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

Charlie Kane deck only. After you exhaust Bonnie Walsh: Ready another Ally asset you control. (Limit once per round.)

As an additional cost to play Summoned Hound, you must search your bonded cards for 1 copy of Unbound Beast and shuffle it into your deck. During your turn, except during an action, exhaust Summoned Hound: Fight/Investigate. Either attack with a base skill of 5, or investigate with a base skill of 5.

You get +1 and +1 . You get -1 and -1 for each weakness beneath Ikiaq. When an investigator at your location draws a basic weakness, exhaust Ikiaq: Cancel that weakness's effects and place it facedown beneath Ikiaq. Its owner must draw it if Ikiaq leaves play.

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.

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.

Charlie Kane deck only. After you exhaust Bonnie Walsh: Ready another Ally asset you control. (Limit once per round.)

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.

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

Gain 3 resources.

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

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.

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

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

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.

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

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

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

As an additional cost to play Summoned Hound, you must search your bonded cards for 1 copy of Unbound Beast and shuffle it into your deck. During your turn, except during an action, exhaust Summoned Hound: Fight/Investigate. Either attack with a base skill of 5, or investigate with a base skill of 5.

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.

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

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

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

Permanent. You have 1 additional ally slot.

You may take an additional action during your turn.

You get +1 and +1 . You get -1 and -1 for each weakness beneath Ikiaq. When an investigator at your location draws a basic weakness, exhaust Ikiaq: Cancel that weakness's effects and place it facedown beneath Ikiaq. Its owner must draw it if Ikiaq leaves play.

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

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

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.

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

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

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

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

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

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.

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).

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

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.

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.

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

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. 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.

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

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.

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

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.

Max 1 committed per skill test.

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.

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

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

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.

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

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

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).

Fight. When this action begins, gain 2 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 during any window. Gain 1 resource for each different class among cards you control.

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

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.

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

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

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.

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

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

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

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

Search the top 6 cards of your deck. You may place up to 3 of your clues on your location. For each clue placed in this way, choose and add 2 of the searched cards to your hand. Shuffle your deck.

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

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

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.

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

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.

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).

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.

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

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.

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

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.

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

Fast. Play only during your turn. 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.

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

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

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.

Parley. Choose an enemy at your location and test (X), where X is the chosen enemy's combined damage/horror values. If you succeed, deal X damage to each enemy at your location. After this effect resolves, you may disengage from each enemy and move to a connecting location.

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.

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

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

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

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

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

Fast. Play when an investigator at your location or a connecting location is dealt damage and/or horror. That investigator may spend up to 3 resources. For each resource spent, that investigator cancels 1 damage or 1 horror just dealt.

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).

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. 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.

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

Fast. You get +1 while investigating.

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

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

After Priest of Two Faiths enters play: Add 3 tokens to the chaos bag. Forced - At the end of the upkeep phase: You must either add 1 token to the chaos bag or discard Priest of Two Faiths.

You get +1 . When 1 or more tokens would be removed from the chaos bag during a skill test: Seal them on Nephthys, instead. Exhaust Nephthys: Either release 3 tokens sealed on her, or return 3 tokens sealed on her to the token pool to deal 2 damage to an enemy at your location.

You have 1 additional arcane slot, which can only be used to hold a Spell 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).

Customizable. As an additional cost to play Summoned Servitor, you must discard another asset you control. Summoned Servitor enters play at your location. It can take 1 action during each of your turns, which can only be used to take the following action: - Move Summoned Servitor to a connecting revealed location.

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.

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.

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

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

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

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.)

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.

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.

Deal 2 damage to an exhausted enemy at your location.

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

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

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

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.

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

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

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.)

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

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

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

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.

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

After 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.

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.

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.

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

Gain 10 resources.

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.

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.

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.

: 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.)

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

After a player card ability places 1 or more of your clues on your location: Place that many resources on Research Notes, as evidence. : Test (0). For each point you succeed by, you may spend 1 evidence to discover 1 clue at your location.

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

You 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.

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

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.

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.

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).

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

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.

Uses (3 secrets). : Attach a non-weakness Spell event from your hand to Dayana Esperence. Limit 1 event attached to her. The attached event may be played as if it were in your hand. It is not placed in your discard pile after it is played (it remains attached). As an additional cost to play the attached event, exhaust Dayana Esperence and spend 1 secret.

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.

: 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.

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.

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.

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

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.

Civic, Performer, Socialite deck only. Parley. Choose an investigator at your location. That investigator may play an Ally asset from their hand at no cost. Then, that investigator may trigger an or ability on that asset, ignoring all costs.

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.

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.

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.

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

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.

You get +1 during evasion attempts.

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

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

Investigate. When this action begins, gain 2 resources.

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

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

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

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.

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

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

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.)

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

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.

Uses (3 supplies). Spend 1 supply and exhaust Canteen: Heal 2 horror.

Exhaust Well Prepared: Choose an asset you control. You get +X skill value for this skill test, where X is the number of matching skill icons on the chosen asset.

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

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.

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 (3 supplies). If Kerosene has no supplies, discard it. If an enemy was defeated at this location this round, exhaust Kerosene and spend 1 supply: Heal up to 2 horror from among investigators and Ally assets at your location.

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

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.

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.

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. 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."

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.

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.

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

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.

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.

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.)

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

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

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

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

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

Customizable. When you purchase Living Ink, choose a skill and circle it on its upgrade sheet. Uses (3 charges). Remove 1 charge from Living Ink at the start of each of your turns. If Living Ink has no charges, discard it. You get +1 to the chosen skill(s).

Fast. You have 1 additional arcane slot, which can only be used to hold a Spell or Ritual asset.

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

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

Civic, Silver Twilight, Socialite deck only. You get +1 skill value while parleying. After you successfully parley, exhaust Walter Fitzpatrick: Gain 1 resource.

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.

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.

When your turn begins: Heal 1 damage or 1 horror from Aleksey Saburov.

You get +1 . After you take damage and/or horror, exhaust Jim Culver: Draw 1 card.

You get +1 . After you defeat an enemy, exhaust Logan Hastings: Gain 1 resource.

Uses (4 charges). Spend 1 charge and exhaust Lucky Charm: Move 1 damage or 1 horror from a card at your location to a card you control (with a health or sanity value).

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.

Search the top 9 cards of your deck for a Tool or Weapon asset and add it to your hand. Shuffle your deck.

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

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 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.

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).

Parley. Choose a non-weakness enemy at your location and test (3). This test gets +X difficulty, where X is that enemy's horror value. If you succeed, defeat that enemy (or deal it 3 damage instead if it is Elite). If you fail, place 1 doom on that enemy.

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.

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.

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

Fight. For each different class among cards you control, you get +1 and deal +1 damage for this attack.

After Trigger Man enters play: Attach an Illicit asset from your hand to Trigger Man (it is considered to be in play and under your control). Exhaust Trigger Man and spend 1 resource: Resolve an ability on attached asset, without paying its cost. Resolve that ability with a base skill value of 4.

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.

Uses (9 charges). : Fight. Use your instead of your for this test. Before revealing chaos tokens for this test, you may spend up to 3 charges to reveal that many additional chaos tokens. Choose 1 of the revealed tokens to resolve and ignore the rest. If you succeed and the chosen token matches an ignored token, this attack deals +2 damage.

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.

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])."

: 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.

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

Uses (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.

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.

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.

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.)

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.

Myriad. Heal 1 damage or 1 horror from an investigator or Ally asset at your location. After an investigator at your location plays Short Rest: Play another Short Rest from your hand (paying its cost).

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

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.

After Dr. Elli Horowitz enters play: Search the top 9 cards of your deck for a Relic asset and attach it to her. Shuffle your deck. Each Relic asset attached to Dr. Elli Horowitz does not take up any slots (it is still considered to be in play and under your control).

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

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.

: 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.

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.

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

If this skill test is successful, heal 1 horror.

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.

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.)

Fast. Play only during your turn. Ready a [guardian] asset you control. You may take an additional action during your turn, which can only be used to fight.

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.

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.

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.

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.

Parley. Choose an enemy at your location and test (X), where X is the chosen enemy's fight value. If you succeed, move 1 damage from your investigator to the chosen enemy (up to 2 damage instead if the chosen enemy is non-Elite).


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 .

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.

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

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

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.

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.

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 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.

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

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

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

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 (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.

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

Uses (1 charge for each class among cards you control, including this one). Spend 1 charge and exhaust Close the Circle: Take a basic action. For each skill test performed during that action, you may use your instead of the skill indicated for that action.

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

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

Uses (5 ammo). Spend 1 ammo: Fight. You get +2 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.

Uses (9 charges). : Investigate. Use your instead of your for this test. Before revealing chaos tokens for this test, you may spend up to 3 charges to reveal that many additional chaos tokens. Choose 1 of the revealed tokens to resolve and ignore the rest. If you succeed and the chosen token matches an ignored token, discover 1 additional clue at your location.

After you defeat an enemy, exhaust Ancestral Token: Add tokens to the chaos bag equal to that enemy's printed health (max 5).

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

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.

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.

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

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.

Fast. Play only during your turn. Engage any number of enemies at your location.

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

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

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.

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.)

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

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

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.

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.

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

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

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.

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

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.

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

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 .

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)."

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

Permanent. You have 1 additional accessory slot.

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 (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.

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).

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

Fast. Play after 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.

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

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

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

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.

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.

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.

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."

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.

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

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

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

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

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

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).

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.

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.

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.

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.

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.

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.

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

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.

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

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.

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.

: 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.

Reveal 3 random tokens from the chaos bag, along with X additional tokens. For each non-symbol token revealed, add 1 token to the chaos bag. For each token revealed, heal 1 horror from an investigator or Ally asset at your location.

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.

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.

Customizable.

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

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.

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

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.)

Choose a non-Elite enemy at your location: Parley. Test (X), where X is that enemy's printed health value. If you succeed, that enemy disengages from each investigator and gains aloof until the end of the round.

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.

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

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.

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."

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

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

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.

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

Parley. Choose an enemy at your location and test any skill (3). If you succeed and you tested... - ..., remove 1 doom from that enemy. - ..., discover 1 clue at your location. - ..., automatically evade that enemy. If it is non-Elite, move it to a connecting location. - ..., deal 2 damage to that enemy.

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

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.

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

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

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.)

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

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.

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.

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.


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

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.

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."

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

Seal (, , , or ). Forced - After you reveal an symbol during a skill test: Return The Chthonian Stone to your hand.

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

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 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.)

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

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

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.

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.

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.

Choose an enemy at your location and exhaust Fake Credentials: Parley. Test (1). This test gets +1 difficulty for each suspicion on Fake Credentials. If you succeed, discover 1 clue at your location and place 1 resource on Fake Credentials, as suspicion. If you fail, you must either discard Fake Credentials, or the chosen enemy attacks you.

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.

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.

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

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).

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.

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 .

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."

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.

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).

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).

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

Discard a [mystic] asset you control. Then, draw 3 cards or gain 3 resources, or any combination thereof.

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."

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.

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.

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

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.

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

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.

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

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.

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.

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).

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.

: Attach a Tome asset in your play area to Abigail Foreman, or switch a Tome asset in your play area with an attached asset. The asset attached to her takes up no hand slots. (Limit 1 attached asset.) After you resolve an ability on the attached Tome asset, exhaust Abigail Foreman: Resolve its effects again.

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.

You get +1 . When the game begins, if Ace of Swords is in your opening hand: Put it into play.

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

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

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.

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.

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 .

You get +1 arcane slot for each enemy beneath Binder's Jar. After a non-Elite enemy is defeated at your location: Place that enemy facedown beneath Binder's Jar (limit 2 enemies beneath it). When an enemy attacks you, discard an enemy beneath Binder's Jar that shares a Trait with the attacking enemy: Cancel that attack.

: 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.

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.

Add 1 doom to Blood Pact: You get +2 for this skill test. (Limit once per test.) Add 1 doom to Blood Pact: You get +2 for this skill test. (Limit once per test.)

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.

: 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.


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.

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.

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.

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.

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

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

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

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).

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

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

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.

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.

You get +1 skill value while resolving a skill test on an attached asset. 1 doom on each attached asset does not count towards the agenda's doom threshold. Exhaust Elle Rubash: Choose an asset in your play area with 1 or more doom on it. Attach it to Elle Rubash, or switch it with an attached asset. (Limit 2 attached assets).

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.

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).

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

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.

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.

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 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.

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

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.

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 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.

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.

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.

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 .

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

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

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.

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.

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.

After Library Docent enters play, return a Tome asset you control to its owner's hand: Play a different Tome asset (by title) from your hand, reducing its cost by 2.

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.

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

Fast. Play only during your turn. Remove all doom from a non-Elite card at your location.

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.

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

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.

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).

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

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

Customizable. Fast. Play only during your turn. Attach to a non-Elite enemy at your location. If attached enemy is at your location: Parley. Give it a command (limit once per round per command) - - "Go." This enemy moves once in a direction of your choice. - "Cower." This enemy exhausts.

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.

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

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.

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

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.

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.

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

When you play a Spell card, exhaust Robes of Endless Night: Reduce the cost of that card by 1. Playing that card does not provoke attacks of opportunity.

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

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

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

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

Starting. (You may begin the game with 1 copy of a starting card in your opening hand.) Spend 1 resource: You get +1 for this skill test (+2 instead if this is an investigation or parley). Spend 1 resource: You get +1 for this skill test (+2 instead if this is an investigation or parley).

: 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).

Evade. When this action begins, gain 2 resources.

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.

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.

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

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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

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.

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).

After you spend 1 or more charges from a Spell asset, exhaust Twila Katherine Price: Place 1 charge on that asset.

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

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

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.

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.

: 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).

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.)