawn in solo), or worst of all Silver Twilight Acolyte, which will hit you and immediately place a doom on the agenda. But holding this in hand, you can just completely negate this aspect of threat from them, meaning there's little need to play around having Monty go first, or stick near to the fighters just in case he drew one of his worse weaknesses.
And what happens if you don't draw one of those weaknesses? Well, it's still a strong enough card. His ability checks where you were at the start of the round, rather than your turn, so it effectively just shunts you away from a monster and pays for itself (or gets you a draw). And if the monster spawned is a hunter, you can then just move during your turn and get a resource and a draw. You might not carry it through too much of the campaign, as it still generally loses out to more consistent movement tech from seeker, but it's still very much worth including at deck creation.