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

Lucius Galloway deck only. Uses (1 inspiration). Replenish this inspiration the first time you discover a clue each round. After revealing chaos tokens during a skill test, spend 1 inspiration: You get +1 skill value for this skill test. If you succeed by exactly 0, draw 1 card.

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

Limit 1 per investigator. You have 2 additional hand slots, which may only be used to hold Science and/or Tool assets.

Choose an enemy at any location other than yours. Move twice toward that enemy. Discover 1 clue at each location you entered by this effect.

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.)

Lucius Galloway deck only. Uses (1 inspiration). Replenish this inspiration the first time you discover a clue each round. After revealing chaos tokens during a skill test, spend 1 inspiration: You get +1 skill value for this skill test. If you succeed by exactly 0, draw 1 card.

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

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

When you attempt to evade an enemy, exhaust String Along: For this evasion attempt, you get +1 skill value and that enemy gains alert. If you succeed, draw 1 card and do not disengage from that enemy.

Uses (4 supplies). Spend 1 supply: Investigate. For this investigation, you may use instead of , and you get +1 skill value. If you succeed and there is an exhausted enemy at your location, heal 1 horror.

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.

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.

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

Limit 1 Footwear per investigator. You get +1 . After the last clue is discovered from your location, exhaust Hiking Boots: Move to a connecting location with at least 1 clue, or to a connecting unrevealed location.

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

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

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).

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.

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

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.

You get +1 . After you succeed at a skill test by exactly 3: Place 1 resource on Alton O'Connell, as evidence. Exhaust Alton O'Connell and spend X evidence: Discover 1 clue at your location. X is the shroud value of your location.

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

Limit 1 Mask per investigator. Uses (2 offerings). Replenish 1 of these offerings after you move out of a location with an enemy. Spend 1 offering: You get +2 or +2 for this skill test. (Limit once per test.)

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.

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

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

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

Fast. You get +1 while investigating.

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.

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

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

Limit 1 per deck. Uses (0 charges). After an enemy at your location is evaded: Place 1 charge on Dial of Ancients. Then, if there are 4 or more charges on Dial of Ancients, record in your campaign log that "you have calculated the day of reckoning."

You may take an additional action during your turn.

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

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

Parley. Search the encounter deck and discard pile for a non-Elite enemy and spawn it exhausted and engaged with you. Draw cards equal to that enemy's combined damage and horror values.

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.

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

Deal 2 damage to an exhausted enemy at your location.

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.

Fast. Play when you successfully evade a Humanoid enemy or successfully investigate. Play an Item asset from your hand, reducing its cost by X, where X is the amount you succeeded by. Attach "I'll take that!" to that asset. Attached asset gains Illicit.

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

Evade. When this action begins, gain 2 resources.

Evade. Add your to your skill value for this evasion attempt. If you succeed by 1 or more and the evaded enemy is non-Elite, it does not ready during the next upkeep phase. If you succeed by 3 or more, return Slip Away to your hand at the end of your turn.

While Survey the Area is in your hand or committed to a skill test, it gains icons equal to your , and icons equal to your .

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).

Uses (3 supplies). If Lockpicks has no supplies, discard it. Exhaust Lockpicks: Investigate. Add your value to your skill value for this investigation. If you do not succeed by at least 2, remove 1 supply from Lockpicks.

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

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

Investigate. This investigation uses instead of . If you succeed, discover 2 additional clues at your location.

You get +1 during evasion attempts.

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

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.

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

Artist, Clairvoyant, Dreamer, Performer deck only. Commit only to a skill test on a treachery. If this skill test is successful, put Dreams of the Clay into play in your play area instead of discarding it. When you draw a non-peril treachery from the encounter deck, remove Dreams of the Clay from the game: Cancel its revelation effect and discard it.

Uses (3 secrets). During your turn, exhaust Eon Chart and spend 1 secret: Choose and take two different actions of the following, in any order (move, evade, or investigate).

You get +1 and +1 . During your turn, after you move to a location, exhaust Gené Beauregard: Move a clue or a non-Elite enemy from a connecting location to your location, or vice versa.

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

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

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

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

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

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

Permanent. Exceptional. When earning experience during the resolution of a scenario, if you were not defeated during that scenario, you earn 2 additional experience. If you were defeated during that scenario, you are killed.

Limit 1 per investigator. When you would succeed at a skill test, exhaust Steady-Handed: You either succeed by 1 more or 1 less. If you succeeded by exactly 2, heal 1 horror.

Gain 3 resources.

Fast. Play only during your turn. Choose an investigator at your location. That investigator draws 3 cards.

Permanent. You have 1 additional ally slot.

Permanent. You have 1 additional accessory slot.

Limit 1 per investigator. You have 2 additional hand slots, which may only be used to hold Science and/or Tool assets.

Limit 1 per investigator. Seal (+1 or 0). You may resolve this keyword again after you discover the last clue at your location. When an enemy attacks an investigator at your location, exhaust Misdirection and release a token sealed here: Cancel that attack. Then, that investigator may move to a connecting location.

Exceptional. Uses (0 charges). Forced - After your turn begins: Either place 1 charge here, or take all charges here, as resources. Then, if it has exactly... - 1 charge, you get +3 skill value for your next skill test. - 2 charges, you may move up to 2 times. - 3 charges, you may take an additional action this turn.

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

Max 1 committed per skill test.

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.

Permanent. Limit 1 per deck. Purchase at deck creation. Increase your deck size by 15. During each upkeep phase, instead of drawing 1 card, draw 2 cards and discard 1 of them.

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

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.

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 deck. Uses (10 resources). Exhaust Bianca "Die Katz": Parley. Move X resources from Bianca "Die Katz" to your resource pool. X cannot be more than 5. Test (X). If you fail, remember "you owe Bianca X resources." Then, search your bonded cards for the Bianca "Die Katz" enemy and spawn her at your location. Remove this card from the game.

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

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

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

Permanent. Exceptional. Your deck must include at least 10 skills. Your deck size is increased by 5. Before drawing your opening hand: Attach 5 random non-weakness skills from your deck facedown to this card. Exhaust Ancestral Knowledge: Draw 1 attached skill.

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

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.

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

Fast. Play when you draw a non-weakness treachery card. Place 1 of your clues on your location. Then, cancel that card's revelation effect.

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.

Choose an enemy at any location other than yours. Move twice toward that enemy. Discover 1 clue at each location you entered by this effect.

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.)

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).

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

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

After you succeed at a skill test, exhaust Antikythera: If you succeeded by... -...exactly 1 or 3, discover 1 clue at your location. -...exactly 2 or 4, draw 1 card and gain 1 resource. -...exactly 5, you may take an additional action during your next turn.

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

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

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

As an additional cost to play Bank Job, spend an action. Investigators at your location gain a total of 8 resources, distributed as you wish.

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

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.

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.

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

Parley. Choose an enemy at your location. Test (X), where X is the chosen enemy's evade value. If you succeed, discover 2 clues at your location. Then, if the chosen enemy is non-Elite, automatically evade it. It does not ready during the next upkeep phase.

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.

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

As an additional cost to play 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).

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

: Investigate. Your location gets +3 shroud for this investigation. If you succeed, discover 1 additional clue at your location, discard Ancient Stone, and record in your Campaign Log that "you have identified the stone." Next to this, in parentheses, record the difficulty of this skill test.

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.

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

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.

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

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

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.

If this skill test is successful during an evasion attempt, the next time the evaded enemy takes damage this turn, deal it 1 additional damage.

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.

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

Investigate. When this action begins, gain 2 resources.

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.

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

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

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

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

Attach to a Tool or Science asset you control. Limit 1 per asset. After attached asset exhausts, exhaust Fine Tuning: Ready attached asset.

Fast.

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

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.

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.

While you have 5 or more resources, Cunning gains (while you have 10 or more resources, Cunning gains , instead).

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

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

After Backpack enters play: Search the top 6 cards of your deck for up to 3 non-weakness Item or Supply cards, and attach them facedown to Backpack. Shuffle your deck. Cards attached to Backpack may be played as if they were in your hand. If there are no cards attached to Backpack, discard it.

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

If this skill test is on a treachery and the test is successful, add that treachery to the victory display and attach The Eye of Truth to it. While attached, The Eye of Truth contributes its skill icons to all tests on copies of the attached treachery.

Myriad. Fast. Play only during your turn. Attach to your location. Limit 1 per location. After an enemy enters or leaves attached location, return Doppelgänger to your hand: Either perform an evasion attempt against that enemy, or immediately move to attached location (you may trigger this ability from any location).

Customizable. Limit 1 per investigator. Forced - At the start of the round: Choose one of the following criteria for this round - You fail a test by 2 or more. - You succeed at a test by 3 or more. When the chosen criteria is met, you may exhaust Empirical Hypothesis to add 1 evidence to it. Spend 1 evidence: Draw 1 card.

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

Myriad. Quick-Witted gains for each other copy of Quick-Witted in your discard pile. After this skill test ends, you may shuffle each other copy of Quick-Witted in your discard pile into your deck.

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

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

Play only during one of your turns in which you defeated enemies with a total of 6 or more health. Add "Let God sort them out..." to the victory display and immediately end your turn. When earning experience during the resolution of this scenario, you earn 1 additional experience.

Look at another investigator's hand. You may play a non-weakness card in that investigator's hand, under your control. If you do, you and that investigator each draw 1 card.

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

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

Fast. Play only during your turn. Attach to a Clothing or Armor asset you control. Attached asset gains: "You have 1 additional hand or accessory slot (your choice), which can only be used to hold an Illicit asset."

While you have 5 or more cards in your hand, Higher Education gains: " Spend 1 resource: You get +1 for this skill test. Spend 1 resource: You get +1 for this skill test."

Assistant, Miskatonic, Scholar deck only. If this skill test is successful, the performing investigator may succeed by up to 2 more or down to 2 less (to a minimum of zero).

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

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

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

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

Limit 1 per investigator. After you perform the same type of action twice in a row, exhaust Haste: Take another action of that type again (types include activate, engage, evade, fight, investigate, move, play, resource, and draw).

Limit 1 per investigator. While attacking, parleying, or attempting to evade an exhausted enemy, you get +2 skill value. After you evade an enemy, exhaust Dirty Fighting: Take a fight action against that enemy. Ignore the aloof keyword for this attack.

Exhaust Embezzled Treasure: Move up to 2 resources from your resource pool to Embezzled Treasure (to a maximum of 10 resources on it). Forced - When you resign or the game ends: For every 2 resources on Embezzled Treasure, an investigator of your choice begins the next scenario of the campaign with 1 additional resource in their resource pool.

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.

Permanent. Exceptional. You get +10 deck size. Before drawing your opening hand, choose 10 Illicit cards from your deck: Shuffle them together and place them next to Underworld Market, as your market deck. At the start of your turn: Reveal the top 2 cards of your market deck. You may spend 1 resource to draw 1 of them. Place the rest on the bottom, in any order.

Uses (6 secrets). Limit 1 per deck. Spend 1 secret: You get +2 skill value for this skill test. Spend 2 secrets: Draw 2 cards. Spend 3 secrets: Discover 1 clue at any location. Spend 4 secrets: Deal 3 damage to an enemy engaged with you.

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

Discard a card with at least 1 skill icon from your hand: Place 1 resource on Archaic Glyphs from the token pool, as a secret. Forced - After the third secret is placed on Archaic Glyphs: Discard Archaic Glyphs and gain 5 resources. Record in your Campaign Log that "you have translated the glyphs."

Choose an unengaged enemy at your location. Test (X), where X is the evade value of the chosen enemy. If you succeed, discover 2 clues at your location.

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

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

Uses (0 secrets). Secrets on Ariadne's Twine can be spent as if they were on any asset controlled by an investigator at your location. Exhaust Ariadne's Twine: Move 1 secret from an asset you control to your resource pool, as a resource, or vice versa.

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

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

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.)

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

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

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

Evade. Add your value to your skill value for this evasion attempt. If you succeed by 2 or more, deal that enemy 1 damage. If that enemy is non-Elite, you may move it to a connecting location.

Miskatonic, Scholar deck only. Limit 1 per deck. During your turn, if there is no asset attached to Library Pass, spend 1 resource: Attach a Tome asset from your hand to this card. Attached asset takes up no slots. Limit 1 attached asset. Forced - When your turn ends: Place attached asset on the bottom of your deck.

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

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.

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

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

Fight. Add your value to your skill value for this attack. If you succeed by 1 or more, automatically evade the attacked enemy. If you succeed by 3 or more, return Cheap Shot to your hand at the end of your turn.

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

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

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

Fast. Play after a location enters play or is revealed during an investigator's turn. Until the end of the active investigator's turn, that location gets -1 shroud. You may move 1 clue to that location from any other 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.)

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

Fast. Play at the start of the investigation phase. One at a time, reveal cards from the top of any investigator deck(s) until exactly 5 cards have been revealed. Set those cards aside, out of play. While set aside, any investigator may play any of those cards as if they were in their hand. At the start of the next investigation phase, shuffle each of those cards still set aside into its owner's deck.

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.

Customizable. Uses (3 evidence). Exhaust Damning Testimony and choose an enemy at any location: Investigate (your location). If you succeed, you may spend 1 evidence to discover 1 additional clue at the chosen enemy's location.

Limit 1 per deck. : Search your bonded cards for Uncanny Growth and add it to your hand. If Ravenous Myconid has 3 or more growth on it: Move each growth to your resource pool, as resources. Record in your Campaign Log that "you have classified a new species."

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

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

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.

Artist, Believer, Dreamer, Sorcerer deck only. If this skill test is successful, you may remove Memories of Another Life from the game to search your collection for any non-permanent level 0 card (even if it does not meet your deckbuilding requirements). Play that card at no cost. At the end of the game, return that card to your collection.

You get +1 . Exhaust Cat Burglar: Disengage from each enemy engaged with you and move to a connecting location. This action does not provoke attacks of opportunity.

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.

: Choose a card at your location and test (1). For each point you succeed by, choose one - - The next time that card would be healed this round, heal +1 damage/horror (to a maximum of +3). - The next time that card would be dealt damage this round, deal +1 damage (to a maximum of +3).

: Fight. You get +2 for this test. If you succeed by exactly 2, you may exhaust Katana to deal +2 damage for this attack. Exhaust Katana: Fight. Use instead of for this attack.

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.

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

Customizable. When you purchase The Raven Quill, name a Tome or Spell asset and record that name on its upgrade sheet. Attach to a named asset you control. When you resign or the game ends: Either mark a checkbox on The Raven Quill's upgrade sheet, or reduce the experience cost to upgrade the attached asset before the next scenario by 1.

Play only if you are not engaged with an enemy. Move. Choose an unrevealed location. Move (one location at a time) along the shortest path toward that location, until you enter that location. End this effect if you reveal a location, if an enemy engages you, or if your movement is blocked.

Fast. Play after you reveal a chaos token during a skill test. Reveal an additional chaos token, switching its "-" to a "+". If that chaos token is a token, you automatically fail.

Choose 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.

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.

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

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.

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.

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

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.

Choose "even" or "odd". Each investigator reveals each non-weakness card in their hand with a cost matching the chosen option. In player order, each investigator may choose to either draw 1 card from their deck, or play 1 card they revealed from their hand (paying its cost).

Permanent. Limit 1 per deck. You have 2 additional ally slots, which can only be used to hold Miskatonic assets. Forced - When you take damage or horror: No more than 1 of that damage/horror can be assigned to a Miskatonic asset.

Permanent. You begin each game with 1 additional card in your opening hand.