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

Carson Sinclair deck only. Commit only to a skill test being performed by another investigator. If this test succeeds, the performing investigator draws 1 card. If this test fails, you draw 1 card.

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.

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.

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

Commit only to a skill test (of any type) being performed by another investigator at your location. If this test fails, you must resolve all effects from the failed test, instead of the performing investigator. Then, either you draw 2 cards, or the performing investigator draws 2 cards.

Carson Sinclair deck only. Commit only to a skill test being performed by another investigator. If this test succeeds, the performing investigator draws 1 card. If this test fails, you draw 1 card.

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

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

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.

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.

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.

Customizable.

Parley. Choose an investigator at your location. That investigator may play an Ally asset from their hand, reducing its cost by 3.

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

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.

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

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

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

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

Gain 3 resources.

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.

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.

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

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

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

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

Commit only to a skill test (of any type) being performed by another investigator at your location. If this test fails, you must resolve all effects from the failed test, instead of the performing investigator. Then, either you draw 2 cards, or the performing investigator draws 2 cards.

Max 1 committed per skill test.

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

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

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.

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

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

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

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

Customizable. Uses (4 charges). Replenish 1 of these charges at the start of each round. : Fight. You get +1 for this attack. Before this attack, you may spend any number of charges to imbue the axe with that many different inscriptions - - Accuracy - You get an additional +2 for this attack. - Power - This attack deals +1 damage.

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

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.

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

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

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

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.

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

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

Girish Kadakia may be assigned damage and/or horror dealt to other investigators at your location. During a skill test being performed by an investigator at your location, exhaust Girish Kadakia: That investigator gets +2 skill value for this test. If this test is successful, heal 1 damage or horror from Girish Kadakia.

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

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

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.

: 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.

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.

You may commit Helping Hand to any type of test. Max 1 committed per test. While Helping Hand is committed to a skill test, double the skill icons of each other card committed to that test.

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

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.

One at a time, play up to 3 assets from your hand, reducing the resource cost of each by 1.

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

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

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

Permanent. Exceptional. Before you draw your opening hand: Search your deck for up to 3 different Tactic and/or Supply events, and attach them facedown to Stick to the Plan. Shuffle your deck. Cards attached to Stick to the Plan may be played as if they were in your hand. As an additional cost to play an attached card, exhaust Stick to the Plan.

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

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

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

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.

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.

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.

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.

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

For each arcane slot you have, draw 1 card (max 5). For each filled arcane slot you have, choose and discard 1 card from your hand.

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.

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.

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.

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.

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.

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

Permanent. You have 1 additional ally slot.

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.

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.

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.

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

As an additional cost to play Wrong Place, Right Time, spend an action. Move up to 5 damage and/or horror from your investigator to assets controlled by investigators at your location. For each asset defeated by this effect, draw 1 card. Remove Wrong Place, Right Time from the game.

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).

: 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.

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.

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.

Fast. Play only during your turn. Attach to an investigator at your location, under his or her control. When you are dealt damage and/or horror: Discard Delay the Inevitable and cancel all damage and/or horror just dealt. Forced - When the mythos phase ends: You must either spend 2 resources or discard Delay the Inevitable.

You get +1 . While an investigator at your location is taking his or her turn, discard Police Badge: That investigator may take 2 additional actions this turn.

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

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

Myriad. Discard a copy of Spiritual Resolve from your hand: Heal all damage and horror from this copy of Spiritual Resolve.

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

Fast. Play only during your turn. Attach to an Item asset you control. Limit 1 per asset. After attached asset is discarded: Return it to its owner's hand, along with each other Upgrade attachment that was attached to it.

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.)

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

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.

When a second token is revealed during a single skill test at your location, exhaust Blessing of Isis: Cancel that token and treat it as if it were a token instead. Return both of those tokens to the chaos bag after this test ends.

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.

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

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.

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

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

Choose "even" or "odd". Each investigator reveals each non-weakness card in their hand with a cost matching the chosen option. In player order, each investigator may choose to either draw 1 card from their deck, or play 1 card they revealed from their hand (paying its cost).

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

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

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.

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.

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.

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.

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.

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.

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.

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.

Permanent. You have 1 additional accessory slot.

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

Fast. Play at the end of an attack or effect that spends the last ammo from a Firearm asset you control. Add 1 ammo to that asset. You get +3 skill value for your next attack with that asset this round.

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

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

Uses (4 charges). During a skill test performed by an investigator at your location or a connecting location, spend 1 charge: Commit a non-weakness card from your hand to that skill test, treating all of its skill icons as .

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

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.

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

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

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

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

Customizable. Attach to a Firearm asset you control. Limit 1 per asset. When you reveal a non- chaos token attacking with attached asset, exhaust Custom Modifications: Cancel that chaos token, return it to the chaos bag, and reveal a new one.

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

Place 3 ammo tokens on a Firearm asset controlled by an investigator at your location.

Uses (3 ammo). Spend 1 ammo: Fight. You get +5 for this attack. This attack deals +2 damage.

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

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

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.

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

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.

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

Permanent. Limit 1 Covenant per deck. After an investigator at any location performs the "reveal chaos token" step of a skill test, exhaust Sacred Covenant: Return any number of tokens revealed during this test to the chaos bag, ignoring their modifiers for this test.

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

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 during any window. Until the end of the phase, whenever an enemy would attack another investigator at your location, it attacks you instead, then engages you. Cancel 1 horror dealt by each attack made in this way.

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.

Fast. Play when you activate the Fight ability on a Firearm asset. Spend 1 additional ammo token from that asset. When you reveal chaos tokens for this attack, reveal 1 additional chaos token. Choose one to resolve and ignore the other.

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.

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

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.

Fast. Play when a non-Elite enemy would attack another investigator at your location. Engage that enemy and resolve its attack against you instead. Then, deal it 1 damage.

Assistant, Miskatonic, Scholar deck only. If this skill test is successful, the performing investigator may succeed by up to 2 more or down to 2 less (to a minimum of zero).

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

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

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.

Max 1 committed per skill test. You may commit Purified to any type of test. If this test is successful, for each point you succeeded by (to a maximum of 5), add 1 token or remove 1 token from the chaos bag.

Before you play Explosive Ward, you may discard any number of cards from your arcane slots. Deal X damage to a non-Elite enemy engaged with you. X cannot be greater than the number of empty arcane slots you have. This action does not provoke attacks of opportunity.

Parley. Choose a non-Elite enemy at your location and either (choose one): - Automatically evade that enemy and place 1 doom on it. It cannot take damage for the remainder of the round. Discover 1 clue at your location. - If that enemy has 1 or more doom on it, defeat it. Gain 1 resource for each doom that was on it.

Fast. Play when you are dealt damage and/or horror. Cancel up to 5 damage and/or horror just dealt to you. Then, gain that many resources.

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.

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.

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

Assistant, Medic, Warden deck only. Limit 1 per investigator. Sound Support may be assigned damage and/or horror dealt to other investigators at your location. When your turn begins: Heal 1 damage or 1 horror from Sound Support.

Fast. Play only during your turn. Attach to a player card with health and/or sanity at your location. Forced - When attached card takes 1 or more damage/horror: Cancel 1 of that damage/horror. The owner of Spectral Shield must remove 1 charge from an asset they control. If they cannot, discard Spectral Shield.

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

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.

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).

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.

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

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.

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 when you would discard a treachery card after resolving any of its effects. Put "Fool me once..." into play in your play area and attach that treachery to it. When any investigator draws a copy of the attached treachery card, discard "Fool me once...": Cancel that card's revelation effect.

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

Each asset you control with health gets +1 health. Each asset you control with sanity gets +1 sanity. When the game begins, if The Star • XVII is in your opening hand: Put it into play.

Agency Backup may be assigned damage and/or horror dealt to other investigators at your location. Exhaust Agency Backup and deal 1 damage to it: Deal 1 damage to an enemy at your location. Exhaust Agency Backup and deal 1 horror to it: Discover 1 clue at your location.

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

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

Limit 1 per deck. As an additional cost to play this card, you must search your bonded cards for 3 copies of Bloodlust and shuffle them into your deck. : Fight. You get +1 for this attack for each attached copy of Bloodlust. This attack deals +1 damage. If this attack defeats an enemy, place 1 resource on this card (from the token bank), as an offering.

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

Place 2 charges on an asset you control. After you draw Winds of Power during your turn: Play it.

Evade. Automatically evade all enemies at your location.

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

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

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

: Parley. Choose an enemy at your location. Until the end of the round, each investigator gets +1 skill value while fighting, evading, or parleying with the chosen enemy. Place 1 resource on Eyes of Valusia, as a charge. : Search your bonded cards for Blade of Yoth and swap it with Eyes of Valusia, moving all charges from Eyes of Valusia to Blade of Yoth.

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.

Fast. Play only during your turn. Attach to an Item asset you control. While resolving a triggered ability on attached asset, you get +1 to each of your skills.

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

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

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

You get +1 . Brother Xavier may be assigned damage and/or horror dealt to other investigators at your location. When Brother Xavier is defeated: Deal 2 damage to an enemy at your location.

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

Permanent. 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.

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.

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).

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.

When you deal excess damage to an enemy, exhaust Relentless: Place that excess damage on Relentless. Discard Relentless: Gain resources equal to the amount of damage on 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 . When the game begins, if Ace of Swords is in your opening hand: Put it into play.

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.)

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

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.

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.

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.

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

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.

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.

Uses (3 ammo). Spend 1 ammo: Fight. You get +3 and deal +2 damage for this attack. Cannot be used to attack enemies engaged with you.

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

When damage is assigned to Armor of Ardennes, exhaust Armor of Ardennes: Cancel 1 of that damage.

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.

Fast. Play only during your turn. Attach to a Firearm asset controlled by an investigator at your location. Place 2 ammo on that asset. Limit 1 per asset. Attacks performed by attached asset deal +1 damage against Monster enemies.

Attach to a Weapon asset controlled by an investigator at your location. Limit 1 per asset. Attached asset gains the Relic trait and takes up an arcane slot in addition to its other slots. When you perform a Fight action using attached asset, exhaust this card: Add the owner of this card's to your for this attack. This attack deals +1 damage.

You get +1 . Exhaust Field Agent and deal 1 horror to it: Discover 1 clue at your location.

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

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.

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

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

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

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.

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).

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

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.

If this skill test is successful, heal 1 horror.

After you commit Ghastly Possession to a skill test on an asset, choose one: - Place 1 doom on that asset. Ghastly Possession gains . - If this test is successful, either remove 1 doom from this asset, or replenish half of its uses (rounded down).

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 after you take damage from an enemy attack. Discover 2 clues at your location.

Play only as your first action. Deal 2 damage to an enemy engaged with you. This action does not provoke attacks of opportunity.

After Nkosi Mabati enters play: Name a non- chaos token with a symbol. Until this card leaves play, the named symbol is your "sigil." When an investigator at your location reveals a , , or symbol, exhaust Nkosi Mabati: Search the chaos bag for your sigil and reveal it, instead (returning the other token to the chaos bag).

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.

Play only as your first action. Heal 2 damage (3 damage instead if you drew a treachery this round). Draw 1 card.

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.

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

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

Max twice per game. Play only if there are 10 or more cards in the encounter deck. Search your bonded cards for 1 copy of The Stars Are Right and shuffle it into the top 10 cards of the encounter deck.

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

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 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.