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

After a , , , , or symbol is revealed during a skill test at your location, exhaust Jewel of Aureolus: Draw 1 card or gain 2 resources.

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).

If this skill test is successful, heal 1 horror.

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

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).

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

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).

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

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

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

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

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

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.

Fight. This attack deals +1 damage.

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

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

Investigate. The difficulty of this skill test is equal to the highest shroud value among revealed locations in play. If you succeed, discover 1 clue from each revealed location in play.

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).

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

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 (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 during any player window. Choose an enemy at your location. Test (X), where X is that enemy's fight value. If you succeed, treat that enemy's fight value as if it were 0 for the next attack performed against it this phase. Draw 1 card.

: 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.

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

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.

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

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

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

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

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.

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.

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.

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

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

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

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.

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

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.

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.

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

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

During your turn, if you are not engaged with any enemies, exhaust Pathfinder: Move to a connecting location.

: 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.)

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 .

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

Uses (3 charges). Spend 1 charge: 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.

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

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

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.

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

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.

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

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

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

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.

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

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

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

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

Gain 3 resources.

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.

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

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

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

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.

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.

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.

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

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

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

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

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.

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.

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.)

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

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

You may take an additional action during your turn.

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

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.

Your maximum hand size is increased by 2. After Laboratory Assistant enters play: Draw 2 cards.

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.

After Art Student enters play: Discover 1 clue at your location.

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

: 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.

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.)

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.

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.

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.

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.

When any investigator draws an encounter card from the encounter deck, exhaust Dr. William T. Maleson and place 1 of your clues on your location: That investigator draws another card from the top of the encounter deck, chooses one of those 2 cards to resolve, and cancels and discards the other.

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

Investigate. If you succeed, instead of discovering a clue at your location, discover a clue at a connecting location.

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

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

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.

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

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

Fight. This attack uses . You deal +1 damage for this attack for each clue you have (max +3 damage).

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

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

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

You get +1 . After you take damage and/or horror, exhaust Jim Culver: Draw 1 card.

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

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.

As an additional cost to play Deep Knowledge, add 2 tokens to the chaos bag. Investigators at your location draw a combined total of 3 cards (you decide how many cards each investigator draws).

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

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

Fast. You get +1 while investigating.

If Blessed Blade is ready: Fight. You get +1 for this attack. If a or token is revealed during this attack, this attack deals +1 damage. Before revealing chaos token(s) for this attack, you may exhaust Blessed Blade to add 1 token to the chaos bag.

Uses (1 charge). Replenish this charge the first time a token is revealed at your location each round. Choose a non-Elite enemy at your location and spend 1 charge: That enemy loses the alert, aloof, elusive, and retaliate keywords until the end of the round.

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

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.

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)."

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

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

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.

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

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

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

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.

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.

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

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

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.

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

Fast. Play when an enemy attacks an investigator at your location. Cancel that attack. Then, add tokens to the chaos bag equal to the attacking enemy's total combined damage and horror values.

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

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.

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.

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.

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

Uses (4 secrets). Spend 1 secret: Investigate (). Investigate a revealed connecting location. You get +1 for this investigation. If you succeed, you may exhaust Local Map to move to that location.

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

Uses (4 renown). If there is no renown on Fame, discard it. If there is an enemy at your location, spend 1 renown: Parley. Gain 2 resources.

Limit 1 per investigator. Uses (3 renown). If there is no renown on Center Stage, discard it. During a skill test, spend 1 renown and exhaust Center Stage: You get +1 skill value for each action you have spent this round (including this one, if this is triggered during one of your actions).

As an additional cost to play Insidious Truths, you may discard up to 2 cards from hand. Fight (). For each card discarded as part of this card's cost, you get +2 and deal +1 damage for this attack.

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 (2 ammo). Spend 1 ammo: Fight. You get +1 for this attack. This attack deals +1 damage. When Remington Model 1858 leaves play: Immediately trigger the above ability, ignoring all costs.

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.

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.

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

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

As an additional cost to play Thorough Inquiry, spend an action. Investigators at your location draw a combined total of 5 cards (you decide how many cards each investigator draws).

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.

Myriad. Fast. Up to 3 Uncanny Specimen cards take up 1 arcane slot. When a , , , or symbol is revealed during a skill test at your location, discard Uncanny Specimen: Cancel that chaos token, return it to the chaos bag, and reveal a new one. If this test is successful, draw 1 card.

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

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

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.

Max 1 committed per skill test.

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

Choose an investigator at your location. That investigator searches the top 6 cards of his or her deck for a card, draws it, and shuffles his or her deck.

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

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.

Fight. When this action begins, gain 2 resources.

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

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.

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

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

You get +1 and +1 while resolving an ability on a treachery card. After you succeed at a skill test while resolving an ability on a treachery card, exhaust Tooth of Eztli: Draw 1 card.

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

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.

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

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.

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.

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

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.

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.

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.

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

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.

Fast.

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.

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 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.

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

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.

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.

Test (1). If you succeed, attach Breach the Door to your location with 1 resource on it for each point you succeeded by, as leads. Reduce attached location's shroud by 1 for each lead on Breach the Door.

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.

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.

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.

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.)

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.

Investigate. Add your or to your skill value for this investigation. If you succeed, instead of discovering clues at this location, attach Map the Area to it. Limit 1 per location. Reduce the difficulty of all skill tests at attached location by 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.

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.

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.

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

Add 1 doom to Blood Pact: You get +2 for this skill test. (Limit once per test.) Add 1 doom to Blood Pact: You get +2 for this skill test. (Limit once per test.)

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

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

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.

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

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

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.

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

Customizable. Limit 1 per investigator. Forced - At the start of the round: Choose one of the following criteria for this round - You fail a test by 2 or more. - You succeed at a test by 3 or more. When the chosen criteria is met, you may exhaust Empirical Hypothesis to add 1 evidence to it. Spend 1 evidence: Draw 1 card.

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

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.

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.

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."

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.

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

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

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.

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

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

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.

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

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.

: 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.

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 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.

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

Uses (3 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.

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

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.

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.

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.

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

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

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.

Your maximum hand size is increased by 1. You have 1 additional hand slot, which can only be used to hold a Tome asset.

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

Gain 3 resources (4 resources instead if you have 10 or more other cards in hand). After you draw Cryptic Writings during your turn: Play it.

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.

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.

Uses (3 secrets). Exhaust Feed the Mind and spend 1 secret: Test (1). For each point you succeed by (to a maximum of 3), draw 1 card.

Uses (4 secrets). After an investigator at your location fails a skill test by 2 or more, exhaust Grimm's Fairy Tales and spend 1 secret: Heal 1 horror from that investigator.

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

Discard Mysterious Raven and take 1 horror: Discover 1 clue at your location.

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.

Evade. When this action begins, gain 2 resources.

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.

You get +1 while fighting. After you defeat an enemy, exhaust Boxing Gloves: Search the top 6 cards of your deck for a Spirit event and add it to your hand. Shuffle your deck.

While you have... - ...5 or more cards in hand, you get +1 . - ...10 or more cards in hand, you get +1 . - ...15 or more cards in hand, you get +1 .

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

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

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

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

Reduce the cost to play Extensive Research by 1 for each other card in your hand. Discover 2 clues at your location.

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

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.

Uses (5 secrets). Exhaust Forbidden Tome and spend 1 secret: Draw 1 card. Then, if you have 10 or more cards in your hand and there are no secrets on Forbidden Tome, you may discard it to record in your Campaign Log that "you have translated the tome."

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

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.

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).

As an additional cost to play Occult Invocation, discard up to 2 cards from your hand. Fight. This attack uses instead of . You get +1 and deal +1 damage for this attack for each card discarded as part of this card's cost.

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

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

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

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

Investigate. When this action begins, gain 2 resources.

While you have 5 or more cards in your hand, Higher Education gains: " Spend 1 resource: You get +1 for this skill test. Spend 1 resource: You get +1 for this skill test."

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

While you control a Tome or Relic asset, you get +1 . After you reveal a location or put a new location into play, exhaust Whitton Greene: Search the top 6 cards of your deck for a Tome or Relic asset and draw it. Shuffle your deck.

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.

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.

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

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

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

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

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.

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.)

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

Uses (3 supplies). Exhaust Fingerprint Kit and spend 1 supply: Investigate. You get +1 for this investigation. If you succeed, you discover 1 additional clue at your location.

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.

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

Play only if you control a Melee asset. As an additional cost to play Flurry of Blows, spend an action. Fight. Choose a Melee asset you control and take an immediate fight action with that asset (without paying its cost). You may repeat this effect up to three times. After the final attack resolves, if it is your turn, end your turn.

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.

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.

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.)

Customizable.

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

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.

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.

You get +1 . After you succeed at a skill test by exactly 3: Place 1 resource on Alton O'Connell, as evidence. Exhaust Alton O'Connell and spend X evidence: Discover 1 clue at your location. X is the shroud value of your location.

Limit 1 per investigator. Uses (2 supplies). After you discard 1 or more cards from hand, exhaust Ample Supplies: Place 1 supply on this card. Discard Ample Supplies: Move each supply on this card to your resource pool, as resources.

Limit 1 per investigator. Uses (1 inspiration). Exhaust Artistic Inspiration and discard 1 card from your hand: Replenish 1 inspiration on this card. After revealing chaos tokens for a skill test you are performing, spend 1 inspiration: You get +1 or -1 skill value for this skill test.

When 1 or more doom is placed on a card you control, exhaust Blood of Thoth: Place 1 resource on this card (from the token pool), as an offering. If Blood of Thoth has 3 or more offerings on it, remove all offerings from Blood of Thoth and exhaust it: Choose an investigator at your location to immediately take an action as if it were their turn.

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.

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

Investigate. You may cancel the first chaos token revealed for this skill test, return it to the bag, and reveal a new one. If you succeed at this skill test, place 1 charge or secret on an asset controlled by an investigator at your location (if you succeed by exactly 1 or 3, place 2 charges or secrets on that asset instead).

Choose "even" or "odd". Each investigator reveals each non-weakness card in their hand with a cost matching the chosen option. In player order, each investigator may choose to either draw 1 card from their deck, or play 1 card they revealed from their hand (paying its cost).

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

Fast. Play when the "draw encounter cards" step of the mythos phase would begin. You draw each encounter card that would normally be drawn this mythos phase. Cards drawn during this mythos phase cannot be cancelled, and the first card drawn gains surge. Skip the "draw encounter cards" step of the next mythos phase. Max twice per game.

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).

Uses (4 supplies). Spend 1 supply: Investigate. For this investigation, you may use instead of , and you get +1 skill value. If you succeed and there is an exhausted enemy at your location, heal 1 horror.

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.)

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.

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

Parley. Choose an enemy at your location and test (X), where X is the chosen enemy's remaining health. If you succeed, shuffle that enemy into the encounter deck (or deal 2 damage to it instead if it is Elite).

Limit 1 per investigator. Seal (+1 or 0). You may resolve this keyword again after you discover the last clue at your location. When an enemy attacks an investigator at your location, exhaust Misdirection and release a token sealed here: Cancel that attack. Then, that investigator may move to a connecting location.

Exceptional. Spend 2 resources: Draw the card attached to Mob Connections. When an Illicit asset you control is discarded from play, exhaust Mob Connections: Attach that asset to this card, facedown. Limit 1 attached asset.

Uses (0 resources). Resources on Mortar and Pestle may be spent to pay for Spell cards. After you discover 1 or more clues, exhaust Mortar and Pestle: Place 1 resource on it (from the token pool).

Limit 1 per investigator. Seal (0). You may resolve this keyword again after you reveal a location or put a new location into play. When you engage an enemy, exhaust Obscure and release a token sealed here: Immediately Fight or Evade that enemy. During this skill test, your base skill value is equal to the shroud value of your location.

Uses (0 evidence). After you seal, cancel, or ignore a chaos token, exhaust Oculus Mortuum: Place 1 evidence on it. When an enemy attacks an investigator at your location, spend 1 evidence and exhaust Oculus Mortuum: Discover 1 clue at your location. If that enemy has the Geist trait, deal 1 damage to it.

Play only as your first action. Play a Firearm asset from your hand, reducing its cost by 2. Then, you may play an Upgrade event from your hand, attaching it to that asset if able.

Myriad. Quick-Witted gains for each other copy of Quick-Witted in your discard pile. After this skill test ends, you may shuffle each other copy of Quick-Witted in your discard pile into your deck.

Limit 1 per investigator. You have 2 additional hand slots, which may only be used to hold Science and/or Tool assets.

Myriad. Heal 1 damage or 1 horror from an investigator or Ally asset at your location. After an investigator at your location plays Short Rest: Play another Short Rest from your hand (paying its cost).

Myriad. Seal (, , , or ). Uses (3 charges). Forced - When your turn begins: You must spend 1 charge or discard Sign of Xelotaph. Discard a copy of Sign of Xelotaph from your hand: Replenish all charges on this copy of Sign of Xelotaph.

Attach to your location. Limit 1 per location. After you activate an or ability on a Spell or Ritual asset: Perform that ability again at attached location as if you were there, ignoring that asset's cost, if any. (You may trigger this ability from any location.) Return Spiritual Echo to your hand.

When you attempt to evade an enemy, exhaust String Along: For this evasion attempt, you get +1 skill value and that enemy gains alert. If you succeed, draw 1 card and do not disengage from that enemy.

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.

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

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

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

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

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



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

You may spend resources to pay for Item assets played by other investigators at your location. Exhaust Charles Ross, Esq.: Reduce the cost of the next Item asset played by an investigator at your location by 1.

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.)

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

Fast. 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. 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.

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."

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

As an additional cost to play Testing Sprint, spend an action. Investigate. One at a time, investigate your location and each connecting location once each in ascending order of shroud, until you either fail to investigate or successfully investigate each eligible location.

Uses (5 ammo). Spend 1 ammo: Fight. You get +2 and 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.

Uses (3 supplies). If Matchbox has no supplies, discard it. During any investigator's turn, exhaust Matchbox and spend 1 supply: Your location gets -1 shroud until the end of this turn.

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

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

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.

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

If there are more than tokens in the chaos bag, remove 1 token from the chaos bag and exhaust The Key of Solomon: Heal up to 2 damage and/or horror from an investigator or Ally asset at your location. If there are more than tokens in the chaos bag, remove 1 token from the chaos bag and exhaust The Key of Solomon: Gain 2 resources.

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

You get +1 .

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

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

Limit 1 Mask per investigator. Uses (2 offerings). Replenish 1 of these offerings after you reveal a location or put a new location into play. Spend 1 offering: You get +2 or +2 for this skill test. (Limit once per test.)

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

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.

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

Uses (4 secrets). Spend 1 secret: Investigate. You get +2 for this investigation. If you succeed by 2 or more, you may draw 1 card.

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

Parley. Choose an enemy at your location and an Item asset in your hand. Perform a fight action against the chosen enemy. If you succeed, instead of dealing damage, play the chosen asset, reducing its cost by each point you succeeded by.

Uses (3 secrets). When you successfully investigate, exhaust Professor William Webb and spend 1 secret: Choose an Item card in your discard pile and add it to your hand. Instead of discovering a clue at your location, you may discover a clue at a connecting location.

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.

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.

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

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.

Customizable. Uses (3 evidence). Exhaust Damning Testimony and choose an enemy at any location: Investigate (your location). If you succeed, you may spend 1 evidence to discover 1 additional clue at the chosen enemy's location.

: Search your bonded cards for Essence of the Dream and add it to your hand. After you succeed by 3 or more during a skill test to which Essence of the Dream is committed: Record in your Campaign Log that "you have interpreted the dreams."

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.

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.

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

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

Parley. Choose a non-weakness Humanoid enemy at your location and test (3). This test gets +X difficulty, where X is that enemy's horror value. If you succeed, shuffle the chosen enemy into the encounter deck. If the chosen enemy is Elite, automatically evade it instead.

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.

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

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


Customizable. When you purchase The Raven Quill, name a Tome or Spell asset and record that name on its upgrade sheet. Attach to a named asset you control. When you resign or the game ends: Either mark a checkbox on The Raven Quill's upgrade sheet, or reduce the experience cost to upgrade the attached asset before the next scenario by 1.

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.

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

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.

Limit 1 per deck. : Search your bonded cards for Uncanny Growth and add it to your hand. If Ravenous Myconid has 3 or more growth on it: Move each growth to your resource pool, as resources. Record in your Campaign Log that "you have classified a new species."

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).

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. 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.

Evade. You may use instead of for this evasion attempt. If you succeed and the enemy is non-Elite, attach Transmogrify to it. Attached enemy gains: "Massive. Cannot move. After you evade this enemy: Discover 1 clue at its location. (Limit once per round.)"

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

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

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."

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

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


Customizable. Attach to a Firearm asset you control. Limit 1 per asset. When you reveal a non- chaos token attacking with attached asset, exhaust Custom Modifications: Cancel that chaos token, return it to the chaos bag, and reveal a new one.

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.

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.

After the last clue is discovered from your location: Place 1 resource (from the token pool) on this card, as evidence. (Limit once per game at each location.) While Hawk-Eye Folding Camera has ... - ... 1 or more evidence, you get +1 . - ... 2 or more evidence, you get +1 . - ... 3 or more evidence, you get +1 sanity.

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.

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.

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.

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

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

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.

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.

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.

Myriad. Astounding Revelation cannot be played. When you search your deck and Astounding Revelation is among the searched cards, discard it: Either gain 2 resources or place 1 secret on an asset you control. (Max one Research ability per search.)

Exhaust Astronomical Atlas: Look at the top card of your deck. If it is not a weakness, attach it facedown to Astronomical Atlas (max 5 cards attached). : Commit a card attached to Astronomical Atlas to an eligible skill test. If that test succeeds, add that card to your hand instead of discarding it. (Limit once per test.)

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.

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.

: 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 (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.

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

: Fight. Add your to your skill value for this attack. You deal +1 damage for this attack. If you succeed and the enemy is non-Elite, you may move it one location away from you. (If you succeed by 3 or more, you instead deal +2 damage and may move the enemy up to two locations away from you.)

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.

Play Eidetic Memory as an exact copy of an Insight event in any investigator's discard pile (including its resource cost). Remove that event from the game. Remove Eidetic Memory from the game instead of discarding it.

Play Enchanted Armor under the control of any investigator at your location. Forced - After damage and/or horror is placed on Enchanted Armor: The owner of Enchanted Armor tests (X), where X is the total amount of damage and horror on it. If the test fails, discard Enchanted Armor and assign the damage and/or horror just placed on it elsewhere.

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

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. 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.

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.

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).

: 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.

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 only during your turn. Choose a Tome or Spell asset you control, or reveal a Tome or Spell asset from your hand. Resolve an or ability on that asset, ignoring all costs (including its cost, if any). Then, if that asset was in your hand, you may discard it to draw 1 card.

Max 1 per turn. Fast. Play when an investigator's turn would end. That investigator may take X additional actions during their turn. X is the number of skill tests they failed during their turn. Exile Lifeline.

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

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 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.

Either (choose one): - Add X tokens to the chaos bag to add X tokens to the chaos bag. - Remove X and X tokens from the chaos bag to heal X total horror from among cards at your location.

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.

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

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.

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.)

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.

Limit 1 per deck. Limit 1 Mask per investigator. After a skill test at your location ends in which both a and token were revealed: Place 1 resource on this card, as an offering. Then, if there are 3 offerings on this card, search your bonded cards for Twilight Diadem and swap it with this card, moving all offerings from this card to Twilight Diadem.

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

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.

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.

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).

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.

: 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.

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.

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.

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.

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."

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

Fight. Choose an enemy at any revealed location as the target for this attack. Before resolving this attack, you may move to that enemy's location. Add your to your for this attack. This attack deals +3 damage.

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

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.

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.

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

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

Do not reveal chaos tokens from the chaos bag for this test. Treat the chaos token revealed for this test as an . When this test ends, remove Seal of the Elder Sign from the game.

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

Uses (6 secrets). Limit 1 per deck. Spend 1 secret: You get +2 skill value for this skill test. Spend 2 secrets: Draw 2 cards. Spend 3 secrets: Discover 1 clue at any location. Spend 4 secrets: Deal 3 damage to an enemy engaged with you.

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.

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.

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

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 .

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

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

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

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

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

Girish Kadakia may be assigned damage and/or horror dealt to other investigators at your location. During a skill test being performed by an investigator at your location, exhaust Girish Kadakia: That investigator gets +2 skill value for this test. If this test is successful, heal 1 damage or horror from Girish Kadakia.

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

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

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.

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

You get +1 skill value while resolving revelation abilities on encounter cards. After another investigator at your location draws a non-peril encounter card, before resolving that card's effects, exhaust Martyr's Vambrace: You are considered to have drawn that encounter card, instead.

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.

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.

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

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

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

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.

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

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.

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

Uses (1 charge). Replenish this charge at the start of each round. You may resolve abilities on Spell assets in your hand by revealing them from your hand. Treat True Magick as if it were the revealed asset (to pay its costs, spend charges, perfom its effect, etc).

After you spend 1 or more charges from a Spell asset, exhaust Twila Katherine Price: Place 1 charge on that asset.

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.