★ Exclusive Cards
Cards played most by this investigator compared to all others.

Amanda Sharpe deck only. Fast. Play when you initiate a skill test. Return the card beneath Amanda Sharpe to your hand and place Obscure Studies beneath her.

Fast. Play during a skill test at your location. Search the top 9 cards of your deck for a Practiced skill and commit it to this skill test, if able. Shuffle the remaining cards back into your deck. After this test ends, if it was successful, add that skill to your hand instead of discarding it.

After you commit Promise of Power to a skill test, add 1 token to the chaos bag. If you cannot, take 2 horror instead.

As an additional cost to play Deep Knowledge, add 2 tokens to the chaos bag. Investigators at your location draw a combined total of 3 cards (you decide how many cards each investigator draws).

If this skill test is successful, reduce the difficulty of the next skill test you perform this phase by X, where X is the amount this skill test succeeded by (to a maximum of 3).

Amanda Sharpe deck only. Fast. Play when you initiate a skill test. Return the card beneath Amanda Sharpe to your hand and place Obscure Studies beneath her.

If this skill test is successful while investigating a location, discover 1 additional clue at that location.

Max 1 committed per skill test. If this test is successful, draw 1 card.

Fast. You get +1 while investigating.

Fast. Play during a skill test at your location. Search the top 9 cards of your deck for a Practiced skill and commit it to this skill test, if able. Shuffle the remaining cards back into your deck. After this test ends, if it was successful, add that skill to your hand instead of discarding it.

Fast. Play only during your turn. Choose an investigator at your location. Move that investigator to a connecting location.

After you commit Promise of Power to a skill test, add 1 token to the chaos bag. If you cannot, take 2 horror instead.

You get +1 . After you successfully investigate: Gain 1 resource.

Gain 3 resources (4 resources instead if you have 10 or more other cards in hand). After you draw Cryptic Writings during your turn: Play it.

Permanent. Limit 1 per deck. Purchase at deck creation. When you purchase In the Thick of It, suffer 2 total physical and/or mental trauma. Then, earn 3 experience.

If this skill test is successful, the investigator performing this test searches the top 3 cards of his or her deck for a card, draws it, and shuffles his or her deck.

Fast. Play after an investigator discovers the last remaining clue at your location. Investigators at that location gain a total of X resources, distributed as you wish. X is that location's shroud value.

Max 1 committed per skill test. If this skill test is successful during an investigation, place up to 3 charges and/or secrets on assets controlled by investigators at your location.

As an additional cost to play Deep Knowledge, add 2 tokens to the chaos bag. Investigators at your location draw a combined total of 3 cards (you decide how many cards each investigator draws).

Commit to a skill test only if there is a clue at your location.

While you have 4 or more cards in hand, Curiosity gains (while you have 7 or more cards in hand, Curiosity gains , instead).

Your maximum hand size is increased by 2. After Laboratory Assistant enters play: Draw 2 cards.

Investigate. When this action begins, gain 2 resources.

Max 1 committed per test. After you commit Unrelenting to a skill test, search the chaos bag for up to 3 non- chaos tokens of your choice, and seal them on Unrelenting. If all 3 tokens sealed on Unrelenting are "+1,", "0," , and/or tokens, draw 2 cards. Release all tokens sealed here after this test ends.

Only the first copy of each card in your hand counts toward your maximum hand size. After you draw a copy of a card that is already in your hand, reveal both copies and exhaust Dream-Enhancing Serum: Draw 1 card.

: Search your bonded cards for Essence of the Dream and add it to your hand. After you succeed by 3 or more during a skill test to which Essence of the Dream is committed: Record in your Campaign Log that "you have interpreted the dreams."

While you have 5 or more cards in your hand, Higher Education gains: " Spend 1 resource: You get +1 for this skill test. Spend 1 resource: You get +1 for this skill test."

Max 1 committed per skill test.

Fast. Play only during your turn. Discover 1 clue at your location.

If this skill test is successful, reduce the difficulty of the next skill test you perform this phase by X, where X is the amount this skill test succeeded by (to a maximum of 3).

Your maximum hand size is increased by 1. You have 1 additional hand slot, which can only be used to hold a Tome asset.

Uses (3 secrets). Exhaust Scroll of Secrets and spend 1 secret: Look at the bottom card of any investigator's deck or the encounter deck. Then, either discard that card, add it to its owner's hand, place it on the bottom of its deck, or place it on the top of its deck.

Fast. Play only during your turn. Discard the top card of your deck. If that card is a weakness, shuffle it back into your deck. Otherwise, for the remainder of your turn, while that card is in your discard pile, commit it to each eligible skill test you perform.

Myriad. Astounding Revelation cannot be played. When you search your deck and Astounding Revelation is among the searched cards, discard it: Either gain 2 resources or place 1 secret on an asset you control. (Max one Research ability per search.)

While there are 3 or more doom in play, Prophesy gains (while there are 6 or more doom in play, Prophesy gains , instead).

Max 1 committed per skill test. If this test is successful, draw 1 card.

Fast. Play only during your turn. Until the end of the round, you may use your in place of your and .

Max 1 committed per skill test. If this test is successful, draw 1 card (2 cards instead if it succeeds by 2 or more).

Uses (4 secrets). Spend 1 secret: Investigate. You get +2 for this investigation. If you succeed by 2 or more, you may draw 1 card.

If this skill test is successful during an attack, that attack deals +1 damage.

Commit only to a skill test you are performing, and only if the difficulty of that test is higher than your base skill value. After you commit Signum Crucis to a skill test, add X tokens to the chaos bag. X is the difference between the test's difficulty and your base skill value.

Play only if there is a clue on your location. Draw 3 cards.

Uses (3 secrets). During your turn, exhaust Eon Chart and spend 1 secret: Choose and take two different actions of the following, in any order (move, evade, or investigate).

As an additional cost to play Testing Sprint, spend an action. Investigate. One at a time, investigate your location and each connecting location once each in ascending order of shroud, until you either fail to investigate or successfully investigate each eligible location.

Fast. Play only during your turn. Choose an investigator at your location. That investigator draws 3 cards.

You get +1 . When the game begins, if Death • XIII is in your opening hand: Put it into play.

As an additional cost to play Thorough Inquiry, spend an action. Investigators at your location draw a combined total of 5 cards (you decide how many cards each investigator draws).

After you commit a card to a skill test, exhaust Grisly Totem: That card gains another instance of one of its skill icons of your choice.

Uses (6 secrets). Limit 1 per deck. Spend 1 secret: You get +2 skill value for this skill test. Spend 2 secrets: Draw 2 cards. Spend 3 secrets: Discover 1 clue at any location. Spend 4 secrets: Deal 3 damage to an enemy engaged with you.

If this skill test is during or before the first action of this turn, Plan of Action gains . If this skill test is between the first and third actions of this turn, draw 1 card if it succeeds. If this skill test is during or after the third action of this turn, Plan of Action gains .

After Art Student enters play: Discover 1 clue at your location.

Permanent. You have 1 additional accessory slot.

Uses (3 secrets). Exhaust Mr. "Rook" and spend 1 secret: Search the top 3, 6, or 9 cards of your deck for any card and draw it. If at least 1 weakness is among the searched cards, draw 1 of them, as well. Shuffle your deck.

Uses (3 supplies). Exhaust Fingerprint Kit and spend 1 supply: Investigate. You get +1 for this investigation. If you succeed, you discover 1 additional clue at your location.

Limit 1 Mask per investigator. Uses (2 offerings). Replenish 1 of these offerings after you reveal a location or put a new location into play. Spend 1 offering: You get +2 or +2 for this skill test. (Limit once per test.)

For each clue you have (to a maximum of 3), either heal 2 horror from an investigator at your location or discard a Terror card at your location.

Permanent. Limit 1 per deck. You have 2 additional ally slots, which can only be used to hold Miskatonic assets. Forced - When you take damage or horror: No more than 1 of that damage/horror can be assigned to a Miskatonic asset.

Fast. Play only during your turn. Choose a Tome or Spell asset you control, or reveal a Tome or Spell asset from your hand. Resolve an or ability on that asset, ignoring all costs (including its cost, if any). Then, if that asset was in your hand, you may discard it to draw 1 card.

Permanent. Limit 1 per deck. Anytime you upgrade a card with the (Unidentified) or (Untranslated) subtitle, you may upgrade a second copy of that card at no experience cost. If you do, the two upgraded versions are chosen at random from among the eligible options. (You must still meet all deckbuilding restrictions.)

After you move to a location, if that location has at least 1 clue on it, exhaust Fieldwork: You get +2 skill value for the next skill test you perform this phase.

Commit only to a skill test you are performing.
Take the Initiative loses for each action that has been completed by any investigator this phase.

Exhaust Chemistry Set: Investigate. If you... - ...fail by exactly 2, discard Chemistry Set. - ...succeed by exactly 0, gain 2 resources. - ...succeed by exactly 2, draw 1 card. - ...succeed by exactly 4, discover 1 additional clue at your location.

After revealing a chaos token for this skill test, you may place 1 of your clues on your location to cancel that chaos token, return it to the chaos bag, and reveal a new one. (You may do this any number of times.)

Exhaust Pocket Telescope: Look at the revealed side of a connecting unrevealed location. : Investigate. Investigate a revealed connecting location as if you were there.

Limit 1 Footwear per investigator. You get +1 . After the last clue is discovered from your location, exhaust Hiking Boots: Move to a connecting location with at least 1 clue, or to a connecting unrevealed location.

While you control a Science or Tool asset, Well-Funded gains (while you control 3 or more Science and/or Tool assets, Well-Funded gains , instead).

After Research Librarian enters play: Search your deck for a Tome asset and add it to your hand. Shuffle your deck.

Max 1 committed per skill test. If this test is successful, draw 1 card.

Test (4). If you succeed, discard Strange Solution and draw 2 cards. Record in your Campaign Log that "you have identified the solution."

Permanent. Exceptional. Your deck must include at least 10 skills. Your deck size is increased by 5. Before drawing your opening hand: Attach 5 random non-weakness skills from your deck facedown to this card. Exhaust Ancestral Knowledge: Draw 1 attached skill.

Uses (3 secrets). Exhaust Cryptographic Cipher and spend 1 secret: Investigate. Your location gets +1 shroud for this investigation. Exhaust Cryptographic Cipher and spend 1 secret: Investigate. Your location gets -2 shroud for this investigation.

Uses (3 charges). While an investigator is taking his or her turn, spend 1 charge: Your location gets -2 shroud until the end of this turn. (Limit once per turn.)

Permanent. You have 1 additional ally slot.

As an additional cost to play Occult Invocation, discard up to 2 cards from your hand. Fight. This attack uses instead of . You get +1 and deal +1 damage for this attack for each card discarded as part of this card's cost.

Gain 3 resources.

Fight. This attack uses . You deal +1 damage for this attack for each clue you have (max +3 damage).

If this skill test is successful during an attack, automatically evade the attacked enemy.

After the last clue is discovered from your location: Place 1 resource (from the token pool) on this card, as evidence. (Limit once per game at each location.) While Hawk-Eye Folding Camera has ... - ... 1 or more evidence, you get +1 . - ... 2 or more evidence, you get +1 . - ... 3 or more evidence, you get +1 sanity.

Max 1 committed per skill test. Commit to a skill test only if you have 3 or fewer remaining sanity.

Uses (3 secrets). When you successfully investigate, exhaust Professor William Webb and spend 1 secret: Choose an Item card in your discard pile and add it to your hand. Instead of discovering a clue at your location, you may discover a clue at a connecting location.

After you commit a card to a skill test, exhaust Grisly Totem: That card gains another instance of one of its skill icons of your choice. If that skill test is successful, the performing investigator draws 1 card.

Uses (3 supplies). Spend 1 supply: Investigate. Your location gets -2 shroud for this investigation.

Permanent. You begin each game with 1 additional card in your opening hand.

Limit 1 per deck. When you play a copy of Blood-Rite: Either change each "2" on it to a "3," or shuffle it into your deck instead of discarding it. Forced - After Occult Lexicon enters play: Search your bonded cards for 3 copies of Blood-Rite. Add 1 to your hand and shuffle the other 2 into your deck.

Customizable. Limit 1 per investigator. Forced - At the start of the round: Choose one of the following criteria for this round - You fail a test by 2 or more. - You succeed at a test by 3 or more. When the chosen criteria is met, you may exhaust Empirical Hypothesis to add 1 evidence to it. Spend 1 evidence: Draw 1 card.

Myriad. Fast. If you have 3 copies of Segment of Onyx in play: Set them aside, out of play. Search your bonded cards for Pendant of the Queen and put it into play.

Discard a card with at least 1 skill icon from your hand: Place 1 resource on Archaic Glyphs from the token pool, as a secret. Forced - After the third secret is placed on Archaic Glyphs: Discard Archaic Glyphs and gain 5 resources. Record in your Campaign Log that "you have translated the glyphs."

Max 1 committed per skill test. If this test is successful, draw 1 card.

When any investigator draws an encounter card from the encounter deck, exhaust Dr. William T. Maleson and place 1 of your clues on your location: That investigator draws another card from the top of the encounter deck, chooses one of those 2 cards to resolve, and cancels and discards the other.

Customizable. When you purchase The Raven Quill, name a Tome or Spell asset and record that name on its upgrade sheet. Attach to a named asset you control. When you resign or the game ends: Either mark a checkbox on The Raven Quill's upgrade sheet, or reduce the experience cost to upgrade the attached asset before the next scenario by 1.

During your turn, if you are not engaged with any enemies, exhaust Pathfinder: Move to a connecting location.

Permanent. Limit 1 per investigator. Before setting up each game, draw 3 random cards from the tarot deck and choose 1. Place the chosen card in front of you, in the upright position. Each other investigator ignores its effects. Shuffle the rest back into the tarot deck.

: Investigate. Your location gets +3 shroud for this investigation. If you succeed, discover 1 additional clue at your location, discard Ancient Stone, and record in your Campaign Log that "you have identified the stone." Next to this, in parentheses, record the difficulty of this skill test.

Limit 1 per deck. : Search your bonded cards for Uncanny Growth and add it to your hand. If Ravenous Myconid has 3 or more growth on it: Move each growth to your resource pool, as resources. Record in your Campaign Log that "you have classified a new species."

Fast. Limit 1 Composure in play. You get +1 and +1 . Non-direct damage/horror must be assigned to Scientific Theory before it can be assigned to your investigator card. Spend 1 resource: You get +1 or +1 for this skill test.

Fast. Play after an investigator reveals a token during a skill test at your location. Discover 1 clue at your location.

Max 1 committed per skill test. If this test is successful, draw 1 card (2 cards instead if it succeeds by 2 or more).

If you have 8 or more cards in your hand, exhaust The World • XXI: Draw 1 card. When the game begins, if The World • XXI is in your opening hand: Put it into play.

After an enemy at your location is successfully evaded or defeated, exhaust Microscope: Place 1 resource on Microscope, as evidence. : Investigate. You get +1 for this investigation for each evidence on Microscope (max +3 ). If you succeed, you may spend up to 2 evidence to discover that many additional clues at your location.

Uses (3 secrets). Spend 1 secret: Investigate. Investigate any revealed location in play as if you were at that location.

When you would fail a skill test on a [seeker] card by 1 or less, exhaust Lab Coat: You succeed by 0, instead.

Permanent. You get +5 Deck Size. Your investigator's Deckbuilding Options gain: "one other level 0 card from any class ([guardian], [seeker], [rogue], [mystic], or [survivor])."

After you succeed at a skill test, exhaust Antikythera: If you succeeded by... -...exactly 1 or 3, discover 1 clue at your location. -...exactly 2 or 4, draw 1 card and gain 1 resource. -...exactly 5, you may take an additional action during your next turn.

Myriad. If you commit 3 copies of Three Aces to a skill test, that test automatically succeeds (do not reveal chaos tokens from the chaos bag). Then draw 3 cards and gain 3 resources (max once per test).

You get +1 and +1 while resolving an ability on a treachery card. After you succeed at a skill test while resolving an ability on a treachery card, exhaust Tooth of Eztli: Draw 1 card.

While you control a Tome or Relic asset, you get +1 . After you reveal a location or put a new location into play, exhaust Whitton Greene: Search the top 6 cards of your deck for a Tome or Relic asset and draw it. Shuffle your deck.

You may include up to 4 copies of Sled Dog in your deck. Up to 2 Sled Dog cards take up a single ally slot. Exhaust X Sled Dogs: Move. Move X times. Exhaust X Sled Dogs: Fight. You get +X for this attack. Instead of its standard damage, this attack deals X damage.

You may commit Long Shot to a fight or evasion test against an enemy at your location or a connecting location. If this test is successful, deal 1 damage to that enemy.

As an additional cost to play Bide Your Time, spend an action. During your next turn, you may take two additional actions.

Investigate. You may cancel the first chaos token revealed for this skill test, return it to the bag, and reveal a new one. If you succeed at this skill test, place 1 charge or secret on an asset controlled by an investigator at your location (if you succeed by exactly 1 or 3, place 2 charges or secrets on that asset instead).

After an enemy at your location is defeated: Place 1 resource (from the token pool) on this card, as evidence. While Dissection Tools has... - ... 1 or more evidence, you get +1 . - ... 2 or more evidence, you get +1 . - ... 3 or more evidence, you get +1 sanity.

You have 2 additional ally slots, which can only be used to hold Creature assets. When you play a Creature asset during your turn: Reduce that asset's cost by 1.

You get +1 . At the start of your turn, add 1 token to the chaos bag: Draw 1 card.

Uses (4 charges). : Investigate. For this investigation, you may use instead of , and you get +1 skill value. If you succeed, spend 1 or 2 charges. Instead of discovering a clue at your location, discover 1 clue at your location for each charge spent. If you succeed by 0, choose and discard a card from your hand.

After this skill test ends, add 1 token to the chaos bag for each point the performing investigator either succeeded or failed by.

Fast. After The Red-Gloved Man enters play: Choose two of your skills. While The Red-Gloved Man is in play, raise the base value of each of those skills to 6. Forced - At the end of the mythos phase: Discard The Red-Gloved Man.

Investigate. If you succeed, instead of discovering a clue at your location, discover a clue at a connecting location.

While Survey the Area is in your hand or committed to a skill test, it gains icons equal to your , and icons equal to your .

Uses (0 secrets). Secrets on Ariadne's Twine can be spent as if they were on any asset controlled by an investigator at your location. Exhaust Ariadne's Twine: Move 1 secret from an asset you control to your resource pool, as a resource, or vice versa.

You have 1 additional hand slot, which can only be used to hold a Tool asset. After you successfully investigate by exactly 1 or 3, exhaust Dr. Charles West III: Deal 1 damage to an enemy at your location.

As an additional cost to play Refine, spend an action. Immediately mark a checkbox on an upgrade sheet for a customizable card you own, even if it is not in play. Max once per game for each investigator.

Play only if you are not engaged with an enemy. Move. Choose an unrevealed location. Move (one location at a time) along the shortest path toward that location, until you enter that location. End this effect if you reveal a location, if an enemy engages you, or if your movement is blocked.

You get +1 . After Jeremiah Kirby enters play, choose "even" or "odd:" Reveal the top 5 cards of your deck. Draw each card with a cost that matches the chosen option. Shuffle the remaining cards into your deck.

Exhaust Old Book of Lore: Choose an investigator at your location. That investigator searches the top 3 cards of his or her deck for a card, draws it, and shuffles the remaining cards into his or her deck.

While you are not at the locus, you get +1 , +1 , and you may ignore attacks of opportunity. After Prophesiae Profana enters play: Choose a revealed location. That location is "the locus" until Prophesiae Profana leaves play. : Move any investigator to the locus.

Reduce the difficulty of skill tests you perform during 'parley' actions by 2.

Discover 3 clues at your location. Give any number of your clues to another investigator, or place any number of your clues on any location. You are defeated and suffer 1 mental trauma. This action does not provoke attacks of opportunity.

Evade. You may use instead of for this evasion attempt. If you succeed and the enemy is non-Elite, attach Transmogrify to it. Attached enemy gains: "Massive. Cannot move. After you evade this enemy: Discover 1 clue at its location. (Limit once per round.)"

Limit 1 per deck. As an additional cost to play this asset, place 1 resource on 4 different locations, as leylines. After you successfully investigate a location with a leyline, exhaust this asset: Move that leyline onto this asset. Then, if there are 4 leylines on it, discard it, take its leylines as resources, and record in your Campaign Log that "you have identified the gateway."

Parley. Choose a non-Elite enemy at your location and test or (8). This test gets -1 difficulty for each other card in your hand. If you succeed, automatically evade the chosen enemy and attach Existential Riddle to it. Attached enemy gains aloof.

Permanent. Limit 1 Covenant per deck. When an investigator at your location reveals a token during a skill test, exhaust Blasphemous Covenant: Treat that token's modifier as +1 instead of its normal modifier. After this test ends, return that token to the chaos bag.

Investigate. Add your or to your skill value for this investigation. If you succeed, instead of discovering clues at this location, attach Map the Area to it. Limit 1 per location. Reduce the difficulty of all skill tests at attached location by 1.

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.

You get +1 and +1 . During your turn, after you move to a location, exhaust Gené Beauregard: Move a clue or a non-Elite enemy from a connecting location to your location, or vice versa.

Fast. Play after revealing chaos tokens during a skill test at your location. Ignore the modifiers of each token revealed during this test. For each token ignored, deal 1 damage to an enemy at your location.

Fast. Seal (up to 3 ). If there are no tokens sealed on Favor of the Moon, discard it. When you would reveal a chaos token from the chaos bag, exhaust Favor of the Moon: Resolve a token sealed here instead, as if it were just revealed from the chaos bag. Then, gain 1 resource.

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.

As an additional cost to play Stirring Up Trouble, add tokens to the chaos bag equal to your location's shroud value. Discover 2 clues at your location.

After Backpack enters play: Search the top 6 cards of your deck for up to 3 non-weakness Item or Supply cards, and attach them facedown to Backpack. Shuffle your deck. Cards attached to Backpack may be played as if they were in your hand. If there are no cards attached to Backpack, discard it.

Commit only to a skill test from an ability printed on a scenario card.
If this skill test is successful, discover 1 clue at your location.

Reduce the cost to play Extensive Research by 1 for each other card in your hand. Discover 2 clues at your location.

Customizable. Uses (4 aether). If Hyperphysical Shotcaster has no aether, discard it. Spend 1 aether: Resolve the Manifest ability of the Hyperphysical Shotcaster's current form. Exhaust Hyperphysical Shotcaster: Change its form (to one you have unlocked on its upgrade sheet).

If this skill test is on a treachery and the test is successful, add that treachery to the victory display and attach The Eye of Truth to it. While attached, The Eye of Truth contributes its skill icons to all tests on copies of the attached treachery.

Limit 1 per investigator. Uses (1 inspiration). Exhaust Artistic Inspiration and discard 1 card from your hand: Replenish 1 inspiration on this card. After revealing chaos tokens for a skill test you are performing, spend 1 inspiration: You get +1 or -1 skill value for this skill test.

Campaign mode only. Permanent. Limit 1 per deck. Purchase only at deck creation. When you purchase this card, gain 10 experience. For the remainder of the campaign, you cannot earn experience.

Fast. Play when you draw a non-weakness treachery card. Place 1 of your clues on your location. Then, cancel that card's revelation effect.

You get +1 and +1 . After you successfully investigate: Place 1 resource (from the token pool) on Michael Leigh, as evidence (to a maximum of 3 evidence). When you initiate an attack, exhaust Michael Leigh and spend 1 evidence: You deal +1 damage for this attack.

Uses (0 resources). Resources on Mortar and Pestle may be spent to pay for Spell cards. After you discover 1 or more clues, exhaust Mortar and Pestle: Place 1 resource on it (from the token pool).

Myriad. Fast. Up to 3 Uncanny Specimen cards take up 1 arcane slot. When a , , , or symbol is revealed during a skill test at your location, discard Uncanny Specimen: Cancel that chaos token, return it to the chaos bag, and reveal a new one. If this test is successful, draw 1 card.

Attach to your location. Non-Elite enemies cannot move into attached location. Forced - When an investigator leaves attached location: Discard Barricade.

While you have... - ...5 or more cards in hand, you get +1 . - ...10 or more cards in hand, you get +1 . - ...15 or more cards in hand, you get +1 .

Uses (3 secrets). Exhaust Feed the Mind and spend 1 secret: Test (1). For each point you succeed by (to a maximum of 3), draw 1 card.

Permanent. Limit 1 per deck. Purchase at deck creation. Increase your deck size by 15. During each upkeep phase, instead of drawing 1 card, draw 2 cards and discard 1 of them.

Spend 1 resource: You get +1 for this skill test. Spend 1 resource: You get +1 for this skill test.

: Fight. You get +1 for this attack. Discard Knife: Fight. You get +2 for this attack. This attack deals +1 damage.

Fight. Choose a Tome asset you control. You get +X for this attack, where X is that asset's printed cost. If you succeed, you may either automatically evade the attacked enemy, or after the attack ends, you may resolve an or ability on the chosen asset (ignoring its cost, if any).

Uses (5 secrets). Exhaust Forbidden Tome and spend 1 secret: Draw 1 card. Then, if you have 10 or more cards in your hand and there are no secrets on Forbidden Tome, you may discard it to record in your Campaign Log that "you have translated the tome."

During your turn, if you have 8 or more cards in your hand, exhaust Farsight: Play an event from your hand (paying its cost).

While Well-Dressed is committed to a skill test during a parley action, it gains .

Choose an investigator at your location and test (2). If you succeed, heal 1 damage from that investigator. If you fail, deal 1 damage to that investigator.

After Medical Student enters play: Heal 1 damage and 1 horror from an investigator or Ally asset at your location.


Fast. Play after you discover the last clue at your location. Discover 2 clues at a location with a lower printed shroud value than your location.

: Add 1 token to the chaos bag. If there are 10 tokens in the chaos bag, discard Cryptic Grimoire: Record in your Campaign Log that "you have translated the grimoire." Replace 5 tokens in the chaos bag with 5 tokens.

After you reveal a non- symbol on a chaos token during a skill test you are perfoming, deal 1 damage to Heavy Furs: Cancel that chaos token and return it to the bag. Reveal a new chaos token.

Uses (4 secrets). Spend 1 secret: Choose any non-weakness treachery not attached to an Elite enemy. Until the end of the round, treat that card's printed text box as if it were blank (except for Traits).

Investigate. Choose a [seeker] asset in your hand. The difficulty of this skill test is equal to the chosen asset's printed cost. If you succeed, instead of discovering clues, put the chosen asset into play. If that asset has the Relic trait, draw 1 card.

Exhaust Encyclopedia: Choose an investigator at your location. That investigator gets +2 to a skill of your choice until the end of the 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.

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

Myriad. When you search your deck and Surprising Find is among the searched cards: Put it into play in your play area. You must commit it to the next eligible skill test you perform. If that test is successful, draw 1 card. (Max one Research ability per search.)

Play only if there is a clue on your location.
Place 2 secrets on an asset you control.

Parley. Choose a non-weakness Humanoid enemy at your location and test (3). This test gets +X difficulty, where X is that enemy's horror value. If you succeed, shuffle the chosen enemy into the encounter deck. If the chosen enemy is Elite, automatically evade it instead.

Customizable. Uses (3 supplies). Spend 1 supply: Choose an investigator at your location and test (1). If you succeed, that investigator performs one of the following options - - Draw 2 cards. - Gain 2 resources.

Fast. Play during any investigator's turn. Play only if you have 5 or more remaining sanity. Choose a non-Elite enemy at your location. Until the end of the active investigator's turn, that enemy gets -2 fight and -2 evade.

You have 2 additional tarot slots. When the game begins, if Anna Kaslow is in your opening hand: Put her into play. After Anna Kaslow enters play: Search your deck for a Tarot asset and put it into play.

Place 1 of your clues on your location. Then, heal 3 damage from an investigator or Ally asset at your location.

One at a time, in any order, if you control a... - [rogue] card, you may move to a connecting location. - [guardian] card, deal 1 damage to an enemy at your location. - [seeker] card, discover 1 clue at your location. - [mystic] card, heal 1 horror from any card. - [survivor] card, heal 1 damage from any card.

Choose an Ally asset you control and return it to your hand. Then, search the top 9 cards of your deck for an Ally asset and play it, reducing its cost by X. X is the cost of the Ally asset returned to your hand. Shuffle your deck.

Uses (2 resources). Replenish these resources at the start of each round. Resources on Crafty may be spent to pay for Insight, Tool, or Trick cards. During a skill test on a Insight, Tool, or Trick card, spend 1 resource from Crafty: You get +1 skill value for this test.

As an additional cost to play this card, you must search your bonded cards for 1 copy of Guardian of the Crystallizer and shuffle it into your deck. After you play an event: Attach it facedown to Crystallizer of Dreams instead of discarding it (to a maximum of 5 attached events). Attached events may be committed to skill tests as if they were in your hand.

After you commit Daredevil to a skill test, discard cards from the top of your deck until you discard a [rogue] skill you can commit to this test. Commit it. Shuffle each weakness that was discarded by this effect back into your deck.

While Defensive Stance is in your hand or committed to a skill test, it gains icons equal to your , and icons equal to your .

In player order, each investigator draws 1 card from the top of the encounter deck. Then, add Delve Too Deep to the victory display.

When a non-Elite enemy spawns at your location, discard Disc of Itzamna: Discard that enemy.

Permanent. Limit 1 per deck. Purchase at deck creation. After each scenario of a campaign, reduce the experience cost of the first 2 cards you upgrade before the next scenario by 1. Increase the experience cost for you to purchase new cards by 1.

Uses (3 secrets). Exhaust Eldritch Sophist: Move 1 secret or charge from an asset you control to another asset controlled by an investigator at your location.

Uses (4 secrets). Spend 1 secret: Choose a revealed location up to 3 connections away from your location. Move to that location.

If a token is revealed during this skill test, you may return Fey to your hand when this test ends.

Commit only to a skill test during an attack or evasion attempt. You can commit this skill to an investigator's test at any location.

: Fight. If you have no resources in your resource pool, this attack deals +1 damage. During an attack using Fire Axe, spend 1 resource: You get +2 for this skill test. (Limit three times per attack.)

Draw 1 card. Shuffle any number of non-weakness cards from your hand into your deck. Then, draw that many cards.

Choose another investigator at your location who has yet to take their turn this round. During their turn this round, the chosen investigator gets +1 to each of their skills, and may take an additional action. Playing Guidance does not provoke attacks of opportunity.

Uses (4 secrets). During a skill test at your location: The performing investigator may search the top 3 cards of their deck for a card that can be committed to this test. You may spend 1 secret to commit that card. Shuffle the performing investigator's deck. (Limit once per test.)

While your current location is connected to at least 2 other locations, you get +1 and +1 . While your current location is connected to at least 4 other locations, you get an additional +1 and +1 .

Fast. During a skill test while fighting or investigating, exhaust Ice Pick: You get +1 skill value for this test.

You may commit Justify the Means to any type of test. As an additional cost to commit Justify the Means to a skill test, add tokens to the chaos bag equal to this test's difficulty. This test automatically succeeds.

You get +1 to each of your skills for each horror on Key of Ys. Forced - When any amount of horror would be placed on you: Place 1 of that horror on Key of Ys. Forced - When Key of Ys leaves play: Discard the top 10 cards of your deck.

While Leadership is committed to a skill test being performed by another investigator, Leadership gains . If this test is successful, gain 2 resources. If Leadership is committed to a skill test being performed by another investigator, that investigator also gains 2 resources.

You may take an additional action during your turn.

: Fight. You get +1 for this attack. If the attacked enemy is the only enemy engaged with you, this attack deals +1 damage.

: Fight. You get +1 for this attack (+2 instead if you have 3 or fewer remaining sanity). If this attack defeats an enemy, you may heal 1 horror. As an additional cost to initiate this ability, you may take 1 horror to have this attack deal +1 damage.

Play only if there are no enemies at your location. Heal 3 horror and draw 1 card.

You have 1 additional tarot slot. Each non-weakness Tarot asset in your hand or committed to a skill test gains . When the game begins, if Moon Pendant is in your opening hand: Put it into play.

Choose an investigator at your location. That investigator searches the top 6 cards of his or her deck for a card, draws it, and shuffles his or her deck.

While Occult Theory is in your hand or committed to a skill test, it gains icons equal to your , and icons equal to your .

Choose an enemy at any location other than yours. Move twice toward that enemy. Discover 1 clue at each location you entered by this effect.

Fight. You get +1 for this attack. If you succeed, you may fight that enemy again. You get +2 and deal +1 damage for that attack.

Uses (3 supplies). Spend 1 supply, exhaust Painkillers, and take 1 horror: Heal 1 damage.

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 after an Ally asset at your location is discarded by a card effect or is defeated. Either return that asset to its owner's hand, or its owner draws 3 cards.

Shuffle your discard pile into your deck and draw 1 card. Remove Quantum Flux from the game.

If this skill test is successful by 2 or more, after it resolves, you may immediately take an action as if it were your turn (this action does not count toward the number of actions you can take each turn).

Max 1 committed per skill test. Commit to a skill test only if you have 3 or fewer remaining sanity.

Max 1 committed per skill test. Commit to a skill test only if you have 3 or fewer remaining sanity.

Max 1 committed per skill test. Commit to a skill test only if you have 3 or fewer remaining sanity.

Permanent. Spend 1 resource: You get +1 for this skill test. Spend 1 resource: You get +1 for this skill test.

Max 1 committed per skill test. You may commit Take Heart to any type of test. If this test fails, the performing investigator draws 2 cards and gains 2 resources.

Fast. Play during any window. Add 3 tokens to the chaos bag. Then, add 3 tokens to the chaos bag and draw 1 card.

When you play a card, exhaust The Fool • 0: Reduce that card's cost by 1. When the game begins, if The Fool • 0 is in your opening hand: Put it into play.

Uses (3 supplies). Spend 1 supply, exhaust Thermos: Heal 1 damage from an investigator at your location (2 damage instead if he or she has 2 or more physical trauma). Spend 1 supply, exhaust Thermos: Heal 1 horror from an investigator at your location (2 horror instead if he or she has 2 or more mental trauma).

If Timeworn Brand is ready: Fight. You get +2 and deal +1 damage for this attack. Exhaust Timeworn Brand: Fight. Add your to your skill value for this attack. This attack deals +3 damage. If this attack defeats an Elite enemy, draw 3 cards. (Max once per game.)
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 .

You get +1 during evasion attempts.

Fast. Play after a location enters play or is revealed during an investigator's turn. Until the end of the active investigator's turn, that location gets -1 shroud. You may move 1 clue to that location from any other location.

You may play Winging It from your discard pile. If you do, shuffle it into your deck after resolving its effects. Investigate. Your location gets -1 shroud for this investigation. (If you played Winging It from your discard pile, discover 1 additional clue if you succeed.)