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

Nathaniel Cho deck only. After Randall Cho enters play: Heal 3 damage or search your deck and discard pile for a Weapon asset, play it (paying its cost), and shuffle your deck.

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.

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.

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

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

Nathaniel Cho deck only. After Randall Cho enters play: Heal 3 damage or search your deck and discard pile for a Weapon asset, play it (paying its cost), and shuffle your deck.

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.

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.

Fight. When this action begins, gain 2 resources.

Fight. This attack deals +1 damage.

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

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.

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

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

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

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

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

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

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

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

Gain 3 resources.

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.

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.

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

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.

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

When you deal excess damage to an enemy, exhaust Relentless: Place that excess damage on Relentless. Discard Relentless: Gain resources equal to the amount of damage on it.

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

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

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 .

Fast. If Handcuffs is not attached to an enemy: Evade. Use only on a Humanoid enemy. This evasion attempt uses instead of . If you succeed, remove all doom from the just-evaded enemy and attach Handcuffs to it. If the attached enemy is non-Elite, it cannot ready and doom cannot be placed on it.

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.

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.)

Max 1 committed per skill test.

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

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.

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

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

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.

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.

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.

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 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.

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.

Fast. Play when you are dealt damage and/or horror. Cancel up to 5 damage and/or horror just dealt to you. Then, gain that many resources.

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.

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

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.

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

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.

Permanent. You have 1 additional ally slot.

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])."

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

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

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

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.

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.

Customizable.

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

When a second token is revealed during a single skill test at your location, exhaust Blessing of Isis: Cancel that token and treat it as if it were a token instead. Return both of those tokens to the chaos bag after this test ends.

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.

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.

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 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.

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

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 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.

Something Worth Fighting For may be assigned horror dealt to other investigators at your 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.

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.

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

Fast. Play only during your turn. Engage any number of enemies at your location.

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

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

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

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

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

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.

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

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

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.

Uses (4 ammo). Spend 1 ammo: Fight. The enemy chosen for this attack must be the enemy engaged with you with the highest fight. You get +4 for this attack. If this attack is successful, instead of its standard damage, you may assign up to 4 damage among enemies engaged with you (any additional damage adds to this total).

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

When you play a card, exhaust The Fool • 0: Reduce that card's cost by 1. When the game begins, if The Fool • 0 is in your opening hand: Put it into play.

Limit 1 per deck. As an additional cost to play this card, you must search your bonded cards for 3 copies of Bloodlust and shuffle them into your deck. : Fight. You get +1 for this attack for each attached copy of Bloodlust. This attack deals +1 damage. If this attack defeats an enemy, place 1 resource on this card (from the token bank), as an offering.

True Grit may be assigned damage dealt to other investigators 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 (4 ammo). Spend 1 ammo: Fight. You get +1 for this attack. This attack deals +1 damage.

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

Fast. Play when a non-Elite enemy would attack another investigator at your location. Engage that enemy and resolve its attack against you instead. Then, deal it 1 damage.

Each asset you control with health gets +1 health. Each asset you control with sanity gets +1 sanity. When the game begins, if The Star • XVII is in your opening hand: Put it into play.

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. Heal 2 damage from that investigator or from an Ally asset he or she controls.

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

: 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.

As an additional cost to play Blood Eclipse, take 2 damage. Fight. This attack uses instead of . You get +2 and deal +2 damage for this attack.

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

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

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

You may include up to 4 copies of Sled Dog in your deck. Up to 2 Sled Dog cards take up a single ally slot. Exhaust X Sled Dogs: Move. Move X times. Exhaust X Sled Dogs: Fight. You get +X for this attack. Instead of its standard damage, this attack deals X damage.

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

Obsidian Bracelet may only be assigned damage and/or horror dealt by treachery effects. Obsidian Bracelet may be assigned damage and/or horror dealt to other investigators 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.

Each attached asset takes up no slots and its text box is treated as if it were blank (except for Traits). Exhaust Tool Belt: Choose one - attach a Tool asset in your play area to Tool Belt, switch a Tool asset in your play area with an attached asset, or detach an attached asset.

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

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.

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 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.

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).

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.

Commit only to a skill test (of any type) being performed by another investigator at your location. If this test fails, you must resolve all effects from the failed test, instead of the performing investigator. Then, either you draw 2 cards, or the performing investigator draws 2 cards.

You get +1 . Brother Xavier may be assigned damage and/or horror dealt to other investigators at your location. When Brother Xavier is defeated: Deal 2 damage to an enemy 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.

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

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.

You get +1 . While an investigator at your location is taking his or her turn, discard Police Badge: That investigator may take 2 additional actions this turn.

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.

Exhaust Well Prepared: Choose an asset you control. You get +X skill value for this skill test, where X is the number of matching skill icons on the chosen asset.

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.

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

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

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. Then, add tokens to the chaos bag equal to the attacking enemy's total combined damage and horror values.

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.

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.

Seal (up to 5 ). If Rite of Sanctification has no tokens sealed on it, discard it. When an investigator at your location plays a card, exhaust Rite of Sanctification and release a chaos token sealed on it: Reduce the cost of that card by 2.

Attach to your location. If there are no investigators at attached location, discard Ambush. Forced - After an enemy spawns at attached location: Deal 2 damage to that enemy and discard Ambush.

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.

Permanent. You have 1 additional accessory slot.

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.)

Detective, Hunter, Wayfarer deck only. While there is a Creature or Monster enemy at your location, you get +1 and +1 . Exhaust Dakota Garofalo: Choose an enemy at your location or a connecting location. Move to the chosen enemy's location and engage it.

Permanent. Limit 1 per deck. Your Firearm assets with "Uses (ammo)" enter play with 1 additional ammo on them.

Detective, Hunter, Police, Reporter deck only. Limit 1 per investigator. Uses (5 leads). After you enter a location with 1 or more enemies, spend 1 lead and exhaust On Their Heels: Either discover 1 clue at your location or deal 1 damage to an enemy at your location.

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

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

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.

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.

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.

Investigate. You may use instead of for this investigation. Before revealing chaos tokens for this test, add 2 tokens to the chaos bag. If a or token is revealed during this skill test, discover 1 additional clue at your location.

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.

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.

Spend 2 resources: You get +1 until the end of the phase. Spend 2 resources: You get +1 until the end of the phase.

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.

You get +1 during evasion attempts.

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

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.

Uses (3 ammo). Spend 1 ammo: Fight. You get +5 for this attack. This attack deals +2 damage.

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.

Evade. Attempt to evade using instead of . If you succeed and the enemy is non-Elite, attach Bolas to it. Attached enemy gets -1 evade value. Forced - After attached enemy moves: Exhaust it.

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 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.

Myriad. Fast. Play Solemn Vow under the control of another investigator at your location. If the owner of Solemn Vow is at your location, exhaust Solemn Vow: Move 1 damage or horror from a card you control to a card that investigator controls.

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.

Each non-Elite enemy engaged with you is defeated. You are defeated and suffer 1 physical trauma. This action does not provoke attacks of opportunity.

: Fight. You get +1 for this attack. After this attack, you may exhaust Butterfly Swords to fight again, adding your to your skill value for that attack. That attack deals +1 damage.

: 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 (8 ammo). Spend 1-5 ammo: Fight. You get +X for this attack. Instead of its standard damage, this attack deals X damage. X is the amount of ammo spent as part of this ability's cost.

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).

Permanent. Limit 1 Covenant per deck. After an investigator at any location performs the "reveal chaos token" step of a skill test, exhaust Sacred Covenant: Return any number of tokens revealed during this test to the chaos bag, ignoring their modifiers for this test.

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.)

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

Limit 1 per deck. Uses (0 charges). After you defeat an enemy: Place 1 charge on Empty Vessel. If there are at least 3 charges on Empty Vessel: Search your bonded cards for Wish Eater and swap it with Empty Vessel, moving all charges from Empty Vessel to Wish Eater.

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.

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.

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

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

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).

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.

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

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.

When an enemy attacks you, exhaust Aquinnah and deal 1 horror to her: Deal that enemy's damage to another enemy at your location, instead. (You still take horror dealt by the attack.)

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.

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

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

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

: 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 (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 .

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.

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

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.

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

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.

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.

Fast. Play after a non-weakness, non-Elite enemy at your location is evaded. Shuffle that enemy into the encounter deck.

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

Evade. Automatically evade all enemies at your location.

Fast. Play only during your turn. Attach to a Firearm asset controlled by an investigator at your location. Place 2 ammo on that asset. Limit 1 per asset. Attacks performed by attached asset deal +1 damage against Monster enemies.

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

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.

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

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.

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


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

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.

Uses (3 charges). : Fight. You get +2 for this attack. If you succeed, you may spend 1 charge to empower the blade, dealing +1 damage for this attack. If the blade is empowered and this attack defeats an enemy, draw 1 card and heal 1 horror.

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

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

If this skill test is successful, heal 1 horror.

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 (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.

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.

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

You get +1 .

You get +1 . After you succeed at a test on a treachery, exhaust Holy Rosary: Add 2 tokens to the chaos bag.

Gain 10 resources.

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

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."

Uses (3 supplies). If Kerosene has no supplies, discard it. If an enemy was defeated at this location this round, exhaust Kerosene and spend 1 supply: Heal up to 2 horror from among investigators and Ally assets at your location.

While Leadership is committed to a skill test being performed by another investigator, Leadership gains . If this test is successful, gain 2 resources. If Leadership is committed to a skill test being performed by another investigator, that investigator also gains 2 resources.


You may take an additional action during your turn.

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

Fast. You get +1 while investigating.

Fast. Play when you activate the Fight ability on a Firearm or Ranged asset. This attack can target an enemy at a connecting location. Ignore the aloof and retaliate keywords for this attack. If this attack succeeds against an enemy not engaged with you, the attack deals +1 damage.

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

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.

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).

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

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.

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

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

: Choose a Firearm asset taking up only 1 hand slot in your play area. Attach it to Quickdraw Holster, or switch it with the attached asset. The attached asset takes up no hand slots. (Limit 1 attached asset.) Exhaust Quickdraw Holster: Perform a fight action on the attached asset without paying its cost.

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

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

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

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

Engage. Choose an enemy up to 2 locations away. Move (one location at a time) to that enemy's location, engage it, and add tokens to the chaos bag equal to that enemy's horror value.

You have 2 additional ally slots, which can only be used to hold Creature assets. When you play a Creature asset during your turn: Reduce that asset's cost by 1.

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

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

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 (2 ammo). Spend 1 ammo: Fight. You get +3 for this attack. Instead of its standard damage, this attack deals 1 damage for each point you succeed by (to a minimum of 1, to a maximum of 5). If you fail and would damage another investigator, this attack deals 1 damage for each point you fail by (to a minimum of 1, to a maximum of 5).

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.

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.

Deal 2 damage to an exhausted enemy at your location.

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

Uses (3 ammo). Spend 1 ammo: Fight. You get +3 and deal +2 damage for this attack. Cannot be used to attack enemies engaged with you.

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

Fast. Play after you reveal a chaos token with a negative modifier. Switch that token's "-" to a "+".

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.

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

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.

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

Fast. Play only during your turn. Until the end of your turn, do not reveal chaos tokens for any skill tests you perform.

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