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

: 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.

Isabelle Barnes deck only. Uses (6 ammo). Spend 1 ammo: Fight (). You get +1 and deal +1 damage for this attack. After you resolve the above ability, spend 1 ammo and exhaust Isabelle's Twin .45s: Fight (). You get +1 and deal +1 damage for this attack.

As an additional cost to commit Soul Link, take 1 horror.

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

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

Gain 3 resources.

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

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

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.

Isabelle Barnes deck only. Uses (6 ammo). Spend 1 ammo: Fight (). You get +1 and deal +1 damage for this attack. After you resolve the above ability, spend 1 ammo and exhaust Isabelle's Twin .45s: Fight (). 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.

If this skill test is successful, heal 1 horror.

As an additional cost to commit Soul Link, take 1 horror.

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.

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).

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

Place 1 doom on a player card you control. Then, discover 1 clue at your location and 1 clue at another revealed location.

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).

When horror is placed on Cloak of Resonance, exhaust it: Deal 1 damage to an enemy at your location.

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

Uses (3 charges). : Fight (). If you succeed, you may spend 1 charge to deal +1 damage for this attack. If you reveal a token during this test, remove 1 charge from Cosmic Flame (if you cannot, take 1 damage and discard this card).

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

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.

: Investigate (). Your location gets -1 shroud for this investigation. If you fail, you may exhaust Old Compass to attempt this test again. If you do, your location gets -2 shroud for this investigation, instead.

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

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. 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.

Uses (3 charges). : Investigate (). If you succeed, you may spend 1 charge to discover 1 additional clue at your location. If you reveal a token during this test, remove 1 charge from Second Sight (if you cannot, take 1 horror and discard this card).

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.

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 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.

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

: 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.

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.

Fast. Play during any player window. Put Premonition into play, reveal a random chaos token from the chaos bag, and seal it on Premonition. Forced - When a chaos token would be revealed from the chaos bag: Resolve the token sealed here as if it were just revealed from the chaos bag, instead. Then, discard Premonition.

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 while evading a non-Elite enemy, that enemy does not ready during the next upkeep phase.

Permanent. You have 1 additional ally slot.

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

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.

You have 1 additional arcane slot. : Fight. You get +1 for this attack for each of your arcane slots that is filled. If at least 2 of your arcane slots are filled, this attack deals +1 damage.

For each of your arcane slots that is filled, either heal 1 damage or 1 horror.

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

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.

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

Permanent. Limit 1 per deck. Purchase at deck creation. After each scenario of a campaign, reduce the experience cost of the first 2 cards you upgrade before the next scenario by 1. Increase the experience cost for you to purchase new cards by 1.

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

Uses (4 charges). Spend 1 charge: Evade. This evasion attempt uses instead of . If you succeed, after evading the chosen enemy, you may move to a connecting location. If a , , , , or symbol is revealed during this evasion attempt, choose and discard a card from your hand.

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.

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 Mask per investigator. Uses (2 offerings). Replenish 1 of these offerings after you take 1 or more damage and/or horror. Spend 1 offering: You get +2 or +2 for this skill test. (Limit once per test.)

Permanent. 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).

You get +1 .

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

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.

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.

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.

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

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

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.

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.

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

Commit only to a skill test you are performing, and only if the difficulty of that test is higher than your base skill value. Rise to the Occasion gets +X icons, where X is the difference between your base skill and this test's difficulty (to a maximum of +3 icons).

Max 1 committed per skill test. 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."

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 .

: 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.)

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.)

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."

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

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

Max 1 committed per skill test. After you commit Prescient to a skill test, name "even," "odd," or "symbol." After this test ends, if a chaos token of the named type was revealed during this test, you may return a Spell card from your discard pile to your hand.

For each of your arcane slots that are empty, you have one additional hand slot. You may take an additional action during your turn, which can only be used to play an asset into one of your hand slots.

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.

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

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.)

Uses (4 secrets). After an investigator at your location fails a skill test by 2 or more, exhaust Grimm's Fairy Tales and spend 1 secret: Heal 1 horror from that investigator.

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.

Uses (5 secrets). If Schoffner's Catalogue has no secrets, discard it. You may spend secrets on Schoffner's Catalogue as resources to pay for Item assets played by any investigator at your location.

Uses (3 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.

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.

Limit 1 per investigator. During your turn, exhaust Loner: Move to an empty connecting location.

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.

Uses (3 charges). Spend 1 charge: Investigate. Investigate using instead of . If you succeed, discover 1 additional clue at this location. If a token is revealed during this investigation, you may discover 1 clue at a connecting location or place 1 charge on Eye of Chaos.

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.

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.

: 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).

If this skill test is successful, choose a [survivor] asset or event in your discard pile and add it to your hand.
Max 1 committed per skill test. If this skill test is successful, take 1 direct damage.

Attach to your location. Limit 1 per location. When the round ends, each investigator at this location may choose one of the following: Draw 1 card, gain 1 resource, heal 1 damage, or heal 1 horror. Forced - After an enemy enters this location: Discard Hidden Shelter.

Parley. Choose a non-Elite enemy at your location or at a connecting location. Move that enemy to your location, engage it, and gain resources equal to its combined damage/horror values.

You get +1 .

If this skill test is successful, heal 1 damage from the performing investigator.

Max 1 committed per skill test. If a symbol token is revealed during this test, place up to 2 charges or 2 secrets among assets you control.

As an additional cost to play Favor of Baalshandor, take 1 damage. Play a Spell or Ritual asset from your hand, reducing its cost by 3. Playing this card does not provoke attacks of opportunity.

Fast. Play when an enemy attacks an investigator at your location. You take all damage and horror from this attack. For each point of damage/horror taken, deal 1 damage to an enemy at your location.

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

You get +1 . After you fail an attack or evasion, exhaust Daniel Jameson: Attempt that skill test again, with +1 skill value.

Uses (4 supplies). If there are no supplies on Extra Rations, discard it. Spend 1 supply and exhaust Extra Rations: Heal 1 damage from your investigator or an Ally asset you control.

Play only if there are no enemies at your location. Choose up to 3 level 0 event and/or skill cards in your discard pile and shuffle them into your deck. Draw 1 card.