Miguel de la Cruz
The Rancher

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

Fight () or Evade (). You get +1 skill value for this test and you may target an enemy at a connecting location as if you were engaged with that enemy.

Limit 1 per investigator. Uses (3 supplies). If there are no supplies on Hunter's Instinct, discard it. After you engage an enemy, spend 1 supply and exhaust Hunter's Instinct: Add a level 0 event in your discard pile to your hand.

Fast. Attach to your location. Limit 1 Trap per location. After an enemy enters this location, exhaust Lie in Wait: Fight ( or ). Fight that enemy. You get +1 skill value for this attack. If you succeed, you may discard Lie in Wait for this attack to deal +1 damage. (You may trigger this ability from any location.)

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

After you fail a skill test, exhaust Rabbit's Foot: Draw 1 card.
Fast. Attach to your location. Limit 1 Trap per location. After an enemy enters attached location, exhaust Glassing: Investigate ( or ). Investigate attached location. You get +1 skill value for this investigation. If you succeed, you may discard Glassing to discover 1 additional clue at this location. (You may trigger this ability from any location.)

If this skill test is successful, choose a [survivor] asset or event in your discard pile and add it to your hand.

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

Search the top 9 cards of the encounter deck for an enemy, draw it, and shuffle the encounter deck. Then, draw 1 card and discover 1 clue at your location. If that enemy is not at your location, you may move once toward its location.
Uses (5 supplies). If there are no supplies on Same Old Thing, discard it. You may spend supplies on Same Old Thing as resources to pay for events played by any investigator at your location.

Fast. Attach to your location. Limit 1 Trap per location. After an enemy enters attached location, exhaust Decoy Trap: Evade ( or ). Evade that enemy. You get +1 skill value for this evasion. If this test succeeds, you may discard Decoy Trap to move to this location. (You may trigger this ability from any location.)

Evade (). If you succeed, deal 1 damage to the evaded enemy. If you fail, return "Shove off!" to your hand at the end of your turn.

: Fight ( or ). You get +1 skill value for this test. If this attack defeats an enemy, you may exhaust Pocketknife to gain 1 resource.

Max 1 committed per skill test. You may commit Timely Intervention from your hand after revealing chaos tokens during a skill test you are performing.

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

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

Gain 3 resources.

Fast. Play when you would fail a skill test during which a non- token was revealed. You succeed at that skill test by 0 instead. If a token with a symbol was revealed during that skill test, take 1 horror.

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

Attach to your location. Limit 1 Trap attached. After an enemy or investigator enters attached location, discard Makeshift Bomb: Deal 3 damage to each enemy and investigator at that location. (You may trigger this ability from any location.)

Uses (1 arrow). Spend 1 arrow: Fight (). You get +2 and deal +2 damage for this attack. This attack ignores the aloof keyword. : Replenish 1 arrow on Longbow.

: 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.

Customizable. Uses (2 time). If Makeshift Trap has no time, discard it. Attach to your location. Each non-Elite enemy at attached location get -1 fight and -1 evade. Forced - At the end of the round: Remove 1 time from Makeshift Trap.

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

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

Max 1 committed per skill test.

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

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.)

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.

Attach to your location. Limit 1 Trap attached. When an enemy enters attached location, exhaust Rope Trap: Deal 1 damage to that enemy. Reveal a random token from the chaos bag. If a or token is revealed, discard Rope Trap. (You may trigger this ability from any location.)

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

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.

Max 1 committed per skill test. If this test fails, return each other card committed to this test to its owner's hand and draw 1 card.

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.
When an enemy enters play, exhaust Hunting Dog: Move once toward that enemy's location.

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

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 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.)

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

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

: 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.

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

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

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.

: Fight. You get +1 and deal +2 damage for this attack. If this attack is successful, lose control of Pitchfork and attach it to your location. Attached location gains: ": Take control of Pitchfork. Any investigator at Pitchfork's location may trigger this ability."

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

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.

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

As an additional cost to play Act of Desperation, choose and discard an Item asset that takes up at least 1 hand slot from your hand or play area. Fight. You get +X and deal +1 damage for this attack, where X is the chosen asset's printed resource cost. If you succeed and that asset was in your play area, gain X resources.

Permanent. 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. Forced - When your first turn of the game begins: Discard the top 10 cards of your deck.

Fast. Play after a Creature or Monster enemy at your location is defeated. Heal up to 3 damage from among investigators and/or Ally assets at your location.

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

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.

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

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).

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

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

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.

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.)

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

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

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

For every 2 damage on you (rounded up), Rough gains .

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

Uses (3 supplies). Spend 1 supply: Fight. You get +2 and deal +2 damage for this attack. If this attack fails, either place 1 supply on Chainsaw or deal 1 damage to the attacked enemy.

Fast. Play when a non-Elite enemy spawns at your location. That enemy attacks you. Then, automatically evade that enemy and attach Fend Off to it. Attached enemy cannot ready.

Exhaust Hunting Jacket: Choose 1 non-weakness card in your hand and attach it facedown to Hunting Jacket (max 3 cards attached). Then, gain 1 resource for each attached card. When Hunting Jacket is defeated: Draw each attached card.

Fast. Play after the enemy phase begins. Cancel all attacks made by non-Elite enemies against you this phase.

If you have fewer than 5 resources, gain resources until you have 5 resources. If you have fewer than 5 cards in your hand, draw cards until you have 5 cards in your hand. Remove Nothing Left to Lose from the game.

Exceptional. Permanent. Your investigator gains: "Deckbuilding Restrictions: No assets that take up an ally slot." When you play a [survivor] event, exhaust On Your Own: Reduce that event's cost by 2.

Max 1 committed per skill test. While Brute Force is committed during a basic fight action, it gains and the text: "If this test is successful by 2 or more, this attack deals +2 damage."

Choose an exhausted non-Elite enemy at your location and test (X), where X is that enemy's evade value. If you succeed, defeat that enemy.

Evade. Automatically evade all enemies at your location.

You get +1 during evasion attempts.

Fast. Attach Hiding Spot to any location. Each non-Elite enemy at attached location gains aloof. Forced - At the end of the enemy phase, if a ready enemy is at attached location: Discard Hiding Spot.

Uses (2 ammo). Spend 1 ammo: Fight (). You get +3 and deal +1 damage for this attack. Discard Winchester Model 52: Fight (). You get +3 for this attack. If you succeed, automatically evade the targeted enemy.