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

Marion Tavares deck only. If this skill test is successful and it is on an event you played, you may return Determined to your hand instead of discarding it.

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

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

Fast. Attach to an enemy at your location. Limit 1 per enemy. Investigators get +1 while fighting this enemy. When damage is dealt to attached enemy, discard Hunter's Mark: Deal 1 additional damage to that enemy. Any investigator may trigger this ability.

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

Marion Tavares deck only. If this skill test is successful and it is on an event you played, you may return Determined to your hand instead of discarding it.

Gain 3 resources.

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

Fight. You get +1 for this attack. If you succeed, you may fight that enemy again. You get +2 and deal +1 damage for that attack.

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

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.

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

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.)

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.

You may play Improvised Weapon from your discard pile. If you do, shuffle it into your deck after resolving its effects. Fight. The attacked enemy gets -1 fight for this attack. (If you played Improvised Weapon from your discard pile, this attack deals +1 damage.)

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

Myriad. A Glimmer of Hope can only be played from your discard pile. Add all copies of A Glimmer of Hope in your discard pile to your hand (including this copy).

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

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

Fight. Add your to your skill value for this attack. This attack deals +1 damage. If you succeed, automatically evade the attacked enemy.

Uses (3 secrets). After you play a Tactic event, spend 1 secret and exhaust The Book of War: When your turn ends, return that event to your hand.

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.

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

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

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

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

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.

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

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

Test (1). If you succeed, attach Breach the Door to your location with 1 resource on it for each point you succeeded by, as leads. Reduce attached location's shroud by 1 for each lead on Breach the Door.

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

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

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.

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

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.

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

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

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.

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

You have two additional hand slots, which can only be used to hold Weapon assets. While you have Weapon assets held in 2 or more hand slots, you get +1 .

Permanent. Exceptional. Before you draw your opening hand: Search your deck for up to 3 different Tactic and/or Supply events, and attach them facedown to Stick to the Plan. Shuffle your deck. Cards attached to Stick to the Plan may be played as if they were in your hand. As an additional cost to play an attached card, exhaust Stick to the Plan.

Fight. This attack deals +1 damage.

As an additional cost to play Task Force, spend an action. One at a time, in any order, choose an investigator at your location to... - ...resolve an ability on an asset they control without paying its cost. - ...move to a connecting location. - ...discover 1 clue at their location.

Fight. When this action begins, gain 2 resources.

Myriad. X is the number of other copies of Fortuitous Discovery in your discard pile. Investigate. You get +X for this investigation. If you succeed, discover X additional clues at your location.

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.

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.

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

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

One at a time, play up to 3 assets from your hand, reducing the resource cost of each by 1.

Fast. Attach to an enemy at your location. Limit 1 per enemy. Investigators get +1 while fighting this enemy. When damage is dealt to attached enemy, discard Hunter's Mark: Deal 1 additional damage to that enemy. Any investigator may trigger this ability.

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

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

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.

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.

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

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

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

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

Myriad. Discard a copy of Spiritual Resolve from your hand: Heal all damage and horror from this copy of Spiritual Resolve.

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

Max 1 committed per skill test.

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])."

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).

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

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

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.

Fast. Play during any window. Engage. Fight. Choose a non-Elite enemy up to 2 locations away. Move that enemy to your location, engage it, and attack it.

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

Fast. Play when the "draw encounter cards" step of the mythos phase would begin. Instead of resolving that step, look at the top X cards of the encounter deck, where X is the number of investigators. Deal those cards among the investigators as you wish, dealing no more than 1 card to each investigator other than yourself. Then, one at a time, each investigator draws the card(s) dealt to them.

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

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

Commit only to a skill test during an attack or evasion attempt against an enemy. That enemy gains retaliate and alert for the duration of this skill test. After this test ends, draw 1 card.

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.

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

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.

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.

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

Fast. Play during any window. Until the end of the phase, whenever an enemy would attack another investigator at your location, it attacks you instead, then engages you. Cancel 1 horror dealt by each attack made in this way.

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.

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


Fast. Play only during your turn. Ready a [guardian] asset you control. You may take an additional action during your turn, which can only be used to fight.

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

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

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

: 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.)

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.)

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

If Blessed Blade is ready: Fight. You get +1 for this attack. If a or token is revealed during this attack, this attack deals +1 damage. Before revealing chaos token(s) for this attack, you may exhaust Blessed Blade to add 1 token to the chaos bag.

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

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

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.

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.

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

Place 3 ammo tokens on a Firearm asset controlled by an investigator at your location.

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

Uses (0 ammo). While playing an event, treat Old Shotgun's uses value as 2. Spend 1 ammo: Fight. You get +3 for this attack. Instead of its standard damage, this attack's damage is equal to the amount you succeed by, or fail by if you fail and would damage another investigator (to a minimum of 1, to a maximum of 3).

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.

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.

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

Uses (2 ammo). Spend 1 ammo: Fight. You get +1 for this attack. This attack deals +1 damage. When Remington Model 1858 leaves play: Immediately trigger the above ability, ignoring all costs.

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

Max 1 committed per skill test. You may commit Purified to any type of test. If this test is successful, for each point you succeeded by (to a maximum of 5), add 1 token or remove 1 token from the chaos bag.

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

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

Fast. Play when you would discard a treachery card after resolving any of its effects. Put "Fool me once..." into play in your play area and attach that treachery to it. When any investigator draws a copy of the attached treachery card, discard "Fool me once...": Cancel that card's revelation effect.

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.

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 Take Heart to any type of test. If this test fails, the performing investigator draws 2 cards and gains 2 resources.

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

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

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

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.

Fight. You may use instead of for this attack. When you initiate this attack, search the chaos bag for up to 3 tokens, and seal them here. For each token sealed on Radiant Smite, you get +1 skill value and deal +1 damage for this attack. If this attack defeats the attacked enemy, return the sealed tokens to the token pool. Otherwise, release them.

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

Commit only to a skill test during an attack or evasion attempt. You can commit this skill to an investigator's test at any location.

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

Reveal 3 random tokens from the chaos bag, along with X additional tokens. For each non-symbol token revealed, add 1 token to the chaos bag. For each token revealed, heal 1 horror from an investigator or Ally asset 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.

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

Uses (3 keys). If there are no keys on Old Keyring, discard it. : Investigate. Your location gets -2 shroud for this investigation. If you succeed, remove 1 key from Old Keyring, and if this test's difficulty is 0, you discover 1 additional clue.

Uses (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.

: 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.

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

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

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

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 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.

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. Play at the end of an attack or effect that spends the last ammo from a Firearm asset you control. Add 1 ammo to that asset. You get +3 skill value for your next attack with that asset this round.

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.

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

Fast. Play only during your turn. Resolve an ability on a Tool or Weapon asset you control without paying its cost.

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.

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

Fast. Play during your turn only if the final agenda is in play. Draw 1 card, gain 1 resource, and gain 1 additional action. Remove End of the Road from the game.

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.)

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

Parley. Choose a Humanoid enemy at your location and test (3). This test gets +X difficulty, where X is the chosen enemy's damage value. If you succeed, discover 1 clue at your location and 1 clue at any other location.

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

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

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.

: 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.

Permanent. You have 1 additional ally slot.

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

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

Fast. Play only during your turn. Attach to an Item asset you control. Limit 1 per asset. After attached asset is discarded: Return it to its owner's hand, along with each other Upgrade attachment that was attached to it.

Play only as your first action. Deal 2 damage to an enemy engaged with you. This action does not provoke attacks of opportunity.

Play only as your first action. Play a Firearm asset from your hand, reducing its cost by 2. Then, you may play an Upgrade event from your hand, attaching it to that asset if able.

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

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).

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

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

Fast. Play after you successfully attack a non-Elite enemy using a Melee asset. Attach Grievous Wound to the attacked enemy. Forced - At the end of the round: Deal 1 damage to attached enemy.

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.

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

You get +1 . Exhaust Field Agent and deal 1 horror to it: Discover 1 clue at your location.

Gain 10 resources.

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

You get +1 and +1 . After you successfully investigate: Place 1 resource (from the token pool) on Michael Leigh, as evidence (to a maximum of 3 evidence). When you initiate an attack, exhaust Michael Leigh and spend 1 evidence: You deal +1 damage for this attack.

Uses (3 supplies). If Mk 1 Grenades has no supplies, discard it. Spend 1 supply: Fight. You get +2 for this attack. If this attack is successful, instead of its standard damage, this attack deals 2 damage to each enemy and each other investigator at the attacked enemy's location (any additional damage is dealt to the attacked enemy).

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 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.

Customizable. Uses (4 charges). Replenish 1 of these charges at the start of each round. : Fight. You get +1 for this attack. Before this attack, you may spend any number of charges to imbue the axe with that many different inscriptions - - Accuracy - You get an additional +2 for this attack. - Power - This attack deals +1 damage.

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.

Uses (4 charges). During a skill test performed by an investigator at your location or a connecting location, spend 1 charge: Commit a non-weakness card from your hand to that skill test, treating all of its skill icons as .


When you are dealt damage and/or horror, exhaust Idol of Xanatos and discard up to 3 cards from your hand: Cancel that much damage/horror.

: 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.

Fast. Play only during your turn. Attach to an Item asset you control. While resolving a triggered ability on attached asset, you get +1 to each of your skills.

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

Fight. Choose an enemy at any revealed location as the target for this attack. Before resolving this attack, you may move to that enemy's location. Add your to your for this attack. This attack deals +3 damage.

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

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

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.

Girish Kadakia may be assigned damage and/or horror dealt to other investigators at your location. During a skill test being performed by an investigator at your location, exhaust Girish Kadakia: That investigator gets +2 skill value for this test. If this test is successful, heal 1 damage or horror from Girish Kadakia.

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

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

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.