Tony Morgan
The Bounty Hunter

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

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.

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

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.

You may take an additional action during your turn.

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

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

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.

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.

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

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

Fast. Play after you draw a non-peril encounter card, but before resolving that card's effects. Choose another investigator. That investigator is considered to have drawn that encounter card instead. Gain 1 resource.

As an additional cost to play Faustian Bargain, add 2 tokens to the chaos bag. Investigators at your location gain a total of 5 resources, distributed as you wish.

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

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

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.

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

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

Permanent. Exceptional. When earning experience during the resolution of a scenario, if you were not defeated during that scenario, you earn 2 additional experience. If you were defeated during that scenario, you are killed.

Gain 3 resources.

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

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

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

Permanent. You have 1 additional ally slot.

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.

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

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

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).

Permanent. Exceptional. You get +10 deck size. Before drawing your opening hand, choose 10 Illicit cards from your deck: Shuffle them together and place them next to Underworld Market, as your market deck. At the start of your turn: Reveal the top 2 cards of your market deck. You may spend 1 resource to draw 1 of them. Place the rest on the bottom, in any order.

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.

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.

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.

Max 1 committed per skill test.

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).

Permanent. You have 1 additional accessory slot.

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

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

Permanent. You begin each game with 2 additional resources.

Fight. Add your value to your skill value for this attack. If you succeed by 1 or more, automatically evade the attacked enemy. If you succeed by 3 or more, return Cheap Shot to your hand at the end of your turn.

Permanent. 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])."

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

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.

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

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.

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

Gain 10 resources.

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.

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

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

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.

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.

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

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

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

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

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

You get +1 during evasion attempts.

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."

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.)

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.

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

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

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

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.

After Out the Door is committed to a skill test, the performing investigator gains 2 resources. If this skill test fails, that investigator loses 2 resources.

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 an investigator at your location or a connecting location is dealt damage and/or horror. That investigator may spend up to 3 resources. For each resource spent, that investigator cancels 1 damage or 1 horror just dealt.

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.

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

Spend 1 resource: Choose an Item asset from your hand and play it (paying its cost).
Uses (3 rumors). If there are no rumors on The Grapevine, discard it. Spend 1 rumor and exhaust The Grapevine: Parley. Choose an enemy at a revealed location up to 2 connections away. Move (one location at a time) along the shortest path to that enemy's location and engage it.

Deal 2 damage to an exhausted enemy at your location.

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

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

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

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.

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.

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.

Fast. Play only during your turn. Attach to a Clothing or Armor asset you control. Attached asset gains: "You have 1 additional hand or accessory slot (your choice), which can only be used to hold an Illicit asset."

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

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.

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

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

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

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

Fast.

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

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.

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.

Play only during one of your turns in which you defeated enemies with a total of 6 or more health. Add "Let God sort them out..." to the victory display and immediately end your turn. When earning experience during the resolution of this scenario, you earn 1 additional experience.

Fast. Play 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.

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.

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.

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.

Uses (12 ammo). Spend 1-6 ammo: Fight. You get +X for this attack. The difficulty for this attack is equal to the combined fight values of all enemies at your location. Instead of its standard damage, this attack deals X damage divided as you choose among enemies at your location. X is the amount of ammo spent as part of this ability's cost.

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

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.

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.

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

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

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

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

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.

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

Fast. Play 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.

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

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

: 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.

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

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

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

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

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.

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

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

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.

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

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

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

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

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

Parley. Search the encounter deck and discard pile for a non-Elite enemy and spawn it exhausted and engaged with you. Draw cards equal to that enemy's combined damage and horror values.

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.

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.

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 (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).

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.

You get +1 .

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

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).

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.

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.

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

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

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

Exhaust Embezzled Treasure: Move up to 2 resources from your resource pool to Embezzled Treasure (to a maximum of 10 resources on it). Forced - When you resign or the game ends: For every 2 resources on Embezzled Treasure, an investigator of your choice begins the next scenario of the campaign with 1 additional resource in their resource pool.

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

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

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.

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

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

Permanent. Limit 1 per deck. You have 1 additional hand, accessory, or arcane slot, which can only be used to hold a Blessed or Cursed asset.

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 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.

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.

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).

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.

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.

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 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.

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

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

Fast. Play at the start of the investigation phase. One at a time, reveal cards from the top of any investigator deck(s) until exactly 5 cards have been revealed. Set those cards aside, out of play. While set aside, any investigator may play any of those cards as if they were in their hand. At the start of the next investigation phase, shuffle each of those cards still set aside into its owner's deck.

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

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

: Fight (). Add your to your for this attack. If this attack succeeds by 2 or more against a non-Elite enemy, you may exhaust Polished Cane to automatically evade that enemy.

Permanent. Limit 1 per deck. Purchase at deck creation. Your deck cannot include more than 1 copy of each non-weakness, non-signature card (by title). Reduce your deck size by 5.

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

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.

As an additional cost to play Dirty Deeds, spend an action. Search your deck for an Illicit asset and play it, paying its cost. Then, you may resolve an or ability on that asset, ignoring all costs (including its cost, if any). Playing this card does not provoke attacks of opportunity.

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

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

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

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

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

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.

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

Fast. Play only during your turn. Engage any number of enemies at your 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 you fail a skill test by 2 or less while investigating. Discover 2 clues in your location.

Fast. Play only during your turn. Attach to a Firearm asset you control. You get +1 skill value while attacking with attached asset.

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).

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.

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.

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.

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.

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.

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

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

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

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

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.

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

Uses (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.

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.

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

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

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

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

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.)

Fight. This attack deals +1 damage.

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. 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 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.

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.

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.)

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.

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 (2 ammo). Spend 1 ammo: Fight. Instead of its standard damage, this attack deals 1 damage for each point you succeed by (to a minimum of 1, to a maximum of 6). If you fail and would damage another investigator, this attack deals 1 damage for each point you fail by (to a minimum of 1, to a maximum of 6).

Choose 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.

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 successfully attack a non-Elite enemy using a Melee asset. Attach Grievous Wound to the attacked enemy. Forced - At the end of the round: Deal 1 damage to attached enemy.

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

Each attached asset takes up no slots and its text box is treated as if it were blank (except for Traits). Exhaust Tool Belt: Choose one - attach a Tool asset in your play area to Tool Belt, switch a Tool asset in your play area with an attached asset, or detach an attached asset.

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.

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).

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

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

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.

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.

Fight. When this action begins, gain 2 resources.

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

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.

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

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

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.

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).

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

When you reveal a token during a skill test you are performing, you may commit Diabolical Luck to that skill test from your hand. If you do, Diabolical Luck gains .

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.

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

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

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

Agency, Police, Veteran deck only. Cancel the first attack of opportunity made against you each round.

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.

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

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.)

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

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.

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

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

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. You may commit Purified to any type of test. If this test is successful, for each point you succeeded by (to a maximum of 5), add 1 token or remove 1 token from the chaos bag.

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

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

Fight. You 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.

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.

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

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

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.

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.

Detective, Hunter, Wayfarer deck only. While there is a Creature or Monster enemy at your location, you get +1 and +1 . Exhaust Dakota Garofalo: Choose an enemy at your location or a connecting location. Move to the chosen enemy's location and engage it.

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

Campaign mode only. Permanent. Limit 1 per deck. Purchase only at deck creation. When you purchase this card, gain 10 experience. For the remainder of the campaign, you cannot earn experience.

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.

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

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.

Reveal an Item asset in your hand. Another investigator at your location may play that asset as if it were in their hand. If they do, draw 1 card and gain resources equal to that asset's printed cost.

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

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

Fast. Play when you draw a non-weakness treachery card. Place 1 of your clues on your location. Then, cancel that card's revelation effect.

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

Play only if you are not engaged with an enemy. Move. Choose an unrevealed location. Move (one location at a time) along the shortest path toward that location, until you enter that location. End this effect if you reveal a location, if an enemy engages you, or if your movement is blocked.

Fast. Play after a location enters play or is revealed during an investigator's turn. Until the end of the active investigator's turn, that location gets -1 shroud. You may move 1 clue to that location from any other location.

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

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.

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.

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.

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

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

Limit 1 per deck. Uses (10 resources). Exhaust Bianca "Die Katz": Parley. Move X resources from Bianca "Die Katz" to your resource pool. X cannot be more than 5. Test (X). If you fail, remember "you owe Bianca X resources." Then, search your bonded cards for the Bianca "Die Katz" enemy and spawn her at your location. Remove this card from the game.

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

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

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

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

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.

Evade. Automatically evade all enemies at your location.

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.

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.

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.

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

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

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.

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 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.

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

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.

Fast. Play during any investigator's turn. Play only if you have 5 or more remaining sanity. Choose a non-Elite enemy at your location. Until the end of the active investigator's turn, that enemy gets -2 fight and -2 evade.

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.)

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

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


Investigate. When this action begins, gain 2 resources.

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

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.

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

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

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).

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.

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

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

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.

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

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

Choose an unengaged enemy at your location. Test (X), where X is the evade value of the chosen enemy. If you succeed, discover 2 clues at your location.


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

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

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

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.

If this skill test is successful during an evasion attempt, the next time the evaded enemy takes damage this turn, deal it 1 additional damage.

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

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

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

Customizable. Uses (4 aether). If Hyperphysical Shotcaster has no aether, discard it. Spend 1 aether: Resolve the Manifest ability of the Hyperphysical Shotcaster's current form. Exhaust Hyperphysical Shotcaster: Change its form (to one you have unlocked on its upgrade sheet).

Fast. Play 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.

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

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

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.

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

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

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

Fast. 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.

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).

Choose an enemy at any location other than yours. Move twice toward that enemy. Discover 1 clue at each location you entered by this effect.

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

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

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.

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

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).

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

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

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

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.

Evade. When this action begins, gain 2 resources.

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

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

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

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

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

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.

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

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

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.)