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

George Barnaby deck only. After this skill test resolves, you may swap any number of cards beneath George Barnaby with the same number of non-weakness cards in your hand.

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

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.

As an additional cost to play "Catch!", choose and discard an Item asset that takes up at least 1 hand slot from your hand or play area. Evade. You get +X for this evasion attempt, where X is the chosen asset's printed resource cost. If you succeed against a non-Elite enemy and that asset was in your play area, that enemy does not ready during the next upkeep phase.

Myriad. Fast. Play after the investigation phase begins. Group limit 1 in play. Put Good Weather into play next to the agenda deck and choose a skill. While this card is in play, each investigator gets +2 to the chosen skill. Forced - When the investigation phase begins: Discard Good Weather.

George Barnaby deck only. After this skill test resolves, you may swap any number of cards beneath George Barnaby with the same number of non-weakness cards in your hand.

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

You may play Winging It from your discard pile. If you do, shuffle it into your deck after resolving its effects. Investigate. Your location gets -1 shroud for this investigation. (If you played Winging It from your discard pile, discover 1 additional clue if you succeed.)

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

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

Max 1 committed per skill test.

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

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

Limit 1 per investigator. Uses (1 inspiration). Exhaust Artistic Inspiration and discard 1 card from your hand: Replenish 1 inspiration on this card. After revealing chaos tokens for a skill test you are performing, spend 1 inspiration: You get +1 or -1 skill value for this skill test.

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.

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).

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.

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).

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.

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

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

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

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

Uses (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.

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

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."

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

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

While Hand Hook is in your hand, you may perform the below "" ability. If you do, discard Hand Hook instead of exhausting it. Exhaust Hand Hook: Fight. You get +1 for this attack. If you succeed, you may discard 1 card from hand to have this attack deal +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.

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.

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.

Drifter, Hunter, Wayfarer deck only. Limit 1 per investigator. During your turn, discard 1 card from your hand and exhaust Bound for the Horizon: Move. Move to a connecting location.

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.

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

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.)

: 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.)

While Anchor Chain is in your hand, you may perform the below "" ability. If you do, discard Anchor Chain instead of exhausting it. Exhaust Anchor Chain: Evade. You get +1 for this evasion attempt. If you successfully evade a non-Elite enemy, you may discard 1 card from hand to prevent that enemy from readying during the next upkeep phase.

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.

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.

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.)

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.

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

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

Max 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.

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

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.

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."

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.

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.

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

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

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.

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.

Permanent. You have 1 additional ally slot.

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.

: 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.

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.

Gain 3 resources.

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

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

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.

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.

As an additional cost to play "Catch!", choose and discard an Item asset that takes up at least 1 hand slot from your hand or play area. Evade. You get +X for this evasion attempt, where X is the chosen asset's printed resource cost. If you succeed against a non-Elite enemy and that asset was in your play area, that enemy does not ready during the next upkeep phase.

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

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.)

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

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

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.

Myriad. Fast. Play after the investigation phase begins. Group limit 1 in play. Put Good Weather into play next to the agenda deck and choose a skill. While this card is in play, each investigator gets +2 to the chosen skill. Forced - When the investigation phase begins: Discard Good Weather.

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.

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

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

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

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

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.)

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

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

As an additional cost to play 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.

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.

: 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.

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.

Evade. Automatically evade all enemies at your location.

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

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.

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

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

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

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

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

Fast. You get +1 while investigating.

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.

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

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

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).

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

You may take an additional action during your turn.

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.

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

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.

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.)

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

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

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

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.

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

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

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.

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

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.

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

Fast. Play only during your turn. Until the end of the round, you may use your in place of your and .

Myriad. Fast. Up to 3 Uncanny Specimen cards take up 1 arcane slot. When a , , , or symbol is revealed during a skill test at your location, discard Uncanny Specimen: Cancel that chaos token, return it to the chaos bag, and reveal a new one. If this test is successful, draw 1 card.

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.

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.

While you control a Science or Tool asset, Well-Funded gains (while you control 3 or more Science and/or Tool assets, Well-Funded gains , instead).

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.


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

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.

: 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.

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

Investigate. Add your value to your skill value for this investigation. If you succeed by 1 or more, you may automatically evade an enemy at this location. If you succeed by 3 or more, return Breaking and Entering to your hand at the end of your turn. This action does not provoke attacks of opportunity.

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

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.

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.

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

Investigate. Add your or to your skill value for this investigation. If you succeed, instead of discovering clues at this location, attach Map the Area to it. Limit 1 per location. Reduce the difficulty of all skill tests at attached location by 1.

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

Fast. Play when doom would be placed on any scenario card. Max 1 per game. Cancel 1 doom just placed on that card. Exile Fortune or Fate.

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

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

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

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.

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

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

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.)

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

Max 1 committed per skill test. Commit only to a test you are performing of any type, and only if it is your turn. Calculated Risk gains for each action you performed this turn (including this one). After this test ends, end your turn.

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.

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.

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

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

Fast. Play after you 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.

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

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).

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

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

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.

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

Uses (3 supplies). 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.

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.

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.

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.

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.

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.

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

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.

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.

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

Max 2 Dilemma per round. Revelation - Reveal the top card from each investigator's deck and place them in a pile. Repeat this two more times. Choose one of the three piles. Each investigator draws each of their cards from that pile. Shuffle each weakness in each other pile into its owner's deck. Remove each other revealed card from the game.

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

Fast. Play only during your turn. Discard the top card of your deck. If that card is a weakness, shuffle it back into your deck. Otherwise, for the remainder of your turn, while that card is in your discard pile, commit it to each eligible skill test you perform.

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

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.

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

Permanent. You have 1 additional accessory slot.

After you commit Daredevil to a skill test, discard cards from the top of your deck until you discard a [rogue] skill you can commit to this test. Commit it. Shuffle each weakness that was discarded by this effect back into your deck.

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).

Investigate. When this action begins, gain 2 resources.

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

As an additional cost to play 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.

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.

Fast. Play during any investigator's turn, except during an action. Immediately take an action as if it were your turn. This action does not count toward the number of actions you can take each turn.

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

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).

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.

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

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.

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.

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.

Evade. You may use instead of for this evasion attempt. If you succeed and the enemy is non-Elite, attach Transmogrify to it. Attached enemy gains: "Massive. Cannot move. After you evade this enemy: Discover 1 clue at its location. (Limit once per round.)"

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

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


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

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.

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

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.

Max 1 committed per test. For each additional chaos token revealed during this skill test (even if it was canceled or ignored), Confidence gains (to a maximum of +3 icons).

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

Commit only to a skill test from an ability printed on a scenario card.
If this skill test is successful, discover 1 clue at your location.

Return 3 Innate skills from your discard pile to 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 .

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.

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.

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).

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

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.

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.

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

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

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.

After revealing a chaos token for this skill test, you may place 1 of your clues on your location to cancel that chaos token, return it to the chaos bag, and reveal a new one. (You may do this any number of times.)

: 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.

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