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

Silas Marsh deck only. : Fight. You get +1 for this attack. If you committed 1 or more skills to this skill test, this attack deals +1 damage. When this skill test ends, you may return Sea Change Harpoon to your hand to return all of your committed skill cards to your hand instead of discarding them.

Silas Marsh deck only. : Evade. You get +1 for this evasion attempt. If you succeed and you committed 1 or more skills to this skill test, you may automatically evade another enemy engaged with you. When this skill test ends, you may return Silas's Net to your hand to return all of your committed skill cards to your hand instead of discarding them.

While Strong-Armed is committed to an attack using a Melee or Ranged asset, this attack deals +1 damage. After revealing chaos token(s) for this skill test, you may take 1 damage to cancel that chaos token, return it to the chaos bag, and reveal a new one. (You may do this any number of times.)

Fast. Play when a chaos token with a symbol is revealed during a skill test at your location (before resolving its effects). You or the performing investigator may either commit a card to this skill test, or return a card they committed to this test to their hand.

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

Silas Marsh deck only. : Fight. You get +1 for this attack. If you committed 1 or more skills to this skill test, this attack deals +1 damage. When this skill test ends, you may return Sea Change Harpoon to your hand to return all of your committed skill cards to your hand instead of discarding them.

Silas Marsh deck only. : Evade. You get +1 for this evasion attempt. If you succeed and you committed 1 or more skills to this skill test, you may automatically evade another enemy engaged with you. When this skill test ends, you may return Silas's Net to your hand to return all of your committed skill cards to your hand instead of discarding them.

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

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

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

If this skill test is successful by 2 or more, after it resolves, you may immediately take an action as if it were your turn (this action does not count toward the number of actions you can take each turn).

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

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.

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.

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.

: Fight. You get +1 for this attack (+2 instead if you have 3 or fewer remaining sanity). If this attack defeats an enemy, you may heal 1 horror. As an additional cost to initiate this ability, you may take 1 horror to have this attack deal +1 damage.

If this skill test is successful, the investigator performing this test searches the top 3 cards of his or her deck for a card, draws it, and shuffles his or her deck.

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

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

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

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

Gain 3 resources.

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

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

Max 1 committed per skill test.


After you commit a card to a skill test, exhaust Grisly Totem: That card gains another instance of one of its skill icons of your choice.

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.

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

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

Max 1 committed per test. After you commit Unrelenting to a skill test, search the chaos bag for up to 3 non- chaos tokens of your choice, and seal them on Unrelenting. If all 3 tokens sealed on Unrelenting are "+1,", "0," , and/or tokens, draw 2 cards. Release all tokens sealed here after this test ends.

You may commit Helping Hand to any type of test. Max 1 committed per test. While Helping Hand is committed to a skill test, double the skill icons of each other card committed to that test.

Uses (2 ammo). Spend 1 ammo: Fight. You get +2 and deal +1 damage for this attack. If you fail, place 1 ammo on .18 Derringer.

Customizable. When you purchase Grizzled, choose and record two Traits on its upgrade sheet. If this is a skill test on or against an encounter card (including fighting, evading, or parleying), Grizzled gains for each of the chosen traits that encounter card possesses.

Commit only to a skill test you are performing, and only if the difficulty of that test is higher than your base skill value. Rise to the Occasion gets +X icons, where X is the difference between your base skill and this test's difficulty (to a maximum of +3 icons).

While Strong-Armed is committed to an attack using a Melee or Ranged asset, this attack deals +1 damage. After revealing chaos token(s) for this skill test, you may take 1 damage to cancel that chaos token, return it to the chaos bag, and reveal a new one. (You may do this any number of times.)

: 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.

Fast. Play after a skill test you failed ends (after resolving all effects from the failed test). Attempt that test again. You get +2 skill value for this test.

You get +1 . Jessica Hyde enters play with 2 damage on her. After your turn ends: Heal 1 damage from Jessica Hyde.

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])."

Choose and discard from play a non-weakness treachery that is not attached to an Elite enemy.

Permanent. You have 1 additional ally slot.

When you commit cards to a skill test you are performing, choose a [survivor] skill card in your discard pile and discard 1 card from your hand: Commit the chosen skill to this test. After this skill test resolves, place that skill card on the bottom of your deck. (Limit once per round.)

: Fight. If you have no resources in your resource pool, this attack deals +1 damage. During an attack using Fire Axe, spend 1 resource: You get +2 for this skill test. (Limit three times per attack.)

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.

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

After 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.

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

Fast. Play after you successfully evade an enemy by 2 or more. Discover 1 clue at that enemy's location.

Fast. Play when you reveal a chaos token that would reduce your skill value to 0 during a skill test (including the token). Cancel that token and treat it as an token, instead.

Commit only to a skill test from an ability printed on a scenario card.
If this skill test is successful, discover 1 clue at your location.

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.

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

Permanent. Limit 1 per deck. During the upkeep phase, you may choose to not gain resources. While you have no resources in your resource pool, you get +1 , +1 , +1 , and +1 .

Fast. Play when a chaos token with a symbol is revealed during a skill test at your location (before resolving its effects). You or the performing investigator may either commit a card to this skill test, or return a card they committed to this test to their hand.

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

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

Limit 1 Mask per investigator. Uses (2 offerings). Replenish 1 of these offerings after you take 1 or more damage and/or horror. Spend 1 offering: You get +2 or +2 for this skill test. (Limit once per test.)

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

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.)

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.

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

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.

You get +1 and +1 . When an investigator at your location would fail a skill test, exhaust Granny Orne: That investigator either gets +1 skill value or -1 skill value for that test.

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

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.

If this skill test is successful, heal 1 horror.

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).

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

You may play Winging It from your discard pile. If you do, shuffle it into your deck after resolving its effects. Investigate. Your location gets -1 shroud for this investigation. (If you played Winging It from your discard pile, discover 1 additional clue if you succeed.)

: Investigate. Your location gets -1 shroud for this investigation. Discard Lantern: Deal 1 damage to an enemy at your location. This action does not provoke attacks of opportunity.

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).

While you control 2 or fewer Item assets, Able Bodied gains (while you control 1 or fewer Item assets, Able Bodied gains , instead).

Silas Marsh deck only. Replacement. If a chaos token with a negative modifier is revealed during this test, either draw 1 card or Nautical Prowess gains .

Fast. Play after you fail a skill test by 2 or less while attacking an enemy engaged with you. Deal this attack's damage to a different enemy at your location.

Max 2 Dilemma per round. Revelation - Choose an investigator and decide (choose one): - The chosen investigator must immediately take an action as if it were their turn, then discards 1 card at random from their hand. - The chosen investigator loses 1 action during their next turn, then draws 3 cards.

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).

Max 1 committed per skill test. While Sharp Vision is committed during a basic investigate action, it gains and the text: "If this test is successful by 2 or more, discover 1 additional clue at this location."

Permanent. Limit 1 Covenant per deck. When an investigator at your location resolves a token during a skill test, exhaust Ancient Covenant: Do not reveal another token as part of this token's effect.

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

Permanent. Limit 1 per deck. Purchase at deck creation. When you purchase In the Thick of It, suffer 2 total physical and/or mental trauma. Then, earn 3 experience.

You may commit Contemplative to an investigation or skill test during a parley attempt at your location or a connecting location. If this test is successful, the performing investigator discovers 1 clue at their location.

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.

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

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

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

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.

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.

As an additional cost to play Unconventional Method, choose and discard an Item asset that takes up at least 1 hand slot from your hand or play area. Investigate. You get +X for this investigation, where X is the chosen asset's printed resource cost. If you succeed and that asset was in your play area, discover 1 additional clue at your location.

Hunter, Veteran, Warden deck only. Uses (1 shell). If Mauser Tankgewehr M1918 is ready, spend 1 shell: Fight. You get +5 for this attack and this attack deals +3 damage. Exhaust Mauser Tankgewehr M1918: Replenish 1 shell on it.

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

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

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

Fast. During a skill test while fighting or investigating, exhaust Ice Pick: You get +1 skill value for this test.

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

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

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


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

Max 1 committed per skill test. You may commit Predestined to any type of test. If this test fails, either add 2 tokens to the chaos bag or remove 2 tokens from the chaos bag.

Uses (3 durability). Attach to an Item asset controlled by an investigator at your location. During a skill test on attached asset, spend 1 durability: You get +2 skill value for this test.

If you have no cards in your hand, exhaust Madame Labranche: Draw 1 card. If you have no resources, exhaust Madame Labranche: Gain 1 resource.

Max 1 committed per skill test. You may commit Gumption to any type of skill test. While Gumption is committed to a skill test, that test gets -2 difficulty.

: 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.

: Fight. You get +2 for this attack. Discard Gravedigger's Shovel: Discover 1 clue at your location.

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.)

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

While Dauntless Spirit is in your hand or committed to a skill test, it gains icons equal to your , and icons equal to your .

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

Only the first copy of each card in your hand counts toward your maximum hand size. After you draw a copy of a card that is already in your hand, reveal both copies and exhaust Dream-Enhancing Serum: Draw 1 card.

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

Commit only to a skill test you are performing, and only if the difficulty of that test is higher than your base skill value. After you commit Signum Crucis to a skill test, add X tokens to the chaos bag. X is the difference between the test's difficulty and your base skill value.

Permanent. Limit 1 per deck. Purchase at deck creation. Forced - When your first turn of the game begins: Discard the top 10 cards of your deck.

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

Discard 1 card from your hand: You get +2 skill value for this skill test. (Limit once per test.)

Max 1 committed per skill test. While Expeditious Retreat is committed during a basic evade action, it gains and the text: "If this test is successful by 2 or more, you may automatically evade another enemy at your location."

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

Fast. Play after you fail a skill test by 2 or less during an evasion attempt against a non-Elite enemy. Place that enemy on top of the encounter deck.

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

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

Commit only to a skill test with no other cards committed to it. Other cards cannot be committed to this skill test. Last Chance loses for each card in your hand.

If a token is revealed during this test, you may remove Beloved from the game to replace that token's effects with the following: "You automatically succeed. (Do not reveal another token. Return this token to the chaos bag after this test ends)."

Return 3 Innate skills from your discard pile to your hand.

Exhaust Mariner's Compass: Investigate. If you fail, ready Mariner's Compass. If you succeed and have no resources in your resource pool, discover 1 additional clue at your location. During an investigation using Mariner's Compass, spend 1 resource: You get +1 for this skill test. (Limit three times per investigation.)

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

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.

Exhaust Spirit of Humanity and take 1 damage and 1 horror: Add 2 tokens to the chaos bag. Exhaust Spirit of Humanity and add 2 tokens to the chaos bag: Heal 1 damage and 1 horror.

Max 2 Dilemma per round. Revelation - You must decide (choose one): - Place 1 doom on the current agenda. Each investigator heals 3 damage and 3 horror. - Remove 1 doom from the current agenda. Each investigator takes 1 direct damage and 1 direct horror. Remove Fickle Fortune from the game.

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

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

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.

Max 1 committed per skill test. If this test fails, return Unexpected Courage to your hand.

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 a skill test ends in which 1 or more or tokens were revealed, exhaust Token of Faith: Add that many tokens to the chaos bag.

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

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.

While you have 4 or more cards in hand, Curiosity gains (while you have 7 or more cards in hand, Curiosity gains , instead).

Evade. Automatically evade all enemies at your location.

Strength in Numbers gains a icon for each different class among cards you control.

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

As an additional cost to play A Watchful Peace, search the chaos bag and/or cards in play for a total of 5 tokens and return them to the token pool. Fast. Play when the "draw encounter cards" step of the mythos phase would begin. Skip this step of the mythos phase.

Limit 1 per deck. Forced - After Nightmare Bauble enters play: Search your bonded cards for 3 copies of Dream Parasite and attach them to Nightmare Bauble. When Nightmare Bauble leaves play, set each attached Dream Parasite aside, out of play. When you reveal an chaos token, shuffle an attached Dream Parasite into your deck: Cancel that token.

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

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

: Fight. Add your to your skill value for this attack. This attack deals +1 damage. If this attack defeats an enemy, discard Hatchet. Otherwise, lose control of Hatchet and attach it to the attacked enemy. Attached enemy gains: " When attached enemy is defeated: Take control of Hatchet. Any investigator at Hatchet's location may trigger this ability."

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

While Anchor Chain is in your hand, you may perform the below "" ability. If you do, discard Anchor Chain instead of exhausting it. Exhaust Anchor Chain: Evade. You get +1 for this evasion attempt. If you successfully evade a non-Elite enemy, you may discard 1 card from hand to prevent that enemy from readying during the next upkeep phase.

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

While Nautical Charts is in your hand, you may perform the below "" ability. If you do, discard Nautical Charts instead of exhausting it. Exhaust Nautical Charts: Investigate. You get +1 for this investigation. If you succeed, you may discard 1 card from hand to discover 1 additional clue at your location.

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

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."

Fast. Play after you fail a skill test. You get +1 to each of your skills for the remainder of the round.

You get +1 during evasion attempts.

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.

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

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

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

When you draw a Hazard treachery, deal 1 damage and 1 horror to Protective Gear: Cancel that card's revelation effect.

Customizable. Limit 1 per investigator. During a skill test you are performing, exhaust Pocket Multi Tool: You get +1 skill value for this test.

Permanent. Limit 1 per investigator. Before setting up each game, draw 3 random cards from the tarot deck and choose 1. Place the chosen card in front of you, in the upright position. Each other investigator ignores its effects. Shuffle the rest back into the tarot deck.

While Pelt Shipment is in your hand, your maximum hand size is reduced by 3. When the game ends or you resign, if Pelt Shipment is in your hand: Reduce the experience cost of the next new card you purchase before the next scenario by 1.

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

Commit only to a skill test you are performing. After revealing chaos tokens for this test, you may choose to exile Stroke of Luck. If you do, this test is automatically successful (unless a token was revealed).

Either (choose one): - Fight. You get +3 and deal +2 damage for this attack. Exile Flare. - Search the top 9 cards of any investigator's deck for an Ally asset and put it into play under your control. Then, exile Flare. Shuffle the searched deck.

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

Fast. Play when doom would be placed on any scenario card. Max 1 per game. Cancel 1 doom just placed on that card. Exile Fortune or Fate.

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

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.

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.

As an additional cost to play Wrong Place, Right Time, spend an action. Move up to 5 damage and/or horror from your investigator to assets controlled by investigators at your location. For each asset defeated by this effect, draw 1 card. Remove Wrong Place, Right Time from the game.

: Fight. You get +1 and deal +1 damage for this attack. Discard Fire Extinguisher: Evade. Automatically evade all enemies engaged with you. You may exile Fire Extinguisher instead of discarding it to discard each non-Elite enemy evaded by this effect.

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

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

Fast. Play before revealing a chaos token during an investigation you are performing, and only if the difficulty of this test is currently 0. This test automatically succeeds. You discover 1 additional clue at this location and 1 additional clue at any location.

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

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.

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.

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

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

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

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 .

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

: 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.

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

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.

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

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.

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

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

Gain 10 resources.

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

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.

For each clue you have (to a maximum of 3), either heal 2 horror from an investigator at your location or discard a Terror card at your location.

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 (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.

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.

When you draw a non-weakness encounter card, exhaust Nine of Rods: Cancel all of that card's effects and shuffle it into the encounter deck. Then, draw another card from the top of the encounter deck. When the game begins, if Nine of Rods is in your opening hand: Put it into play.

Limit 1 per deck. When you play a copy of Blood-Rite: Either change each "2" on it to a "3," or shuffle it into your deck instead of discarding it. Forced - After Occult Lexicon enters play: Search your bonded cards for 3 copies of Blood-Rite. Add 1 to your hand and shuffle the other 2 into your deck.

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

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

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.

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

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.

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.

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

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.

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

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.

You have 1 additional arcane slot. Your arcane slots can be used to hold cards that take up accessory slots, and vice versa. When the game begins, if The Hierophant • V is in your opening hand: Put it into play.

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.

If you have 8 or more cards in your hand, exhaust The World • XXI: Draw 1 card. When the game begins, if The World • XXI is in your opening hand: Put it into play.

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 only during your turn. Until the end of your turn, set the base value of each of your skills to 5, or the base value of one of your skills to 7.

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

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

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.

Permanent. You have 1 additional accessory slot.

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

Fast. Play before revealing a chaos token during an attack or evasion attempt you are performing, and only if the difficulty of this test is currently 0. This test automatically succeeds. Instead of this test's normal effects, discard the attacked or evaded enemy (if it is Elite, automatically evade it and deal it 3 damage instead).

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

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

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

Max 2 Dilemma per round. Revelation - Choose two skills (, , , or ). Until the end of the investigation phase, each investigator gets +1 to each of the chosen skills, and -1 to each other skill.

You get +2 while investigating if you have no clues.

Fast. Play when an investigator at your location draws a non-weakness treachery card. Cancel that card's revelation effect. Exile A Test of Will.

Choose an Item asset in your discard pile. Either (choose one): - Remove that asset from the game and gain resources equal to its cost. - Play that asset (paying its cost).

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.

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


If a token is revealed during this skill test, you may return Fey to your hand when this test ends.

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).

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

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

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.)

Uses (1 charge). Spend 1 charge: You get +2 skill value for this test. (Limit once per test.) After an enemy attacks you: Place 1 charge on Bangle of Jinxes.

Exile a level 0-5 card in your hand. Discover 2 clues at your location. If the exiled card was level 2 or higher, remove 1 doom from the current agenda. Exile Burn After Reading. Card designed by the Council-in-Exile at Gen Con 2020

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

Permanent. In between two scenarios of a campaign, reduce the experience cost to repurchase up to 3 cards that you exiled during the last scenario by 1 each.

Fast. Play when you are dealt damage and/or horror. Cancel up to 10 damage and/or horror just dealt to you. Exile Devil's Luck.

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.

You get +1 health and +1 sanity. When the game begins, if Five of Pentacles is in your opening hand: Put it into play.

You get +1 . Non-direct horror must be assigned to Guiding Spirit before it can be assigned to your investigator card. Forced - When Guiding Spirit is defeated by horror: Exile it.

Search the chaos bag for X tokens and return them to the token pool. X is the number of tokens in the chaos bag. Gain 1 resource for each token removed in this way.

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.

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 .

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

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

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.

Attach to your location. During the enemy phase, each enemy that moves does so along the shortest path toward the attached location, instead of to where it would normally move. Forced - While attached, at the end of the round: Discard Lure.

Limit 1 per deck. Forced - After Miss Doyle enters play: Search your bonded cards for Hope, Zeal, and Augur. Randomly choose 1 to put into play and shuffle the other 2 into your deck. When Miss Doyle leaves play, find each of those assets (even if they are out of play) and set them aside, out of play.

Max 2 Dilemma per round. Revelation - Reveal the top 3 cards of the encounter deck. Choose an investigator to draw 1 of the revealed cards and discard the rest. Then, choose an investigator to discover 1 clue at any revealed location.

Uses (3 ammo). Spend 1 ammo: Fight. You get +3 and deal +2 damage for this attack. If a or symbol is revealed during this attack, the rifle jams. (This attack automatically fails. Before you can activate this ability again, you must perform the following ability: ": You clear the jam.")

Max 2 Dilemma per round. Revelation - If there are no enemies in play, draw 1 card. Otherwise, you must decide (choose one): - Each unengaged non-Elite enemy moves once toward the nearest investigator. - Each investigator disengages from each enemy engaged with them and moves once away from the nearest enemy.

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.

When you draw a non-weakness treachery, take 1 damage and 1 horror: Cancel that card's revelation effect and place 1 resource on this card, as corruption. If this card has 3 or more corruption, remove it from the game. Draw the top card of the encounter deck: Either heal 1 damage and 1 horror, or remove 1 corruption from this card. Card design by the Impure at Arkham Nights 2019.

Permanent. During or before your first action of each of your turns, each skill test you perform gets +1 difficulty. During or after your third action of each of your turns, each skill test you perform gets -1 difficulty.

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

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.

Attach to your location. Limit 1 per location. Forced - After a non-Elite enemy enters attached location: Exhaust that enemy, disengage it from all investigators, and attach Snare Trap to it. Forced - When attached enemy would ready: Instead, discard Snare Trap.

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.

Uses (3 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. If this attack succeeds against a non-Elite enemy, automatically evade it.

Anytime you reveal a , , or symbol during a skill test, you may choose to use the following effects instead of that symbol's normal effects: : -1. The Black Cat takes 1 direct damage. : -1. The Black Cat takes 1 direct horror. : +5. Heal all damage and horror from The Black Cat.

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.

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).

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 tries). If Try and Try Again has no tries, discard it.
After a skill test is failed, if a skill card you own is committed to that test, exhaust Try and Try Again and spend 1 try: Return that skill card to your hand.

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

Exhaust Yaotl: During this skill test, you get a bonus to each skill equal to the number of matching skill icons on the top card of your discard pile (not counting icons). : Discard the top card of your deck. (Limit once per phase.)