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

"Ashcan" Pete deck only. Exhaust Duke: Fight. You attack with a base skill of 4. This attack deals +1 damage. Exhaust Duke: Investigate. You investigate with a base skill of 4. You may move to a connecting location immediately before investigating with this effect.

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

"Ashcan" Pete deck only. Replacement. Exhaust Pete's Guitar: Choose a non-Elite enemy at your location or a connecting location. Move that enemy once in a direction of your choice. Then, if there are no enemies at your location, either heal 1 horror or gain 1 resource.

Strength in Numbers gains a icon for each different class among cards you control.

Attach to your location. If there are no investigators at attached location, discard Ambush. Forced - After an enemy spawns at attached location: Deal 2 damage to that enemy and discard Ambush.

"Ashcan" Pete deck only. Exhaust Duke: Fight. You attack with a base skill of 4. This attack deals +1 damage. Exhaust Duke: Investigate. You investigate with a base skill of 4. You may move to a connecting location immediately before investigating with this effect.

Fast. Play when you would fail a skill test. Get +2 to your skill value for that test.

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

If this skill test is successful, choose a [survivor] card not named Resourceful in your discard pile. Add the chosen card to your hand.

Max 1 committed per skill test.

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

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.

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.

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

After you fail a skill test, exhaust Rabbit's Foot: Draw 1 card.

Max 2 Dilemma per round. Revelation - Choose an investigator and decide (choose one): - The chosen investigator must immediately take an action as if it were their turn, then discards 1 card at random from their hand. - The chosen investigator loses 1 action during their next turn, then draws 3 cards.

You get +1 . After your turn ends: Heal 1 horror from Peter Sylvestre.

Limit 1 Footwear per investigator. You get +1 . After you move, but before enemies at your new location engage you, exhaust Track Shoes: Test (3). If you succeed, move to a connecting location.

Fast. Play after you fail a skill test by 2 or less while investigating. Discover 2 clues in your location.

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.

Choose a level 0 card in your discard pile. Add the chosen card to your hand.


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

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

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

Permanent. Limit 1 per deck. Purchase at deck creation. Forced - When your first turn of the game begins: Discard the top 10 cards of your deck.

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

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

You may take an additional action during your turn.

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.

: 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.)

Gain 3 resources.

Permanent. Limit 1 per deck. During the upkeep phase, you may choose to not gain resources. While you have no resources in your resource pool, you get +1 , +1 , +1 , and +1 .

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

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

After you successfully investigate by 2 or more, exhaust Scavenging: Choose an Item card in your discard pile and add it to your hand.

"Ashcan" Pete deck only. Replacement. Exhaust Pete's Guitar: Choose a non-Elite enemy at your location or a connecting location. Move that enemy once in a direction of your choice. Then, if there are no enemies at your location, either heal 1 horror or gain 1 resource.

Fast. You get +1 while investigating.

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

Permanent. You have 1 additional ally slot.

Strength in Numbers gains a icon for each different class among cards you control.

Customizable. Uses (2 time). If Makeshift Trap has no time, discard it. Attach to your location. Each non-Elite enemy at attached location get -1 fight and -1 evade. Forced - At the end of the round: Remove 1 time from Makeshift Trap.

Commit only to a skill test you are performing, and only if the difficulty of that test is higher than your base skill value. Rise to the Occasion gets +X icons, where X is the difference between your base skill and this test's difficulty (to a maximum of +3 icons).

Uses (3 keys). If there are no keys on Old Keyring, discard it. : Investigate. Your location gets -2 shroud for this investigation. If you succeed, remove 1 key from Old Keyring, and if this test's difficulty is 0, you discover 1 additional clue.

Fast. Attach Hiding Spot to any location. Each non-Elite enemy at attached location gains aloof. Forced - At the end of the enemy phase, if a ready enemy is at attached location: Discard Hiding Spot.

Uses (3 supplies). If Matchbox has no supplies, discard it. During any investigator's turn, exhaust Matchbox and spend 1 supply: Your location gets -1 shroud until the end of this turn.

Fast. Play after you fail a skill test by 2 or less while attacking an enemy engaged with you. Deal this attack's damage to a different enemy at your location.

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

Blessed, Chosen, Drifter deck only. Choose and resolve two of the following, in any order: - Draw 2 cards. - Discover 1 clue at your location. - Heal 1 damage. - Heal 1 horror.

: 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.

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

Search the top 9 cards of the encounter deck for a non-Elite enemy and spawn it engaged with you (instead of its normal spawn location). Then, discover 1 clue at your location and gain X resources, where X is that enemy's health value. Shuffle the encounter deck.

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.

If this skill test is successful during an evasion attempt, the evading investigator may immediately disengage from each other enemy engaged with him or her, and may move to a connecting location.

You get +1 . Jessica Hyde enters play with 2 damage on her. After your turn ends: Heal 1 damage from Jessica Hyde.

You get +1 . Discard Beat Cop: Deal 1 damage to an enemy at your location.

When you commit cards to a skill test you are performing, choose a [survivor] skill card in your discard pile and discard 1 card from your hand: Commit the chosen skill to this test. After this skill test resolves, place that skill card on the bottom of your deck. (Limit once per round.)

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

Attach to your location. If there are no investigators at attached location, discard Ambush. Forced - After an enemy spawns at attached location: Deal 2 damage to that enemy and discard Ambush.

Fast. Play when you draw a non-weakness treachery card. Cancel that card's revelation effect. Then, take 1 horror.

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

Fast. Play after you successfully attack a non-Elite enemy using a Melee asset. Attach Grievous Wound to the attacked enemy. Forced - At the end of the round: Deal 1 damage to attached enemy.

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.

Fast. Play when you would draw an encounter card during the mythos phase. Instead, search the encounter deck for an enemy, spawn it engaged with you (instead of its normal spawn location), attach On the Hunt to it, and shuffle the encounter deck. When you defeat attached enemy: Gain 3 resources.

Evade. If you succeed, if the enemy is non-Elite, evade the enemy and move it to a connecting location.

Customizable. Limit 1 per investigator. During a skill test you are performing, exhaust Pocket Multi Tool: You get +1 skill value for this test.

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

If you have no cards in your hand, exhaust Madame Labranche: Draw 1 card. If you have no resources, exhaust Madame Labranche: Gain 1 resource.

: Fight. You get +2 for this attack. This attack deals +1 damage. If a or symbol is revealed during this attack, discard Baseball Bat after the attack resolves.

You get +2 while investigating if you have no clues.

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

Test (1). If you succeed, attach Breach the Door to your location with 1 resource on it for each point you succeeded by, as leads. Reduce attached location's shroud by 1 for each lead on Breach the Door.

Fast. Play after a skill test you failed ends (after resolving all effects from the failed test). Attempt that test again. You get +2 skill value for this test.

Fast. Play when an investigator at your location draws a non-weakness treachery card. Cancel that card's revelation effect. Exile A Test of Will.

Limit 1 Mask per investigator. Uses (2 offerings). Replenish 1 of these offerings after you take 1 or more damage and/or horror. Spend 1 offering: You get +2 or +2 for this skill test. (Limit once per test.)

Fast. Play when the "draw encounter cards" step of the mythos phase would begin. Instead of resolving that step, look at the top X cards of the encounter deck, where X is the number of investigators. Deal those cards among the investigators as you wish, dealing no more than 1 card to each investigator other than yourself. Then, one at a time, each investigator draws the card(s) dealt to them.

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

Fast. Play after another investigator draws a non-peril encounter card, but before resolving that card's effects. You are considered to have drawn that encounter card, instead. You get +2 to each of your skills while resolving that card's revelation effect.

Uses (3 supplies). If Bandages has no supplies, discard it. After an investigator or Ally asset at your location takes 1 or more damage, spend 1 supply: Heal 1 damage from that card.

Fast. Play only during your turn. Until the end of your turn, do not reveal chaos tokens for any skill tests you perform.

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

Fast. Play before revealing a chaos token during an investigation you are performing, and only if the difficulty of this test is currently 0. This test automatically succeeds. You discover 1 additional clue at this location and 1 additional clue at any location.

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

Choose either your location or a connecting location. Deal 3 damage to each enemy and to each investigator at the chosen location.

Myriad. A Glimmer of Hope can only be played from your discard pile. Add all copies of A Glimmer of Hope in your discard pile to your hand (including this copy).

Discard Stray Cat: Automatically evade a non-Elite enemy at your location.

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

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

: Investigate. Your location gets -1 shroud for this investigation. Discard Lantern: Deal 1 damage to an enemy at your location. This action does not provoke attacks of opportunity.

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


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.

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

Uses (5 secrets). If Schoffner's Catalogue has no secrets, discard it. You may spend secrets on Schoffner's Catalogue as resources to pay for Item assets played by any investigator at your location.

Choose an exhausted non-Elite enemy at your location and test (X), where X is that enemy's evade value. If you succeed, defeat that enemy.

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 when an enemy attacks an investigator at your location. Cancel that attack.

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.)

If this skill test is successful, ready an Ally asset at your location and heal 1 damage and 1 horror from it.

When you initiate a skill test, exhaust Drawing Thin: Increase the difficulty of this skill test by 2. Gain 2 resources or draw 1 card.

Evade. Automatically evade all enemies at your location.

Customizable. When you purchase Grizzled, choose and record two Traits on its upgrade sheet. If this is a skill test on or against an encounter card (including fighting, evading, or parleying), Grizzled gains for each of the chosen traits that encounter card possesses.

Fast. Play when you reveal a chaos token that would reduce your skill value to 0 during a skill test (including the token). Cancel that token and treat it as an token, instead.

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.

Limit 1 per investigator. Cannot leave play. After you play Unscrupulous Loan: Gain 10 resources. Forced - When the game ends or you are eliminated, if you have fewer than 10 resources in your resource pool: Exile Unscrupulous Loan.

Choose an Ally asset with printed resource cost X in any player's discard pile. Put that asset into play under your control.

You get +1 . After you succeed at a skill test by exactly 3: Place 1 resource on Alton O'Connell, as evidence. Exhaust Alton O'Connell and spend X evidence: Discover 1 clue at your location. X is the shroud value of your location.

You get +1 . After a skill test at your location begins, exhaust Crystal Pendulum: Name a number. If this test succeeds by that number or fails by that number, draw 1 card.

Uses (3 tries). If Try and Try Again has no tries, discard it.
After a skill test is failed, if a skill card you own is committed to that test, exhaust Try and Try Again and spend 1 try: Return that skill card to your hand.

Uses (2 ammo). Spend 1 ammo: Fight. You get +2 and deal +1 damage for this attack. If you fail, place 1 ammo on .18 Derringer.

You get +1 . After you defeat an enemy, exhaust Grete Wagner and deal 1 damage to her: Discover 1 clue at your location.

You get +1 and +1 . You cannot play or commit Moonstone from your hand. After you discard Moonstone from your hand: Play it (paying its cost).

Play only during one of your turns in which you defeated enemies with a total of 6 or more health. Add "Let God sort them out..." to the victory display and immediately end your turn. When earning experience during the resolution of this scenario, you earn 1 additional experience.

Choose and discard from play a non-weakness treachery that is not attached to an Elite enemy.

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.

: Fight. You get +2 for this attack. Discard Gravedigger's Shovel: Discover 1 clue at your location.

You may play Impromptu Barrier from your discard pile. If you do, shuffle it into your deck after resolving its effects. Evade. The chosen enemy gets -1 evade for this evasion attempt. (If you played Impromptu Barrier from your discard pile, you may evade an additional enemy at the same location with evade X or lower. X is the amount you succeed by.)

Uses (3 durability). Attach to an Item asset controlled by an investigator at your location. During a skill test on attached asset, spend 1 durability: You get +2 skill value for this test.

Commit only to a skill test with no other cards committed to it. Other cards cannot be committed to this skill test. Last Chance loses for each card in your hand.

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

You may play Improvised Weapon from your discard pile. If you do, shuffle it into your deck after resolving its effects. Fight. The attacked enemy gets -1 fight for this attack. (If you played Improvised Weapon from your discard pile, this attack deals +1 damage.)

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

Draw the top card of the encounter deck. Then, discover 2 clues at your location.

Improvised Shield can only be played from your discard pile. Forced - When Improvised Shield is defeated: Shuffle it into your deck instead of discarding it.

Either (choose one): - Fight. You get +3 and deal +2 damage for this attack. Exile Flare. - Search the top 9 cards of any investigator's deck for an Ally asset and put it into play under your control. Then, exile Flare. Shuffle the searched deck.

Choose a Weapon or Tool asset in your discard pile. Resolve an ability on that asset, ignoring all costs (including its cost). After this effect resolves, shuffle the chosen asset into your deck. Playing this card does not provoke attacks of opportunity.

Exhaust Yaotl: During this skill test, you get a bonus to each skill equal to the number of matching skill icons on the top card of your discard pile (not counting icons). : Discard the top card of your deck. (Limit once per phase.)

Choose an investigator at your location. That investigator search the top 9 cards of their deck for a Weapon asset, adds it to their hand or plays it (paying its resource cost), and shuffles their deck.

Fast. Play only during your turn. Play Talisman of Protection under the control of any investigator at your location. When you assign damage and/or horror that would defeat you, discard Talisman of Protection: Cancel up to 2 of that damage and/or horror.

: Fight. You get +1 and deal +1 damage for this attack. Discard Fire Extinguisher: Evade. Automatically evade all enemies engaged with you. You may exile Fire Extinguisher instead of discarding it to discard each non-Elite enemy evaded by this effect.

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.)

Uses (3 supplies). If First Aid has no supplies, discard it. Spend 1 supply: Heal 1 damage or horror from an investigator at your location.

Myriad. X is the number of other copies of Fortuitous Discovery in your discard pile. Investigate. You get +X for this investigation. If you succeed, discover X additional clues at your location.

Choose another investigator at your location. Both you and that investigator gain 2 resources.

Uses (4 secrets). After an investigator at your location fails a skill test by 2 or more, exhaust Grimm's Fairy Tales and spend 1 secret: Heal 1 horror from that investigator.

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.

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

Fast. Play after you fail a skill test by 2 or less during an evasion attempt against a non-Elite enemy. Place that enemy on top of the encounter deck.

Permanent. You have 1 additional accessory slot.

Commit only to a skill test you are performing. After revealing chaos tokens for this test, you may choose to exile Stroke of Luck. If you do, this test is automatically successful (unless a token was revealed).

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.

Uses (4 ammo). Spend 1 ammo: Fight. You get +1 for this attack. This attack deals +1 damage.

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

You have two additional hand slots, which can only be used to hold Weapon assets. While you have Weapon assets held in 2 or more hand slots, you get +1 .

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.

You get +1 , +1 , and -2 sanity. When you would be defeated by horror, discard St. Hubert's Key: Immediately heal 2 horror.

Choose an investigator at your location. Heal 2 damage from that investigator or from an Ally asset he or she controls.

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.)

Fast. Play when you are assigned damage and/or horror that would defeat you. Cancel up to 4 of that damage and/or horror.

You get +1 and +1 . When an investigator at your location would fail a skill test, exhaust Granny Orne: That investigator either gets +1 skill value or -1 skill value for that test.

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.

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

Fast. Play after you successfully evade an enemy by 2 or more. Discover 1 clue at that enemy's location.

When an enemy attacks you, exhaust Aquinnah and deal 1 horror to her: Deal that enemy's damage to another enemy at your location, instead. (You still take horror dealt by the attack.)

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

Fast. Play only during your turn. Until the end of the round, you get +X and +X , where X is the amount of horror on you.

: Fight. You get +1 and deal +2 damage for this attack. If this attack is successful, lose control of Pitchfork and attach it to your location. Attached location gains: ": Take control of Pitchfork. Any investigator at Pitchfork's location may trigger this ability."

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

You get +1 . After you discard 1 or more cards from your hand during your turn, exhaust Lawrence Carlisle: Gain 1 resource.

Parley. Choose an enemy at your location. Test (X), where X is the chosen enemy's fight or evade value, whichever is lower. If you succeed, exhaust the chosen enemy (but do not disengage from it). If it is non-Elite, it does not ready during the next upkeep phase. If you fail, return Stall for Time to your hand.

You get +1 during evasion attempts.

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.

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.

Exile a level 0-5 card in your hand. Discover 2 clues at your location. If the exiled card was level 2 or higher, remove 1 doom from the current agenda. Exile Burn After Reading. Card designed by the Council-in-Exile at Gen Con 2020

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.

Fast. Play only during your turn. Until the end of your turn, set the base value of each of your skills to 5, or the base value of one of your skills to 7.

Uses (3 charges). Exhaust Enchanted Bow: Fight. You must use either or instead of and get +1 skill value for this attack. This attack deals +1 damage. As an additional cost to initiate this ability, you may spend 1 charge to have this attack target a non-Elite enemy at a connecting location; if you do, ignore the aloof and retaliate keywords for this attack.

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 another investigator moves from your location to a connecting location, exhaust Safeguard: Move to that location.

Deal 2 damage to an exhausted enemy at your location.

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.

Uses (3 secrets). After you play a Tactic event, spend 1 secret and exhaust The Book of War: When your turn ends, return that event to your hand.

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

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.

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

Profane Idol can only be played from your discard pile. Forced - When Profane Idol is defeated: Shuffle it into your deck instead of discarding it.

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

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

Evade. When this action begins, gain 2 resources.

Uses (4 charges). When you are dealt damage and/or horror from an enemy attack, exhaust Flesh Ward and spend 1 charge: Cancel 1 damage or horror just dealt from that attack.

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.

If you have fewer than 5 resources, gain resources until you have 5 resources. If you have fewer than 5 cards in your hand, draw cards until you have 5 cards in your hand. Remove Nothing Left to Lose from the game.

While you control 2 or fewer Item assets, Able Bodied gains (while you control 1 or fewer Item assets, Able Bodied gains , instead).


When an enemy attack deals damage to Guard Dog: Deal 1 damage to the attacking enemy.

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

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

As an additional cost to play Task Force, spend an action. One at a time, in any order, choose an investigator at your location to... - ...resolve an ability on an asset they control without paying its cost. - ...move to a connecting location. - ...discover 1 clue at their location.

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.

You get +1 .

You get +1 . Exhaust Lonnie Ritter and spend 1 resource: Choose an Item asset controlled by an investigator at your location. Heal 1 damage from that asset and 1 horror from Lonnie Ritter.

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.

: Investigate. Investigate using instead of . If a , , , or symbol is revealed during this test, you may choose a revealed location connected to your location; you are now investigating as if you were at the chosen location instead of your location (you may use either shroud value).

Fast. Play only during your turn. Attach to an Ally asset you control. Attached asset gets +1 health and +1 sanity.

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.

While Pelt Shipment is in your hand, your maximum hand size is reduced by 3. When the game ends or you resign, if Pelt Shipment is in your hand: Reduce the experience cost of the next new card you purchase before the next scenario by 1.

You may commit Persistence to a skill test from your discard pile. If you do, shuffle it into your deck after this test ends.

Exhaust Spirit of Humanity and take 1 damage and 1 horror: Add 2 tokens to the chaos bag. Exhaust Spirit of Humanity and add 2 tokens to the chaos bag: Heal 1 damage and 1 horror.

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.

Fast. Play during any window. Add 4 tokens to the chaos bag.

Max 1 committed per skill test. You may commit Predestined to any type of test. If this test fails, either add 2 tokens to the chaos bag or remove 2 tokens from the chaos bag.

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

If Blessed Blade is ready: Fight. You get +1 for this attack. If a or token is revealed during this attack, this attack deals +1 damage. Before revealing chaos token(s) for this attack, you may exhaust Blessed Blade to add 1 token to the chaos bag.

Uses (4 secrets). Spend 1 secret: Heal 1 horror from an investigator at your location. Add 2 tokens to the chaos bag.

You may commit Contemplative to an investigation or skill test during a parley attempt at your location or a connecting location. If this test is successful, the performing investigator discovers 1 clue at their location.

Fast. Play when an enemy attacks an investigator at your location. Cancel that attack. Then, add tokens to the chaos bag equal to the attacking enemy's total combined damage and horror values.

Seal (up to 5 ). If Rite of Sanctification has no tokens sealed on it, discard it. When an investigator at your location plays a card, exhaust Rite of Sanctification and release a chaos token sealed on it: Reduce the cost of that card by 2.

Uses (3 charges). Exhaust Scrying and spend 1 charge: Look at the top 3 cards of any investigator's deck or the encounter deck. Return them to the top of that deck in any order.

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.

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. If you perform this attack against an enemy engaged with another investigator and you fail, you deal no damage.

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])."

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.

Max 1 committed per skill test. If this test fails, return Unexpected Courage to your hand.

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.

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

Discard Mysterious Raven and take 1 horror: Discover 1 clue at your location.

Uses (5 ammo). Spend 1 ammo: Fight. You get +2 and deal +1 damage for this attack.

If this skill test is successful during an evasion attempt, you may automatically evade another enemy at your location.

Max 2 Dilemma per round. Revelation - Choose two skills (, , , or ). Until the end of the investigation phase, each investigator gets +1 to each of the chosen skills, and -1 to each other skill.

Exhaust Mariner's Compass: Investigate. If you fail, ready Mariner's Compass. If you succeed and have no resources in your resource pool, discover 1 additional clue at your location. During an investigation using Mariner's Compass, spend 1 resource: You get +1 for this skill test. (Limit three times per investigation.)

Max 2 Dilemma per round. Revelation - If there are no enemies in play, draw 1 card. Otherwise, you must decide (choose one): - Each unengaged non-Elite enemy moves once toward the nearest investigator. - Each investigator disengages from each enemy engaged with them and moves once away from the nearest enemy.

Fast. Play after you reveal a chaos token during a skill test. Reveal an additional chaos token, switching its "-" to a "+". If that chaos token is a token, you automatically fail.

Fight. Add your value to your skill value for this attack. Immediately before this attack, you may engage the attacked enemy. This attack deals +1 damage (+2 damage instead if the enemy is non-Elite). If a symbol was revealed during this attack, return Spectral Razor to your hand at the end of your turn.

Permanent. Limit 1 per deck. Purchase only at deck creation. You earn 1 additional experience after each scenario of this campaign. If you are defeated, you are usurped by the homunculus (replace each signature card in your deck with a random basic weakness, flip this card, and swap it with your investigator for the remainder of the campaign).

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

Uses (4 secrets). Spend 1 secret: Choose an investigator at your location. That investigator draws 3 cards, then discards 1 card from their hand.

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.

Limit 1 per deck. Forced - After Miss Doyle enters play: Search your bonded cards for Hope, Zeal, and Augur. Randomly choose 1 to put into play and shuffle the other 2 into your deck. When Miss Doyle leaves play, find each of those assets (even if they are out of play) and set them aside, out of play.

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.

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.

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.

Uses (4 charges). Spend 1 charge: Fight. This attack uses instead of and deals +1 damage. If a , , , , or symbol is revealed during this attack, take 1 horror.

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.

Uses (4 charges). : Test (1). For each point you succeed by, you may spend 1 charge to heal 1 damage or 1 horror from an investigator at your location. If you succeed by 0, lose 1 resource.

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

Commit to a skill test only if you are engaged with an enemy. For each enemy engaged with you, "Not without a fight!" gains .


: Fight. You get -1 and deal +1 damage for this attack. : Fight. You get +2 and deal +2 damage for this attack.

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.

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 charges). Spend 1 charge: Evade. This evasion attempt uses instead of . You get +2 for this evasion attempt. If you succeed, deal 1 damage to the evaded enemy. If an , "+1," or "0" token is revealed during this evasion attempt, lose 1 resource.

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.

: Fight. This attack uses instead of . If a , , , or symbol is revealed during this attack, the attacked enemy gets -1 fight and -1 evade for the remainder of the turn (to a minimum of 1).

As an additional cost to play Unconventional Method, choose and discard an Item asset that takes up at least 1 hand slot from your hand or play area. Investigate. You get +X for this investigation, where X is the chosen asset's printed resource cost. If you succeed and that asset was in your play area, discover 1 additional clue at your location.

Play only as your first action. Discover 1 clue at your location (2 clues instead if there is an enemy at that location). This action does not provoke attacks of opportunity.

Return 3 Innate skills from your discard pile to your hand.

Uses (3 ammo). Spend 1 ammo: Fight. You get +2 for this attack. If you succeed by 2 or more, this attack deals +1 damage.

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.

Uses (2 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.

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.

If this skill test is successful, heal 1 horror.

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.

Choose a card you own that is attached to your location and exhaust Survival Technique: Add that card to your hand. During a skill test on a location or on a treachery attached to your location, exhaust Survival Technique: You get +2 skill value for this test.

Parley. Search the encounter deck and discard pile for a non-Elite enemy and spawn it exhausted and engaged with you. Draw cards equal to that enemy's combined damage and horror values.

As an additional cost to play Act of Desperation, choose and discard an Item asset that takes up at least 1 hand slot from your hand or play area. Fight. You get +X and deal +1 damage for this attack, where X is the chosen asset's printed resource cost. If you succeed and that asset was in your play area, gain X resources.

: Fight. You get +2 for this test. If you succeed by exactly 2, you may exhaust Katana to deal +2 damage for this attack. Exhaust Katana: Fight. Use instead of for this attack.

Discard 1 card from your hand: You get +2 skill value for this skill test. (Limit once per test.)

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.

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.

Exhaust Hunting Jacket: Choose 1 non-weakness card in your hand and attach it facedown to Hunting Jacket (max 3 cards attached). Then, gain 1 resource for each attached card. When Hunting Jacket is defeated: Draw each attached card.

Attach to your location. Uses (3 offerings). Attached location gains: " Draw the top card of the encounter deck, exhaust Shrine of the Moirai, and spend 1 offering: Return up to 2 cards with a total combined level of 5 or less from your discard pile to your hand. Any investigator at this location may trigger this ability." Card design by the Moirai at Arkham Nights 2019.

Limit 1 per investigator. Uses (2 supplies). After you discard 1 or more cards from hand, exhaust Ample Supplies: Place 1 supply on this card. Discard Ample Supplies: Move each supply on this card to your resource pool, as resources.

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).

After a , , , or symbol is revealed during a test you are performing: You get +1 skill value for this test.

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.

Each attached asset takes up no slots and its text box is treated as if it were blank (except for Traits). Exhaust Tool Belt: Choose one - attach a Tool asset in your play area to Tool Belt, switch a Tool asset in your play area with an attached asset, or detach an attached asset.

Fast. Play during any window. Engage. Fight. Choose a non-Elite enemy up to 2 locations away. Move that enemy to your location, engage it, and attack it.

Fast. Play after you defeat an enemy. Discover 1 clue at your location.

: Fight. You get +1 for this attack. After an enemy attack deals damage to you during the enemy phase, exhaust Survival Knife: Fight. This attack targets the attacking enemy. You get +2 and deal +1 damage for this attack.

Fast. : Fight. If you succeed by 2 or more, this attack deals +1 damage.

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.

Uses (4 charges). You may play events with "parley" from your discard pile as if they were in your hand. As an additional cost to play an event this way, spend 1 charge from Eldritch Tongue. After that event resolves, remove it from the game.

Fast. Play during your turn only if the final agenda is in play. Draw 1 card, gain 1 resource, and gain 1 additional action. Remove End of the Road from the game.

Max 1 committed per skill test. You may commit Gumption to any type of skill test. While Gumption is committed to a skill test, that test gets -2 difficulty.

Parley. Choose a Humanoid enemy at your location and test (3). This test gets +X difficulty, where X is the chosen enemy's damage value. If you succeed, discover 1 clue at your location and 1 clue at any other location.

Jacob Morrison does not ready during the upkeep phase. When you would fail a skill test, exhaust Jacob Morrison: You get +2 skill value for that test. After a token is revealed from the chaos bag during a skill test you are performing: Ready Jacob Morrison.

While you have 5 or more total remaining health and sanity, Steadfast gains (while you have 10 or more total remaining health and sanity, Steadfast gains , instead).

Fight. This attack deals +1 damage and is automatically successful. As an additional cost to perform this attack, the chosen enemy makes an attack against you.

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

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

Exhaust Crowbar: Investigate. This investigation attempt uses instead of . Exhaust Crowbar: Fight. You get +2 for this attack.

Fast. Play after you defeat an enemy. Draw 2 cards.

While Nautical Charts is in your hand, you may perform the below "" ability. If you do, discard Nautical Charts instead of exhausting it. Exhaust Nautical Charts: Investigate. You get +1 for this investigation. If you succeed, you may discard 1 card from hand to discover 1 additional clue at your location.

Uses (3 charges). Spend 1 charge: Investigate. Investigate using instead of . If you succeed, discover 1 additional clue at this location. If a , , , , or symbol is revealed during this test, after this test resolves lose all remaining actions and immediately end your turn.

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.

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).

Play only as your first action. Draw 1 card (2 cards instead if you drew an enemy this round). Then, heal 1 horror. This action does not provoke attacks of opportunity.

You get +1 health and +1 sanity. When the game begins, if Five of Pentacles is in your opening hand: Put it into play.

Uses (1 charge). Spend 1 charge: You get +2 skill value for this test. (Limit once per test.) After an enemy attacks you: Place 1 charge on Bangle of Jinxes.

Anytime you reveal a , , or symbol during a skill test, you may choose to use the following effects instead of that symbol's normal effects: : -1. The Black Cat takes 1 direct damage. : -1. The Black Cat takes 1 direct horror. : +5. Heal all damage and horror from The Black Cat.

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

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

Max 1 committed per skill test. While Sharp Vision is committed during a basic investigate action, it gains and the text: "If this test is successful by 2 or more, discover 1 additional clue at this location."

Permanent. Limit 1 per deck. Purchase at deck creation. Your deck cannot include more than 1 copy of each non-weakness, non-signature card (by title). Reduce your deck size by 5.

Exceptional. Permanent. Your investigator gains: "Deckbuilding Restrictions: No assets that take up an ally slot." When you play a [survivor] event, exhaust On Your Own: Reduce that event's cost by 2.

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

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

Max 1 committed per skill test. While Brute Force is committed during a basic fight action, it gains and the text: "If this test is successful by 2 or more, this attack deals +2 damage."

Exhaust Burglary: Investigate. If you succeed, instead of discovering clues, gain 3 resources.

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

Parley. Choose an enemy at your location and play a Weapon asset from your hand, reducing its cost by 1. You may then take a fight action with that weapon against the chosen enemy, using instead of the skill indicated.

Permanent. Limit 1 per deck. Purchase at deck creation. Forced - When your first turn of the game begins: One at a time, play any number of Item assets from your hand, reducing the cost of each by 1. During this turn, you have 3 fewer actions to take.

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.

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.

Permanent. During or before your first action of each of your turns, each skill test you perform gets +1 difficulty. During or after your third action of each of your turns, each skill test you perform gets -1 difficulty.

Spend 2 resources: You get +2 for this skill test. Spend 2 resources: You get +2 for this skill test.

Permanent. Limit 1 Covenant per deck. When an investigator at your location resolves a token during a skill test, exhaust Ancient Covenant: Do not reveal another token as part of this token's effect.

: Fight. Either use your or get +1 for this attack. When you initiate this ability, choose one - - Exhaust Ceremonial Sickle and place 1 doom on it to get +1 skill value and deal +1 damage for this attack. - If this attack defeats an enemy, remove 1 doom from Ceremonial Sickle.

: Investigate. Either use your or get +1 for this investigation. When you initiate this ability, choose one - - Exhaust Dowsing Rod and place 1 doom on it to move to a connecting location. - If this investigation discovers the last clue at a location, remove 1 doom from Dowsing Rod.

Fast. Play before revealing a chaos token during an attack or evasion attempt you are performing, and only if the difficulty of this test is currently 0. This test automatically succeeds. Instead of this test's normal effects, discard the attacked or evaded enemy (if it is Elite, automatically evade it and deal it 3 damage instead).

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

Fast. Play after you fail a skill test. You get +1 to each of your skills for the remainder of the round.

Fast. Play after you draw a non-peril encounter card, but before resolving that card's effects. Choose another investigator. That investigator is considered to have drawn that encounter card instead. Gain 1 resource.

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.

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

Customizable. When you purchase Friends in Low Places, choose and record a Trait on its upgrade sheet. Look at the top 6 cards of your deck. For each looked-at card with the chosen Trait(s), you may spend 1 resource to add that card to your hand. Shuffle the remaining cards into your deck.

Fast. Play when an enemy attacks an investigator at your location. Cancel that attack. Then, reveal a random token from the chaos bag. If it has a , , , , or symbol, deal the attacking enemy's damage to itself.

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.

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

Choose an Item asset in your discard pile. Either (choose one): - Remove that asset from the game and gain resources equal to its cost. - Play that asset (paying its cost).

After a skill test ends in which 1 or more or tokens were revealed, exhaust Token of Faith: Add that many tokens to the chaos bag.

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.

When 1 or more doom is placed on a card you control, exhaust Blood of Thoth: Place 1 resource on this card (from the token pool), as an offering. If Blood of Thoth has 3 or more offerings on it, remove all offerings from Blood of Thoth and exhaust it: Choose an investigator at your location to immediately take an action as if it were their turn.

Uses (0 charges). After an investigator, Ally asset, or enemy at your location is defeated: Place 1 resource (from the token bank) on Decorated Skull, as a charge. Spend 1 charge: Draw 1 card and gain 1 resource.

Fast. Play when you are dealt damage and/or horror. Cancel up to 10 damage and/or horror just dealt to you. Exile Devil's Luck.

As an additional cost to play Elaborate Distraction, spend an action. Playing Elaborate Distraction does not provoke attacks of opportunity. For each enemy at your location and at each connecting location (choose one): - Automatically evade that enemy if it is non-Elite. - Deal 1 damage to that enemy.

Max 2 Dilemma per round. Revelation - You must decide (choose one): - Place 1 doom on the current agenda. Each investigator heals 3 damage and 3 horror. - Remove 1 doom from the current agenda. Each investigator takes 1 direct damage and 1 direct horror. Remove Fickle Fortune from the game.

Fast. If Handcuffs is not attached to an enemy: Evade. Use only on a Humanoid enemy. This evasion attempt uses instead of . If you succeed, remove all doom from the just-evaded enemy and attach Handcuffs to it. If the attached enemy is non-Elite, it cannot ready and doom cannot be placed on it.

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.

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 when an enemy makes an attack of opportunity against you. Cancel that attack. You get +2 skill value for the next skill test you perform this turn.

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.

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 a token is revealed during this test, you may remove Beloved from the game to replace that token's effects with the following: "You automatically succeed. (Do not reveal another token. Return this token to the chaos bag after this test ends)."

Limit 1 per deck. Uses (10 resources). Exhaust Bianca "Die Katz": Parley. Move X resources from Bianca "Die Katz" to your resource pool. X cannot be more than 5. Test (X). If you fail, remember "you owe Bianca X resources." Then, search your bonded cards for the Bianca "Die Katz" enemy and spawn her at your location. Remove this card from the game.

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

Uses (3 supplies). Spend 1 supply: Fight. You get +2 and deal +2 damage for this attack. If this attack fails, either place 1 supply on Chainsaw or deal 1 damage to the attacked enemy.

Uses (3 supplies). Supplies on Cleaning Kit may be spent as if they were supplies or ammo on assets you control.

As an additional cost to play Faustian Bargain, add 2 tokens to the chaos bag. Investigators at your location gain a total of 5 resources, distributed as you wish.

: Fight. Add your to your skill value for this attack. This attack deals +1 damage. If this attack defeats an enemy, discard Hatchet. Otherwise, lose control of Hatchet and attach it to the attacked enemy. Attached enemy gains: " When attached enemy is defeated: Take control of Hatchet. Any investigator at Hatchet's location may trigger this ability."

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.

When you are dealt damage and/or horror, exhaust Idol of Xanatos and discard up to 3 cards from your hand: Cancel that much damage/horror.

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.

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.

Obsidian Bracelet may only be assigned damage and/or horror dealt by treachery effects. Obsidian Bracelet may be assigned damage and/or horror dealt to other investigators at your location.

Permanent. Limit 1 per deck. You have 1 additional hand, accessory, or arcane slot, which can only be used to hold a Blessed or Cursed asset.

Myriad. Fast. Play Solemn Vow under the control of another investigator at your location. If the owner of Solemn Vow is at your location, exhaust Solemn Vow: Move 1 damage or horror from a card you control to a card that investigator controls.

Playing Sword Cane does not provoke attacks of opportunity. After Sword Cane enters play: Immediately trigger its "" ability without paying its cost. Exhaust Sword Cane: Fight/Evade. You may use your in place of your or for this attack or evasion attempt.

Investigators at your location may give or trade any number of Item assets, Ally assets, or resources among one another.

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.

Uses (6 ammo). Spend 1 ammo: Fight. You deal +1 damage for this attack.

Uses (5 ammo). Spend 1 ammo: Fight. You get +2 for this attack. If a +1, 0, or chaos token is revealed during this attack, this attack deals +2 damage.

Each non-Elite enemy engaged with you is defeated. You are defeated and suffer 1 physical trauma. This action does not provoke attacks of opportunity.

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

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

Fast. Play after you defeat a Monster enemy. Each investigator at your location heals horror equal to that enemy's horror value.

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.

Look at another investigator's hand. You may play a non-weakness card in that investigator's hand, under your control. If you do, you and that investigator each draw 1 card.

One at a time, reveal random tokens from the chaos bag until you choose to stop. Treat each , , , or as a 5; the as a 10; and the as either a 1 or an 11. If the combined value of those tokens (ignoring +/-) is... - ...18 or less, gain 4 resources. - ...19, gain 5 resources. - ...20, gain 6 resources. - ...21, gain 9 resources.

As an additional cost to play A Watchful Peace, search the chaos bag and/or cards in play for a total of 5 tokens and return them to the token pool. Fast. Play when the "draw encounter cards" step of the mythos phase would begin. Skip this step of the mythos phase.

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.

Uses (3 charges). Exhaust Alchemical Transmutation, spend 1 charge: Test (1). For each point you succeed by, gain 1 resource (to a maximum of 3). If a , , , , or symbol is revealed during this test, take 1 damage.

You get +1 . The first investigate action you perform each turn does not provoke attacks of opportunity. After you discover a clue, exhaust Alice Luxley: Deal 1 damage to an enemy at your location. Card design inspired by the Council in Exile 2022.

You get +1 . Exhaust Alyssa Graham: Look at the top card of either the encounter deck or any player deck. You may then add 1 doom to Alyssa Graham to place the looked-at card on the bottom of its deck.

Forced - After Arcane Initiate enters play: Place 1 doom on it. Exhaust Arcane Initiate: Search the top 3 cards of your deck for a Spell card and draw it. Shuffle your deck.

Permanent. When you purchase Arcane Research, suffer 1 mental trauma. After each scenario of a campaign, reduce the experience cost of the first Spell card you upgrade before the next scenario by 1.

Uses (4 charges). Spend 1 charge: Fight. This attack uses instead of and deals +1 damage. If an , "+1," or "0" token is revealed during this attack, take 1 damage.

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

Evade. This evasion attempt uses instead of . If you succeed, deal 1 damage to the enemy just evaded. If a , , , , or symbol is revealed during this evasion attempt, lose 1 action this turn.

You get +1 while fighting. After you defeat an enemy, exhaust Boxing Gloves: Search the top 6 cards of your deck for a Spirit event and add it to your hand. Shuffle your deck.

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.

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

Fast. Play when a chaos token with a symbol is revealed during a skill test at your location (before resolving its effects). You or the performing investigator may either commit a card to this skill test, or return a card they committed to this test to their hand.

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.

You get +1 . Exhaust Cat Burglar: Disengage from each enemy engaged with you and move to a connecting location. This action does not provoke attacks of opportunity.

Limit 1 Mask per investigator. Uses (2 offerings). Replenish 2 of these offerings after doom is placed on a card with no doom. Spend 1 offering: You get +2 or +2 for this skill test. (Limit once per test.)

You may spend resources to pay for Item assets played by other investigators at your location. Exhaust Charles Ross, Esq.: Reduce the cost of the next Item asset played by an investigator at your location by 1.

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.

Uses (3 charges). Spend 1 charge: Investigate. Investigate using instead of . If you succeed, discover 1 additional clue at this location. If an , "+1," or "0" token is revealed during this investigation, take 1 horror.

Uses (3 charges). Spend 1 charge: Heal 1 horror from an investigator at your location.

Fast. Play after a non-weakness, non-Elite enemy at your location is evaded. Shuffle that enemy into the encounter deck.

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.

Deal 1 damage to an enemy at your location. If this effect defeats that enemy, draw 1 card. If it is your turn, end your turn. This action does not provoke attacks of opportunity.

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.

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.

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

Commit only to a skill test during an attack or evasion attempt against an enemy. That enemy gains retaliate and alert for the duration of this skill test. After this test ends, draw 1 card.

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

While David Renfield has at least 1 doom on him, you get +1 . Exhaust David Renfield: You may place 1 doom on David Renfield. Gain 1 resource for each doom on David Renfield.

Before revealing chaos tokens for this test, choose one of the following symbols: (, , , or ). Ignore the effects of the chosen symbol during this test (including its modifier).

Fast. Play when an encounter card or an enemy attack would cause you to do one of the following (choose one): Discard cards from hand, lose resources, lose actions, take damage, or take horror. You ignore that aspect of the effect. (Each other aspect resolves normally.)

Exhaust Embezzled Treasure: Move up to 2 resources from your resource pool to Embezzled Treasure (to a maximum of 10 resources on it). Forced - When you resign or the game ends: For every 2 resources on Embezzled Treasure, an investigator of your choice begins the next scenario of the campaign with 1 additional resource in their resource pool.

Uses (3 charges). : Fight. You get +1 for this attack. As an additional cost to initiate this ability, you may spend 1 charge to empower the blade. If you do, you get +1 and deal +1 damage for this attack.

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.

Evade. Add your value to your skill value for this evasion attempt. If you succeed, disengage from each other enemy engaged with you, and for the remainder of the round, you are ethereal (enemies cannot engage or be engaged with you, and you cannot attack or deal damage to enemies). If a symbol was revealed during this evasion attempt, return Ethereal Form to your hand at the end of your turn.

Max 1 committed per skill test. While Expeditious Retreat is committed during a basic evade action, it gains and the text: "If this test is successful by 2 or more, you may automatically evade another enemy at your location."

Uses (3 charges). Spend 1 charge: Investigate. Investigate using instead of . If you succeed, discover 1 additional clue at this location. If a token is revealed during this investigation, you may discover 1 clue at a connecting location or place 1 charge on Eye of Chaos.

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.

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.

Investigate. Choose an enemy at your location. You get +1 for this investigation for each damage on the chosen enemy (to a maximum of +5 ). If you succeed, discover 1 additional clue at this location. This action does not provoke attacks of opportunity from the chosen enemy.

Uses (4 secrets). If Forbidden Knowledge has no secrets, discard it. Exhaust Forbidden Knowledge and take 1 horror: Move 1 secret from Forbidden Knowledge to your resource pool, as a resource.

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.

Uses (9 resources). When you initiate a skill test, spend up to 3 resources from Gregory Gry: If this test succeeds by at least that amount, gain that many resources.

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.

If this skill test is successful during an evasion attempt, the next time the evaded enemy takes damage this turn, deal it 1 additional damage.

Uses (4 charges). Spend 1 charge: Heal 2 damage from among investigators at your location.

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 .

Exhaust Henry Wan: One at a time, reveal random tokens from the chaos bag until you choose to stop, or until you reveal a , , , , or symbol. - If you chose to stop, for each token revealed via this effect, you may either draw 1 card or gain 1 resource. - If you revealed a , , , , or symbol, do nothing.

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).

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

Discover 1 clue at your location. When you play Intel Report, increase its cost by 2: Change "Discover 1 clue" to "Discover 2 clues." When you play Intel Report, increase its cost by 2: Change "at your location" to "at a location up to 2 connections away."

If this skill test is successful, add Intrepid to your play area as an asset with the text: "You get +1 , +1 , and +1 . Forced - At the end of the round: Discard Intrepid."

Uses (0 supplies). Limit 10 supplies on Investments. Exhaust Investments: Place 1 supply on it. Exhaust and discard Investments: Move all supplies from it to your resource pool, as resources.

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

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.

Spend 2 resources: You get +1 until the end of the phase. Spend 2 resources: You get +1 until the end of the phase.

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.

: Fight. This attack deals +1 damage. The attacked enemy gains retaliate for this attack.

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.

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.

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.

Uses (4 charges). Spend 1 charge: Evade. This evasion attempt uses instead of . If you succeed, after evading the chosen enemy, you may move to a connecting location. If a , , , , or symbol is revealed during this evasion attempt, choose and discard a card from your hand.

Max 2 Dilemma per round. Revelation - Reveal the top 3 cards of the encounter deck. Choose an investigator to draw 1 of the revealed cards and discard the rest. Then, choose an investigator to discover 1 clue at any revealed location.

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.

Fast. Uses (3 charges). When an enemy makes an attack of opportunity against you, spend 1 charge: Cancel that attack.

Uses (1 charge). Replenish this charge the first time a token is revealed at your location each round. Choose a non-Elite enemy at your location and spend 1 charge: That enemy loses the alert, aloof, elusive, and retaliate keywords until the end of the round.

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.")

When you would reveal a chaos token, exhaust Olive McBride: Reveal 4 chaos tokens instead of 1. Choose 2 of those tokens to resolve, and ignore the rest.

Myriad. Fast. Play only during your turn. Attach to your location. Group limit 3 in play. Investigators may move between any two locations with an attached Open Gate as if the locations were connected.

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.

Uses (1 ammo). Limit 1 ammo on Ornate Bow. Spend 1 ammo: Fight. This attack uses instead of . You get +2 and deal +2 damage for this attack. : You nock another arrow. Place 1 ammo on Ornate Bow.

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.

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.

Limit 1 Precious Memento (From a Former Life) per deck. After you fail a skill test by 2 or more, exhaust Precious Memento: Heal 1 damage from it. After you succeed at a skill test by 2 or more, exhaust Precious Memento: Heal 1 horror from it.

Fast. Play during any player window. Put Premonition into play, reveal a random chaos token from the chaos bag, and seal it on Premonition. Forced - When a chaos token would be revealed from the chaos bag: Resolve the token sealed here as if it were just revealed from the chaos bag, instead. Then, discard Premonition.

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

When you draw a Hazard treachery, deal 1 damage and 1 horror to Protective Gear: Cancel that card's revelation effect.

Investigate. Add your value to your skill value for this investigation. You may ignore any effect or keyword on your location which would trigger during this investigation. If you succeed, discover 1 additional clue at this location. If a symbol was revealed during this investigation, return Read the Signs to your hand at the end of your turn.

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

You may take an additional action during your turn, which can only be used to engage.

Uses (4 secrets). After a skill test at your location begins, exhaust Scrying Mirror and spend 1 secret: Perform the "reveal chaos token" step of the test now (before committing cards), instead of after committing cards.

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

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.

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.

Something Worth Fighting For may be assigned horror dealt to other investigators at your location.

Fight. This attack uses instead of . If you succeed, instead of its standard damage, this attack deals 2 damage to each enemy at the attacked enemy's location (any additional damage is dealt to the attacked enemy). If a , , , , or token is revealed during this attack, deal 1 damage to each investigator at the attacked enemy's location.

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.

Tetsuo Mori may be assigned damage and/or horror dealt to other investigators at your location. When Tetsuo Mori is defeated: Choose an investigator at your location. That investigator searches either their discard pile or the top 9 cards of their deck for an Item asset and adds it to their hand. Shuffle their deck if it is searched.

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

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.

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.

Engage actions you perform do not provoke attacks of opportunity. : Fight. You get +X for this attack. X is the number of enemies engaged with you.

True Grit may be assigned damage dealt to other investigators at your location.

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.

Play a Spell or Ritual card from your hand, reducing its resource cost by 3.

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.

Uses (3 supplies). Spend 1 supply and exhaust Venturer: Place 1 supply or ammo on an asset controlled by an investigator at your location.

Gain 1 resource. Reveal 3 random tokens from the chaos bag. For each , , , , or symbol revealed, gain an additional 2 resources.

Fast. Play when an investigator at your location draws a non-weakness treachery card. Reveal 5 random chaos tokens from the chaos bag. If a or token is revealed, cancel that treachery card's revelation effect.

As an additional cost to play Warning Shot, spend 1 ammo from a Firearm asset you control. Move all non-Elite enemies at your location to a connecting location. This action does not provoke attacks of opportunity.

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