Tommy Muldoon
The Rookie Cop
★ Exclusive Cards
Cards played most by this investigator compared to all others.

Tommy Muldoon deck only. Uses (2 ammo). Each resource gained from Tommy Muldoon's ability may instead be placed on Becky, as ammo. Spend 1 ammo: Fight. You get +2 and deal +1 damage for this attack.

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

Permanent. You have 1 additional ally slot.

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

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 .

Tommy Muldoon deck only. Uses (2 ammo). Each resource gained from Tommy Muldoon's ability may instead be placed on Becky, as ammo. Spend 1 ammo: Fight. You get +2 and deal +1 damage for this attack.

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


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.

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

Gain 3 resources.

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

Choose an investigator at your location. That investigator search the top 9 cards of their deck for a Weapon asset, adds it to their hand or plays it (paying its resource cost), and shuffles their deck.

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


Permanent. You have 1 additional ally slot.

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

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

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.

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.

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

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

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

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.

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

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 .

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

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.

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

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.

Max 1 committed per skill test.

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

: 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.

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).

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

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

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.

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

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.)

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

Customizable.

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

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.

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

: 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. If this test is successful, draw 1 card.

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

Permanent. Limit 1 per deck. Purchase at deck creation. Forced - When your first turn of the game begins: One at a time, play any number of Item assets from your hand, reducing the cost of each by 1. During this turn, you have 3 fewer actions to take.

Uses (4 charges). 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.

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

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.

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

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

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 (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.

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

Permanent. Exceptional. Before you draw your opening hand: Search your deck for up to 3 different Tactic and/or Supply events, and attach them facedown to Stick to the Plan. Shuffle your deck. Cards attached to Stick to the Plan may be played as if they were in your hand. As an additional cost to play an attached card, exhaust Stick to the Plan.

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 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.

: 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.

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.)

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.

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.

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

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.

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

Choose an Ally asset you control and return it to your hand. Then, search the top 9 cards of your deck for an Ally asset and play it, reducing its cost by X. X is the cost of the Ally asset returned to your hand. Shuffle your deck.

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.

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

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.

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

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.

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 .

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.

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.

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

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

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

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

You get +1 . After you defeat an enemy, exhaust Logan Hastings: Gain 1 resource.

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 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.

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

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.

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

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.

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.

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.

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.

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

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

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

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. Engage any number of enemies at your location.

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

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

Search the top 9 cards of your deck for a Tool or Weapon asset and add it to your hand. Shuffle your deck.

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

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

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

Uses (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.

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.

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.

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.

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

Uses (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.

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.

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.

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.

Spend 2 resources: You get +1 until the end of the phase. Spend 2 resources: You get +1 until the end of the phase.
While it is committed to a skill test on an Item asset you control, Armed to the Teeth gains .

Tommy Muldoon deck only. Uses (2 ammo). Spend 1 ammo: Fight (). You get +2 and deal +1 damage for this attack. When you trigger the above ability, exhaust Becky: This attack ignores the aloof and retaliate keywords.

Fast. Play after an enemy at your location is defeated. Investigators at your location gain a total of X resources, distributed as your wish. X is that enemy's printed health (to a maximum of 6).
Uses (4 ammo). Spend 1 ammo: Fight (). You get +2 and deal +1 damage for this attack. Ignore the retaliate keyword 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."

Attach to a Weapon asset controlled by an investigator at your location. Limit 1 per asset. Attached asset gains the Relic trait and takes up an arcane slot in addition to its other slots. When you perform a Fight action using attached asset, exhaust this card: Add the owner of this card's to your for this attack. This attack deals +1 damage.

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

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.

After you play Protective Vest: Search the top 6 cards of your deck for a Firearm or Upgrade card and add it to your hand. Shuffle your deck.

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.

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

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.

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

Uses (3 ammo). Spend 1 ammo: Fight (). You get +3 for this attack. If you succeed, this attack deals +1 damage for each point you succeed by (to a maximum of +4). If you fail and would deal damage to another investigator, this attack deals 1 damage for each point you fail by (to a maximum of 5 damage).

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

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

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.

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.

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

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."

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

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).

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.

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.

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 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.

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

Investigate (). You get +2 for this investigation. If you succeed, heal 1 horror.

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.)

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.

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

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.

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

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.

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.

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.

Exhaust Crowbar: Investigate. This investigation attempt uses instead of . Exhaust Crowbar: Fight. You get +2 for this attack.
Fast. Play only during your turn. Attach to a Firearm asset you control. During your turn, except during an action, discard Custom Grip: Return attached asset to your hand. You may play a Firearm asset from your hand (paying its cost).

Starting. (You may begin the game with 1 copy of a starting card in your opening hand.) Spend 1 resource: You get +1 for this skill test (+2 instead if this is an attack or evasion). Spend 1 resource: You get +1 for this skill test (+2 instead if this is an attack or evasion).
Fast. Play when your turn begins. Until the end of your turn, you get +3 skill value while investigating or parleying.
Place 5 ammo, divided as you choose, among Firearm assets you control.

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.


: 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.)

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.

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

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.

Fight. This attack deals +1 damage.

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.

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

: 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.

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

You get +1 . After you discard 1 or more cards from your hand during your turn, exhaust Lawrence Carlisle: Gain 1 resource.
Parley. Choose an enemy at your location and test (X), where X is that enemy's remaining health. If you succeed, automatically evade that enemy and discover 1 clue at your location.

Fast. Play after a non-Elite enemy attacks you. Automatically evade that enemy and attach Restrained to it. Attached enemy cannot ready. Forced - When the round ends, if attached enemy is not a Humanoid: Discard Restrained.

Rookie Cop may be assigned damage and/or horror dealt to other investigators at your location. When Rookie Cop is defeated: Discover 1 clue at your location.

Uses (3 ammo). After an enemy attacks you, spend 1 ammo: Fight (). This attack targets that enemy. You get +1 and deal +1 damage for this attack.

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

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

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.

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

: 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 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).

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

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

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

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

You may 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.

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

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)."

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

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.

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.

You may commit Persistence to a skill test from your discard pile. If you do, shuffle it into your deck after this test ends.

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.

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.

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.

You get +1 . When 1 or more tokens would be removed from the chaos bag during a skill test: Seal them on Nephthys, instead. Exhaust Nephthys: Either release 3 tokens sealed on her, or return 3 tokens sealed on her to the token pool to deal 2 damage to an enemy at your location.

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

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.
Commit only to a skill test during an attack or evasion. The performing investigator ignores the alert and retaliate keywords during this test.

Fast. Play only during your turn. Attach to a Firearm asset you control. Exhaust Iron Sights: You get +3 skill value the next time you fight using attached asset this turn. This action does not provoke attacks of opportunity.

Move. After this move, heal 2 damage.

During an attack or investigation at your location, exhaust Police Dog: The performing investigator gets +1 skill value for this test.

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

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

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

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.

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.

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.

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.

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

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

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.

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

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

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

Uses (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.

Assistant, Medic, Warden deck only. Limit 1 per investigator. Sound Support may be assigned damage and/or horror dealt to other investigators at your location. When your turn begins: Heal 1 damage or 1 horror from Sound Support.

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

Agency Backup may be assigned damage and/or horror dealt to other investigators at your location. Exhaust Agency Backup and deal 1 damage to it: Deal 1 damage to an enemy at your location. Exhaust Agency Backup and deal 1 horror to it: Discover 1 clue at your location.

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

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

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.)

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

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

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

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

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.

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.

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

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

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.

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

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

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

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

Fast. 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.

You may play Impromptu Barrier from your discard pile. If you do, shuffle it into your deck after resolving its effects. Evade. The chosen enemy gets -1 evade for this evasion attempt. (If you played Impromptu Barrier from your discard pile, you may evade an additional enemy at the same location with evade X or lower. X is the amount you succeed by.)

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.

Uses (3 supplies). If Bandages has no supplies, discard it. After an investigator or Ally asset at your location takes 1 or more damage, spend 1 supply: Heal 1 damage from that card.

: Fight. 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.)

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.

: Parley. Choose an enemy at your location. Until the end of the round, each investigator gets +1 skill value while fighting, evading, or parleying with the chosen enemy. Place 1 resource on Eyes of Valusia, as a charge. : Search your bonded cards for Blade of Yoth and swap it with Eyes of Valusia, moving all charges from Eyes of Valusia to Blade of Yoth.

Uses (0 ammo). While playing an event, treat Old Shotgun's uses value as 2. Spend 1 ammo: Fight. You get +3 for this attack. Instead of its standard damage, this attack's damage is equal to the amount you succeed by, or fail by if you fail and would damage another investigator (to a minimum of 1, to a maximum of 3).

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.

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.

Forced - When your turn begins: Move 1 damage from your investigator to "Devil". Forced - When "Devil" is defeated: Deal 2 damage to each enemy and investigator at your location.

When damage is assigned to Armor of Ardennes, exhaust Armor of Ardennes: Cancel 1 of that damage.



You get +1 . Exhaust Field Agent and deal 1 horror to it: Discover 1 clue at your location.

Permanent. Limit 1 per deck. Purchase at deck creation. Increase your deck size by 15. During each upkeep phase, instead of drawing 1 card, draw 2 cards and discard 1 of them.

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.

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

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

When you draw a non-weakness card from the top of your deck, before resolving any of its effects, exhaust Katja Eastbank: Place that card facedown beneath her (limit 5 cards beneath her). Draw a new card to replace it. : Draw any card beneath Katja Eastbank.

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.

You get +1 and +1 . After you successfully investigate: Place 1 resource (from the token pool) on Michael Leigh, as evidence (to a maximum of 3 evidence). When you initiate an attack, exhaust Michael Leigh and spend 1 evidence: You deal +1 damage for this attack.

After Nkosi Mabati enters play: Name a non- chaos token with a symbol. Until this card leaves play, the named symbol is your "sigil." When an investigator at your location reveals a , , or symbol, exhaust Nkosi Mabati: Search the chaos bag for your sigil and reveal it, instead (returning the other token to the chaos bag).

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.

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

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

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

You get +1 during evasion attempts.

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.

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.)

Commit only to a skill test during an attack or evasion attempt. You can commit this skill to an investigator's test at any location.

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

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

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

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.

Evade. Automatically evade all enemies at your location.

Fast. Play only during your turn. Until the end of the round, you get +X and +X , where X is the amount of horror on you.

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.

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

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.

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

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

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

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

Fight. When this action begins, gain 2 resources.

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.

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.

Permanent. You have 1 additional accessory slot.

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.

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

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

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

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.

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.

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.

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).

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

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

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

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

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

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.

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

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

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

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.

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.

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

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

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

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

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.

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

: 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.

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.

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.

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.

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

As an additional cost to play Hallow, return a total of 10 tokens to the token pool from the chaos bag or sealed on cards in play. Remove 1 doom from any card in play.

: Fight. You get +2 and deal +1 damage for this attack. When you initiate this ability, you may release a token sealed on Holy Spear. Search the chaos bag for 2 tokens and seal them on Holy Spear: Fight. You get +4 and deal +2 damage for this attack.

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

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

You may play Improvised Weapon from your discard pile. If you do, shuffle it into your deck after resolving its effects. Fight. The attacked enemy gets -1 fight for this attack. (If you played Improvised Weapon from your discard pile, this attack deals +1 damage.)

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."

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

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.

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.

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

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 may take an additional action during your turn.

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.

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

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.

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.

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

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

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.

Uses (3 supplies). If Mk 1 Grenades has no supplies, discard it. Spend 1 supply: Fight. You get +2 for this attack. If this attack is successful, instead of its standard damage, this attack deals 2 damage to each enemy and each other investigator at the attacked enemy's location (any additional damage is dealt to the attacked enemy).

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

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

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

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

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

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.

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

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.

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.

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

Max 1 committed per skill test. 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."

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.

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

Fast. Attach to a Firearm asset you control that takes up two hand slots. Attached asset cannot be used to attack enemies engaged with you. When you perform a Fight action using attached asset, if you are engaged with no enemies, exhaust Telecopic Sight: This attack can target a non-Elite enemy at a connecting location. Ignore the aloof and retaliate keywords for this attack.

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.

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).

Fast. Play when a skill test at your location begins. Twice during this test, when an investigator reveals a chaos token, they may cancel it, return it to the chaos bag, and reveal a new chaos token.

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.)

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.

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

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