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

"Skids" O'Toole deck only. Fast. Play after your turn begins. Until the end of the round, non-Elite enemies cannot attack you.

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

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

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

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

"Skids" O'Toole deck only. Fast. Play after your turn begins. Until the end of the round, non-Elite enemies cannot attack you.

Gain 3 resources.

You may take an additional action during your turn.

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

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

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

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

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

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

Deal 2 damage to an exhausted enemy at your location.

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

Max 1 committed per skill test.

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.

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

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

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

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

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

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

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

Commit only to a skill test you are performing. If you succeed by 3 or more, return Opportunist to your hand after this test instead of discarding it.

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

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

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

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

Uses (3 supplies). If First Aid has no supplies, discard it. Spend 1 supply: Heal 1 damage or horror from an investigator at your location.

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

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

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

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

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. You have 1 additional ally slot.

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

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.

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.

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.)

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.

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.

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.

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.

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

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

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.

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.

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.

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."

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

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.

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.

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.

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

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

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.

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

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

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

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.

Evade. When this action begins, gain 2 resources.

Play only as your first action. Discover 1 clue at your location (2 clues instead if there is an enemy at that location). This action does not provoke attacks of opportunity.

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

Gain 10 resources.

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.

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.

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

: Fight. You get +1 for this attack. After an enemy attack deals damage to you during the enemy phase, exhaust Survival Knife: Fight. This attack targets the attacking enemy. You get +2 and deal +1 damage for this attack.

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 (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 (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.

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

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).

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

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

You get +1 . Exhaust Cat Burglar: Disengage from each enemy engaged with you and move to a connecting location. This action does not provoke attacks of opportunity.

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

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

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

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

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.

Fast. Play when you would draw an encounter card during the mythos phase. Instead, search the encounter deck for an enemy, spawn it engaged with you (instead of its normal spawn location), attach On the Hunt to it, and shuffle the encounter deck. When you defeat attached enemy: Gain 3 resources.

Uses (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.

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.

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 .

Commit only to a skill test you are performing.
Take the Initiative loses for each action that has been completed by any investigator this phase.

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

You get +1 . 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.

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.

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

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.

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

Fight. When this action begins, gain 2 resources.

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

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.

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

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

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.

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

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

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

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.

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.

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.

Choose an enemy at your location and exhaust Fake Credentials: Parley. Test (1). This test gets +1 difficulty for each suspicion on Fake Credentials. If you succeed, discover 1 clue at your location and place 1 resource on Fake Credentials, as suspicion. If you fail, you must either discard Fake Credentials, or the chosen enemy attacks you.

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

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.

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

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).

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

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.

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.

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

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.

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.

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

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.

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.

You get +1 during evasion attempts.

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.

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

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.

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

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).

Uses (3 supplies). Spend 1 supply, exhaust Thermos: Heal 1 damage from an investigator at your location (2 damage instead if he or she has 2 or more physical trauma). Spend 1 supply, exhaust Thermos: Heal 1 horror from an investigator at your location (2 horror instead if he or she has 2 or more mental trauma).

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

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

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

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

Fast.

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.

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

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.

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

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.

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.

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 (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.

Fight. This attack deals +1 damage.

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

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.

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

Permanent. 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).

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.

Permanent. You begin each game with 2 additional resources.

Fast. Play only during your turn. Play an Item asset from your hand, reducing its cost by 2. When your turn ends, return an Item asset you control to your hand.

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).

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

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).

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.

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

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.

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.

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

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

Uses (4 ammo). Exhaust Beretta M1918 and spend 1 ammo: Fight. You get +4 and deal +1 damage for this attack. If you succeed by 2 or more, either ready Beretta M1918, or this attack deals an additional +1 damage (if you succeed by 4 or more, do both).

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.

Fast. Play only during your turn. Put an Ally asset from your hand into play. At the end of your turn, if that asset is still in play, return it to your hand.

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

Permanent. You have 1 additional accessory slot.

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.

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 during a skill test at your location. Search the top 9 cards of your deck for a Practiced skill and commit it to this skill test, if able. Shuffle the remaining cards back into your deck. After this test ends, if it was successful, add that skill to your hand instead of discarding it.

Commit only to a skill test from an ability printed on a Firearm or Ranged asset you control.

You get +1 . Discard a Firearm asset that takes up 1 or fewer hand slots from your hand and exhaust Robert Castaigne: Resolve a Fight ability on the discarded asset, ignoring all costs. This does not provoke attacks of opportunity.

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.

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

: Fight. You get +2 for this test. If you succeed by exactly 2, you may exhaust Katana to deal +2 damage for this attack. Exhaust Katana: Fight. Use instead of for this attack.

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.)

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.

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

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

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

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

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.

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.

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.

Criminal, Entrepreneur, Socialite deck only. Max 1 committed per skill test. After you commit Double Down to a skill test, spend up to 3 resources. For each resource spent, Double Down gains .

Criminal, Socialite deck only. Parley. Deal 10 damage to an enemy at your location (5 damage instead if that enemy is Elite). Remove Name Your Price from the game.

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

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.

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

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

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).

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.

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.

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.

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.

Miskatonic, Scholar deck only. Limit 1 per deck. During your turn, if there is no asset attached to Library Pass, spend 1 resource: Attach a Tome asset from your hand to this card. Attached asset takes up no slots. Limit 1 attached asset. Forced - When your turn ends: Place attached asset on the bottom of your deck.

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).

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

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

Uses (2 ammo). Exhaust Luger P08 and spend 1 ammo: Fight. You get +1 for this attack. Spend 1 resource: Replenish all ammo on Luger P08 and ready it.

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".

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

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.

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.

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

Fast. Play after another investigator draws a non-peril encounter card, but before resolving that card's effects. You are considered to have drawn that encounter card, instead. You get +2 to each of your skills while resolving that card's revelation effect.

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.

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.

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

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

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.

Fast. Play after you succeed at a skill test while parleying. Discover 2 total clues from among your location and connecting locations.

Tetsuo Mori may be assigned damage and/or horror dealt to other investigators at your location. When Tetsuo Mori is defeated: Choose an investigator at your location. That investigator searches either their discard pile or the top 9 cards of their deck for an Item asset and adds it to their hand. Shuffle their deck if it is searched.

Myriad. Fast. Play only during your turn. Attach to your location. Limit 1 per location. After an enemy enters or leaves attached location, return Doppelgänger to your hand: Either perform an evasion attempt against that enemy, or immediately move to attached location (you may trigger this ability from any location).

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

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.

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

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

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

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

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

If this skill test is successful during an evasion attempt, you may automatically evade another enemy at your 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.

Limit 1 per investigator. Seal ( or +1). You may resolve this keyword again after you defeat an enemy. When an enemy would attack an investigator at your location, exhaust Bulwark and release a token sealed here: Cancel that attack. Ready another asset you control.

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

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.

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."

Add 1-3 tokens to the chaos bag and exhaust Scrimshaw Charm: Gain 1 resource. For each token added, gain 1 additional resource.

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

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.

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. 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."

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.

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.

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

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

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

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.

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

Uses (2 resources). Replenish these resources at the start of each round. Resources on 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.

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

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).

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

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

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

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.

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.

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.

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

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

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

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

Fight. This attack deals +1 damage and is automatically successful. As an additional cost to perform this attack, the chosen enemy makes an attack against you.

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

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

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

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.

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.

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

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

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


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.

If this skill test is successful, add Intrepid to your play area as an asset with the text: "You get +1 , +1 , and +1 . Forced - At the end of the round: Discard Intrepid."

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

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

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.

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.

: 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.

During the next fight action you perform this turn using a Ranged or Firearm asset, treat each , , , , or token you reveal as a "0" token. This action does not provoke attacks of opportunity.

As an additional cost to play Warning Shot, spend 1 ammo from a Firearm asset you control. Move all non-Elite enemies at your location to a connecting location. This action does not provoke attacks of opportunity.

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.

Uses (4 charges). When you are dealt damage and/or horror from an enemy attack, exhaust Flesh Ward and spend 1 charge: Cancel 1 damage or horror just dealt from that attack.

Fast. Play 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.

During your turn, exhaust Garrote Wire: Fight. You get +2 for this attack. Use only on an enemy with exactly 1 remaining health.

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.

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

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.

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

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

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

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

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."

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.

You get +1 . The first investigate action you perform each turn does not provoke attacks of opportunity. After you discover a clue, exhaust Alice Luxley: Deal 1 damage to an enemy at your location. Card design inspired by the Council in Exile 2022.

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

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

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

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

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.

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.

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

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

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.

Fight. For each different class among cards you control, you get +1 and deal +1 damage for this attack.

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

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

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

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.

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.

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

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

Uses (5 ammo). Spend 1 ammo: Fight. You get +2 for this attack. If a +1, 0, or chaos token is revealed during this attack, this attack deals +2 damage.

Uses (5 ammo). Spend 1 ammo: Fight. You get +2 and deal +1 damage for this attack. If you succeed by at least X, you may spend 1 ammo to deal this attack's damage to another enemy at your location, where X is that enemy's fight value.

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

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.

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

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.

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

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.

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

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

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

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

: Fight. You get +2 for this attack. This attack deals +1 damage. If a or symbol is revealed during this attack, discard Baseball Bat after the attack resolves.

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

: 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.

Evade. This evasion attempt uses instead of . If you succeed, deal 1 damage to the enemy just evaded. If a , , , , or symbol is revealed during this evasion attempt, lose 1 action this turn.

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


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

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

Fast. Play after an investigator discovers the last remaining clue at your location. Investigators at that location gain a total of X resources, distributed as you wish. X is that location's shroud value.

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.

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

Evade. Automatically evade all enemies at your location.

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

Fast. Play only during your turn. Attach to an investigator at your location, under his or her control. When you are dealt damage and/or horror: Discard Delay the Inevitable and cancel all damage and/or horror just dealt. Forced - When the mythos phase ends: You must either spend 2 resources or discard Delay the Inevitable.

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

When a non-Elite enemy spawns at your location, discard Disc of Itzamna: Discard that enemy.

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

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

Uses (3 secrets). Exhaust Eldritch Sophist: Move 1 secret or charge from an asset you control to another asset controlled by an investigator at your location.

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

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.

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.

If this skill test is successful, heal 1 horror.

After you move to a location, if that location has at least 1 clue on it, exhaust Fieldwork: You get +2 skill value for the next skill test you perform this phase.

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.

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.

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.

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.

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.

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 .

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.

You get +1 .

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

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).

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

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

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.

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


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.

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. You get +1 while investigating.

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

: 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.

Choose an investigator at your location and test (2). If you succeed, heal 1 damage from that investigator. If you fail, deal 1 damage to that investigator.

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

Fast. Play after a phase begins. Choose a non-Elite enemy at your location. Treat the chosen enemy's printed text box as if it were blank (except for Traits) until the end of the phase.

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

Uses (3 secrets). Exhaust Mr. "Rook" and spend 1 secret: Search the top 3, 6, or 9 cards of your deck for any card and draw it. If at least 1 weakness is among the searched cards, draw 1 of them, as well. Shuffle your deck.

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.

Exhaust Old Book of Lore: Choose an investigator at your location. That investigator searches the top 3 cards of his or her deck for a card, draws it, and shuffles the remaining cards into his or her deck.

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.

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

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.

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

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

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

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.

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

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.

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

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

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).

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

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.

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.

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

Fast. Play only during your turn. Choose an investigator at your location. Move that investigator to a connecting location.

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

Attach to your location. Uses (3 offerings). Attached location gains: " Draw the top card of the encounter deck, exhaust Shrine of the Moirai, and spend 1 offering: Return up to 2 cards with a total combined level of 5 or less from your discard pile to your hand. Any investigator at this location may trigger this ability." Card design by the Moirai at Arkham Nights 2019.

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.

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.

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

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).

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.

Myriad. When you search your deck and Surprising Find is among the searched cards: Put it into play in your play area. You must commit it to the next eligible skill test you perform. If that test is successful, draw 1 card. (Max one Research ability per search.)

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

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

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

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.

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.

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).

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

Engage actions you perform do not provoke attacks of opportunity. : Fight. You get +X for this attack. X is the number of enemies engaged with you.

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

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

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

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