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

Jim Culver deck only. When a token is revealed during a skill test, exhaust Jim's Trumpet: Heal 1 horror from an investigator at your location or a connecting location.

Uses (4 charges). If Grotesque Statue has no charges, discard it. When you would reveal a chaos token, spend 1 charge: Reveal 2 chaos tokens instead of 1. Choose 1 of those tokens to resolve, and ignore the other.

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

Jim Culver deck only. Permanent. Each attached spirit loses all printed traits and gains the Geist trait. When damage/horror would be placed on an attached spirit, it must be placed on Jim Culver, instead. Forced – When your turn begins: Attach the top card of the spirit deck to The Beyond, as a spirit. If 4 or more spirits are attached, flip this card and resolve its text.

Fast. Play after revealing chaos tokens during a skill test at your location. Ignore the modifiers of each token revealed during this test. For each token ignored, deal 1 damage to an enemy at your location.

Jim Culver deck only. When a token is revealed during a skill test, exhaust Jim's Trumpet: Heal 1 horror from an investigator at your location or a connecting location.

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.

You get +1 .

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.

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

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.

Investigate. Add your value to your skill value for this investigation. You may ignore any effect or keyword on your location which would trigger during this investigation. If you succeed, discover 1 additional clue at this location. If a symbol was revealed during this investigation, return Read the Signs to your hand at the end of your turn.

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

Fight. Add your value to your skill value for this attack. Immediately before this attack, you may engage the attacked enemy. This attack deals +1 damage (+2 damage instead if the enemy is non-Elite). If a symbol was revealed during this attack, return Spectral Razor to your hand at the end of your turn.

Gain 3 resources.

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

: 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).

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

If this skill test is successful, heal 1 horror.

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

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.

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

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

When you would reveal a chaos token, exhaust Olive McBride: Reveal 4 chaos tokens instead of 1. Choose 2 of those tokens to resolve, and ignore the rest.

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

Uses (4 charges). If Grotesque Statue has no charges, discard it. When you would reveal a chaos token, spend 1 charge: Reveal 2 chaos tokens instead of 1. Choose 1 of those tokens to resolve, and ignore the other.

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

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

Max 1 committed per skill test.

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

Fast. Play when you would reveal a chaos token. Reveal 5 chaos tokens instead of 1. Choose one of those tokens with a , , , , or symbol to resolve, and ignore the rest. (If no such token is revealed, choose any one of those tokens to resolve, and ignore the rest.)

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.

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

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.

Uses (6 offerings). Spend any number of offerings: Parley. Choose a Spell or Ritual event in your discard pile and reveal tokens from the chaos bag equal to the number of offerings spent. If at least 1 or token was revealed, return the chosen event to your hand.

Fast. Play when an enemy attacks an investigator at your location. Cancel that attack. Then, reveal a random token from the chaos bag. If it has a , , , , or symbol, deal the attacking enemy's damage to itself.

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.)

After a , , , , or symbol is revealed during a skill test at your location, exhaust Jewel of Aureolus: Draw 1 card or gain 2 resources.

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

Uses (4 charges). Spend 1 charge: Fight. This attack uses instead of and deals +1 damage. If an , "+1," or "0" token is revealed during this attack, take 1 damage.

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

Permanent. When you purchase Arcane Research, suffer 1 mental trauma. After each scenario of a campaign, reduce the experience cost of the first Spell card you upgrade before the next scenario by 1.

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

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

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

Limit 1 per deck. Choose a non-Elite enemy at any location and exhaust Rod of Carnamagos: Reveal 5 random chaos tokens from the chaos bag. If a token is revealed, search your bonded cards for a random Rot event and attach it to that enemy.

When you commit Accursed to a skill test, add up to 3 tokens to the chaos bag. During this skill test, treat the modifier of each token revealed as 0.

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.

Fight. This attack uses instead of . If you succeed, instead of its standard damage, this attack deals 2 damage to each enemy at the attacked enemy's location (any additional damage is dealt to the attacked enemy). If a , , , , or token is revealed during this attack, deal 1 damage to each investigator at the attacked enemy's location.

You get +1 . Exhaust Alyssa Graham: Look at the top card of either the encounter deck or any player deck. You may then add 1 doom to Alyssa Graham to place the looked-at card on the bottom of its deck.

Evade. This evasion attempt uses instead of . If you succeed, deal 1 damage to the enemy just evaded. If a , , , , or symbol is revealed during this evasion attempt, lose 1 action this turn.

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

Uses (3 charges). Spend 1 charge: Fight. This attack uses instead of and deals +1 damage. If a token is revealed during this attack, you may deal 1 damage to an enemy at your location or place 1 charge on Armageddon.

: Fight. This attack uses instead of . If a , , , or symbol is revealed during this attack, the attacked enemy gets -1 fight and -1 evade for the remainder of the turn (to a minimum of 1).

Permanent. You have 1 additional ally slot.

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.

Seal (). Uses (7 charges). If Seal of the Seventh Sign has no charges, or if it leaves play, remove it from the game. Forced - After a , , , or token is revealed during any skill test: Remove 1 charge from Seal of the Seventh Sign.

Before revealing chaos tokens for this test, choose one of the following symbols: (, , , or ). Ignore the effects of the chosen symbol during this test (including its modifier).

Add 1-3 tokens to the chaos bag: Fight. You get +2 for this attack for each token added as part of this action's cost. If this attack defeats an enemy, replenish 1 charge or offering on an asset you control.

Fast. Play when you would resolve an effect on a [mystic] card that triggers "when," "if," or "after" a , , , , or symbol is revealed. Either cancel that effect, or resolve it an additional time.

Permanent. Limit 1 Covenant per deck. When an investigator at your location reveals a token during a skill test, exhaust Blasphemous Covenant: Treat that token's modifier as +1 instead of its normal modifier. After this test ends, return that token to the chaos bag.

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

Jim Culver deck only. Permanent. Each attached spirit loses all printed traits and gains the Geist trait. When damage/horror would be placed on an attached spirit, it must be placed on Jim Culver, instead. Forced – When your turn begins: Attach the top card of the spirit deck to The Beyond, as a spirit. If 4 or more spirits are attached, flip this card and resolve its text.

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

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

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

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.

As an additional cost to play Antediluvian Hymn, spend an action. Reveal the top 5 cards of the encounter deck. For each card revealed, you may add 1 token to the chaos bag to place that card on the bottom of the encounter deck. Return the rest to the top of the encounter deck in any order.

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

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).

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

Uses (3 charges). Exhaust Scrying and spend 1 charge: Look at the top 3 cards of any investigator's deck or the encounter deck. Return them to the top of that deck in any order.

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.

Look at the top 6 cards of an investigator's deck or the encounter deck. You may either return them to the top of that deck in any order, or shuffle them into that deck. If you looked at an investigator's deck, that investigator may draw 1 card.

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

Limit 1 Mask per investigator. Uses (2 offerings). Replenish 2 of these offerings after doom is placed on a card with no doom. Spend 1 offering: You get +2 or +2 for this skill test. (Limit once per test.)

Fast. Play after revealing chaos tokens during a skill test at your location. Ignore the modifiers of each token revealed during this test. For each token ignored, deal 1 damage to an enemy 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.

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

Uses (3 charges). Exhaust Alchemical Transmutation, spend 1 charge: Test (1). For each point you succeed by, gain 1 resource (to a maximum of 3). If a , , , , or symbol is revealed during this test, take 1 damage.

When you reveal a token during a skill test you are performing, you may commit Diabolical Luck to that skill test from your hand. If you do, Diabolical Luck gains .

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

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

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

One at a time, in any order, if you control a... - [rogue] card, you may move to a connecting location. - [guardian] card, deal 1 damage to an enemy at your location. - [seeker] card, discover 1 clue at your location. - [mystic] card, heal 1 horror from any card. - [survivor] card, heal 1 damage from any card.

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

After this skill test ends, add 1 token to the chaos bag for each point the performing investigator either succeeded or failed by.

If there are more than tokens in the chaos bag, remove 1 token from the chaos bag and exhaust The Key of Solomon: Heal up to 2 damage and/or horror from an investigator or Ally asset at your location. If there are more than tokens in the chaos bag, remove 1 token from the chaos bag and exhaust The Key of Solomon: Gain 2 resources.

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

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

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

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.

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

Fast. Seal (up to 3 ). If there are no tokens sealed on Favor of the Moon, discard it. When you would reveal a chaos token from the chaos bag, exhaust Favor of the Moon: Resolve a token sealed here instead, as if it were just revealed from the chaos bag. Then, gain 1 resource.

You may take an additional action during your turn.

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

Fast. Play after an investigator reveals a token during a skill test at your location. Discover 1 clue at your location.

Uses (3 charges). Spend 1 charge: Evade. This evasion attempt uses instead of . You get +2 for this evasion attempt. If you succeed, deal 1 damage to the evaded enemy. If an , "+1," or "0" token is revealed during this evasion attempt, lose 1 resource.

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.

: Choose an investigator at your location and either (choose one) - - Exhaust Hallowed Chalice and place 1 doom on it to heal 2 damage or 2 horror from that investigator. - Heal 1 damage or 1 horror from that investigator. If you heal the last damage or horror from that investigator, remove 1 doom from Hallowed Chalice.

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.

Move. Move to any revealed location and reveal a random token from the chaos bag. If you reveal a , , , , or symbol, you must discard an Item or Ally asset you control (if you cannot, take 1 damage).

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

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.)

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

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.

Permanent. You have 1 additional accessory slot.

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.)

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.

Fast. Play during any window, or at the start of the round. Replace all tokens in the chaos bag with an equal number of tokens. At the end of the round, replace all tokens in the chaos bag with an equal number of tokens.

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 get +1 . After a skill test at your location begins, exhaust Crystal Pendulum: Name a number. If this test succeeds by that number or fails by that number, draw 1 card.

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).

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

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

Playing Sword Cane does not provoke attacks of opportunity. After Sword Cane enters play: Immediately trigger its "" ability without paying its cost. Exhaust Sword Cane: Fight/Evade. You may use your in place of your or for this attack or evasion attempt.

While David Renfield has at least 1 doom on him, you get +1 . Exhaust David Renfield: You may place 1 doom on David Renfield. Gain 1 resource for each doom on David Renfield.

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

: Fight. You get +1 for this attack. If you succeed, you may spend 1 additional action to deal +1 damage for this attack.

When a second token is revealed during a single skill test at your location, exhaust Curse of Aeons: Cancel that token and treat it as if it were a token instead. You may choose to remove both of those tokens from the chaos bag after the test ends.

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

Evade. Automatically evade all enemies 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 (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.

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.

Choose another investigator card from your collection. Until the end of the game, treat the front of your investigator card as if it were the front of the chosen card, instead (including your skill values, traits, abilities, and elder sign effect). Max once per game.

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

Fast. Play immediately after an investigator at your location finishes resolving an action during his or her turn. Undo that action (return the game state to exactly the way it was before that action was performed, except for the playing of Time Warp and its costs).

Myriad. Seal (, , , or ). Uses (3 charges). Forced - When your turn begins: You must spend 1 charge or discard Sign of Xelotaph. Discard a copy of Sign of Xelotaph from your hand: Replenish all charges on this copy of Sign of Xelotaph.

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.

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.

: 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 (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.

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.

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

Max 1 committed per skill test. If this skill test is successful during an investigation, place up to 3 charges and/or secrets on assets controlled by investigators at your location.

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

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.


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.)

While you have 10 or more resources, you get +1 and +1 . If there are no enemies at your location, exhaust Dario El-Amin: Gain 2 resources.

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

Uses (3 secrets). Exhaust Mr. "Rook" and spend 1 secret: Search the top 3, 6, or 9 cards of your deck for any card and draw it. If at least 1 weakness is among the searched cards, draw 1 of them, as well. Shuffle your deck.

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

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

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.

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

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

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.

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

Name a Spell card. Search your deck for 1 copy of the named card and draw it. Shuffle your deck.

Fast. Play when an investigator at your location would draw a card from their deck or from the encounter deck. Name a card. If the drawn card is the named card, that investigator may either (choose one): - Cancel that card's effects and discard it. - Immediately play that card at -2 cost.

Permanent. Exceptional. For every point of damage and/or horror you heal in excess of an investigator's current damage/horror, place 1 resource on Soul Sanctification, as an offering. This still counts as healing. Spend 1 offering: You get +2 skill value for this test. (Limit twice per test.)

Shuffle your discard pile into your deck and draw 1 card. Remove Quantum Flux from the game.

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.

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

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

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

Dreamer, Performer, Sorcerer deck only. Limit 1 per investigator. After you perform 3 different types of actions in a row, exhaust Captivating Performance: Take an additional action, which must be a different type from all other actions you have taken this turn (types include activate, draw, engage, evade, fight, investigate, move, play, and resource).

Permanent. Exceptional. When you purchase this card, choose a non-signature Spell asset in your deck and record [spell's name] was branded in your campaign log. This is your branded spell. Your deck cannot include more than 1 copy of your branded spell. Before you draw your opening hand: Search your deck for your branded spell and play it (paying its cost).

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

You have 1 additional arcane slot. Exhaust Book of Shadows: Add 1 charge to a Spell asset you control.

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.

: Fight. Either use your or get +1 for this attack. When you initiate this ability, choose one - - Exhaust Ceremonial Sickle and place 1 doom on it to get +1 skill value and deal +1 damage for this attack. - If this attack defeats an enemy, remove 1 doom from Ceremonial Sickle.

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

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

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.

Fast. Play after a phase begins. Choose a non-Elite enemy at your location. Treat the chosen enemy's printed text box as if it were blank (except for Traits) until the end of the phase.

When you would reveal a chaos token during a skill test you are performing, exhaust Katarina Sojka: Reveal tokens from the chaos bag until a token with a symbol is revealed. Resolve that token and ignore the rest.

Fast. You get +1 while investigating.

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

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.

Uses (5 charges). Spend 1 charge: Fight. This attack uses instead of . You get +1 for this attack. If a symbol is revealed during this attack, this attack deals +2 damage.

Uses (4 charges). : Investigate. For this investigation, you may use instead of , and you get +1 skill value. If you succeed, spend 1 or 2 charges. Instead of discovering a clue at your location, discover 1 clue at your location for each charge spent. If you succeed by 0, choose and discard a card from your hand.

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.

When 1 or more doom is placed on a card you control, exhaust Blood of Thoth: Place 1 resource on this card (from the token pool), as an offering. If Blood of Thoth has 3 or more offerings on it, remove all offerings from Blood of Thoth and exhaust it: Choose an investigator at your location to immediately take an action as if it were their turn.

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

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 (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).

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

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

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.

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.

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

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

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.

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

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.

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).

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

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.

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

Fast. Play after you fail a skill test by 2 or less while attacking an enemy engaged with you. Deal this attack's damage to a different enemy at your location.

Evade. Use only on a non-Elite enemy. This evasion attempt uses instead of . If you succeed, move the enemy just evaded to any location in play. If you succeed and a , , , or symbol was revealed during this evasion attempt, that enemy does not ready during the next upkeep phase.

Uses (6 charges). : Fight. For this attack, you may use instead of , and you get +1 skill value. If you succeed, spend 1 or 2 charges. Instead of its standard damage, this attack deals 1 damage for each charge spent. If you succeed by 0, lose 1 action.

Exhaust Old Book of Lore: Choose an investigator at your location. That investigator searches the top 3 cards of his or her deck for a card, draws it, and shuffles the remaining cards into his or her deck.

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

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

Uses (1 charge). Replenish this charge at the start of each round. You may resolve abilities on Spell assets in your hand by revealing them from your hand. Treat True Magick as if it were the revealed asset (to pay its costs, spend charges, perfom its effect, etc).

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

Choose an investigator at your location. That investigator searches the top 6 cards of his or her deck for a card, draws it, and shuffles his or her deck.

Choose a Spell or Relic asset controlled by an investigator at your location and reveal a random chaos token from the chaos bag. If you reveal a , , , , or symbol, discard the chosen asset. Otherwise, add 3 charges to the chosen asset.

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.

Uses (3 charges). When you would reveal a chaos token, spend 1 charge: Reveal 1 additional token. Choose 1 of those tokens to resolve and ignore the other. If you resolved a token with a symbol, take 1 horror.

Uses (0 charges). After an investigator, Ally asset, or enemy at your location is defeated: Place 1 resource (from the token bank) on Decorated Skull, as a charge. Spend 1 charge: Draw 1 card and gain 1 resource.

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

Evade. This evasion attempt uses instead of . If you succeed and the enemy is non‑Elite, evade it and attach Bind Monster to it. When attached enemy would ready: Test (3). If you succeed, attached enemy does not ready. If you fail, discard Bind Monster.

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.

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.)

Evade. Add your value to your skill value for this evasion attempt. If you succeed, disengage from each other enemy engaged with you, and for the remainder of the round, you are ethereal (enemies cannot engage or be engaged with you, and you cannot attack or deal damage to enemies). If a symbol was revealed during this evasion attempt, return Ethereal Form to your hand at the end of your turn.

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

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

Myriad. Fast. Play only during your turn. Attach to your location. Group limit 3 in play. Investigators may move between any two locations with an attached Open Gate as if the locations were connected.

While there are 3 or more doom in play, Prophesy gains (while there are 6 or more doom in play, Prophesy gains , instead).

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

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.

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

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

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.

Investigate. You may cancel the first chaos token revealed for this skill test, return it to the bag, and reveal a new one. If you succeed at this skill test, place 1 charge or secret on an asset controlled by an investigator at your location (if you succeed by exactly 1 or 3, place 2 charges or secrets on that asset instead).

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.

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

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.

If a token is revealed during this skill test, you may return Fey to your hand when this test ends.

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.

After a skill test ends in which 1 or more or tokens were revealed, exhaust Token of Faith: Add that many tokens to the chaos bag.

Permanent. Limit 1 per deck. Purchase at deck creation. Your deck cannot include more than 1 copy of each non-weakness, non-signature card (by title). Reduce your deck size by 5.

During your turn, remove Ace of Rods from the game: You may take an additional action this turn, during which you get +2 to each of your skills. When the game begins, if Ace of Rods is in your opening hand: Put it into play.

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.

Play only as your first action. Discover 1 clue at your location (2 clues instead if there is an enemy at that location). This action does not provoke attacks of opportunity.

Commit only to a skill test you are performing.
Take the Initiative loses for each action that has been completed by any investigator this phase.


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.

Exceptional. When you initiate a skill test during your turn, exhaust Eye of the Djinn: Set your base skill value to 5 for this test. If a token is revealed during this test, ready Eye of the Djinn. If a token is revealed during this test, you may take an additional action this turn.

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.

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

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

: 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.

Add 1 token to the chaos bag: Investigate. You get +2 skill value for this investigation. If a token is revealed during this investigation, you may exhaust Prismatic Spectacles to discover 1 additional clue at your location.

Group limit 2 copies of Protective Incantation in play. Seal (any except ). Forced - At the end of your turn: You must either spend 1 resource or discard Protective Incantation.

Uses (3 charges). Spend 1 charge: Evade. This evasion attempt uses instead of . If you succeed and the evaded enemy is non-Elite, you may move that enemy to a connecting location. If a token is revealed during this evasion attempt, you may move to a connecting location or place 1 charge on Shroud of Shadows.

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

Uses (0 resources). Resources on Mortar and Pestle may be spent to pay for Spell cards. After you discover 1 or more clues, exhaust Mortar and Pestle: Place 1 resource on it (from the token pool).

Seal (up to 5 ). Forced - At the end of the mythos phase: You must either spend 1 resource or discard Dark Ritual.

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

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.

You may commit Justify the Means to any type of test. As an additional cost to commit Justify the Means to a skill test, add tokens to the chaos bag equal to this test's difficulty. This test automatically succeeds.

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.

You get +1 during evasion attempts.

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

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

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

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

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

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

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

: Fight. Add your to your skill value for this attack. You deal +1 damage for this attack. If you succeed and the enemy is non-Elite, you may move it one location away from you. (If you succeed by 3 or more, you instead deal +2 damage and may move the enemy up to two locations away from you.)

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.

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

: 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.

Uses (3 ammo). Spend 1 ammo: Fight. You get +2 for this attack. If you succeed by 2 or more, this attack deals +1 damage.

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 .

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.

Exhaust Abyssal Tome: Fight. You may use either or for this attack, instead of . When you initiate this attack, you may place 1 doom on Abyssal Tome (to a maximum of 3). You get +1 skill value and deal +1 damage for this attack for each doom on Abyssal Tome.

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.

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

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.

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.

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

Exhaust Astronomical Atlas: Look at the top card of your deck. If it is not a weakness, attach it facedown to Astronomical Atlas (max 5 cards attached). : Commit a card attached to Astronomical Atlas to an eligible skill test. If that test succeeds, add that card to your hand instead of discarding it. (Limit once per test.)

Seal (+1 or ). You get +1 , +1 , +1 , and +1 .

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.

Fast. Limit 1 Composure in play. You get +1 skill value during skill tests on Spell cards. Non-direct damage/horror must be assigned to Grounded before it can be assigned to your investigator card. During a skill test on a Spell card, spend 1 resource: You get +1 skill value for this test.

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.

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

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.

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

Choose an investigator at your location and test (2). If you succeed, heal 1 damage from that investigator. If you fail, deal 1 damage to that investigator.

Fast. Play when an investigator at your location draws a non-weakness treachery card. Reveal 5 random chaos tokens from the chaos bag. If a or token is revealed, cancel that treachery card's revelation effect.

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

Uses (3 charges). If Blur has charges remaining: Evade. For this evasion attempt, you may use instead of , and you get +1 skill value. If you succeed, spend 1 charge and you may take an additional action this turn. If you succeed by 0, take 1 damage.

Max 1 committed per skill test. Double the difficulty of this skill test. If this skill test is successful, resolve the effects of the successful test twice.

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

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.)

During a skill test on a Spell card, exhaust Spirit Athame: You get +2 skill value for this test. Exhaust Spirit Athame: Fight. You get +2 for this attack.

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.

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

: Investigate. Either use your or get +1 for this investigation. When you initiate this ability, choose one - - Exhaust Dowsing Rod and place 1 doom on it to move to a connecting location. - If this investigation discovers the last clue at a location, remove 1 doom from Dowsing Rod.

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

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

After the last clue is discovered from your location: Place 1 resource (from the token pool) on this card, as evidence. (Limit once per game at each location.) While Hawk-Eye Folding Camera has ... - ... 1 or more evidence, you get +1 . - ... 2 or more evidence, you get +1 . - ... 3 or more evidence, you get +1 sanity.

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."

: 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.

Fight. When you initiate this attack, add up to 3 tokens to the chaos bag. For each token added to the chaos bag in this way, you get +1 and deal +1 damage for this attack.

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

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

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

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

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

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

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.

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

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.

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.

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.

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

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

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

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.

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

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

: 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.

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

You may spend resources to pay for Item assets played by other investigators at your location. Exhaust Charles Ross, Esq.: Reduce the cost of the next Item asset played by an investigator at your location by 1.


Fast. Play after you discover the last clue at your location. Discover 2 clues at a location with a lower printed shroud value than your location.

Fast. Play when a , , , or chaos token is revealed during a skill test at your location. Cancel that chaos token. (Do not reveal a new chaos token to replace it.)

As an additional cost to play this card, you must search your bonded cards for 1 copy of Guardian of the Crystallizer and shuffle it into your deck. After you play an event: Attach it facedown to Crystallizer of Dreams instead of discarding it (to a maximum of 5 attached events). Attached events may be committed to skill tests as if they were in your hand.

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

Fast. Play when you would succeed at a skill test. You get +2 skill value for this test.

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

Exhaust De Vermis Mysteriis and place 1 doom on it: Play a Spell or Insight event from your discard pile, reducing its resource cost by 1. After that event resolves, remove it from the game.

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.

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

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

When a non-Elite enemy spawns at your location, discard Disc of Itzamna: Discard that enemy.

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

When any investigator draws an encounter card from the encounter deck, exhaust Dr. William T. Maleson and place 1 of your clues on your location: That investigator draws another card from the top of the encounter deck, chooses one of those 2 cards to resolve, and cancels and discards the other.

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.

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


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

Myriad. Limit 1 Empower Self (Stamina) per deck. Up to 3 Empower Self cards take up a single arcane slot. Anytime a card effect requires you to use instead of , you may ignore that aspect of the effect. Exhaust Empower Self: You get +2 for this test.

Uses (3 charges). Exhaust Enchanted Bow: Fight. You must use either or instead of and get +1 skill value for this attack. This attack deals +1 damage. As an additional cost to initiate this ability, you may spend 1 charge to have this attack target a non-Elite enemy at a connecting location; if you do, ignore the aloof and retaliate keywords for this attack.

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

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.

After you move to a location, if that location has at least 1 clue on it, exhaust Fieldwork: You get +2 skill value for the next skill test you perform this phase.

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 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.

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.

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.

Exhaust Henry Wan: One at a time, reveal random tokens from the chaos bag until you choose to stop, or until you reveal a , , , , or symbol. - If you chose to stop, for each token revealed via this effect, you may either draw 1 card or gain 1 resource. - If you revealed a , , , , or symbol, do nothing.

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).

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

Discover 1 clue at your location. When you play Intel Report, increase its cost by 2: Change "Discover 1 clue" to "Discover 2 clues." When you play Intel Report, increase its cost by 2: Change "at your location" to "at a location up to 2 connections away."

Uses (0 supplies). Limit 10 supplies on Investments. Exhaust Investments: Place 1 supply on it. Exhaust and discard Investments: Move all supplies from it to your resource pool, as resources.

You get +1 . After Jeremiah Kirby enters play, choose "even" or "odd:" Reveal the top 5 cards of your deck. Draw each card with a cost that matches the chosen option. Shuffle the remaining cards into your deck.

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

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

Search the top 9 cards of the encounter deck for a non-Elite enemy and spawn it engaged with you (instead of its normal spawn location). Then, discover 1 clue at your location and gain X resources, where X is that enemy's health value. Shuffle the encounter deck.

Fast. Play only during your turn. Choose a Tome or Spell asset you control, or reveal a Tome or Spell asset from your hand. Resolve an or ability on that asset, ignoring all costs (including its cost, if any). Then, if that asset was in your hand, you may discard it to draw 1 card.

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.

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.

You get +1 . Exhaust Lonnie Ritter and spend 1 resource: Choose an Item asset controlled by an investigator at your location. Heal 1 damage from that asset and 1 horror from Lonnie Ritter.

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

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

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).

Fast. Play when an enemy makes an attack of opportunity against you. Cancel that attack. You get +2 skill value for the next skill test you perform this turn.

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

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.

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.

Permanent. Limit 1 Covenant per deck. After an investigator at your location performs the "reveal the chaos token" step of a skill test, if both a token and a token were revealed during that test, exhaust Paradoxical Covenant: This test automatically succeeds. (Remove each and token revealed from the chaos bag after this test ends.)

Parley. Choose a non-weakness Humanoid enemy at your location and test (3). This test gets +X difficulty, where X is that enemy's horror value. If you succeed, shuffle the chosen enemy into the encounter deck. If the chosen enemy is Elite, automatically evade it instead.

Fast. Play during a skill test at your location. Search the top 9 cards of your deck for a Practiced skill and commit it to this skill test, if able. Shuffle the remaining cards back into your deck. After this test ends, if it was successful, add that skill to your hand instead of discarding it.

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.

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).

When a skill test you are performing begins, if Recall the Future is ready, name a chaos token: If the named chaos token is revealed during this skill test, exhaust Recall the Future. Then, you get +2 skill value for this skill test.

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, 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).

Either (choose one): - Add X tokens to the chaos bag to add X tokens to the chaos bag. - Remove X and X tokens from the chaos bag to heal X total horror from among cards at your location.

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

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

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

Do not reveal chaos tokens from the chaos bag for this test. Treat the chaos token revealed for this test as an . When this test ends, remove Seal of the Elder Sign from the game.

Seal (0). Uses (3 charges). Spend 1 charge or release a chaos token sealed here: Fight. This attack uses instead of and deals +1 damage. You get +2 for this attack for each "0" token sealed on Shards of the Void. For each "0" token revealed during this attack, seal that token on Shards of the Void and this attack deals 1 additional 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.

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.

Deal 2 damage to an exhausted enemy at your location.

Test (4). If you succeed, discard Strange Solution and draw 2 cards. Record in your Campaign Log that "you have identified the solution."

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.

: 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.

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.

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

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.

Anytime you reveal a , , or symbol during a skill test, you may choose to use the following effects instead of that symbol's normal effects: : -1. The Black Cat takes 1 direct damage. : -1. The Black Cat takes 1 direct horror. : +5. Heal all damage and horror from The Black Cat.

Uses (1 locks). If there are no locks on The Council's Coffer, each investigator searches his or her deck or discard pile for any card and immediately plays it at no cost. Exile The Council's Coffer. (Max once per campaign.) : Test any skill (5). If you succeed, remove 1 lock. Any investigator at your location may activate this ability. Card design by The Council at Arkham Nights 2017.

You have 1 additional arcane slot. Your arcane slots can be used to hold cards that take up accessory slots, and vice versa. When the game begins, if The Hierophant • V 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 an enemy would spawn at your location. Immediately move to a connecting location. (The enemy still spawns at your previous location.)

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.

You get +1 and +1 while resolving an ability on a treachery card. After you succeed at a skill test while resolving an ability on a treachery card, exhaust Tooth of Eztli: Draw 1 card.
As an additional cost to commit Torrent of Power to a skill test, spend up to 3 charges from among assets you control. For each charge spent in this way, Torrent of Power gains .

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.

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

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.

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

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

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

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])."

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