
Uses (6 supplies). Spend 1 supply: Investigate. You may use instead of for this investigation. If you succeed, gain 1 resource.

After you succeed at a skill test by 2 or more, exhaust Lucky Cigarette Case: Draw 1 card.

After Out the Door is committed to a skill test, the performing investigator gains 2 resources. If this skill test fails, that investigator loses 2 resources.

You get +1 . During your turn, exhaust Olivier Bishop: Move to a connecting location.

Commit only to a skill test you are performing. As an additional cost to commit "Watch this!" to a skill test, spend up to 3 resources. If you succeed by 1 or more, gain twice that many resources.

Uses (3 supplies). If Lockpicks has no supplies, discard it. Exhaust Lockpicks: Investigate. Add your value to your skill value for this investigation. If you do not succeed by at least 2, remove 1 supply from Lockpicks.

Fast. Play after you successfully evade an enemy. Discover 1 clue at your location (if you succeeded by 2 or more, you may discover 1 clue at a connecting location, instead).

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

: Fight (). Add your to your for this attack. If this attack succeeds by 2 or more against a non-Elite enemy, you may exhaust Polished Cane to automatically evade that enemy.

Uses (4 ammo). Spend 1 ammo: Fight (). If the targeted enemy is exhausted, this attack deals +1 damage.

Spend 1 resource: You get +1 for this skill test (+2 instead if this is an evasion or parley). Spend 1 resource: You get +1 for this skill test (+2 instead if this is an evasion or parley).

Fast. Play only during your turn. Play an Item asset from your hand, reducing its cost by 2. When your turn ends, return an Item asset you control to your hand.

Investigate. Add your value to your skill value for this investigation. If you succeed by 1 or more, you may automatically evade an enemy at this location. If you succeed by 3 or more, return Breaking and Entering to your hand at the end of your turn. This action does not provoke attacks of opportunity.

Max 1 committed per skill test.

Limit 1 Mask per investigator. Uses (2 offerings). Replenish 1 of these offerings after you move out of a location with an enemy. Spend 1 offering: You get +2 or +2 for this skill test. (Limit once per test.)

Commit only to a skill test you are performing. Max 1 committed per skill test. Easy Street gains for every 3 resources you have (to a maximum of ).

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

Parley. Choose a non-Elite enemy at your location with X remaining health. That enemy disengages from each investigator and gains aloof until the end of the round. Discover 1 clue at your location.

Fight. This attack uses instead of . This attack deals +2 damage.

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).

Investigate. This investigation uses instead of . If you succeed, discover 2 additional clues at your location.

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.

Limit 1 per investigator. Uses (3 renown). If there is no renown on Center Stage, discard it. During a skill test, spend 1 renown and exhaust Center Stage: You get +1 skill value for each action you have spent this round (including this one, if this is triggered during one of your actions).

Deal 2 damage to an exhausted enemy at your location.

Limit 1 per investigator. When your turn begins, if there are no other investigators at your location: Gain 1 resource.

Gain 3 resources.

Uses (3 ammo). Spend 1 ammo: Fight. You may use instead of for this attack. This attack deals +1 damage. After you fail a skill test while parleying with an enemy: Put British Bull Dog into play from your hand.

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

For each point this skill test succeeds by, after it resolves, you may immediately move to a connecting location (to a maximum of 3 times).

Limit 1 per investigator. After you successfully evade an enemy, exhaust Sticky Fingers: Gain 1 resource.

Uses (4 supplies). Spend 1 supply: Evade. You get +2 for this evasion attempt. If you succeed and the evaded enemy is non-Elite, it does not ready during the next upkeep phase.

Fast. Play only during your turn. Disengage from each enemy engaged with you and move to a revealed location with no enemies.

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

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.

You gain 1 additional resource during the upkeep phase. Forced - After you fail a skill test: Deal 1 horror to Marcus Sengstacke.

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

As an additional cost to play Bank Job, spend an action. Investigators at your location gain a total of 8 resources, distributed as you wish.

Permanent. You begin each game with 2 additional resources.

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.

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

: Investigate (). You get +1 for this test. If you succeed, you may discard Hand-Crank Flashlight for your location to get -1 shroud until the end of the round.

After you evade an enemy, exhaust Pickpocketing: Draw 1 card.

Limit 1 per investigator. Exhaust Well Connected: You get +1 skill value for this skill test for every 5 resources you have.

Spend 1 resource: Choose an Item asset from your hand and play it (paying its cost).

: Fight. You get +1 for this attack. If you succeed, you may spend 1 additional action to deal +1 damage for this attack.

Exhaust Stealth: Evade. The chosen enemy gets -2 evade for this evasion attempt. If you successfully evade the enemy, disengage with it but do not exhaust it. Until the end of your turn, that enemy cannot engage you.

Fast. Play when you would succeed at a skill test. You get +2 skill value for this test.

Play only if there is a scenario card with a 'resign' ability in play. Resign. You get the hell out of here.

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

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

Fast. Play only during your turn. Put an Item asset into play from your hand. At the end of your turn, if that asset is still in play, return it to your hand.

Fast. Play when an enemy would spawn at your location. Immediately move to a connecting location. (The enemy still spawns at your previous location.)

Choose an asset controlled by an investigator at your location. Double the number of ammo or supply tokens on that asset.

Max 1 committed per skill test. Double the difficulty of this skill test. If this skill test is successful, resolve the effects of the successful test twice.

Uses (4 supplies). Spend 1 supply: Choose an investigator at your location to heal 1 horror. Then, that investigator tests (2). If the test succeeds, he or she heals 1 additional horror. If the test fails, he or she discards 1 card at random from his or her hand.

Parley. Search the top 9 cards of the encounter deck for a non-Elite enemy, draw it, and gain resources equal to that enemy's printed health. Shuffle the encounter deck.

Fast.

Max 1 committed per skill test. If this test is successful by 2 or more, the performing investigator may disengage from each enemy and move to a revealed connecting location.

Fast. Play when an enemy attacks you. Evade. Attempt to evade the attacking enemy. If you succeed, cancel that enemy's attack.

Evade. Add your value to your skill value for this evasion attempt. If you succeed by 2 or more, deal that enemy 1 damage. If that enemy is non-Elite, you may move it to a connecting location.

Evade. When this action begins, gain 2 resources.

Fast. Play during any investigator's turn, except during an action. 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.

Fight. Add your value to your skill value for this attack. If you succeed by 1 or more, automatically evade the attacked enemy. If you succeed by 3 or more, return Cheap Shot to your hand at the end of your turn.

Exceptional. Uses (0 charges). Forced - After your turn begins: Either place 1 charge here, or take all charges here, as resources. Then, if it has exactly... - 1 charge, you get +3 skill value for your next skill test. - 2 charges, you may move up to 2 times. - 3 charges, you may take an additional action this turn.

Permanent. You have 1 additional accessory slot.

Permanent. You have 1 additional ally slot.

Fast. Play after you succeed at a skill test while parleying. Discover 2 total clues from among your location and connecting locations.

During your turn, remove Ace of Rods from the game: You may take an additional action this turn, during which you get +2 to each of your skills. When the game begins, if Ace of Rods is in your opening hand: Put it into play.

Fast. Uses (4 ammo). Spend 1 ammo: Fight. If the attacked enemy is exhausted, you get +2 and deal +1 damage for this attack.

Exceptional. Fast. Play only during your turn. You may take an additional 3 actions this turn.

Choose a non-Elite enemy at a revealed location up to 2 connections away. Swap places with that enemy.

Customizable. Fast. Play this card only after one of the following conditions is met: - The agenda or act advances. - You succeed at a skill test by 3 or more. Immediately take an action as if it were your turn. (Max once per round.)

You get +1 and +1 . Exhaust Lola Santiago and spend X resources: Discover 1 clue at your location. X is the shroud value of 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.

Exceptional. When a phase begins, remove The Gold Pocket Watch from the game: Skip this phase. After a phase ends, remove The Gold Pocket Watch from the game: Repeat that phase.

Permanent. In between each game of a campaign, you may swap up to two level 0 cards out of your deck in exchange for an equal number of level 0 cards. (You must still follow all deckbuilding rules for your investigator).

Exceptional. While you have... - ...10+ resources, you get +1 health and +1 sanity. - ...15+ resources, you may take one additional action during your turn. - ...20+ resources, you get +1 to each of your skills.

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.

Spend 3 resources and exhaust High Roller: You get +2 skill value for this skill test. If you succeed, gain 3 resources.

Commit only to a skill test you are performing. If you succeed by 3 or more, return Opportunist to your hand after this test instead of discarding it.


Fast. Play when you successfully evade a Humanoid enemy or successfully investigate. Play an Item asset from your hand, reducing its cost by X, where X is the amount you succeeded by. Attach "I'll take that!" to that asset. Attached asset gains Illicit.

Move. Move up to 3 times. Enemies do not engage you during this movement.

You get +1 during evasion attempts.

Parley. Choose an enemy at your location and test (0). For each point you succeed by, gain 1 resource (to a maximum of 6). If you fail, that enemy attacks you.

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

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