Least Played Cards
Cards with the lowest affinity scores across all investigators — potentially underrated picks.

Bonded (Stargazing). Revelation - Remove The Stars Are Right from the game. Choose an investigator. That investigator draws 1 card, gains 1 resource, and may take an immediate action as if it were their turn (this action does not count toward the number of actions that investigator can take each turn).

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.

Attach to your location. Limit 1 per location. Forced - After a non-Elite enemy enters attached location: Exhaust that enemy, disengage it from all investigators, and attach Snare Trap to it. Forced - When attached enemy would ready: Instead, discard Snare Trap.

Believer, Chosen, Cultist deck only. When you enter a location, exhaust Cowl of Sekhmet: Until the end of the round, each non-Elite enemy at that location cannot engage you and you cannot deal damage to those enemies.

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.

Performer, Sorcerer deck only. Fast. Play when the investigation phase begins. Choose a location. Set aside each non-Elite enemy at the chosen location (keeping all tokens and attachments). Until the end of the round, they are not at any location and are immune to player card effects. When the round ends, return each of these enemies to the chosen location, exhausted. Max once per game.

Uses (3 supplies). Exhaust Tennessee Sour Mash and spend 1 supply: You get +2 for a skill test on a treachery card. Discard Tennessee Sour Mash: Fight. You get +3 for this attack. If this attack succeeds against a non-Elite enemy, automatically evade it.

Fast. Play after the enemy phase begins. Cancel all attacks made by non-Elite enemies against you this phase.

Reveal tokens from the chaos bag until you reveal a , , , or token. If you revealed... - ...a or token, deal 2 damage to an enemy at your location. - ...a or token, heal 2 damage from an investigator or Ally asset at your location. This action does not provoke attacks of opportunity.

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.

Exhaust Otherworldly Compass: Investigate. Your location gets -X shroud for this investigation. X is the number of revealed locations connected to your location.

As an additional cost to play Ethereal Weaving, spend an action. Reveal up to 3 different Spell events from your hand. One at a time, play each revealed event, reducing its cost by 1. While resolving each of these events, you get +2 skill value.

Assistant, Reporter, Scholar deck only. Uses (4 secrets). You get +1 . Secrets on assets you control may be spent as resources to pay for Insight events you play.

Fast. Play when you perform a skill test with a difficulty higher than your base skill value. Reveal X additional chaos tokens for this skill test. Choose one to resolve and ignore the rest. X is the difference between the test's difficulty and your base skill value.

Seal (0). Uses (3 charges). Spend 1 charge or release a chaos token sealed here: Fight. This attack uses instead of and deals +1 damage. You get +2 for this attack for each "0" token sealed on Shards of the Void. For each "0" token revealed during this attack, seal that token on Shards of the Void and this attack deals 1 additional damage.

Wendy Adams deck only. Permanent. When an enemy would ready or doom would be placed on it, release a or token sealed on that enemy: Cancel that effect. During a skill test you are performing, when a chaos token would be revealed from the chaos bag: Resolve a or token sealed on an enemy instead.

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.

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.

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).

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.

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.

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.

Criminal, Socialite deck only. Parley. Deal 10 damage to an enemy at your location (5 damage instead if that enemy is Elite). Remove Name Your Price from the game.

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.

Choose a card in your play area or reveal a card in your hand. Search your deck for another copy of that card and draw it. Shuffle your deck.

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.

Move. After this move, heal 2 damage.
Commit only to a skill test during an attack or evasion. The performing investigator ignores the alert and retaliate keywords during this test.

Permanent. Limit 1 per deck. When you purchase Spiritual Healing, remove 1 point of physical or mental trauma from your investigator.
As an additional cost to commit Torrent of Power to a skill test, spend up to 3 charges from among assets you control. For each charge spent in this way, Torrent of Power gains .

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.

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.

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.

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.

Fast. Attach to a Firearm asset you control that takes up two hand slots. Attached asset cannot be used to attack enemies engaged with you. When you perform a Fight action using attached asset, if you are engaged with no enemies, exhaust Telecopic Sight: This attack can target a non-Elite enemy at a connecting location. Ignore the aloof and retaliate keywords for this attack.

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.

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 .

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.

Reveal 7 random chaos tokens from the chaos bag. Deal a total of 1 damage plus 1 additional damage for each or token revealed, divided as you choose among enemies at your location. This action does not provoke attacks of opportunity.

Attach to your location. During the enemy phase, each enemy that moves does so along the shortest path toward the attached location, instead of to where it would normally move. Forced - While attached, at the end of the round: Discard Lure.

: 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.

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

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.

Blessed, Cursed, Sorcerer deck only. You get +1 skill value while resolving Spell events. During a skill test on a Spell event, take up to 3 horror: For each horror taken, reveal an additional chaos token for this test. Choose 1 of the revealed tokens to resolve and ignore the rest. (Limit once per test.)

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.

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.

Bonded (Broken Diadem). Limit 1 Mask per investigator. When you reveal either a or token during a skill test, spend 1 offering and exhaust this card: Treat the revealed token as an token instead, returning it to the chaos bag. Then, if this card has no offerings, search your bonded cards for Broken Diadem and swap it with this card.

Exceptional. : Place 1 resource on Borrowed Time, as a click (to a maximum of 3 clicks on Borrowed Time). Does not provoke attacks of opportunity. Forced - When your turn begins: Remove all clicks from Borrowed Time. You may take that many additional actions this turn.

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.

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.

Fast. Play when you would be defeated. Disengage from each enemy engaged with you, discard all cards in your threat area, heal 2 horror and 2 damage, and move to any revealed location with no enemies. If it is your turn, end your turn. Remove Cheat Death from the game.

Roland Banks deck only. Replacement. Fast. Play only during your turn. Either place 1 clue (from the token bank) on your location, or discover 1 clue at your location. Remove Mysteries Remain from the game.
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.

Lola Hayes deck only. Replacement. Fast. Play only during your turn. Play a card from your hand, regardless of your current role (paying its cost). If that card was a Guardian ([guardian]) card, you may either draw 1 card or immediately take a fight action.

Lola Hayes deck only. Replacement. Fast. Play only during your turn. Play a card from your hand, regardless of your current role (paying its cost). If that card was a Seeker ([seeker]) card, you may either draw 1 card or immediately take an investigate action.

Lola Hayes deck only. Replacement. Fast. Play only during your turn. Play a card from your hand, regardless of your current role (paying its cost). If that card was a Rogue ([rogue]) card, you may either draw 1 card or immediately take an evade action.

Lola Hayes deck only. Replacement. Fast. Play only during your turn. Play a card from your hand, regardless of your current role (paying its cost). If that card was a Mystic ([mystic]) card, you may either draw 1 card or remove 1 doom from a player card at your location.

Lola Hayes deck only. Replacement. Fast. Play only during your turn. Play a card from your hand, regardless of your current role (paying its cost). If that card was a Survivor ([survivor]) card, you may either draw 1 card or heal 1 damage/horror.

Roland Banks deck only. Permanent. Regulation - You cannot fight more than twice each round. During a skill test while investigating, evading, or parleying, exhaust this Directive: You get +2 skill value for this test for each enemy engaged with you.
Parley. Choose an enemy at your location and test (X), where X is that enemy's remaining health. If you succeed, automatically evade that enemy and discover 1 clue at your location.

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.

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

Attach to your location. Limit 1 per location. Forced - After a non-Elite enemy enters attached location, discard Under Surveillance: Automatically evade that enemy and discover 1 clue at attached location. That enemy does not ready during the next upkeep phase.

Limit 1 per deck. Forced - After Nightmare Bauble enters play: Search your bonded cards for 3 copies of Dream Parasite and attach them to Nightmare Bauble. When Nightmare Bauble leaves play, set each attached Dream Parasite aside, out of play. When you reveal an chaos token, shuffle an attached Dream Parasite into your deck: Cancel that token.

Seal (up to 5 ). If Shield of Faith has no tokens sealed on it, discard it. When an enemy attacks an investigator at your location, exhaust Shield of Faith and release a chaos token sealed here: Cancel that attack.

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.

Uses (3 ammo). After an enemy attacks you, spend 1 ammo: Fight (). This attack targets that enemy. You get +1 and deal +1 damage for this attack.

As an additional cost to play Insidious Truths, you may discard up to 2 cards from hand. Fight (). For each card discarded as part of this card's cost, you get +2 and deal +1 damage for this attack.

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 (3 ammo). Spend 1 ammo: Fight. You get +3 and deal +2 damage for this attack. If a or symbol is revealed during this attack, the rifle jams. (This attack automatically fails. Before you can activate this ability again, you must perform the following ability: ": You clear the jam.")

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.

After Library Docent enters play, return a Tome asset you control to its owner's hand: Play a different Tome asset (by title) from your hand, reducing its cost by 2.
Place 5 ammo, divided as you choose, among Firearm assets you control.

During an attack or investigation at your location, exhaust Police Dog: The performing investigator gets +1 skill value for this test.

You get +1 . Forced - At the end of the upkeep phase: You must either pay 1 resource or discard Hired Muscle.

Permanent. In between two scenarios of a campaign, reduce the experience cost to repurchase up to 3 cards that you exiled during the last scenario by 1 each.

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.

If this skill test is successful, add 1 token to the chaos bag for each damage or horror on you (whichever is less).
Fast. Play when your turn begins. Until the end of your turn, you get +3 skill value while investigating or parleying.

Uses (8 ammo). Spend 1-5 ammo: Fight. You get +X for this attack. Instead of its standard damage, this attack deals X damage. X is the amount of ammo spent as part of this ability's cost.

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.

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

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.

Uses (3 supplies). If Mk 1 Grenades has no supplies, discard it. Spend 1 supply: Fight. You get +2 for this attack. If this attack is successful, instead of its standard damage, this attack deals 2 damage to each enemy and each other investigator at the attacked enemy's location (any additional damage is dealt to the attacked enemy).

Uses (3 secrets). When an investigator at your location would perform a skill test during a revelation effect, spend 1 secret: Do not reveal chaos tokens for that test. Spend 1 secret: Choose an investigator at your location. Do not reveal chaos tokens for the next skill test that investigator performs this round.

Fast. Play when doom would be placed on any scenario card. Max 1 per game. Cancel 1 doom just placed on that card. Exile Fortune or Fate.

Investigate (). You get +2 for this investigation. If you succeed, heal 1 horror.

You get +1 . Non-direct horror must be assigned to Guiding Spirit before it can be assigned to your investigator card. Forced - When Guiding Spirit is defeated by horror: Exile it.

You get +1 . Forced - At the end of the upkeep phase: You must either pay 1 resource or discard Treasure Hunter.

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.

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 only during your turn. Attach to a Firearm asset you control. During your turn, except during an action, discard Custom Grip: Return attached asset to your hand. You may play a Firearm asset from your hand (paying its cost).

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.

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.

Jenny Barnes deck only. Replacement. Spend up to 3 resources and exhaust Green Man Medallion: Place those resources on it, as offerings. When you resign or the game ends: For every 6 offerings on Green Man Medallion, reduce the experience cost of the next card you purchase before the next scenario by 1.

Gloria Goldberg deck only. Replacement. When an investigator fights, attempts to evade, or initiates a skill test on an encounter card, discard an encounter card that shares a Trait with that encounter card from beneath Gloria Goldberg: Reduce the difficulty of this skill test by 2.

Uses (3 secrets). Exhaust Otherworld Codex and spend 1 secret: Search the top 9 cards of the encounter deck and choose a non-Elite card among them. Discard a copy of the chosen card from play. Shuffle all of the searched cards back into the encounter deck.

During the next fight action you perform this turn using a Ranged or Firearm asset, treat each , , , , or token you reveal as a "0" token. This action does not provoke attacks of opportunity.

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.