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

Bob Jenkins deck only. Reduce the cost of each Item asset you play by 1. When you play an Item asset: Play it under the control of any investigator at your location.

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.

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.

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

Exceptional. Spend 2 resources: Draw the card attached to Mob Connections. When an Illicit asset you control is discarded from play, exhaust Mob Connections: Attach that asset to this card, facedown. Limit 1 attached asset.

Bob Jenkins deck only. Reduce the cost of each Item asset you play by 1. When you play an Item asset: Play it under the control of any investigator at your location.

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.

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.

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

Gain 3 resources.

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

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

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.

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

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.

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.

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.

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

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.

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.

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

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.)

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.

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.

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.

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.

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.

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. 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.)

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

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.

Deal 1 damage to a non-Elite enemy at your location. When you play Small Favor, increase its cost by 2: Change "Deal 1 damage" to "Deal 2 damage." When you play Small Favor, increase its cost by 2: Change "at your location" to "at a location up to 2 connections away."

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.

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

Max 1 committed per skill test.

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


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.

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.

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

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

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

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

: 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.

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.


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.

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.

Myriad. Gain 2 resources and draw 1 card. After you play Easy Mark: Play another Easy Mark from your hand, at no cost.

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.

When you play an Illicit card during your turn, exhaust Fence: The Illicit card gains fast. If it was already fast, reduce its cost by 1 instead.

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).

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. While attacking, parleying, or attempting to evade an exhausted enemy, you get +2 skill value. After you evade an enemy, exhaust Dirty Fighting: Take a fight action against that enemy. Ignore the aloof keyword for this attack.

Permanent. Exceptional. You get +10 deck size. Before drawing your opening hand, choose 10 Illicit cards from your deck: Shuffle them together and place them next to Underworld Market, as your market deck. At the start of your turn: Reveal the top 2 cards of your market deck. You may spend 1 resource to draw 1 of them. Place the rest on the bottom, in any order.

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

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

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

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

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

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

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.

Permanent. You have 1 additional ally slot.

Fast. Play at the start of the investigation phase. One at a time, reveal cards from the top of any investigator deck(s) until exactly 5 cards have been revealed. Set those cards aside, out of play. While set aside, any investigator may play any of those cards as if they were in their hand. At the start of the next investigation phase, shuffle each of those cards still set aside into its owner's deck.

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.

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

: 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.

As an additional cost to play Dirty Deeds, spend an action. Search your deck for an Illicit asset and play it, paying its cost. Then, you may resolve an or ability on that asset, ignoring all costs (including its cost, if any). Playing this card does not provoke attacks of opportunity.

You may take an additional action during your turn.

Permanent. You have 1 additional accessory slot.

Exceptional. Spend 2 resources: Draw the card attached to Mob Connections. When an Illicit asset you control is discarded from play, exhaust Mob Connections: Attach that asset to this card, facedown. Limit 1 attached asset.

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.

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

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.

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).

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.

Permanent. Exceptional. When earning experience during the resolution of a scenario, if you were not defeated during that scenario, you earn 2 additional experience. If you were defeated during that scenario, you are killed.

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.

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.

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

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.

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

: 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.

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.)

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.

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

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.

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 .

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

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.)

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])."

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

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.

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.

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.

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.

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.

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

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.

During your turn, exhaust Garrote Wire: Fight. You get +2 for this attack. Use only on an enemy with exactly 1 remaining health.

After your turn begins: Choose two skills. Until the start of your next turn, you get +1 to each of those skills. After any skill test ends in which a total of 3 or more or tokens were revealed: Play Tristan Botley from your hand, at no cost.

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 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).

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

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.

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.

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.

While you have 10 or more resources, you get +1 and +1 . If there are no enemies at your location, exhaust Dario El-Amin: Gain 2 resources.

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

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.

Uses (5 ammo). Exhaust Mauser C96 and spend 1 ammo: Fight. You get +1 and deal +1 damage for this attack. If you succeed by 2 or more, either ready Mauser C96 or gain 1 resource.

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

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


Uses (2 ammo). Playing Lupara does not provoke attacks of opportunity. Spend 1 ammo: Fight. You get +1 and deal +1 damage for this attack. If Lupara entered play this turn, you get an additional +1 and deal an additional +1 damage for this attack.

Savant gains icons equal to your lowest skill other than the skill being tested.

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.

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.

Fast. Play only during your turn. Choose another investigator at your location. Move all resources from that investigator's resource pool to your resource pool. At the end of the round, move all resources from your resource pool to that investigator's resource pool.

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.

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.

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

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.

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.

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.

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).

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.

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.

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

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).

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

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

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.

Gain 10 resources.

Exceptional. Fast. : If the Skeleton Key is in your play area, attach it to your location. If it is already attached to your location, detach it and return it to your play area instead. Set the attached location's shroud value to 1.

Add 1-3 tokens to the chaos bag and exhaust Scrimshaw Charm: Gain 1 resource. For each token added, gain 1 additional resource.

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

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

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.

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

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.

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.

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.

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 (4 ammo). Spend 1 ammo: Fight. You may spend any number of additional actions when you perform this attack. You get +2 for this attack for each action being spent (including this ability's cost). This attack deals +2 damage.

: Choose a Firearm asset taking up only 1 hand slot in your play area. Attach it to Quickdraw Holster, or switch it with the attached asset. The attached asset takes up no hand slots. (Limit 1 attached asset.) Exhaust Quickdraw Holster: Perform a fight action on the attached asset without paying its cost.

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

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.

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.

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.

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.

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.

Fast. Play when you draw a non-weakness treachery. Cancel that card's revelation effect and draw the top card of the encounter deck. When you play Counterespionage, increase its cost by 2: Change "the encounter deck" to "your deck". When you play Counterespionage, increase its cost by 2: Change "you" to "any investigator".

Uses (4 ammo). Exhaust Beretta M1918 and spend 1 ammo: Fight. You get +4 and deal +1 damage for this attack. If you succeed by 2 or more, either ready Beretta M1918, or this attack deals an additional +1 damage (if you succeed by 4 or more, do both).

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.

You get +1 during evasion attempts.

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

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.

Evade. Automatically evade a non-Elite enemy at your location. When you play Decoy, increase its cost by 2: Change "a non-Elite enemy" to "up to 2 non-Elite enemies." When you play Decoy, increase its cost by 2: Change "at your location" to "at a location up to 2 connections away."

Gain 1 resource for each action you performed this turn (including this one). If it is your turn, end your 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.

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.

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.

Exceptional. You get +1 , +1 , +1 , and +1 . Forced - After Geas enters play: Make a promise using the following formula - "I shall not (draw/play/commit) any cards during each of my turns." If you break this promise while Geas is in play, discard it and add 10 tokens to the chaos bag.

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

Evade. Automatically evade all enemies at your location.

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.

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.

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

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.

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.

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

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

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.

Uses (5 ammo). Spend 1 ammo: Fight. You get +2 for this attack. This attack deals +1 damage. Forced - At the end of the round, if you triggered Colt Vest Pocket's "" ability: Discard it.

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

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

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

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.

Fast. Play when you initiate a skill test. Instead of the skill type indicated for this test (, , , or ), this is a resource skill test. Your base skill value for this test is equal to half the number of resources in your resource pool (rounded down).

When you gain 1 or more resources during your turn via another player card effect, exhaust Stylish Coat: Gain 1 additional resource.

Customizable. Uses (3 evidence). Exhaust Damning Testimony and choose an enemy at any location: Investigate (your location). If you succeed, you may spend 1 evidence to discover 1 additional clue at the chosen enemy's location.

Fast. Play only during your turn. Attach to a Clothing or Armor asset you control. Attached asset gains: "You have 1 additional hand or accessory slot (your choice), which can only be used to hold an Illicit asset."

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

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

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

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.

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.

Exceptional. After you play an event, exhaust Double, Double: Play that event again as if it were in your hand.

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

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

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 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.

While you have 5 or more resources, Cunning gains (while you have 10 or more resources, Cunning gains , instead).

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.)

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.

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.

Deal 2 damage to an exhausted enemy at your location.

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

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.

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

Uses (5 ammo). Spend 1 ammo: Fight. You get +2 and deal +1 damage for this attack. If you succeed by at least X, you may spend 1 ammo to deal this attack's damage to another enemy at your location, where X is that enemy's fight 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.

Permanent. You begin each game with 2 additional resources.

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

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

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

Fast. Play during any window. Gain 1 resource for each different class among cards you control.

When you play a Tactic or Trick event, exhaust Chuck Fergus: Choose one - - That event gains fast. - That event costs 2 fewer resources to play. - You get +2 skill value while performing a skill test during the resolution of that event.

After you commit Copycat to a skill test, search the discard pile of another investigator for a skill you can commit to this test, and commit it. After this test ends, place that card on the bottom of its owner's deck.

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.

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.

You get +1 and +1 . Exhaust Delilah O'Rourke and spend X resources: Choose an enemy at your location. Deal 1 damage to the chosen enemy (2 damage instead if that enemy is exhausted). X is the chosen enemy's evade value.

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.

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

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).

Exceptional. When you initiate a skill test during your turn, exhaust Eye of the Djinn: Set your base skill value to 5 for this test. If a token is revealed during this test, ready Eye of the Djinn. If a token is revealed during this test, you may take an additional action this turn.

Permanent. Limit 1 Covenant per deck. When an investigator at your location reveals a token during a skill test, exhaust False Covenant: Cancel that chaos token, return it to the token pool, and reveal another token.

Limit 1 per investigator. After you perform the same type of action twice in a row, exhaust Haste: Take another action of that type again (types include activate, engage, evade, fight, investigate, move, play, resource, and draw).

Limit 1 per investigator. Uses (3 supplies). If there are no supplies on Hunter's Instinct, discard it. After you engage an enemy, spend 1 supply and exhaust Hunter's Instinct: Add a level 0 event in your discard pile to your hand.

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).

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.

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.)

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."

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

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.

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

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.)

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

Uses (0 ammo). While playing an event, treat Old Shotgun's uses value as 2. Spend 1 ammo: Fight. You get +3 for this attack. Instead of its standard damage, this attack's damage is equal to the amount you succeed by, or fail by if you fail and would damage another investigator (to a minimum of 1, to a maximum of 3).

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.

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

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.

Fight. When you initiate this attack, add up to 3 tokens to the chaos bag. For each token added to the chaos bag in this way, you get +1 and deal +1 damage for this attack.

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).

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

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.

Evade. Add your to your skill value for this evasion attempt. If you succeed by 1 or more and the evaded enemy is non-Elite, it does not ready during the next upkeep phase. If you succeed by 3 or more, return Slip Away to your hand at the end of your turn.

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

Evade. When this action begins, gain 2 resources.

Uses (3 charges). If Suggestion has no charges, discard it. Exhaust Suggestion: Evade. Add your value to your skill value for this evasion attempt. If you do not succeed by at least 2, remove 1 charge from Suggestion.

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

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.

You get +1 . When the game begins, if The Moon • XVIII 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.

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

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.

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