Least Played Cards
Cards with the fewest appearances across all community decks — potentially underrated picks.

Fast. Play after 1 or more tokens are revealed during a skill test at your location. Search your bonded cards for Evanescent Ascension and put it into play. Place up to X resources on it, as wishes (to a maximum of the number of tokens revealed). Remove Miracle Wish from the game.

Exceptional. Place 1 doom on Dread Curse of Azathoth: Fight (). You get +2 and deal +1 damage for this attack. If this attack defeats an enemy, remove 1 doom from Dread Curse of Azathoth. If a or token is revealed during this test, remove all doom from this card.

For every 2 damage on you (rounded up), Rough gains .

Limit 1 per investigator. Seal (0). You may resolve this keyword again after you reveal a location or put a new location into play. When you engage an enemy, exhaust Obscure and release a token sealed here: Immediately Fight or Evade that enemy. During this skill test, your base skill value is equal to the shroud value of your location.

Cultist, Cursed, Silver Twilight deck only. Fast. Myriad. Limit 1 Sacred Oath (Oath of Loyalty) per deck. Max 3 copies of Sacred Oath in play. Up to 3 Sacred Oath cards take up 1 arcane slot. When you draw a non-weakness Pact or Terror treachery, discard a copy of Sacred Oath from play: Cancel that treachery's revelation effect and discard it.

Fast. Play when an enemy attacks an investigator at your location. You take all damage and horror from this attack. For each point of damage/horror taken, deal 1 damage to an enemy at your location.

Fast. Play after a Creature or Monster enemy at your location is defeated. Heal up to 3 damage from among investigators and/or Ally assets at your location.

After an enemy at your location is defeated, exhaust Autopsy Report: Investigate (). You get +X for this investigation, where X is the defeated enemy's printed health (to a maximum of +5).

: Fight (). Add your to your for this attack. After you play a Spell event, take 1 damage and exhaust Ritual Dagger: Shuffle that event into your deck instead of discarding it.

While this card is committed to a skill test, the performing investigator may ignore all keyword or location effects that would trigger during this test.

Criminal, Entrepreneur, Socialite deck only. Max 1 committed per skill test. After you commit Double Down to a skill test, spend up to 3 resources. For each resource spent, Double Down gains .

Criminal, Drifter, Entrepreneur deck only. During a skill test on a Tool asset, exhaust Nose to the Grindstone: You get +2 skill value for this skill test. If this skill test fails, either replenish 1 supply on that asset or gain 1 resource.

Blessed, Clairvoyant, Sorcerer deck only. : Fight. Add your value to your skill value for this attack. If this attack is successful, in addition to its standard damage, you may exhaust Storm Ruler to deal 1 damage to an enemy at your location for each , , , and symbol revealed during this attack (to a maximum of 3 additional damage).

Uses (4 supplies). If there are no supplies on Extra Rations, discard it. Spend 1 supply and exhaust Extra Rations: Heal 1 damage from your investigator or an Ally asset you control.

Uses (2 ammo). Spend 1 ammo: Fight (). You get +3 and deal +1 damage for this attack. Discard Winchester Model 52: Fight (). You get +3 for this attack. If you succeed, automatically evade the targeted enemy.

Agency, Police, Veteran deck only. Cancel the first attack of opportunity made against you each round.

Investigate (). Add your to your for this investigation. If you succeed, discover 1 additional clue at your location. If you succeed and a token with a symbol was revealed during this test, you may discard a Terror or Hex treachery from any investigator's threat area.

Fast. Play only during your turn. Attach to a Firearm asset you control. You get +1 skill value while attacking with attached asset.

Attach to your location. Limit 1 Trap attached. When an enemy enters attached location, exhaust Rope Trap: Deal 1 damage to that enemy. Reveal a random token from the chaos bag. If a or token is revealed, discard Rope Trap. (You may trigger this ability from any location.)

Max 1 per turn. Fast. Play when an investigator's turn would end. That investigator may take X additional actions during their turn. X is the number of skill tests they failed during their turn. Exile Lifeline.

Assistant, Miskatonic, Scholar deck only. If this skill test is successful, the performing investigator may succeed by up to 2 more or down to 2 less (to a minimum of zero).

Clairvoyant, Hunter, Sorcerer deck only. Fight. You may use your instead of your for this attack. For each empty hand slot you have, you get +2 skill value and deal +1 damage for this attack. If this attack defeats a non-Elite enemy, add that enemy to the victory display and attach Blood of K'n-yan to it.

Detective, Hunter, Police, Reporter deck only. Limit 1 per investigator. Uses (5 leads). After you enter a location with 1 or more enemies, spend 1 lead and exhaust On Their Heels: Either discover 1 clue at your location or deal 1 damage to an enemy at your location.

Uses (3 secrets). If there are no secrets on Typewriter, discard it. Secrets on Typewriter may be spent as if they were on Tome assets you control.

Fast. Play only during your turn. For each exhausted non-swarm enemy at your location, choose a different option: - Gain 2 resources. - Deal 2 damage to that enemy. - Discover 1 clue at your location. - Draw 1 card.

Permanent. Limit 1 per deck. When you purchase Spiritual Healing, remove 1 point of physical or mental trauma from your investigator.
Fast. Play when your turn begins. Until the end of your turn, you get +3 skill value while investigating or parleying.

Play only if there are no enemies at your location. Choose up to 3 level 0 event and/or skill cards in your discard pile and shuffle them into your deck. Draw 1 card.

: Parley. Choose an enemy at your location. Until the end of the round, each investigator gets +1 skill value while fighting, evading, or parleying with the chosen enemy. Place 1 resource on Eyes of Valusia, as a charge. : Search your bonded cards for Blade of Yoth and swap it with Eyes of Valusia, moving all charges from Eyes of Valusia to Blade of Yoth.

If this skill test is successful, add 1 token to the chaos bag for each damage or horror on you (whichever is less).

Limit 1 per investigator. Seal ( or +1). You may resolve this keyword again after you defeat an enemy. When an enemy would attack an investigator at your location, exhaust Bulwark and release a token sealed here: Cancel that attack. Ready another asset you control.

Attach to your location. Limit 1 per location. After you activate an or ability on a Spell or Ritual asset: Perform that ability again at attached location as if you were there, ignoring that asset's cost, if any. (You may trigger this ability from any location.) Return Spiritual Echo to your hand.

Fast. Play when the "draw encounter cards" step of the mythos phase would begin. You draw each encounter card that would normally be drawn this mythos phase. Cards drawn during this mythos phase cannot be cancelled, and the first card drawn gains surge. Skip the "draw encounter cards" step of the next mythos phase. Max twice per game.

Civic, Performer, Socialite deck only. Parley. Choose an investigator at your location. That investigator may play an Ally asset from their hand at no cost. Then, that investigator may trigger an or ability on that asset, ignoring all costs.

Uses (4 secrets). During your turn, spend 1 or 2 secrets and exhaust Mysterious Grimoire: Search the top 3 cards (or 6 cards instead if you spent 2 secrets) of your deck for a card and draw it. If 1 or more weaknesses are among the searched cards, draw them as well. Shuffle your deck.

You get +1 . Detective Sherman may be assigned damage and/or horror dealt to other investigators at your location. After damage is placed on Detective Sherman, exhaust him: Discover 1 clue at your location.

Myriad. Fast. Play only during your turn. Deal 1 damage to an enemy at your location. After you draw Quick Shot during your turn: Play it, reducing its resource cost by 2.

Uses (3 charges). When you would reveal a chaos token, spend 1 charge: Reveal 1 additional token. Choose 1 of those tokens to resolve and ignore the other. If you resolved a token with a symbol, take 1 horror.

Search the chaos bag for X tokens and return them to the token pool. X is the number of tokens in the chaos bag. Gain 1 resource for each token removed in this way.

Fast. Play only during your turn. Reduce the cost to play The Stygian Eye by 1 for each token in the chaos bag. Until the end of the round, you get +3 to each of your skills.

Myriad. Quick-Witted gains for each other copy of Quick-Witted in your discard pile. After this skill test ends, you may shuffle each other copy of Quick-Witted in your discard pile into your deck.

Max 1 committed per skill test. If a symbol token is revealed during this test, place up to 2 charges or 2 secrets among assets you control.
When an enemy enters play, exhaust Hunting Dog: Move once toward that enemy's location.

Limit 1 per deck. Limit 1 Mask per investigator. After a skill test at your location ends in which both a and token were revealed: Place 1 resource on this card, as an offering. Then, if there are 3 offerings on this card, search your bonded cards for Twilight Diadem and swap it with this card, moving all offerings from this card to Twilight Diadem.

Reveal the top 5 cards of your deck (8 cards instead if you control 2 or more clues). Draw 3 of them and place the rest of those cards on the top and/or bottom of your deck in any order.

Uses (3 renown). When you would succeed at a skill test, spend 1 renown and exhaust Extravagant Ring: You get +2 skill value for this test.

Fast. Play when a non-Elite enemy attacks an investigator at your location. Cancel that attack and heal 2 damage from the targeted investigator.

Attach to your location. Limit 1 Trap attached. After an enemy or investigator enters attached location, discard Makeshift Bomb: Deal 3 damage to each enemy and investigator at that location. (You may trigger this ability from any location.)

After Trigger Man enters play: Attach an Illicit asset from your hand to Trigger Man (it is considered to be in play and under your control). Exhaust Trigger Man and spend 1 resource: Resolve an ability on attached asset, without paying its cost. Resolve that ability with a base skill value of 4.

When a second token is revealed during a single skill test at your location, exhaust Curse of Aeons: Cancel that token and treat it as if it were a token instead. You may choose to remove both of those tokens from the chaos bag after the test ends.

Uses (2 charges). Charges on Lost Arcana may be spent as if they were charges on Spell and Ritual assets you control. After the last clue is discovered from your location, exhaust Lost Arcana: Place 1 charge on this card.

Hunter, Veteran, Warden deck only. Uses (1 shell). If Mauser Tankgewehr M1918 is ready, spend 1 shell: Fight. You get +5 for this attack and this attack deals +3 damage. Exhaust Mauser Tankgewehr M1918: Replenish 1 shell on it.
Place 5 ammo, divided as you choose, among Firearm assets you control.

Fast. Play when a non-Elite enemy spawns at your location. That enemy attacks you. Then, automatically evade that enemy and attach Fend Off to it. Attached enemy cannot ready.

Limit 1 per investigator. Seal (+1 or 0). You may resolve this keyword again after you discover the last clue at your location. When an enemy attacks an investigator at your location, exhaust Misdirection and release a token sealed here: Cancel that attack. Then, that investigator may move to a connecting location.

Fight (). You get +2 and deal +1 damage for this attack. If this attack defeats an enemy, gain 5 resources.

Reduce the cost of the first Spell or Ritual card you play each round by 1.

: Choose a card at your location and test (1). For each point you succeed by, choose one - - The next time that card would be healed this round, heal +1 damage/horror (to a maximum of +3). - The next time that card would be dealt damage this round, deal +1 damage (to a maximum of +3).

Civic, Silver Twilight, Socialite deck only. You get +1 skill value while parleying. After you successfully parley, exhaust Walter Fitzpatrick: Gain 1 resource.

Dreamer, Performer, Sorcerer deck only. Limit 1 per investigator. After you perform 3 different types of actions in a row, exhaust Captivating Performance: Take an additional action, which must be a different type from all other actions you have taken this turn (types include activate, draw, engage, evade, fight, investigate, move, play, and resource).
Uses (3 rumors). If there are no rumors on The Grapevine, discard it. Spend 1 rumor and exhaust The Grapevine: Parley. Choose an enemy at a revealed location up to 2 connections away. Move (one location at a time) along the shortest path to that enemy's location and engage it.

Max 2 Dilemma per round. Revelation - Reveal the top card from each investigator's deck and place them in a pile. Repeat this two more times. Choose one of the three piles. Each investigator draws each of their cards from that pile. Shuffle each weakness in each other pile into its owner's deck. Remove each other revealed card from the game.

Exceptional. Seal (up to X ). Exhaust Flute of the Outer Gods and release 1 token sealed on it: Choose a non-Elite enemy at your location. Either move the chosen enemy to a connecting location, or deal its damage to any enemy at its location. This action does not provoke attacks of opportunity.

Myriad. Fast. Play only during your turn. Attach to your location. Limit 1 per location. After an enemy enters or leaves attached location, return Doppelgänger to your hand: Either perform an evasion attempt against that enemy, or immediately move to attached location (you may trigger this ability from any location).

Uses (3 supplies). Spend 1 supply and exhaust Canteen: Heal 2 horror.

Uses (3 ammo). Spend 1 ammo: Fight (). You get +3 for this attack. If you succeed, this attack deals +1 damage for each point you succeed by (to a maximum of +4). If you fail and would deal damage to another investigator, this attack deals 1 damage for each point you fail by (to a maximum of 5 damage).

Uses (1 arrow). Spend 1 arrow: Fight (). You get +2 and deal +2 damage for this attack. This attack ignores the aloof keyword. : Replenish 1 arrow on Longbow.

When you draw a non-weakness card from the top of your deck, before resolving any of its effects, exhaust Katja Eastbank: Place that card facedown beneath her (limit 5 cards beneath her). Draw a new card to replace it. : Draw any card beneath Katja Eastbank.

When you would pay the cost of a Spell card, exhaust Shining Trapezohedron: Instead, test (X), where X is the card's resource cost. If you succeed, its resource cost is considered paid. If you fail, cancel the playing of that card without paying any of its costs (including its action cost). For the remainder of the round, you cannot play copies of that card.

Play Enchanted Armor under the control of any investigator at your location. Forced - After damage and/or horror is placed on Enchanted Armor: The owner of Enchanted Armor tests (X), where X is the total amount of damage and horror on it. If the test fails, discard Enchanted Armor and assign the damage and/or horror just placed on it elsewhere.

Artist, Clairvoyant, Dreamer, Performer deck only. Commit only to a skill test on a treachery. If this skill test is successful, put Dreams of the Clay into play in your play area instead of discarding it. When you draw a non-peril treachery from the encounter deck, remove Dreams of the Clay from the game: Cancel its revelation effect and discard it.

While you have 3 or fewer remaining health, Sacrificial Doll does not take up a hand slot. After you reveal a non- chaos token during a skill test, take 1 damage and exhaust Sacrificial Doll: Cancel that token and reveal tokens from the chaos bag until a symbol token is revealed. Resolve that token and ignore the rest.

Fast. Play when a skill test at your location begins. Twice during this test, when an investigator reveals a chaos token, they may cancel it, return it to the chaos bag, and reveal a new chaos token.

Uses (0 evidence). After you seal, cancel, or ignore a chaos token, exhaust Oculus Mortuum: Place 1 evidence on it. When an enemy attacks an investigator at your location, spend 1 evidence and exhaust Oculus Mortuum: Discover 1 clue at your location. If that enemy has the Geist trait, deal 1 damage to it.
Commit only to a skill test during an attack or evasion. The performing investigator ignores the alert and retaliate keywords during this test.

Uses (4 renown). If there is no renown on Fame, discard it. If there is an enemy at your location, spend 1 renown: Parley. Gain 2 resources.

During this skill test, treat the modifier of each and each token as +1 instead of its normal modifier.

Reveal an Item asset in your hand. Another investigator at your location may play that asset as if it were in their hand. If they do, draw 1 card and gain resources equal to that asset's printed cost.

Parley. Choose an enemy at your location and an Item asset in your hand. Perform a fight action against the chosen enemy. If you succeed, instead of dealing damage, play the chosen asset, reducing its cost by each point you succeeded by.

Play only if you control a Melee asset. As an additional cost to play Flurry of Blows, spend an action. Fight. Choose a Melee asset you control and take an immediate fight action with that asset (without paying its cost). You may repeat this effect up to three times. After the final attack resolves, if it is your turn, end your turn.

Limit 1 per investigator. You have 2 additional hand slots, which may only be used to hold Science and/or Tool assets.

Forced - When your turn begins: Move 1 damage from your investigator to "Devil". Forced - When "Devil" is defeated: Deal 2 damage to each enemy and investigator at your location.

When you would succeed at a skill test: You get +1 skill value for this test. You may discard Knight of Swords to get +3 instead. When the game begins, if Knight of Swords is in your opening hand: Put it into play.

Parley. Choose an enemy at your location and test (X), where X is the chosen enemy's remaining health. If you succeed, shuffle that enemy into the encounter deck (or deal 2 damage to it instead if it is Elite).

Permanent. Exceptional. When you purchase this card, choose a non-signature Spell asset in your deck and record [spell's name] was branded in your campaign log. This is your branded spell. Your deck cannot include more than 1 copy of your branded spell. Before you draw your opening hand: Search your deck for your branded spell and play it (paying its cost).

Detective, Hunter, Wayfarer deck only. While there is a Creature or Monster enemy at your location, you get +1 and +1 . Exhaust Dakota Garofalo: Choose an enemy at your location or a connecting location. Move to the chosen enemy's location and engage it.

Assistant, Medic, Warden deck only. Limit 1 per investigator. Sound Support may be assigned damage and/or horror dealt to other investigators at your location. When your turn begins: Heal 1 damage or 1 horror from Sound Support.

Rookie Cop may be assigned damage and/or horror dealt to other investigators at your location. When Rookie Cop is defeated: Discover 1 clue at your location.

Fast. Play after an enemy attacks you. Max 1 per attack. Damage/horror from this attack cannot be assigned to Ally assets. For each point of damage and/or horror you took from this attack, draw 1 card.

Evade (). You get +2 for this evasion. If you succeed by 2 or more and the evaded enemy is non-Elite, that enemy does not ready during the next upkeep phase.

When you draw a non-weakness encounter card, exhaust Nine of Rods: Cancel all of that card's effects and shuffle it into the encounter deck. Then, draw another card from the top of the encounter deck. When the game begins, if Nine of Rods is in your opening hand: Put it into play.

Fast. Play only during your turn. Attach to a Firearm asset you control. Exhaust Iron Sights: You get +3 skill value the next time you fight using attached asset this turn. This action does not provoke attacks of opportunity.

Investigate (). You get +2 for this investigation. If you discover the last clue at your location, you may move to a connecting location.

Fast. Play only during your turn. Choose a Spell or Charm asset in your hand and put it into play under your control. When the round ends, shuffle that asset into your deck if it is still in play.

When you draw a non-weakness treachery, take 1 damage and 1 horror: Cancel that card's revelation effect and place 1 resource on this card, as corruption. If this card has 3 or more corruption, remove it from the game. Draw the top card of the encounter deck: Either heal 1 damage and 1 horror, or remove 1 corruption from this card. Card design by the Impure at Arkham Nights 2019.

Exceptional. Forced - When you reveal a or token during a skill test you are performing: Flip a coin. On a heads, treat that token as a token. On a tails, treat that token as a token. If you treat a token as a token as a result of this effect, draw 1 card.

As an additional cost to play "Catch!", choose and discard an Item asset that takes up at least 1 hand slot from your hand or play area. Evade. You get +X for this evasion attempt, where X is the chosen asset's printed resource cost. If you succeed against a non-Elite enemy and that asset was in your play area, that enemy does not ready during the next upkeep phase.

Fight (). You get +2 for this attack. If the targeted enemy is exhausted, this attack deals +1 damage.

Uses (1 locks). If there are no locks on The Council's Coffer, each investigator searches his or her deck or discard pile for any card and immediately plays it at no cost. Exile The Council's Coffer. (Max once per campaign.) : Test any skill (5). If you succeed, remove 1 lock. Any investigator at your location may activate this ability. Card design by The Council at Arkham Nights 2017.

Either (choose one): - Add X tokens to the chaos bag to add X tokens to the chaos bag. - Remove X and X tokens from the chaos bag to heal X total horror from among cards at your location.