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

Daniela Reyes deck only. Exhaust Mechanic's Wrench: Choose an enemy at your location. That enemy attacks you. : Fight. Use this ability only against an enemy that has attacked you since the end of your last turn. You get +2 for this attack and deal +1 damage for this attack.

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

Daniela Reyes deck only. Exhaust Daniela's Wrench: Choose an enemy at your location. That enemy engages you and makes an immediate attack. : Fight (). You get +2 for this attack. If this enemy attacked you this round, this attack deals +1 damage.

Bodyguard may be assigned damage dealt to other investigators at your location. When Bodyguard is defeated: Deal 1 damage to an enemy at your location.

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

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

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

Gain 3 resources.

Daniela Reyes deck only. Exhaust Mechanic's Wrench: Choose an enemy at your location. That enemy attacks you. : Fight. Use this ability only against an enemy that has attacked you since the end of your last turn. You get +2 for this attack and deal +1 damage for this attack.

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.

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

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

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

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.

Max 1 committed per skill test.

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.

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

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

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

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.

Permanent. You have 1 additional ally slot.

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.

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

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

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

You may commit Long Shot to a fight or evasion test against an enemy at your location or a connecting location. If this test is successful, deal 1 damage to that enemy.

: Fight. 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.

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.

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

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

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.)

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. If this test is successful, draw 1 card.

Daniela Reyes deck only. Exhaust Daniela's Wrench: Choose an enemy at your location. That enemy engages you and makes an immediate attack. : Fight (). You get +2 for this attack. If this enemy attacked you this round, this attack deals +1 damage.

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

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

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

During your turn, discard Jumpsuit: Choose a Tool or Weapon asset in your discard pile and add it to your hand.

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

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

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

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

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

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

Bodyguard may be assigned damage dealt to other investigators at your location. When Bodyguard is defeated: Deal 1 damage to an enemy at your location.

Fast. Play after you defeat an enemy. 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 .

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

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.)

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

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

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.

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

Spend 1 resource: You get +1 for this skill test (+2 instead if this test is on a scenario card). Spend 1 resource: You get +1 for this skill test (+2 instead if this test is on a scenario card).

: 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.

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

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

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

Max 1 committed per skill test. You may commit Timely Intervention from your hand after revealing chaos tokens during a skill test you are performing.

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

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 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.

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

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

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

Fast. Play after an enemy attacks you, even if that attack was canceled. Fight. This attack targets the attacking enemy.

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

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

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

: Fight (). You get +1 for this attack. If you succeed, you may discard Broken Bottle to deal +1 damage for this attack.

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

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.

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.

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.

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.

Permanent. You have 1 additional accessory slot.

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

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.

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

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

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

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.)

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.

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.

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.

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

Fast. Play when an enemy attacks an investigator at your location (before resolving that attack). Cancel that attack. Deal 1 damage to that enemy.

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

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.

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.

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

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.

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.

Fight. When this action begins, gain 2 resources.

Evade (). If you succeed, deal 1 damage to the evaded enemy. If you fail, return "Shove off!" to your hand at the end of your turn.

Customizable.

If this skill test is successful while evading a non-Elite enemy, that enemy does not ready during the next upkeep phase.

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

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

Parley. Choose an enemy at your location and an Item asset in your hand. Perform a fight action against the chosen enemy. If you succeed, instead of dealing damage, play the chosen asset, reducing its cost by each point you succeeded by.

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

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.

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.

Fast. Play after an enemy attacks you. Max 1 per attack. Damage/horror from this attack cannot be assigned to Ally assets. For each point of damage and/or horror you took from this attack, draw 1 card.

Fast. Play only during your turn. Play Talisman of Protection under the control of any investigator at your location. When you assign damage and/or horror that would defeat you, discard Talisman of Protection: Cancel up to 2 of that damage and/or horror.
Uses (4 ammo). Spend 1 ammo: Fight (). You get +2 and deal +1 damage for this attack. Ignore the retaliate keyword for this attack.


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

Forced - When your turn begins: Move 1 damage from your investigator to "Devil". Forced - When "Devil" is defeated: Deal 2 damage to each enemy and investigator at your location.

Max 1 committed per skill test. Hardboiled gains for each successful attack you performed this round.

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

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 during which a non- token was revealed. You succeed at that skill test instead. If a token with a symbol was revealed during that skill test, take 1 horror.

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

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

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.

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.

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

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


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

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.

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.

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.

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.)

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

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

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.

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

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.

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

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

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

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

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.


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.

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.

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.

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

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.

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

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

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

Max 1 committed per skill test. If this test fails, return each other card committed to this test to its owner's hand and draw 1 card.

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. You get +2 for this attack. Discard Gravedigger's Shovel: 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.

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

Fast. Play only during your turn. Attach Tinker to a Tool asset in your play area. Limit 1 per asset. Attached asset takes up 1 fewer hand or accessory slot.

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.

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.

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

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.

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

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 (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.

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.

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.

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."

Fast. Play after an enemy at your location is defeated. Investigators at your location gain a total of X resources, distributed as your wish. X is that enemy's printed health (to a maximum of 6).

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

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

After you play Protective Vest: Search the top 6 cards of your deck for a Firearm or Upgrade card and add it to your hand. Shuffle your deck.

Fast. Play after a non-Elite enemy attacks you. Automatically evade that enemy and attach Restrained to it. Attached enemy cannot ready. Forced - When the round ends, if attached enemy is not a Humanoid: Discard Restrained.

Rookie Cop may be assigned damage and/or horror dealt to other investigators at your location. When Rookie Cop is defeated: Discover 1 clue at your location.

Uses (3 ammo). After an enemy attacks you, spend 1 ammo: Fight (). This attack targets that enemy. You get +1 and deal +1 damage for this attack.

Fight. 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).

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

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. 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.

Investigate. You may use instead of for this investigation. Before revealing chaos tokens for this test, add 2 tokens to the chaos bag. If a or token is revealed during this skill test, discover 1 additional clue at your location.

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

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

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. 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.

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.

Uses (3 ammo). Spend 1 ammo: Fight (). You get +3 for this attack. If you succeed, this attack deals +1 damage for each point you succeed by (to a maximum of +4). If you fail and would deal damage to another investigator, this attack deals 1 damage for each point you fail by (to a maximum of 5 damage).

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.

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

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

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

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

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

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

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 attack, automatically evade the attacked enemy.

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

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

You 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.

: 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.

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.

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.

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

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

Evade. Automatically evade all enemies at your location.

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.

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.

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

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

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.

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

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

: 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.)

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.

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.

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

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 .

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.

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

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

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

Uses (3 ammo). Spend 1 ammo: Fight. You get +3 and deal +2 damage for this attack. If a or symbol is revealed during this attack, the rifle jams. (This attack automatically fails. Before you can activate this ability again, you must perform the following ability: ": You clear the jam.")

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

Permanent. In between two scenarios of a campaign, reduce the experience cost to repurchase up to 3 cards that you exiled during the last scenario by 1 each.

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.

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

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

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

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

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.

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

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

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.

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

Evade. Attempt to evade using instead of . If you succeed and the enemy is non-Elite, attach Bolas to it. Attached enemy gets -1 evade value. Forced - After attached enemy moves: Exhaust it.

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

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

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

After you commit a card to a skill test, exhaust Grisly Totem: That card gains another instance of one of its skill icons of your choice.

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.

Customizable. Uses (4 aether). If Hyperphysical Shotcaster has no aether, discard it. Spend 1 aether: Resolve the Manifest ability of the Hyperphysical Shotcaster's current form. Exhaust Hyperphysical Shotcaster: Change its form (to one you have unlocked on its upgrade sheet).

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

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

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.

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

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

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.

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

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

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.

Uses (3 supplies). Spend 1 supply, exhaust Thermos: Heal 1 damage from an investigator at your location (2 damage instead if he or she has 2 or more physical trauma). Spend 1 supply, exhaust Thermos: Heal 1 horror from an investigator at your location (2 horror instead if he or she has 2 or more mental trauma).

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

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

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

You get +1 . 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 when a chaos token with a symbol is revealed during a skill test at your location (before resolving its effects). You or the performing investigator may either commit a card to this skill test, or return a card they committed to this test to their hand.

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

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.)

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

Fast. Play when a non-Elite enemy spawns at your location. That enemy attacks you. Then, automatically evade that enemy and attach Fend Off to it. Attached enemy cannot ready.

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.

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.

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.

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."

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.

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 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.

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

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

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

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

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

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. 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."

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.

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

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 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. 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.

Fast. Play when a skill test at your location begins. Twice during this test, when an investigator reveals a chaos token, they may cancel it, return it to the chaos bag, and reveal a new chaos token.

You get +1 during evasion attempts.

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

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])."

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