Sefina Rousseau
The Painter
★ Exclusive Cards
Cards played most by this investigator compared to all others.

Sefina Rousseau deck only. Cannot be placed beneath Sefina Rousseau. Play The Painted World as an exact copy of a non-exceptional event that is beneath Sefina Rousseau. Remove The Painted World from the game instead of discarding it.

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

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

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

Exceptional. Fast. : If the Skeleton Key is in your play area, attach it to your location. If it is already attached to your location, detach it and return it to your play area instead. Set the attached location's shroud value to 1.

Sefina Rousseau deck only. Cannot be placed beneath Sefina Rousseau. Play The Painted World as an exact copy of a non-exceptional event that is beneath Sefina Rousseau. Remove The Painted World from the game instead of discarding it.

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

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

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

You may take an additional action during your turn.

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

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.

Gain 3 resources.

You get +1 .

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.

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

Uses (3 charges). Spend 1 charge: Investigate. Investigate using instead of . If you succeed, discover 1 additional clue at this location. If a , , , , or symbol is revealed during this test, after this test resolves lose all remaining actions and immediately end your turn.

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

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.

Max 1 committed per skill test.

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

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

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.

: Investigate. Investigate using instead of . If a , , , or symbol is revealed during this test, you may choose a revealed location connected to your location; you are now investigating as if you were at the chosen location instead of your location (you may use either shroud value).

Fast. 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.

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

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.

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.

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

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

Deal 2 damage to an exhausted enemy at your location.

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.

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

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

Commit only to a skill test you are performing. As an additional cost to commit "Watch this!" to a skill test, spend up to 3 resources. If you succeed by 1 or more, gain twice that many resources.

Fast. Play 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.

After you commit Promise of Power to a skill test, add 1 token to the chaos bag. If you cannot, take 2 horror instead.

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

Fast. Play only during your turn. Attach to a player card with health and/or sanity at your location. Forced - When attached card takes 1 or more damage/horror: Cancel 1 of that damage/horror. The owner of Spectral Shield must remove 1 charge from an asset they control. If they cannot, discard Spectral Shield.

Gain 10 resources.

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

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

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.

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.

Permanent. Limit 1 per deck. Purchase only at deck creation. You earn 1 additional experience after each scenario of this campaign. If you are defeated, you are usurped by the homunculus (replace each signature card in your deck with a random basic weakness, flip this card, and swap it with your investigator for the remainder of the campaign).

Forced - After Arcane Initiate enters play: Place 1 doom on it. Exhaust Arcane Initiate: Search the top 3 cards of your deck for a Spell card and draw it. Shuffle your deck.

Uses (3 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.

Exceptional. Fast. Play only during your turn. You may take an additional 3 actions this turn.

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

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.

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

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

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

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

Fast. Play when an encounter card or an enemy attack would cause you to do one of the following (choose one): Discard cards from hand, lose resources, lose actions, take damage, or take horror. You ignore that aspect of the effect. (Each other aspect resolves normally.)

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

Permanent. You have 1 additional accessory slot.

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.

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

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

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 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.

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

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

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

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

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.

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

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

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

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

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

Exceptional. While you have... - ...10+ resources, you get +1 health and +1 sanity. - ...15+ resources, you may take one additional action during your turn. - ...20+ resources, you get +1 to each of your skills.

Uses (4 charges). You may play events with "parley" from your discard pile as if they were in your hand. As an additional cost to play an event this way, spend 1 charge from Eldritch Tongue. After that event resolves, remove it from the game.

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

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

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.

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.

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.

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

Parley. Choose an enemy at your location and play a Weapon asset from your hand, reducing its cost by 1. You may then take a fight action with that weapon against the chosen enemy, using instead of the skill indicated.

Exceptional. Fast. : If the Skeleton Key is in your play area, attach it to your location. If it is already attached to your location, detach it and return it to your play area instead. Set the attached location's shroud value to 1.

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

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

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

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

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.

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


Permanent. In between each game of a campaign, you may swap up to two level 0 cards out of your deck in exchange for an equal number of level 0 cards. (You must still follow all deckbuilding rules for your investigator).

: Fight. This attack deals +1 damage. The attacked enemy gains retaliate for this attack.

Savant gains icons equal to your lowest skill other than the skill being tested.

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.

Exceptional. You get +1 . Play with the top card of the encounter deck revealed.

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

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.

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

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

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.)

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

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

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

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

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

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

Exhaust Stealth: Evade. The chosen enemy gets -2 evade for this evasion attempt. If you successfully evade the enemy, disengage with it but do not exhaust it. Until the end of your turn, that enemy cannot engage you.

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

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

If this skill test is successful, heal 1 horror.

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

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

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.

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

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.

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

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.

Exceptional. When you reveal a non- chaos token, spend 2 resources: Ignore that chaos token and reveal another one to resolve. If that token has a symbol, remove Lucky Dice from the game (cannot be ignored/canceled).

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

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. 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.

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.

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

Uses (3 charges). : Investigate (). If you succeed, you may spend 1 charge to discover 1 additional clue at your location. If you reveal a token during this test, remove 1 charge from Second Sight (if you cannot, take 1 horror and discard this card).

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

Deal 1 damage to an enemy at your location. If this effect defeats that enemy, draw 1 card. If it is your turn, end your turn. This action does not provoke attacks of opportunity.

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

Fast. Play when you draw a non-weakness treachery. Cancel that card's revelation effect and draw the top card of the encounter deck. When you play Counterespionage, increase its cost by 2: Change "the encounter deck" to "your deck". When you play Counterespionage, increase its cost by 2: Change "you" to "any investigator".

Permanent. You have 1 additional ally slot.

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

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

After you commit Daredevil to a skill test, discard cards from the top of your deck until you discard a [rogue] skill you can commit to this test. Commit it. Shuffle each weakness that was discarded by this effect back into your deck.

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.

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.

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

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).

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])."

Fast.

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.

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

Uses (3 charges). : Fight (). If you succeed, you may spend 1 charge to deal +1 damage for this attack. If you reveal a token during this test, remove 1 charge from Cosmic Flame (if you cannot, take 1 damage and discard this card).

Customizable. When you purchase Friends in Low Places, choose and record a Trait on its upgrade sheet. Look at the top 6 cards of your deck. For each looked-at card with the chosen Trait(s), you may spend 1 resource to add that card to your hand. Shuffle the remaining cards into your deck.

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

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.)

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.

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

Spend 3 resources and exhaust High Roller: You get +2 skill value for this skill test. If you succeed, gain 3 resources.

You get +1 during evasion attempts.

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

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

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

Uses (3 charges). Spend 1 charge: Investigate. Investigate using instead of . If you succeed, discover 1 additional clue at this location. If an , "+1," or "0" token is revealed during this investigation, take 1 horror.

Uses (3 charges). Spend 1 charge: Investigate. Investigate using instead of . If you succeed, discover 1 additional clue at this location. If a token is revealed during this investigation, you may discover 1 clue at a connecting location or place 1 charge on Eye of Chaos.

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

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.

Evade. When this action begins, gain 2 resources.

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.

You get +1 .

While you have 3 or fewer remaining health, Sacrificial Doll does not take up a hand slot. After you reveal a non- chaos token during a skill test, take 1 damage and exhaust Sacrificial Doll: Cancel that token and reveal tokens from the chaos bag until a symbol token is revealed. Resolve that token and ignore the rest.

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).

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

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

Uses (3 charges). If Suggestion has no charges, discard it. Exhaust Suggestion: Evade. Add your value to your skill value for this evasion attempt. If you do not succeed by at least 2, remove 1 charge from Suggestion.

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

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.

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

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

Max 1 committed per test. For each additional chaos token revealed during this skill test (even if it was canceled or ignored), Confidence gains (to a maximum of +3 icons).

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

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

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

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.

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

When you play a Tactic or Trick event, exhaust Chuck Fergus: Choose one - - That event gains fast. - That event costs 2 fewer resources to play. - You get +2 skill value while performing a skill test during the resolution of that event.

Deal 1 damage to a non-Elite enemy at your location. When you play Small Favor, increase its cost by 2: Change "Deal 1 damage" to "Deal 2 damage." When you play Small Favor, increase its cost by 2: Change "at your location" to "at a location up to 2 connections away."

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."

Exceptional. After you play an event, exhaust Double, Double: Play that event again as if it were in your hand.

You get +1 and +1 . Exhaust Delilah O'Rourke and spend X resources: Choose an enemy at your location. Deal 1 damage to the chosen enemy (2 damage instead if that enemy is exhausted). X is the chosen enemy's evade value.

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.

Fast. Play during any player window. Put Premonition into play, reveal a random chaos token from the chaos bag, and seal it on Premonition. Forced - When a chaos token would be revealed from the chaos bag: Resolve the token sealed here as if it were just revealed from the chaos bag, instead. Then, discard Premonition.

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).

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

: Fight (). You get +1 for this attack. If you succeed, you may discard Broken Bottle to deal +1 damage for this attack.

When horror is placed on Cloak of Resonance, exhaust it: Deal 1 damage to an enemy at your location.

Fight (). You get +2 and deal +1 damage for this attack. If this attack defeats an enemy, gain 5 resources.

: Investigate (). You get +1 for this test. If you succeed, you may discard Hand-Crank Flashlight for your location to get -1 shroud until the end of the round.

Uses (4 ammo). Spend 1 ammo: Fight (). If the targeted enemy is exhausted, this attack deals +1 damage.

You get +1 . During your turn, exhaust Olivier Bishop: Move to a connecting location.

Max 1 committed per skill test. If this test is successful by 2 or more, the performing investigator may disengage from each enemy and move to a revealed connecting location.

Spend 1 resource: You get +1 for this skill test (+2 instead if this is an evasion or parley). Spend 1 resource: You get +1 for this skill test (+2 instead if this is an evasion or parley).

As an additional cost to commit Soul Link, take 1 horror.

Limit 1 per investigator. After you successfully evade an enemy, exhaust Sticky Fingers: Gain 1 resource.

Place 1 doom on a player card you control. Then, discover 1 clue at your location and 1 clue at another revealed location.

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

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.

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.

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.

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.

Max 1 committed per skill test. Commit only to a test you are performing of any type, and only if it is your turn. Calculated Risk gains for each action you performed this turn (including this one). After this test ends, end your turn.

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

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.

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.

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.

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.

Uses (5 secrets). If Schoffner's Catalogue has no secrets, discard it. You may spend secrets on Schoffner's Catalogue as resources to pay for Item assets played by any investigator at your location.

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

Fast. Play when you initiate a skill test. Instead of the skill type indicated for this test (, , , or ), this is a resource skill test. Your base skill value for this test is equal to half the number of resources in your resource pool (rounded down).

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

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.

Uses (4 secrets). After a skill test at your location begins, exhaust Scrying Mirror and spend 1 secret: Perform the "reveal chaos token" step of the test now (before committing cards), instead of after committing cards.

Uses (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 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.

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

Uses (4 ammo). Spend 1 ammo: Fight. You may spend any number of additional actions when you perform this attack. You get +2 for this attack for each action being spent (including this ability's cost). This attack deals +2 damage.

Uses (2 ammo). Playing Lupara does not provoke attacks of opportunity. Spend 1 ammo: Fight. You get +1 and deal +1 damage for this attack. If Lupara entered play this turn, you get an additional +1 and deal an additional +1 damage for this attack.


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

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

Fast. Play only during your turn. Choose a Spell or Charm asset in your hand and put it into play under your control. When the round ends, shuffle that asset into your deck if it is still in play.

Parley. Choose a non-Elite enemy at your location or at a connecting location. Move that enemy to your location, engage it, and gain resources equal to its combined damage/horror values.

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

Exceptional. When a phase begins, remove The Gold Pocket Watch from the game: Skip this phase. After a phase ends, remove The Gold Pocket Watch from the game: Repeat that phase.

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

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

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

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

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.

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

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

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

Evade. Automatically evade a non-Elite enemy at your location. When you play Decoy, increase its cost by 2: Change "a non-Elite enemy" to "up to 2 non-Elite enemies." When you play Decoy, increase its cost by 2: Change "at your location" to "at a location up to 2 connections away."

Choose a non-Elite enemy at your location: Parley. Test (X), where X is that enemy's printed health value. If you succeed, that enemy disengages from each investigator and gains aloof until the end of the round.

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

While Well-Dressed is committed to a skill test during a parley action, it gains .

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.

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.

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.

When you play an Illicit card during your turn, exhaust Fence: The Illicit card gains fast. If it was already fast, reduce its cost by 1 instead.

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

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

Exceptional. You get +1 , +1 , +1 , and +1 . Forced - After Geas enters play: Make a promise using the following formula - "I shall not (draw/play/commit) any cards during each of my turns." If you break this promise while Geas is in play, discard it and add 10 tokens to the chaos bag.

Uses (9 resources). When you initiate a skill test, spend up to 3 resources from Gregory Gry: If this test succeeds by at least that amount, gain that many resources.

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.

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.

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

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.

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).

Max 1 committed per skill test. After you commit Prescient to a skill test, name "even," "odd," or "symbol." After this test ends, if a chaos token of the named type was revealed during this test, you may return a Spell card from your discard pile to your hand.

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.

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.

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.

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.

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.

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.

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

Permanent. Exceptional. Before you draw your opening hand: Search your deck for up to 3 different Trick cards, and attach them facedown to Bewitching. Shuffle your deck. When you engage an enemy, exhaust Bewitching: Either draw 1 attached card, or search the top 9 cards of your deck for a copy of an attached card, draw it, and shuffle your deck.

Fast. Play during any window. Gain 1 resource for each different class among cards you control.

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

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

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

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

You get +1 and +1 . Exhaust Lola Santiago and spend X resources: Discover 1 clue at your location. X is the shroud value of your location.

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

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

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

Limit 1 per investigator. Cannot leave play. After you play Unscrupulous Loan: Gain 10 resources. Forced - When the game ends or you are eliminated, if you have fewer than 10 resources in your resource pool: Exile Unscrupulous Loan.

Exceptional. : Place 1 resource on Borrowed Time, as a click (to a maximum of 3 clicks on Borrowed Time). Does not provoke attacks of opportunity. Forced - When your turn begins: Remove all clicks from Borrowed Time. You may take that many additional actions this turn.

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

You get +1 . Forced - At the end of the upkeep phase: You must either pay 1 resource or discard Hired Muscle.

Fast. Uses (4 ammo). Spend 1 ammo: Fight. If the attacked enemy is exhausted, you get +2 and deal +1 damage for this attack.

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

You get +1 arcane slot for each enemy beneath Binder's Jar. After a non-Elite enemy is defeated at your location: Place that enemy facedown beneath Binder's Jar (limit 2 enemies beneath it). When an enemy attacks you, discard an enemy beneath Binder's Jar that shares a Trait with the attacking enemy: Cancel that attack.

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.

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

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

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

Fast. Play only during your turn. Choose a Firearm asset you control with fewer ammo tokens than its uses (X) value. Place ammo on that asset until it has ammo equal to its uses (X) value.

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

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.

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

You have 2 additional tarot slots. When the game begins, if Anna Kaslow is in your opening hand: Put her into play. After Anna Kaslow enters play: Search your deck for a Tarot asset and put it into play.

For each of your arcane slots that are empty, you have one additional hand slot. You may take an additional action during your turn, which can only be used to play an asset into one of your hand slots.

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.

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

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

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

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.

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

Fast. Play only during your turn. Choose another investigator at your location. Move all resources from that investigator's resource pool to your resource pool. At the end of the round, move all resources from your resource pool to that investigator's resource pool.

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.

Max 1 committed per skill test. If this test is successful, draw 1 card for each point you succeeded by, to a maximum of 5. Shuffle each weakness drawn by this effect back into your deck without resolving it.

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

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

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

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.

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).

Permanent. Limit 1 Covenant per deck. When an investigator at your location reveals a token during a skill test, exhaust False Covenant: Cancel that chaos token, return it to the token pool, and reveal another token.

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.

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).

Uses (4 charges). Spend 1 charge: Evade. This evasion attempt uses instead of . If you succeed, after evading the chosen enemy, you may move to a connecting location. If a , , , , or symbol is revealed during this evasion attempt, choose and discard a card from your hand.

Limit 1 Precious Memento (From a Former Life) per deck. After you fail a skill test by 2 or more, exhaust Precious Memento: Heal 1 damage from it. After you succeed at a skill test by 2 or more, exhaust Precious Memento: Heal 1 horror from it.

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

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.

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

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.

Exceptional. Forced - When you reveal a or token during a skill test you are performing: Flip a coin. On a heads, treat that token as a token. On a tails, treat that token as a token. If you treat a token as a token as a result of this effect, draw 1 card.

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

Permanent. You begin each game with 2 additional resources.

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

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

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.

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

Fast. Play when you would be defeated. Disengage from each enemy engaged with you, discard all cards in your threat area, heal 2 horror and 2 damage, and move to any revealed location with no enemies. If it is your turn, end your turn. Remove Cheat Death from the game.

Fast. Play only during your turn. For each exhausted non-swarm enemy at your location, choose a different option: - Gain 2 resources. - Deal 2 damage to that enemy. - Discover 1 clue at your location. - Draw 1 card.

Uses (5 ammo). Spend 1 ammo: Fight. You get +2 for this attack. This attack deals +1 damage. Forced - At the end of the round, if you triggered Colt Vest Pocket's "" ability: Discard it.

After you commit Copycat to a skill test, search the discard pile of another investigator for a skill you can commit to this test, and commit it. After this test ends, place that card on the bottom of its owner's deck.

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

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

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

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

You have 1 additional arcane slot. : Fight. You get +1 for this attack for each of your arcane slots that is filled. If at least 2 of your arcane slots are filled, this attack deals +1 damage.

Uses (4 charges). : Test (1). For each point you succeed by, you may spend 1 charge to heal 1 damage or 1 horror from an investigator at your location. If you succeed by 0, lose 1 resource.

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.


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

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

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

Investigate. Choose an enemy at your location. You get +1 for this investigation for each damage on the chosen enemy (to a maximum of +5 ). If you succeed, discover 1 additional clue at this location. This action does not provoke attacks of opportunity from the chosen enemy.

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.

Choose another investigator at your location who has yet to take their turn this round. During their turn this round, the chosen investigator gets +1 to each of their skills, and may take an additional action. Playing Guidance does not provoke attacks of opportunity.

While your current location is connected to at least 2 other locations, you get +1 and +1 . While your current location is connected to at least 4 other locations, you get an additional +1 and +1 .

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

When you would succeed at a skill test: You get +1 skill value for this test. You may discard Knight of Swords to get +3 instead. When the game begins, if Knight of Swords is in your opening hand: Put it into play.

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

Choose a card in your play area or reveal a card in your hand. Search your deck for another copy of that card and draw it. Shuffle your deck.

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

Reveal tokens from the chaos bag until you reveal a , , , or token. If you revealed... - ...a or token, deal 2 damage to an enemy at your location. - ...a or token, heal 2 damage from an investigator or Ally asset at your location. This action does not provoke attacks of opportunity.

Uses (5 ammo). Exhaust Mauser C96 and spend 1 ammo: Fight. You get +1 and deal +1 damage for this attack. If you succeed by 2 or more, either ready Mauser C96 or gain 1 resource.

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

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.

Myriad. Uses (3 secrets). When you would test your , , or , spend 1 secret: Test your instead. Discard a copy of Mind's Eye from your hand: Place 2 secrets on this copy of Mind's Eye.

If this skill test is successful, reduce the difficulty of the next skill test you perform this phase by X, where X is the amount this skill test succeeded by (to a maximum of 3).

You have 1 additional tarot slot. Each non-weakness Tarot asset in your hand or committed to a skill test gains . When the game begins, if Moon Pendant is in your opening hand: Put it into play.

You get +1 and +1 . You cannot play or commit Moonstone from your hand. After you discard Moonstone from your hand: Play it (paying its cost).

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.

: Evade. Either use your or get +1 for this evasion attempt. When you initiate this ability, choose one - - Exhaust Onyx Pentacle and place 1 doom on it to target any enemy at your location or a connecting location, and get +1 skill value for this evasion attempt. - If you succeed by 2 or more, remove 1 doom from Onyx Pentacle.

Uses (1 ammo). Limit 1 ammo on Ornate Bow. Spend 1 ammo: Fight. This attack uses instead of . You get +2 and deal +2 damage for this attack. : You nock another arrow. Place 1 ammo on Ornate Bow.

Gain 1 resource for each action you performed this turn (including this one). If it is your turn, end your turn.

After Priest of Two Faiths enters play: Add 3 tokens to the chaos bag. Forced - At the end of the upkeep phase: You must either add 1 token to the chaos bag or discard Priest of Two Faiths.

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

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

: 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.

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

Uses (2 ammo). Spend 1 ammo: Fight. 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 6). 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 6).

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

When you use a fight ability on a Firearm asset, exhaust Sharpshooter: Choose one, or both - - This attack uses instead of . All modifiers to your for this attack modify your instead. - Use the attacked enemy's evade value for this attack, instead of their fight value.

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

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

During this skill test, treat the modifier of each and each token as +1 instead of its normal modifier.

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

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

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

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

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

Fast. After The Red-Gloved Man enters play: Choose two of your skills. While The Red-Gloved Man is in play, raise the base value of each of those skills to 6. Forced - At the end of the mythos phase: Discard The Red-Gloved Man.

Myriad. If you commit 3 copies of Three Aces to a skill test, that test automatically succeeds (do not reveal chaos tokens from the chaos bag). Then draw 3 cards and gain 3 resources (max once per test).

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

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.)
As an additional cost to commit Torrent of Power to a skill test, spend up to 3 charges from among assets you control. For each charge spent in this way, Torrent of Power gains .

After your turn begins: Choose two skills. Until the start of your next turn, you get +1 to each of those skills. After any skill test ends in which a total of 3 or more or tokens were revealed: Play Tristan Botley from your hand, at no cost.

Attach to your location. Limit 1 per location. Forced - After a non-Elite enemy enters attached location, discard Under Surveillance: Automatically evade that enemy and discover 1 clue at attached location. That enemy does not ready during the next upkeep phase.

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

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

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